This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
these_are_the_voyages [2012/02/02 14:40] – JasonP | these_are_the_voyages [2012/02/04 10:17] – [Creating The Ship] JasonP | ||
---|---|---|---|
Line 11: | Line 11: | ||
* //Class//: Battlecruiser. | * //Class//: Battlecruiser. | ||
The GM then assigns two attributes to these assets. The GM picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, | The GM then assigns two attributes to these assets. The GM picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, | ||
- | The class can be any of: Escort, Corvette, | + | The class can be any of: [[LUPOS: |
- | All ships also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a dramatic test that lets the ship upgrade further. The result of the dramatic test is one more asset for the character | + | All ships also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a dramatic test that lets the ship upgrade further. The result of the dramatic test is one more asset for the ship to add to it's record. |
===== Creating The Crew ===== | ===== Creating The Crew ===== | ||
Line 80: | Line 80: | ||
===== Creating Interesting Fiction ===== | ===== Creating Interesting Fiction ===== | ||
- | This is the job of all players, but a lot rides on the GM. First they need to use the power of attributes. Bring the game to life by creating fiction from an attribute. Take the ship's notorious attribute and decide how that might spark an interesting situation, and so on. When an attribute is embraced by the GM this way, situations get an extra advantage, but they don't get the use of the attribute. | + | This is the job of all players, but a lot rides on the GM. |
+ | First they need to use the power of attributes. Bring the game to life by creating fiction from an attribute. Take the ship's notorious attribute and decide how that might spark an interesting situation, and so on. When an attribute is embraced by the GM this way, situations get an extra advantage, but they don't get the use of the attribute. | ||
+ | Second the players need to read and learn parts or all of the [[LUPOS: | ||
- | ===== Creating New Office | + | ===== Creating New Officer |
- | As officers progress, earning their moments, they also earn new abilities. They may take on ability listed from any other officer, but only ever one from each. They may also elect to take one from the following list. | + | As officers progress, earning their moments, they also earn new abilities. They may take on ability listed from any other officer, but only ever one from each. They may also elect to take one from the following list. If they elect to take an ability, they do not earn an asset as well. |
==== Officer Earned Abilities ==== | ==== Officer Earned Abilities ==== |