1001 Nights variant: the ship as a character
Game rules - homebrew
I've found that though the ship gets created with the care of a player character it doesn't really come into play anywhere near as much. Plus, the economics of it can make it a turn off for some players who don't want to play a game of accountancy. To make the ship more of an NPC that the players enjoy interacting with but one with stats rather than a balance sheet I'm going to take inspiration from Mutant: Year Zero's ark rules.
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Class of ship and maximum capability
All ships begin with the 'functional' level outfit and capability and can be improved from there based on limits from the ship class.SHIP CLASS | MAXIMUM OUTFIT |
---|---|
I |
|
II |
|
III |
|
IV |
|
V |
|
Command
These operations are the perview of the captain, potentially requiring use of Empathy skills for negioations and trade.FUNCTIONAL | IMPROVED | SUPERIOR | |
---|---|---|---|
OUTFIT | Bridge Cargo hold | Cabins - coffin and standard Command unit Shrine | Cabins - suite Chapel |
CAPABILITY | Ship is operational | Command unit As 'gear' rules Shrine
| Chapel Normal rules |
FEATURES ....that can be purchased as extras | External cargo
Smuggler's stash
Ship system
Traveller's blessing
| Arboretum | |
Defence and security
FUNCTIONAL | IMPROVED | SUPERIOR | |
---|---|---|---|
OUTFIT | Small weapons module - choose 2:
| Improved weapons module - choose 2:
| Superior weapons module - choose 3:
|
CAPABILITY | Ship can defend itself and/or attack | Weapons and combat rules unchanged | Weapons and combat rules unchanged |
FEATURES ....that can be purchased as extras | Advanced countermeasures Advanced targeting Advanced torpedos Advanced weapon system | Ablative armour | Heavy armour |
Engineering
Everything here is run by the ship's engineer and mostly makes use of the technology skill.FUNCTIONAL | IMPROVED | SUPERIOR | |
---|---|---|---|
OUTFIT | Reactor Graviton projector | Workshop | Service station Remote functions |
CAPABILITY | Ship is spaceworthy | Workshop
| Service station
|
FEATURES ....that can be purchased as extras | Atmospheric entry
ED fields
Reactor burst
Repair drone
| Advanced workshop
| Advanced service station
|
Operations
These modules are run by the ship's pilot. Whereas the pilot might need to take direction from sensors or engineering to decide what to mine or salvage, the actual operation of the equipment will be done through the pilot skill.FUNCTIONAL | IMPROVED | SUPERIOR | |
---|---|---|---|
OUTFIT | Bridge | Docking station Escape pods | Operational module - choose 1:
|
CAPABILITY | Ship can be piloted | Docking station Normal rules Escape pods Normal rules | Operational modules Normal rules |
FEATURES ....that can be purchased as extras | Ejector Precise thrusters Tuned accelerator Turbo projector | Antimatter rockets | Savage unit |
Sensors and science
Combining these functions means it must be possible to run everything from the science skill. Logically, the sensors part alone could still be run from data djinn though, especially on ships that have no appreciable science function.FUNCTIONAL | IMPROVED | SUPERIOR | |
---|---|---|---|
OUTFIT | Bridge | Stasis | Science module - choose 1:
|
CAPABILITY | Ship is operational | Stasis Normal rules | Medlab Normal rules Science lab
|
FEATURES ....that can be purchased as extras | Library database Sensitive sensors Stealth technology Super sensors | Data meme Data pulse Research computer | Advanced science lab
|
Main: 1001 Nights variant overview
Related
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- 1001 Nights variant overview
- 1001 Nights variant: character stories
- 1001 Nights variant: character backgrounds
- 1001 Nights variant: skills
- 1001 Nights variant: combat
- 1001 Nights variant: birr and resources
- 1001 Nights variant: re-rolls
- Analysis: '1001 Nights' system variant
- GM style: Darkness Points
- GM style: Narrative games and rolling dice
- House rules summary
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