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these_are_the_voyages [2012/02/02 14:32] – JasonP | these_are_the_voyages [2012/02/10 13:25] (current) – [Creating Situations] JasonP | ||
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====== These are the Voyages... ====== | ====== These are the Voyages... ====== | ||
- | This is a game about those old scifi movies where earth space ships explore the unknown of the universe. Earth ships manned by earth crew and the occasional humanoid alien embark from earth space and travel the frontier of space. Take on the role as ship leader one of the five command branches: Command, Medical, Security, Science, and Engineering and let the stories unfold in spectacular technicolor. | + | This is a game about those old scifi movies where earth space ships explore the unknown of the universe. Earth ships manned by earth crew and the occasional humanoid alien embark from earth space and travel the frontier of space. Take on the role as ship leader one of the five command branches: Command, Medical, Security, Science, and Engineering and let the stories unfold in spectacular technicolor. It is a [[:LUPOS]] game. |
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+ | You can find online playtest records of this game on the wiki here: [[Game Play:These Are The Voyages]]. | ||
===== Creating The Ship ===== | ===== Creating The Ship ===== | ||
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* //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 ===== | ||
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===== Creating Situations ===== | ===== Creating Situations ===== | ||
- | First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**, | + | First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**, |
After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made). | After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made). | ||
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===== 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. | + | 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: | ||
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+ | ===== Creating New Officer Abilities ===== | ||
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+ | 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 ==== | ||
+ | * 1) **Survivor**. When disabled, the character may be revived for one advantage (regaining one square) if command allows. | ||
+ | * 2) **Leadership**. The player may use other players dice as their own, if that player has equal or less dice than them. | ||
+ | * 3) **Paragon**. The character' | ||
+ | * 4) **Peculiar**. The character is odd and other find it hard to work with them, but this means they are well adapted to it. They may use advantage dice as personal dice when the situation is dramatic. | ||
+ | * 5) **Lucky**. The character may make one reroll per situation, or allow another to reroll as they wish once per situation. | ||