| Valegrim |
Ok; here is the entire rules section as I have it written; I welcome any feedback; but I tried to keep it light and managable; I am still writing the items and stuff list; and did it in excell so not sure how it will post.
There are a few changes and clerifications.
Val’s Homebrew SCI_FI game rules:
The dice: d10 required or online generator for d10 dice. The dice are to test failure or success in the game and provide some randomness to events. Each roll of a d10 is compared against the success difficulty number; sometimes more than one success is required for an action to be completed. The natural roll of a 1 represents a botch and subtracts a die of success. A natural roll of a 10 represents a critical success with adds a d10 to the resultant making the generation of a number between 11&20 possible. If a botch and a critical success are rolled at the same time; the player may choose to forgo the additional critical die addition to cancel the botch or cancel another success and keep the high score of the critical success; whatever is most advantageous to the player in the situation.
The gm will set the Target Difficulty and # of Success’ needed to complete an activity; sometimes the target number of a difficulty and the number of success is set by direct competition with a NPC in a roll off style setting; but, typically the following list will be used.
An easy success requires a die roll of 5 or more
A moderate success requires a die roll of 6 or more
A difficult success requires a die roll of 7 or more
A hard success requires a die roll of 8 or more
An extreme success requires a die roll of 9 or more
An insane success requires a die roll of 10 or more
Some actions require more than one success and probably more than one round of action before it is completed.
A quick action requires one success
A routine action requires two or three successes.
A complicated action requires four or five successes
A complex action requires six or more successes.
Six Raw Characteristics are represented.
Physical Prowess: Raw muscle power, speed, and grace.
Physical Health: Toughness, stamina, and endurance.
Logic: Direct problem solving ability, likely sequence of events.
Creativity: Indirect problem solving, empathy.
Perception: ability to notice sensory input
Memory: ability to recall “like” situations
Each player starts with a number in each Characteristic. This number represents the number of d10 dice generated into a pool.
PP/PH 2/2
Lg/Cr 2/2
Pr/Me 2/2
Player characters have five additional dice they can divide between Characteristics to tailor their profile which might look like this example:
Pilot Bob
PP/PH 2/2
Lg/Cr 4/3
Pr/Me 3/3
Pilot Sam
PP/PH 2/2
Lg/Cr 4/4
Pr/Me 2/3
Boosted characteristics give characters additional dice to their dice pool to any action or skill involving the increased Characteristic. Humans have a normal characteristic maximum of 6. This maximum may be exceeded by unnatural or exotic things such as robotics; cyber ware, alien ware, mutation and the like. If for some reason you would like to lower a starting characteristic for some role play background such as loss of legs which would lower PP; discuss this with the GM.
Skill Competence and Resource Ranks to skills will also generate more dice to dice pools or let you decrease the difficulty number by some defense. Used together Competence and Resource Ranks provide a Rating. Rating is used to determine interaction with NPC’s in the game for pay and perks. A player with Prime Master rating in a skill will command higher respect than one who is a Skilled Journeyman. This will often come into play in the game in the form of living accommodations and the ability to get the ear of NPC VIP’s. Ranks are as follows
Three Competence Ranks maximum; decrease in the difficulty number needed for success by number shown.
Skilled -1
Adept -2
Prime -3
Three Resource Ranks maximum: increased dice pool by the number shown.
Practiced +1
Journeyman +2
Master +3
To increase a Characteristic or Skill Rank, players spend the development points they gain during game play. Cost of increase is 5*(New rank level to be attained.) New skills may be purchased for 5 character development points.
All humans have Education, which gives 1 die for any dice pool involving any non specialized or untrained task and would constitute everyman skills of general knowledge. This differs from Career Education tracts with provide a dice pool for various things such as contacts and information known yet unstated specialized knowledge.
Additionally; Humans may spend three dice on Basic skill to show intensive training or hobby-like focus. Starting characters also get one die in a Location of choice; this place will be declare your point of origin.
Career Paths
Career paths are skills and abilities learned through extensive training, schooling, study and evaluation by skilled trainers. At the start of character creation; any available career path may be chosen to represent a characters current training path. Each career provides a set of skills and abilities, that while a few may overlap with other careers, provides key skills and unique abilities not available to other careers. A character may change to a different career path at anytime provided they can spend the 40 development points. Development points are gained while playing the game and represent the needed training and study to develop a new set of skills.
The current Career Paths are as follows:
Pilot
Scientist
Technician
Vagabond
Warrior
Career paths add more specialized skills to give characters added dice pools and difficulty modifiers based on certain situations that occur in their specializations. The characters in parenthesis indicate which primary characteristic adds to that skill dice pool. Characters start with knowledge of all of their primary skills and have two dice of knowledge of each of these automatically.
Pilot Career Path:
(Note: the word vehicle or vessel should be interchanged where applicable)
This Career Provides a dice pool of 2 dice to each of the following Pilot Primary skills:
Pilots receive an additional six dice to apply to one or more Primary skills for specialization. These may be used to purchase more skills on lists that have numbered choices such as Pilot Vehicle.
Primary Skills:
Pilot Computer Interface (Logic): get vehicle monitoring information, accessing and running programs.
Pilot Vehicle (Logic): Space, Atmospheric, Ground, Hovercraft, Aquatic; choose two
Pilot Class Vehicle (Memory): Personal, Light, Heavy; Frigate, Cruiser, Super Transport. Choose three.
VWP skill (Perception)-: choose one class of vessel or vehicle class weapons.
Navigation (Creativity) – the ability to plot a course from start to finish
Education (Memory)–Choose Corp or Military or Independent Contacts
Law Focus (Memory)–Vehicle and Transport regulations and procedures.
Starting Pilots have eight dice to divide among additional secondary skills from the following list.
Pilots automatically add 1 dice to the pool of each of the skills on this list:
Vehicle Maneuver (Creativity): purchased for each class of vehicle and may be purchased more than once.
Vehicle Identification and Concealment (Perception): purchased for each class of vehicle and may be purchased more than once.
Vehicle Physics, Construction and Power Systems (Memory): purchased for each class of vehicle and may be purchased more than once.
Vehicle Security Systems (Logic): purchased for each vehicle manufacturer and may be purchased more than once. This Skill includes manipulating vehicle computer security systems programs.
Vehicle Jerry-rig (Creativity): This skill may be purchased for any Vehicle PCPS known
Vehicle Repair (Logic): This skill may be purchased for any Vehicle PCPS known
Vehicle Computer Systems Repair (: This skill may be purchased for any Vehicle PCPS known and includes knowledge of all vehicle computer equipment and programs but does not include security systems.
Vehicle Weapons (Perception): use of all vehicle WP skill for known vehicle class may be purchased.
Here is an example of Pilot Bob safely docking a Frigate class vessel on a space station.
Pilot Bob
PP/PH 2/2
Lg/Cr 4/3
Pr/Me 3/3
Assuming Pilot Bob has chosen Pilot Vehicle: Space and Pilot Vehicle Class: Frigate; Pilot Bob has
At docking speed this would be a routine task requiring moderate success. A success is required in Pilot Navigation so Pilot Bob gets two Pilot dice to his pool and three Creativity dice to his pool for a total of five d10 he can roll to get the successes needed to get the vessel’s course plotted with the station and a Vehicle Maneuver pool of one die added to his Creativity characteristic of three for four dice to attempt a successful docking.
Some space stations have guidance tractors which would add to the players dice pool or decrease the difficulty or both. If Pilot Bob was landing at Earth Moon Base Alpha; with the most sophisticated guidance and landing systems; Bob could add several dice to both pools; but if Pilot Bob is trying to dock to another ship in deep space; Pilot Bob can only depend upon his character and any bonus’s he can muster from the ships he is flying. Most ships have AI support to aid in critical tasks and have design characteristics that aid in various actions such as maneuvers. Ships are designed so that if Pilot Bob suffered a mishap for some reason, other ships crewmembers have at least a fighting chance of getting the vessel back to port.
Attempting to dock at maneuvering speed or with a damaged vessel or with no power for example; would change the target difficulty
Scientist Career Path:
In game terms, a scientist is the classic expert often called upon for their knowledge on a field of study.
A Scientist is a specialist in a focus and must pick a Field of Study and may add 2 dice to any skill in that Field. All skills that are analysis, modification or design use the Cr characteristic; all others use Me unless stated in the text. A Scientist may add seven dice to Primary skills within their Field; but no more than three to any one skill.
Scientific Fields:
Computers: Write Program (Lg), Analyze & Modify Program, Systems Interface, Security, Design Hardware, Information Analysis Retrieval and Display, Mathematics (Lg).
Environmental: Geology, Geography, Weather, Flora, Fauna, Survival (Lg), Tracking (Pr), Analyze Ecosystems, Biology, Analytical Chemistry and Mountaineering (Pp).
Medical: Minor Surgery; Major Surgery, Administer Treatment, Pharmacy, Make Diagnosis, Analyze Sample, Cryogenics and Cybernetics, Cosmetic Surgery and Nutrition.
Theoretical: Mathematics and Statistics (Lg), Physics, Astrophysics and Astrogation, Extrapolate Data (Cr), Theoretical Design, Chemistry, Industrial, Create-Test-Analyze Model (Lg), Codify Theory (Lg), Engine Design.
Social: Psychology, Sociology, Persuasion, Hypnosis, Language and Communication, Diagnose Behavior, Pharmacology, Analyze Trend, Attentive Listening (Pr), Politics & Political Science.
Engineer: Aero/Hydro Space Design, Metallurgy and Ceramics, Plastics and Polymers, Modify Device, Explosives and Warheads, Power & Energy Transmission Systems, Rocketry, Mass Drivers, Telemetry and Targeting (Lg), Magnetics & Defense, Electronic Warfare (Lg), Micro Design, Fabrication (Lg), Reclamation.
Robotics/Cybernetics : Hydraulics and Pneumatics, Micro Circuit Design, Nanotech Construction and Design, Design Electronic Device, Lasers, Interface Mechanical and Chemical; Biochemistry, Artificial Intelligence (Lg), Write Script (Lg).
Scientists have secondary skills from the following list; they receive one die in all secondary skills and may allocate and additional five dice to secondary skills:
Scientist Secondary Skills:
Intimidating Facts (Lg)– This skill allows a Scientist to evade, pad, or give certainty to an answer with so much technical jargon that only another scientist can refute it; The success means that the Scientist is taken at their word and the subjects are to intimidated to question the facts; also, this is the skill in which a Scientist may refute another Scientist.
Provide Instructions (Cr) This skill allows a Scientist to communicate with anyone outside of a Scientists particular field and provide an understandable set of complex instructions.
Bureaucracy (Pr) This skill is used to deal with organizations; helpful for staking claims on goods, ideas, designs or cutting the red tape to get something accomplished.
Research (Me) This skill allows for in-depth investigation into various scientific data systems to find information sources which allow solutions to problems; each success will modify the outcome of analysis, diagnosis, or design feedback.
Paper trail (Me) This skill is used to register; report; file and otherwise fill out and document anything. Organizations rune on daunting amounts of paperwork and scientists know how to get through it and get their finds and get credit for their work. They have a in depth understanding of documentation and procedures.
Cross-specialization (varies) Fields of scientific study often overlap therefore a scientist may choose two Primary Scientific skills from one or more other Scientific Fields and treat them as secondary skills and get one bonus die to those skills.
Technician Career Path:
A technician may add 2 dice to any dice pool from the following Primary Tech Skills; furthermore, they may add five more dice among primary skills but no more than two to any one skill:
Analyze Device (Pr) – skill to figure how a known or unknown device or configuration of a device works.
Analyze Electronic (Lg)– a skill to operate basic functions and troubleshoot an electronic device.
Analyze Fluid system (Pr) – a skill used to test and troubleshoot any pneumatic/hydraulic system.
Analyze Power System (Pr) – a skill used to test and troubleshoot engines, motors and drive systems.
Analyze Machinery (Pr)- a skill used to operate and troubleshoot gears, pulley, servo, mechanical systems.
Education (Me)–Choose Corp or Military or Independent Contacts
Standards (Me)– Knowledge of technical and repair operational specifications, regulations and procedures.
Starting Technicians may choose seven additional secondary skills from Basic or Technician specialty.
Technician specialty skills add 1 dice to the pool and are as follows:
Repair Device (Cr)– this is basic repair for any known or unknown device and pairs with Analyze Device primary skill. This is a catch all skill for anything not covered by one of the others below.
Repair Electronic (Lg) – purchase one or more classes of electronic equipment: medical, communications, computer, weapon system, planetary vehicle, space vehicle, and security systems.
Repair Fluid (Me) – purchase one or more classes of fluids: gas and corrosive gasses (pneumatic); fluid and corrosive fluids (hydraulic); and plasma (used in weapons and space ship drive systems).
Repair Power (Lg) – Purchase one or more classes of high energy power transfer systems: Fission, Fusion, Ion, and LASER.
Manufacture Machinery (Lg or Cr) – This is a machine skill to fabricate items to repair other systems; includes machinist skills and use of computer driven lathes, cutting devices, and how to make items to very tight specifications provided the correct raw materials are provided.
Warrior
A warrior may add +2 to dice pool for any of the following Primary Warrior Skills and may allocate four additional dice to specialize in one or more Primary Skills.
Analyze Threat (Pr): view any person, environment, object or situation and determine strength and weaknesses as compared to self or team; useful for overcoming subterfuge.
Subterfuge (Me): Make one thing appear as another such as a green troop look like a veteran or warrior act as another class such as a laborer; this is skill vs skill against Analyze Threat
Tactics (CR): arrange self or team to overcome scene complications; skill vs skill effect; winner gets complication bonus; any teammate following the warrior’s tactical advice also gets the bonus.
Discipline (LG) Willpower; stubbornness, training and believe in oneself to overcome any situation; endure any hardship; overcome stress, torture, fatigue, hunger or wounds. Use skill vs complication to ignore an effect.
Specialty (Varies) Warriors are trained to a specialty other than fighting; choose one Primary Skill from any other class.
Education (Memory)–Choose Corp or Military or Independent Contacts
Starting Warriors may choose nine additional secondary skills from the Warrior secondary list.
Warrior secondary skills add 1 dice to the pool and are as follows:
Operate Communication Device-(Me) Trained to use communication devices from hand signals to encrypted sophisticated electronic systems. Choose by class of devices: personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)
Operate Sensor Grid (LG) Trained to use passive and active sensor equipment. Choose class of sensors: Personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)
Weapon Skills: (includes care and use)
Unarmed: (PP)specialized skill in unarmed combat.
Everyday Items: (PP) specialized in using anything at hand as a weapon.
Small cutter or bludgeon WP: (PP)specialized use in sap, knives and fist weapons
Medium cutter or bludgeon WP: (PP)specialized use of short swords, clubs, chains
Large cutter or bludgeon WP: (PP)specialized in using long swords, heavy clubs and chains.
Shield WP: (PP)specialized use in fighting and defending with a shield.
Two Handed cutter or bludgeon WP: (PP) Specialized with weapons that require both hands.
Pistols WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Carbine WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Shotgun WP: (PP) care, use and ammo for shotguns and Grenade launchers
Rifle WP: (PP) care, use and ammo or power required for Rifle physical or energy weapon
Autogun WP: (PP) care, use & ammo or power required for Autogun physical or energy weapon
The follow provide maintaining, target firing solution, ammunition or ordinance knowledge:
Mortar WP: (LG) use of light, medium or heavy mortars.
Shoulder fire Artillery WP: (LG) Any shoulder fired missile or beam weapon.
Light Mobile Artillery WP: (LG) any light machine gun or energy projector or rocket pack.
Medium Mobile Artillery WP: (LG) medium cannon; medium guided missile or rocket system.
Heavy Mobile Artillery WP: (LG) Heavy Cannons, howitzer, guided missile or rocket system.
Mine Wp: (LG)
Grenade WP: (PP)
Light Emplacement WP: (LG) Long range, high speed computer driven weapons used for base or ship defense. Often these weapons are used to destroy incoming ordinance before it arrives.
Medium Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense; these weapons can fire screen patterns defending against multiple targets.
Heavy Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense. These weapons can destroy cities and disable the largest spacecraft.
Vagabond
Vagabond characters are wanderers who move from job to job and place to place; try various careers and generally cannot find a niche in that keeps them from boredom or feeling constrained by societal controls and rigid corporate business models. The characters are entrepreneurs who often have a variety of skills and many get rich quick schemes; sometimes they succeed and become the CEO of corporations and the very thing they detest.
Vagabond Primary Skills are different from other classes. A Vagabond is not a specialist in any one field, thus does not have the extensive training, schooling, study and evaluation by skilled trainers that other classes do, their trainers may come from any ability level and even be suspect. Vagabond players get two dice in their primary list; but only one die in each of the Primary list they generate from other Classes.
Vagabond Primary skills:
Negotiate (Pr): The master of the deal whether it is with a judge, corporation, smugglers, or the military.
Rules of the Road: (Me) General knowledge of various laws, rules and customs of any organization or even the unorganized. With enough successes a Vagabond can fit in anywhere.
Forgery: (Me) Create documentation for people and goods that pass as authentic, but are not.
“Your Not Special”: These are one die choices. Choose four Primary skills from any class, but no more than two from any one class. Take care when choosing from the Scientific fields as some skills require other skills, for example; Diagnose Behavior requires Psychology or Sociology as a foundation. Skills that bring other skills, like Cross-Specialization, are not allowed.
Education (Me)–Choose Corp or Military or Independent Contacts
Vagabonds receive one automatic die in all secondary skills on their list. Vagabond Secondary skills are as follows:
Market Value (Me): This skill evaluates any things market value and connects buyers to goods and services. This skill may be used to determine where goods or services might best be sold highest profit and may give the player a few names of who may be interested in a purchase or sale.
Stealth (PP): This skill is used to remain unobserved while following or hiding whether in a crowd or empty room; this is a function of blending in to the environment and not invisibility and takes considerable skill and body training.
Gremlins (Cr): A character with his skill has exceptional knowledge to disable or break something and take it to the famous FUBAR state. Add the dice of this skill to any skill known to disable a system. A player with this skill knows the weaknesses of a system and can mess up something as simple as a door opening to shutting down an entire power grid.
Skill Wanderer (varies): choose 10 secondary skills from any list; but no more than 5 from any one class.
Leisure (varies): pick two additional one die Basic Skills.
All characters start with three dice to purchase Basic skills:
Basic Skill List:
Animal Training (Cr) used to teach tricks to domesticated animals.
Bluff (Pr) used cover or create emotional responses and read telltale body signs.
Games (varies) games have been designed for every characteristic; choose as many as you like, be a star.
Haggling (Cr) used to get the best deal with a common NPC, not effective with powerful personalities.
Basic Medical (Me) Treat basic wounds and use common automated medical devices.
Balance (PP) from walking a tight rope to staying on a bucking bronco.
Basic Computer – check web mail; look for web-work or web shopping; use well known systems and features and software.
Artist (varies): any non-combat from acrobatic dance and cooking to painting and photography.
Weapon skill: care and operation any classic or modern weapon, use possibly restricted by laws and statutes. Purchase per group; see weapons list for details. Weapons that require a targeting solution are restricted and require GM approval for non warriors.
Society- skill and information about special groups such as: High; Underworld; Mining Guild; etc.
Vehicle use (Lg) - licensed operation and use of various common non specialty vehicles such as: ground; water, and air.
EVO use: training in harsh environment, like space, and use of EVO suits and simple detectors.
Location knowledge: special knowledge of a city; state; country; moon; base or the like; include information such as: best place to eat; the slums; crime rate; police measures; wealthy areas; industrial centers, etc.
| Valegrim |
I am curious if you guys like it; I hope so. It is my thought that a character should have skills and abilities to perform and generally get a better and they gain experience, but leveling should not be the end all of playing, but rather a Zen outlook that its about the themes and story, so I made sure each class has something special to offer and has enough skills to be able to do a lot without enfringing on other classes. The Vagabond being the jack of all trades and planned exception as it is always nice to have another guy that can pilot a ship, even if he is not as good as a true pilot and also have some fighting skill though not be as all out in fighting that a warrior is.
I think it is playable and looks fun; I have the starting ship designed, hopefully someone wants to pilot and the moon base and a few adventures outlines. I am thinking to start on one of Uranus or Neptunes Moons. I can always fill in NPC's as needed but always nice not to have an NPC in a key position. Rather have a character with a scientist roll to see if there is "gold on that there asteroid" than an npc and have character roll piloting to evade a missile rather than a npc; things like that.
| Davi The Eccentric |
Seems effective enough. I'll get started on character creation now.
EDIT: Wait, is there any reason why a vagabond can't, say, take all five of the Technician's secondary skills and a few of it's primary skills and basically be a Technician that's slightly worse at analyzing some stuff and much more social? Also, could you attempt to use a basic skill if you don't actually have that skill? For example, if you put a character who didn't take Drive(Land) as one of their skills in the seat of a car, could they attempt to drive it or would they just freeze up and do nothing?
EDIT EDIT: Oh, and it doesn't look like the Pilots can do that much other than, you know, pilot, and also that 10 bonus secondary skills is a lot.
| Celestial Half-Porc |
Repair Power (Lg) – Purchase one or more classes of high energy power transfer systems: Fission, Fusion, Ion, and LASER.
In this case, would each dice I put into this skill represent a different type of power?
Like:Repair Power (LASER)(Lg): 2
Repair Power (Fission) (Lg): 1
and so forth.....
| Valegrim |
you may take 2 primary skill and 5 secondary skill from any one class and it can be Technician.
yes; taking a skill just gives you dice to add to your pool to show your increased skill; those skill and requiring special training; like mathematics or pilot frigate class starship; those you can't do; but fairly basics general stuff that everyone can do; you always get your characteristic dice to roll; your just better at if if you take skills in it to add more dice to maximize your chance of getting one or more successes.
as for pilot; nobody walks; and only on earth are there really normal land craft; after all; stuff like meteors and stuff require moving around in a fairly heavily armed craft; also; pilots can work all the vehicle weapons as well.
every class; including pilot; gets three dice of basic skills; so could take wp; Pistol and put three dice in it and get a pretty good ability to shooot.
I am working on gear basic to every class; pilot should probably have EVO suit and skill for moving in no gravity; hmm.
as for 10 secondary points; there secondary skill are in classes; take vehicle manuever; this skill is cruical to avoid obstacles and make a hard manuever and not stall or tear the ship apart; it must be bought for each class of vehicle; there are six classes of flight vehicles, plus three ground, personal; light and heavy have ground and flight but I left that out atm; then six more vehicle weapon classes; that is 12 right there; 10 doesnt look like very much; Pilots are going to have to choose their specialty wizely; At this point I suggest any pilot starging take heavy Flight; so they can fly a heavy space ship; Corvette class; about the sized for 10 people; and a rank or two of heavy ground so they can pilot a armored troup transport or tank; anything after that is for future stuff; Personal flight is for light fightercraft, racers; sport vehicles; then Light craft is for heavier bombers and shuttles; heavy flight is for big shuttles, small rescue vehicles; maintenance craft; the real working load of ships up to corvette sized which is the size of most pirates and the smugglers and many small fast transports; Frigate class; these are moderate transport vessel and fleet destroyers and have a crew of a couple hundred or can take a lot more cargo room; but still fast and more manueverable than a cruiser and much less expensive to operate; these are the workhorses of the space fleet; corporations; and research entities.
Basically; without a pilot; you dont get anywhere; also; depending upon the onboard computer; which adds to a pilot skill; he doesnt need a lot of starting skill unless he wants to be a hotshot fighter pilot or something.
A characte can always take Drive from the Basic list to drive some personal vehicle; seats 2-8. or drive light for 4-12 but will still have nothing on a true pilot or even a vagabond as even one die added makes a big difference; having the skill means you can use skill adders as well.
Seems effective enough. I'll get started on character creation now.
EDIT: Wait, is there any reason why a vagabond can't, say, take all five of the Technician's secondary skills and a few of it's primary skills and basically be a Technician that's slightly worse at analyzing some stuff and much more social? Also, could you attempt to use a basic skill if you don't actually have that skill? For example, if you put a character who didn't take Drive(Land) as one of their skills in the seat of a car, could they attempt to drive it or would they just freeze up and do nothing?
EDIT EDIT: Oh, and it doesn't look like the Pilots can do that much other than, you know, pilot, and also that 10 bonus secondary skills is a lot.
| Valegrim |
yes; exactly. Laser is going to include all chemical drive systems; as most laser generate power from chemical interaction; most powerplants on smaller vehicles up to heavy space corvette use Chemical/Laser power; as do most portable power systems and many small bases; camps; and industrial centers. Fission; Fuson; Ion drives are extremely expensive and are on big ships or power cities or moons and the like of of course where the big bucks are; but most people use chemical/laser power if that helps.
Valegrim wrote:Repair Power (Lg) – Purchase one or more classes of high energy power transfer systems: Fission, Fusion, Ion, and LASER.In this case, would each dice I put into this skill represent a different type of power?
Like:
Repair Power (LASER)(Lg): 2
Repair Power (Fission) (Lg): 1
and so forth.....
| Valegrim |
ok; I am going to start up the PBP discussion thread and Game thread really soon so check it out; am going to see if I can post some of the equipment there; am going to make a starting kit that each profession would have.
Do you guys have any rejection of the idea of starting as a group that already knows each other or at least some of you?
Once I see your characters; will determine how to fit it all in together; am thinking for one character to inherit the ship and tie the group together with threads that way; like maybe the vagabond, if we have one, have a share in the ship sorta like a lien in credit and so on.
Check for the threads soon; will start posting game info there.
still room for more players if anyone is interested.