Here is the beginning (all I've played so far, in fact) of a classic Traveller merchant campaign using Star Trader. It's set in the same subsector as my other solo game, and is esentially the captain's log.
---
Day 01
Piemal/Foreven (2533
B792369-9 Lo Ni)
Arriving in port, we got
news that Foreven Fast Freight LLC went bust. After all cargo is offloaded, the
bank gave me two options. A) the ship is to be returned to their nearest major
affiliate branch (on Zoe) immediately or B) I could exercise my statutory
rights and have the remaining mortgage transferred to me, retaining possession
of the ship as a free trader.
I only had Cr40000 to my
name. I knew Orneev and Diula were solvent, so we sat down in the starport bar
and talked things out. He could match my KCr40, Diula only had half that, but
between us it's enough starting capital. We split it 6 ways: Diula gets 1 share
for her KCr20, me and Orneev both get 2 shares for KCr40. As captain I get one
extra since the ship is legally mine. We told Auoth and the doc, they agreed to
stay on at their current salaries.
Day
03
Picked up 2 mid & 4
low passengers for Estoner. There were a bunch a mercenary cruisers refuelling
in the port, causing all sorts of havoc. Luckily the Port authority didn't feel
like pushing me out of the refuelling queue even though the corporate priority
payment went away, so I think we'll get out without a problem. [Star Trader
port event 46]
Bought 6t crystals @ Cr16000/ton
(+1% fee for splitting the lot, we couldn't afford all 20t) on spec for Cr96960.
Found a 40t and a 15t shipment
at standard rate to fill the hold.
-96960 crystals
+55000 freight
+20000 passengers
-35500 fuel, life support & berthing fee
-------
Cr42450 remaining ship's fund
-96960 crystals
+55000 freight
+20000 passengers
-35500 fuel, life support & berthing fee
-------
Cr42450 remaining ship's fund
Day 05
Met some locals in a
downport club. Bunch of suits worrying about their firm's import/export
accounts. No matter what they tried to talk about it always came back to the
office. Boring, but useful. It sounds like their biggest competitors have
secured the rights to a major new hydrocarbon field. If I hadn't already
secured a cargo, I'd be looking them up. Maybe next time. [from Star Trader's world encounter #51; DM +1
to find a dealer on next visit].
Day 06
Left port at 13.103
local time. Encountered a 2000dt Frontier Transport bound insystem on route to
the jump point. The captain wanted to know if I had any good info about
business on Piemal. I told him to look up those guys I met in the club. They
could use the business, and no way I'm letting someone else know about the real
tip.
[day 09
jn jumpspace
Star trader jump event 64
One of the stewards is: (6) under pressure from a passenger.
Q: How? Oppress / Home -
Passenger has Soc A, 2 higher than Orneev's. He is from Orneev's homeworld
(Haarui), and a social superior, and looks down on those below him.
Captain Liljingiv
takes over the steward role as she also has Steward-2, and doesn't want her
first voyage as a free trader to be marred by petty snobbery. She needs 8+ to
pull it off; rolls 6+2=8, success. She doesn't even record the incident in the
ship's log so everyone can forget it.]
Day 14
Arrive Estoner/Foreven (2532
E338569-6 Ni)
Uneventful trip from
jump point to "port", a flat rocky plain near the warehouses.
Passengers successfully
unloaded, the doc successfully revived the low passengers himself as there's no
facility onworld. Cargo unloading will take a few days.
Day 17
Found a buyer for the
crystals. Got KCr240!
[selling cargo, rolled
2d6 on the actual value table with Orneev's broker-3 as a positive DM. Roll 10+3=200%
of base price (Cr20000/ton)]
Bought a full hold worth
of wood? or some plant-fibre equivalent @ Cr900/ton. They'll need low tech
stuff like this on Lime.
Found 3 High, 1 Mid, 4
low passengers. Aid workers and missionaries all. at least they shouldn't be
any trouble.
ship's fund Cr42450
+240000 from spec sale
-55449 61t wood
+42000 passengers
-25500 fuel (unrefined), life support & berthing fee
--------
Cr243501 new ship's fund
ship's fund Cr42450
+240000 from spec sale
-55449 61t wood
+42000 passengers
-25500 fuel (unrefined), life support & berthing fee
--------
Cr243501 new ship's fund
[world event 44 Learn a political
secret on planet. PC can make 1d6x10000 credits from this, but will need to
roll 8+, with a DM of +Streetwise to get away with it. Failure risks arrest or
deportation.
This sounds like the
sort of thing Diula would end up involved in. She has streetwise-1; she rolls 10+1,
succeeding. She is now Cr10000 richer, but has made an enemy on Estoner.
Q: What is the secret
about: Truce / A burden. There is growing resentment towards the planetary
governor from Zoe. Some factions in local government are considering secession,
but the revolution is in its infancy. Diula hears this from a drunken junior diplomat
who's speaking out of turn. She taps him for Cr10000 not to tell her (wholly
fictional) journalist friend who works for the Foreven SPQR (Subsector P
Quarterly Review).
Needless to say she
doesn't mention any of this to her shipmates.]
Day 21
Uneventful journey to
jump point.
Day 28
Arrive at Lime/Foreven
(2632 X6758AA-1)
As expected, it was a
quiet trip. Very little system traffic.
Day 38
The planet's a mess. 20
years since the war and they still have almost no infrastructure. Put down near
one of the larger settlements at the behest of one of the passengers. No one
had any better ideas.
As expected, made a tidy
profit from the wood. Found some people able to resupply our life support for
hard currency at the normal rates, Imperial credits are more welcome here than
most places in the subsector.
Got a full hold of steel
- mostly scrap - @ Cr450/ton.
Getting things
loaded&unloaded here is painfully slow, there's so little heavy machinery
to go round. Got stuck 4 extra days on the ground. "Port Authority"
even charged the usual Cr100/day (hard currency only) extended berthing fees.
Normally I'd feel ripped off, but they really need the cash here. Also, no fuel
is available, so we had to use the scoops and get it from a lake. I'm always
nervous about using unrefined fuel. Fingers crossed.
5 high passengers and 4
low bound for Bleugh. I'm sure they want steel there.
Cr 243501 ship's fund
+244000 sell wood
+54000 passengers
-27450 steel 61dt on spec.
-20400 life support
-500 berthing fees (Std. +4days)
--------
Cr493151 new ship's fund.
This looks good, but I'm late paying the mortgage. I hadn't realised that no interstellar bank has reopened a branch on Lime.
Day 39
Uneventful trip to the
jump point. But the jump engines sputtered and died when we tried to make the
jump. Now we're floating dead in space to conserve power. We have enough fuel
to go back planetside if necessary, but if so, we may be stuck here
indefinitely...
[To fix the jump drive
temporarily require a 10+ with positive DMs equal to the skill levels of the
engineers working on them. Both Duila and Aouth have engineer-1. A new roll can
be made once per day.
They roll 7+2=9 the
first day. On the second day they roll a 6.
Q: Do any of the
passengers get angry about the delay? Somewhat Likely: 09, Exceptional Yes.
Captain needs to roll
10+ to defuse the situation, +DM equal to liason skill. Roll 5+1, fails.]
Q: What do the
passengers do? Change / Plans]
Day 41
The passengers are up in
arms. Had to take them back to the planet and refund their money. And pay
another Cr100 landing fee. Diula and Aouth swear they almost have the jump
drive back online.
Day 42
Since we're stuck here I
went in search of more passengers. Found 5 new high passengers to replace the
ones leaving. They don't mind if we leave a day late. I guess they're just
happy to be going somewhere else. Can't say as I blame them.
Good news all round when
I got back to the ship. We have jump drives again.
Day 43
Finally enter jump.
Day 45
Mostly boring trip. I'm
a bit worried about what happens when we get to Bleugh. Practically owe the
bank two payments now, plus repairs on top of that. I'll tell the low
passengers the voyage through jump space took an uncommonly long time. Even if
they don't believe me, I doubt they can afford to sue.
And that strange vilani
passenger seems to keep having chills and fevers. The doc says he's checked her
out thoroughly and its probably just space sickness and he's on top of things.
He better be right. If she's brought plague onboard...
[jump event 52 Crewman
has an affair with a passenger.]
Day 49
Finally arrive at Bleugh/Foreven (2831
C533A95-7 Hi Na Po)
Quiet trip to the
downport.
Day 51
Everything unloaded
without a hitch.
Good news: We made 300%
profit on the steel. Bad news: it was the least lucrative speculation to date.
[poor worlds give a +3DM on the value table to determine sale price of steel.
roll 9 + broker 3 +3DM = 400% (Cr2000/ton) selling price].
Really bad news: the
parts needed to fix the jump drives properly are going to cost MCr10. Not sure
how long we can limp from system to system until we raise the cash.
+122000 sale of steel
-275729 mortgage
-8600 crew salaries
-100 berthing
--------
Cr330622 remaining fund
Day 52
There's a mysterious
ship in the port that no one is allowed anywhere near. Rumours abound, but it's
probably just an imperial dignitary. But whilst everyone and their zkrog is out
trying to get a peek at it, I'm heading out in search of a cargo that will make
us some money.
Managed 10tons of
mechanical parts @ Cr35000/ton.
Ample choice of freight
consignments. 45t @ normal rates
Took on 5 middle + 4 low
passengers. Having Aouth try ocean refuelling again before we leave because we
can't really afford fuel. Hopefully none of the passengers will ask why the
ship's all wet when they see it.
-350000 spec. cargo
+45000 freight
+45000 passengers
-20400 life support
-------
Cr10222 new ship's fund
Day 55
Jump engine failed
again.
Day 56
These passengers are a
much more sanguine lot. No complaints drifting away from Bleugh. Made it into
jumpspace at 23:06 ship's time.
Day 57
Jump field misaligned in
jumpspace. Needed emergency repairs. Could have been fatal. Wish I could hire a
better engineer...
Day 63
Arrived at Fpozz/Foreven (2933
D000320-9 As Lo)
Quiet trip insystem.
Almost no radio chatter. I forgot just how few people actually live here.
Day 65
Everything unloaded. Mechanical
parts sold for MCr1.19. Quickly paid off the mortgage to put out that potential
fire.
-100 berthing
-275729 mortgage
-8600 crew salaries (also late, but came due in jumpspace)
--------
Cr905571 remaining ship's fund
Day 66
Called a crew meeting to
determine what to do. We've less than a tenth of what we need to fix the jump
drives and I don't know how we can legally raise the capital fast enough to
avoid destroying the drives or the whole ship if we keep pushing them. I don't
think anyone other than Diula would consent to piracy (I didn't say, but
everyone is already thinking it). So as I see it the options are:
1. Stay on and try to
ride out the storm
2. Look for higher-paid,
less-legal cargo
3. Try to get a
short-term loan for the parts - our track record is solid so far
4. Back out now and cut
losses
5. Go back to Imperial
space and then leave the ship
6. Sell the ship and
split town
So I put it to everyone.
The doc strangely liked the idea of illegal cargo. Aouth said we should make a
trip across the Imperial border, but then he was done. My lovely Orneev figured
that we could probably get away with unloading the ship on some other sucker
and be gone before they knew what happened. Diula said she wants out now with
her share, Cr150928.5 exactly.
I said we should all
sleep on it and everyone agreed on that at least.
Day 67
Asked Orneev to move in
with me last night. Said we could really use the extra revenue form a 6th
passenger stateroom. He called me a true romantic and laughed. Then said yes. And
that he intends to see this crisis out, was just kidding about selling the ship
and running off. Maybe I'll get to keep the ship after all. Gods I hope I'm not
making a mistake. Or two.
...
Later: reconvened to
decide what to do. Orneev and I presented a united front. The doc is willing to
stay, but really thinks we should be looking for 'special' cargo. Diula said
she'll stay after all, and seconds the doc's idea. Aouth said he'll fly us
across the border into the Imperium but then he's getting off. I told him to
get the fuck off my ship. If he wants out he can pay for passage to the Imperium
and I'll fly the ship my damn self.
[The original decisions
were just rolled on a d6. For sleeping on it, each NPC was determined to be
willing to change their mind on the roll of 4+ on a d6. I rolled twice for
Orneev and took the more amenable result since he is so close to the Captain.
Luckily she retained her boyfriend/broker-3. Though which side of him she
prefers...? Diula's change of heart was determined by rolling 1d3 to decide
which of the other votes she sided with.
I rolled a reaction for Auoth to see how he reacted to being let go and
got a 10, so he'll leave without a scene. Luckily he didn't ever realise that
the captain consistently spelt his name wrong, which would have been worth at
least a -2DM on the reaction table.
That I admit is my mistake;
if I'm going to make up space-names it would really be a good idea to remember how
to actually spell them. But when I noticed it, it seemed to make a good
personality quirk for the captain, so I didn't go back and correct it. I also
decided that the captain is much less conscientious than I about good English
(er... Galanglic) grammar. I've deliberately written in some very colloquial
usage and even replaced all her semi-colons with commas.
So, that's the beginning of a merchant adventure. I've left the date vague for now in case they do cross paths with my other Traveller campaign. They are in the same subsector at the moment, and unless they get that ship repaired they won't be going far. But they are just the sort of reprobates that might get press-ganged by Naval Intelligence for a dangerous mission.]
(Adventure continues here.)
Drat you, now I have to go and buy "Star Trader" from RPGNow. It looks like something I've long wanted . . . (so "drat you" really means "thank you very much").
ReplyDelete-- Jeff
PS, I'm enjoying your story as well.
It's definitely worth it. A lot of the ideas canbe adapted to other sorts of Traveller or other sci-fi games, and the NPC Relationship Table could be used for a party of adventurers in any game system.
DeleteWhen will you post the next installment, eh? I'm in the process of rolling up crew and selecting a sector . . . (so I was correct, you did cost me money).
ReplyDelete-- Jeff
This is just a side game, so I'm not sure when I'll get around to posting more (and welcome to the fold).
DeleteI cannot find any of those planets in the Foreven Sector:
ReplyDeletehttp://zho.berka.com/maps/the-foreven-sector/
Are you using a different version of the sector? If so, where is it available?
-- Jeff
I'm using my own subsector that I rolled up many, many years ago.
Deletehttp://aleaiactandaest.blogspot.co.uk/2013/12/traveller-sandbox.html
It's been variously located in the Spinward Marches, the Old Expanses, and now Foreven. I prefer using my own (sub)sectors as otherwise I'd spend all my time researching every world before my PCs went there -- the same problem I have with historical settings. This way I have opinions about most of the systems in advance. I should do a libray data post some time. I've got one or two written up somewhere.
Okay, thank you. I was trying to find a map so that I could follow the action better (that is all). But I'm now getting closer to tying my own "Traveller - Star Trader" game. I've picked out an area . . . the "central sector" (i.e., the four corner subsectors in the middle) of the Gateway Sector from QLI's "Gateway to Destiny" volume. It is all well outside Imperial space.
Delete-- Jeff