Showing posts with label Stars Without Number. Show all posts
Showing posts with label Stars Without Number. Show all posts

Thursday, January 11, 2018

Spaceship as Character

 

 

Spaceship as Character


Spaceships have six stats. Roll 3d6 for them in order.

Weapons (WEP) - The ship's ability to successfully hit another moving object with a third moving object.
    Engines (ENG) - The ship's speed, acceleration, and maneuverability.

    Hull (HUL) - The ship's structural integrity.
      Systems (SYS) - The ship's unthinking background functions: life support, communications, sensors and so on.

      Shipmind (SHP) - The ship's built-in intelligence.

      Luck (LK) - The ship's accumulated mana, mojo, and moxie.

      If the ship is operating remotely in a proxy body (robotic, cyborged, or homunculi), substitute the above stats for their standard counterparts. They will act as specialist.

        Other Spaceship Attributes

         

        HP: None. A successful hit will result in damage being taken directly to your HUL.

        If your ship takes HUL damage, make a HUL save to avoid damage to other systems. Failing the save reduces another stat at random by half of the damage taken, and any modules that would be lost by reducing that stat are rendered inoperable.

        HUL and other stat damage must be repaired in a shipyard, and costs 1000 monies per point recovered.

        Attack Bonus: Base of +1, plus WEP modifier.

        Armor Class: Ships have a base AC of unarmored + ENG modifier. Armor provides damage reduction of 1/2/3 for light / medium / heavy

        Weapons and Armor: A ship's permitted armor and weapon types are determined by its class.
        • Light: Can use light weapons and armor.
        • Medium: Can use light and medium weapons and armor.
        • Heavy: Can use all weapons and armor types.
        To avoid needless granularity, the above weapons are to be treated as all of a ship's weapons of a certain type combined, rather than individual gun emplacements. 

        Light weapons may reduce incoming damage by half with a successful WEP save.

        Heavy weapons take up 2 slots, and must spend a turn between shots to recharge.

        Heavy armor takes 2 slots, and incurs a further -1 to ENG

        Saves: Roll under the appropriate stat.

        Additional Class Modifiers: A ship's class carries additional traits.
        • Light
          • +2 ENG (for purposes of AC calculation only)
          • -2 module slots
        • Medium 
          • +0 ENG (for purposes of AC calculation only)
          • +0 module slots
        • Heavy 
          • -2 ENG (for purposes of AC calculation only)
          • +2 module slots
        XP and Debt: Ships comes with debt. Characters level up by paying off the debt of their ship. Starting debts are as follows:
        • Light: 120,000 XP
        • Medium: 240,000 XP
        • Heavy: 360,000 XP
        Additional fees may be added during ship construction.

        Ship upkeep between major voyages will cost a fraction of the ship's cost, depending on the state of the current port. Upkeep and repair do not count towards XP debt. These values are pulled from Coriolis.
        • Substandard: 1/500
        • Average: 1/1000
        • Superior: 1/2000  
        Alternatively: Use SWN system of 5% per six months. 
        (The base XP value for a medium ship was calculated as what is needed for a 4-man party of fighter, wizard, cleric, and specialist to reach level 7. Maintenance rates were plucked directly from Coriolis.)


        Modules: You know how gear works in Veins of the Earth? Use that.

        This thing.

        1 module = 1 slot unless otherwise stated.

        Spaceship as Race

        Where a ship comes from is often just as important as the crew running it.

        • Cat's Eye Shipyards - Slick, sleek, and fashionable. For those who want to live fast and look good.
          • Reroll ENG
          • Makes a good impression.
          • Does not sell heavy vessels.
        • Runkadunk-Voix - Family owned and operated for three centuries. Sturdy, affordable ships, though you'd best look elsewhere for fancy.
          • Reroll HUL
          • x0.9 cost
          • SYS and SHP stat maximum of 13. Sometimes have to kick things a few times to get it working.
        • Sunstreamer - High-end, experimental vessels built by a start-up company of hip transhumanist venture cybercapitalists.
          • Reroll SYS
          • Free computer uplink implants for all crew members.
          • Distinct lack of privacy due to data collection, adblock doesn't work
        • Bubo Works - Alien mercantile hegemons. Bright colors and bulbous shapes.
          • Reroll SYS
          • Advantage defending against digital warfare.
          • The shipmind will not reveal itself, if it exists at all.
        •  Blood and Thunder - A PMO that got into the spaceship business.
          • Reroll WEP
          • Intimidating exterior commands respect.
          • Small print states you are now members of Blood and Thunder and are thus obligated to fulfil contractual combat obligations, whether you want to or not.
        • The Womb
          • Reroll SHP
          • Begins with Cloning Wombs module
          • Gross flesh-tech, shipmind is a star child fetus, ship is vulnerable to contagious diseases.
        • Astromechanico
          • Reroll choice
          • Repair costs cut by 50%
          • BECOME AS GODS
        • Big Dipper Star Pilgrims
          • Reroll LK
          • Magnet for benevolent astral spirits
          • Magnet for malicious astral spirits
        • Standardized Interstellar Transports, Incorporated - Mass produced budget ships. Blocky, bland, utterly soulless.
          • No reroll
          • x0.5 cost
          • Stat maximum of 12
        • Lichyard Union - The finest necromatic astronaval vehicles in the galaxy.
          • Reroll HUL
          • Begins with Skeleton Crew module 
          • Internal atmosphere is thin and desiccated; cracked lips and bad skin are guaranteed.

        Modules

        There are six required modules in every ship: 
        • Bridge / Cockpit
        • Computer
        • Drive
        • Life Support
        • Quarters
        • Storage 
        These modules count against your module total.

        50 Additional Modules
        1. Alchemical Distillery - A potion brewery and reagent workshop. A normal brewery too.
        2. Ancient Astronaut Starter Kit - Comes with everything you need to pose as gods to pre-contact civilizations.
        3. Angel Choir - Rows of electrum and silver choir lofts. The colony of angels that calls this place home will provide navigational aide, and protection against most magical threats. 2 slots.
        4. Aquarium - A glass tank filled with fish and other aquatic lifeforms. Can be used as quarters for amphibious crew.
        5. Armor - Comes in light (as leather, DR 1), medium (as chain, DR 2), and heavy (as plate, DR 3, 2 slots, -1 ENG)
        6. Asteroid Smelter - A small factory, capable of mining and smelting rocky bodies. Provides an additional 2000 monies per month. 2 slots.
        7. Backup Shipmind - A 10 SHP computer that can be used in case the primary mind is damaged.
        8. Cloning Wombs - Can grow a clone of anything in its memory in 9 months.
        9. Cold Storage - Cryogenic chambers for long-term storage of organisms.
        10. Data Storage - A secure computer, separate from the ship's main system.
        11. Diplomatic Lounge - For impressing heads of state, alien ambassadors, and people you pick up in bars. 
        12. Dragon Roost - Provides amenities for a visiting space dragon. Highly radioactive. 3 slots.
        13. Entertainment Suite - For when you just want to watch space-Netflix, or play space-video games. The whole nine yards.
        14. Escape Pod - A short-range emergency pod, can survive atmospheric entry.
        15. Exorcism Field - Keeps etherghosts and space demons out of the ship.
        16. Gravity Generator - Provides a down direction to the entirety of a ship. 3 slots.
        17. Gremlin Nest - Happy home to a family of maintenance gremlins.
        18. Hydoponics - The ship's garden. Supplements food supplies but can support a small crew in case of emergency.
        19. Illusiondeck - Uses high-potency illusion magic to make a completely interactive environment out of an empty room. Comes with a limited number of pre-enchanted scenarios.
        20. Impossible Space - Spacial anomaly leads to a room containing several square miles of uncharted and dangerous alien wilderness.
        21. Kitchen / Mess - A proper place to eat and socialize.
        22. Laboratory -  A place where science happens.
        23. Lightskipper Drive - A potent arcane device allowing travel between stars. Can be integrated into an existing drive for 10,000 monies.
        24. Lucky Charm - An object, an image, an old spot of damage, something of great personal importance to the crew. 1 / session, a roll result can be flipped on a successful LK check.
        25. Lure Launcher - Used to distract astral predators.
        26. Map Room - An interactive display that will provide up-to-date information on the system and region. Reduce travel times by a quarter.
        27. Medical Bay - Halves recovery time from critical injuries.
        28. Ooze Tanks - Storage for cleaning and repair oozes.
        29. Ornate Prow - A battering ram, a gigantic android mermaid, a Gothic nightmare battle cathedral, whatever you want.
        30. Planejumper Drive - Permits travel between stars by flying through an overlapping plane. Attracts the attention of extraplanar entities.
        31. Pilgrim Shrine - Dedicated to the panoply of astral gods and spacer saints.
        32. Printer - A 3D printer with a sizable blueprint catalog. Can create standard items.
        33. Privacy Suite - A soundproofed chamber permitting a moment of quiet while aboard the ship.
        34. Probe Bay - Holds and launches satellites, drones, and probes.
        35. Re-entry Modifications - Allows the ship to enter and exit a planet's atmosphere safely.
        36. Rotating Ring - Provides gravity for a segment of the ship.
        37. Scrying Mirror - Provides low-lag communication with other mirrors within 10 LY.
        38. Sealed Environment - Useful when taking aboard aliens of differing biochemistries.
        39. Secret Compartment - Hidden storage, insulated from most forms of remote detection.
        40. Shield Chamber - A warded and engraved sphere with a single door. Will keep those inside safe from any malicious astral magics directed at the ship.
        41. Ship’s Brownie - A little dwelling place for the ship's small god.
        42. Shuttle - A smaller vessel from transfer between ships, or between the ship and a planet's surface. 2 slots.
        43. Skeleton Crew - This necromantic core comes with 10 dutiful and enthusiastic skeletons.
        44. Solar Sails - Permits a ship with damaged engines to course correct. Reduces resupply costs one step.
        45. Storage Cells - Additional storage, can also serve as a brig.
        46. Summoning Room - A relatively secure chamber for summoning astral or hyperspatial entities.
        47. Teleportal - A short-range spatial gate, permitting access to another gate on the surface of a planet or nearby ship.
        48. Thaumatorium - A wizard's study, fit for the copying and learning of spells, as well as general research.
        49. Trophy Room - A place to display the spoils of one's adventures.
        50. Weapon System - Comes in light (d6, reduce incoming damage by 1/2 with successful WEP save), medium (d8), and heavy (d10, recharge 1, 2 slots)

        Spaceship as Dungeon

        Take all the modules you rolled and arrange them on a sheet of paper. Connect them as you see fit. Fill them with inhabitants and interactives. Use whatever generators you want to fill them out, I'll probably supply one in the future.

        Now you have a downed or derelict vessel to explore, or even a way of passing time on your own ship as you travel between locations.


        Thursday, November 16, 2017

        The Hoypoloi Sector





        It's map time! People liked the last one, I like making them, it's a good relationship we've got going here. This time it's in space. Planets were generated using Stars Without Number, races were selected at random according to an old post of +David McGrogan 's, which I have been waiting to use forever. For extra fun, I used a different bestiary for each entry.

        Inhabitants of the Hoypoloi Sector

        • Alkalion (Veins of the Earth)
        • Lurkers in the Obsidian Ruins (Carcosa)
        • Giant Nudibranch (Yoon-Suin)
        • Togruta (Star Wars Alien Anthology)
        • Kuo-Ta (5e MM)
        • Velociraptor (Volo's)
        • Coralkin Angler (Hot Springs Island)
        • Predator Saint (Fire on the Velvet Horizon)

         

        Planet Gazetteer 


        A-1: Hendiron
        • Togruta, Velociraptor
        • Sole Supplier - The only source of Elbow-Gourd Grease in the sector.
        • Post Scarcity - A low population plus robust 3D printing technology lets the locals enjoy a life of luxury, mostly free of want. A haven for artists and their kin.
        B-4: Kittakikat
        • Velociraptor
        • Zombies - Of the fungal variety. Landing on world is not recommended.
        • Maneaters - If the meat is clean, you learn to stop complaining.
        B-7: Riktik
        • Velociraptor, Kuo-Ta
        • Battleground - Continuous clan warfare has left much of the planet either wilderness or unsafe, outside of the fortress-cities of some of the largest alliances.
        • Secret Masters - The wars are organized and perpetuated by some of the original colonizers of the planet, kept alive through Overmind techno-magic. Not for any real reason, of course, it's all a game.
        C-1: E'pe
        • Nudibranch, Kuo-ta, Coralkin Angler
        • Warlords - The Nudibranchs rule in technicality, but it is the coralkin warlords who wield the most power here. Their Kuo-Ta hordes swarm across the hills in mad frenzy.
        • Mandarinate - Schools for the coralkin warrior caste are run by the local Nudibranch creche, content to master the academics of war themselves while their proteges learn the practical skills.
        C-6: Grrlblgrgl
        • Coralkin Angler, Kuo-Ta
        • Misandry - Male coralkin are little more than parasitic sex organs, and the females of the species apply that opinion liberally to males of other species.
        • Taboo Treasure - Overmind nanotech is commonplace on the world, feared and desired by the local populace.
        C-7: Opa'luhahe'e
        • Nudibranch, Kuo-Ta
        • Fear of Magic - How the normally-permissive Nudibranchs turned against the arts is lost in the foggy history of their isolation, but their hatred runs deep. Under local law it is punished by death: looming international
        • Cultural Power - The isolationist / anti-mage message has spread to neighboring worlds, taking root in those with large populations of Kuo-Ta.
        D-1: Junji-Tho
        • Kuo-Ta
        • Restrictive Laws - In an effort to emulate the refinement of their patrons, the Kuo-Ta of this world have instituted incredibly strict, incredibly thorough systems of polite interaction. Offworlders are, at best, buffoons.
        • Local Specialty - Best mushroom soup in the sector. People have been killed over bowls of this stuff.
        E-3: O'a'paluho'nu
        • Nudibranch
        • Minimal Contact - Despite its location near major worlds, the thick cloud cover, low material wealth, and lack of proper space infrastructure mean this world can go months to years without a ship coming in to port.
        • Hostile Biosphere - Local pathogens wiped out the original Kuo-Ta population, leaving their masters on their own for the first time in kiloyears.
        F-1: Ha'o'Apa
        • Nudibranch, Kuo-Ta, Coralkin Anglers
        • Theocracy - Home of the Nudibranch God-Creche, where new king-queens are spawned.
        • Pilgrimage Site - Nudibranch client races from across the sector and beyond come to pay homage. The Togruta and raptors don't care much for the pomp, but pilgrims are good for business.
        F-4: Oxwyndorsep
        • ???
        • Friendly Foe - Both the Overmind and the Nudibranchs placed this world under interdict, for housing an ancient enemy known only to them. Things have been quiet for centuries, but the guard has not been lifted.
        • Xenophiles - Radio broadcasts pour out of the planet, inviting guests to come visit. They are creepily sincere and don't seem to have much of a filter.
        F-8: Edge-Upon-Which-Folly-Befalls-Fortune
        • Lurkers in the Obsidian Ruins
        • Badlands - A failed terraforming process left this planet halfway to habitability. It suits the Lurkers just fine, but it is too dusty by half for all else.
        • Exchange Consulate - The Lurkers, against all sense, run the largest bank in the sector. The insurance rates are as brutal as one would expect from swirling clouds of obsidian chips.
        G-1: Ota-Tarunga
        • Kuo-Ta, Nudibranch
        • Major Spaceyard - The Ota-Tarunga spaceyards are the lifeline keeping the planet afloat, and now even they are suffering under the stress of better goods from Pa'ahuil'el'e and CATLOTEH.
        • Fallen Hegemon - Economic catastrophe sent a once-glorious planet into a downward spiral. Few Nudibranchs remain, having been pulled from their tanks and made examples of in the violence.
        G-2: Rritshiski
        • Velociraptor, Kuo-Ta, Togruta
        • Refugees - Kuo-ta fleeing the recent chaos on Ota-Tarunga have swiftly formed a significant demographic, leading to tensions with the raptor elites.
        • Regional Hegemon - With its rival world in deep straights, the raptor capital has seen
        G-3: Antola
        • Togruta, Alkalion
        • Mercenaries - "Peace at home, war abroad" is the Antolan motto. Those with a need to smash some heads are sent off to the stars to vent some aggression for coin.
        • Primitive Aliens -The planet is home to the Alkalions, beings whose all-dissolving claws are so potent they might be used in starship drives to aid in poking holes through time-space.
        G-6: Pa'ahuil'el'e
        • Nudibranch, Kuo-Ta, Togruta, Velociraptor
        • Abandoned Colony - Surface settlement of Pa'ahuil'el'e was abandoned early in its development. The Nudibranchs refuse to speak of it. With a good lens, one can still see the pre-fabricated buildings and bubbledomes on the arid surface.
        • Major Spaceyard - Pa'ahuil'el'e Spaceyard
        G-7: Cut-Along-The-Line-Of-The-Event-Horizon
        • Lurkers in the Obsidian Ruins
        • Unbraked AI - They are old and alien, potentially works of the Lurkers or the Lurkers themselves - we do not know. For now they are fit to remain on their world.
        • Heavy Industry - The planet is slowly metastisizing with industrial tumors. Some factories create things of use, others do not, and in time the forges are recycled and rebuilt.
        H-6: Chendo
        • Togruta, Predator Saints
        • Rising Hegemon - The rise of Chendo - political, cultural, spiritual - has been meteoric. Other polities watch them carefully. There is something unright with them.
        • Altered Inhabitants - The saints ask of things. The people give. The saints make changes. The people are changed.
        H-8: Akishka
        • Velociraptor
        • Great Work - A megascale project is underway to build an artificial continent, sculpted as a perfect wildlife preserve and hunting ground.
        • Beastmasters - The native wildlife provided several species perfect for domestication, leading to early settlers founding one of the strongest hunt-cultures among raptor worlds.
        I-1: Tuho-Ba
        • Kuo-Ta
        • Alien Ruins - Remnants of extensive Overmind settlements sit deep in the devouring jungle, untouched since their abandonment.
        • Hostile Biosphere - The few things on this planet that do not want to kill you will do so anyway due to the horrific toxic mess of the local sludge-forest ecosystem.
        I-3: Trellivoon
        • Togruta
        • Mandate Base - Ancient complexes of the Knotmen dot the planet, mercifully absent of their creators. Their mad service to the Overmind is well-documented.
        • Cyclical Doom - The highly irregular orbit of Trellivoon dictates a climate that swings between unbearably hot and deathly cold. Surface life is minimal due to this.
        I-4: Tekrikit
        • Velociraptor
        • Anthropomophs - It is the fashion of this world for its inhabitants to modify themselves in the forms of other avian species from across known space.
        • Anarchists - There is no sitting government in Tekrikit: in its place are community moots which tend towards chaos. Diplomacy is a nightmare.
        I-7: A'lahi'o
        • Nudibranch, Kuo-Ta
        • Dying Race - The native inhabitants of this planet are the Salamanders, who face starvation in the face of the current ice age.
        • Gold Rush - Lowered sea levels have revealed vast mineral wealth along the equator, ripe for the plucking. Factory-cities work day and night to eat up their share.
        J-3: Derrish
        • Togruta
        • Permeter Agency - A watchpost and listening station abandoned by an older Overmind-client sits on this world, being the only settlement of note.
        • Night World - Derrish is a rogue planet without a sun, adrift and secretive.
        J-7: Tuko-Tuko
        • Kuo-Ta
        • Police State - After the departure of their nudibranch overlords, the newly independent kuo-ta polities used their newfound freedom to stomp down on freedom withunstoppable enthusiasm.
        • Sectarians - Politico-religious violence between rival totalitarian factions defines daily life on Tuko-Tuko.