Ran my first session a couple of days ago. Our club had to deal with some troublesome democracy so we didn’t get much time, but we did get a fair bit of Session Zero done. We’ve got a classic sci fi set up with a war between a big expansionist government and a smaller band of independents. The crew are all deserters in one way or another. We didn’t actually plan that it just worked out that way. Our heroes:
Captain Vass Montago: Crowded Military Commercial
An ex-navy trader who deserted and stole the ship from the expansionists. Tough in a fight and a cunning merchant.
Navigator June Kato: Galctic Starfaring Explorer
Deserted with Vass and helped steal her own ship. A skilled explorer both in space and on the ground.
Pilot Silph “Kip” Kipler: Impoverished Starfaring Scoundrel
A rogueish fighter pilot who used to work for the independents. He ran off with the crew after literally bumping into them shortly after their escape.
Engineer Pierre Lyon: Advanced Industrial Academic
Escaped after being framed for some kind of “accident” at a starship manufacturing laboratory. Took an AI and a handful of students with him.
The ship is going by the tentative name of “The Unicorn” since it’s got it’s one laser cannon sticking out from right above the helm. Though personally I’m more partial to “The Narwhal”.
There’s one thing I was looking for help with. I allowed Vass to take cargo (class 1 coffe beans) as one of his starting assets but now I’m not really sure if that’s legit. What I’m thinking is I might just give them the cargo as part of the jump point I throw at them next session and let him have another asset. Thoughts?
Anyway, I’m loving the game so far and very much looking forward to next week.
Class 1 cargo as a starting asset is not only totally legit, it’s also awesome.