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Rulebook

Chapter 38 — Jobs & Salvage

Work is what keeps a crew flying — the note comes due whether or not anyone's hired them (Chapter 28), so someone always has to find the next job. This chapter generates that work: who's offering it, what it is, the catch that makes it a story, and what the crew walks away with. It closes with a salvage generator for the lost-ark wrecks that are the frontier's richest and deadliest payday.

A patron is the source of a job, not a relationship: this chapter generates the work, while the relationship side of every patron, ally, and rival lives in Contacts (Chapter 35). Many patrons become Contacts, and a warm Contact is often a patron in their own right; a corporation can be a patron too (Chapter 34), and a faction hires constantly to advance its agenda (Chapter 34). Roll a patron fresh when you need one, or hang the job on a power the crew already knows.


Index§


Building a job§

Roll D66 for each piece in order and read them together:

  1. Who's hiring — the patron and how they come to the crew.
  2. The job — what they're actually asking.
  3. The catch — the thing that isn't as stated. Always roll this. A job without a catch is a milk run; the catch is where the adventure lives.
  4. The payoff — what's on offer, in coin and otherwise.

The catch need not surface at the meeting — the best ones don't. Plant it, let the crew commit, and let it bloom on arrival, where distance means they can't simply turn around (Chapter 27). Many jobs also pair naturally with a rumor (Chapter 33): the rumor is what the crew hears, the patron is who turns it into a contract.

Who's hiring (D66)§

D66The patron
11A corporate fixer with a problem off the books (Chapter 34)
12A faction agent advancing an agenda you can't see (Chapter 34)
13A ship's captain who can't do this one in the open
14A desperate homesteader spending their last credits
15A crime boss who frames it as a favor you can't refuse
16A planetary official who needs it kept far from the record
21A merchant-prince's harried aide, authorized to overpay
22A Sleeper just woken, with old wealth and no allies (Chapter 30)
23A scientist whose grant won't cover what they really want done
24A church or creed acting through a soft-spoken envoy
25A union steward hiring outside help, quietly
26A bereaved family seeking what the authorities won't pursue
31A Contact of a crew member, calling in the relationship (Chapter 35)
32A rival crew offering to partner — for now
33A bank or creditor offering to wipe a debt for one job (Chapter 28)
34A garrison officer moonlighting their own command
35A broker who never names the real client
36A Companion-rights organizer with a network and a need (Chapter 31)
41A spymaster who tests the crew with a small job first
42A dying magnate settling unfinished business
43A frontier doctor who needs something only smugglers can get
44A salvage outfit short a crew for one run (see Salvage, below)
45A diplomat needing deniable hands during a negotiation
46A station authority with a problem it can't be seen to have
51A cult or movement that believes the crew is part of a prophecy
52An old enemy offering work as a peace overture — or a trap (Chapter 35)
53A child or heir acting without the family's knowledge
54A retired operator pulled back in, needing backup they trust
55A media outfit paying for proof of a story (Chapter 34)
56A whistleblower who needs protection more than pay
61An AI or automated estate executing a long-dead instruction (Chapter 34)
62A pirate or smuggler lord with a job too clean for their own people
63A government in exile, paying in promises and old currency
64A patron who won't meet in person — only through intermediaries
65No patron at all — the crew finds the job themselves and must find a buyer
66A patron who is secretly the campaign's central antagonist

The job (D66)§

D66The work
11Carry cargo, no questions, to a fixed deadline
12Carry a passenger who must not be noticed
13Deliver a message no channel can be trusted with (Chapter 27)
14Escort a ship, convoy, or person through dangerous space
15Retrieve an object from somewhere it shouldn't be
16Retrieve a person — willing, unwilling, or unsure
21Find someone who doesn't want to be found
22Find out what happened — to a ship, a colony, a person
23Survey a world, derelict, or system and report back (Chapter 37)
24Salvage a wreck before a rival reaches it (see below)
25Sabotage a rival's operation without leaving a trace
26Steal something, and make it look like something else
31Protect a place, person, or shipment from a coming threat
32Negotiate or broker a deal the patron can't be seen at
33Smuggle goods or people past an inspection or blockade
34Repossess property from someone who won't give it up (Chapter 28)
35Settle a debt — collect it, or make it disappear
36Plant evidence, or recover evidence already planted
41Break someone out — of a cell, a contract, a world
42Hunt and bring in a fugitive with a price on them
43Wake, move, or hide a Sleeper and their claim (Chapter 30)
44Free, smuggle, or protect bonded Companions (Chapter 31)
45Repair or restart something critical and failing (Chapter 13)
46Map a route, move a beacon, or chart a hidden jump
51Infiltrate an organization and report from inside (Chapter 34)
52Guard a negotiation, festival, or summit from sabotage
53Recover stolen cargo and the thief, if convenient
54Verify a rumor before the patron acts on it (Chapter 33)
55Destroy something — a record, a weapon, a witness
56Deliver aid to a place the powers would rather let die
61Test a prototype, drug, or drive, with all the risk that implies
62Stand as muscle, decoy, or witness for a deal gone tense
63Recover a body, and whatever it was carrying
64Win a contest, race, or fight that the patron is betting on
65Do nothing — be seen somewhere, as an alibi for someone else
66The job is a cover for a second job the patron hasn't named

The catch (D66)§

What's wrong with it. Roll every time.

D66The catch
11The pay is real but the patron can't afford it — they'll come up short
12The patron is lying about what the job actually is
13The cargo, target, or person is not what the crew was told
14Someone else was hired to do the opposite
15The job is illegal in a way the patron didn't mention
16The deadline is impossible as stated
21A rival crew is already on it, one jump ahead (Chapter 35)
22The target is protected by a faction the patron underestimated (Chapter 34)
23The patron means to betray the crew on completion
24A crew member has a personal tie to the target they don't yet know
25Succeeding will make a powerful enemy the crew can't see coming
26The "object" is a person; the "person" is a thing
31The job is a test, and failing it has consequences
32The patron is being watched, so now the crew is too
33The intel is stale — the situation changed in transit (Chapter 27)
34A third party will pay more to see the job fail
35Completing it triggers something the patron didn't foresee
36The patron is a front for someone the crew would never work for
41There's a witness the patron wants removed, and didn't say
42The cargo is dangerous — alive, unstable, or cursed by reputation (Chapter 13)
43The job violates a crew member's prior loyalty or Contact (Chapter 35)
44The destination is under quarantine, blockade, or siege
45The patron will deny the crew the moment it goes wrong
46Someone the crew owes is on the other side of this
51The real client is the crew's enemy, laundered through the patron
52The reward is hot — spending it marks them
53The job is bait to lure the crew somewhere
54Half the pay is up front because no one survives the second half
55The target wants to be taken, for reasons of their own
56The patron will be dead before the crew can collect
61Local law is waiting at the other end, tipped off
62The job is right, but the patron's cause is monstrous
63A clock is running that the patron didn't mention (Chapter 34)
64The crew is the fall guys for a crime not yet committed
65Doing the job well is exactly what the enemy wants
66There are two catches — roll twice more

The payoff (D66)§

What's on the table. Mix coin with the rest; the best rewards are threads, not just credits. Scale the actual sum to your campaign's economy (Chapter 28) — "good money" means a job's worth a few months of the note, "a fortune" means it could clear the mortgage.

D66The reward
11Standard pay, fair for the risk, paid clean
12Good money, but only on delivery
13A fortune — enough to change the crew's situation
14Less coin than hoped, plus a favor owed by the patron
15A debt cleared instead of cash (Chapter 28)
16Cargo, salvage, or trade goods in lieu of credits (Chapter 28)
21A piece of gear worth more than the fee (Chapter 24)
22A high-provenance item with a history (Chapter 24)
23A ship upgrade, repair, or refit (Chapter 26)
24A new Contact — an introduction that opens doors (Chapter 35)
25Standing raised with a faction (Chapter 34)
26Information — a secret, a chart, a name worth more than money
31Safe passage, docking rights, or a port made friendly
32Protection from an enemy, for as long as the patron lasts
33A claim, deed, or stake in something (Chapter 30)
34Medical care — a Maimed or Broken node cleared (Chapter 10)
35A Boon's worth of training or access (Chapter 9)
36A future favor, redeemable when the crew needs it most
41Pay, plus an enemy made (the catch's price)
42The patron's loyalty — a Contact warmed toward Ally (Chapter 35)
43A cut of something ongoing — a percentage, not a payment
44Forgiveness of a crime, charge, or bounty
45A name cleared, or a reputation built
46A ship, small craft, or vehicle (Chapter 25)
51Half now, half never — the patron can't pay the rest
52Payment in a currency that's only good somewhere specific
53The gratitude of a community, worth more than the coin
54A dangerous secret the crew now has to keep
55More work — a better job, if this one goes well
56A trap dressed as a reward (see the catch)
61Salvage rights to a wreck (see below)
62A rescued person who joins the crew, or owes them their life
63Leverage over the patron themselves
64An heirloom, trinket, or token with a story attached (Chapter 24)
65Nothing but their lives — and the knowledge of who set them up
66The reward the crew didn't know to ask for — define it together

Salvage & derelicts§

The Shore is littered with the dead: freighters that didn't make jump, stations gone dark, and above all the arks — ballistic and FTL alike — that carried humanity across and didn't all arrive whole (Chapter 29). Salvage is the frontier circuit's signature payday (Chapter 33), and its signature way to die. A wreck is a place, an adventure, and a temptation at once.

Roll D66 for what the wreck is, D66 for what's aboard, and D66 for what's wrong with it. The first sets the stakes, the second the reward, the third the reason it's still out here for the taking.

What the wreck is (D66)§

D66The hulk
11A small free trader, recently dead, still warm
12A bulk freighter, cargo holds sealed and intact
13A ballistic Sleeper ark, centuries in the dark (Chapter 30)
14An FTL ark from the Ejection waves (Chapter 29)
15A warship or armed escort, weapons possibly live
16A research vessel, logs and samples aboard
21A luxury liner, opulent and looted-looking
22A mining rig or refinery ship, full of raw metal
23A station fragment, torn loose and drifting
24A courier, fast and small, carrying one thing that mattered
25A colony seedship, vaults of genestock aboard (Chapter 34)
26A drive-test prototype, experimental and unstable
31A pirate hull, holds full of other people's cargo
32A medical or revival ship, cryo-pods still humming
33A Vanguard-era relic, thousands of years old (Chapter 29)
34A fleet tender or supply hauler, stocked for a war
35A scuttled hull — someone sank this one deliberately
36A ghost ship, intact, crew simply gone
41A debris field — many small wrecks, one good find among them
42A habitat module, a whole community's worth of belongings
43A jump-beacon platform, its navigation core intact (Chapter 27)
44A smuggler's hull with hidden compartments
45A corporate survey ship, charts of unmapped systems aboard
46A derelict locked in another ship's grapples, both dead
51A generation-hauler, lived in for decades before it died
52A weapons transport, ordnance in the racks
53A bank or vault ship, assets sealed in the core (Chapter 28)
54A diplomatic vessel, secrets in the safe
55A salvage ship that came to strip this same field and didn't leave
56An ark fragment — only a section survived, sealed and pressurized
61A famous lost ship the whole sector has a story about
62A hull that doesn't match any registry
63A vessel mid-jump-failure, frozen in a wrong configuration
64A tomb ship, deliberately filled with the dead and sent off
65A hull broadcasting an automated distress call, still
66A wreck that isn't as dead as it looks

What's aboard (D66)§

The find. Heavier rewards skew toward higher provenance (Chapter 24); weigh against what's wrong, below.

D66The haul
11Standard cargo — sellable, unremarkable, bulky
12Fuel and supplies, worth more out here than anywhere
13Reclaimable alloys and ship parts (Chapter 26)
14Working gear and equipment, modern and intact (Chapter 24)
15A weapons cache, sidearms to ship-guns (Chapter 24)
16Medical stock — drugs, kit, cryo-supplies
21A high-provenance item with a traceable history (Chapter 24)
22Personal effects — trinkets, letters, a life's worth (Chapter 24)
23Data — charts, logs, secrets worth more than the hull
24Genestock or seedbank vaults, living and rare (Chapter 34)
25Credits, bearer-currency, or hard valuables in a safe
26A working drive core or jump calculator (Chapter 27)
31Cryo-pods with living Sleepers still inside (Chapter 30)
32A prototype or one-of-a-kind piece of technology
33An art cache, heritage goods, or museum-grade relics
34Industrial machinery — a refinery, a fabricator, a borer
35A small craft or vehicle, still flyable (Chapter 25)
36Contraband — valuable, illegal, and traceable
41The whole hull itself, salvageable if it can be moved
42A vault that won't open without a key the crew must find
43Records that incriminate someone powerful (Chapter 34)
44A person hiding aboard — survivor, stowaway, or worse
45A beacon, key, or chart to an even bigger find
46Bonded Companions in stasis, legally "cargo" (Chapter 31)
51A body that someone will pay to recover — or to hide
52Live ordnance worth a fortune and a death sentence
53An AI core still running, with its own agenda (Chapter 34)
54A debt-ledger naming half the sector's borrowers (Chapter 28)
55An old-world artifact from Earth itself (Chapter 29)
56Nothing of value — already stripped — but evidence of who did it
61The cargo is valuable and someone is coming for it
62A claim or deed sealed in the captain's safe (Chapter 30)
63A weapon too dangerous to sell and too valuable to destroy
64Two finds, one of them a trap — roll twice
65The find is a person who shouldn't still be alive
66What's aboard is worth a war — and a war may follow it home

What's wrong (D66)§

Why it's still here, and what salvaging it costs. This is the salvage version of the catch (above) — roll every time.

D66The danger
11Hull breach — vacuum, drift, and no easy footing (Chapter 13)
12Failing life support; what air's left is going fast
13Radiation leak from a cracked core (Chapter 13)
14The reactor is unstable and on a timer
15Structural collapse — the wreck is coming apart as they work
16Fire, or something that will catch the moment air returns
21Automated defenses still online and hostile (Chapter 40)
22A predator or vermin nested in the dark (Chapter 40)
23Survivors — desperate, armed, and territorial
24Pirates or scavengers already aboard
25A rival salvage crew arriving now (Chapter 35)
26The wreck is claimed; taking anything is theft (Chapter 34)
31A faction is watching and wants the find for itself (Chapter 34)
32Contamination — disease, toxin, or worse, sealed until now (Chapter 13)
33The cargo is the danger — alive, unstable, or sentient
34The distress call is bait; the wreck is a trap
35The drive is in a failed-jump state and may discharge
36The dead didn't all die — cryo-pods are failing one by one
41The wreck is mined, or rigged to scuttle if boarded
42Sensor ghosts and a layout that doesn't match the schematics
43The find can't be moved without the right gear they don't have
44Whatever killed the crew is still capable of it
45A time limit — the orbit is decaying into something (Chapter 37)
46An AI that considers the crew intruders (Chapter 34)
51The wreck drifts in a hazard — belt, storm, gravity well
52Taking the find means abandoning survivors to choose
53The previous salvage crew is here too, and they didn't make it
54The hull is legally a grave, and disturbing it is a crime
55The find is booby-trapped by whoever hid it
56A beacon will alert its owners the moment the crew breaks the seal
61Another wreck nearby holds whatever killed this one
62The crew's own ship is now in the same danger that killed it
63Someone aboard the crew's ship wants this find for themselves
64The wreck is haunted by reputation — no one local will help, after
65The danger follows them home (Chapter 27)
66All of it. This is a death trap, and the reward knows it — roll twice