Ship

Apr 17, 2025 1:13 pm
The ship starts as a blank slate. Players can add to its base attributes.

It begins with a small cargo hold.
Does 1D6 damage.
Has 15 Hull
0 Armor
4 Max Drive Fuel.

Players need to start with two upgrades, later they can add additional upgrades for 50 credits while in port.

* can be taken twice.

Additional Armor: +1 armor*

Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel.
Round up.

Advanced Electronics: High-end scanners, communicators, sensors, etc. They will provide detalied
information about ships, places, and stations you encounter.

Afterburners: You may spend 1 Drive Fuel to get +1 to a single roll to evade, outrun, or maneuver while piloting the ship.

Fuel Tanks: Max Drive Fuel +2.

High Maneuverability: If you don’t have the Pilot skill, you count as having it in situations where maneuverability is relevant. If you already
have the pilot skill, you may choose to reroll both dice in these situations, instead of just one.

Luxury Passenger Quarters: They come with gourmet nutrition options and beautiful decor. For the crew who wants to attract a certain class of clientele.

Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.

MedBay: Advanced automated medical equipment. Can put people into stasis and, with time, heal even the
most grievous wounds. Characters resting in a medbay overnight heal all their HP instead of half their total. If a character falls to 0HP they can choose to wait to Roll the Dice to learn their fate. If they make it to a MedBay within a few minutes, they get +1 to the roll.

More powerful weapons: +1 damage*

Shuttle Hangar: Comes with a small shuttle which can fly independently, but cannot travel between stars on its own.

The ship needs a name and description.

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