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==House Rules== ===Asset Standard: Energy Weapons=== Weapons that fire physical projectiles have been entirely phased out and replaced by energy weapons. All firearms and heavy weapons automatically gain Laser as a free upgrade. The following archaic upgrade replaces Laser and can be purchased for firearms and heavy weapons. *[Bullets] Fires fast-moving physical projectiles rather than energy. Good against shields. ===Cargo: Fuel Shortage=== Out on the fringes of known space, beyond the refineries of civilization, lies a frontier where decent fuel is vanishingly scarce. Communities are forced to subsist on a smattering of inferior, unrefined fuels harvested from mines, asteroids and local gas giants. Taken for granted in the core worlds, fuel is the lifeblood of commerce, exploration, safety, and colonization on the ragged edge of space. Fuel Shortage is a variant set of rules for frontier settings in campaigns where scarcity plays an important role. Adopting this rule set will make a campaign feel more desperate, with tighter profit margins and a greater focus on trade and profitability to stay aloft. Ships will need to refuel between trips, and it’s possible for a ship to stall or even become stranded if its fuel supply runs out. Fuel itself becomes a much sought-after commodity. ====Fuel as Cargo==== In a Fuel Shortage campaign, units of fuel count as a special type of Cargo (UW core book, p 126). Like any other Cargo, fuel is graded from Class 0 to Class 4. A fuel’s value depends on its source, purity and level of refinement. Some, like hydrogen, are plentiful but inefficient. Others, like dark matter or cordeliarite, are incredibly powerful but rare. *Fuel units can be used as part of a Barter to gain Cargo units, and Cargo can be used to Barter for Fuel. Fuel can also be sold as part of Acquisitions. *Fuel takes up as much space as a vehicle or unit of Cargo, and must be transported in the cargo space of starships and aboard vehicles with the Transport upgrade. ====Running on Fumes==== Starships must always have a unit of Fuel loaded into their reactor. Once loaded, the unit of fuel doesn’t take up Cargo space anymore, but is not recoverable. Reactors can only accept one unit of Fuel at a time, and old Fuel has to be jettisoned before new, better Fuel can be added. While routine starship operations can be maintained for a very long time, taxing maneuvers may result in a ship running out of fuel during the attempt. Taxing maneuvers include overuse of energy weapons, heavy use of shields, extended atmospheric flight, and of course Wild Jumps. When pushing a ship in these situations, use the Run On Fumes custom Move. Failures and Partial Successes will reduce the class of the Fuel loaded into the reactor. Should the Fuel’s class fall below 0, the Fuel is expended. A starship without Fuel is effectively dead in space, drifting powerlessly with only emergency life support. '''RUN ON FUMES (+Fuel Class)''' When you push your ship in a Fuel- scarce situation, Roll + the loaded Fuel's Class. *On a 10+, the Fuel supply holds. *On a 7-9, reduce the Fuel's class by 1. *On a 6-, reduce the Fuel's class by 3. ===SectorNet=== SectorNets handle the information traffic for an entire star-system, linking planets, space stations, and outposts, all with minimal communication lag. All but the most backwater star-systems have at least some version of the SectorNet that coordinates everything from traffic to crop harvests to Jump Point priorities to school testing schedules. Common SectorNet Activities: *Seeking common information is an Assessment using +Interface. *Social interactions requires +Influence, as if the participants were face to face. *Minor purchases are still based on the character’s wealth, but are anonymous. *Major purchases made over the SectorNet are Acquisitions, as per normal. ===Modifications=== Cybernetics are available in the Myosho Consortium. Bio Mods are available in the Shintar Republic, and are common amongst Shintar citizens. The Naru of ''Aomori'' (in the Myosho Consortium) also make use of bio-modification. ===Market Types=== The Assets chapter of Uncharted Worlds assumes a similar level and style of technology across the galaxy. The potential for greater variety and sheer alien oddity in Far Beyond Humanity necessitates markets that are just as varied. Use this section rather than the Minor, Standard, and Major Markets from Uncharted Worlds. When introducing a new market, an Origin will be selected that most closely expresses its general tone, spirit, and technology level. This will provide a narrative guideline as to what the characters can expect to find. A particularly important and complex market space could be expressed through a combination of two Origins. ====Market Distribution==== The frequency of new markets should depend on the scope of the game. The further and faster the characters are expected to travel, the more space each market takes up. In a standard Starship game, where players are free to fly from star system to star system, they can expect to find a single market per planet or space station. In a City game, each district of the city would have its own unique market that matches the district’s motif. And so forth. ====Secondary Markets==== Sub-markets can exist within a major market. These secondary markets tend to be exclusive, secretive, dangerous, and/or illegal. Characters can risk seeking them out if the primary market can’t provide them with the kinds of Assets they need. Note that the Commercial career’s Marketing skill (Uncharted Worlds core book, page 81) allows characters to find secondary markets with ease. ====Evolving Markets==== Markets will change as the story progresses. Major events and shifts in the balance of power will change the Market type. If the Scientific Cabal faction takes over a space station that was once Crowded, that market will probably be Advanced or Galactic the next time the characters visit. Wars and great catastrophes can turn any market into an Impoverished or Brutal market. ===Group Career=== Group Career is in play, with the PCs using the Starfarer career.
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