MasterGwydion
Emperor Mongoose
Anyone know where the rules are for repairing Starship Quirks? I figure some such as repairing Hull Damage are self explanatory, but what about stuff like "-1 to all repair attempts" or "Doubled Maintenance Costs"?
Yes, that might make sense from a realism point of view. But that pretty much defeats the point of the system for gameplay. The intent of the mechanic is not to replicate some damaged thing that needs repaired, it is to bring out the story potential of that popular trope, the quirky vehicle that behaves in some inexplicable way that you just get used to and compensate for.A good mechanic might actually locate the exact source of the quirk, and eliminate it, relatively inexpensively, without taking the ship apart.
And plant a listening device or two.Or a Zhodani? A 'Medium' or a team that could 'investigate' the issue and sort it out.
Yes, that might make sense from a realism point of view. But that pretty much defeats the point of the system for gameplay. The intent of the mechanic is not to replicate some damaged thing that needs repaired, it is to bring out the story potential of that popular trope, the quirky vehicle that behaves in some inexplicable way that you just get used to and compensate for.
If you don't want that in your game, then don't waste time on this mechanic. IMHO.
In my games, if the crew has not started playing the campaign yet, I allow them to 'pay off' quirks with ship shares.Anyone know where the rules are for repairing Starship Quirks? I figure some such as repairing Hull Damage are self explanatory, but what about stuff like "-1 to all repair attempts" or "Doubled Maintenance Costs"?
With 'monetary value' but not a specific credit value.Ship shares are basically resources, with monetary value.
This mechanic is currently the only way to buy a ship that is not at full price. (or full price with the standard ship design discount).Yes, that might make sense from a realism point of view. But that pretty much defeats the point of the system for gameplay. The intent of the mechanic is not to replicate some damaged thing that needs repaired, it is to bring out the story potential of that popular trope, the quirky vehicle that behaves in some inexplicable way that you just get used to and compensate for.
If you don't want that in your game, then don't waste time on this mechanic. IMHO.
That sort of works, but requires a bit of interpretation. How do you apply 'Delusions of Grandeur'?I prefer using the quirks from the Robot Handbook for quirks of random old ships they come across.
You got two basic choices for that one...That sort of works, but requires a bit of interpretation. How do you apply 'Delusions of Grandeur'?
Yeah, but the "quirks" (bit if a misused of that term as few if any of those results are quirky rather than full on flaws/benefits ) on a ship the players choose to buy are things they can evaluate before they buy the ship if they do their due diligence. I don't generally like the specifics of the table, but conceptually its fine. I would generally make repairing them cost more than they saved if they just throw money at it. Or, more likely, require some kind of adventure because that's what the game is aboutThis mechanic is currently the only way to buy a ship that is not at full price. (or full price with the standard ship design discount).
I prefer using the quirks from the Robot Handbook for quirks of random old ships they come across.
Do you remember the old "Are you sure?" prompt on some older systems? Think of that, but times 10.That sort of works, but requires a bit of interpretation. How do you apply 'Delusions of Grandeur'?