mavikfelna
Emperor Mongoose
So in the recent Uranium Fever book, the author had an idea that I really like, ship's quirks by what the ship was doing in it's past. He only provides 3 options, commercial, military and special. So I thought it might be interesting to try my hand making some D66 quirk tables like this, but expand it out a bit.
Currently, I have the following: Commercial, Military, Exploration, Resource Extraction/Industrial, Infrequent/sub-craft, and Special. What other areas might be interesting? These are the areas that I feel most ships would fit into, but there are probably other interesting ones I'm overlooking.
Also, for a D66 chart, what % would be good for positive quirks? Like Well Maintained or Updated Astrogation Software.
What about mixed quirks, that have both positive and negative affects? Famous/Well Known
My thought is about 20% each for positive and mixed?
And I would say negative quirks stack, so if you roll Control Issues, Piloting -1 twice, it becomes Pilot -2, since really old ships could add up alot of quirks. But multiple positive or mixed shouldn't stack, since deterioration over time is more likely, even with good maintenance.
And a final thought, mixed use ships, so say a converted Type J that used to be a Type S would be Exploration and Resource Extraction, so you would split the quirks up as evenly as possible between the two, or more use types.
Is this something anyone is interested in? Thoughts and comments? Cabbages?
Currently, I have the following: Commercial, Military, Exploration, Resource Extraction/Industrial, Infrequent/sub-craft, and Special. What other areas might be interesting? These are the areas that I feel most ships would fit into, but there are probably other interesting ones I'm overlooking.
Also, for a D66 chart, what % would be good for positive quirks? Like Well Maintained or Updated Astrogation Software.
What about mixed quirks, that have both positive and negative affects? Famous/Well Known
My thought is about 20% each for positive and mixed?
And I would say negative quirks stack, so if you roll Control Issues, Piloting -1 twice, it becomes Pilot -2, since really old ships could add up alot of quirks. But multiple positive or mixed shouldn't stack, since deterioration over time is more likely, even with good maintenance.
And a final thought, mixed use ships, so say a converted Type J that used to be a Type S would be Exploration and Resource Extraction, so you would split the quirks up as evenly as possible between the two, or more use types.
Is this something anyone is interested in? Thoughts and comments? Cabbages?