Hello all, thank you for the feedback and I am glad it seems you like it overall. I will answer everything one by one.
Kronovan wrote:One question about the Table Sizes given for ships - are they intended for chase scale or battle map scale? Or are they perhaps for something different, like a space battle scale?
The Scale is for use on the Battlemap. But of course it is not the same scale as the characters have as even a small transport would be bigger. They are in "Space Scale" just like the top speed is in Space Units. I may have to add a paragraph how the scales interact with each other. Basically the scale is only for spaceship vs spaceship combat on a Battlemap.
Thasmodeus wrote:One thing I'd say might be missing, depending on your game goals, is a system for popping surprise ship malfunctions on a crew. I found and converted a set of tables from a Serenity RPG fan site that allow for random problems in a variety of situations - Entering/exiting Atmo, Random crossover/shorts table, stressing the ship (combat, running full burn), and my favorite for poor captains trying to get by, the You Have A Crappy Ship table. I've had a lot of fun using those.
Your game sounds great! My players would never go for that though
My game is more on the Star Wars side with a hint of Firefly only. But steelbrok and me have tried to implement something like this with the temporary hindrances on failed maintenance rolls. We did not want to have it fully random. I think a table like that can be interesting though. Can you tell me where you found this? I would like to have a look and maybe add such a table as an optional rule or something like that.
OSIAdept wrote:Loving the whole look, that i noticed that we have similar thoughts on shields and cybernetics lol
Thanks! However I must defer credit for the way shields work to jasales, he allowed me to adapt his rules from his mass effect conversion. The cyberware is very much influenced by Cyberpunk 2020, my favorite cyberpunk setting.
Dylan S wrote:1. The 'stun' effect doesn't make sense to me. If damage causes fatigue levels, it doesn't need to be defined as non-lethal because the victim will never reach the Incap table. Also, how do we recover these fatigue wounds? You could just make it 'non-lethal'.
I see what you mean. I need to add a Hazard:Stun I think, describing the effect in more detail. I think I will modify the Sleep Hazard for that. I decided to go with fatigue instead of wounds because of the quicker recovery but mainly that a wildcard only has 2 fatigue levels but 3 wounds. I want to make it easier to stun someone then kill them. I may have to revisit the blaster stun damage then too. Thanks for pointing that out!
Dylan S wrote:2. Hazard: Asphyxiation refers to exposure to the void of space. However, as it stands now, a character with a high Vigour die, some bennies, and a little luck could survive indefinitely. This doesn't seem right to me. I'd consider incurring a cumulative -1 penalty to Vigour per round to reflect both running out of breath and heat. This way, the character can benefit from her high constitution, but must eventually die. I'd also say that at least a day is necessary to recover each level of Fatigue (maybe less with medical treatment). I don't think the 'remaining still for +1 on the roll' is necessary.
Another good suggestion. Mind If I "steal" it liberally?
Dylan S wrote:3. I'm not crazy about the Freelancer edge. It restricts a PC from following the 'rags to riches' story you'd expect of this background, because the Poverty hindrance specifies that you can't hold on to future income.
The edge gives you a ship for free so some hindrance has to come with that. The idea is that the owner/captain has to spend most of his money on the ship maintenance and repairs hence the poverty edge. It is there if you want to run the game with zero bookkeeping but still have a financial impact. I see the last sentence is confusing, it is a leftover from a former iteration that stated you would have to follow the TC rules or maintenance rules. I will fix that.
Maybe I need a third edge linked to the trade credit system? I forgot to clarify the interaction there.
There is no edge required to have a ship btw. As stated in the space ships as characters rules you can buy a new or used one directly with cash.
Dylan S wrote: 4. I like Debtor (Minor), but Debtor (Major) just seems like a story-specific version of Enemy.
It is mostly a trapping for Wanted. I tried to have the Han Solo option and this is it.
The character should have an easy way for a lot of money but with some repercussions. I agree you can simply decide you are wanted or have an enemy because you have debts though. I wanted to formalize it. As you have had many good suggestions, if you have a more detailed idea how to handle it differently I will be all ears
Dylan S wrote:5. I would personally nerf the energy blades. The way you have it definitely reflects how powerful lightsabers are in the movies, but creating a weapon sub-type that is simply better than other types makes Vibro and Normal melee weapons redundant. Not sure what to do about this one.
Energy weapons have higher Strength requirements as normal weapons and I have tweaked the costs a bit just now as other also said they where too powerful for the price. There are also many more weapon types available as vibro variants as there are for energy weapons. Maybe I should have Vibro weapons be able to withstand energy swords and only mundane weapons be subject to destruction.
Thank you all for your comments and kind words.It is good to get feedback.