Originally posted by JohnDSt:
brass-jester - how do we get in touch with you?
pass the charts over....
missingjn@dixie-net.com
Thanks for the interest in the charts. Lets see if this works;
Off-Time Flowchart: Chart 1 c. Brass-Jester 2002
1. Start. Assemble Characters
Go to (2) Upkeep
2. Sell Cargo, pay Ship costs, pay Crew wages. All characters pay Cr10 x Soc2 for upkeep, clothes, etc.
1-2 (3) Buy Equipment
3-4 (5) Healing
5-6 (4) Sell Equipment
3. Buy Equipment. Each PC may buy 1 item or group of related items of equipment
1-2 (4) Sell Equipment
3-4 (5) Healing
5 (7) Event
6 (3) Buy Equipment
4. Sell Equipment. PC’s may sell any surplus equipment and/or curios they have collected. Equipment may be sold at 50% of base cost, curios etc. throw 9+ to find a buyer then negotiate.
1-3 (3) Buy Equipment
4 (5) Healing
5-6 (6) Event
5. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
1 (7) Event
2-3 (10) Seek Patron
4-6 (8) Options
6. Event. Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details.
1-3 (8) Options
4-6 (9) Healing
7. Event. Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details.
1-2 (8) Options
3-4 (10) Seek Patron
5 (12) Expenses
6 (3) Buy Equipment
8. Options. May take any Action, initiate new project, take a job etc.
1-2 (11) Hear Rumour
3-4 (13) Buy/Sell Equipment
5 (10) Seek Patron
6 (14) Encounter
9. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
1-3 (13) Buy/Sell equipment
4-5 (11) Hear Rumour
6 (8) Options
10. Seek Patron? (Choose or Roll 1D: 1-4 = Yes 5-6 = No)
If Yes, generate Patron and go to Chart #3
If No, or when Chart #3 finished, go to (11) Hear Rumour
11. Hear Rumour. Roll on Rumour Table with appropriate mods.
1-2 (8) Options
3 (14) Encounter
4-5 (9) Healing
6 (13) Buy/Sell Equipment
12. Misc. expenses. An unforeseen expense that must be paid. Roll 1D:
1-2 Cr100
3-5 Cr1 x Soc2
6 Cr5 x Soc2
1-3 (14) Encounter
4-6 (16) End
13. Buy/Sell Equipment. Group may buy/sell as much equipment as is desired.
1 (14) Encounter
2-6 (16) End
14. Encounter. Group may encounter NPC’s, Law Enforcers or even creatures.
1-2 No Encounter
3 Law Enforcers. Throw Law Level+ to avoid
4-5 Roll on Encounter table and check reaction
6 Animal. Roll on Animal Encounter Table for area
1-4 (15) Healing
5-6 (16) End
15. Healing. Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
Go to (16) End
16. End. Either repeat cycle if a further week on planet is necessary, else roll for Cargo availability, passengers etc.
Chart #2 Selling Cargo
Throw for availabilty of Broker; DM’s Streetwise, Bribery, Admin
Broker-1 5+
Broker-2 7+
Broker-3 9+
Broker-4 11+
On a throw of 12 (exactly) then there is no broker available this week, PC’s must cycle through Chart #1 and try again next week, or sell without a Broker.
Chart #3 Patron
1. Roll Patron
2. Generate Stats (if required), plus tags etc. See NPC creation.
3. Generate mission (or select one,) decide if PC’s will accept it (or roll 1D 1-3 = Yes 4-6 = No)
4. Return to Chart #1 (10)
Events Throw D D
11 Meet NPC
12 Meet new PC (a way to introduce new characters)
13 Legal encounter, throw Law Level+ to avoid
14 Gambling. Win Cr100 x (2D + Gambling)
15 Misc. expenses. Pay Cr50 x 1D
16 Receive a message from….
21 Patron encounter
22 Random encounter
23 Hear Rumour
24 Get involved in a brawl (fight it out)
25 Shot at by accident (throw 10+ to be hit)
26 Meet NPC
31 Opportunity to buy exotic item
32 Close relative dies (who?)
33 Inherit Cr100 x 3D
34 Weapon jams irreparably, is useless (pick at random, could mean sword breaks etc.)
35 Legal encounter, throw Law Level+ to avoid
36 Opportunity to buy property (may be worth rent etc.)
41 Hear some news about….
42 Opportunity to make TAS application (open entry)
43 Receive information about…
44 Meet NPC
45 Robbed/burgled. Lose 50% of possessions (divide into 2 piles, roll randomly for which one was lost.)
46 Mistaken identity (roll reaction)
51 Meet alien or group of aliens
52 Civil disorder on planet (why?)
53 Planetary event (volcanic eruption, earthquake, giant asteroid strike etc.)
54 Hear rumour
55 Patron encounter
56 A piece of equipment breaks down and needs to be fixed.
61 Papers/documents not in order. (xref Exit Visa)
62 Complication with cargo (sb)
63 Special charter (transport to…, act as bodyguard to…., etc.)
64 Asked to carry message
65 Gain a Contact or Favour owed by NPC (who, why and what)
66 Offered Illegal weapon/Black market goods/drugs etc.
Complication with cargo; There is a potential problem with any cargo that will be picked up in the End Phase. Once cargos are generated, throw for each, 9+ to have a potential problem. Then roll for where the problem is, this end or at the destination. If this end, then roll 1D to see what it is. If the destination, then do not roll until PC’s get there!
1. Needs special import/export licence (see (8) Options.
2. Damaged.Real value reduced by 10-30%
3. Offensive stench will permeate LS system and make passengers unhappy
4. Hazardous cargo, throw 12+/day in transit to leak/explode and damage cargo area
5. Customs believe it is contraband and cargo is impounded
6. Shipping manifest was wrong and half/double (roll) agreed amount has arrived
This is a basic chart, it can be expanded/added to as you wish to suit your game. Post any queries.