Not sure where this goes; it's an adventure seed.
Patron wishes to charter a ship with Jump-2 to test his/her theories about misjumps -- by having it intentionally misjump!
The patron will provide internal collapsible tanks for fuel to keep the power plant running during extended misjumps and to Jump back from deep space if needed, as well as external drop tanks and their fittings (the PCs get to keep the drop tank fittings) so Jumps don't use up the ship's normal fuel tankage. He/she will also provide TL15 (survival roll automatically succeeds) self-powered low berths for everyone in the event the Jump Drive malfunctions irreparably and it's necessary to return at sublight speed. The PCs may get to keep them; it's negotiable.
An easy - though tedious -- way to get a safe (no "ship destroyed" result) misjump is to keep using unrefined fuel and wait for a misjump roll of 13+.
Another is to deliberately mess with the jump drive settings, but that might not be perfectly safe.
A third, depending on how it's handled in your game universe, is to jump from just inside the 100D limit. It's safe to jump from outside it, but DM+5 between the 100D limit and the 10D limit. It may be that at 82D it's +1, at 64D it's +2, and so on (that is, the +5 can be pro-rated between 10D and 100D in increments of 18 diameters). If so, the 36-64 diameter zone has a +3DM, giving a 16.7% chance of misjump but no possibility of destruction.
The patron could have several motivations:
1. Everything is as it seems, and this is legitimate research. Probably won't amount to much though.
2. The patron is looking for the place whereall the socks that vanish from the laundry misjumped ships end up -- a space Sargasso Sea of sorts.* If found, there may be a reason ships get stuck there. Perhaps jump drives don't work in that zone? Or there's an Ancients site, or both? Either way, there may be survivors on other lost ships, and they'll want out, and may have operational starship weapons even if the ships themselves are stuck there.
3. The patron has an Ancient Artifact that he/she believes allows one to pick a misjump's destination or at least direct it somewhat. It works. Further testing will be needed to determine exactly how to control it.
4. The Artifact will send a misjumped ship to a specific world instead. This world may have an Ancients site. (This world isn't a starship graveyard, unlike 2, above.)
5. The Artifact does not work at all, and may in fact be fake. The patron could react poorly to discovering this, and may blame the PC crew.
6. This is an elaborate suicide attempt.
Questions or comments?
Thanks in advance!
*There's a non-trivial chance the ship will exit Jumpspace in someone's laundry room, down back behind the dryer.
Patron wishes to charter a ship with Jump-2 to test his/her theories about misjumps -- by having it intentionally misjump!
The patron will provide internal collapsible tanks for fuel to keep the power plant running during extended misjumps and to Jump back from deep space if needed, as well as external drop tanks and their fittings (the PCs get to keep the drop tank fittings) so Jumps don't use up the ship's normal fuel tankage. He/she will also provide TL15 (survival roll automatically succeeds) self-powered low berths for everyone in the event the Jump Drive malfunctions irreparably and it's necessary to return at sublight speed. The PCs may get to keep them; it's negotiable.
An easy - though tedious -- way to get a safe (no "ship destroyed" result) misjump is to keep using unrefined fuel and wait for a misjump roll of 13+.
Another is to deliberately mess with the jump drive settings, but that might not be perfectly safe.
A third, depending on how it's handled in your game universe, is to jump from just inside the 100D limit. It's safe to jump from outside it, but DM+5 between the 100D limit and the 10D limit. It may be that at 82D it's +1, at 64D it's +2, and so on (that is, the +5 can be pro-rated between 10D and 100D in increments of 18 diameters). If so, the 36-64 diameter zone has a +3DM, giving a 16.7% chance of misjump but no possibility of destruction.
The patron could have several motivations:
1. Everything is as it seems, and this is legitimate research. Probably won't amount to much though.
2. The patron is looking for the place where
3. The patron has an Ancient Artifact that he/she believes allows one to pick a misjump's destination or at least direct it somewhat. It works. Further testing will be needed to determine exactly how to control it.
4. The Artifact will send a misjumped ship to a specific world instead. This world may have an Ancients site. (This world isn't a starship graveyard, unlike 2, above.)
5. The Artifact does not work at all, and may in fact be fake. The patron could react poorly to discovering this, and may blame the PC crew.
6. This is an elaborate suicide attempt.
Questions or comments?
Thanks in advance!
*
Last edited: