13 thoughts on “Hello!”

  1. Hurrah! Then I shall ask some questions. Only got a few:

    1) Ability ratings (Scrap, Command, etc) are capped at 3 now, but are the Attributes really on a scale of 0 to 3 too? “Each attribute has a rating (from zero to 3) that tells you how many dice to roll when using that attribute.” p10 I’m assuming that’s just a slip in the text, right?

    2) No Cohorts any more? I see a reference in passing to Commanding or leading a cohort, but no formal mention of the BitD Cohort system in the rules or on the sheets. I’d have thought a cohort might be a great match for creating a Crew’s crew, as it were. Anyone use ‘em anyway? Anyone got any idea why they’re not used/mentioned/included in S&V by design? Is it to do with the source fiction – the Crew in Firefly etc are the crew, they don’t have a crew?

    3) Speaking of design, does anyone have any insight into the way the ship designs work in play? They’re giving me a headache, but probably only because I have assumptions about what would make sense, but maybe doesn’t on the game’s own terms. For example, why does the “big bruiser”, the Firedrake, have the lowest Hull rating? Are the upgrades actually more significant than the ratings in Hull, Engines etc in terms of how they play? I’m fighting the urge to start changing things before I understand why they’re how they are in the first place. ;o)

    Cheers!

  2. 1. No. It’s not a slip-up. SaV has actions that go to 3. You can confirm this on the sheets. It’s not a reskin, it’s a hack.

    2. The ship is akin to say the Bebop or Firefly. There are no standing gangs of people on board. But if you hire a band, or act in conjunction with some pirates the rules may apply.

    3. You may want to play before you tinker.

  3. Stras Acimovic Hi Stras, thanks for the reply!

    Understood on the cohorts and ship designs. On the first point, I can see that the Abilities go to 3, but is it the same range for the Attributes too, is my question? So if I have a point in each of Doctor, Hack, Rig and Study, is my Insight 4 or is it capped at 3..?

  4. Abilities are special powers. Things like ‘Keen Eye’ or ‘Never tell me the Odds’.

    Actions (0-3) are things like Doctor, Hack, Rig and Study. They go to 3 on the sheet.

    Attributes (0-4) are Insight, Prowess and Resolve. And they have ratings based on the first row (number of actions under that heading). So since there’s 4 actions per attribute that’s the rating on the sheet. That’s what you use to resist stuff.

  5. Sigh. Sorry Gethyn. I just looked on page 10 and you’re right that’s a straight up error (somewhere in the editing process they changed the numbers to words and stuff got messed up). Should be 0-4.

    I’ll see what I can do about getting an updated pdf out.

  6. I’ve a question on S&V. On page 115 is says most ships will have an upkeep of 2 to start. But I calculate the upkeep as 1 for the three starting ships. I’m I missing something?

  7. Nope, your math is right (I think this is a leftover from when we were rounding up rather than down).

    Close read, good work! ^_^ I’ll see if I can start an official errata doc.

    I should have you read BoB before it goes out (haha).

  8. Stras Acimovic Cool.

    The other question I had was about the modules listed as available for the three ships. Is the intent there to provide suggested upgrade paths for people just starting out. Or to imply certain upgrades should be easier to obtain for the different ships in the fiction?

    The fact they are printed on the Ship Sheets, potentially restricting the available configurations each ship can have, made me wonder if it was intended to reinforce each ships individual favour? (Like, I know I could tip-ex them out if I really Missiles instead of Particle Cannons of the Cerberus, etc. Am just curious if there was a deeper meaning.)

  9. The modules there indicate parts that are supposed to go onto those ships, and that you likely have good access to. So if you’re the Stardancer, your ship is designed, or ready to slot in afterburners relatively easily, and T’kala or Citani probably have your hookup. You just need to get the cred, or available upgrades when you advance.

    Anything that’s blank, you need an explanation for where you’re getting the part (particularly if it’s illegal).

    If you want to swap out one of the available slots, I’m sure the GM can have your mechanic tweak it with a clock (long term projects can hack most things).

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