Category Archives: Adventures

Adventures and Scenarios.

Hypercognitive

Patron: Merchant
Required Equipment: Vehicle

Players’ Information:

The way the guy — Ambrosius Kemp, the owner of an export business over in Startown — was waving his hands around and sweating, I’d have thought he was gonna keel over any moment. He had called us in to talk to us about a job, but the more he talked, the more agitated he got. He kept going on about how time was running out and how he’d be ruined if we couldn’t help him. I watched him; if he didn’t calm down soon, his time was gonna run out. A sneaked a glance over at Vajra, and she must’ve thought so, too; her fingers were inching closer to her sidearm.

The Colonel finally got Kemp to calm down long enough to explain what it was he wanted. Kemp sat down — actually, he more like collapsed — behind his desk, and took a deep breath before starting his spiel. Seems he has a partner, name of Aquino, who had one of those cybernetic drives installed in his brain so he could better keep up with the number-crunching and the day-to-day. That upgrade made Aquino a whiz-kid who doubled the company’s income in a matter of weeks. Trouble is, in those same weeks, Kemp noticed Aquino acting more and more strange. Finally, Kemp decided to do something, but Aquino beat him to it; he checked out of town. But not before helping himself to the company’s most sensitive data and a big slice of the company’s finances to the tune of Cr5,000,000. One of us let out a low whistle at the figure. I started imagining all kinds of things I could do with that kind of puli. Kemp wrecked my daydream by repeating that loss would ruin him.

He paused, and the Colonel had to prod him for more info. Kemp knew he had to locate Aquino fast. He made a lot of commcalls and called in most of his favors, but he finally found out where Aquino was: aboard the planetary hyper rail, headed for the world capital. Another low whistle, from myself this time. Hyper rails are the last word in maglevs, and this planet wasn’t that big; the train would get to the capital in a matter of hours. No wonder Kemp kept saying time was short. Worse, Kemp said that the capital was also the subsector headquarters for Periva Factors, a big brokerage firm that had been trying to get its hooks in Kemp’s firm for a long time. He was certain that’s where Aquino was headed. If he made it, Kemp could say bye-bye to everything he’d built over the years.

Kemp wanted us to intercept the hyper rail, locate Aquino, and get him back to Kemp, who’d have people waiting to deal with that pesky implant. For our trouble, he’d pay us one-tenth of the amount Aquino ran off with. Five hundred thousand for grabbing a guy off a train and bringing him home? Not too shabby.

The Train
The Train – Image from wikimedia – CC-BY-SA-2.0

Referee’s Information:

The hyper rail will reach its destination in six hours. It makes two scheduled stops, one two hours into its trip, the other two hours later. It spends 30 minutes at each stop before continuing. If the adventurers choose not to board the train at the stops, they will have to come up with another way to do so while it’s moving at hundreds of kilometers per hour.

Once aboard the hyper rail, it’s up to the players how they find Aquino and remove him from the train. The referee should determine what security arrangements are in place. At a minimum, it’ll have an Anti-Hijack program (similar to the program mentioned in Book 2: Starships) and an armed guard or two.

While the implant is active, Aquino has total recall and cognitive function that gives him an equivalent INT of F.

1. All is as represented.

2. Kemp is lying; he’s actually guilty of gross corporate malfeasance and has been embezzling funds from the company. Aquino finally had enough, downloaded the evidence, and headed for the World Court in the capital. If the group succeeds in returning Aquino, Kemp will kill him as soon as the adventurers leave.

3. As 1, except Aquino’s not responsible for his actions; the implant malfunctioned and caused temporary insanity. Aquino will be subject to periods of paranoia and rage until the implant is deactivated.

4. Kemp only thinks Aquino has betrayed him. In actuality, Aquino’s actually bent on committing an act of corporate sabotage. He downloaded only copies of the company’s files as bait, and included a computer virus designed to infect and destroy Periva’s system. If he succeeds in his mission, Periva Factors’ operations will be irreparably damaged and the company will be out of business in a month.

5. As 1, 3, or 4, except that a third party has found out about Aquino’s mission and wants to help itself to the secrets locked in his head. 1D+2 crack assassins (adjust for PC strength) will attempt to kidnap Aquino and head for parts unknown.

6. As 1, except that the train is also carrying a valuable cargo, which is guarded by a contingent of planetary troops. The soldiers will consider any disturbance as an attempt to steal the cargo and act accordingly.

Hewitt’s Hog Rides Again

Patron: Army Officer
Required Skills: engineering, electronics
Required Equipment:  Engineering tools
Location: Roia (Foreven 0919) C573873-7

Players’ Information:

Roia (Foreven Sector 0919 in Anika Subsector) is a small, arid world wi th a population of 400 million. Though nominally under the control of a central world government, the reality is that local governors and satraps wield the real power and pay little more than lip service to the capital. Constant infighting between them sometimes spills over into open warfare.

About ten years ago, the government brought in offworld mercenaries in an effort to bring some of the more independent regional governors to heel. Many of these governors hired mercenary units of their own, and several years of bitter fighting followed. The exhausted and cash-strapped factions recently concluded a ceasefire, which did little to change the local status quo. Though the mercenary companies are gone, local militia forces with improvised armored vehicles and cast-off weapons continue to eye each other over mine-strewn no-man’s lands.

The team is contacted by Captain Richtoph, an ambitious officer serving a minor provincial governor in the distant outback. He is seeking technical advisors to repair a damaged vehicle abandoned by one of the departed mercenary units.

Richtoph produces a series of photos of the wreck. The vehicle in question is a TL-10 armored mortar carrier. Its name, Hewitt’s Hog, is stenciled in faded letters on the hull glacis. Its air-cushion suspension and drive fans are wrecked beyond repair. The turret and 18cm RAM mortar are intact, however. Richtoph believes that they can be used if supplied with a functioning power plant, and he has already acquired a supply of ammunition on the black market. He intends to mount the hulk on a wheeled heavy-equipment transporter, strap it in place, and use it as a sort of improvised self-propelled artillery piece–with a weapon far more advanced than any possessed by his local rivals.

Richtoph will provide transport to the wreck site outside the provincial capital of Korsten, as well as a heavy wreck crane, a transporter, and a detachment of militia for security. He would like the team to recover the wreck and repair its powerplant and weapons. He will pay each team member Cr. 10,000 to load the hulk and deliver it to the militia base in Korsten, and an additional Cr. 10,000 if they can get its weapons working again.

Mortar
The Mortar – Image from wikimedia – CC-BY-SA 3.0
(Bundesarchiv, Bild 101I-695-0424-15A / Leher / CC-BY-SA 3.0)

Referee’s Information:

Recovering the wreck is not that easy.

1. All is as represented. The wreck is long-abandoned but despite the damage to the air-cushion skirts the hull is intact. With the proper skills and some parts sourced from the planetary starport, the powerplant can be repaired and the turret weapons made functional.

2. All is as represented, but the powerplant was badly damaged by the mine blast and must be completely replaced. A replacement is not available on-world. It will take weeks to order one from Ereidlier (Pieplow 0818), the nearest source.

3. Hewitt’s Hog is junk and cannot be repaired, but its mission computer contains mercenary data logs and encrypted communications codes, which may be valuable off-world. Captain Richtoph has only a superficial understanding of computers and will not stop the team from taking the storage banks if they do so discretely.

4. All seems to be as represented, but the work around Hewitt’s Hog has attracted the attention of a neighboring warlord, who recognizes the threat it poses to his own militia forces if repaired. A team of his agents, posing as laborers recruited for the task, seek to sabotage the recovery effort and destroy the Hog. They have access to small arms, grenades, and an explosive charge. Captain Richtoph’s militia will prove nearly useless in their security role, so it will be up to the team to detect and stop these agents.

5. As above, but the rival warlord launches a platoon-sized military raid to destroy the Hog, or even capture it for himself. This force will be mounted in wheeled heavy trucks with improvised armor, recoilless rifles, and machineguns. As above, the warlord also has one or two agents among the laborers working on the project, who will keep him advised by radio of the team’s progress.

6. The governor who Captain Richtoph represents is far more brutal than the team initially understood. Upon arrival it becomes obvious that he rules his province with an iron hand and a powerful secret police force. He intends to use Hewitt’s Hog to shatter the hill-forts of his regional rivals, consolidating power in his own hands and greatly increasing his holdings. Whether the team wants to help provide a powerful and destabilizing weapon to such a warlord is up to them.

Technical Support

Required Skills: Computers and / or Electronics are advantageous but not essential

Players’ Information:

Whilst taking some well-earned rest and relaxation at Urnian starport, the players are contacted by a patron named Bernhard Lahman who is in need of their services. He is the CEO of Lahman Securities, a financial services company that primarily operates in the investments sector. It has come to light via his head of security that there is something odd taking place with some financial transactions, which have been detected via their monitoring tools. It appears that there may be some insider trader activity going on and the profits from such transactions are disappearing via an unknown route.

Lahman would like the players to join the company IT support team as a ‘cover’ for an investigation that Lahman wants to hire the players for. This way they can keep an eye ‘at the ground level’ for any unusual activity. They will provide on site IT support for the company, which involves dealing with support calls, dealing with company employees requests for help and installing equipment. They will report to the internal IT support team who will provide the players with a limited amount of access to the company systems. If questioned if Lahman has a suspect in mind, he reveals it may be Cared Johen, one of their top traders who has been behaving a little erratically the past couple of months. Lahman wants the players to keep an eye on Johen to see if there is any evidence of anything illegal taking place and if necessary, apprehend the suspect if sufficient evidence can be gathered.

The players will receive Cr. 10,000 each with a bonus of Cr. 50,000 for the group as a whole when the operation is brought to a successful conclusion.

Computer
A Typical Workstation – Image from wikimedia – Public Domain

Referee’s Information:

Johen is known to have some good friends in Lahman Securities own internal security team, hence the Lahman wanting a completely independent group to perform the operation. The risk being that if word got to one of Johen’s friends, he could be warned and the surveillance operation be exposed.

In addition, to help with the ‘front’ that the players have been recruited as IT support agency staff, they will have to still provide day-to-day technical support to the rest of the company. It may be possible to use this as an excuse to locate Johen’s workstation and install some tools which may reveal the nature of what Johen is doing.

A Roll of Six Determines the Possible Outcome:

1. Johen is siphoning off money fractions of a credit at a time to another bank account somewhere. The players will need to build up evidence of the transactions that are taking place to confront and accost Johen.

2. Johen is manipulating transactions to bring down Lahman Securities. He has a personal grudge against the owner; Lahman as he was denied a huge bonus for his contribution to the launch of their latest financial product, which has become a huge success for the company.

3. It turns out that suspecting Johen is completely wrong. Instead a number of other employees who are Lahman’s full time IT support personnel, are the real perpetrator’s. Realising that the players have been hired, they escalate their intentions by stealing a substantial amount of money and make a break for it. Unfortunately the suspects lose their nerve and a firefight against the players in the building ensues. The players will have to protect the company workers and make sure that they aren’t caught up in the crossfire.

4. The suspect Johen is a member of a terrorist group and has already siphoned off an amount of money for the organisation. However the terrorists are now going to hit the company for even more and make a political statement at the same time, by launching an armed attack on the company. The players may have a chance to stop the attack if they are able to intercept a last minute message. The terrorists will attack from two different directions a) from the underground vehicle parkbay and b) from above by landing on the roof by air raft with the intention of making their way down. If necessary they will have no hesitation in taking hostages.

5. Johen has become alerted to what the PCs are doing (possibly discovering their monitoring tool for example) which in turn, alerts the players. As the players arrive to confront Johen he makes a break for it, intending to take a large amount of cash and escape. The result is a high-speed chase across the city where Johen hopes to make it off-world via a transport waiting for him.

6. Johen is actually trying to expose the Lahman Securities and the people that hired the players as crooks who are manipulating the market to their own advantage. Lahman is aware of this and is trying to frame Johen before his activities are exposed. The players will have to make a choice in who they believe and either help Johen in trying to build evidence to whistle-blow on Lahman, or assist their employer as originally agreed.

Statistics:

Foreven Sector – Urnian / Urnian UWP – B9779AC-A N Hi In Cp 5 3 Cs

Classic Traveller Statistics for Key Characters:

Bernhard Lahman (CEO of Lahman Securities) UPP 7669AA
Administration-2, Computer-1, Leader-2

Cared Johen (Leading Trader for Lahman Securities) UPP 699BA9
Administration-1, Air/Raft-1, Computer-2, Electronics-1, Gambling-2

Lahman Securities IT Support NPC (6 in number) UPP 566997
Computer-2, Electronics-1

Terrorist NPC UPP 998886
(Number to be determined by Referee to match the players.)
Blade Combat-1, SMG-2, Tactics-1, Vehicle-1
Equipped with SMG, dagger and mesh armour

The Hidden Cache

Location: any Starport
Patron: an older prospector
Required skills and equipment: The PC’s will need to own a Jump-2 or better starship. The starship will need to have scoops for refueling or be capable of two hyperspace jumps. Environmental suits or vacc suits will be in demand.

Players’ Information:

The PC’s are approached by Torbun Grey, an aging prospector that says he is in need of a ship with some limited cargo space. He says he was a prospector some years back and his work carried him to another sector for a long time. He has always wanted to return to a rich site he discovered and was unable to leave behind. He will pay, up front Cr. 20,000 for transportation to the site and another Cr. 20,000 upon their return. The catch? The site is not on any charts nor is it located in a solar system. It is located on a moon surrounding a rogue gas giant well away from any space lanes.

Torbun says that he used a computer to calculate the vector of the rogue planet and doubts if anyone else has discovered this location. He says the destination moon is mostly a very thin atmosphere, with a yellowish haze of sulfuric-based airborne compounds emanating from the very active volcanoes that riddle the surface of the moon. It seems the gravity from the gas giant causes some serious stresses on the tectonic plates of the moon, causing the volcanoes to erupt nearly constantly. Obviously, due to the lack of a star, there is perpetual night on the gas giant and moon.

The Lava Moon
The Lava Moon – Image from wikimedia – Public Domain

Referee’s Information:

If anyone in the PC’s party knows anything about prospecting or geology, they will likely know that the chances of a rich prospect on a highly volcanic moon is unlikely. Torbun, is in fact a “retired” corsair who has just finished spending the last twenty years in an Imperial prison for his pirate days. He was a skilled navigator on board the Serpent’s Tooth, a 400-ton corsair that was boarded and destroyed when he was captured.

Torbun discovered this location from a seeker they once captured that discovered the gas giant due to a misjump. The corsair kept the location a secret so they could use it to refuel and strike at solar systems much easier, while avoiding capture. This unnamed rogue planet still seems to be plodding along between solar systems, dragging what is likely its only moon along for the ride. The moon, much like the Terran system’s moon, Io, is VERY volcanic. Visibility at low elevations will be limited, and there is a constant wind, but due to the minimal atmospheric pressure, a 200 kph wind has the force of a 2kph on the moon. This wind does blow dust and ash around and the ash can have sharp edges, fouling gear and wearing out the vacc suits fairly quickly.

Torbun will be nervous when dealing with Imperial Naval encounters as they were the ones who brought him to justice. He will be mum about the real conditions of the moon and the salvage that waits on its surface. The salvage? Nothing less than a crashed Gazelle-class close escort that followed the pirates to this destination. It is his hope that there can be salvage on board the ship. When confronted with his deception, he will quickly try to strike a bargain with the PC’s to share as much as half the salvage they find.

Outcomes:

1. The PC’s arrive at the destination and locate the gas giant ahead after a three-day burn. The Gazelle-class escort is none other than the Badger, a ship sold to a local system for protection from pirates. The ship is intact and sitting on a plateau overlooking a lava lake. If the PC’s decide to salvage the ship’s gear they will find a ship full of weapons and assorted military gear worth nearly 2.0MCr on the black market. Since the ship has been missing for decades, this gear popping up on the markets might raise a few eyebrows. As for the crew their remains are here, huddled together in suits showing they had a hull breach that compromised the ship’s life support. The ship’s engine room is mostly destroyed and the ship’s batteries have run dry long ago.

2. As outcome #1 with the following exceptions: The ship crash landed not far from an active lava vent. The engine room broke away from the rest of the ship on impact and it has been covered over in lave rocks for decades. The moon will be VERY unstable as the nearby lava vent is robustly emitting lava and gas. Quakes are common. Roll (2d6: 8+) for a strong quake to occur nearby capable of damaging equipment and players alike.

3. As outcome #2 with the following exceptions: The Badger has shifted from its original crash site as the support under the plateau has been eroded. The ship’s remaining forward section rests at a 30-degree tilt, and rock slides striking the ship are common. Footing will be treacherous and the risk of a greater rock slide under the remaining section are high.

4. As outcome #1 with the following exception. On the second day of salvage, an unknown vessel enters this small system. It is running without its transponders, a well-known tactic of corsairs. If the PC’s shut down operations for a few days and “go silent” they will avoid detection.

5. As outcome #4, except the incoming ships are a Zhodani scout squadron of three Ninz-class scouts. They will detect and hail the PC’s ship and if the PC’s are truthful and claim they are on a legal salvage, they will be left alone. If they are not truthful they will be boarded, searched and the Zhodani will claim salvage rights.

6. As outcome #4, but it will be no less than three 400-ton corsairs. The PC’s will need to be exceptionally quiet and lay low for the four days they refuel and orbit the nearby gas giant.

Hearts and Minds

Location: any “A” or “B” Starport
Patron: Dr. Marion Skaarstaad, MD.
Required skills and equipment: The PC’s will either need to own a Jump-2 or better trader, or they will need to be able to crew a similar starship for this patron.

Players’ Information:

Dr. Marion Skaarstaad is a middle-aged physician (age: 38) who has experience in frontier medicine. He has been contacted by a middle agent from one of the Imperial Megacorporations who have interests in the Foreven Sector. He has been hired to form a team of medical personnel to bring higher tech medicine to lower tech areas. He is looking for a separate, non-medical team to help him with the transportation of his team and to provide personnel security. He is offering a six to nine month contract with the PC’s to help him with his task at double rates due to the difficulties expected.

When asked by the PC’s as to the purpose of this operation, he says that they are trying to win the hearts and minds of the inhabitants of the sector. Whether it is fixing an old prospector’s teeth to curing a mystery disease on an agricultural backwater, he genuinely wants to help these people – and if it is being funded by a Megacorporation, all the better.

His team consists of ten people including himself:
Dr. Marion Skaarstaad, age 38 – General Practice Physician (skill-4)
Dr. Georgi Platov, age 50 – Dentist (skill-3)
Dr. Francis Beaumont, age 44 – Surgeon (skill-3)
Dr. Charles Gordon, age 32, Pathologist (skill-3)
Dr. Chan Li Tong, age 40, Triage /Emergency Medicine (skill-3)
Dr. Juniper Harlech, age 32, OBGYN/Pediatrics (skill-3/2)
Kelvin Grey, age 28, EMT (Emergency Medical Tech, skill-2)
Joyce McLauren, age 32, patient care specialist (skill-2)
Hakim Rahmadi, age 31, patient care/therapist (skill 3/2)
Karen Tonaka, age 44, surgical assistant (skill-2)

Operating Room
Operating Room – Image from wikimedia – Public Domain

Referee’s Information:

Dr. Skaarstad has deep pockets. He will bring aboard all the supplies he needs to accomplish his task. He is impatient to get to the patients he expects to see and will take only what he thinks is necessary to maximize cargo space for his essential medical supplies. He admits he knows nothing about security, weapons or anything military in nature. He is exceptional with his care for these patients when he finally arrives on station.

One of his team members, Kelvin Grey, is not just an EMT technician, he is also the media specialist for this journey. He has a wide assortment of cameras and holo-recorders to document all the good work this team is doing. Dr. Skaarstad is irritated that this team member waste their time recording the work they do, but he knows this is a necessary evil to obtain needed corporate backing.

When the starship is loaded and ready to go, Dr. Skaarstad will sit down with the PC’s and plan a logical roster of planets to visit. He will lean towards those planets with lower-tech, higher population areas. Each planet they target for help will have them stay about two weeks overall. He will plan a six month loop and a nine month loop, depending upon their success. Once this plan is set, he will broadcast this itinerary to his middle-man agent so that supplies can be brought out to the ship has it accomplishes it’s mission.

Outcomes:

1. The team is well received at nearly every location they visit. Word arrives ahead of the team and people are waiting in line for them to begin their work. Because of their initial success, the additional three month loop is utilized. The supply ships with fresh medicine arrive as scheduled and the mission is a resounding success. The PC’s receive a Cr. 10,000 bonus apiece for their work. After a three-month hiatus, Dr. Skaarstad may be willing to try again with the same team and same PC contract.

2. Somehow, word was not sent ahead at half of the locations chosen by the team. It will take several days for a host of patients to finally arrive. Supply ships are on time on a roll of (2d6: 8+), but they do eventually arrive, even if late. Because of these difficulties, the six month tour is the course chosen and the PC’s are paid according to the contract.

3. Word was not sent ahead to the ports of call and the supply ships do not materialize. The good doctor still follows through with the mission and stretches his supplies nearly to the breaking point. Because of these shortfalls, the six month loop is the route chosen. When the six months are up, the good doctor makes sure all the PC’s are personally thanked and all of them are given Cr. 5,000 as a bonus direct out of his own pocket.

4. As Outcome #2, with these exceptions. At one location, not long after their arrival, a major natural disaster strikes with numerous casualties. The ten-man team kicks into overdrive, helping out the minimal infrastructure available to handle this event on the planet. Dr. Skaarstad decides to stay two weeks longer than planned as his skills are needed at this place at this time.

5. As outcome #3, except that there is a significant problem at one pf the landing sites. Initially the natives are appreciative and supporting, but a local crime lord has set his sights on the cargo of medical supplies on the ship. One of the team is captured and the ransom is an exchange for the life of the team member for the medical supplies that are left on board.

6. As outcome #2, but the reason why the supply ships are not arriving is due to pirate activity in the subsector. Towards the end of the six month loop, the team is intercepted by a corsair as it is burning away from the planet they just visited. If the PC’s resist, the corsair will disable the ship and capture the doctors. If the PC’s listen to Dr. Skaarstad and allow themselves to be boarded, the pirates will settle with the medical cargo and they will leave. Why would they capture the team or the ship if they know more medical supplies are en route?

Affluenza

Location: any “A” or “B” Starport
Patron: Wealthy young adult,
Torbin Pennington (human male, age: 20)
(stats: 877899. Driver (grav) – 2, Streetwise – 0, Gambling – 1)
Required skills and equipment: Characters with engineering, electronics and mechanical skills will be very useful. The PC’s total skills must allow them to operate a starship without any help.

Players’ Information:

Down on their luck and looking for work, the PC’s encounter a young man who calls himself Torbin “the Turtle.” He says he is the new owner of a used yacht renamed, the Terrible Terrapin. It is a Prince G’Vare class yacht that has been sitting idle adjacent to the starport for a handful of years. He says he bought it outright and he needs a crew to bring it back to life.

He says he is the son of a wealthy megacorporate big-wig who considers him an embarrassment. He cashed in his inheritance and he wants away from the family’s underhanded mind games. All he wants is the freedom to find some secluded garden spot in the universe, where a person of his worth is appreciated and welcomed. His interests are his grav bike, good food and whatever farmer’s daughter he can spend money on at the local watering hole.

He will hire the PC’s to repair his ship, to fly him off the rock they are on now and to get him out of any trouble he may get into. He will bankroll all of the ship’s repairs and any gear that is needed to outfit the yacht for space travel. The rates he offers are double the normal amount offered for their skills. In short, he wants people he can rely on.

The Bar
A place where you may find Torbin – image from wikimedia – public domain

Referee’s Information:

Torbin may not be nobility, but he is spoiled rotten. Self-centered, somewhat naïve and ego-centric, most people want to pound him into the dirt after spending more than an hour with him. He does have a substantial amount of money (all of it in hard currency) and it is kept in several locked cases in his quarters on board. His true focus is running his grav bike at insane speeds, gambling with the locals and chasing skirts – no matter the consequences.

The ship, however is a much bigger mess. In its current state it is not flight-capable. The following systems need to be repaired and/or replaced:

Jump Drive – the energy feed from the jump bubble projector to the engines has been broken in several places. This wiring needs to be replaced.

Maneuvering Drive – the pump that feeds fuel to the engine’s reaction chamber needs to be replaced.

Power Plant – the very first thing that needs to be brought on line is the ship’s internal power. The fusion core is intact, but it needs to be cleaned completely. This means every part needs to be disassembled, cleaned out and reassembled.

Life Support – the ship’s CO2 scrubbers and heating coils are broken and need to be replaced.

Ship’s Thrusters – the small maneuvering jets on the starboard side are clogged and need to be broken down, cleaned and reassembled.

Ship’s Computer – the computer is totally incapable of holding power for more than ten minutes. An entirely new computer is necessary, as well as the software to run the ship.

Bridge controls (helm) – most of the power cables to the controller systems for the helm are not usable.

Bridge controls (navigation) – the controls are completely useless. A new console is needed.

You get the picture…
(Other system needing work include the power transfer conduits, the ship needs new sensors, the galley needs to be cleaned and new equipment installed, the ship’s internal gravity needs calibration and there is a persistent smell that remains elusive). But the airlocks operate perfectly!

Outcomes:

1. Torbin is in no hurry to get his ship off the ground. The PC’s will need about two to three months of solid work to at least get the ship space-capable. Torbin sleeps most of the morning in his cabin and not long after he wakes up he leaves on his grav bike for the day. He will be impossible to find until he returns from his forays into town. After the ship jumps a couple of times he will seek to sign the crew to longer term contracts.

2. Torbin is impatient to get off the ground. The ship will need plenty of time to find and fix everything and Torbin is useless when it comes to repairs. He will get underfoot in the early afternoons after he sleeps off his nightly activities and then disappear until the next morning. After the ship jumps a couple of times he will seek to sign the crew to longer term contracts.

3. After a month of repairs, an agent of Torbin’s rich father shows up looking for him. The agent delivers the message that Torbin needs to return to the Imperium to become a part of the family’s dynasty. After much arguing, Torbin agrees to return, but only after the crew fixes his ship and he returns in his ship. The PC’s are released after his return to the Imperium.

4. After a month of repairs, a group of locals appear at the ship one morning, looking for Torbin. Apparently one of his encounters with a farmer’s daughter has resulted in a pregnancy. He is forced at shotgun to marry his new bride and he is expected to settle down and make a life on this planet. He gives instructions to the crew to finish repairs and to come get him (he uses the word “rescue”) off this rock. After jumping to another subsector, he will see if the PC’s want to sign on for longer contracts. He will be grateful and accommodating in his offers.

5. After a month of working on the ship, the PC’s discover that the elusive smell is actually a nest of rat-like reducers that like chewing on the ship’s interior cables. This will delay the repair time by at least a month.

6. After a month of repairs, Torbin is killed in a tavern brawl. In his quarters there is a holovid cube projector that contains his last will and testament. His wish is to have his body returned to his family back in the Imperium. He awards the ship to the PC’s for their faithful service to him.