Any passage can be sold for cash for 90% of its value, so
it’s a good emergency fund-raiser. So, I’m going to assume that each passage is
good for one use only; if you roll it multiple times, then you can use it more
than once.
Now we get some more information on the Traveller’s Aid
Society, which is a one-time benefit (multiple rolls on the mustering-out table
means the roll is wasted, not re-rolled). Ooh, that’s got a nice benefit: every
two months you get a high passage ticket. And assuming they don’t blackball you
(roll a 2 or 3 for that), you can join even if you didn’t get it from mustering
out, but it costs a full million credits, and you can only apply once. If you
get in, you’re in for life.
Okay, now we move along to the material benefits of
mustering out, guns and starships. Yes, you can muster out with an actual
starship. But first, the weapons. Like the skill, you have to choose the
specific weapon you muster out with, but if you roll the weapon skill more than
once, you can choose instead to boost your skill level with the weapon instead.
Nice.
Starships are either free traders (for merchants) or scouts
(obvious). They are the only two careers that provide starships; I guess the
Navy isn’t in the habit of handing them out to retirees. Rolling up a free
trader means you’re stuck with the mortgage for forty years. But it you roll it
more than once, you get to knock ten years off that period, since it’s assumed
you’ve already been using it and paying for it for a decade.
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