Salvage

A thread of 4 messages, 25 May 1989 to 25 May 1989, in the order they were sent.

#374 Salvage

Hi.

My players have found and repaired a Type J "Seeker".  It was marooned on an
Exile world, the crew having been killed by the Exiles.  It's a little beat-up,
but it flies.

My question is this: How to handle the savlage rights?

There is a good article in the latest _Challange_ on Prize Ships and amount of
prize money that goes to the crew of the capturing vessel.  I am considering
just using the same basic system to handle salvage rights, with a few
modifications.

Can anyone think of some issues I need to consider (Aside from not letting them
get too wealthy...)?

                                  oo
- ---------------------------------m--m-----------------------------------------
Bob Mahoney                           [address removed]
BITNET: [email removed]                   uucp: [uunet!unh!,dartvax!][email removed]

#376 Salvage

Bob Mahoney writes:
> My players have found and repaired a Type J "Seeker".  It was marooned on an
> Exile world, the crew having been killed by the Exiles.  It's a little beat-up
> but it flies.
>
> My question is this: How to handle the savlage rights?

The way I handled this in previous campaigns was that the ship was held in the
nearest A or B class starport for a certain time, and a message circulated to
the effect that it had been found. The owner would have to claim it during that
time, and prove their claim. The bank which had financed the ship could also
put in a claim. If the owner showed up, the ship was handed back and the
finders got a percentage of its cash value, based mainly on its condition. If
no owner showed up, but the bank did, then the finders had the option of taking
over the ship, and making all outstanding payments to the bank; or handing the
ship to the bank, and claiming salvage money as above. If neither owner nor
bank showed up, the finders got the ship. If the ship had some military
significance, the Imperial Navy could intervene and seize the ship, and maybe
pay the finders.

In a campaign in which I was playing, we acquired a Vargr corsair this way. We
were attacked, but captured it, and then went to the nearest Naval base to
register it. We persuaded the Navy to waive the bit about waiting for the
owners to show up, as they were most unlikely to do so! (They were alive - we
released them - but obviously Vargr corsairs would not go to an Imperial base
to claim a corsair ship!)

#378 Re: Salvage

[This was sent to traveller-request, but obviously was destined for
traveller.  I'm forwarding it.  I also reformatted the long lines and
ran it through the spell checker -- James]

I would let them have the ship, charge them a whopping registration fee
(or it would be like an unregistered car, but with penalties like
confiscation possible) and make them upgrade some equipment to current
standards (maybe a triple cost overhaul - latest comm/safety stuff
required by Imperium) Also, depending on the reactions of the officials,
bribes, and circumstances of the original disappearance, and how well
they documented their find (pictures of it before they moved it, records
of the search for the original crew, etc..) I might impound it for a
long/short while for an investigation (length depending on bribes, admin
skill, friends in high places, etc...).

It could be made into several interesting (or frustrating) encounters.
If they are still too wealthy, it could always have a major breakdown.
Maybe the jump drive has gone bad and needs to be replaced.  This should
be discovered in the overhaul.  (If the players are all ignorant, and
don't get a second opinion, maybe the yard will try to replace something
that works fine, and charge the players.  Or use a defective part.  Or
switch an old broken piece for a good one on their ship).

Or you could just use a pirate to blow a hole in the ship that they
would have to get fixed.  Never any problem separating money from
players.  To be fair though, if they stick out an initial period of
hassles/expenses, then they should be considered to have earned the ship
and shaken out the bugs.  Then let them use it normally.

Jim Pendergraft

#375 re: salvage

>From: [email removed]
>Subject: Salvage
>
>My players have found and repaired a Type J "Seeker".
...
>My question is this: How to handle the savlage rights?

Recovery of a "lost" ship has always been a favorite plot device for me.
Here's how I have handled salvage rights.

The Imperium recognizes the right of "finders keepers."  However, Imperial
law requires the new owners of a ship to assume responsibility for any
burden of debt that may rest with it.  Usually, this means the salvagers
must assume or pay off the remaining portion of the purchasing loan.  They
are also liable for any other outstanding fees, fines, or liens against the
ship --- up to the current value of the vessel.

In addition, the salvagers must pay a fee to officially re-register the
ship.  This fee is typically 10% to 30% of the current value of the craft.
(For a quick percentage, multiply the applicable law level by 2%, then add
10%.)  The re-registration can take a while, particularly if there is some
question about the circumstances surrounding the "recovery" of the ship.
(This is a good opportunity for impatient characters to try out their
bribery and/or admin skills, in order to speed the paperwork.)

Note that all this assumes there are no other claimants to the ship.  The
fun of protracted litigation is left as an exercise for the creative GM.

For the Seeker in question, there is probably no outstanding loan.
(Seekers are mostly old ships, so it has probably been paid off already.)
The players should be able to pay the re-registration fee and a few bribes,
and walk away with a ship.  If they lack the necessary capitol, they can
negotiate a new loan (using the ship as collateral) or submit the ship for
auction.  Even with auction and re-registration fees, they should come out
of the deal with something like 40% of the true value of the ship.

If you want to keep then poor, you'll have to rip them off.  Sticky legal
problems are the easy out for the GM.


Scott Holter                             [email removed]

      "You humans are so *stupid*!"  --alien force commander,
                                       _Plan 9 from Outer Space_