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This game is a weird mix of Pulp and Rocket Age but with magic, psionics, aliens and weird science gallor!!!!
 
This game is a weird mix of Pulp and Rocket Age but with magic, psionics, aliens and weird science gallor!!!!
  
This game is basically the Rocket Age setting BUT even more fantastic elements such as Magical Spellcasting, Faith and Psionics manifestation which are real and work. Where Weird Science can produces even strangers more powerful devices and almost anyone might have a spark of the 'Unusal' (low end superpowers),  
+
This game is basically the Rocket Age setting BUT even more fantastic as Spellcasting, Faith and Psionics are real and work. Where Weird Science can produces even strangers more powerful devices and almost anyone might have a spark of the 'Unusal' (low end superpowers),  
  
 
The standard base History of Rocket Age can be found '''HERE'''[https://writeups.letsyouandhimfight.com/hostile-v/rocket-age/]. The expanded game is below (using Savage Worlds Adventure Edition and the Superpowered Companion).
 
The standard base History of Rocket Age can be found '''HERE'''[https://writeups.letsyouandhimfight.com/hostile-v/rocket-age/]. The expanded game is below (using Savage Worlds Adventure Edition and the Superpowered Companion).
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:'''POWER LEVEL I''' -- Pulp Heroes (enhanced)
 
:'''POWER LEVEL I''' -- Pulp Heroes (enhanced)
 
:'''SUPER POWER POINYS''' 20
 
:'''SUPER POWER POINYS''' 20
:'''POWER LIMIT''' 5
+
:'''POWER LIMIT''' 5/10
  
 
In this setting all Player Characters gain the new Edge - Super Powers which can reflect not only their species traits (for non-Earthlings) but also any 'Unusual' abilites. As Earthlings have left the craddle of their birth they started ex phenomenal abilities such as Arcane, Faith and Psionic powers along with Weird Technology.  
 
In this setting all Player Characters gain the new Edge - Super Powers which can reflect not only their species traits (for non-Earthlings) but also any 'Unusual' abilites. As Earthlings have left the craddle of their birth they started ex phenomenal abilities such as Arcane, Faith and Psionic powers along with Weird Technology.  
 
For my setting I am allowing up to 20 points instead of 15 for a Pulp level supers game but I leave the base Power Limit of 5 points left in there. Now the Edge - '''The Best There Is''' allows you to have one power that can be as high as 10 points.
 
 
===Houserules===
 
===Houserules===
 
RAY Guns are basically Laser weapons as found in the SWADE pg.
 
RAY Guns are basically Laser weapons as found in the SWADE pg.
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:: *(c) pick two skills that have a base starting value of d4 (or d6 if one of the xx skills). These skills also have a maximum starting value of d12+1  
 
:: *(c) pick two skills that have a base starting value of d4 (or d6 if one of the xx skills). These skills also have a maximum starting value of d12+1  
 
:4.) Gains the edge Super Powers (Power Level I)
 
:4.) Gains the edge Super Powers (Power Level I)
:5.) XX to spent on beginning Gear and Equipment.
 
  
 
===Sophonts (Species) o the Solar System===
 
===Sophonts (Species) o the Solar System===
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'''Earthlings''': what Humans go by offically off planet.
 
'''Earthlings''': what Humans go by offically off planet.
:No ''Species Traits''. Instead they can spend the full amount (20) of Superpower Points as they see fit. They are considered 'Unusuals' unless their powers are very subtle.
+
:No species Traits. Instead they can spend the full amount (XX) of Superpower Points as they see fit.
:Common Languages - Any but English is spoken by most Earthlings found offworld.
 
  
'''Europan''': enigmatic and eccentric, the Europans possess advanced science and technology, as well as strong psychic abilities. Despite their threats and posturing, they have yet to disintegrate the Earth, just a few ships here and there. In an effort to better understand the 'lesser species', the Europans have sent out Emissaries to learn and understand by participating in the cultures of other species.</br>
+
'''Europan''': enigmatic and eccentric, the Europans possess advanced science and technology, as well as strong psychic abilities. Despite their threats and posturing, they have yet to disintegrate the Earth, just a few ships here and there. In an effort to better understand the 'lesser species', the Europans have sent out Emissaries to learn and understand by participating in the cultures of other species.
''Species Traits'' [costs 6 power points]
 
:'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
 
:'''Super Attribute''' Smarts +2 [4]: start with a base d8 in Smarts with a maximum start of d12+2.
 
:'''Telepathy''' [2]: can communicate with any or all intelligent minds of your choice within 24"
 
:'''Forced Amnesia''' (Minor) [-1]: For unknown reasons, any Europans whom leave their moon and interact with of species have some form of psychic block about their culture, homeworld, plans, etc. They cannot make Common Knowledge or any other related skill check on such matters.
 
:Common Languages -
 
  
'''Ganymedians''': biologically the strangest of all the sophonts, Ganymedians are a symbiotic organism made up of different species of plant and fungus. Although primitive, they possess a strong sense of honor and a fierce loyalty. Just don’t be around when they flower.</br>
+
'''Ganymedians''': biologically the strangest of all the sophonts, Ganymedians are a symbiotic organism made up of different species of plant and fungus. Although primitive, they possess a strong sense of honor and a fierce loyalty. Just don’t be around when they flower.
''Species Traits'' [costs 9 power points]
 
:'''Does not Eat''' [1]: they gain all their needs from access to water and ''Photosynthesis''. Extreme (+1), Still requires Water (-1)
 
:'''Hardy''' [2]: a second shaken results does not cause a wound.
 
:'''No Vital Organs''' [1]: called shots deal no extra damage.
 
:'''Regeneration''' [5]: can make a Recovery check every hour. Regrowith (+2), Limited: Requires some kind of plant like matter to attach to their bodies. Generally 4-5lbs of plant matter per wound healed (-2).
 
:Common Languages - Ganymedian, English
 
  
'''Ioites''': savage and feral, the Ioites are all that's left of their once glorious civilization. Once a humanoid species like Earthlings or Martians but now they've been afflicted with mutations and damage, walking with a hunch and marked with irregularities. Their home world blasted into an apocalyptic wasteland by the Europans, the Ioites struggle to survive. Yet, as disgusting as their eating habits are, they have an intense drive and are incredibly resourceful, making an Ioite a fine addition to any crew. As a species they all bare some number of 'Unusal' powers.</br>
+
'''Ioites''': savage and feral, the Ioites are all that's left of their once glorious civilization. Once a humanoid species like Earthlings or Martians but now they've been afflicted with mutations and damage, walking with a hunch and marked with irregularities. Their home world blasted into an apocalyptic wasteland by the Europans, the Ioites struggle to survive. Yet, as disgusting as their eating habits are, they have an intense drive and are incredibly resourceful, making an Ioite a fine addition to any crew. As a species they all bare some number of 'Unusal' powers.
''Species Traits'' [costs 4 power points]
 
:'''Environmental Resistance''': Radiation [1]
 
:'''Hardy''' [2]: a second Shaken does not cause a wound.
 
:'''Heightened Senses''': Low Light Vision [1]
 
:'''Super Attribute''': Vigor [2]: base Vigor of a d6 and maximum starting of a d12+1
 
:'''Racially Ugly''' (Major) [-2]: the Ioistes are univserial thought of an ugly and rather disguisting in many of their personal habits.
 
:Constant Mutations - do to their homeworld and how their bodies have adapted to it, Ioites all have several mutations that grant them various powres and abilities. They are rarely considered Unusual themselves as powers are so common among the species.
 
:Common Languages - Ioite, English.
 
  
'''Jovians''': the  depths of Jupiter have many secrets, but one has been uncovered. The Jovians, ancient enemies of the Europans, have surfaced from their centuries long exile. These winged aliens, long thought extinct by the Europans, were just hiding and waiting for the time to emerge. Their culture is based around competing philosophies of martial virtues and pragmatism, and they promise to change the balance of power in the Jovian System.</br>
+
Jovians: the  depths of Jupiter have many secrets, but one has been uncovered. The Jovians, ancient enemies of the Europans, have surfaced from their centuries long exile. These winged aliens, long thought extinct by the Europans, were just hiding and waiting for the time to emerge. Their culture is based around competing philosophies of martial virtues and pragmatism, and they promise to change the balance of power in the Jovian System.
''Species Traits'' [costs power points]
 
:Common Languages -
 
  
'''Lizard Monkeys''': from Venus comes the Lizard Monkeys. As far as the Lizard Monkeys are concerned they live in a paradise and do not need to make permanent tools, big buildings, or any of that stuff. What they do need to do is Name and Behold the Solar System, for their religion demands that all things must be Named and Beheld to have a soul.</br>
+
Lizard Monkeys: from Venus comes the Lizard Monkeys. As far as the Lizard Monkeys are concerned they live in a paradise and do not need to make permanent tools, big buildings, or any of that stuff. What they do need to do is Name and Behold the Solar System, for their religion demands that all things must be Named and Beheld to have a soul.
''Species Traits'' [costs power points]
 
:'''Super Attribute''': Agility +1 [2]: base Agility of a d6 and maximum starting of d12+1.
 
:'''Wall Walker''' [1]
 
:Common Languages -
 
  
'''Martians''': Martians are different than the others. If the Europans are Elves in attitude, then the Martians are Elves in sub-species. Millennia ago, a near-extinction event on Mars resulted in the creation of the Martian caste system. This involved the creation of actual subspecies of Martian divided by caste, only fertile within their own caste. They all lay claim to the name "Martian" but there's more to them than that. There's more specific nuance to it all because there's quite a bit about Martian politics and bureaucracy but the seven types of Martian are...
+
Martians: Martians are different than the others. If the Europans are Elves in attitude, then the Martians are Elves in sub-species. Millennia ago, a near-extinction event on Mars resulted in the creation of the Martian caste system. This involved the creation of actual subspecies of Martian divided by caste, only fertile within their own caste. They all lay claim to the name "Martian" but there's more to them than that. There's more specific nuance to it all because there's quite a bit about Martian politics and bureaucracy but the seven types of Martian are...
*'''''Chanari''''': The Chanari live outside of the caste system, roaming the deserts in a nomadic lifestyle. The arrival of the Earthlings hasn't changed their lives much, now they just have new strangers to deal with.
+
*Chanari: The Chanari live outside of the caste system, roaming the deserts in a nomadic lifestyle. The arrival of the Earthlings hasn't changed their lives much, now they just have new strangers to deal with.
:''Species Traits'' [costs 6 power points]
+
*Julandri: The Julandri have two main sub-castes, the Laborers and the Courtesans. As a whole, Julandri fill niche roles in Martian society. The Laborers lift, carry and work long hours doing repetitive things. The Courtesans fill the same roles as Geisha, being intelligent and beautiful men and women trained to entertain and converse.
::'''Environmental Protection''': Heat [1]
+
*Kastari: The Kastari are the priests of Mars, tied to minor sects, important sects or big sects like the Orthodox Fellowship or Order of the Sacred Hamaxe. Kastari generally live well (especially if they're in a good sect) and are the only caste that allows promotion between the sub-castes/sects.
::'''Heightened Senses''': Low-Light Vision [1]
+
*Maduri: The Maduri are the warrior castes, known for being brave and ferocious. They live nicer lives and are counted as an upper caste because the upper castes know if the Maduri were to be mistreated, they would turn on Mars and wreck things for everyone. In practice, they just enjoy the privileges of being upper caste without any of the niceties because they don't want to go soft.
::'''Super-Attribute''': Vigor +1 [2]: base starting Vigor of a d6 and maximum starting of d12+1
+
*Pilthuri: On paper, the Pilthuri are the merchant class. In execution, they're the diplomats, the salesmen, the administrators that travel Mars to get things done.
::'''Super-Edge''': Woodsman [2]
+
*Silthuri: The Silthuri are the noble caste with the upper sub-castes acting as princes and rulers and the lower sub-castes being relegated to bureaucracy and making sure Mars keeps running. In theory, they're princes and nobles. In execution, they're generally tyrants.
::Common Languages - Chanari, English
+
*Talandri: The Talandri are craftsmen and the nature of Mars' focus on tradition means they've been confined to making the same things for centuries. The arrival of Earthlings might be the best thing to ever happen to them.
*'''''Julandri''''': The Julandri have two main sub-castes, the Laborers and the Courtesans. As a whole, Julandri fill niche roles in Martian society. The Laborers lift, carry and work long hours doing repetitive things. The Courtesans fill the same roles as Geisha, being intelligent and beautiful men and women trained to entertain and converse.
 
:Courtesan
 
:''Species Traits'' [costs 6 power points]
 
::'''Super-Edges''': Attractive and Charismatic [4]
 
::'''Super Skills''': +1 step to Perform, Persuasion [2]
 
::Common Languages - High and Low Martian, English.
 
:Laborer
 
:''Species Traits'' [costs 6 power points]
 
::'''Super Attribute''': Strength +1 and Vigor +1 [4]: base Strength and Vigor of a d6 each and their maximum starting can be d12+1.
 
::'''Super Edge''': Brawny [2]: as Edge.
 
::Common Languages - Low Martian, English.
 
*'''''Kastari''''': The Kastari are the priests of Mars, tied to minor sects, important sects or big sects like the Orthodox Fellowship or Order of the Sacred Hamaxe. Kastari generally live well (especially if they're in a good sect) and are the only caste that allows promotion between the sub-castes/sects.
 
:''Species Traits'' [costs power points]
 
::'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
 
::'''Super-Attribute''': +1 step to Spirits [2]
 
::Common Languages -
 
*'''''Maduri''''': The Maduri are the warrior castes, known for being brave and ferocious. They live nicer lives and are counted as an upper caste because the upper castes know if the Maduri were to be mistreated, they would turn on Mars and wreck things for everyone. In practice, they just enjoy the privileges of being upper caste without any of the niceties because they don't want to go soft.
 
:''Species Traits'' [costs 6 power points]
 
::'''Super Attribute''': +1 step to either Agility or Strength [2]: a Maduri warrior starts with either a Agility or Strength of base d6 and maximum starting value in that attribute of a d12+1.
 
::'''Super Edge''': any one Combat Edge [2]: a Maduri warrior starts with any one combat edge so long as they meet non-rank requirements.
 
::'''Super Skills''': +1 step to Fighting and Shooting skills [2]
 
::Common Languages -
 
*'''''Pilthuri''''': On paper, the Pilthuri are the merchant class. In execution, they're the diplomats, the salesmen, the administrators that travel Mars to get things done.
 
:''Species Traits'' [costs power points]
 
::Common Languages -
 
*'''''Silthuri''''': The Silthuri are the noble caste with the upper sub-castes acting as princes and rulers and the lower sub-castes being relegated to bureaucracy and making sure Mars keeps running. In theory, they're princes and nobles. In execution, they're generally tyrants.
 
:''Species Traits'' [costs 7 power points]
 
::'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
 
::'''Super-Edges''': Aristocrat, Bolster, Command [6]
 
::Common Languages - High Martian, English.
 
*'''''Talandri''''': The Talandri are craftsmen and the nature of Mars' focus on tradition means they've been confined to making the same things for centuries. The arrival of Earthlings might be the best thing to ever happen to them.
 
:''Species Traits'' [costs 6 power points]
 
::'''Super Edge''': Mr. Fix It  and Scholar [4]
 
::'''Super Skill''': +2 steps with Repair [2]
 
::Common Languages -
 
  
'''Metisians''': perhaps in response to the return of the Jovians, but more likely for reasons that outsiders cannot comprehend, the Europans have made a new alliance with the Metisians. These six limbed underground dwelling cephalopods serve as the newest arm of the Europan Navy, the Metisian Guard. Warlike and encased in advanced fighting suits that both armor them and
+
Metisians: perhaps in response to the return of the Jovians, but more likely for reasons that outsiders
 +
cannot comprehend, the Europans have made a new alliance with the Metisians. These sixlimbed
 +
underground dwelling cephalopods serve as the newest arm of the Europan Navy, the
 +
Metisian Guard. Warlike and encased in advanced fighting suits that both armor them and
 
support their gelatinous bodies, the Metisians are the Europans newest strike force, the entire
 
support their gelatinous bodies, the Metisians are the Europans newest strike force, the entire
species having sworn oaths of loyalty to their strange masters.</br>
+
species having sworn oaths of loyalty to their strange masters.
''Species Traits'' [cost 9 power points]
 
:'''Armor''' [3]: add +4 Armor Points. Sealed (+2) Device (-1) Enviromental Suits.
 
:'''Extra Limbs''' 2 [4]: gain a +2 Gang Up bonus in melee combat.
 
:'''Heighten Senses''': Infravision, Low-Light Vision [2].
 
:Common Languages - Metisian, English, Europan.
 
  
'''Robomen''': more and more Ancient Robomen of Mars have been dug out of the sands, rebooted, and taken to other worlds. These artificial lifeforms do not have much memory of their lives amongst the Ancients, but they do have an urge to follow millennia old programming. As machines, they face different obstacles, and have different abilities, then flesh and blood beings. However, they still leak fluid if pricked and have something that passes for emotions.</br>
+
Robomen: more and more Ancient Robomen of Mars have been dug out of the sands, rebooted, and taken
''Species Traits'' [cost 6 power points]
+
to other worlds. These artificial lifeforms do not have much memory of their lives amongst the
:'''Construction''' [8]: +2 recover from Shaken, ignore one point of Wound penalties, don’t breathe or eat and are immune to biological diseases and poisons, don’t 'Bleed Out', and Wounds are removed with Repair instead of Healing. Each Repair roll takes one hour of work per current Wound level, but isn’t limited to the usual “Golden Hour” for healing in ''Savage Worlds.''
+
Ancients, but they do have an urge to follow millennia old programming. As machines, they face
:'''Outsider''' (Major) [-2]: Robomen are treated as property and not sentient beings. 
+
different obstacles, and have different abilities, then flesh and blood beings. However, they still
:Variable Contruction. You should spend your remainder of your 14 power points on your original purpose and programmed role (such as Combat, Labor, Rescue, Maintenance, Research or Service)
+
leak fluid if pricked and have something that passes for emotions.
:Common Languages - Ancient Martian, English
 
  
'''Venusians''': the top species on Venus and the only mammal native to that jungle world, the Venusians are a species of hunters and gathers. Their tradition of the Harvititor, or wandering period, has spread the species nearly as far and wide as Earthlings. Although seen by many to be primitive, the Venusians have a long tradition of philosophy, oratory, and logic.</br>
+
Venusians: the top species on Venus and the only mammal native to that jungle world, the Venusians are a
''Species Traits'' [costs 7 power points]
+
species of hunters and gathers. Their tradition of the Harvititor, or wandering period, has spread
:'''Growth''' 2 levels [4]: +2 steps to Strength, +1 Toughness. Permanrnt (-2): can't wear normal gear, clothing and armor costs twice as much, etc.
+
the species nearly as far and wide as Earthlings. Although seen by many to be primitive, the
:'''Melee Attack''': Claws [2]
+
Venusians have a long tradition of philosophy, oratory, and logic.
:'''Mind Shield''' [1]: others suffer a -2 to make attempts against ''mind reading'' and ''mind control''. Further, if you successfully resists an attempt to read or control her mind, the enemy psychic suffers Fatigue. With a raise on the resistance roll, the foe is Stunned as well.
 
:Common Languages - Western Venusian, English.
 
 
====Languages====
 
====Languages====
 
There are tens of thousands of languages, dialects, creoles,
 
There are tens of thousands of languages, dialects, creoles,
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==THE ATOMIC AGE==
 
==THE ATOMIC AGE==
This game is basically the Rockate Age setting but using SWADE and low end super powers.
 
 
 
The year is 1938. Earthman have been exploring the Solar System for the last 5 years since the return of XXX, from Mars!
 
The year is 1938. Earthman have been exploring the Solar System for the last 5 years since the return of XXX, from Mars!
  
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| '''Structure''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Cost''' || '''Examples'''
 
| '''Structure''' || '''Size''' || '''Speed''' || '''Handling''' || '''Toughness''' || '''Mods''' || '''Crew''' || '''Energy''' || '''Cost''' || '''Examples'''
 
|-
 
|-
| Tiny || 6 || 6 || +3 || 25 (6) || 10 || 1 || 25 || $10K || Light shuttle or starfighter
+
| Tiny || 6 || 6 || +3 || 25 (6) || 20 || 1 || 25 || $1M || Light shuttle or starfighter
 
|-
 
|-
| Average || 8 || 5 || +2 || 30 (7) || 20 || 5 || 40 || $25K || Bomber, heavy shuttle  
+
| Average || 8 || 5 || +2 || 30 (7) || 30 || 5 || 40 || $2.5M || Bomber, heavy shuttle  
 
|-
 
|-
| Great || 12 || 5 || +1 || 35 (8) || 30 || 10 || 60 || $50K || Light freighter, partol boat, scout
+
| Great || 12 || 5 || +1 || 35 (8) || 40 || 15 || 60 || $5M || Light freighter, partol boat, scout
 
|-
 
|-
| Greater || 16 || 4 || +0 || 40 (9) || 40 || 20 || 100 || $150K || Corvette, freighter
+
| Greater || 16 || 4 || +0 || 40 (9) || 60 || 40 || 100 || $20M || Corvette, freighter
 
|-
 
|-
| Giant || 20 || 3 || -1 || 50 (12) || 50 || 50 || 200 || $500K || Destroyer, heavy freighter
+
| Giant || 20 || 3 || -1 || 50 (12) || 80 || 80 || 200 || $100M || Destroyer, light cruiser
 
|-
 
|-
| Garganturan || 24 || 2 || -2 || 60 (15) || 70 || 100 || 300 || $1.5M || Battle cruiser, carrier
+
| Garganturan || 24 || 3 || -2 || 60 (15) || 100 || 200 || 300 || $500M || Battle cruiser, bulk freighter
 
|-
 
|-
| Behemoth || 30 || 1 || -3 || 70 (20) || 100 || 200 || 500 || $5M || Space Station
+
| Behemoth || 30 || 2 || -3 || 70 (20) || 150 || 400 || 500 || $2B || Dreadnaught, starship carrier
 +
|-
 +
| Leviathan || 40 || 2 || -4 || 80 (25) || 250 || 1K || 800 || $5B || Super dreadnought, supers carrier, colony transport
 +
|-
 +
| World-Class || 60 || 2 || -5 || 100 (40) || 400 || 2K || 1,500 || $25B || space station, generational colony transport
 
|-
 
|-
 
|}
 
|}
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| '''Rocketship Mods''' || '''Mods''' || '''Cost'''  
 
| '''Rocketship Mods''' || '''Mods''' || '''Cost'''  
 
|-
 
|-
| '''Advanced Controls (2)''': Requires 'Rocketship Controls' modifier. Advanced controls add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' to fixing systems onboard. If taken a second time these bonuses increase to +2 each || 1 || $5K
+
| '''Advanced Controls (2)''': Requires 'Rocketship Controls' modifier. Advanced controls add +1 to ''Science'' for Navigation of space route and +1 to ''Repair'' and ''Science'' to fixing systems onboard. If taken a second time these bonuses increase to +2 each || 0 || $500K 
 +
|-
 +
| '''AMCM (1)''': Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to ''Electronics'' or ''Hacking'' checks made to evade missile and torpedo locks and attacks plus ''Piloting'' checks to avoid Tractor Beams. || 1 || $5K xSize
 
|-  
 
|-  
| '''Armor (U)''': Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. || 1 per 10 Size || $500 xSize  
+
| '''Armor (U)''': Increases a ship’s Armor value by +4. Due to the nature of space and the size and shape of starships, all Armor is considered Heavy Armor. || 1 per 10 Size || $5K xSize  
 
|-
 
|-
| '''Rocketship Controller (1)''': Required for any rocketship that plans on directed movement in space, such as plotting a Navigation course to another world, landing and taking off from a planet's surface, etc. It also regulates life support, etc. || 1 || $500 xSize  
+
| '''Rocketship Controller (1)''': Required for any rocketship that plans on directed movement in space, such as plotting a Navigation course to another world, landing and taking off from a planet's surface, etc. || 1 || $5K basic, $10K standard, or $25K military xSize  
 
|-
 
|-
| '''Atmospheric (1)''': Allows the ship to enter and leave a planet's atmospheres. This includes heat shielding and reinforcement to handle take off and landing on a planet. Also adds reinforced jet-fins to handle the ship's weight to land on it. Max Size 24 (Garganturan) || ½ Size || $1K xSize
+
| '''Atmospheric (1)''': Allows the ship to enter planetary atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. All starships have vertical take-off and landing (VTOL) capability (max size 20?). || ½ Size || $50K xSize
 
|-
 
|-
| '''Bomb Bay (U)''': Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same attack roll. Dropping bombs uses the ''Electronics'' skill. || 1 || $1K each
+
| '''Bomb Bay (U)''': Each bomb bay may drop up to four Small, 2 Medium, or 1 Large (or larger) bomb per round at no penalty. All use the same attack roll. Dropping bombs uses the ''Electronics'' skill. || 1 || $50K
 
|-
 
|-
| '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || $1K 
+
| '''Crew Space, Low-Berth (U)''': Living space for 8 additional crew or passengers, including bulk-bed sleeping area, kitchen, rec area, etc. || 1 || $50K
 
|-
 
|-
| '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || $4K
+
| '''Crew Space, Standard (U)''': Living space for 4 additional crew or passengers, including sleeping area, kitchen, rec area, etc. || 1 || $100K
 
|-
 
|-
| '''Crew Space, Luxtury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || $8K
+
| '''Crew Space, Luxtury (U)''': Living space for 1 additional passengers, including luxery sleeping area, kitchen, rec area, etc. || 1 || $250K
 
|-
 
|-
| '''Deflector Shields (1)''': The vessel is protected by an RADIO energy field that deflects incoming metories and ballistic attacks (it has no effect against energy/RAY weapons). Attackers must subtract –2 from their ''Shooting'' checks. Mod cost is 2 for Tiny to Great ships, 3 for Greater to Gargantuan vessels, and 4 for all larger vessels.|| 2/3/4 || $1K xSize
+
| '''Deflector Shields (1)''': The vessel is protected by an energy field that deflects incoming metories and ballistic attacks (it has no effect against lasers). Attackers must subtract –2 from their ''Shooting'' checks. Mod cost is 2 for Tiny to Great ships, 3 for Greater to Gargantuan vessels, and 4 for all larger vessels.|| 2/3/4 || $10K xSize  
 
|-
 
|-
| '''Power Reserve (U)''': Extra atomic storage reserves that provided additional energy to the ship. Each Power Reserve adds 100% of the standard Energy rating to the ship || ¼ Size || $5K xSize  
+
| '''Drill Spike Drive -Mark I (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark I allows a vessel to travel at a speed of 1 lightyear per 48 hours in hyperspace. This Drive uses 1 energy times the Size of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark I Drive is Great || ½ Size || $100K xSize
 +
|-
 +
| '''Drill Spike Drive -Mark II (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark II allows a vessel to travel at a speed of 1 lightyear per 36 hours in hyperspace. This Drive uses 1 energy times the 1½ xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark I Drive is Great || ¾ Size || $250K xSize
 +
|-
 +
| '''Drill Spike Drive -Mark III (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark III allows a vessel to travel at a speed of 1 lightyear per 24 hours in hyperspace. This Drive uses 1 energy times the 2 xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark III Drive is Greater || Size || $1M xSize
 +
|-
 +
| '''Drill Spike Drive -Mark IV (1)''': A Spike Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. A Mark IV allows a vessel to travel at a speed of 1 lightyear per 12 hours in hyperspace. This Drive uses 1 energy times the 3 xSize of the vessel's size per 24 hours in hyperspace. Minimum Size of ship that can mount a Mark IV Drive is Greater ||  2 xSize || $10M xSize
 +
|-
 +
| '''Electromagnetic Shielding (3)''': Adds +6 to the ship’s effective Toughness vs. EMP attacks. || 1 per 10 Size || $5K xSize
 +
|-
 +
| '''Energy Reserves (U)''': Extra fussion/fission powercores can provided additional energy to the ship. Each energy reserve adds 100% of the standard Energy rating to the ship || ¼ Size || $50K xSize  
 
|-
 
|-
 
| '''Fewer Crew or Passengers (U)''': For every 4 fewer crew the ship has it gains an additional +1 modifer. || n/a || n/a  
 
| '''Fewer Crew or Passengers (U)''': For every 4 fewer crew the ship has it gains an additional +1 modifer. || n/a || n/a  
Line 343: Line 287:
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboad (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a  
 
| '''Fixed (U)''': “Fixed” weapons cannot rotate. On the table-top, they have a 45° firing arc. Fixed weapons must chose an arc -- Forward, Port (left), Starboad (right), Aft (back). For ships that are 14 or greater can only fire at most craft with weapons facing that side (arc). Smaller ships can make a contested ''Pilot'' skill test, beating the target ship grants two arc or they face the worst arch of weapons (winner's choice), a raise three aches and two raises all arch in the same round. Total all like Fixed weapons first, then halve their combined Mod cost. || n/a || n/a  
 
|-
 
|-
| '''Garage/Hanger (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of size of Giant can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for replair and maintance of the vessels. A external lift-hooks can carry a veseel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || $5K, $10K,$25K
+
| '''Garage/Hanger (U)''': A hangar (or garage) within a vessel of at least Great size can carry two a vessel of 6 or less. For a vessel of Greater size can carry up to three size 6 vehicles or two size 8 vessels or vehicles. For a vessel of size of Giant can carry up to ten size 6 or five size 8 vessels two size 10 or one size 12 vessel. Includes tools for replair and maintance of the vessels. A external lift-hooks can carry a veseel that is one Size bigger then normally allowed for half the mods and cost || 8/10/14 || $500K, $1M, $2M
 
|-
 
|-
| '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || $2K xSize
+
| '''Handling (2)''': The vehicle is precision crafted and very maneuverable. Add +1 to the vessel's Handling score. || ¼ Size || $25K xSize
 
|-
 
|-
| '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be cammed to hold two persons in each cell). || 1 || $2K
+
| '''Holding Space (Jails) (U)''': This includes two individual holding cells (can be cammed to hold two persons in each cell). || 1 || $50K
 
|-
 
|-
| '''Life Support (U)''': A Standard Spacecraft has supplies of food, water, oxygen, waste recycling, etc. to last 30 days for Crew listed (i.e. a crew of 5 would have 150 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for ¼ Size in mods. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || ¼ Size || $500 xSize
+
| '''Life Support (U)''': A Standard Spacecraft has supplies of food, water, oxygen, waste recycling, etc. to last 30 days for Crew listed (i.e. a crew of 5 would have 150 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for ¼ Size in mods. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || ¼ Size || $5K xSize
 
|-
 
|-
| '''Life Support, Short-Term (U)''': For Spacecraft meant to be lived in for a few days at most adds ½ ships Size back in Mods and has only enough supplies of food, water, oxygen, waste recycling, etc. to last 3 days for Crew listed (i.e. a crew of 5 would have 15 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for 1 mod. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || See Text || $10 xSize
+
| '''Life Support, Short-Term (U)''': For Spacecraft meant to be lived in for a few days at most adds ½ ships Size back in Mods and has only enough supplies of food, water, oxygen, waste recycling, etc. to last 3 days for Crew listed (i.e. a crew of 5 would have 15 man-days of supplyies) and twice that in Emergency Supplies (but living off this causes an automatic level of Fatigue after a few days). Extra supplies can be added, that doubling both the base standard and emergency for 1 mod. Note that the Cost is only paid for extra supplies (and when resupplying). Factor in Crew Space/Holding Cells or Fewer Crew || See Text || $150 xSize
 
|-
 
|-
 
| '''Linked Weapons (U)''': Up to four direct-fire weapons (non-missiles) of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required by half -- i.e. total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) || n/a || n/a  
 
| '''Linked Weapons (U)''': Up to four direct-fire weapons (non-missiles) of the same type may be linked and fired as one, increasing the damage by +2 per additional weapon and reducing the total number of Mods required by half -- i.e. total all Linked weapons in a set first, then halve their required Mods (If Linking Fixed weapons, halve the total again) || n/a || n/a  
 
|-
 
|-
| '''Mercantile (U)''': Found only on Huge or larger ships that carry a number of 'paying' passengers, this might be a restaurant, commissary, or specialty store. Each generates Size +$1d4K a month for the ship (and the same for the mercantile’s owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and +$1d4K to revenue. || 2 || $5K
+
| '''Mercantile (U)''': Found only on Huge or larger ships that carry a number of 'paying' passengers, this might be a restaurant, commissary, or specialty store. Each generates Size +$1d4K a month for the ship (and the same for the mercantile’s owner). The store has 300 square feet of space. Each additional Mod adds roughly 100 square feet and +$1d4K to revenue. || 2 || $100K
 +
|-
 +
| '''Missile Launcher (U)''': Allows up to four Light or two Heavy missiles to be fired at once. Storage space for missiles is 1 hold holds 12 small missiles or  8 large (or AT) missiles || 1 || $50K
 +
|-
 +
| '''Orbiter (1)''': Requires Atmoshpere Mod. Shuttle craft and drop ships meant mostly to ferry cargo and people from space oto a planet's surface and meant operate in space for only a limited time. Halve the Space Speed (round down) but count full atmosphere speed, including Speed Mods. Reduce Engergy to Half Size. Most also that the Short Term Life Support Mod. Adds Size back in additional Mods || n/a || 50% base cost
 +
|-
 +
| '''Passenger Pods (U)''': Small and Medium ships only. These are rows of fairly spacious seats with safety harnesses, personal vid-screens, and other amenities designed for short travels (typically less than 24 hours). Full life support and a days worth of food and water is also include for each passenger. Each pod seats 20. || 2 || $10K
 
|-
 
|-
| '''Missile Launcher (U)''': Allows up to four Light or two Heavy missiles to be fired at once. Storage space for missiles is 1 hold holds 12 small missiles or  8 large (or AT) missiles || 1 || $2.5K
+
| '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || $50K xSize
 
|-
 
|-
| '''Reinforce Structure (Size)''': Each time this mod is taken add +2 to the ship's Toughness. || ¼ Size || $2K xSize
+
| '''Sensor Suite, Galactic (1)''': Light, chemical, motion, and other active sensors allow detection of targets up to one light year away with a ''Electronics'' roll. Sensors can also detect Spike Drive warping out to 5 light years with a check (+2 within 1 light-years; or -2 out to 10 light years). Can also aid ''Science'' rolls for planetary data when in orbit. Within 10K miles, the sensors add +2 to the roll. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion. || 2 || $1M
 
|-
 
|-
| '''Sensor Suite, Advanced (1)''': Advanced RADIO/Radar and light scanners systems allowing the sensor's operate 10K miles away with a ''Electronics'' skill check. Also adds +2 to ''Science'' skill checks on planetary scans when in orbit. Illumination penalties are ignored. Targets don’t have to be in direct line of sight, but asteroid or powerful energy fields may cause inaccurate or false readings at the GM’s. discretion. || 2 || $10K
+
| '''Sensor Suite, Planetary (1)''': This functions exactly like the Sensor Suite, see Gear, but has a range of 10K miles. It can also detect Spike Drive at 1 lght year away. || 1 || $50K
 
|-
 
|-
| '''Sensor Suite, Basic (1)''': More basic sensors, but has a range of 1K miles. Can also make unmodifier to planetary scans. || 1 || $1K
+
| '''Shields (3)''': The craft is protected by an ablative energy field that absorbs its Size in damage each time it is hit before applying the damage to the ships Toughness (and armor). The shields can take a maxmimum of 10×Size per mods (1/2 Size) in points of damage before it’s depleted. Active shields detonate missiles and torpedoes before they hit, reducing their damage total by half. A craft may regenerate its Size in shield points if it makes no attacks in a round || ½ Size || $50K xSize
 
|-
 
|-
| '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || $2.5K xSize
+
| '''Speed (U)''': each level increase the base speed by +1. || ¼ Size || $50K xSize
 
|-
 
|-
 
| '''Speed Reduction (3)''': This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's speed by 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 1 unless it is stationary (like a space station) || n/a || n/a
 
| '''Speed Reduction (3)''': This ship trades power and speed for additional room. Each time this mod is taken, reduces the ship's speed by 1 and gain one-half the ship's Size in Mod slots. Cannot be taken with Speed and the minimim speed is 1 unless it is stationary (like a space station) || n/a || n/a
 
|-
 
|-
| '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to  detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other nonstealth signal such as radio signal or active sensor search. || Size || $10K xSize
+
| '''Statis Field Sleeping Pods (U)''': These add statis tubes that can sustain a human life for years (theoretically) and can be added to both vehicles and starships (and found in a few medical facilities planet side). Each unit holds 4 individuals whom can be keep within for long term without requiring food, water and oxygen.  Each unit of pods uses one Energy of the vessel per month (30 days) that it is running. || 1 || $50K
 +
|-
 +
| '''Stealth System (1)''': Radar-absorbing paint, heat baffles, scramblers, and other devices make the ship difficult to  detect by vision or sensors. Those trying to spot, attack, (or lock on to) the ship subtract 4 from their rolls. The effect is triggered as a free action, but is negated any round in which the ship fires a weapon or emits some other nonstealth signal such as radio signal or active sensor search. || Size || $150K xSize
 +
|-
 +
| '''Superstructure (U)''': Superstructures are massive extensions that add great amounts of space to Greater Size or larger ships, typically to accommodate more passengers or cargo. Each superstructure adds one to the fuel used per day, consumes 10 regular Mods, and subtracts 1 from the ship’s base Toughness (not Armor) as it reduces overall structural integrity. Choose the type from the Superstructure sidebar (SFC pg. 47). || 10 || $5M
 +
|-
 +
| '''Targeting System (1)''': The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to four points of ''Shooting'' penalties. || 1 || $10K xSize
 +
|-
 +
| '''Tractor Beam (U)''': Tractor beams are specialized starship weapons designed to hold an enemy ship in place and pull it to the “attacker”. Ships can only affect vessels of smaller Size. Their range is short or 4 on the starship scale, so they must get a Short Range result on the Chase table to use the weapon. This is an opposed attacker's ''Electronics'' roll at –4 vs the target’s ''Electronics'' or ''Hacking'' or ''Piloting''. If the attacker is successful, the enemy ship is caught and pulled into contact in 2d6 rounds. A captive’s ship’s life support systems remain active, but all locomotion and weapons are shut down. || 5 || $1M
 
|-
 
|-
| '''Targeting System (1)''': The ship’s internal sensors and computers are linked to all attached weapons. This compensates for movement, range, multi-actions, and the like, negating up to two points of ''Shooting'' penalties. || 1 || $10K xSize
+
| '''Torpedo Launch Tube (U)''': Each tube allows a torpedo to be fired wirh action (ROF 1). || 1 || $500K
 
|-
 
|-
 
|}
 
|}

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