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So how did the PC's get the ship?

The ship is sentient and has the full rights of any citizen. It chooses the PCs as its crew.

For extra fun, mix this with any of the ideas above and keep the fact that the ship is intelligent a secret.

One of the PCs could actually BE the ship. Say that the ship interacts with humans using some kind of physical avatar (like an android). While on board, the avatar is a natural extension of the ship's intelligence. Off the ship, it has to operate on its own and uses normal PC stats.
 

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In my current campaign, the heroes were the sole survivors on their ship. It was a (small) military vessle and we started in the middle of a battle.
 
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Dagger75 said:
I was wondering if I could get some interesting ideas on how a 1st level character got there ship. I actually have no problem with the players having one at low levels in a Sci-Fi game I am just wanting some ideas on how they got it.

Loan Shark- I have done this to death.

Salvaged- Not a very big fan of

Won in a <insert gambling game> -- Nah

Inherited -- Doesn't seem that fun

Don't knock salvage - it combines very easily with just about any other scenario type, and is a *great* way to introduce any number of plot twists.

Other categories you seem to have missed:

Gift - for favors done, or because one of the PCs is super-wealthy.

Assigned/Equipment - the PCs belong to an organization. Already mentioned in a few ways (StarLaw, Newsvan, etc) but the organization can be any degree of black/grey/white.

Hobbyship/Self-built - the PCs are hobbyists, castaways, etc. You could even work the building of the ship into the campaign.

Mutiny - mentioned already, and especially fun on a prisonship.
 


The PC's are hired by some shady types as support/special skills for a job in deep space. When they get there it turns out they were lied to. The employer's real goal is to steal a cool, newly built ship from a rival group of smugglers/pirates. However when they get there the employer is killed and his ship destroyed leaving the PC's no choice but to grab the prize ship from under the nose of the bad guys and run.

Now the PC's have a space gang pissed off at them but because they are criminals they won't go to the law about it. The ship itself is unliscensed meaning that the PC's simply have to visit the nearest starport and file the appropriate paperwork to make it legally theirs.

Alternate scenario: same as above but the original employer doesn't die. Instead PC's find he intended to betray them so they grab the prize ship and run for their lives. Now PC's have two rival gangs after them.

For further information see the excellent anime series Outlaw Star.

Later.
 

Escape from Butcher Bay, d20 style.

Start them off as inmates in a prison planet, where they end up taking over a transport (or whatever ship you want) to get off the rock. This could easily be fun for a few levels and give you a chance to play NPCs who would be a huge pain in the rear end, without going immediately to combat.
 



Garbage Scow - The ship is old and the owner has decided to load it up with toxic/radioactive waste and launch it into the sun. The PCs can buy it dirt cheap, with all of its problems for being old, and with the added fun of having to haul off/get rid of the cargo of waste.

A Garbage Scow variant is Debris Hauling, like in the Planetes anime and manga. The players get a ship, but they must first pay it off by using it to clean up debris in orbit (from a battle, construction junk, or and accident).

Both of these have worked very well for me in d20 Traveller games.
 
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