Tuesday, November 22, 2016

[Mirrors: Infinite Macabre] Starships - Tilts, Hard Points & Enigma Devices

 Out of Character (OOC):
Chronicle: Mage: Infinite Macabre
Venue: Mage: The Awakening 2nd Edition & nWoD - Mirrors: Infinite Macabre
Storytellers: Jerad Sayler, Korri Smith & Mathew Hagan



            Mage: Infinite Macabre - Starships
                                     Tilts, Hard Points & Enigma Devices



Spaceship Tilts:

The following are Tilts that can be inflicted on spacecraft.  Tilts are inflicted obtaining Exceptional successes on offensive action, inflicting damage on targeting parts of an enemy ship (and taking targeting penalties), failing or dramatically failing crew actions and inflicting damage at or in excess of the ship’s Chassis. The Tilts are grouped by severity.  A good rule of thumb is that the first Tilt inflicted on a Spacecraft in a given scene, the next Tilt inflicted is of progressively worse.  Feel free to craft your own Tilts as they make sense for the situation.  P.S. Many of these Tilts can be induced by successful Cyber Attacks.

Category 1: Minor (Usually last a round and then recover without much response required)
- Mechanical Stress – the spacecraft takes a point of additional Superficial Damage
- Jostled – the crew is momentarily unable to shift positions or move about the ship (Immobilized Tilt). Usually this lasts a turn.
- Weakened Shields – any shield on the ship have been hit hard and their effective Ballistic Armor rating is reduced by 1. The shields recover in a round as long as they are not hit. This Tilt can be stacked.
- Knocked Off Course – the pilot has lost temporary control off the ship and must make a piloting check on their turn to regain control of the ship rather than other actions. Gunnery rolls take a -2 penalty.
- Tailspin – the ship is knocked into a violent spin, placing the Stunned Tilt on all crew for a round. Usually this Tilt is the result of an explosion or the pilot failing a Spin or High Speed Turn Maneuver.
- Module Overloaded – a Module has been hit or disrupted in some way and is unable to function for a round. 


Category 2: Significant (Usually require an Instant action on the part of the Crew to bring back up)
- Shields Failing – the ship’s shields are going to fail for one round unless a point of Power is expended to recharge them
Superficial Damage

- Navicomputer Failure – the ship cannot go FTL or similar high-speed egress measures until an Instant Action roll is made to restore it (usually by the Damage Control team).
- Power Fluxuations – the ship cannot expend points of Power until an Instant Action roll is made to restore it (usually by the Damage Control team).
- Power Loss – The ship loses a point of Power due to a hit to its Engines or the employment of energy draining attacks.
- Module Disabled – A module has been knocked offline until an Instant Action roll is made to restore it (usually by the Damage Control team). In some cases a point of Power can bring it back online.
- Propulsion Damaged – Thrust and Maneuverability are reduced by 1, Defense is reduced by 2 until an Instant Action roll is made to restore it (usually by the Damage Control team
- Major System Failure – An Attribute (Engines, Propulsion, Sensors, or Systems) or derived Attribute is completely offline, affecting applicable rolls and even preventing certain crew actions from being taken. This lasts until an Instant Action roll is made to restore it (usually by the Damage Control team. Sometimes a point of Power can be expended to bring it back online. 


Category 3: Major (Usually last a scene require manual repair in the form of extended actions to recover. After combat these become Conditions).
- Shields Overload – The ship’s shields completely and unexpectantly fail and remain down for the rest of the scene until 2 Power is expended to restore them fully.
- Low Power – The ship has expended all its reserves of energy (points of Power) and all non-vital systems are such off. These usually include all listed under the Default Advantages list: Inertial Dampening, Life Support, Repulsors, Communications, and Force Field. Additionally, the Sensor and System Attributes go into low-power mode and only operate if controlled manually. Modules can still be operated directly by Crew and Attributes can be sacrificed to bring a Default Advantage back online.
- Propulsion Failure – The ship’s engines are online but Propulsion has failed. The ship’s Thrust is reduced to 0 and the craft continues on its present course unless acted upon by an outside force. The ship can still pivot on its axes.
- Shields Down – Shields are completely disabled until repaired.
- Major System Disabled – Sensors, System, Engine or Propulsion are knocked offline, reducing certain advantages and preventing certain actions all together. Unlike other conditions of this type, damage control can bring the system back online with a turn-based extended action equal to the point value of the ship Attribute.
Major System Disabled
- Crippled – The ship has taken its Hull Integrity in Superficial Damage. Maneuvers by the pilot require an additional point of Power to perform.
- Hull Breach – a hole has been punched through the ship, exposing the interior to vacuum. Crew closest to the breach must roll Strength + Athletics (beating the damage inflicted by whatever breached the hull) to avoid being sucked out if they aren’t strapped into a crew position. Exposure to the void or atmospheres of strange planets can inflict environmental tilts and commonly require the crew to hold their breath if they aren’t in a helmeted space suit. The ship’s onboard force field will repressurize breach after one round has passed, if it is still functioning. Alternatively action by the Damage Control team can quickly throw a patch on the hole and atmosphere is restored in the number of rounds equal to the ship’s Chassis. In capital ships these breaches are more localized but in smaller craft it’s common for the entire ship to instantly depressurize.

Category 4: Catastrophic (Last until the ship is repaired in a space dock. Slow manual repairs can be made to patch holes and limp the craft to a safe port of call)
- Major Hull Breach – The ship violently depressurizes for the number of rounds equal to its Chassis (unless it’s a capital ship then only large localized area is compromised. Once the breach is closed the atmosphere restores in the number of rounds equal to the ship’s Chassis. Crew closest to the breach must roll Strength + Athletics (beating the damage inflicted by whatever breached the hull) to avoid being sucked out if they aren’t strapped into a crew position. The damage inflicted on the ship can also be rolled to inflict flat Lethal damage on crew nearest the breach. Exposure to the void or atmospheres of strange planets can inflict environmental tilts and commonly require the crew to hold their breath if they aren’t in a helmeted space suit. If a Major Hull Breach occurs in a substantial atmosphere the ship also takes the Knocked off Course and Destabilized Tilt.
- Destabilized – The ship is in major distress and is vulnerable to attack. Inflicting Tilts only require 3 successes instead of the usual five. Effective Chassis is reduced by 2 for the purposes of overcoming that value to Inflict Tilts.
Internal Explosion
- Fire! – Fire fills the ship or compartment in capital ships, engulfing everyone and everything. Fire suppression systems kick in and extinguish the fires within a number of rounds equal to the ship’s chassis. Fire damage is done to everything on fire including people though durability and space suit armor can mitigate this. 


- Internal Explosion – Something inside the ship has exploded, inflicting further damage to the ship and usually doing much more damage to the crew. Refer to the explosives table and design something appropriate, the ship should take an additional point of Structural damage if this happens.
- Disabled – The ship has taken its Hull Integrity in Structural damage and is incapable of taking any Maneuvers.

Category 5: Fatal
- Breaking Up – The ship is blowing apart. In one round the ship with be Destroyed and anyone should abandoned ship.
- Destroyed – The ship completely breaks apart. There are no survivors. This may look like a anything from a car crash to an impressive ball of fire. 

Augmented Engines
Common Ship Hard Points (Chassis 1-4):
Cannons: Mass Drivers
-          Weapon Platforms (Cannons & Turrets)
o   Directed Energy
o   Kinetics Weapons – don’t use capacitance
o   Particle Beams

o   Quantum Disruption
-          Electronic Warfare Arrays – heavily improved using cyber operations Protocols
o   Cyber Defense Module
o   Cyber Attack Module
o   Sensor Disruptors
o   Communication Jammers
-          Missile Launchers – limited ammo, blast radius, recoup at docks.  Some have availability requirements.  Improved by Targeting Protocols.
o   Mines
o   Rockets – unguided
o   Missiles - guided
o   Torpedoes – anti-capital ship
-          Drone Launchers – can be automated using Protocols
o   Space Probes
o   Point Defense Drones
o   Repair Drones
o   Attack Drone Swarms
o   ISR Drones
o   Construction Drones
o   Salvage/Harvester Drones
Shield Generator
-          Shield Generators – provide ballistic armor, can provide special shielding with special generators
-          Hull Reinforcements – Add Armor, Hull Integrity and you can have special additional protections
-          Offensive Countermeasures
o   Chaff & Flares
o   Decoys
o   Electronic Targeting Disruption
o   Countermeasures for specific weapon types
-          Salvage/Mining Tools
o   Grappling arms – and grappling rules
o   Cutting tools
o   Welding torch
o   Harvester tools
o   Tractor Beams
-          Faster-Than-Light Technologies
-          Communications Arrays – improved simultaneous connections, coordination efforts, range and throughput
-          Maneuvering Upgrades
o   Maneuvering Jets
o   Afterburners – burn extra Capacitance or Power
o   Directional Engine nozzles
o   Repulsors
o   Gyros
o   Boosters – fall off when expended
o   Break Thrusters
-          Sensor Arrays – Improve telemetry, defeat stealth tech, special detections, expand sensor ranges
-          Pods – add to the Hull of the ship, adds mass to the ship
o   Escape Pods – vary but the number of people that can fit in each and what the pod can do and what survival equipment is included.  Takes a full turn to get into one and launch.
Pods
o   Ejection Modules – Same as Escape pods, jettisons the bridge or cockpit
o   Cargo Pods
o   Passenger Pods
o   Shuttle airlocks
o   Utility Pods
o   Fuel Pods
o   Ammunition Pods
o   Medical Pods
-          Computers – heavily interact with Protocols, allowing more Protocols in many cases
o   Codebreaker Mainframe
o   System Cores
o   Neural Networks – AIs and VIs
-          Stealth Packages
-          Capacitors – Most give more capacitance or store Power points
o   Batteries
o   Fuel Cells
-          Auxiliary Modules  
o   Emergency integrity shields
o   Emergency Ship Attributes
o   Auxiliary Power Modules
o   Uninterrupted power supplies

Wormhole Traversal

Enigma Devices


Sympathy Relay (Space •••)

By attuning the device to a particular sympathetic thread, it is possible to travel instantaneously to the target destination.

Shadowgate (Spirit •••)

When activated this device temporarily lowers the Gauntlet surrounding the vessel, allowing it to cross in and out of the Shadow.

Twilight Cloak (Death •••)

This Death-attuned upgrade allows the ship to temporarily become nigh-invulnerable and invisible by shifting it into the Twilight.

Starshield (Forces ••)

Shadow Drive
When active, the Starshield renders the Starship immune to the extreme gravitational and electromagnetic forces of celestial bodies up to, but not including, black holes and supernovae.

Deflector Field (Forces •••)
Each activation of this device completely deflects one attack made on the ship.
Supernal Shields (Prime ••)

An active Supernal Shields adds to the ship’s Withstand against any mystic effect.

Multi-dimensional Plating (Prime •••)

When active, Multi-dimensional Plating causes the ship to become solid to all localized entities, spirit, ghost or otherwise.

Universal Cloaking (Mind •••)

The Universal Cloaking device allows the ship to appear to be whatever make, model or design the pilot desires.

V.I. Cortex (Mind •••••)

The V.I. System grants the Starship a level of sentience and autonomy.

Self-Repairing Systems (Matter •••)

When activated, this device restores some of the ship’s Structure.

Probability Matrix (Fate)

Each use of this device allows for the rote action on one mundane piloting roll, or the rerolling of a failed roll.

Omega 13 (Time •••)

Activation of the Omega 13 allows the ship to travel backwards in time a few moments.

Bio-integration (Life)

The ship is, quite simply, alive. In the manner of trees and other plants, it can be healed and manipulated with the Life Arcana.



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