Editing Smuggling and Piracy for Star Wars D6

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==Mundane Costs of Running a Ship==
 
==Mundane Costs of Running a Ship==
*'''Docking fees''' (standard+ spaceports) - 50 cr/day.  Busier spaceports might be up to 150 cr/day.
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*''Docking fees'' (standard+ spaceports) - 50 cr/day.  Busier spaceports might be up to 150 cr/day.
*'''Standard maintenance''' includes life support replenishment (food, water, lubricating fluids, coolant), oxygen, waste removal, decontamination, and landing stress tests - Base fee is 10-35 credits (usually the lower end), but the end price uses this formula:
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*''Standard maintenance'' includes life support replenishment (food, water, lubricating fluids, coolant), oxygen, waste removal, decontamination, and landing stress tests - Base fee is 10-35 credits (usually the lower end), but the end price uses this formula:
**''Restocking Fee'' = (Base Fee) x (total Crew and Passenger capacity) x (number of days worth of Consumables to be renewed)
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**'''Restocking Fee''' = (Base Fee) x (total Crew and Passenger capacity) x (number of days worth of Consumables to be renewed)
*After 20+ jumps, you likely need a full '''Maintenance Overhaul''' (GM rolls 2D while at port, on a 2 you need it) - 1,000 cr standard, more for heavily modified ships (up to 5,000 cr).
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*After 20+ jumps, you likely need a maintance overhaul (GM rolls 2D while at port, on a 2 you need it) - 1,000 cr standard, more for heavily modified ships (up to 5,000 cr).
*'''Repairs''' cost anywhere from 5% - 25% of the ship's original retail cost, per main system (Maneuverability, Speed, Shields), usually averaging 10% and dependent on the level of damage the ship is currently at.
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*Repairs cost anywhere from 5% - 25% of the ship's original retail cost, per main system (Maneuverability, Speed, Shields), usually averaging 10% and dependent on the level of damage the ship is currently at.
*'''Drives / Hyperdrives''' can cost anywhere from 15% - 35% of the ship's original retail, usually on the higher end.
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*Drives/Hyperdrives can cost anywhere from 15% - 35% of the ship's original retail, usually on the higher end.
  
 
==Starship Quirks==
 
==Starship Quirks==
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===Contacts===
 
===Contacts===
 
For every die in Streetwise, select one contact.  Normally, this only applies to well-traveled characters like a Smuggler captain, but theoretically anyone can use it.  Simply alter the list of contacts to be more in-line with your character's Template (i.e. Jedi will know Republic Senators and other Jedi, while Ewoks will know...well, other Ewoks).
 
For every die in Streetwise, select one contact.  Normally, this only applies to well-traveled characters like a Smuggler captain, but theoretically anyone can use it.  Simply alter the list of contacts to be more in-line with your character's Template (i.e. Jedi will know Republic Senators and other Jedi, while Ewoks will know...well, other Ewoks).
 
A variant that I use is that you have the number of contacts stated above, but you don't necessarily have to detail them in advance.  Instead, you can define them during the game, allowing you to seemingly generate a contact at a dramatically appropriate or useful time.  Of course, you only have a limited number of times you can do this, because once you define it, it's a done deal.
 
  
 
====Types of Contacts====
 
====Types of Contacts====
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====Finding a Customer====
 
====Finding a Customer====
Roll Knowledge/Streetwise to determine how good/profitable the run is:
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Roll Perception/Streetwise to determine how good/profitable the run is:
*'''Failure:''' No run.
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*Failure: No run.
*'''Very Easy:''' Long run, not much cargo, marginally profitable.
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*Very Easy: Long run, not much cargo, marginally profitable.
*'''Easy:''' Long run, large cargo, barely profitable.
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*Easy: Long run, large cargo, barely profitable.
*'''Moderate:''' Moderate run, large cargo, fairly profitable.
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*Moderate: Moderate run, large cargo, fairly profitable.
*'''Difficult:''' Moderate run, full cargo, good profit.
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*Difficult: Moderate run, full cargo, good profit.
*'''Very Difficult:''' Short run, full cargo, high profit.
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*Very Difficult: Short run, full cargo, high profit.
  
 
====Standard Fees====
 
====Standard Fees====
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Note that, in the absence of legit insurance companies, there's always loan sharks or posting your ship as collateral.
 
Note that, in the absence of legit insurance companies, there's always loan sharks or posting your ship as collateral.
 
===Passengers===
 
*Luxury Liner. . . 1,000+ credits
 
*"No Frills" Liner. . . 500 credits
 
*Steerage. . . 100 credits
 
*Chartered Ship. . . 10,000+ credits
 
 
====Multipliers====
 
*Heavily traveled route x1
 
*Common route x2
 
*Rarely-traveled route x3
 
*Uncommon route x5
 
*"You want to go where?" x? (Chartered ships only)
 
  
 
===The Black Market===
 
===The Black Market===
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The base asking price for any F, R, or X items is the listed price plus modifiers from Bargain rolls between the dealer and the buyer (which may not be the freighter!).  The freighter is going to get something in-between the listed price and the final price.
 
The base asking price for any F, R, or X items is the listed price plus modifiers from Bargain rolls between the dealer and the buyer (which may not be the freighter!).  The freighter is going to get something in-between the listed price and the final price.
  
It takes a Knowledge/Streetwise roll just to get in touch with a dealer, and then negotiations begin.  They can be ended by either party at any time, but doing so without coming to agreement means that the next Streetwise roll is done at one higher difficulty level (Very Easy > Easy > Moderate > etc.).
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It takes a Perception/Streetwise roll just to get in touch with a dealer, and then negotiations begin.  They can be ended by either party at any time, but doing so without coming to agreement means that the next Streetwise roll is done at one higher difficulty level (Very Easy > Easy > Moderate > etc.).
  
 
===Loan Sharks===
 
===Loan Sharks===

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