Flight of the Ambassador


Homebrew

Sczarni

So I'm running a homebrew SF game in which the players escape from the Azlant empire on the far side of the Vast. They hijacked a ship promptly re-dubbed "The Ambassador", and found a stash of 250.000 raw UPBs hidden on the ship.

They know they have to reach a certain drift beacon many jumps away in order to be able to use the Star Stone located in the distant Pact Worlds system. A system that, so they have been told, will grant amnesty for fugitives like them.

They're asking me for ideas on what to build / craft from the UPBs a lvl 1 PC or a MK 1 mononode ship computer could make use of. Should I just let them fool around with all the $$$ (without a place to spend it, since they're on the run), or should I steer them in a direction?


Well... what are the PCs, what do they already have, and what's already installed on the ship?


Level 1 PCs are skilled enough to make level 1 items. It takes four hours of work to make each and every item they try to make.

If they're smart, they'll craft just enough to keep them going for level 1, then save the rest to buy nice things when they hit civilization.

I assume they will level several times before they get to civilization and can buy things?

In that case, it's a decent-gigantic stash of stuff to make new gear each time they level.

Remember, A PC needs skill ranks = item level in the appropriate skill to craft the appropriate item. Typically mysticism, engineering and life science.

Sczarni

I'm emulating FTL, one of my favorite games of all time, albeit a bit less deadly.

The party consists of:

Skittermander Solarian, captain "Tings"
Android Operative, science officer "Bree"
Kasatha Soldier, pilot "Jac"
Lashunta Envoy, gunner "Tosin"
Ysoki Exomechanic, engineer "Violet"

They started with 1000 credits each. The ship (tier 2 transport) currently has a M12 engine, red power core, mk 1 mononode AI, medbay, engineer workshop, two turrets and some other small thing I forgot.

They also found a HAC, a portable shield generator and they built themselves a vehicle buggy.

They are crafting their ass off, as there is 1d6 days time between each encounter. I randomly determine almost everything, from encounters to RP to loot, up to the very astrological objects they find. This also means that civilization, let alone stores, are rare to come by and I expect them to craft most of their stuff themselves.

So far we're three sessions in and having a lot of fun. But I'm starting to notice they are only crafting bare essentials like healing serums, and want to inspire the, to craft more situational gear. Of course they need to be higher level, but last sessions I allowed them to craft library chips on a mercantile planet they found and they pounced it like a kitten on catnip and spent almost 10k UPB on 20 library chips... And of course I'm always eager to hear your ideas on how to secretly screw the players over in fun ways.

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