https://geekandsundry.com/rpg-buyers-guide-fantastic-roleplaying-games-theyll-love

https://geekandsundry.com/rpg-buyers-guide-fantastic-roleplaying-games-theyll-love

https://geekandsundry.com/rpg-buyers-guide-fantastic-roleplaying-games-theyll-love

https://geekandsundry.com/rpg-buyers-guide-fantastic-roleplaying-games-theyll-love

Stras Acimovic

Stras Acimovic

Stras Acimovic

Nothing rules-related now 🙂

I was thinking that for S&V a captains or ships logs is really appropiate.

The ship sheet nicely indicates ‘current state affairs’, but not how things happened. (for some campaigns completely unneeded).

Inspired by the great props available for firefly..

I was thinking of a travel log, which players would fill for each trip they made.

Start planet, end planet. Fuel used. Amount of upkeep paid. Damage from any missed upkeep. Which systems got repaired. Crew/Passengers onboard. Downtime activities performed (with cost). Total cost. Start Cred, end Cred.

I imagine that most travel is downtime, except for short burst of excitement.

Having players indicate how they spend their travelling downtime, also provides you with their on board locations when something unexpected happens..

Thinking most sci-fi shows I know, there is downtime during travel, then some downtime after arrival (R&R), and then the action starts..

Hence I am tempted to give players 1 downtime action during their trip, and then 1 downtime after arrival. And then start the Job (unless complications interrupt earlier).

As such that travel downtime can be nicely indicated on the travel log..

The planet downtime (planet can also be station, etc) could be its own log, where you can keep track of:

Planet Name. Docking Fees. Which systems got repaired. Crew/Passengers onboard/picked up. Downtime activities performed (with cost). Total cost. Start Cred, end Cred. NPCs. Factions interacted. Jobs available.

Add to this a Job Log, where you keep track of

faction favored/hindered. Job detail, Cred, Heat (wanted level) gained, Devil Bargains, Complications, start cred, end Cred

And with these 3 logs combined you have a perfect logbook for your crew adventures… Of course players are allowed to also have a ‘fake’ logbook for when boarded 🙂

Is something like that planned, or does it sound like overkill?

Stras Acimovic

Stras Acimovic

Stras Acimovic

Few ship detail questions on Scum & Villainy:

Auxiliary modules dont go underneath a system, hence there seems no maximum. As such couldnt they better be treated as Ship Gear (no limit) instead of modules (limited by their system)? Or call them Interior/Ship Modifications.

Crew Gear seems like stuff you can take with you off-ship. Ship gear not [bolted down]. As such shouldnt Land Rover and Shuttle be Crew Gear?

And Workshop would be Ship Gear?

Crew Quarters prevent other modules installation (Modules are limited to system quality) while providing ‘in-game little benefit’.

Perhaps fit better as Ship gear (or Auxiliary.. but all Auxiliary should be Ship Gear)?

Might AI Module fit better under Comms as it seems more of an installation than targeting computer (and should thus take space = limited by system quality).

Might Shields should go under Hull for same reason?

I’m missing some kind of engine-failure armor.. other systems all have some kind of armor.. Would Backup Engine be a nice addition, especially since Engine has fewest modules?

Also missing is some missile defense under comms.. ECM seems fitting?

If too many upgrades couldnt Nexus Link be moved to Auxility/Ship Gear?

What do you think?

Stras Acimovic

Stras Acimovic

Stras Acimovic

Attune vs Pilot?

I was wondering why in order to become a clearly physical person = prowess (scrap, scramble, skulk) you also need to learn pilot… pilot does not imply prowess.. Shouldnt Attune fit better under prowess? ‘Feeling killing intent’, Mind over body, etc?

Pilot is ‘command over vehicles’ and so would fit good under resolve?

Your thoughts?