Jun 9, 2020 3:19 am
Your PCs will begin play with a spaceship. Decide together as a group what the name of the ship will be.
Debt
As you begin playing, you will not yet entirely own your spacecraft. Depending on the ship type you have, a sizeable debt will lie between you and calling the ship your very own. Your collective debt will be 50% of the ship's original value. Who you owe the money to is up to you to decide – it could be to your patron, some other NPC, or maybe your nemesis! Whomever you owe the money to will expect regular payments from you – estimate 5% of the total debt per year in monthly payments. In other words, already from the start you will have a very good reason to make sure you make enough birr (money) to keep your ship flying. If you play your cards right you might even find yourselves the rightful owners of your very own spaceship, but it’s a long road getting there.
Crew Positions
All spaceships have specific crew positions that must be covered. Small vessels can be constructed so that the same person can perform several function at once, while large ships may have many crew members per position. The five crew positions are:
◆ Captain
◆ Engineer
◆ Pilot
◆ Sensor Operator
◆ Gunner x2
As soon as you have acquired your spaceship, you should decide within the group who should do what job onboard. When the torpedo alarm warns of imminent attack, everyone must know exactly what they are supposed to do. However, I intend to be flexible with this. For instance, it's not quite necessary for the crew to have a captain; maybe your group is so informal that you don't bother with chain of command.
To fulfill the obligations of a certain crew position, just make sure you have the necessary skill. For instance, the Sensor Operator should possess the Data-Djinn skill (which governs the operation of ship sensors). Crew positions that go unfilled might be assigned to an NPC.
The skill required for each crew position is as follows:
◆ Captain (Command)
◆ Engineer (Technology)
◆ Pilot (Pilot)
◆ Sensor Operator (Data Djinn)
◆ Gunner (Ranged Combat)
Ship Stats
◆ CLASS is a measure of the ship’s size, from a small scout ship or fighter (class I) to a bulk hauler (class V). Class determines how much energy is needed to power the ship.
◆ MODULES indicate how many optional modules the ship can hold, beyond the three required modules of bridge, reactor and graviton projector.
◆ ENERGY POINTS (EP) is a measure of the strength of the reactor – how much energy there is to distribute between the different functions of the ship.
◆ HULL POINTS (HP) determine how much physical damage the ship can take.
◆ MANEUVERABILITY indicates how agile and easy to maneuver the ship is.
◆ SIGNATURE determines how difficult the ship is to detect by others.
◆ ARMOR tells you how many dice you get for your armor test.
◆ SPEED is used to calculate travel times in number of days, by dividing the distance (in AU) by the ship’s speed.
◆ COST is the base price of the ship, without any features or extra modules.
Debt
As you begin playing, you will not yet entirely own your spacecraft. Depending on the ship type you have, a sizeable debt will lie between you and calling the ship your very own. Your collective debt will be 50% of the ship's original value. Who you owe the money to is up to you to decide – it could be to your patron, some other NPC, or maybe your nemesis! Whomever you owe the money to will expect regular payments from you – estimate 5% of the total debt per year in monthly payments. In other words, already from the start you will have a very good reason to make sure you make enough birr (money) to keep your ship flying. If you play your cards right you might even find yourselves the rightful owners of your very own spaceship, but it’s a long road getting there.
Crew Positions
All spaceships have specific crew positions that must be covered. Small vessels can be constructed so that the same person can perform several function at once, while large ships may have many crew members per position. The five crew positions are:
◆ Captain
◆ Engineer
◆ Pilot
◆ Sensor Operator
◆ Gunner x2
As soon as you have acquired your spaceship, you should decide within the group who should do what job onboard. When the torpedo alarm warns of imminent attack, everyone must know exactly what they are supposed to do. However, I intend to be flexible with this. For instance, it's not quite necessary for the crew to have a captain; maybe your group is so informal that you don't bother with chain of command.
To fulfill the obligations of a certain crew position, just make sure you have the necessary skill. For instance, the Sensor Operator should possess the Data-Djinn skill (which governs the operation of ship sensors). Crew positions that go unfilled might be assigned to an NPC.
The skill required for each crew position is as follows:
◆ Captain (Command)
◆ Engineer (Technology)
◆ Pilot (Pilot)
◆ Sensor Operator (Data Djinn)
◆ Gunner (Ranged Combat)
Ship Stats
◆ CLASS is a measure of the ship’s size, from a small scout ship or fighter (class I) to a bulk hauler (class V). Class determines how much energy is needed to power the ship.
◆ MODULES indicate how many optional modules the ship can hold, beyond the three required modules of bridge, reactor and graviton projector.
◆ ENERGY POINTS (EP) is a measure of the strength of the reactor – how much energy there is to distribute between the different functions of the ship.
◆ HULL POINTS (HP) determine how much physical damage the ship can take.
◆ MANEUVERABILITY indicates how agile and easy to maneuver the ship is.
◆ SIGNATURE determines how difficult the ship is to detect by others.
◆ ARMOR tells you how many dice you get for your armor test.
◆ SPEED is used to calculate travel times in number of days, by dividing the distance (in AU) by the ship’s speed.
◆ COST is the base price of the ship, without any features or extra modules.