Traversing the endless silence of space one finds themself tied to the ship beyond anything else. The surface of a planet is a strange and rare event, and even stopping at a station for longer than it takes to get repairs and load up new cargo seems unnatural. In the end only the crew and the ship are stable in your live. Defend them both to the bitter end. It’s all you have in the weeks and months between ports. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For most undetermined events in the game the player should roll their Skill Die and Item Die, add together the results, and compare to a target number. If their result is equal to or higher than the target they succeed. If the dice are rolled something should happen. There is no second roll without consequence. A success will carry you through to the end and a failure will ruin whatever you were trying to do. As an example failing to repair the engines should cause further damage or consume critical resources, or if the engine must work to continue the game work now, but catastrophically fail in the process. ~The Crew~ The players are expected to make up the crew of a space ship. The main offices that players should take are the Captain, a Pilot, Security, and Engineering. Depending on the ship this may be extended to include a Scientist, Weapon Officer and/or a Diplomat. It is important to note that each character may take on multiple roles, and everyone should be at least superficially familiar with every task. (e.g. A pilot is expected to be able to at least confront an invader) It is generally not appropriate for a Player Character to be a passenger, but that may work under some circumstances. Each Skill is assigned a die from a polynomial set(d4, d6, d8, d10, d12) The standard starting Distribution is (d4, d6, d6, d8, d8, d10) In addition the Office is assigned a d4, which will be added to any roll made for their specific duty (e.g. The Pilot will roll their Technology Die + Ship Maneuverability Die + d4) Name: Office: (Captain, Pilot, Security, Engineering, etc) -Skills- -Fortitude: Ability to Endure physical punishment and toxins -Combat: An individual’s fighting ability -Technology: Usage and Maintenance of Familiar Technology -Research: Devising and Identifying new technologies -Negotiation: Handling of equal interactions with others and empathy -Command: Management of others and power of personality -Combat- Each attacker declares their attack targets before beginning the round, and all attacks are treated as happening simultaneously. The attacker rolls their Combat die plus any Weapon die they have, while the target rolls their Fortitude die plus any Shield die they have. If the target loses the challenge they then roll their Fortitude Die against the following table. Individual Combat Results 1-3: Serious Injury 4-5: Unconcious 6-9: Minor Injury. -2 penalty to rolls until after combat. 10+: Continue Fighting Ship combat functions in much the same way. The attacker rolls their Technology die plus the Ship’s Weapon die, while the target rolls their Shields Die or Maneuverability Die, depending on the weapon. If the target loses the challenge they then damage has been inflicted on the ship, based on the difference between rolls Ship Combat Results 0-3: General Area Damaged 4-6: Ship System Damaged 7+ Ship Critically Damaged ~The Ship~ The Ship is the main stage that the game will take place on, and it is generally advisable to actually create a map of the ship. For interactions between ships these 4 attributes matter -Weapons: Offensive Capabilities of the ship. Each type of weapon generally has it’s own die assigned here. -Shields: Defensive Capabilities of the ship. This generally represents an energy field or physical stability -Maneuverability: Ability to move the ship swiftly and accurately -Speed: The maximum speed of the ship, mainly used for determining travel time or fleeing Internal Ship conditions are largely defined by the types and amounts of rooms contained inside. -General Areas- Personal Quarters: In many ships each member of the crew will have a room to call their own, though it isn’t rare for 2-3 crew members to have to share quarters. Store Rooms: Every ship will have at least some storage space for supplies and necessities. Mess Hall: Having a place to eat and rest is essential to the crew. While people can get by gathering in halls or meeting in Quarters it is generally difficult in the long run. Infirmary: An infirmary is a critical place. Without access to an infirmary a Serious Injury is hard to heal and can become life threatening. -Ship Systems- These are essential to the running of a ship, and internal damage to them can significantly impact the ship’s operation. The Bridge: The pilot generally operates from the bridge, which also houses many of the core communication systems. Engine Room: Weapon Systems: Living Ship The crew of Living Ships tend to take on a symbiotic relationship, providing the Ship with whatever it needs to ensure it will continue to carry them where they need to be. While these ships can recover from some damage on their own, unlike mechanical ships, they care also vulnerable to a variety of ailments and conditions that can be completely ignored in a normal ship. -Events- Most events on the ship will come from passengers, cargo, or stow-aways, though if appropriate being chased by other ships or unknown lifeforms cannot be avoided. The rare stops on a planet or station are a chance to pick up new cargo, and passengers, especially ones the players might not want.