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DEBRIEFING: THE STARGATE SG-1 ROLEPLAYING GAME SGC COMMAND - SPECIALTY/SPECIES - CLASSES - BACKGROUNDS - MECHANICS TECHNOLOGY - GAME COSTS - MISSIONS – DM MISC – STARSCAPE UPDATES - LINKS - CONTACT - GUESTBOOK – HOME MY OTHER SITES: D&D - V:TM - FORUMS |
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Starscape: Introduction - Races - Feats - Gear - Ships - Misc THE STRONGHOLD BUILDER'S GUIDE FOR SHIPSOne of the major differences between Stargate and Farscape is that Farscape is completely focused on space ships. Stargate, on the other hand, keeps space ships in limited roles; they are not as vital to travel because of the stargate system of portals. If a team is left out in the Uncharted Territories they are going to need passage on a space-worthy ship in order to get from place to place. This is not a bad thing. Space ships can be treated like homes and weapons all in one, and they can be outfitted. If the characters rent rooms on a ship or come into own their own vessel, they should be able to personalize their space as much as they want - or at least as much as they can afford. This is where the Stronghold Builder's Guide comes into play. In order to benefit from this section, you will have to have access to the Stronghold Builder's Guide and the Farscape main book. The Stronghold Builder’s Guide is a wonderful resource for roleplaying, allowing DMs and players to outfit their settings in detail. Its usefulness need not be limited to medieval fantasy settings, however. With some alterations, the rules for purchasing rooms can be applied to space vessels and futuristic buildings. Room QualityRoom quality is a rule-of-thumb indication of how pretty and functional a room is. Every room has a rating, whether it is poor or luxurious. Elaborate and well-supplied rooms grant some bonuses, while rickety rooms exact penalties. The ship’s crew and passengers gain any penalties or bonuses; short-term guests do not. Room Quality: Poor Room Quality: Basic Room Quality: Fancy Room Quality: Luxury Stronghold Builder’s Guide ComponentsWhen using the SBG components for futuristic buildings and ships, please keep the following in mind: Room Type: Some rooms in the Stronghold Builder’s Guide might not mesh with futuristic settings. With a little extrapolation, however, it is easy to convert an older type of room into a new one. Thus, alchemical laboratories can be science labs and smithys can be small manufacturing areas. Libraries of the future might not hold bound paper volumes, but they probably hold digital terminals. Most of the rooms in the Guide apply in any age and need only a little stretch of the imagination: a throne room in the future might have high tech art displays, but it will still be a throne room. Size: All rooms are listed in stronghold spaces. Rooms can be bigger or smaller, however, depending on the needs of the building. Rooms aboard ships are often smaller than what is called for; the captain’s commode can be quite luxurious without taking up the listed amount of space. Reducing a room’s size also reduces the cost of the room by the same amount; bonuses are also reduced by the same amount, rounding down. So a luxurious bath, if reduced to one stronghold space instead of two, would be cut in half. It would cost half as much (5,000) but the bonus to Charisma would only be +2. The size of specific rooms should be recorded at the time of purchase. Cost: The cost in gold pieces can easily be converted into other currency systems. For StarScape purposes the price is directly converted into currency pledges – one gold piece equals one pledge. Prerequisites: Sometimes the personnel needed for a room can come from the crew already on board a vessel or already within the building. If a ship cannot hold another crew member, the room can be built without the required personnel; it will simply remain shut down until someone works in it and takes care of it. Description: The descriptions given in the Guide might be too rustic or medieval for a futuristic setting, but they give the reader a good indication of how well furnished a room is. When in doubt, use the Room Quality as a guide. Method: The outer walls of a ship are never figured into room construction (and neither are windows). Interior walls are the major concern. Although walls in the future might not be made of bone, a player could use the statistics of bone walls for another material. The Farscape core rulebook has a rather developed chapter on ships because they are so important to game play. Truth be told, I feel that Farscape's ship information is far better than what I've seen of Stargate's. The rules are clearly written, the ships are very well detailed, and they are also customizable. Combat takes into account many different aspects like where weapons are positioned, the maneuverability of the vessel, and the handling of the crew. That is why I suggest using Farscape's system for space ships in a crossover game. For the StarScape conversion, I have added two areas of information to all of the ship entries in the Farscape book: available stronghold spaces and general room quality. I have also estimated that 50% of a ship is dedicated to the necessities: engine rooms/energy sources, crew’s quarters, storage space, cargo areas, kitchens, waste and bathing facilities, dining areas, and the command center of the ship. The remaining space can be custom outfitted to suit a wide variety of purposes, on a room by room basis. Available Stronghold Spaces: The number of stronghold spaces (generally 20 x 20 x 10) that are available for owners to transform into new rooms. 50% of the space on most ships is taken up automatically by vital rooms: engine rooms, storage, cargo areas, crew quarters, waste facilities, and so forth. The spaces left over can thus be used for whatever else is desired. New rooms can be added when the proper amount of currency is amassed to pay others or to allow the ship’s crew to make the changes themselves. General Room Quality: The quality of most rooms on the ship. Some rooms might be fancier or worse off. Rooms can be renovated and upgraded. Ships that offer a general room quality of “Poor or Basic” can be bought with entirely poor rooms at half the listed price, but suffer a –5 penalty to all Charisma checks made regarding the ship. Also, poor ships require more routine maintenance and repairing (DM’s discretion).
Starscape: Introduction - Races - Feats - Gear - Ships - Misc |
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Layout and text created by Patricia Willenborg 2005-2008 unless otherwise noted. See full disclaimer information here. |
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