Liúlàng Zhě (The Wanderer)

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LOTWWanderer002.png

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Ship Stats d6Arrow03.png[edit]

ENGINES d8 SYSTEMS d6 HULL d10

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Distinctions d8[edit]

Mayfly Class[edit]

The Mayfly is a survey and salvage vessel favored by the mining conglomerates before the war. It has since been made obsolete by newer and better models with the stabilization that followed Alliance victory, but to smugglers and other types who want to steer clear of the law, the battered little ships are worth their weight in Platinum. Especially when it comes to getting into or out of tight spaces.

[Special: Mayfly Class vessels are equipped with a compact mining laser set on a topside turret with 180 degree range of fire from port to starboard across the bow (cannot fire aft). The laser is considered a Mark 1 mining tool and is legal under Alliance shipping regs].

☑ Step Back - Roll d4 Instead of d8 for 1 PP
☑ Weaponized Tools - Turns out a simple mining laser works on hulls, too, if you give it enough juice. Step back Engines for the remainder of the scene to add a scale die to your dice pool for one Action involving the ship's mining laser.


☐ Asteroid Dodger - Like a leaf on the wind . . . When maneuvering in tight quarters, step back Systems to step up or double Engines.


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Ghost In The Machine[edit]

Your ship ain't no ordinary ship. At some point the ship's computer was outfitted with an artificial intelligence program, giving you a level of flexibility and control, even when you're away from your boat. It's like having an extra crew member always standing watch.

[Special: You can use the ship's AI to remotely secure your ship or perform other Systems based actions (such as scans or communications) as if you were on board without expending plot points].

[Special: Chākǒu (Jack) is the name the AI uses for itself. Its hologram when it chooses or is ordered to project one is of a bookish young man of Chinese appearance].

Chakou.jpg


☑ Step Back - Roll d4 Instead of d8 for 1 PP


☐ Autopilot - Who's flying this thing? Spend 1 PP to pilot your ship remotely even if you are not on board.


☐ Helping Hand - Sometimes two heads are better than one. Spend 1 PP to reroll a ship related pool.


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Cursed[edit]

You always wondered why this ship was so gorramn cheap. Now you know. Weird things just “happen” to this ship. Things break for no reason. The Alliance shows up when it’s most inconvenient. Bad things.

☑ Step Back - Roll d4 Instead of d8 for 1 PP
☑ Never Challenge Worse - Yeah, she's cursed, but sometimes that works in our favor. Start every Episode with a Cursed Ship d6 Complication. Step it up to reroll a die on a failed Action. Once it exceeds d12 your ship is Taken Out until the end of the scene.
☐ Unlucky - Blinking lights, random claxons . . . never know what this ship's gonna fuss about next. Take a That’s Gorramn Strange d8 ship Complication to gain 1 PP.


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Signature Assets d6Arrow03.png[edit]

Command Communication Suite d6[edit]

Your communications and display systems have been upgraded to allow easy and efficient communication and coordination with multiple spaceships, even when they are spread over large sections of the black. In addition, the comms array allows for high bandwidth access to the Cortex.

Grapplers d8[edit]

Most grapplers are large, magnetic clamps that are fired at a second spaceship with the intent to attack. Once secured, the clamp retracts and pulls the second ship closer to the first.

Reinforced Secure Storage Cells d8[edit]

Four reinforced storage units (from the original mining design), each about twice the size of a crew berth, have been outfitted to double as secure holding cells. Located on the cargo deck, forward.

Miner Grade Armored EVA Suits d8[edit]

Enough for every member of the crew, each suit has double oxygen capacity and full thruster suite. If you are taken out from a physical attack or environmental event while wearing one of these suits and pay a PP to avoid getting taken out you can reduce the die size of the asset for the remainder of the episode instead of taking a complication. Once the asset drops below [[file:d6a.png|24px|d6] it can no longer be used in this fashion for the remainder of the episode.


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Diceless Assets D0a.png[edit]

Sick Bay (fully stocked, partially automated surgical theater)

Machine Room (tap and die equipment, etc)

Sub-Deck (smuggler's cache set below the deck plates of the cargo deck)

Mule (heavy ground transport) Systems/Hull both d4 Engines d6

Shuttle (Docks on the undercarriage with a ladder up into the cargo hold). Systems/Hull both d6 Engines d8

Stacked Berths (each berth in the diagram represents two berths, one stacked atop the other accessible by ladder from the crew deck. 12 berths total if you need to take on passengers - not luxurious, but adequate).

Middeck Airlocks (There are two airlocks - port and starboard - where it might look like four on the deck plans. You step up into the lock from the cargo deck or down into the lock from the crew deck).

Mining Laser (Topside turret; 180 degree forward oriented range of fire).



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