Pinnacle Entertainment Group released the Science Fiction Companion to an eager audience looking for Savage adventures in the far future. It contains new races, Edges and Hindrances, Setting Rules, gear, cyberware, and numerous new races and creature. It also includes rules for players and Game Masters to create their own robots, power armor, vehicles, starships, walkers.
PEG packs a lot into 98 pages making it will worth the PDF price of $14.99. I was curious how well it handled custom settings. I recently released a science fiction novella titled World of Grey and was curious as to how well the ships, characters, gear, and races of that book translated into the new rule set.
I used our Ship Builder spreadsheet from a previous post to generate the Dawn. Here's the result.PEG packs a lot into 98 pages making it will worth the PDF price of $14.99. I was curious how well it handled custom settings. I recently released a science fiction novella titled World of Grey and was curious as to how well the ships, characters, gear, and races of that book translated into the new rule set.
Ships
The Green Dawn is a Seminole class Assault Scout that exists somewhere between the Medium and Large ship types presented in the SFC. It but most closely matches the Medium template. I inferred a bit between the two sets of stats.Medium | Green Dawn | Large | |
Size | 8 | 9 | 10 |
Acc | 45 | 43 | 40 |
TS | 600 | 550 | 500 |
Climb | 2 | 2 | 1 |
Toughness | 25 | 27 | 30 |
Armor | 6 | 6 | 7 |
Mods | 25 | 27 | 30 |
Crew | 5 | 15 | 50 |
Ship Name | Green Dawn | ||||||
Size | Medium/Large | ||||||
Acc/TS | 43/550 | ||||||
Climb | 2 | ||||||
Toughness | 27(6) | ||||||
Mods Remaining | 2 | ||||||
Crew | 15 | ||||||
Energy Store | 200 | ||||||
Cost | $26,540,000.00 | ||||||
Systems | AI, Atmospheric, Deflector Screens, FTL, Hanger, Sensor Suite Galactic, Shields, Targeting System, | ||||||
Weapons | 2XLight Lasers (2X Linked), 2XMedium Lasers (2X Fixed and Linked), Torpedo 1XLauncher with 8xLight (1X Fixed), |
The Dawn has the characteristic of Large ships in that it can take a maximum of 2 wounds per attack due to air-tight compartments. It also has a Marauder Drop Shuttle attached to the airlock behind engineering. Its meant to sneak past detection, survive a landing, and provide some direct fire support of the Hellhound squad.
Ship Name | Marauder Drop Shuttle | ||||||
Size | Small | ||||||
Acc/TS | 50/700 | ||||||
Climb | 3 | ||||||
Toughness | 20(9) | ||||||
Mods Remaining | 0 | ||||||
Crew | 1 | ||||||
Passengers | 10 | ||||||
Energy Story | 25 | ||||||
Cost | $3,165,000.00 | ||||||
Systems | AMCM, 2xArmor, Atmospheric, Deflector Screens, Passenger Pod, Sensor Suite Planetary, Shields, Stealth, | ||||||
Weapons | 1XLight Lasers (1X Fixed), 1XHeavy Slug Throwers, |
Sarge's Hellhounds encounter a Slug ship during the story. Slugs are technologically advanced. I manifested this by giving them 50% more mod spaces on Blasphore's ship.
Ship Name | Blashphor's 'Freighter' | ||||||
Size | Huge | ||||||
Acc/TS | 35/400 | ||||||
Climb | 0 | ||||||
Toughness | 35(8) | ||||||
Mods Remaining | 27 | ||||||
Crew | 300 | ||||||
Passengers | 0 | ||||||
Energy Story | 500 | ||||||
Cost | $89,280,000.00 | ||||||
Systems | AMCM, Deflector Screens, FTL, Sensor Suite Galactic, Shields, Tractor Beam, | ||||||
Weapons | 8XLight Lasers (8X Linked), 4XSuper Heavy Lasers (4X Fixed and Linked), Torpedo 2XLauncher with 16xLight 4xHeavy (2X Fixed), |
The slug ship used 20 of the mod spaces for this adventure with two superstructures. You'll have to read the story to find out what they were.
So, with a little GM fiat, I was able to represent the ships fairly well using the base rules. The SFC applies a logarithmic curve to ship sizing so getting exactly what I wrote took a bit of fudging.
Characters
Next, I tried to interpret the characters.
Doc is a cyborg who was once a doctor at a colonial hospital. An attack left a third of her body destroyed. I was interested to see how she would translate. Here's how she turned out as a seasoned character.
Doc | ||||
Agility | d8 | Parry | 4 | |
Smarts | d8 | Toughness | 8(2) | |
Spirit | d8 | Charisma | -2 | |
Strength | d12 | Pace | 6 | |
Vigor | d8 | |||
Hindrances | ||||
Mean | Minor | –2 to his Charisma for ill-temper | ||
Quirk | Minor | Flares cybereye during conversation | ||
Vow | Major | To protect the Dawn | ||
Bad Luck | Major | 1 less bennie per session | ||
Edges | ||||
Cyborg | Doubles Cyber Allowed | |||
Healer | +2 Healing | |||
Ace | +2 Boating, Driving, Piloting - Can make craft soaks | |||
Skills | ||||
Driving | d4+2 | |||
Fighting | d4 | |||
Healing | d8+4 | |||
K – Astrogation | d6+2 | |||
K – Biology | d6 | |||
K – Electronics | d6+2 | |||
K – French | d4 | |||
Notice | d6+2 | |||
Persuasion | d4 | |||
Piloting | d10+4 | |||
Repair | d4 | |||
Shooting | d4 | |||
Throwing | d4 | |||
Cyber | ||||
3xStrength(6), 1xAgility(2), Improved Vision(1), Improved Hearing(1), Trait Bonus -Piloting(1), Healing(1), Piloting(2), Knowledge (Electronics)(1), Knowledge (Astrogation)(1) | ||||
Gear | ||||
Smart Suit, Laser Pistol, Comlink, Personal Data Device |
Races
Arvins are a race of lagomorphs (rabbits) from the planet Arv. They've been conquered a number of times so being taken over by the Federation was nothing new. In fact, they considered a real step up from being conquered by the Kurr, who used them as game animals.What most races call cowardice, Arvins see has just plain common sense. They are one of the few non-human races that are seen throughout the Federation.
- Fleet Footed(+1) - Arvins have a base pace of 8 and a running die of d10
- Enhanced Hearing(+1) - +2 to hearing based Notice Checks
- Leaper(+1) - Doubles normal jumping ability.
- Night Eyes (+1) - ignores penalties for bad lighting
- Yellow (-2) - All Fear checks made at -2
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