Starship Quirks

Spartan159

Banded Mongoose
Page 164 of the 2e core rulebook has what I consider a very limited range of quirks, and the 2-12 format results in nasty negative results on average. I'd like to construct a d66 format quirk table. Besides the ones listed, does anyone have quirks they use? I want both annoyance/pleasant minor things up to serious ship handling ones such as are listed on page 164, but balanced with positive results. Please include what you would use as a DM, or even boon/bane. An odor on a scout ship is trivial, but on a passenger liner could be a negative (What *is* that stench?) or positive (Such a pleasant fragrance, I must have it, good luck to the steward figuring out that one) to passengers reactions. :)
 
Slow to respond: the ship is a little sluggish when responding to commands; -1 DM to initiative checks OR -1 DM to pilot checks.
 
Spartan159 said:
Page 164 of the 2e core rulebook has what I consider a very limited range of quirks, and the 2-12 format results in nasty negative results on average. I'd like to construct a d66 format quirk table. Besides the ones listed, does anyone have quirks they use? I want both annoyance/pleasant minor things up to serious ship handling ones such as are listed on page 164, but balanced with positive results. Please include what you would use as a DM, or even boon/bane. An odor on a scout ship is trivial, but on a passenger liner could be a negative (What *is* that stench?) or positive (Such a pleasant fragrance, I must have it, good luck to the steward figuring out that one) to passengers reactions. :)
Tbh considering the purpose of getting an old ship is to save mortgage money, I wouldn't be keen on having quirks being balanced on granting benefits an drawbacks - they should be overwhelmingly on the negative side as you're already getting a more expensive ship for a lesser price.

This said, I do think that some of the quirks are a bit too strong, and that the list of quirks is short. A d66 list would certainly be a good addition.

So here's a quick one for the list:

Old waste processors: the toilets and similar facilities have old and decrepid processors that require regular maintenance to keep functioning properly (Cr100/stateroom, Cr10/other person). Failure to do so reduces the ship's effective steward level by 1 due to the "interesting fragrance" that accumulates.
 
FentonGib said:
Spartan159 said:
Page 164 of the 2e core rulebook has what I consider a very limited range of quirks, and the 2-12 format results in nasty negative results on average. I'd like to construct a d66 format quirk table. Besides the ones listed, does anyone have quirks they use? I want both annoyance/pleasant minor things up to serious ship handling ones such as are listed on page 164, but balanced with positive results. Please include what you would use as a DM, or even boon/bane. An odor on a scout ship is trivial, but on a passenger liner could be a negative (What *is* that stench?) or positive (Such a pleasant fragrance, I must have it, good luck to the steward figuring out that one) to passengers reactions. :)
Tbh considering the purpose of getting an old ship is to save mortgage money, I wouldn't be keen on having quirks being balanced on granting benefits an drawbacks - they should be overwhelmingly on the negative side as you're already getting a more expensive ship for a lesser price.

This said, I do think that some of the quirks are a bit too strong, and that the list of quirks is short. A d66 list would certainly be a good addition.

So here's a quick one for the list:

Old waste processors: the toilets and similar facilities have old and decrepid processors that require regular maintenance to keep functioning properly (Cr100/stateroom, Cr10/other person). Failure to do so reduces the ship's effective steward level by 1 due to the "interesting fragrance" that accumulates.

You have a point re: mortgage. I was trying to "age" some pirate ships, which I grant is not the purpose of the list, and ended up with a Merc Cruiser that was over 100 years old, had Upgraded Sensors x1, was Notorious (No surprise there), Damaged Thrusters, -2DM to all pilot checks, Library contains secret x4, Damaged Sensors -2DM. The damaged thrusters did not really throw me but the -2DM sensors did. Another thing was there was only 1 chance in 12 of adding a weapon for a military ship, in retrospect for a mortgaged ship that's a "free" weapon. I guess I also need to make a table of random starship weapons. While I'm thinking about it a sluggish turret would not be out of place, -1DM to gunnery from that turret only if armed with anything but missiles.
 
I agree that any benefit on the quirk table should be minor and rare. These things are why you are getting a discount.

In isolation the quirk table is not too bad, but combined with the fact that you make so many rolls on it for an old ship there are not nearly enough entries. If I was changing this I would increase the number of entries but also reduce the number of rolls significantly. Since the d66 probability curve is linear instead of a bell curve you already need to be aware that you can no longer stick a very bad result at 2 and a very good one at 12 and assume they will be rare. You could use modifiers to bring back some shape to the curve and also reduce the total number of rolls. So for a ship less than 10 years old you could make the roll a single d66-10, for one that was 100 years old you could have three rolls (instead of 10 in the rules as written), one d66-10, one d66 and one d66+10. This would result in more starship variation, at the moment most 100 year old ships are going to have most of the quirks and all be pretty similar, and also allow you to have more impactful quirks since there would be less of them.

I would be strongly tempted to say that three quirks is the most any ship should have. Three quirks is interesting, ten quirks is a basket case.
 
I have been wondering why they don't make it mandatory to have a ship roll on the quirk table once to show new ships have problems and those that have more indicate its an older model with its own problems.

Those with advantages are merely well cared for or prototypes that never reached mass production sort of how they currently depict the Millennium Falcon perhaps?

Surprised no one's already done a d66 version of that quirk table though!
 
Spartan159 said:
I'd like to construct a d66 format quirk table. Besides the ones listed, does anyone have quirks they use?
This could be interesting for you:

https://forum.rpg.net/showthread.php?632544-101-Starship-Quirks
 
Dimitrios-22.jpg

A few too many quirks?
 
rust2 said:
Spartan159 said:
I'd like to construct a d66 format quirk table. Besides the ones listed, does anyone have quirks they use?
This could be interesting for you:

https://forum.rpg.net/showthread.php?632544-101-Starship-Quirks

Actually I did look at that webpage, it's geared to Rogue Trader/Warhammer 40K from one of the posts. Never the less, some did catch my eye, modified to D6:

Interior Unfinished. Walls lack paneling, floors are raw metal, loose wiring hangs everywhere.
Junker. Ship is built out of salvage. At least 2D6 different ships went into her construction. Impact?
Custom job. Most systems are nonstandard. Repairs are 3D6% more costly than normal. Variable minor benefit?
Recognizable ship. The ship stands out from other ships. Even common folk know her by name.
Infested. The ship is overrun by parasites. Or one big parasite heh heh heh
Personalized ship's computer. Develop a personality for it. I'm sorry Dave.
Iridium Closets. The ship has seriously well hidden cargo holds. Double blind decks with foil screening, or cloaked compartments, or xeno-tech linings, whatever. Ten percent of the cargo capacity can be masked from external viewers and inspectors. Hellish to detect it, even psychically. It may be so well hidden that the current owners don't know. And it may be full of contraband even they don't want.
Variable-Environment Cargo Bay: 1D3x10% of the cargo space or passenger cabins are sealed off from the rest and can be adapted to various environments: water, exotic atmospheres, extreme temperatures or pressures, etc.. This is useful for alien passengers or live cargo. This may be considered useful, or it may be ripped out and turned back to cargo for the cost of twice that many %tons of ship’s hull.
 
hivemindx said:
I would be strongly tempted to say that three quirks is the most any ship should have. Three quirks is interesting, ten quirks is a basket case.
A 50+ year old ship should have severe problems. There is a reason it is much cheaper than a new ship.

Quirky Jump Drive: Each time you jump roll 2D, on 2 the Jump Drive breaks down. 1D weeks in a shipyard to repair at 3% of original ship cost per week. It will break down again unless completely replaced.
Quirky M-Drive: Each time you use the M-drive for more than an hour roll 2D, on 2 the M-Drive breaks down. 1D weeks in a shipyard to repair at 1% of original ship cost per week.
Quirky Power Plant: Every week you rely on the Power Plant roll 2D, on 2 the Power Plant breaks down. 1D weeks in a shipyard to repair at 1% of original cost per week.
Quirky Purifiers: Each time you jump roll 2D, on 2 the Purifiers fail, you jump with unrefined fuel. 1-2 weeks in a shipyard to repair at 0,1% of original ship cost per week.
Dead Purifiers: The Fuel Purifier is dead.
Quirky Controls: Every month roll 2D, on 2 ship's controls (bridge) fails. You have to go to manual control off bridge. 1 - 4 weeks to repair at 1% of original ship cost per week.
Quirky Computer: Every month roll 2D, on 2 ship's computer fails. You better have a backup computer. 1 week to repair at 50% original computer (or 0,5% of original ship cost) cost.
Quirky Sensors: Every month roll 2D, on 2 ship's sensors fails. The ship is blind, you need to be guided to a starport. 1 week to repair at 50% original sensor cost (or 0,5% of original ship cost).
Dead turret socket: On turret socket is hardpoint is dead, no turret can work in that hardpoint.
Badly maintained: The ship need more maintenance than normal, you need twice as many Engineers.
Quirky Life Support: Roll 2D every week you inhabit the ship, on 2 the Life Support malfunctions severely. No air, no water, all sewers back up, or food storage fails.
Quirky Cargo Hatch: Roll 2D every time you open the cargo hatch, on 2 it is stuck.
Badly Repaired Hull Damage: Roll 2D every month, on 2 the hull springs a severe leak. You lose atmosphere in 1D × 10 min.

Obviously the players should not be informed of these quirks beforehand.
 
You really shouldn't have to restrict the number of quirks if the ones received are played properly. If your players are that set on getting a super cheap museum piece, you remind them before they choose that course and definitely remind them well after their choice.
 
AnotherDilbert said:
Obviously the players should not be informed of these quirks beforehand.
I have to disagree. Some would be obvious and it is up to the players if they want to try and fix up a quirk or not. The first car I bought had a few rust spots on the body. The frame looked clean so I just planned to do some body work before painting the car. I knew the transmission needed some work. I also knew it needed new tires. But I bought it anyway. Yes it was an old car that needed work, but I was willing to deal with the issues in order to get the car cheap. To treat characters (players) like they can't see just seems odd to me. Some quirks might not be obvious, but I do not agree you keep all hidden.



Reynard said:
You really shouldn't have to restrict the number of quirks if the ones received are played properly. If your players are that set on getting a super cheap museum piece, you remind them before they choose that course and definitely remind them well after their choice.
And you do not let them off the hook easy just because it gets hard on them. My first car didn't fix itself just because the work was hard, neither should the quirks just go away because it is hard on the characters.

There is a price for everything and you pay it one way or another. :D
 
Tom Kalbfus said:
Hows this for a quirk, the Ship's Computer is a psychotic AI?

Such as a prototype AI dreadnought that decides it wants to run away and start a rock band...http://wbyrd.deviantart.com/art/Independent-Warship-Kronos-626204462

it's a silly concept and not at all in keeping with Traveller but I created one as an NPC for a game I run online...

In the setting, Terran humans have only been in space for around 200-300 years, and they have one ship on the fleet roles that is older than the fleet itself... http://wbyrd.deviantart.com/art/TWS-001-Liberated-Class-Thunderchilde-623440130

It was capture during an Incursion on earth by a hostile force....It's Quirk is that it is a national treasure and people would get kind of upset if the cadet crew got it busted up.Oh and that particular class of ship is regarded as the absolute worst warship humans have ever encountered...( without 200 years of upgrades and modifications) The crew isn't buying it but they are crewing it...as Naval Cadets.
 
Spartan159 said:
Page 164 of the 2e core rulebook has what I consider a very limited range of quirks, and the 2-12 format results in nasty negative results on average...
TBH, I feel that the chart is extremely unforgiving...

I'd have preferred to see perhaps the '7' entry being "No quirk", and a lot of the defects to be a little more limited in scope (DM-1 to all repair checks is the most likely roll! Perhaps if that was: Roll DM-1 to repair rolls for, 1D: 1: Life Support, 2: Weapon, 3: M-Drive, 4: J-Drive, 5: Sensors, computer and electronics, 6: .... you get the idea. It'd be a little more reasonable),

Given that 7 is the most likely result, you can easily see some vessels stacking this result a couple of times... For designs that have been consigned to obsolescence, but the standard designs have probably only seen superficial changes in decades - and with rapid fabrication getting parts shouldn't be a big deal.
 
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