Editing
Savage Rifts -Phase World Adventures!
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== SFC Updates for Adventure Edition and Rifts Setting == See [https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] Star Frontiers for the basics ideas on Starship and Vehicle updates for the Adventure edition, but in this setting the '''''Spike-Drill Drives''''' is NOT used. Instead within the Three Galaxies are are a number of different fast-then-light methods, used by different governments and species. The major ones are the '''''StarCaster Teleport Drive''''' (also called Rift Drives), the '''''Counter-Gravity''''' (or '''''Gavity Wave''''') '''''Drive''''', the '''''Blink Warp Drive''''' and the '''''Phase Drive'''''. :*StarCaster - this is a Techno-Magical Stardrive that can teleports a Starship many hundreds of lightyears. This requires a Science skill check with a -1 per 100 light years traveled. The Ship can teleport its base number of times (based on the engine and size of the ship) no matter the distance, including within a system. This also cost the Ship's size in Energy. Plotting a course teleport takes on average 2d6+2 minutes but this can be shorted to 2d6+2 rounds for a -2 to the check or increased to 2d6+2 hours for +2 to the check. I StarCaster engine itself requires 2d10+2 hours to realign and recharge after it has been used. This can be lowered to 1d10+1 with a Repair check (1/2 the time with the Mr. Fix It Edge) but failure causes damage to the engine. This damage requires an additional 2d10+2 hours to fix and then the engine must again realign from the start. Critical failure on this Repair check means the engine is so badly damage it can only be fixed a major facility. ::Other space civilization use different forms of Hyperdrives and FTL Travel. :*Top Speed - is MPH but only within an atmosphere. In space the speed is greatly enhanced. Generally divide the Top Speed by 200. That is how may AU a ship can travel in a hour. In game scale it is also the spaces it can move in the Space Combat Scale. :*There is no Climb speed. This modifier is now Handling via Adventure Edition vehicles. :*Shields: work a bit differently then in the SFC. You still gain the overall damage that a shield can absorb of the Size x10, but their is also a Threshold stat add. This is the Size x2 and is the maximum amount of damage that the shield can stop with each hit. A ship also only regenerates 1/2 its Size every round that it is not damage but a Repair check as an Action can boost this to full Size that round. A new roll is required every round to boost this and a Critical Fumble shuts the shields down until they can be Repaired but this requires at least an Hour of work. :*Energy is used per the SFC with the following updates -- base 1 Energy per day of normal operations. Combat costs 1 energy per Weapon (do duel fire-linked guns count as 2, etc.) and another for Shields. :*To fit in with Rifts setting I messed around a lot with Toughness and Weapons. '''STARSHIP MAINTENANCE''' Keeping a Starcraft up and running costs credits. The following or only the most common :'''Spaceship Docking Fees''': Cost 100 credits x Ship’s Size for docking up to one week, standard. :'''Energy''': Costs 500 credits x each Energy point refueled. :'''StarCaster''': Known as 'liquid mithral' the cost to full re-charge a StarCaster engine is 250 credits x the base number of times the engine can Teleport x Ship's Size. :'''Life Support Resupply''': Basic air, food, water and other life support needs. Cost 5 credits per 'Man-Day' of supplies. :'''Maintenance''': Every six months, ships require repair and refit. Costs 10,000 credits x Ship’s Size (includes engines and other systems). ::This generally takes one day per Ship's size. :'''Repairing Wound Damage''': Costs 500 credits x Ship Size (in spare parts) for each Wound repaired. These supplies take up 1/2 the Ship's size in cargo. Without these supplies he crew can Jury-Rig repairs in space but they need to eventually be resupplied and automatically return if the ship enters combat again before. ::Repairing a Wound requires a number of hours equal to a d6 x Ship's Size. With two crew working on it the time can be halves, four crew quartered, eight crew divide by six, etc.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information