

Your shady contact may get you the new FTL drive you need, but he'll still sell you out in a heartbeat once you're off planet. Whatever the reason, they can be trusted for whatever you need them for, but not necessarily beyond that. They may need payment, coercion, or promises of help in return, or maybe they "owe you one for that time twenty years ago". Maybe you need to light-speed jump a dangerous super-weapon to a beleaguered fleet at the edge of human controlled space, but you can't get there until you can find the engine parts you need to get the ol' girl flying again. What do you need? - This is what you need to deal with before you can even get started it's your immediate obstacle and lets you dive into the plot in medias res. Watch your back and keep your friends close and enemies closer. They want what you have and aren't particular about how they get it. These guys are hot on your tail and waiting for you behind every dark corner. Who else wants it? - The primary antagonist. This table rolls where the party intend to take it, rather than where they were intended to take it. This could be where you've been contracted to take it, or maybe you've had a change of heart, or maybe you just think you can get a better price for it elsewhere. Where is it going? - Your package needs to get somewhere. What do you have? - The party/crew has been contracted to transport something by someone, who the employer is is up to the GM, but finish rolling the table before you figure that out as it could affect things. A quick explanation, as it's fairly streamlined:
