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The ref decides if he wants the PC to stay in the system he is in or move on to another. If it's 'stay', the PCs can't get working passage; if it's 'go', he can.
If the ref don't care either way, use the 50% rule.
I was just curious as to whether there were any published rules. The party needs to move and it's in the early stages of a campaign and so middle passages for all will cost a significant (but not crippling) share of their cash.
If nothing exists, I would propose something along the following:
Task - Difficult (roll 10+)
Mods:
+1 for relevant skill after +1
+2 for Class-A starport
+1 for Class-B starport
-1 for Class-D starport
-2 for Class-E starport
+1 for Hi-Pop
-1 for Lo-Pop
(+/- SOC for Mongoose)
I was just curious as to whether there were any published rules. The party needs to move and it's in the early stages of a campaign and so middle passages for all will cost a significant (but not crippling) share of their cash.
If nothing exists, I would propose something along the following:
Task - Difficult (roll 10+)
Mods:
+1 for relevant skill after +1
+2 for Class-A starport
+1 for Class-B starport
-1 for Class-D starport
-2 for Class-E starport
+1 for Hi-Pop
-1 for Lo-Pop
(+/- SOC for Mongoose)
Hell, no. Those ones right there are fanarking awesome. Also, being a Noble I rather like I get a decent Mod to get a Working Passage, what with my Astrogator-1, Imperial Navy service and current Rank, I should be able to score a ride in no time flat.
And Hans, my good man, that is an excellent rule and I am so remembering that for the future.
Thank you, gentlebeings for both your suggestions.
I'd have to agree with the "speed of plot" argument on this one, too. Unless you want to bleed off some weeks of the players "making ends meet" while waiting for their chance to get off world.
I'd also suggest that this is exactly what Low Passages are for. I'd also make the revive roll in secret (but still let the players hear the dice roll!) and don't kill any of them unless you know one of your players isn't happy with their character.
If your players aren't too scrupulous and the world they're on isn't too high LL, they could also try to make sure that a visiting ship is short a few crew positions, if you know what I mean. Or if there is a high enough Law Level, that might be another way to go - provoke some crewmen and get them thrown in the slammer. They might want to be careful about "eliminating" just the right number of crew though - captains aren't stupid and might wonder why a fully qualified replacement crew was so easily encountered.
Actually, I would suggest that the modifers presented in the table submitted by NickP are reversed! I will suggest that while the shipping volumes are higher on those worlds with A and B starports, they will also be serviced by more reputable, larger shippers who would have rules against hiring transients on W/P. So, as follows:
(skill mod unchanged- thats a great guideline)
Class A -2
Class B -1
Class C +1
Class D +2
Class E +0 (low traffic volumes)
Class X -4 (no real traffic)
It might also make sense to reverse the population DMs as well - in a hi-pop system, working passages might well be a "buyer's market", where the ship may have a wider choice of candidates, while on a lo-pop world, a "seller's market" might well exist, where the PC might be the only candidate.
A starship captain with a crew shortage may hire an individual to fill the vacant position, paying not money but passage in return. Working passage may not continue for more than three jumps, or the individual is considered to have been hired for standard salary. In order to be hired for working passage, the individual must have some expertise in the position for which he is hired. Baggage totalling 1,000 kilograms is allowed.