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Starship Quirks

Jacqual

SOC-12
Does anyone have a list of potential Starship Quirks, I had one but I lost it when I moved from the States to Canada. I need it for my campaign, when someone creates a character in my game and are able to roll one in Mustering out they get an old ship free in clear. More rolls of the Starship just make it newer and a little better. Using the Starship Quirks I found is a little more fun then just making them pay the ship off with monthly payments. I had rolls like Ship is a fuel pig standard power plant fuel only lasts 21 days. Or ship was customized ship has 1 extra G acceleration and 1 extra agility point due to this annual repairs is 20% more then normal. I had a D66 table with about half good and half bad and I required 1 roll per 10 years of ship age, and my players loved it the ship itself started so many different adventures. I even had this one which the players went crazy for. Ship is Haunted once a month an apparition appears and wanders the ship recreating some scene. I made the character's work to figure out what is happening and work to help the ghost finish its goal. So does anyone have one or have other ideas to put in I need both good and bad items and would like to rebuild the D66 table with maybe even better ones. Any ideas and maybe increase the rolls like 1D3 per 10 years or 1D6 per 20 years. Maybe have ones that cancel each other out, or even add up to make each ship a little unique.
 
...the reason why every scout ship eventually smells like old cabbage...

No, that is another matter, entirely. The contract manufacturer for the Sulie's air recycling system was a minimum bid vendor who lacked adequately qualified staff during the design engineering phase of development.
 
There is also a thread somewhere here on CotI about ship's quirks. It ended up with a very long list of possibilities, IIRC.
 
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