Editing SWADE the Last Parsec Setting

Jump to: navigation, 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.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 506: Line 506:
  
 
===Cybernetics===
 
===Cybernetics===
 +
<font size=1>[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw Back to Top] </font></br>
 
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.  
 
Cybernetics in the UFS is fairly common although so is regrown limbs via advanced cloning. Most civilians opt for this option, not willing to replacing a body part, even a heart, etc. with a machine part. The costs of these do not include any hospital stay which generally runs 5,000 credits plus 1,000 credits per Strain and one day stay in recovery per Strain.  
  
Line 555: Line 556:
  
 
==STARSHIPS AND VEHICLES==
 
==STARSHIPS AND VEHICLES==
As the Science Fiction Companion is the Deluxe Edition I am using lots of updates and mods to bring up to date the basic building blocks of both Starships and Vehicles (and maybe Walkers) to bring them in line with Adventure Edition, See below of Frame and Chassis.</br>
 
 
NOTES ON STARSHIP RULES/OPERATIONS</br>
 
'''Space Scale Speeds''': For Tabletop scale the Space Speed is multipled by 100 to gain the vessel's mph. For vehicles that somehow makes it to space or for weapons used in space divide mph and range increments by 100 for Space scale. , divide Speed by 100 to get its space scale. The Space Scale speed of a vessel is also about how may AU it can travel in a 24 hour period.</br>
 
'''Faster-Then-Light Travel.''' At the present time there are three basic forms of FTL drives in the setting are fairly common and used by all Stellar Civilizations. They are '''''Warp-Folding Drives''''', '''''Hyperspace-Drill Drives''''' and '''''Wormhole Gate Portals'''.</br>
 
Each drive has its own advantages and disadvantages. Both the Warp-Folding Drive and Hyperspace-Drill Drives require specialized engines and navigational systems to chart real spaces at FTL speeds. Wormhole Gate Portals do not as these gateways only lead from the 'stationary' entry point to one exit points. The Gate Portals themselves include all the navigation information incorporated in their system. Those wishing to travel through the Gate Portal must a base fee and then awaits the system to open the gateway for them to pass through.
 
 
 
 
'''Plotting Navigational Coruse''': As there are at present three different FTL
 
 
Spike-Drill Drive Course Plotting requires a ''Science'' skill check with a penalty of -1 per light years to destination and takes a base of one hours time. Plotting a course in 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus. A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 3 light years taking 3 hours to be on the safe side. Failure results in the drill drive not engaging and requiring a new course to be plotting. Critical Failure damages the drive and requires 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
These navigations are along established space is well mapped but plotting course to new uncharted worlds or restricted worlds (like a Shadow World) with these mapping information available is more danger. Depending on the data available and/or a navigator's access to restricted data the GM can imposs and addition penalty to the ''Science'' check from -1 to 5. </br>
 
'''Drive Space Stellar Pollutent Build Up''': A Spike Drive in hyperspace can travel saftely for the first 48 hours. After that first 48 hours in Drive Space if the vessel wishes to remain longer requires both a ''Repair'' and ''Science'' skill check to bleed off this energy so as not to suffer a Starship Critical Hit (SPC p. 44) to a sysem of the ship. If the tests are made the ship is safe for the additional 24 hours. Each additional 24 hours that is spent in Drive Space requires a new set of skill checks as above BUT with a cumlative -1 penalty to them. </br>
 
Once out of hyberspace a vessel need to bleed off this pollutent built up by spending a number of hours with a star system (not deep space). This require 6 hours per day that was spent in hyperspace. An engineer can attempt to burn this off faster with a ''Repair'' skill check to bring this down to 2 hours per day spent in hyperspace. However a critical failure damages the drive requiring 1d6 days of ''Repair'' and parts worth 1d6 x $5,000 x vessel Size in credits.</br>
 
 
'''Starships''' in this setting use Spike-Drill Drive. This allows a ship to "drill" a way through hyperspace and increadale speed. A Spike-Drill Drive Mark 1 can move a vessel as 1 lightyear per 48 hours. A Drive Mark II can move a vessel at 1 lightyear per 36 hours. A Drive Mark III can move a vessel at 1 lightyear per 24 hours. Finally a Drive Mark IV can move a vessel at 1 lightyear per 12 hours.</br>
 
Most vessels of the UFS are value 2 or 3. Drive 4 are fairly rare and very expensive.</br>
 
No matter the speed however, the longer one spends in Drive Space the greater the danger of dangerous stellar pollutant like energy is built up within the Drive Engines. This happens within a few days within hyperspace and as it gets progressively more dangers most civilians ships don't spend more the 72 hours within drive hyperspace. Military ships and emergency recusue do but have reduced specialize crew to give them the best chance of survival. Luckily most stars within the '''''Stellar Cluster''''' are within one or two lightyears of another and the Srellar Cluster itself is only about 300 lightyears across and 500 lightyears long. The region of '''''Frontier Space''''' is about half of that. </br>
 
Within the Stellar Cluster UFS controlled space has been fairly well navigated and mapped but there is a lot of unnavigated space surrending those control by the various species and colonized space, and Shadow Worlds that might never been visited (at least not by any offical UFS ships). Traveling on uncharted courses is risky especially the longer one spends in hyperspace.</br>
 
 
 
 
=== Vehicle Class Weapons ===
 
=== Vehicle Class Weapons ===
 
WEAPON NOTES</br>
 
WEAPON NOTES</br>

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)