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Debt Rules 1E v3.0

1. Crews take on Debt to purchase ships and equipment, with creditors covering basic costs. Higher Debt allows better ships but more interest payments. 2. A Debt Check determines if a crew can handle their Debt - failing means looking up negative consequences on the Debt Table. Checks occur after Shore Leave or gaining significant Debt. 3. The Debt Table lists 20 potential negative outcomes of a failed Check, from minor annoyances to loss of gear, credits or contracts. Outcomes encourage crews to take jobs reducing Debt.
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0% found this document useful (0 votes)
385 views1 page

Debt Rules 1E v3.0

1. Crews take on Debt to purchase ships and equipment, with creditors covering basic costs. Higher Debt allows better ships but more interest payments. 2. A Debt Check determines if a crew can handle their Debt - failing means looking up negative consequences on the Debt Table. Checks occur after Shore Leave or gaining significant Debt. 3. The Debt Table lists 20 potential negative outcomes of a failed Check, from minor annoyances to loss of gear, credits or contracts. Outcomes encourage crews to take jobs reducing Debt.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GETTING INTO DEBT DEBT CHECKS

THE DEBT TABLE


Every crew has Debt. Typically, their A Debt Check determines whether a crew
starting Debt represents the amount they can handle the pressure of the interest D20 DEBT RESULT
owe a specific organization for their ship. piling up on their obligations.
DIVIDEND. Spending reward programs accrue, giving each crew member a free
1
• 5 Debt buys a cramped, cobbled- To make a Debt Check, roll the Panic Die interstellar travel voucher.
together deathtrap that is only good (1d20) and attempt to roll greater than
for limping from system to system. your current Debt. If you fail, look up the OPPORTUNITY. The crew’s creditors demand they do a sensitive and/or
2
• 10 Debt gets a small, no-frills jump relevant result on the Debt Table. dangerous job for them, at enhanced pay.
courier with all the essentials, but
limited space for crew and cargo. The crew makes a Debt Check when: 3 ANXIETY. Each crew member gains 1 Stress.
• 15 Debt secures a battered
commercial vessel able to earn a • They finish Shore Leave. CREDIT LIMIT. The crew cannot take on additional Debt or go on Shore Leave
4
living (e.g. a freighter, salvage cutter). • They gain Debt for any other reason. until the next time Debt is reduced.
• They otherwise go a significant period
For crews without ships, Debt could without bringing in any real work. 5 WEAR AND TEAR. The crew’s piece of armor with the most AP breaks.
instead represent a sum they owe a loan • They upset their creditors somehow.
shark, or for buying out of a Company 6 NEPOTISM. The crew’s creditors force a contractor of dubious merit on them.
contract, or something equally debilitating. A crew cannot have more than 20 Debt.
LOCKDOWN. The crew cannot travel out of their current system until Debt is
7
WHAT’S IN IT FOR ME? DIGGING YOUR WAY OUT reduced. Each crew member permanently raises their Minimum Stress by 1.
It’s not all bad! When a crew has Debt, Debt tracks “big” income and costs. Most 8 BEHEST. The crew’s creditors demand they do a job for them, at regular pay.
their creditors pay for the following costs. jobs that a crew will take on pay in the
form of reducing their Debt: OUT OF WARRANTY. Each crew member determines the piece of
9
• Ship fuel and warp cores equipment they use most often. It breaks and must be replaced.
• Basic ship repairs and maintenance • 1 Debt: Any standard job. A
• Contractor salaries (but not signing particularly good load of salvage or PAYROLL ISSUE. Contractor paychecks bounce. Pay each contractor one
10
bonuses, which are out of pocket) precious materials. month’s salary out of pocket, or make a Loyalty save to prevent them from quitting.
• 2 or 3 Debt: A longer or complex job,
Additionally, more Debt can be taken on or one that might warrant Hazard Pay. ASSURANCE. The crew’s creditors must approve all of their major movements
by the crew for various benefits. A singularly valuable piece of salvage 11
and employment decisions until the next time Debt is reduced.
(e.g. a prototype, a minor artifact).
• Ship Upgrades: Gain 1 Debt for • 4+ Debt: Meticulous heists, or 12 FROZEN. The crew cannot spend credits until the next time Debt is reduced.
1-5mcr worth of new hardware. genuine acts of heroism that save
• Cyberware: Gain 1 Debt for 1 major infrastructure (and maybe also lives). BEST BEFORE. All of the crew’s consumable items (meds, food, ammo) expire
upgrade, or several smaller ones. Artifacts that could change the 13
and must be replaced.
• Hard Currency: Gain 1 Debt to make balance of power in a sector.
an immediate Payday roll. CHAPERONE. A representative of the crew’s creditors joins them on their next
A crew still tracks “small” income and 14
job. It would be extremely bad for the crew if the rep is harmed.
Crews looking to relax can also gain 1 expenditures, and a few credits always
Debt in order to go on Shore Leave. trickle over into their account after their HEADHUNTER. A faction attempts to poach the crew’s contractors with an
When they do, each crew member can creditors take their share of any reward. 15
offer their creditors won’t match. Make a Loyalty save to prevent them from quitting.
take one of these Shore Leave actions. When a crew gets paid for a job or sells a
haul, they reduce their Debt and then 16 FINAL NOTICE. The crew loses all of its credits to a critically overdue bill.
• Relax: Convert Stress to Saves. make a Payday roll: the crew splits
• Seek Treatment: Take 1-3 ticks 2d10 * 1,000c between themselves. LOCKOUT. The crew is barred from a particular port until their Debt is cleared.
toward curing a Condition, depending 17
Each crew member permanently raises their Minimum Stress by 1.
on the facilities available. Crews having trouble scraping together
• Train a Skill: Take 1-3 ticks toward pocket money might be able to find “off CONSOLIDATION. A new organization acquires the crew’s Debt, and things
learning a new skill. the books” work that pays Moonlighting 18
are going to change around here. Roll again on this table for the immediate effect.
• Get Medical Care: Heal all Wounds. rates without reducing Debt. This is
• Moonlight: Gain 1d10 * 500c. universally frowned upon by creditors. 19 EXTORTION. The crew’s creditors demand they do a job for them, without pay.
Outside of Shore Leave, a crew is limited FORECLOSURE. A squad of repos arrives to reclaim the crew’s belongings, by
to relieving Stress without converting it, 20
and healing with pain pills and stimpaks.
DEBT v3.0 BY JACK SHIRAI (@YOURGMJACK) deadly force if necessary.

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