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Passenger Transportation



Backstory:


Not everyone is fortunate enough to have a starship. In fact, you being a pilot is a privilege. Seventeen billion people were on the earth by the time the Humans left, and there are now 6 races spanning more than 30 sectors. Barely 3 percent per planet are pilots, if that. It is, however, apparent that people need to move from planet to planet in order to perform daily tasks.
In the modern era, you can hop from Earth to Navu and still be back in time for tea! Due to this reason, we ask you, our trusty pilots, to help transport people across the galaxy. We will pay you a small reward for this.
The travellers who climb aboard are people, not cargo. One is late for something. One has never much liked flying. One would happily pay you to take the long way round so they can watch the stars go by. The pilots who do well at this are the ones who find out which is which before the hatch shuts.

You will need:


A ship. Any hull will do, so do not go buying a bigger one on our account. A small ship with a comfortable cabin pays better than a big empty one, and we will get to why.

What to do:


  1. Land at a passenger transport center. If the center is on a space station, your ship has to be in the hangars.

    1. Request passengers. How many come aboard depends on how the board rates you and on how many seats your cabin has.

      1. Talk to each of them. Ask where they are headed, and while you are at it, take a moment to size them up. What a person wants out of a flight is not stamped on their ticket.

        1. Fly them where they asked and finish the run. For most of them, the sooner they arrive the better.


        2. Talking to your passengers:


          Talk is the heart of this work, not a box to tick. Ask once and you get a destination. Look a little closer, if your insight is up to it, and you start to read the person: the one watching the clock, the one white-knuckled on the armrest, the one leaning at the viewport in no hurry at all. Give a traveller the flight they wanted and they step off happy. Miss them and their mood sinks the whole way there, and you can read it on them any time you look one over: content, then restless, then one delay short of walking off. Let it sink far enough and they give up on you, get out of the seat, and leave at your next landing without paying a credit.
          There is no single trick that works on everyone, and that is the point of it. Some passengers want the company and go quiet and sour if you ignore them. Some want to be left alone and bristle at the fourth question. A nervous flyer can be talked down if you keep at it, and once you have read someone, giving them what they came for keeps them settled a good while. You can only talk money once you have their measure, so size a traveller up before you ask what the trip is worth. You find out by asking, and you get better at the reading the more you fly.
          They will tell you plenty without being asked, too, if you are in the room to hear it. People fidget, and stare, and get up and sit back down, and every one of them does it their own way. The traveller who wanted the company sounds glad of it when you finally give it. The one who wanted the wall sounds like the wall. Watch a cabin long enough and you will know how a run is going before anybody says a word about it.

          A comfortable cabin:


          A passenger arrives in whatever mood your ship puts them in, and an hour in a bare cockpit is a cold way to travel. Put a few furnishings in the room they ride in, and they board halfway to content, and a content passenger pays you better for the same run. Each different kind of furnishing counts, so a varied cabin beats ten of the same chair. This is why the hull does not matter and the cabin does. Furnish the ship you already fly.
          What counts as comfortable is not the same to everyone, mind. Someone riding the same short route every week will settle happily into a cabin that a paying charter would glance around once and think less of you for. The better the fare, the more the person paying it expects to find when the hatch opens. A cabin that carried your early runs handsomely will feel thin the first time somebody important books a seat with you, and that is not the board moving the mark on you, it is simply who you are flying now. There is always one more thing worth bolting to the floor.

          Watch out!:


          A frightened passenger and a weapons lock do not mix. If something out there takes an interest in your ship while you are carrying, the nervous ones come apart fast, and losing the lock is worth more to your fare than winning the fight is. Think twice about picking anything up with a full cabin.
          Keep an eye on the mood of the room when you are running late, as well. A passenger who has given up on you does not argue about it. They get out of the seat, they stand by the airlock, they wait for you to set down somewhere, and then they walk off without paying a credit. The board hears about that one from them, not from you.
          Leave someone aboard long enough and they stop waiting for a landing. A passenger who has been sitting in your ship for long time will call for a patrol pickup or find their own way to the airlock, and the board takes a hard mark off your record for it. Do not park a full cabin and walk away.

          Standing with the board:


          Starting out, the desk trusts you with a single easy fare at a time. Deliver people well and that changes. Your standing climbs, the board clears you for harder and better paying travellers, and it lets you take more of them at once. The thing to hold on to is that standing comes off how the ride went, not off how many rides you ran. A cabin full of miserable passengers rushed to their stops will not move you up the ladder. Type career at any transport desk to see where you stand and what the next licence asks of you.

          Regulars:


          Fly someone well enough and they do not forget it. Turn up at a desk some weeks on and they may be there asking for you by name. Regulars ride easier, tip better, and there are few nicer things in this trade than a stranger settling into the seat and telling you they were hoping it would be your ship. Throw one off, though, and that is the last you will see of them.

          Commands:


          request: at a passenger transport center, call for the passengers who are waiting.
          talk : strike up a conversation. Ask where they are headed, size them up, or just pass the time.
          look : read how they are taking the trip. Their manner tells you their mood better than any number would.
          manifest: from your control room, list everyone aboard and where each one is headed, so you can plan your drops on a full cabin. A destination shows only once you have talked it out of the passenger. pax does the same thing.
          finish : at their destination with the airlock open, see them off the ship and collect the fare.
          sod : put a passenger off the ship early. You lose the fare and the board bills you for the broken booking, so keep it for the ones who are not worth the trouble.
          career: at a transport desk, read your own file. Your standing, the travellers you are cleared for, and how far off the next licence sits.

          Requirements:


          Rank: novice pilot [4th class, **]
          Licenses: none
          Skills: insight, Persuasion

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