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> avast me hardies, pirating in the 60's
Fygg Nuuton
post Jun 29 2004, 01:17 AM
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my newest creation is a pirate, with no captain or crew. infact i need a ship.

any ideas on obtaining a ship, or pirating in general? anything i should know (i dont have cyberpirates). any stupid things i should avoid?
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PBTHHHHT
post Jun 29 2004, 01:23 AM
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did you take the edge/flaw of pirate family? I think I read it in the Srun Companion.... unless I was smoking something....
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Backgammon
post Jun 29 2004, 01:24 AM
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Couple threads to get you started:

One
Two

And a very good thread by Austere
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Kanada Ten
post Jun 29 2004, 01:31 AM
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Ships are quite expensive, did you mean obtaining in game, or at generation?

To start with a decent ship at generation, first talk to the GM. If this is not a pirate game, then he or she might allow you to pay "rent" or lease a ship using the Lifestyle rules of the SSG or simply calling it High lifestyle. This is attractive if the ship will have no real purpose in the game, though it has uses if the ship is the primary platform of adventure as well. Otherwise, if the ship is not primary or feasible, get a boat. Some yachts (especially used) are "almost" affordable.

To obtain a ship in game... you can steal it, buy it, rent it, hijack, ect. However, I suggest, if the ship is not primary to the game, cultivating a smuggler contact (you could also start with one as a Buddy) who has such a craft. Then convince the GM to send the contact to jail while your PC looks after the ship or boat and pays the docking costs, maintainance, and so on (basically a lifestyle).
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