| Morgan's Spacefarers and Prairie Folk RPG Page |
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Main Unisystem PageSpacefarers & Prairie Folk
Archetypes
Character Creation Equipment Organizations Qualities & Drawbacks Synthetics Starships Starship Enhancements |
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Amenities: Variable Drawback or Quality
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
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.
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.
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.
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.Maneuverability: Variable Quality or Drawback
Manipulators 1-point/level Quality
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. 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. |