Quirks and odd hapenings


General Discussion


After looking over the rule for Space Ships, the addition of a some quirks into the ships could add a bit of spice.

Good, Bad, and Odd

No matter how many times the crew checks and repairs and searches the quirks persist.
Only on a DC 45 Repair can the Quirk be removed.

Things like,

At Speed 6 to 8 a issue occurs in Weapon Mount number X, all shots -1 to Hit, and +1 to Damage

When emerging into Drift Space the crew gets a random craving for a certain food.

The Aft Shields flare out when they reach 1, and fail instead of 0, all other attacks to the rear -1 to hit for the rest of the turn.

Sensors are +1 in one Arc and -1 in another.

When the panel to the Sensors Station is opened, a panel across the room will pop open with a loud slam, 3 seconds later.

A certain non vital external part of the ship is prone to flying off for little or no reason. This part also has on a roll of a 1 on a d10 of absorbing one critical hit.

Moving Shield points from the Rear to other areas is easier +2 to the roll.
But Moving Shield points to the Rear is harder -2 to the roll.

The ship Turns better one direction, than the other. Any Stunts or Tests towards the "good" side are plus 1 to the die roll, and -1 on the "bad" side.

Each time a system takes a Critical there is a small chance that subsystem will get a Quirk. 1-5 %

As the Crew learns their ship some of these quirks can become useful.

What other Quirks sound good to you.

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