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Raising money to buy passage to someplace where there is a ship.
Playing guide to the local sights for people who do have ships.
Local underworld adventures.
Getting pressed into slavery or the local version of the 18th century Navy. And trying to get out.
Quest for the bits to put together a ship. Start with a stripped hull with some avionics left in. Someone knows where there's a power plant, someone else knows where an M-drive that just needs a bit of work lies, someone else knows where a cheap J-drive can be gotten in the local system. Of course, each of these contacts needs some other favor done.
Fighting in the arena for money.
Getting framed by the local syndicate.
Trying to convince the locals that they can build a spacecraft with the local TL6 tech. They just need backers.
Trying to get access to the Starport so they can have a chance at getting a job that'll get them off-planet.
Trying to re-establish their identities after being robbed of everything, including clothing.
Trying to become the leaders of the local TL0 tribes, then figure out what to do next if they manage it.
That's the best one if you need to run an adventure on rails, at least for planet hopping. Otherwise you have to be ready for every planet in J-3 or 4 (total) range per session.
That's the best one if you need to run an adventure on rails, at least for planet hopping. Otherwise you have to be ready for every planet in J-3 or 4 (total) range per session.
The premise was a scientist, working on a J2 drive, and the ship assigned to help him test it. Plus the Council Member assigned by the Concordat High Council to oversee the project.
PC's:
Dr. A. Jones, PhD (Peter's PC) ♂ - Jump Physicist
Col. Beauregard Beauregard (Jerry's PC) ♂ - Space Patrol Officer
Duchess Danau (Steph's PC) ♀ - Cadet member of the Concordat Council, Assistant Ambassador from Elestrial.