Showing posts with label Infinite Macabre. Show all posts
Showing posts with label Infinite Macabre. Show all posts

Thursday, November 24, 2016

[Mirrors: Infinite Macabre] Starships - Examples

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




        Mage: Infinite Macabre - Starships

                                            Example Craft



SAR-23 Microlite “Condor” Shuttle
Merit: Spacecraft O

Description: 
Essentially a flying box with some modularity, the Condor has been used as a Personal Shuttle, an R-Class Cargo Shuttle, Search and Rescue, and the SAR-21 Refueler variant.  This version has not been fitted with any Modules that would increase its cost.

Attributes:
Chassis: O            Engine: O             Propulsion: O     Sensors: O          Systems: O

Derived Traits:
Thrust: 1                              Maneuverability: +0       Silhouette: +1         Max Crew: 2
Sensors: Close                   Armor: 0                         Shields: None         Wpn: +0B

Advantages:
Hull Integrity: 2                 [ ][ ]
Power: 2                           OO

Modules:
Hard Points: 2                    [Empty][Empty]
Capacitance: 2                   [Empty][Empty]
Protocols: 2                        [Empty][Empty]




Bakuhatsu GPT-03 “Trey” General Armed Transport
Merit: Spacecraft OOOO

Description: 
A safe and reliable way to traverse contested or areas of space that are less safe, the Trey is an armored craft designed for a crew of four and a dozen passengers or about 1500 cubic meters of cargo.  It is armed with a Dual Medium Laser Cannon.





Attributes:
Chassis: OO        Engine: OO         Propulsion: OO         Sensors: OO       Systems: OO

Derived Traits:
Thrust: 1                              Maneuverability: +0       Silhouette: +1       Max Crew: 4
Sensors: Short                   Armor: 1                          Shields: 1              Wpn: +0B

Advantages:
Hull Integrity: 2                 [ ][ ][ ][ ][ ][ ]
Power: 2                           OOOO

Modules:

Hard Points: 4
1. Dual Medium Laser Cannon OO (+1L)
2. Hull Reinforcement (Armor) O
3. Light Shield Generator O
4. Passenger Pod OOO or Cargo Pod OOO


Capacitance: 4

1. Dual Medium Laser Cannon XX
2. Light Shield Generator X
3. Passenger Pod XXX or Cargo Pod XXX
4. Empty


Protocols: 4
1. Passenger Pod XXX or Cargo Pod XXX
2. Basic Navicomputer O
3. Sensor Optimization O
4. Comm. Networking Suite O


Total Build Points: 19 /5 = 4


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.



Monday, November 21, 2016

[Mirrors: Infinite Macabre] Starships - Advantages & Crew

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



        Mage: Infinite Macabre - Starships
                                            Advantages & Crew


Special Rule: Vehicle vs. Personal Scale
Ship weapons, armor, and hull are all much more durable and deadly than what PCs carry around on their person. Armor and Durability are effectively doubled for a personal scale force to act upon Vehicles. Vehicle scale weapon damage, armor piercing, and other effects against personal scale targets are doubled. Similarly, personal scale weapons effectively do half damage they normally do against personal scale targets. Please notes that rolls to target and hit targets are not doubled or halved, only the interactions of the effects of these rolls are doubled or halved as appropriate.
 Special Rule: Build Points & Flaws
You can take drawbacks, conditions, and strange quirks to the ship itself or its Modules to gain free Spaceship Merit build points, reducing the cost of these craft or their components for some color and character. Maybe your ship’s gravity goes out when there is a power fluctuation, a minor nuisance in most situations but one that recoups build points for other areas. The rating of these Flaws in your ship are up to the Storyteller and work on a 1-5 rating. Most will be 1 point flaws and anything beyond 3 points is a serious problem or detriment to that of a normally functioning spacecraft.
Default Advantages
All space craft are assumed to have the following advantages as a default baseline. Modules augment these from the baseline. On each of these Default values you can take drawbacks, conditions fault Advantages can be foregone as a 1 Point Flaw. 
Comm Array
Basic Communications – all spacecraft have some basic communications equipment. A crew member can make a roll augmented by the ship’s Systems rating to establish communications penalized by any environmental factors. Basic Communications can reach whatever range band equates to the ship’s System rating (1 = Close, 2 = Short, 3 = Medium, 4 = Long, 5 = Extreme) without taking the cumulative -1 penalty to establish communications with targets that far away. 

Those ranges aren’t very good for space but consider that these are tiny, no-cost communications systems that don’t take up any Hard Points, Capacitance, or Protocols. Communications Array Hard Points vastly increase this communications range and pathway to extend to full intrasystem comms, intersystem or even sector range communications and can transmit libraries of information instantaneously. Basic Communications cannot transmit high volumes of data very quickly (ST discretion) and the Basic Encryption in these messages are easier to break without Encryption Protocols (attempts to decrypt intercepted transmissions are penalized by the Systems rating of the transmitting ship). Other Communication Protocols can also better compress information to allow for high-bandwidth transmissions without the need for a full Comm Array. A point of Power can be expended to boost the range of communications by one Range Band for a scene.


Life Support System & Force Field – all spacecraft come with a protective energy field that prevents explosive decompression as well as protection from cosmic rays and small meteorites in normal conditions. These fields are used for securing airlocks, windows, docking bays and other areas where parts of the ship’s interior might meet the void. This basic Force field is projected tightly across the surface areas of the hull but provide no Armor or Defensive value. In the event that the hull is compromise the field will kick by the next turn from when it was decompressed to prevent people and things from getting sucked out (assuming they haven’t been already).

During an uncontrolled decompression the Life Support System will restore atmosphere to the ship in the number of turns equal to the Chassis of the craft. Capital Ships are compartmentalized and this is localized to the area of the ship where the breach occurred. While the atmosphere is restored to the ship the crew must hold their breath with a check unless they are wearing space suits or use emergency air supplies (see Holding Breath rules in CoD corebook). Exposure to the vacuum of space can impose Extreme Environment Tilts at ST discretion. A point of Power can be expended to instantly purge and restore atmosphere inside the ship.

In the event of a fire in the cabin of the ship the Fire Suppression System with extinguish the fire in the number of turns equal to the ship’s Chassis. A point of Power can instantly extinguish a fire by doing a rapid and control decompression and recompression of the ship. Fire usually inflicts Lethal damage on any crew it engulfs (see fire damage table in CoD corebook) and smoke from a cabin fire can impede vision. Spacesuits with armor rating can help mitigate the damage.

Military craft or ships that travel in low security regions of space tend to have a Shield Generator Hard Point installed. These shields add Ballistic Armor to the space craft, downgrading the damage type of incoming attacks by their rating per hit (Superficial damage is nullified, Structural reduced to Superficial, and Critical reduced to Structural). Certain Tilts and Conditions can disrupt these effects and require actions taken by the crew to restore them. A point of Power can be expended on installed Shield Generators to boost their effective rating by 1 for a Scene.

Inertial Dampeners
Inertial Dampener Coil
all spacecraft come with basic inertial dampening to prevent G-Forces from damaging the ship or crew in high-speed maneuvers. Without these components to spacecraft the crew would blackout or die when dealing with the rapid acceleration of space travel (or at least supper Environmental Conditions similar to gravity manipulation spells). The interior of small spacecraft are still mostly zero-G though many crew put their craft into spins to prevent muscle atrophy for long journeys. During combat, landings, and take offs the crew strap into crew positions so they don’t have to fight the limited Gs that still affect the ship (no penalties unless the ship suffers the Jostled or Tailspin Tilts or similar condition that impedes or Immobilizes the crew.) Capital ships have the space for their own Gravity Generators without having to occupy Hard Points or use up Capacitance. If, for some reason a smaller ship needs gravity all the time, a Gravity Generator can be installed (using a Hard Point and Capacitance). A point of Power can be spent to impose normal gravity on smaller ships or restore gravity (if it’s lost somehow) on larger ships for a scene.

Atmospheric Flight Conversion & Repulsers
Repulsor Disk
all non-capital ship spacecraft are assumed to be able to safely enter the atmosphere of hospitable planets and land with landing gear. Additional, in gravity environments they can hover in place using repulsors. Capital ships need to have these as Hard Points or they can only space dock and/or send shuttle craft to the ground.

Self-Defense Beam – all spacecraft come with a basic method of defending themselves from attack without any actual Weapon Hard Points installed. By using the basic Sensors installed on the ship a crewmember can direct energy at another spacecraft. The Gunner rolls Dexterity + Gunnery + Sensors – Defense to hit craft at Close Range. This Self-Defense Beam cannot attack anything outside of the Close range and only does Superficial Damage (+0B). A point of Power can be expended to boost the Sensors and inflict (+1B) instead.

Armor – Spacecraft do not start with any armor rating unless Hull Reinforcement Hardpoints provide them. Armor ratings and Hard Points that add extra space onto the ship (such as external Passenger or Cargo Pods) add to the Hull Integrity of the ship by their value.

Maximum Crew Positions – All spacecraft have a maximum number of Crew Positions dictated by their Chassis. This does not indicate the number of total crew or passengers can be on the ship but it designates the number of Crew that can perform their jobs simultaneously in a turn-based situation without impeding each other.



Crew Positions

In many ways, a spaceship acts as a complex series of equipment for her crew.  Many crew members can be undergoing multiple actions simultaneously in and out of combat.  In general, only two crew members can be doing the same task in a given time interval, one to do the work and the other to assist (teamwork rolls).  This is especially important in combat.  Crew Members can make Dexterity + Athletics checks to move about the ship in combat and may assume a new role once a turn. 
The pilot is the only required position on a spaceship, the rest of the crew can orient into roles based on the situation at hand.  Sometimes this is a well-coordinated effort in which the crew already knows what they should be doing.  Sometimes they shout over internal comms and down hallways as they race frantically to where they can help the most.  In many ships crew member can even re-route control schema to their location for many of the positions but they can only perform one action in that role per turn.

Pilot – The pilot flies the spaceship using an applicable Attribute and the Piloting Skill, usually adding the ships Maneuverability as a bonus to those rolls.  In combat the Pilot uses their Wits or Dexterity and the Piloting Skill to perform Maneuvers.  A Co-Pilot can conduct more knowledge-based checks to assist the pilot on these actions with a Teamwork roll. 


                Basic Maneuvers:
-          Fly/Drive – Basic roll to move the ship, usually only required in dangerous circumstances
-          Accelerate/Decelerate – Basic action to increase or decrease the ship’s thrust by 1, usually only required as a roll in dangerous circumstances such as not having enough room to stop without colliding with someone.
-          Dodge – The pilot makes every effort to avoid the ship getting hit.  This doubles the Defense rating and is rolled against incoming attack rolls.
-          All-Out-Attack – The pilot maneuvers the ship to forgo Defense and grant a Gunner +2 to their attack roll.
-          Dog Fight – The Pilot rolls against the opposing Pilot’s roll to close the distance, stay close to the enemy ship and give Gunners firing solutions.
-          High-Speed Turn – The pilot makes an abrupt turn and takes penalties to a Fly/Drive roll (Dexterity + Piloting + Maneuverability) to pull it off.  Failure on this check causes the ship to suffer the Knocked off Course Tilt.
-          Spin – The pilot violently rotates the ship on its access, orientating the craft 180 degrees to face backwards while continuing on its present course.  This action usually takes – (5 - Maneuverability) as a penalty to do this.  Failure puts the ship into a Tailspin (and gaining the Tilt).

Advanced Maneuvers: (Represented by Merits on a Pilot’s sheet)
-          Punch It (2 dots) – The Pilot accelerates or decelerates the rapidly, from max Thrust to zero or vice versa.  This check takes a penalty to equal to (5 – the difference in Thrust).
-          Evasive Maneuvers (2-4 dots) - The pilot takes actions to increase Defense for one turn by the number of successes on the check. The Gunners take a penalty equal to the Defense increase.  This bonus and penalty cannot exceed the Propulsion Attribute of the ship.  The 4-dot version doesn’t penalize the Gunners.
-          Gain the Advantage (2-4 dots) – The pilot takes actions to increase the attack rating of Gunnery rolls for a number of successes garnered on the check.  The ship’s Defense is reduced by the same amount for the turn.  The bonus and penalty cannot exceed the Propulsion Attribute of the ship.  The 4-dot version doesn’t penalize Defense.
-          Defensive Flying – Adapts the Stunt Driver Merit
-          Crack Flying – Adapts the Crack Driver Merit and allows the Pilot to make a flying action and fire a weapon in the same round.


Gunnery Turret
Gunner – The gunner is anyone operating a Hard Point to fire weapons at enemy craft.  Only one Gunner and Spotter can operate a single weapon turret, pod, or system at a team (the Co-Gunner.  The Gunner usually rolls Dexterity + Gunnery – Defense to fire at enemy targets.  The Spotter rolls Wits + Gunnery + Sensors to assist the Gunner.  These crew members may switch which weapon or Hard Point they are operating once per turn.  The Gunner can also take penalties to target specific areas of an enemy ship (and inflict Tilts by succeeding or disabling certain parts of an enemy ship by achieving Exceptional Successes).


Note: Gunners with specialized Merits can do more than just fire the weapon once per round.  They can perform special attacks such as Blanket Barrage (Suppressing Fire rules), Concentrated Barrage (multiple weapons targeting a specific part of the enemy ship), Alpha Strike (Firing all ship weapons at one target), or Deathblossom (doing a small amount of damage to every craft within Close Range).  These rules are not finalized.

Sensor Analyst – The Sensor Analyst operates the ship’s sensors and feeds relevant data throughout the ship.  They make Perception rolls augmented by the combined Sensors of the ship (and using any appropriate modules) and make knowledge-based skill checks to learn patterns, formation or enemy weaknesses.  They are also aware of the full condition of their ship.  A Science Officer can assist by performing Teamwork rolls or conducting separate analysis on the situation. These positions can garner the crew beneficial Conditions to pass on to crew with their insights.

Astrogator – The Astrogator is responsible for navigation of the ship and plots courses for the ship to avoid dangers and to reduce travel time.  By making checks to interpret star maps and sensor data the Astrogator can mitigate environmental penalties for the other crew positions, avoid dangers and can reduce travel time using their knowledge of astrophysics, gravitation and relativity to plot optimal travel courses.  The Astrogator can be assisted by an additional Navigation Specialist.

Commander – A completely optional position, the Commander can coordinate efforts between crewmates, convey tactics and strategy, keep an eye on the bigger picture and expend willpower on behalf of an action taking by other crew members.  Naturally they also tend to be able to inspire the crew (Inspiring Merit).


Communications Officer – The Communications Officer is responsible for coordinating efforts between other space craft and operating cyber defensive and offensive actions.  They can crack coded messages between enemy craft, decipher languages and signal patterns, and can hack into enemy systems.  Sometimes they are backed up by a Cyber Ops Officer.

Damage Control Team - The Engineer coordinates repairs during combat to mitigate damage, restore functions to core systems of the ship, and restore modules that are destroyed or disrupted.  They are assisted by a Damage Control Lead.

-          Damage Control - With an Instant Action, the Damage Control team can make a roll and remove a point Superficial Damage with a successful check.  An Exceptional success can remove two points.
-          With an Instant Action, if the team is in the right part of the ship the crew can many system functions disrupted by ship Tilts.

-          Damage Control - With an Instant Action the team can restore function to a damaged Module.  Extended actions (10 x targeted damage in successes) to restore function to a disabled Module.

-          Manual Repairs - With an Extended Action (30 successes), the Damage Control team can downgrade a point of Structural Damage to: Superficial Damage.  It cannot be downgraded further or removed without repairs at a port of call.

-          Manual Repairs - With an Extended Action (50 successes), the Damage Control team can downgrade a point of Critical Damage to a Structural Damage.  It cannot be downgraded further or removed without repairs at a port of call.


Module Operators – This last crew position is a catch all for any additional crew that operates a module that requires direct control and aren’t automated by Protocols.  Typical Operators drive Weapon Turrets as additional Gunners. 


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