Deep-space exploration of 30 jumps! Meet exotic aliens, dig up treasure, get blown to smithereens, return to Colonyworld to earn respect of the colonists!
Each Jump will test one or two players' skill or maybe allow for different outcomes. A piece of junk might turn out to be super useful equipment if your weapons officer works with it! Or maybe it will auto-destruct your ship, who knows.
5 players needed. Each player must have a different Class.CLASSES:A) Weapons Officer: +2 to Ship Combat rolls.
B) Engineer: +2 to Repair rolls.
C) Marine: +2 to Personal Combat rolls.
D) Physician: +2 to Surgery rolls.
E) Astrophysicist: +2 to Navigation rolls.
F) Xenolinguist: +2 to Diplomacy rolls.
G) Scientist: +2 to Research rolls.
H) Cadet: +1 to rolls of 3 randomly chosen categories above.
INJURIES:During combat or certain events, a crewmember might get injured! They get -1 to their rolls until healed. If they get injured while already being injured, the second injury kills them! Care for your crewmates, as they're your meatshields (and you're theirs)!
OPTIONS:Jump choices: 3 outta 5 crewmembers gotta vote.
Event choices: Crewmembers vote and best candidate to handle the choice is chosen (otherwise a volunteer is needed).
Personal choices: Crewmember in question must decide.
SHIP:Make up a name for the Ship. Only the Players can make up the name; the most popular will be choosen as the actual name (or we will go with default: The Beagle). Ship's default equipment:
Weapon: Peashooter (1dmg per successful Hit)
Jumpdrive: Heavy Particle Reactor (-1 to successfully navigating unstable jumppoints)
Thrusters: Chemfuel Thrusters (-1 to evasion rolls during Ship combat)
Hull: Polarized Plating (12 Hull Points)
Extras: -
BONUS STUFF:Colonial Government have secretly prepared an extra equipment part! Again, only the Players who join the game can choose which extra equipment part their ship will start with!
Weapon: Fission Torpedo Launcher (3dmg per successful Hit)
Weapon: Gas Laser (1dmg per successful Hit, +2 to Hit rolls)
Thrusters: Ion Pulsators (+1 to evasion rolls during Ship combat)
Hull: Polyalloy Armor (17 Hull Points)
Extra: Tactical Sequencer (+1 to all Ship combat rolls)
Extra: Grav-Scanner (determines type of Jumppoint instabilities and grants +1 to unstable Jumppoint navigation rolls)
Extra: Bio-Scanner (scans for lifeforms aboard ships and on planet surfaces)
Extra: Medbay (all crewmembers get +1 for their Surgery rolls)
Crewmembers of The Intrepid:1. Cripto (Criptfeind), Xenolinguist (+2 to Diplomacy)
2. Tiri Rin (Tiruin), Scientist (+2 to Research)
3. Eliza Tenzhen (flame99), Engineer (+2 to Repairs)
4. Twinwolf (Twinwolf), Physician (+2 to Surgery)
5. Harry Baldman (Harry Baldman), Astrophysicist (+2 to Navigation)
The Intrepid, 1st Colonial Exploratory Jumpship:Weapon: Peashooter (1dmg per successful Hit)
Jumpdrive: Heavy Particle Reactor (-1 to successfully navigating unstable jumppoints)
Thrusters: Chemfuel Thrusters (-1 to evasion rolls during Ship combat)
Hull: Polarized Plating (12 Hull Points)
Extras: Tactical Sequencer (+1 to all Ship Combat rolls)
1. GUNINANRUNIN (GUNINANRUNIN), Cadet (+1 to: Navigation, Diplomacy, Research)
2. Maegil (Maegil), Astrophysicist (+2 to Navigation)
3. Katinka Scrivic (scriver), Weapons Officer (+2 to Ship Combat)
4. Digi (Digital Demon), Xenolinguist (+2 to Diplomacy)