E001 The Adventure Begins (takes 0 hours)
Due to bad luck and loan sharks, your financial situation is getting very desperate. Your small merchant starship never seems
to have a full cargo hold, but operating costs are high. Your cash is almost gone, and another payment is due to the sector
financiers. Maybe, just maybe, you can make ends meet if you look for illegal goods, and begin to take chances.
Consult R201B to determine your starting attributes, and your skills, for your new career as a Star Smuggler, then continue
reading here:
You have a sturdy and reliable Antelope class starship (R212) built to tech level 1 standards (R210) and outfitted with a Hopper
class ship’s boat (R214) and starship guns (R216A), both also tech level 1. The starship has six Hypercharges (R212B) and the
boat has 15 fuel units (FUs, R211). In addition, a stasis unit (R212E) is mounted in the pilot’s compartment with 2 CU capacity,
to protect the occupants in case of disaster. You personally own a utility suit (R213) and a sidearm (R216D), both of tech level
1. Your only money is in your pocket: 1d6 times 100, plus 150 Secs (for example, a 1d6 roll of "3" means 3x100, then +150, or 450
Secs, see R232A).
You have no crew or hirelings, no cargo, and no repair units. However, you do have proper papers and are not "wanted" in any
system (R228). This is the first day of the week, so you have 10 days until your next starship payment is due (R203E).
You are currently at the sole planet in the Regari system (R207A) of the Pavonis sector, at the spaceport (R205O). This
morning you decide to take up a life of smuggling. You check over your starship guns and personal sidearm, and prepare to
find profit through any means. See R203 for the activities available to you.