Assemble Characters. Once party is assembled, go to 2. Upkeep
Sell Cargo, pay Ship costs, pay Crew wages. All characters pay Cr10×soc2 for upkeep, clothes, etc. After accounting is completed, roll 1(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-2 | Go to 3. Buy Equipment |
| 3-4 | Go to 4. Sell Equipment |
| 5-6 | Go to 5. Healing/Medical |
Each PC may buy one item or group of related items of equipment. After purchase, roll 4(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-2 | Go to 4. Sell Equipment |
| 3-4 | Go to 5. Healing/Medical |
| 5 | Go to 7. Event |
| 6 | Go to 3. Buy Equipment |
PCs may sell any one item of 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. After sale is concluded, roll 2(1d6):
| 4(1d6) | Outcome |
|---|---|
| 1-3 | Go to 3. Buy Equipment |
| 4 | Go to 5. Healing/Medical |
| 5-6 | Go to 6. Event |
Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs, etc. Roll 5(1d6) when complete:
| 3(1d6) | Outcome |
|---|---|
| 1 | Go to 7. Event |
| 2-3 | Go to 10. Seek Patron? |
| 4-6 | Go to 8. Options |
Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Event Table for details. After dealing with the Event, roll 3(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-3 | Go to 8. Options |
| 4-6 | Go to 9. Healing/Medical |
Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details. Deal with the event, then roll 5(1d6):
| 5(1d6) | Outcome |
|---|---|
| 1-2 | Go to 8. Options |
| 3-4 | Go to 10. Seek Patron? |
| 5 | Go to 12. Misc. expenses |
| 6 | Go to 3. Buy Equipment |
May take any Action, initiate new project, take a job etc. Afterward, roll 4(1d6):
| 5(1d6) | Outcome |
|---|---|
| 1-2 | Go to 11. Hear Rumor |
| 3-4 | Go to 13. Buy/Sell Equipment |
| 5 | Go to 10. Seek Patron? |
| 6 | Go to 14. Encounter |
Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc. Roll 5(1d6) when completed:
| 6(1d6) | Outcome |
|---|---|
| 1-3 | Go to 13. Buy/Sell Equipment |
| 4-5 | Go to 11. Hear Rumor |
| 6 | Go to 8. Options |
Roll 1(1d6) (or choose using another method):
| 4(1d6) | Outcome |
|---|---|
| 1-4 | Generate Patron as per C. Patron |
| 5-6 | No Patron |
Go to 11. Hear Rumor
Roll on Rumor Table with appropriate mods. After generating rumor, roll 2(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-2 | Go to 8. Options |
| 3 | Go to 14. Encounter |
| 4-5 | Go to 9. Healing/Medical |
| 6 | Go to 13. Buy/Sell Equipment |
An unforeseen expense that must be paid. Roll 2(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-2 | Cr100 |
| 3-5 | Cr1×soc2 |
| 6 | Cr5×soc2 |
After payment, roll 2(1d6):
| 5(1d6) | Outcome |
|---|---|
| 1-3 | Go to 14. Encounter |
| 4-6 | Go to 16. End |
Group may buy/sell as much equipment as is desired.
| 3(1d6) | Outcome |
|---|---|
| 1 | Go to 14. Encounter |
| 2-6 | Go to 16. End |
Group may encounter NPC's, Law Enforcers or even creatures.
| 4(1d6) | Outcome |
|---|---|
| 1-2 | No Encounter |
| 3 | Law Enforcers. Throw 6(2d6) for Law Level+ to avoid. |
| 4-5 | Roll on Encounter table and check reaction |
| 6 | Animal. Roll on Animal Encounter table for area. |
After encounter, roll 2(1d6):
| 3(1d6) | Outcome |
|---|---|
| 1-4 | Go to 15. Healing/Medical |
| 5-6 | Go to 16. End |
Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
Go to 16. End
Either repeat cycle if a further week on planet is necessary, else roll for Cargo availability, passengers etc. Check for passage off-world if you don’t own your own ship.