Hello all
I have a situation (not in a bad way) that i'd like some grizzled GMs to offer sage advice on. All players in my game (the Thors Redemption game) should immediately go elsewhere and not read further. You'll only ruin the plot for yourselves.
Background
My players, the brave scions of the Parol Dynasty, have managed to find a webway portal in the Koronus Expanse. This particular gate is large enough to get a ship through (even a battleship if you don't mind scratching the paint work) and has its terminus in the Calixis sector (near the trailing edge of the Drusus Marches sub-sector, light years from anywhere). The passage is utterly calm and takes a mere two days to traverse making it infinitely safer and quicker than the Maw crossing.
The Plan
Realising exactly how momentus this discovery is, our heroes have endeavoured to set about controlling this webway tunnel and thereby make themselves extremely rich, powerful and popular with the Imperium top brass ("whats that Admiral, you've always dreaming of leading a crusade into the Expanse but you know you'd lose too many ships to the Maw.......i may have a proposition for you.").
To this end they plan to acquire a wayfarer space station, set it up at one end of the portal and essentially charge a toll for all using it. They plan to create agreements with other rogue traders to allow unrestricted travel in return for <valuable stuff> and to charge one off tolls on those without agreements.
As it happens, the PCs might know where a derelict space station can be found and they are thinking of taking it apart and having it moved and reassembled next to the portal. This is, obviously, a momentus and vast undertaking. Their profit factor is simply not up to it.
However! We have a houserule thats been in place a while. Players can burn profit factor permanently to increase their profit factor for one roll. They can choose to burn AFTER they fail a roll, thus allowing them to sell off profitable resources, burn bridges with influential men in exchange for one BIG favour, lean hard on people to get results at the risk of permanently alienating them, etc.
Thus if the PCs failed to buy something cool, like a new ship, they could burn a number of profit factor to temporarily boost their stat. For every point they burn they get +2 to their PF for one roll and they can burn as much as they have.
My PCs are already preparing to burn much profit factor to get the station built on the belief (correctly as it turns out) that it will be good for their long term wealth and prestige.
So, my questions
1) I'm thinking of having their profit factor go up slowly naturally to a set point within game time (maybe +2 profit factor every six months until it reaches 50 then by +1 every year until 60, etc, etc) but i've not settled on numbers. Is this the best way that i could handle it? I'm open to other ideas. If this is, whats the best way to pace it. +2 every six month sounds good but i'm open to ideas.
2) What kind of plots could i generate off the players having their own station, especially one in such a strategic location. They've already decided to make the navy their friend by offering all sorts of goodies, free travel, free berthing etc. But other rogue traders might get envious, other factions, etc. I'm open to ideas.
3) How long would it take to tear down a space station, move it and rebuild it? I'm guessing definately years and this will obviously be affected by the size of the workforce they bring in. Its a wayfarer station (or rather, close enough to one that the differences don't matter), the same as in the RT rulebook.
4) Should i punish my players harshly if they attempt to name it either Deep Space 9 or Babylon 5? My natural instincts say yes.