Difference between revisions of "Hegemony: The Ship Herself"

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(Ship Traits: Modules)
(Ship Traits: Distinctions)
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==Ship Traits: Distinctions==
 
==Ship Traits: Distinctions==
Ships don't have Distinctions either, if none of a character's distinctions would apply to a ship based action, use the ship's class at [[file:d8a.png|24px|d8]] instead (or '''Hinder'' one of your distinctions for the pp).
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Ships don't have Distinctions either, if none of a character's Distinctions would apply to a ship based action, use the ship's class at [[file:d8a.png|24px|d8]] instead (or '''Hinder''' one of your Distinctions for the pp).
  
 
==Ship Traits: Modules==
 
==Ship Traits: Modules==

Revision as of 14:36, 8 June 2023

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Ship Traits: Attributes

Some rolls will require the player use the ship's Attributes rather than their personal Attributes. Ship Attributes are Hull, Engines, and Systems. These are based on the ship's Class Distinction, Athens Class Light Support which default to a rank of d8 for each Attribute for the factory model, but the players have the option to instead start with one at d10 one at d8 and one at d6 representing custom configurations.



| Hull d8 | Engines d8 | Systems d8 |



Ship Traits: Roles

Ships don't have roles per se. Players use their own Roles for ship based actions.

Ship Traits: Distinctions

Ships don't have Distinctions either, if none of a character's Distinctions would apply to a ship based action, use the ship's class at d8 instead (or Hinder one of your Distinctions for the pp).

Ship Traits: Modules

All base Modules for your ship default to d6 - You Start with the following Modules:

  • Helm d6 (PILOTING AND NAVIGATION)
  • Terminals d6 (NETWORKS AND SYSTEMS)
  • Med Bay d6 (TRAUMA AND MEDICINE)
  • Machine Shop d6 (MECHANICS AND ENGINEERING)
  • Tactical Turrets d6 (CROWD CONTROL AND TACTICAL RESPONSE)
  • Onboard Data d6 (LOGISTICS AND ANALYSIS)
  • Atmo/Integrity (ENVIRONMENTAL THREATS)
  • Shuttles [2] d6
  • EVA Suits [enough for crew and passengers] d6

If the Module has a Role listed beside it in parenthesis, step its die up one step for each character who has that role ranked at d10. If anyone has DIPLOMACY AND COMMAND ranked at d10 step up one Module of your choosing by one.

Additionally, the players have three points that can be each be used to buy a new Module at d6 or step up an existing Module one step.

Note: No Module may be stepped up above d12

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