Ship & Space Rules.

Jul 2, 2025 10:33 pm
Welcome aboard, crew! It’s time to build your Team Starship — your ride through the stars, your base between missions, your home in the void.

This vessel will serve as both your spaceship and your mobile headquarters throughout the campaign. It's got bones, history, and potential… but it’s a junk-class starter ship, meaning it's seen better days. That said — with teamwork and upgrades, it can become something legendary.

STARTING SHIP STATS
Here’s what your ship starts with:

12d Body – This is your ship’s durability: hit points, structural toughness, and passive armor.

12d Speed – This determines how fast you travel between planets (standard: ~10,000 MPH).

+6d Control – Your bonus to pilot and control the ship during space maneuvers.

12d Weapon – This is the raw strength of your ship’s weapons. You’ll choose what kind of weapons those are during creation.


INSTALLED SYSTEMS (Standard Loadout)
These are the baseline systems your ship already comes with — no cost to you:

Gunnery Station (2 Vehicle Points each)
Your ship comes with one gunnery station. It allows one character to fire the ship’s weapons once per page without penalty. More stations = more simultaneous gunners.
[ +- ] GUNNERY STATION
Communications (1 Base Point)
You’ve got solid, modern communication gear with military-grade encryption and long-range capability. If you want interstellar, magical, or dimension-spanning comms, you'll need to upgrade.
[ +- ] COMMUNICATIONS
Spaceflight (4 Vehicle Points)
The ship can safely operate in the vacuum of space, with full life support and maneuverability. However, atmospheric flight still requires the Flight feature (can be added later).
[ +- ] SPACEFLIGHT
Living Quarters (1 Base Point)
Basic living areas: bunks, a small galley, a lounge, and a shared washroom. Cozy, but it's home.
[ +- ] LIVING AREAS
CARGO HOLD 2 Vehicle Points The vehicle can store a great deal of cargo and includes lifts, ramps, and similar elements to facilitate loading and unloading. The specifics are up to you and your GM. The storage space provided by this feature is separate from that provided by Hidden Compartments (see below).

SENSORS 10 Vehicle Points The vehicle has a full sensor suite that works like a combination of Radar and the following Super Senses: Circular Vision, Telescopic Vision, Thermal Vision, and Ultra Vision. Sensor data can be recorded and, if the vehicle has the Com System feature, transmitted.




SHIP UPGRADE POOL: 12 POINTS
You have 12 additional points (Base or Vehicle) to spend however you like — choose upgrades, weapon systems, extra capacity, or unique features. The possible ship upgrades are list below.
Jul 2, 2025 11:27 pm
Ship Upgrades
Name Cost Description
CARGO HOLD 2 Vehicle Points The vehicle can store a great deal of cargo and includes lifts, ramps, and similar elements to facilitate loading and unloading. The specifics are up to you and your GM. The storage space provided by this feature is separate from that provided by Hidden Compartments (see below).
HIDDEN COMPARTMENTS 1 or 2 Vehicle Points The vehicle has hidden storage compartments. Small compartments only large enough to hide weapons and personal items cost 1 Vehicle Point, while large ones roomy enough to hide the vehicle’s crew and passengers, or a good deal of smuggled cargo cost 2 Vehicle Points.
DISGUISE 2 Vehicle Points Whether by means of an image projector, a magic spell, the ability to actually transform, or something else, the vehicle can make itself look like an entirely different vehicle (albeit of the same type). If the vehicle has the Transforming feature (see below), this feature can apply to one of its configurations, or it can mean you can’t tell that the different forms are configurations of the same vehicle.
GUNNERY STATION (EXTRA!) 2 Vehicle Points per gunnery station Vehicle weapons can be fired once per page by a pilot or gunner. Extra attacks are possible, but they suffer the usual multiple action penalty regardless of who makes them (the penalty applies to the vehicle rather than to individual characters). This feature means the vehicle has one or more gunnery stations (1 per 2 Vehicle Points). Every gunnery station allows a different character to use the vehicle’s weapons to perform one extra attack per page without suffering multiple action penalties.
INTEGRATED AI 1 Vehicle Point per rank The vehicle can operate independently with a Vehicles rank equal to the number of Vehicle Points put into this feature. Although this usually means the vehicle is controlled by computer, it could mean something completely different. For example, the vehicle might be magically animated, or it might be alive and sentient, singing songs into the minds of those who visit its space dock.
PASSENGERS 1 Vehicle Point per 4 extra passengers The default vehicle carries only two people, one driver or pilot and one passenger. This feature means the vehicle can carry more people (4 per Vehicle Point).
REMOTE CONTROL 2 Vehicle Points You can operate the vehicle remotely. Operating a vehicle by remote requires just as much attention and focus as it would if you were driving or piloting it.
SECURITY SYSTEMS (Vehicle) 1 Vehicle Point The vehicle has excellent security systems far above and beyond the usual, making it extremely hard to steal. Any challenge rolls made to attempt to steal it have a Superhuman (6) threshold.
SENSORS 10 Vehicle Points The vehicle has a full sensor suite that works like a combination of Radar and the following Super Senses: Circular Vision, Telescopic Vision, Thermal Vision, and Ultra Vision. Sensor data can be recorded and, if the vehicle has the Com System feature, transmitted.
SUBMERSIBLE 2 Vehicle Points The vehicle can operate underwater and includes life support systems necessary to protect its crew and passengers in this environment. Only vehicles with Swimming can have this feature.
SWIMMING −4 Vehicle Points The vehicle travels on water. If the vehicle also has the Flight or Running features, you must buy separate Speed and Control values for each.
TRANSFORMING −2 Vehicle Points This feature applies to vehicles with two or more of the following features: Flight, Running, Submersible, and Swimming. It means the vehicle must spend one page doing nothing but transforming into a different configuration each time it switches from using one of these features to another. In a pinch, you can spend 1 Resolve to do this as an action instead.
COMMUNICATIONS 1 to 2 Vehicle Points You presumably have one or more dedicated computers, phone lines, radios, and whatever other mundane telecommunications equipment you want in your headquarters. This feature, however, means you have something more. One Vehicle Point provides you with standard communications roughly equivalent the best modern-day telecommunications systems and includes, at the very least, military grade encryption. Two Vehicle Points provides you with a communications system that incorporates advanced technology or magic. This system is all-but impossible to hack into and allows you to interface with most global, interstellar, and possibly interdimensional communications systems.
DATA STORE 1 to 2 Vehicle Points Anyone can access an incredible amount of information from anywhere in the world using only their smartphone. This feature, however, means your headquarters provides you with a wealth of accurate, relevant, and readily accessible data on countless topics. This could come in the form of a database, a library, advanced web technology, a magic mirror, or something else. One Vehicle Point gives you a standard data store filled with information about our world, while two Vehicle Points gives you an advanced data store that provides information on a galactic or interdimensional scale.
EMERGENCY SYSTEMS 1 Vehicle Point per system The vehicle includes emergency backups that can restore one specific system in the event of total power loss. Each Vehicle Point invested grants 1 use, and each use can temporarily restore one system (e.g., Life Support, Communications, Weapons, Navigation, Propulsion). Systems restored in this way function for a short duration—typically one scene or until permanent repairs are made. Additional systems can be added through future upgrades at the GM’s discretion
HOLDING CELLS 1 to 2 Vehicle Points Although you can always tie someone up and lock them in a room or chain them to a column, your headquarters will not have dedicated holding cells unless you spend Vehicle Points on this feature. One Vehicle Point provides you with standard holding cells tough enough to hold mundane prisoners. Two Vehicle Points provides you with holding cells that incorporate advanced technology or magic, allowing you to hold most superpowered prisoners, often using power nullifiers. Having said that, every once in a while, expect your GM to spend Adversity on a misfortune that allows one or more of the prisoners in your holding cells to break free and cause you no end of grief.
MAINTENANCE BAYS 1 to 2 Vehicle Points Any headquarters is going to include a dock, garage, hangar, or helipad for whatever vehicles you may possess. This feature means your base also includes maintenance bays that allow you to perform repairs and even modify your vehicles. One Vehicle Point provides you with standard maintenance bays as good as those found anywhere in the world. Two Vehicle Points provides you with maintenance bays that incorporate advanced technology or magic and can be used to repair or modify vehicles that employ advanced, alien, or magical technology.
MEDICAL FACILITIES 1 to 2 Vehicle Points Any headquarters can have a room with cots and basic medical equipment. If you spend Vehicle Points on this feature, however, your base includes true medical facilities. These facilities are able to handle patients who need serious medical attention and may be used to create drugs and medicines, as per the Gadgets rules. One Vehicle Point provides you with standard medical facilities roughly equivalent to those found in the world’s premier research hospitals. Two Vehicle Points provides you with advanced medical facilities that can treat beings with alien or bizarre physiologies and even supernatural creatures.
PERSONNEL 1 Vehicle Point Your headquarters has a staff of some kind that keeps the place up and running while you’re away doing your thing. Your staff can include mundane human employees or volunteers, robotic servants, captive spirits, a built-in AI that operates the whole facility, or whatever else you want.
SCIENCE LABS 1 to 2 Vehicle Points This feature means your headquarters includes one or more dedicated science labs where you can study things you find in the field. They are also where you can create substances and materials, as per the Gadgets rules. One Vehicle Point provides you with standard science labs equivalent to those found in the world’s leading-edge companies and institutions. Two Vehicle Points provides you with science labs that incorporate advanced technology or magic and allow you to analyze even high-tech or magical materials and energies.
TRAINING FACILITIES 2 Vehicle Points Any headquarters can have an empty space where you spar, lift weights, and shirtlessly salmon ladder your way to fame. This feature, however, means your base includes a sophisticated training facility that lets you and your teammates run simulations and practice drills. Often situated on large areas of open land or in massive rooms, training facilities are usually equipped with advanced holographic "hard light" technology or something equally nonsensical that allows them to simulate any number of real world environments and situations. Many are even able to simulate combat with known Villains. If you and your teammates have a headquarters with this feature, you each gain 1 point of Teamwork at the start of every issue. Teamwork works like Resolve that can only be used to assist your allies in combat or during action scenes. Also, know with absolute certainty that eventually your GM will spend Adversity to have your training facilities go completely haywire and try to kill you.
WORKSHOPS 1 to 2 Vehicle Points Your headquarters includes facilities for designing and manufacturing things, from ordinary devices and machines to unique Gadgets. One Vehicle Point provides you with a standard workshop, a top of the line facility that allows you create innovative devices and machines. Two Vehicle Points provides you with a workshop that incorporates advanced technology or magic and allows you to create high-tech, magical, and otherwise fantastical objects.


UNIQUE SYSTEMS SUBJECT TO DM APPROVAL! COST MAY BE ALTERED!
1 Vehicle Point per Hero Point
You can spend Vehicle Points in place of Hero Points to buy Abilities, Talents, and Powers that represent unique vehicle systems. For example, you can spend 3 Vehicle Points to give your vehicle Radar (which costs 3 Hero Points). Unique vehicle Powers begin at 0d, even if they have a baseline rank Common vehicle Powers include Aura, Blending, Darkness, Dazzle, Deflection, Detection, Dimensional Travel, Ensnare, Force Field, Invisibility, Light, Machine Control, Radar, Shrinking, Slick, Strike, Stun, Teleportation, Time Travel, Total Recall, Tracer, Tunneling, and Wall-Crawling.
Jul 5, 2025 4:10 pm
Vehicle Combat
Basic Operation
You can pilot a vehicle without rolls under normal conditions. For tricky maneuvers or stunts, the GM may call for a Control roll.
[ +- ] Basic Operation
Edge in Vehicles
Your Edge = Vehicles Skill + Vehicle’s Control.
Use your full Vehicles rank, ignoring Gear Limits.
Capital ships act last, but Edge still determines order among them.
[ +- ] EDGE
Chases
In open space: Use vehicle Speed as Travel Power.
In tight areas: Make Control rolls for maneuvering.
[ +- ] CHASES
Attacks & Defense
Vehicle Weapons:
Attack with Control vs Control, or Weapons vs Body — whichever favors the defender.
Tractor beams and other powers: use the Power rank instead of Weapons.
Ramming uses the vehicle's Body vs Body (but attacker takes equal damage if Body ≤ target’s Body).

Defending a Vehicle:
Use the better of Control (active) or Body (passive) defense. Characters attacking vehicles: just make normal attacks; vehicles defend the same way.
[ +- ] ATTACKS AND DEFENSES
Damage & System Targeting
Vehicles take 1 damage per net success.
Destroyed/disabled when damage equals their Body (or instantly if a single attack deals that much).

Target systems: Take –2d to attack, disable a system instead of damaging:
1–2 net successes: disabled until next turn.
3+ net successes: disabled for the whole scene.
[ +- ] Damage & System Targeting
Repairing Vehicles
Vehicles don’t heal naturally.
Must be repaired with the right tools and materials using the Technology skill.
[ +- ] Repairing Vehicles
Jul 11, 2025 1:35 am
@Fyndhal, @Xgamersma, @aquamarine

This area is about your ship!
As a group you will need to come up with A name for your ship.
The basic information for your ship is in the 1st post.
The group also has 12 Points that I wish for you to come to a consensus on how you wish to upgrade your ship.

Remember, your ship is a Junker it is not an amazing ship. It gets you where you need to go and has some extra things and that is about it.
Jul 12, 2025 4:01 pm
What are you guys thinking about for upgrading the ship?
You have 12 Points to spend.
Jul 12, 2025 4:44 pm
Well, idk, a workshop would be ideal, backup systems maybe, storage and holding cells seem useful (those bounties shouldn't escape)
Jul 12, 2025 5:59 pm
Sensors would seem to be necessary and that's 10 points in itself. Cargo Bays, and a medical bay would seem useful, too.
Jul 12, 2025 6:31 pm
If it helps, all future upgrades for the ship will be plot points after this.

Say you want to upgrade it with REMOTE CONTROL. You would need to find someone or something or go somewhere to get it done.

A person will most likely give you a task to do while they are doing repairs.
Or
You need this special piece of equipment that you have to find to get the upgrade
Or
This docking bay on a select space station has the specialized tools to get it done.
Jul 12, 2025 7:34 pm
That...does not help. That is the opposite of help! :)
Jul 12, 2025 7:59 pm
Haha. Sorry...

Ok. So there might be other times when you can get something from scavenging also.

I guess the best idea right now is to build your ship and then give me a wish list of what you want for later.
Jul 12, 2025 8:17 pm
I agree, we should get the basic stuff and then think of upgrades
Jul 12, 2025 8:48 pm
It gets even harder to decide when you start thinking about how Powers would work on the ship.

Some of them might not make sense for a ship, and others I might change the cost for due to plot reasons.
You could take INVISIBILITY, TELEKINESIS (tractor beam), etc.
Jul 12, 2025 8:49 pm
Required:
Sensors (without this, we're relying on our own senses and that's not going to spot a missile fired from 1000km away until it is too late!)

Nice to Have:
Cargo Hold
Passenger Compartment
Medical Bay
Maintenance Bay
Integrated AI
Brig / Holding Cells
Emergency Systems
Data Store
Hidden Compartment

Would not say no to
Science Lab
Workshop
Personnel
Submersible/Swimming
Security System
Jul 13, 2025 12:11 pm
I mostly agree with you there, I would say something like a workshop could be really useful tho
Last edited July 13, 2025 12:34 pm
Jul 13, 2025 7:18 pm
How about we go with Sensors (10), Cargo Hold (1) and Workshop (1)?
Jul 13, 2025 9:23 pm
Quote:
CARGO HOLD 2 Vehicle Points The vehicle can store a great deal of cargo and includes lifts, ramps, and similar elements to facilitate loading and unloading. The specifics are up to you and your GM. The storage space provided by this feature is separate from that provided by Hidden Compartments (see below).
Cargo Hold is 2 Points. We can make a 1 Point one
Quote:
CARGO HOLD 1 Vehicle Point The vehicle includes a sizable storage area for carrying cargo. This space is intended for general transport and does not include lifts, ramps, or other loading and unloading aids. The specifics are up to you and your GM. The storage space provided by this feature is separate from that provided by Hidden Compartments (see below).
Jul 13, 2025 9:46 pm
Well, I don't mind getting the workshop later as long as it is a priority, there are other things like security which are also very important, I don't want someone flying off with the ship
Jul 14, 2025 11:30 pm
Here is what I suggest.
We can remove :
Passenger Capacity (1 Vehicle Point = 4 extra seats)
The ship seats 6 total (Pilot + 5) right now.

Since it is just the 2 of you for right now.

Then you can take Senors(10) Cargo Hold(2), and Works Shop(1)
What would you like the ship to be called?
What does it look like?
Jul 15, 2025 5:03 am
Sounds good. I'm open to the name and look. I'll post up some ideas from work tomorrow.

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