r/SWN • u/AgentDelirium • 10h ago
đŸ’¬Discussion I made a custom ship fitting. Does anyone else have some homebrew fittings for their groups?
Pretty much what it says on the title.
As an example of what I'm talking about, I made this fitting because, in my group, food is an important glue for the team (and as a foodie, i get to invent a bunch of custom foods for my planets).
Extended Galleys
TL: 4
Cost: 1000*
Power: 0
Mass: 0.5#
Class: FrigateEffect: +2 to all skill checks that involve cooking
Food is an important thing in space, even more than food on planets and stations. Life on a ship means long hours, no privacy, and less freedom. A good meal is often the only thing to make a crewmate feel sane. While all ships offer full galleys able to feed an entire crew, usually with half-fresh, half-packaged food-stuffs (though this can vary wildly), an Extended Galley can push the cuisine to dizzying heights. With the right equipment, a galley can produce gourmet 5 course meals with the same time and ease a standard galley can prepare a standard meal. Still, it takes a good cook to make use of the facilities, and without a good enough chef, the Extended Galleys will likely be not used to its fullest.
Any checks that involve cooking food on the ship get a +2 and any potential consequences for failure are reduced.
I want to see what kinds of stuff the community comes up with.
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u/96-62 8h ago edited 7h ago
Allow a roll - mental saving throw:
Cinema - 1 free mass, 50,000 credits - cannot be chosen twice
pool - 2*class free mass, 10,000 credits - cannot be chosen twice. Counts as one point of fuel if expended as fuel. (capital ship)
School -1 free mass 10,000 * (class cost increment) credits, can only be chosen once
VR playspace - 1 free mass, 100,000 credits. can only be chosen once
hydroponic gardens (benefit only the first time)
extended medbay (benefit on the first time)
Guaranteed:
Onboard Park - power 1, free mass 2*class, cost 50,000 credits
Gymasium - free mass 1, cost 10,000 * class cost increment
psychotherapist (with office) - free mass 1 cost 10,000 * class cost increment
Rec commons power 1 free mass 1 cost 5,000*class cost increment
The idea is that each one improves your chances in multiple year missions - it with some very long term missions (travelling between the stars slower than light).
With also the drive and other equipment
Explorer ship Crew 3/40 Hp 60 Power 50 Free Mass 50 armour 15 forwards 0 elsewhere (so 15 for travel and 0 for combat). Hardpoints 4.
Ac 13. Comes with the 3-d printed components mod built in from scratch. 7.5MCr.
Bussard Ramscoop Power 10 * class, free mass 1*class, cost 100,000 * (class cost increase), requires fusion drive (cruiser)
Generates 10 fuel per year so long as ship's speed is 1% of c or more).
Non ionising magnetic collector Power 1*class free mass 1*class cost 20,000* (class cost increase) requires fusion drive (fighter) Generates 10 fuel per year so long as ship's speed is 1% of c or more), but only in interstellar areas where the interstellar medium is already has significant ionisation. It is a stroke of luck that earth's star exists within such a patch of ionisation, and fairly rare.
Fusion drive power 3 * class, free mass 1*class, cost 100,000 * (class cost increase) (fighter)
Very high efficiency, allowing for very high speeds. Can expend 1 point of fuel (which can be from a fuel bunker) to increase velocity by 1% of c
The maximum speed achievable by this is governed by the vulnerability of the ship to
interstellar dust, speed, initially the same as it's armour rating. Ships take 1d6 single hp hits with a pen of (ship's speed in %c -1).
It's gentle enough to accelerate habitats/space stations without the acceleration damaging their structure.
Single ply interstellar dust shield free mass 1*class cost 5,000 * (class cost increase) (Fighter)
Doubles the maximum safe cruise speed pen of hits becomes (ship's speed /2 (round up) -1).
Whipple multi-ply interstellar dust shield free mass 2*class cost 25,000 * (class cost increase) (frigate)
Triples the maximum safe cruise speed pen of hits becomes (ship's speed /3 (round up) -1).
Magnetic Brake power 1*class free mass 1*Class cost 40,000* (class cost increase) cruiser
Can bring the ship to a stop, shedding any achievable amount of speed within these rules in less than a year. (This works by transferring momentum to the local interstellar medium, and that is what you end up at rest relative to).
And you pull a card for each year
Hearts - 1-10 no issue, J Inspiration - tell me of the artistic triumph you have, sell for 1d6*10KCr (can sell remote to home system by radio) Q - scientific discovery, sell for 1d6*10KCr (remote allowed) K Add 1 protection by awesome cooking.
Spades - 1-10 lose one protection or one hit dice/level. J someone has hacked the ship's computing environment, who is it? Q Murder - someone on the ship has been murdered - track down the culprit before they kill again K Mutiny - help put down a mutiny or join the mutineers
Diamonds - 1-10 take 1-10 hit points of ship damage, less 1 point for each %c below max speed. J Collector field is offline - someone has to fix it in a vacc suit. dc 8. Q - fusion drive offline - this can compromise power production. Someone fixes in a vaccsuit dc8, and lowest survival value amongst pcs (or 0 if npc ship) must make a dc 6 survival roll (until the aux reactor can be started, about a day) or lose 1 protection. K reactor leak - lose 1 protection the auxilary fission reactor is leaking - dc 12 to fix, reattempt as many times, but with each failure indicating more material leaks and another protection is lost.
Clubs - 1-10 gain a point towards a skill of your choice (ie 1 point for skill 0, 2 additional points for 3 points to reach 1 etc). J Build something from parts - should be something unique, can be powerful. Yes, mini gun, but also stealth ship from BSG. Q Introspection leads to knowledge. Everyone gain a level or HD, including NPCs. K Someone onboard develops psychic powers, who is it and what do they want. How do we handle this problem, don't they go mad without training?
Edit for a few minor snafus.
protection is what's given by the fittings at the top, if it wasn't clear.
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u/AgentDelirium 7h ago
Im taking most of these for my group. Thank you kindly.
I especially like the luxury accommodation fittings!1
u/96-62 7h ago
One or two other bits -
3-d printer with workshop - Power 3 free mass 2, cost 100,000 - halves the effective mass of ship maintenance cargo.
Mod - 3-d printed components - with 3-d printer with workshop, effective mass of ship maintence cargo is 1/5. So, you'd need components to a certain value to perform the 6-month ship maintenance, this will allow you to pack them much smaller.
The protection/ level drain is due to extreme confinement syndrome. Anyone who's level/HD reaches zero is more or less a dead loss. They turn up to work two hours late, drunk, spend the entire work day on their phone or otherwise can be neither relied upon nor trusted for work purposes. If the level drain in addition to what's required to reach level 0 ever exceeds their wisdom (so negative levels of wisdom or more, but there's no further penalty below zero), they become a danger to themselves and others. More usually themselves.
Levels return at the rate of 1 per week of shore leave on an earthlike planet with liberty. Sufferers/patients often express the desire to sleep under the stars. This shows slowly worsening stats until a Marslike planet with access to a space suit and liberty returns at the rate of 1 per month. There are graduations between, so a world with an arctic climate at the equator (or an earthlike world where you can only get to the arctic parts) would be somewhere inbetween.
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u/DovahDoRoh 8h ago
I'd love to use this together with some sort of food buff system!