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southpaw Lieutenant Commander
Joined: 23 Aug 2011 Posts: 115 Location: South. Waaaaaay south.
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Posted: Wed Oct 26, 2011 6:20 am Post subject: Send unto me endless tables of modification quirks! |
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Basically yeah, as the title says. My players are using every opportunity to upgrade, upgrade, upgrade, and I want some decent tables that list a few random quirks and side-effects. I'm 110% certain that I'm not the first to make such a table, so I figure why not tap the collective genius and malevolence that resides in all the GMs that have gone before me
Ships mods, plus blaster and armor mods would be most excellent.
Thanks in advance!
Bewdy
SP. |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Wed Oct 26, 2011 11:04 am Post subject: |
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we had one for blasters - I'll look through the old notes tonight and post em when I get the chance.
I was basically a 2D table with 12 quirks. May have been more. |
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Wed Oct 26, 2011 12:37 pm Post subject: |
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Galaxy Guide 6: Tramp Freighters has tables for mishaps.
I usually just wing it for quirks. I figure any ship I give my players will have a couple of quirks. Those quirks will manifest themselves at random and require a Heroic repair roll to fix (They cant be identified or fixed until they have manifested themselves.) Some quirks only manifest themselves when something happens (Life Support drops any time the shields are turned on) or in other cases you roll a D6 or 2D6 to see if the problem comes up. Sublight drives might not activate, hyperdrive takes 3X as long to get you where you are going, etc.
Sometimes something that seems like a good thing might turn out to be bad. (Example: Ship gets Space: +1, but I roll 2D6. On anything under a 4, the sublight engines burn out and need major repairs.) Other times, the problem wont manifest itself until later. (Example: Activating those new Shields causes a power surge that either disables one of the ship's guns, or leaves all weapons at a -2D to hit.) |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Oct 26, 2011 1:44 pm Post subject: |
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Someone posted a list of interesting quirks for old ships on these forums. It was around a year ago I guess. I searched for it but couldnt find it. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Yasriia Sub-Lieutenant
Joined: 15 Aug 2010 Posts: 54
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Posted: Fri Oct 28, 2011 5:58 am Post subject: |
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Galladinium's Fantastic Technology has some nice rules for jury-rigging, which gives you a bonus of 1-3 dice, but at the risk of big failures with a 1 on the joker- or bonusdice.
It's pretty funny. It can save or doom the whole party |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Oct 28, 2011 2:34 pm Post subject: |
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I thought each dice you gain from Jury rigging also was considered a wild die, but only for the 1 side. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Oct 29, 2011 12:47 am Post subject: |
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You are correct Garhkal. _________________ Blasted rules. Why can't they just be perfect? |
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Yasriia Sub-Lieutenant
Joined: 15 Aug 2010 Posts: 54
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Posted: Mon Oct 31, 2011 5:33 pm Post subject: |
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Well I mixed up joker and wild die, which happened due to my translation - they are the same
But actually after rereading the paragraphs in Galladinium, the bonus dice aren't treated as a wild die on a 1. A 1 on the bonus dice only means a roll on the failure table. A 1 on the wild die means a roll on the failure table and the 'normal wild die 1'. |
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