Morgan's Spacefarers and
Prairie Folk RPG Page

Main Unisystem Page
Spacefarers & Prairie Folk

Archetypes
Character Creation
Equipment
Organizations
Qualities & Drawbacks
    Synthetics
Starships
    Starship Enhancements
Spaceship Enhancements:
    Most of these enhancements are for use with the Spacefarers & Prairie Folk article from ESP #1 by Andrew Peregrine. All of these rules are pretty standard for Spaceships in Role Playing games, and are designed for cinematic ease of play, and to be used with the rules presented in ESP #1, not realistic spaceship science.

Amenities:
Variable Drawback or Quality
-1 Retched: Cramped quarters, and slop for supper can set a crew to mutiny
  0 Normal: Drab colored bulkheads and standard accommodations
+1 Spruced Up: Things are nicer and an attempt to make the ship more livable has been made
+2 Nice Digs: There is plenty of space, lots of good food, and entertainment
+3 and Up No Expenses Spared: The luxuries onboard this ship can make some Mansions look shabby
     Creature comforts are sadly lacking on most spaceships, usually battleship grey primer bulkheads dominate ship interiors. But some spacers have attempted to make their living environment more comfortable either with luxury appointments or nice homey touches. Maybe the ship has an actual crew’s lounge instead of just a converted mess hall. Perhaps you have comfortable leather flight chairs, a hydroponic garden for fresh produce, a pinball machine or video game console in the lounge. (Possibly a cool holographic chess board).

    Other ships are purposely built with luxury in mind. Private yachts and Luxury Cruise Liners all make creature comforts a priority. At least for the owners and passengers, the crew may be stuck with normal crew quarters, or worse. The interior of such ships are well appointed with real leather, real wood and all sorts of gilded fixtures. Just think of the tricked out cars and learjets on shows like Cribs and you get some idea of what the interior of the super wealthy’s ships can look like.

    There isn’t much of a tangible game effect for ship Amenities as compared to enhancements like fast engines and big guns, but nice surroundings can make those long trips between the stars pass a lot quicker and having a good meal, and a soft bunk can do wonders for the crews morale. The benefits of Amenities are therefore left up to the GM, but something like crew moral bonuses would be in order. New ship luxuries also make good prizes for the crew to acquire that aren’t just cash, and allow for the players to develope a more personal connection to their ship.

Armor:
Variable Quality or Drawback
-2    Delicate
  0    Normal
+2    Light
+4    Heavy
    Hardened energy shields may still be a pipe dream for the setting, but it doesn’t take a genius or a highly skilled mechanic to weld on thick plates of metal over vital ship systems. Each level of armor gives the ship an additional two hits it can sustain for its size level.

Hardened System

1 point/system Quality
    One or more of your Ship’s systems is heavily protected compared to the rest of the systems. If that system takes damage from a hit during combat, it acts as if it has not been hit. If it is hit again, it then reacts normally to the damage.

Jury Rigged
3 point Drawback
    Your ship is held together by little more then duct tape, bailing wire and positive thinking. Scrapped parts fitted together from a dozen different ships make up your engine, the computer core is made of three different computers and two operating systems, and even your own navicomp says the ship won’t get off the ground.

Less Cargo Space
1 point/level Drawback
    This is the opposite of Extra Cargo Space and it is common on Fighters, and Pleasure Yachts. The ship has one less cargo unit then it would normally have for its size. Ships cannot have less then .5 times your ship’s usual cargo unit rating. The amount of cargo space taken up by food and life support is not diminished by this Drawback.

Maneuverability:
Variable Quality or Drawback
-2    Clumsy
  0    Normal
+2    Nimble
    This is a measure of how agile your ship is, does it lumber through space like drunken steer or does it turn on a dime and give you three cents change. A clumsy ship gives a -2, while a nimble ship gives a +2 to Piloting Skill rolls for maneuvering the Ship.

Manipulators
1-point/level Quality
  0    None
+1    One Manipulator Arm
+1    Each Additional Arm
    Traditional sci-fi tractor beams are like energy shields in this setting, they are the stuff of fiction. But long articulated manipulator arms used for moving objects to and from cargo bays have been part of space ships since the Space Shuttle. Whether it is a claw, hook or magnetic grappler manipulators can grab objects in space and either hold it in place or maneuver things from one ship to another.

    The object being manipulated cannot be smaller then a person and must be at least one size level smaller then the main ship. A Computer Skill roll is needed to grab hold of an object with the arm and then a second roll is required to move the object. Any object capable of independent movement may make a resisted dodge roll using either Piloting Skill if a ship or a standard Dodge roll if a person. This quality can be bought multiple times for more then one arm.

Outdated
1 to 5 point Drawback
    Your ship was in its prime a half a century ago, and though it may have classic lines and tricked out engines it’s also old. As a result it may be hard to find original parts for your ship; you either pay through the nose, or spend hours digging through scrape heaps or in a machine shop just to find or manufacture the needed parts. As a result all repairs done to your ship have an additional .5 multiplier for every level of this drawback your ship has. Each level of the outdated drawback is equal to about 50 years of age, but perhaps the ship model had a very limited production run or was unpopular making parts hard to come by.

Spacefarers and Prairie Folk by Andrew Perigrine appears in: