Monday, 16 May 2011
The Poisoner's Art
Heartshredder
Victim gets +2 on ALL rolls for 30 seconds (however many rounds that would be in your particular edition), after which must make a save. On a success, the victim loses half his HP and Strength points. On a failure, his heart explodes and he dies.
Excrusiator
Lasts 1d6 hours. During that time, the victim takes damage from horrendous pain equal to half the "natural" result of any dice rolled. A successful initial save will halve all damage taken.
Sunday, 7 November 2010
[AW-style move]Recall a Cure
Roll when a party member is afflicted by some horrible condition (such as a curse, disease, or whatnot), and you need to remember how to cure it.
14-: the GM picks one option from the following list.
15-19: as above, but the player picks instead.
20+: the players gets to pick three.
- The cure is nearby, and won't take a long journey to reach.
- Acquiring the cure will not require spending much money.
- The process of getting the cure will not be overly dangerous.
- The party won't owe anybody any favors in exchange for the cure.
- The process of getting the cure will give the party some other benefit in addition to its restorative properties.
Friday, 29 October 2010
AW style movies - Roguish Edition
14-: major failure, pick two results (see below)
15-19: minor failure, pick one result (see below)
20+: success!
Results:
- You fail to pick the target's pocket
- Somebody (50% chance it's the target, otherwise somebody nearby) notices you. If this result is picked twice, everybody nearby is aware of what you did.
Performing this move requires a set of thieves' tools.
14-: pick one
15-19: pick two
20+: pick three
- You open the lock
- You don't break any of your tools
- You aren't noisy in the process
- You don't take very long
In some cases, the GM may require a distraction before you have a chance to use this move.
14-: pick one
15-19: pick two
20+: pick three
- You get where you want to go.
- You don't spend much timing waiting for an opportunity/to realize it's not going to work.
- The guards don't notice you.
14-: pick three
15-19: pick two
20+: pick one
- The price involved is unreasonable (and not in your favor).
- Getting the deal done takes a heap more time than you intended.
- You get mixed up in trouble in the local underworld.
- The suspicions of the local law enforcement are aroused.
Sunday, 24 October 2010
Microlite20/Troubles and Treasures House Rules
Races:
In addition to Humans, Elves, Dwarves and Halflings (Gnomes), there are also Half-Orcs (+1 Str, +1 Phys and Sub), Planetouched (+1 Mind, +1 Know and Com), and Constructs (+5 on saves against poison, disease and suffocation/drowning).
Feats:
every odd numbered level opens up a feat slot. What feats you can take are determined by race and class, but you don't get a feat automatically. Sometimes a feat needs to be learned from a teacher, sometimes you pick it up to replicate, long-term, something the GM let you do on a special occasion. A compilation of feats will be forthcoming at some point. Until then, this is an optional rule.
Rogues:
sneak attacks deal an additional 3+level damage (this is not connected to the Rogue's Subterfuge bonus).
Fighters:
no change.
Wizards:
Wizards can use books, wands and staffs as focuses for magical energy, working like ranged weapons (light crossbow, shortbow and longbow, respectively). They get no favoured/signature spells (but spells are cheaper, and they have more hp, see below).
Performers (Bards):
Get 2 + level + Mind bonus uses of their music per day. By default they can use music to charm individuals, hypnotize crowds, and counter other sound-based effects, and can do other things with the right feats. They can wear light armour, and get +2 Subterfuge, Knowledge, and Communication.
Invokers (Clerics):
Get no spells or turn undead uses, but get to pray without any penalties, and with an optional re-roll. They can also tend to another character, allowing them to make a new save against an on-going non-permanent effect, or to spend a healing surge with a re-roll.
Combat Actions:
Use the normal D&D 3.5 system of 1 move action, 1 standard action, or 2 move actions, or one full-round action.
PC Hit Points:
Are rolled using a d8. Every character gets 4 healing surges plus their Strength bonus, per day. They may spend a healing surge as a standard action to heal 1d8 lost hp. Any healing effect will require the usage of a healing surge.
NPC Hit Points:
Are either 5 per level for "mooks", or 10 per level for "boss" monsters/characters encountered on their own. NPCs have healing surges, but most can't use them unless they have some outside effect working on them (such as a cleric). The GM will say when an NPC gets down to half it's hit points (is "bloodied").
Skills:
Skills are equal to the character's racial and/or class bonuses, plus half their level, rounded up.
Attacks and Damage:
Attacks are divided into Strength attack (non-light melee weapons), Dexterity attack (light melee and thrown weapons), and Mind attack (bows, crossbows, firearms and spells). Each is the relevant ability modifier plus the character's level. There are no iterative attacks, although dual-wielding works as in the M20 books. Additionally, characters add half their level (rounded down) to their damage rolls.
Spells:
Adventuring wizards know all the spells in the Adventurer's Spellbook, and can learn/create more, although the highest level of spells that is possible is level 7. Spells cost 2 hp per spell level, minimum of 1 hp. This damage is normal damage, and can be healed by anything that normally restores lost hp. If a spells is experimental, or of a spell level too high for the wizard (greater than character level+1, halved), there is a 50% chance the spell will backfire and do something weird and random. Otherwise that only happens when the wizard rolls a natural 1. Spells cast through prayer work the same way.
Carrying Capacity:
Objects are weighed in Stone (14 pounds, or 6 kilograms), rounding off, with 1000 coins weighing a stone. A character can carry half their Strength score in stone, rounding up, without any trouble. More than that can only be carried for short periods.
XP and levelling:
XP is handed out for fights, carousing, and eXPloration. Characters have to achieve something to go up a level (defeat a worthy foe in a new way, commit a new crime, learn a new spell, spread fandom/religion to new people, or something along those lines).
New Cleric Mechanic/AW-Style Move
Pray (1d20+Communication+Mind-10)
A character may only try to do this once per day.
14-: nothing happens
15-19: receive one miracle
20+: receive three miracles
Clerics ignore the penalty, and may re-roll the check, although they must take the second result, even if it’s worse.
Miracles:
- 1d6 damage, + 1d6 per two character levels, damage to all unholy creatures in 30 ft. (save for half). Said unholy creatures may halve the damage they take, but if so they must flee from the praying individual.
- Cast a level 2+ spell as if you were a wizard. (GM may veto spell if it doesn’t seem to match your god of choice, or alternately say that some other power supplied the spell...).
- Ignore the fact you're wearing armour for spellcasting purposes.
- All allies within 30ft. may spend a healing surge as a free action, and may re-roll the result.
- All allies within 30ft. may roll a new save against any negative ongoing non-permanent effect they’re experiencing.
- Be given another chance to pray for a miracle today.
Friday, 20 August 2010
Apocalypse Dungeon Style Moves (part II)
Roll if you want to do anything other than cruise around at more than half speed and/or turn gently.
Miss (14-): lose control and drop 1d4x10 ft.
Hit (15+): pick 1
Good hit (20+): pick 3
- Move less than half speed
- Hover (need to be moving less than half speed)
- Tight turn
- Fly Straight up
- Regain control (after you lose control, you'll need to do this before you try anything else)
Leap (1d20+Physical+Str or Dex - Stone carried):
Roll when actively leaping across a chasm or down from a ledge.
Miss (14-): pick 1, take 1d6 damage
Hit (15+): pick 2
Good Hit (20+): pick 3
- Reduce damage by 1 dice
- Move 5 ft. laterally (counts as 2 picks if you didn’t have a run-up)
- Move 10ft. laterally and take 1d6 damage (counts as 2 picks if you didn’t have a run-up). You may only take this option once.
Carouse (1d20+Physical+Str)
Get 1d6 xp, spend 100 times that in gp. Double in a major city.
Miss (14-): GM picks Mishap.
Hit (15+): Player picks Mishap.
Good Hit (20+): No Mishap.
(optionally, the player can decide that any result under 20 will result in a random mishap)
Monday, 9 August 2010
[Microlite20] The Alucard School of Serious Swordplay
Fencer's Fancy Footwork
Tuesday, 3 August 2010
Stealing from Apocalypse D&D
Spout Lore (Knowledge)
Spouting lore means taking some time to examine or observe the thing and demonstrate your great intelligence. To spout lore regarding a device or magical artifact requires that you handle the thing experimentally, like tasting a potion, or pointing a wand.
Roll (1d20+knowledge+Mind)
1-14: you have no clue.
15-19: ask one question.
20+: ask three questions.
Questions about anything:
- Is it dangerous to me?
- What’s its name and history?
- Who is its previous or current owner?
- How does it work?
- What does it do?
- What’s it worth?
- Is it magical?
- What type of monster is it?
- How could I prevent it from attacking me?
- How effective is (particular plan or method of attack) likely to be?
Hold a Parlay (Communication)
To Hold a Parley you need to be in a position to spend some time talking and making your wishes known. Do this when you have an opportunity to interact with potentially hostile parties, monsters, or individuals.
Roll (1d20+communication+Mind)
1-14: you don't get much out of it
15-19: Hold 1, spend to ask.
20+: Hold 3, spend to ask.
- What’s your real name and identity?
- Is your character telling the truth?
- What’s your character really thinking?
- What does your character intend to do?
- What does your character wish to do?
- How could I get your character to do __________?
Wednesday, 12 May 2010
Microlite: Feats of Power III - this time it's Clerical.
Lucky Bastard
Once per session you can either re-roll a dice you just rolled, or force the DM to re-roll a dice he just rolled, on the condition that the outcome of that roll effects you. The second roll stands, even if it's worse (for you) than the first one.
Cheating Bastard
You get +2 on the Knowledge skill, and can cast all 0-level mage or illusionist spells, as well as arcane spells from scrolls.
Cleric Feats
(just as a reminder, in m20, Clerics get a number of turning attempts per day equal to their level + mind bonus + 2)
Wrathful God
When an enemy attacks you in melee, you can expend a Turn Undead attempt to deal that enemy the same amount of damage as you take.
Loving God
When you cast a healing spell, you can expend a Turn Undead attempt to roll d10s instead of d8s to see how many hp you heal.
God of Storms
You can throw small bolts of lightning as a ranged attack. Essentially, they work like a thrown spear (including your Strength bonus to damage), except their use your magic attack bonus to hit. Additionally, if you expend a Turn undead attempt, the bolt deals double damage.
Civilized God
God of Light
God of Shadows
Microlite: More Feats of Power!
Lightning Reload
You may reload a crossbow as a free action.
Mighty Bowman
Monday, 3 May 2010
Microlite: Feats of Power!
Fighter
Nimble Swordsman
You may add your Dexterity bonus to attack rolls (in addition to your strength score) in any round where you move at least once.
Even if you miss, you still do damage equal to your Strength Bonus to the creature you were attacking.
Wand of Accuracy
At the cost of 1hp, you may re-roll a magic attack roll and add your Dexterity bonus if wielding a wand.
Thursday, 25 March 2010
A Rolling Stone Gathers No Characters (We hope)
That's the question I posed myself 10 minutes ago. Here's what I came up with.
(I'm using the notation squares here for all movement. I assume that a square is 5 feet, but feel free to do whatever you like)
There is a tunnel, which is 60 squares long. At one end is the boulder. 10 squares further along are the PCs. The boulder moves 12 squares every turn. Any PCs it moves over are, most likely, dead, or if not, wishing they were.
However, the PCs get to move first. Each turn, each PC gets a number of movement points. The base is 6, to which they add their Dexterity modifier. Also, every turn, they can roll 1, 2, or 3d6 for extra points. It costs 1 point to move 1 square.
That's the basics. Now, here's where it gets interesting:
If you get a double or triple on your move points roll, your character trips and falls at the end of your movement. On your next turn, you'll lose 2 move points from lost momentum anyway, in addition to having to spend 4 points just standing up.
However, other people can help you up, so long as they're adjacent to you. Helping somebody up costs you 4 movement points, minus your Strength modifier, to a minimum of 1 point.
Example:
Wyfy Cygnet is a rogue with Strength 7 and Dexterity 16. She gets a base movement point allotment of 9 every turn, and it costs her 6 points to help somebody up.
Meanwhile, Power Murderface is a bard with Strength 18, and Dexterity 8. He gets 5 movement points every turn, but it only takes 1 point for him to help somebody up.
Obviously, anybody who gets to the 60-square finish line before the boulder does wins (i.e. doesn't die messily).
Edit: actually you could use much the same process for doing Chased by Wolves, or Outrunning a Tidal-wave of Water, the basic Rolling Boulder is what got me onto the idea.
Thursday, 4 March 2010
Abstract-ish d20 Chase mechanic
Step 1: Setup
During the chase, distance between people (or horse, or starships, or whatever) will be determined by points of Lead. Pick some increment of distance that Lead will represent for this chase. For a thief running through the streets chased by guards, 10 feet is good, while an all-day overland chase on horseback might have a point of Lead represent several miles. Generally starting the two parties (pursed and pursers) about 5 points of Lead apart is good, but do whatever fits the situation.
Step 2: Determine Initiative.
Unlike in normal combat, chase initiative is rolled at the start of every round. Each individual or group in the chase rolls a d20 and add their Mind bonus. If the individual or group is being pursued they get +2. If a group is pursuing and outnumbers the pursued party, then they get +2. Highest roll goes first this round.
Step 3: Determine conditions.
Whoever won initiative for this round gets to describe the conditions that the chase will be going through this round. If they choose to play it safe, each participant in the chase must make a DC 10 check (usually Physical + Dex, but whatever suits the type of chase), with failure losing them a point of lead, and success winning a point of lead.
Alternatively, the initiative winner can choose different conditions, increase the DC, and add other effects to winning or losing (such as damage), as suits him.
Example: Claude the Clandestine has stolen a horse from a lord's stables and is fleeing through the woods on it. The lord's men are chasing him. Claude, having won initiative, decides he'll ride through the thickest part of the wood, braving the low-hanging tree branches. He tells the GM that for this round, the DC for the chase will be 17, and failure will deal 2d6 damage, in addition to losing anybody who fails 2 points of Lead from riding into a tree-branch and being knocked off their horse.
Step 3.5: Roll the Dice
Once the initiative winner has worked out the conditions, everybody rolls their check (the GM may choose to roll individually or as a group for grouped creatures), and applies the effects. Additionally, for any such check where the speed of the participants would aid them (i.e. pretty much every check), the faster party gets +2 on their check, or +5 if they're twice as fast, or +10 if they're three times as fast or more. Any party can voluntarily fail their check if they so wish.
Example of being tricky with these rules: Claude has stolen a magical trinket from a dragon's horde and is now being chased by a huge and rather unhappy giant lizard. Claude, having won initiative once again, decides to repeat his old trick and rides into some trees. However, this time, Claude says that the DC will be 10, with failure causing the loss of a point of Lead (like normal), and success causing the gain of a point of lead, and 6d6 damage unless you also make a save to avoid smacking into a tree.
Claude then voluntarily fails his check, and loses a point of lead. The dragon, hoping to catch up to the thief and roast him, decides to roll to succeed (getting a +5 bonus on the roll because dragons are twice as fast as horses). Easily rolling high enough, the dragon slams into the treeline, and now has to make a save to avoid braining itself with a conifer...
Step 4: Are We There Yet?
After Lead points have been lost and gained, work out what happens. If the pursuer has caught up to the pursued, they can they attack or catch their prey, as appropriate. If the pursued have got 10 points of lead ahead of their attacker, they've managed to get away. If neither such circumstance has occurred, go back to step 2 and repeat for the next round.
Optional Variants for Races:
For races, usually everybody starts at the same point, and thus nobody has a Lead point advantage. Additionally, give every participant two extra points of lead every turn, in addition to however many they won or lost form their skill checks, and whoever gets to the finish line (say, 20 points of Lead) first is the winner.
Also, as neither party can really direct the course of the racetrack, use a straight d20 roll for initiative. For added fun, have any players who are just spectating roll as well, and determine the conditions of that round is they win.
Friday, 8 January 2010
New Ship Componnents (Rogue Trader)
New Supplemental Components
| Component | Appropriate Hulls | Power | Space | SP |
| Torpedo and Hangar Bays | | | | |
| Fighter Bay | All Ships | 2 | 2 | 1 |
| Heavy Lifter Bay | Transports | 1 | 2 | 2 |
| | | | | |
| Additional Facilities | | | | |
| Promenade | All Ships | 1 | 3 | 2 |
| Apothecarium | All Ships | 1 | 1 | 2 |
| Flux Generator | All Ships | +5 | 4 | 1 |
| Void Cathedral | All Ships | 1 | 3 | 2 |
| Hexagrammatic Cells | All Ships | 2 | 1 | 2 |
| Astropathic Relay | All Ships | 2 | 1 | 2 |
| Techno-Shrine to the Omnissiah | All Ships | 2 | 1 | 1 |
| Cryo-Vaults | All Ships | 1 | 2 | 1 |
| Vivarium | All Ships | 1 | 1 | 1 |
| Aqua-Reservoir | All Ships | 0 | 4 | 1 |
| Scholarium* | All Ships | 1 | 1 | 3 |
| | | | | |
| Augments and Enhancements | | | | |
| Pneumatic Arterial* | Transports, Raiders, Frigates | 2 | 3 | 3 |
| | Light Cruisers, Cruisers | 3 | 4 | 2 |
| Dorsal Castellum* | Transports, Cruisers | 0 | +2 | 1 |
Torpedoes and Hangar Bays
Fighter Bay
Swarms of fighters maintain a constant void patrol around this vessel. The cavernous fighter bay contains a full squadron of fighters, either of Imperial Naval stock or a more exotic vintage, and the support facilities necessary to keep them in action. Brave void-pilots may roam the ship’s halls, set above the common ratings by their lethal career.
Void Patrol: Increase the ship’s turret rating by 1 during combat.
Turret Suppression: During combat, the ship may launch fighters against an enemy ship to suppress turrets as an Extended Action. This requires a Difficult (-10) Piloting Test, and will suppress 1 point of enemy turrets, plus 1 point of enemy turrets for every degree of success.
Heavy Lifter Bay
Any warp-vessel will be festooned with a wide variety of smaller craft for ferrying cargo, crew, and passengers between ships, stations, and planets. A ship mounting a heavy lifter bay has vast swarms of these vessels, giving it the heavy spacelift capacity necessary to run a major mining operation, transport an imperial guard regiment, or survey a planet. In battle, these craft can be turned to use as impromptu assault craft, transporting hundreds of armed troops onto an enemy vessel.
Improvised Assault Craft: When conducting Hit and Run attacks or boarding an enemy vessel, the heavy lifter bay provides a +10 bonus to Command Tests.
Heavy Spacelift Capacity: When working towards an Exploration, Military, Trade, or Criminal objective, the players earn an extra 50 Achievement Points towards completing that objective.
Additional Facilities
Promenade
While ships may act as space-going cities, few vessels dedicate much in the way of space to this function, instead leaving the crew to undertake black-market trade and criminal activities. A promenade supplants this underground activity by serving as an official ship-board marketplace and recreational area, giving the crew. Crew members can gather here to trade, supplement their ship-board rations, and enjoy their off-duty hours.
Rest and Recreation: Increase Crew Morale permanently by 3.
Free Market: This component provides 50 Achievement Points on any Criminal or Trade endeavor.
Apothecarium
All vessels have some level of medical facilities, but a ship with a full Apothecarium is equipped with major surgical facilities, resucatrix chambers, and clinics to tend to the crew. Experienced tech-priests and medicians work to heal the sick, install augmetics, and treat the wounded in battle.
Triage: Reduce all losses to Crew Population by 1.
Chiurgeon Chamber: This component provides a +10 bonus to all shipboard Medicae tests.
Flux Generator
Smaller than a full plasma drive, a flux generator can provide additional power by drawing on the inertial flux of the ship’s gravity field.
Flux Generation: Provides an additional +5 power.
Unstable: When damaged or affected by a critical hit, this flux generator causes an additional 1d5 points of Hull Integrity damage.
Void Cathedral
Many ships have shrines to the Emperor aboard. Some, however, transform their entire vessels into glorious acknowledgements of the Emperor’s will by building massive Void Cathedrals into their very core. A Void Cathedral sits at the heart of a vessel, a mighty structure that incorporates ancient reliquaries, monastic chambers, and a massive sermon-hall that can accommodate a significant portion of the ship’s crew.
Reliquary of the Saints: When working towards a Creed objective, the players earn an additional 150 Achievement Points towards completing that objective.
Ecclesiarchal Blessing: Characters from the vessel gain a +10% bonus to all Interaction Tests made with members of the Ecclesiarchy.
Demonstrable Faith: Increase Crew Morale permanently by 5, and reduce all losses of Crew Morale by 1 to a minimum of 1.
Vox-Sermon: Characters gain a +10% bonus to all Interaction or Willpower Tests made to influence the crew, including the Hold Fast! and Put Your Backs Into It! Extended Actions.
Suffer Not The Alien: Any interaction with xenos causes 1 point of Crew Morale loss per day, and characters from the vessel suffer a -10% penalty to Interaction Tests made with xenos.
Hexagrammatic Cells
To suppress the flux and hew of the terrible warp is no easy feat. Hexagrammatic suppression cells are most often found aboard Inquisitiorial vessels, and are used to transport renegade psykers and suppress daemons. A block of hexagrammatic cells can suppress even the most powerful of psychic impulses, and can prevent the possessed or warp-twisted from wreaking havoc.
Rumours of Warpcraft: Reduce Crew Moral permanently by 3.
Warp Containment: Roll on the Warp Travel Encounters table only once for every ten full days of travel within the warp (minimum once per trip). Reduce all Crew Morale damage from psychic or warp attacks by 1.
Dark Harvest: When working towards an objective involving the transport, containment, suppression or protection of psykers, the players earn an extra 100 Achievement Points.
Astropathic Relay
An astropathic relay is a minor reflection of the great Astronomicon, a might beacon that boosts the native gifts of trained astropaths. Under the command of an Astropath-Transcendant, messages can be relayed across the galaxy, from the Halo Stars to Holy Terra.
Astropathic Relay: The astropathic relay provides the benefits listed on page 163, and comes with a full choir of junior Astropaths.
Techno-Shrine to the Omnissiah
This vessel contains a shrine to the Omnissiah, glorifying the Adeptus Machinus and the Cult of Mars, attracting additional tech-priests. It also includes a small techno-scriptarium, which provides a wealth of knowledge on archeotech and the sacred rites of the Adeptus Machinus.
Blessing of the Machine Cult: Any Tech-Use, Common Lore (Adeptus Mechanicus), Forbidden Lore (Adeptus Mechanicus) or Forbidden Lore (Archeotech) Tests made aboard this vessel gain a +10% bonus.
Cryo-Vaults
This vessel contains extensive cryo-vaults, which can store additional crew or passengers beyond the standard capacity of the ship. Row upon row of frozen bodies line the crypts, giving the ship the impression of a flying tomb. The crew often spins tales about what occurs in the cryo-vaults, and are innately distrustful of anyone who is woken from them.
Frozen Passengers: When working towards a Trade, Creed, or Military objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Sleeper Crew: Increase Crew Population permanently by 3.
Void Tomb: Reduce Crew Morale permanently by 2.
Vivarium
The transport of rare and exotic alien plants and beasts is a difficult trade, but the profits can be immense if the right xeno-specimen makes its way into the right hands. A vivarium is a series of large vaults with separate life sustainers, capable of simulating almost any planetary vaults and isolating their exotic cargo from the crew. Some Rogue Traders use their vivariums as a sort of living trophy room, containing specimens from hundreds of worlds in their past.
Exotic Beasts: When working towards a Trade or Exploration objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Xeno-Lore: Through the study of xeno-organisms within the vivarium, any Forbidden Lore (Xenos) tests made aboard this ship gain a +10% bonus.
Aqua-Reservoir
All ships have large aqua-reservoirs, but a ship that selects this component devotes a sizeable amount of space to a major water reservoir. As a result, large quantities of coolant can be delivered anywhere on the ship.
Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or Morale loss by +50%.
Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to Command Tests made to put out fires and reduces Crew Population and Morale loss from fires by 2.
Lance Coolant: Increase the damage of all shipboard lances by 1, as the ship’s lance batteries may be more effectively cooled and fired more rapidly.
Unbalanced: A large aqua-reservoir reduces the ship’s Maneuverability by 5%.
Scholarium
Many crewmembers are the children of generations of void-travellers, families that spend their entire lives aboard ships. A captain who installs a scholarium aboard their vessel is acknowledging this fact. It provides nurseries that care for the ship’s children, and trains new generations of crew members in the skills and abilities necessary for the operation of a void-faring vessel.
Nurseries: Increase Crew Population permanently by 2, and increase by 1 every year.
Officer Training: Increase crew skill by +5%.
Augments and Enhancements
Pneumatic Arterial
A series of pneumatic transit tubes run throughout the ship, quickly conveying cargo, materials, and crewmembers around the ship. During combat, armsmen and repair teams can rapidly be deployed around the vessel, directly to where they are needed.
Armsmen Deploment: The ship gains a +10 to Command Tests when defending against boarding actions and Hit and Run attacks.
Repair Teams: Repair teams can quickly be deployed throughout the ship, granting it a +10 bonus to Emergency Repair tests.
Evacuation: Reduce Crew Population losses due to fires, depressurization, and other component-based damage by 1, to a minimum of 1.
This component may not be installed on vessels with a Tenebro-Maze.
Dorsal Castellum
A castellum is a massive tower that extrudes from the ship’s dorsal region, expanding the space available for shipboard components.
Expanded Space: This component increases the amount of space available aboard ship by 2.
Integrity: Adding massive external substructures reduces the ships ability to take hits, reducing hull integrity by 3 points.