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Messages - Krey

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Gravitas / Re: Captain (Hardholder)
« on: June 25, 2010, 12:37:45 AM »
The captain didn't take a lot of major differences mechanically, but by virtue of the changes to the fiction, these small changes have a large impact on gameplay.

Specifically, as a Captain, you can have a starship. Or you can have a fleet of freighters and frigates, or with the right option, a space station. Obviously the former options are going to be mobile; you now have an entire galaxy at your fingertips, and you're in possession of one of the ships with the power to help shape it.

While I'm not going to detail everything on this topic here, having a capital ship has an impact on how battle is going to go. Specifically, there are now weapon grades. Starfighter grade weaponry will do -1 harm to anything with capital ship grade armor, while capital ship grade weaponry will do +1 harm to anything with starfighter grade armor. The difference here is that capital ship grade weapons can not specifically target starfighters. (But this doesn't mean you can't tell your players they're in the path of a capital ship main gun)

As far as capital ship grade weaponry on personnel... That's up to you as the MC. I'll refer to a point in my own test game, in which the Marine (Gunlugger proxy) rolled a mixed hit under fire to get away from a shot fired from an orbital cannon. He was given the choice to save a helpless child or run for cover--he chose the former. Debris from this caused 5-harm, less 2 armor, bringing him from 2-harm to 5-harm.

Harm inflicted and received by your ship/fleet/station is based on your gang size, combined with your armor. It is understood that your starship has weapons, and you can flavor these as you see fit, however, there is no set number for your starship weaponry. This is handled just like gang warfare.

Questions/comments/complaints?

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Gravitas / Captain (Hardholder)
« on: June 25, 2010, 12:24:50 AM »
THE CAPTAIN
The galaxy's in a mess, the sea's ice cold and Gravitas is tearin' everything apart. But hell, the ship's afloat, and as long as she stays that way things are going pretty good. Fuck the pirates, the raiders, the hunters; the ship's afloat, and the Captain's here to make sure she stays that way.

LOOKS
Man or woman

Luxe wear, display wear, casual wear, military gear.

Strong face, stern face, cruel face, soft face, aristocratic face, or
gorgeous face.

Cool eyes, commanding eyes, languid eyes, sharp eyes, forgiving
eyes, or generous eyes.

Massive body, soft body, wiry body, fat body, tall spare body, or
sensual body.

STATS

Choose one set:
•  Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0
•  Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2
•  Cool-2 Hard+2 Hot=0 Sharp+2 Weird=0
•  Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1

BASIC MOVES
You get all the basic moves (p72–74).

CAPTAIN MOVES
You get both:
Leadership: when your gang fights for you, roll+hard. On a 10+,
hold 3. On a 7-9, hold 1. Over the course of the fight, spend your
hold 1 for 1 to make your gang:
•  make a hard advance
•  stand strong against a hard advance
•  make an organized retreat
•  show mercy to their defeated enemies
•  fight and die to the last
On a miss, your gang turns on you or tries to hand you over to
your enemy.

Wealth: If your command is secure and your rule unchallenged, at the
beginning of the session, roll+hard. On a 10+, you have surplus
at hand and available for the needs of the session. On a 7-9, you
have  surplus, but  choose 1 want. On a miss, or  if your command  is
compromised or your rule contested, your command  is  in want. The
precise values of your surplus and want depend on your command,
as follows.





COMMAND

By default, your command has:

• 350-700 souls
• For gigs, a mix of scavenging, crude agriculture, and hunting
 (Surplus: 1-barter, want: hungry)
• A capital ship, or fleet of freighters and frigates
• Your gang gets +1 armor when fighting in its defense
• An armory of low-end and beat up weapons
• A gang of about 40 violent people (3-harm gang medium
unruly 1-armor)

Choose 4:

• Your population is large, 800-1200 souls. Surplus: +1 barter
want: +disease, and you can have a station instead of a capital
ship or fleet if you want.
• Your population is small, 200-300 holds, and consists of a
fleet of smaller frigates and freighters. Want: anxiety instead
of want: hungry
• For gigs, add lucrative raiding. Surplus: +1 barter, want: +reprisals
• For gigs, add protection tribute. Surplus: +1barter, want:
+obligation.
• For gigs, add a manufactory. Surplus: +1barter, want: +idle.
• For gigs, add extensive trade supplies and knowledge.
Surplus: +1barter, want: +idle.
• Your gang is large instead of medium, 60 violent people or so.
• Your gang is well-disciplined. Drop unruly.
• Your armory and ship weapons are sophisticated and extensive. Your gang gets
+1harm.
• Your ships or station are heavily armored and shielded.
Your gang gets +2armor when fighting in its defense.

And choose 2:

• Your population is filthy and unwell. Want: +disease.
• Your population is lazy and drug-stupored. Want: +famine.
• Your population is decadent and perverse. Surplus: -1barter,
want: savagery.
• Your fleet owes some very powerful people. Surplus: -1barter, want:
+reprisals.
• Your gang is small instead of medium, only 10-20 violent
people.
• Your gang is a pack of fucking hyenas. Want: savagery.
• Your armory is for shit, and your ship weapons are decrepit. Your gang gets -1harm.
• Your fleet is made up of old, decrepit ships, with minimal armor or shielding.
Your gang gets no armor bonus when fighting to defend it.



GEAR
Detail your personal fashion. You can have, for your personal
use, with the MC’s approval, a few pieces of non-specialized gear
or weapons from any character playbook

HX and Special remain unchanged; minor changes to improvement wording.

CAPTAIN IMPROVEMENT
Whenever  you  roll  a highlighted  stat,  and whenever  you  reset
your Hx with  someone, mark  an  experience  circle. When  you
mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it of;
you can’t choose it again.
__ get hard+3 instead of hard+2
__ get +1weird (max weird+2)
__ get +1cool (max cool+2)
__ get +1hot(max hot+2)
__ get +1sharp (max sharp+2)
__ choose a new option for your command
__ choose a new option for your command
__ erase an option from your command
__ get a move from another playbook
__ get a move from another playbook

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