Barf Forth Apocalyptica

the swamp provides => Rogue Trader: Apocalypse => Topic started by: Arvid on August 17, 2010, 07:04:02 AM

Title: Ship option moves?
Post by: Arvid on August 17, 2010, 07:04:02 AM
From the custom ship moves thread:

Cartograph Department: To get anything useful out of the ship's cartography department, roll Charming. On a 10+, they'll send you an accurate map. On a 7-9, they'll send you a map, but choose 1:
  • It's inaccurate.
  • They demand a shipment of luxuries.

On a 12+, they'll actually tell you where they are located on the ship.

Hey, is this a unique move for your playgroup, or have you considered adding moves to ship options? Like, if you want a big chapel in your ship, maybe that gives you a custom move to protect against insanity, or gain inspiration, or whatever.

Or if you have an ancient powerful engine, there is a move for going there. On a miss, you get lost, on a hit you find what you were looking for, and maybe something new and interesting. That would be awesome!
Title: Re: Ship option moves?
Post by: theloneamigo on August 18, 2010, 08:52:22 AM
Oh, definitely. I've just been playstorming these moves on an Ad-Hoc basis, but the idealised final hack would have definitely have a way of putting together ships from different components. I'm not even sure if ships have stats yet... ship-to-ship engagements haven't been an issue yet, as the players have spent most of their time either grappling with orks in the bowels of the ship, getting lost in the bowels of the ship, or arguing with / fighting / having rough sex with the Inquisitor who has commandeered their vessel.