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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Feb 20, 2012 7:35 pm Post subject: |
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Well, stats-wise, it's not that far off from a basic TIE fighter, insofar as speed, hull and maneuverability. Granted, a TIE/ln is probably not the first choice of the discerning fighter pilot, but it is still a front-line combat vehicle.
Personally, I would suggest giving them the ship in good condition, but with a major complication or two thrown into the mix. I'm not a huge fan of Stock Ships, but the unique ships included in that book have some great ideas as far as plot complications that the characters may encounter down the road. I would suggest pulling a few of those and tacking them onto the ship without the character's knowledge. They may think they have a great ship until the previously unknown issue pops up and bites them at a most inopportune moment.
P.S. If you are looking for a good Baudo deck plan, check this out. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Grimace Captain


Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Mon Feb 20, 2012 7:53 pm Post subject: |
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Well, you've got all sorts of problems, tetsuoh. If Bossk still owns the ship, the PC can't "forfeit ownership of it" if he doesn't pay within a year. The PC never owned it to begin with.
Second, if Bossk really does "own it" and uses it, then it probably wouldn't be in bad shape or worn down. He wouldn't keep something like that around, I would imagine. Would you, as a respected bounty hunter, keep a ship that's run down, doesn't function at even base capacity, and needs a lot of work? Probably not. He'd keep something that would be of decent quality.
If Bossk just wants to get rid of the thing, but wants a fair price for the ship, he's not going to necessarily pull the rug out from the PC, but neither will he put up with a lot of excuses.
I think you're going to have your work cut out for you with this one. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Feb 20, 2012 8:24 pm Post subject: |
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Grimace wrote: | I think you're going to have your work cut out for you with this one. |
I agree. It really doesn't sound like the ship and the background story are a very good fit. I would suggest getting a copy of Platt's Smugglers Guide and checking out the character creation section for some suggestions as to how to flesh out the background a bit better... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Feb 20, 2012 8:32 pm Post subject: |
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Grimace wrote: | Well, you've got all sorts of problems, tetsuoh. If Bossk still owns the ship, the PC can't "forfeit ownership of it" if he doesn't pay within a year. The PC never owned it to begin with. |
I think that Bossk owns it now, but is selling it because he doesn't use it. If the PCs can't pay their loan, the ship will be subject to repossession simply because Bossk doesn't want to give it away for free. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 21, 2012 3:49 am Post subject: |
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And if needed, he can pawn out the capture of the PC to lesser hunters.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Grimace Captain


Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Tue Feb 21, 2012 4:21 pm Post subject: |
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Fallon Kell wrote: | Grimace wrote: | Well, you've got all sorts of problems, tetsuoh. If Bossk still owns the ship, the PC can't "forfeit ownership of it" if he doesn't pay within a year. The PC never owned it to begin with. |
I think that Bossk owns it now, but is selling it because he doesn't use it. If the PCs can't pay their loan, the ship will be subject to repossession simply because Bossk doesn't want to give it away for free. |
Not giving it away for free is one thing, but putting a one year time limit and saying that he'd go after them in a hostile manner for not paying for it is another thing altogether. Were the ship fully functional and it was more of a "bet", then I could see Bossk maybe becoming hostile over the money not being paid. Though the money would be in the 200,000 credit range! If the ship is in poor condition, then why would Bossk even care about going after someone if it wasn't paid off in a year? If he's wanting to get rid of it anyway, would he really want to spend time going and hunting down the PCs? As long as he's getting payment, it's basically free money for him. If Bossk doesn't want to deal with payments since he's not a loan shark, he tells the PC to go get a loan and pay the full sum of money to him and that's the end of the dealings with Bossk. If Bossk does want to deal with payments, he's not going to suddenly go hunting for the PC just because it's not paid off in a single year's time, especially if Bossk is still getting payments from the PC.
The whole situation of having Bossk own the ship, the PC make payments but also have to do things for Bossk whenever he asked them, but also having it where the payments need to be complete in a year or Bossk goes gunning for the PC just doesn't make a lot of sense. Do you shoot your cash cow? Do you care if it's not paid off in a year if you're getting payments for it steadily? If Bossk is worried he won't get paid THAT much, then he wouldn't even deal with payments and just tell the PC to go get a loan from a loan shark and pay off the full cost of the ship at one time. But then that gets rid of the "Bossk can have them do things whenever he asks" aspect.
The idea of Bossk owning the ship and occasionally uses the ship for something is a good one. The idea of Bossk gunning for the PC after one year if the ship isn't paid off, ISN'T. |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Feb 21, 2012 5:46 pm Post subject: |
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IMHO, you're over-thinking it Grimace. It's a good idea to give a PC an interesting ship that he wants. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 21, 2012 5:54 pm Post subject: |
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jmanski wrote: | IMHO, you're over-thinking it Grimace. It's a good idea to give a PC an interesting ship that he wants. |
I agree, but I think Grimace's suggestions are more in line with giving the ship's back story more realism. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Feb 21, 2012 6:02 pm Post subject: |
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I think the backstory is fine the way it is.
It's the backstory. You need to keep cash rolling in to keep Bossk off your tail. Spending too much time on the details of the backstory will be a waste. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 21, 2012 6:08 pm Post subject: |
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True, but overthinking things in the beginning means fewer oops moments later on. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Feb 21, 2012 6:11 pm Post subject: |
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Yeah, but the part about Bossk demanding deliveries at any time is sheer genius to me. I just don't see a problem with it the way it is. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 21, 2012 6:23 pm Post subject: |
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Well, me and grimace see eye to eye here.. making it something he would come after so soon (1 yr) means it is valuable, but if its so valuable, why is it so broke? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 21, 2012 6:39 pm Post subject: |
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garhkal wrote: | Well, me and grimace see eye to eye here.. making it something he would come after so soon (1 yr) means it is valuable, but if its so valuable, why is it so broke? |
I agree. The Baudo is like the SW equivalent of a cigarette yacht, and it should be in good shape (stock if not better) if Bossk is going to have this constant threat hanging over their heads. If not, the players would have to be pretty desperate to enter into such a lopsided arrangement. It might even be more appropriate if Bossk had a hidden reason for wanting to get the ship off of his hands... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Kaloth Varsk Lieutenant Commander


Joined: 28 Jan 2012 Posts: 121
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Posted: Tue Feb 21, 2012 9:03 pm Post subject: |
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crmcneill wrote: | Well, stats-wise, it's not that far off from a basic TIE fighter, insofar as speed, hull and maneuverability. Granted, a TIE/ln is probably not the first choice of the discerning fighter pilot, but it is still a front-line combat vehicle.
Personally, I would suggest giving them the ship in good condition, but with a major complication or two thrown into the mix. I'm not a huge fan of Stock Ships, but the unique ships included in that book have some great ideas as far as plot complications that the characters may encounter down the road. I would suggest pulling a few of those and tacking them onto the ship without the character's knowledge. They may think they have a great ship until the previously unknown issue pops up and bites them at a most inopportune moment.
P.S. If you are looking for a good Baudo deck plan, check this out. |
I'm actually a big fan of stock ships, although it's mostly for the reason you mentioned. Having quirks, complications, and history to a ship (that the characters might not know all of at the start) keeps things interesting.
The main thing is to make sure that the ship will improve the story, not detract from it. So having some surprises as part of the ship is a good thing.
Some things not to share with the players, that they might learn later could be the legacy of the ship.
1) Who owned the ship before Bossk?
2) How did he acquire it?
3) Is the previous owner (or associates of his) looking for the ship still?
4) Is the ship wanted in certain systems?
5) Is something hidden on board that Bossk (or the previous owner) put there?
It gives more storylines that might even go beyond the basic plot that's been talked about. If he killed someone and took their ship, then found out it really belonged to some powerful noble or even crimelord, then maybe Bossk is actually hoping to get the PC's shot down to clear any connection of him and the ship, but he wants to make money on it first, and wants to make sure it's a public explosion so those seeking the ship won't ask questions of him. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16409 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 21, 2012 9:13 pm Post subject: |
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Exactly. That was an aspect of the Serenity RPG that I really liked, in that it made the character's ship into almost an NPC, with the ship's abilities described by attributes instead of a stat block. Each ship would have its own individual personality quirks that helped make it more unique.
An optional rule I have been using that has been a lot of un is allowing the characters to "tinker" with the ship between missions, and by tinkering, they can transfer CPs into the ship to be used to help the ship survive where another ship of the same model wouldn't; the difference between the two is that the PC's ship was more "loved" than the other. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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