• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Salvage ideas?

Not cheesy at all, Ran! I like!
file_22.gif
Though, number 3 might complicate the "ship can be repaired" idea a little.
 
Crewman Jones (the one with the wrong number of teeth and a swarthy and narrow face...) gets scoutbrewed and then plays with the disintegrator they found last planet... he only got the crew, and then himself, as he accidentally targeted when he recognized them using his TP... Damn Zho!
 
Crewman Jones (the one with the wrong number of teeth and a swarthy and narrow face...) gets scoutbrewed and then plays with the disintegrator they found last planet... he only got the crew, and then himself, as he accidentally targeted when he recognized them using his TP... Damn Zho!
 
Another possibility...

Crew are salvaging a ship run once run by a gang of serial murderers who realize they have to fake their deaths and disappear... Ship doesn't seem to be in bad shape..

Players find / sent to salvage an "abandoned" passenger ship that had been declared "missing-Fate Unknown"..and hideous clues.. what happend to all the lowberthed folks whose money they took, and where did the bodies go?..

Trouble is, the former crew might want a new ship [The player's vessel!]
 
Another possibility...

Crew are salvaging a ship run once run by a gang of serial murderers who realize they have to fake their deaths and disappear... Ship doesn't seem to be in bad shape..

Players find / sent to salvage an "abandoned" passenger ship that had been declared "missing-Fate Unknown"..and hideous clues.. what happend to all the lowberthed folks whose money they took, and where did the bodies go?..

Trouble is, the former crew might want a new ship [The player's vessel!]
 
On somewhat of a tangent, if you want a different kind of challenge, there's always the "junkyard campaign" setup. The players end up in a fairly high-tech system, preferably one known for shipbuilding. There, they come upon a ship that's had exactly the right kind of accident- one that made the owners or insurers write her off, but didn't wreck her so thoroughly that she's beyond repair. She's airtight- well, mostly- and hasn't been completely stripped of all her systems yet, so they can get title for a certain percentage over her scrap metal value plus a bottle of good Regina Prime whiskey to the portmaster. (wink, wink)

Trouble is, the ship's missing one or several MacGuffins- anything from a few patches of lanthanum for the jump grid to a flight computer. This, of course, touches off more adventures as the players try to husband their remaining resources to get the ship running.

This is similar to a campaign design I've been working on for the Transhuman Space setting in GURPS, which has some of the same "really expensive spacecraft" issues as Traveller. I think it'll work well if your party is looking for adventures more along the lines of The Exit Visa, with more socializing, infiltrating, and shady dealing than outright combat.

As always, YMMV, void where prohibited by PC action.
 
On somewhat of a tangent, if you want a different kind of challenge, there's always the "junkyard campaign" setup. The players end up in a fairly high-tech system, preferably one known for shipbuilding. There, they come upon a ship that's had exactly the right kind of accident- one that made the owners or insurers write her off, but didn't wreck her so thoroughly that she's beyond repair. She's airtight- well, mostly- and hasn't been completely stripped of all her systems yet, so they can get title for a certain percentage over her scrap metal value plus a bottle of good Regina Prime whiskey to the portmaster. (wink, wink)

Trouble is, the ship's missing one or several MacGuffins- anything from a few patches of lanthanum for the jump grid to a flight computer. This, of course, touches off more adventures as the players try to husband their remaining resources to get the ship running.

This is similar to a campaign design I've been working on for the Transhuman Space setting in GURPS, which has some of the same "really expensive spacecraft" issues as Traveller. I think it'll work well if your party is looking for adventures more along the lines of The Exit Visa, with more socializing, infiltrating, and shady dealing than outright combat.

As always, YMMV, void where prohibited by PC action.
 
^ I like it! Would definitely require the PC's to get to know the system they were in, so none of this "blast off to another planet" syndrome that plagues most games. I hate it when I spend a ton of hours fleshing out a planet or system, just to have the players nod twice and jump out at the first opportunity.
 
^ I like it! Would definitely require the PC's to get to know the system they were in, so none of this "blast off to another planet" syndrome that plagues most games. I hate it when I spend a ton of hours fleshing out a planet or system, just to have the players nod twice and jump out at the first opportunity.
 
Originally posted by Ran Targas:
^ I like it! Would definitely require the PC's to get to know the system they were in, so none of this "blast off to another planet" syndrome that plagues most games. I hate it when I spend a ton of hours fleshing out a planet or system, just to have the players nod twice and jump out at the first opportunity.
------------------------------------------------
Another way for that Ran is they're on a large salvager, say 800-900 dtons, and its the Company's ship--they're just working on it, and can't jump out without authorization..or the NPC captain's permission..etc etal.

Barring that--it was jump-framed into system and they're there till they're picked up in XYZ weeks.. ;)
 
Originally posted by Ran Targas:
^ I like it! Would definitely require the PC's to get to know the system they were in, so none of this "blast off to another planet" syndrome that plagues most games. I hate it when I spend a ton of hours fleshing out a planet or system, just to have the players nod twice and jump out at the first opportunity.
------------------------------------------------
Another way for that Ran is they're on a large salvager, say 800-900 dtons, and its the Company's ship--they're just working on it, and can't jump out without authorization..or the NPC captain's permission..etc etal.

Barring that--it was jump-framed into system and they're there till they're picked up in XYZ weeks.. ;)
 
Oh Man!!

I leave for a week, come back and you guys have given me so many adventure hooks I don't know what to do!

I need to re-read this thread and put something togeather. Boy are the PCs going to have to work....
file_22.gif


Great stuff. Thank you.
 
Oh Man!!

I leave for a week, come back and you guys have given me so many adventure hooks I don't know what to do!

I need to re-read this thread and put something togeather. Boy are the PCs going to have to work....
file_22.gif


Great stuff. Thank you.
 
Just thinking about the salvaging off the battlefield. Any military wrecks may be declared war graves. As such they may be monitored / maintained by a faithful caretaker.

Not only will salvage be morally dubious, but if the government / military notices the PCs with ships or parts from the war grave they won't be pleased, especially the navy.

Having an planetary or interstellar navy after you for violating war graves is probably a bad thing


Cheers
Richard
 
Just thinking about the salvaging off the battlefield. Any military wrecks may be declared war graves. As such they may be monitored / maintained by a faithful caretaker.

Not only will salvage be morally dubious, but if the government / military notices the PCs with ships or parts from the war grave they won't be pleased, especially the navy.

Having an planetary or interstellar navy after you for violating war graves is probably a bad thing


Cheers
Richard
 
In space salvage may be dubious but it a fact of life for low-tech planets; free traders or corsairs who normally lack home ports; also
small, cheap or low-maintenance transport lines(history full of ships fixed or built with salvaged, often outdated parts). Probably many
system/planetary navies are built/maintained through Imperial navy boneyards. One of the most
popular escort/assault/raid ships in my campaign
are S type 100 tonne scouts gutted, & rebuilt with
upgraded manuver drives & a particle accelerator running the length of the ship as either a spinal, dorsal & or ventral mount.
 
In space salvage may be dubious but it a fact of life for low-tech planets; free traders or corsairs who normally lack home ports; also
small, cheap or low-maintenance transport lines(history full of ships fixed or built with salvaged, often outdated parts). Probably many
system/planetary navies are built/maintained through Imperial navy boneyards. One of the most
popular escort/assault/raid ships in my campaign
are S type 100 tonne scouts gutted, & rebuilt with
upgraded manuver drives & a particle accelerator running the length of the ship as either a spinal, dorsal & or ventral mount.
 
Back
Top