I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character…

I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character…

I’m about to start the first actual play session of my online campaign tomorrow (beyond setting and character creation). We are going to be playing in the default class 2 starship setting. I realized that my players have decided to begin with 3 vehicles, which by standard rules means 3 out of 4 slots in the cargo bay will be filled. They don’t have a LaunchPad workspace that could free up the flyers, and taking that would sacrifice a Navigation work-space, which can also be very important. They will also probably want room in their cargo bay for salvage operations.

The choice of taking 3 vehicles is not necessarily a bad one. It has its benefits: three different craft that can be used in different environments and situations, and its drawbacks: the need to space and service all of them.

This leads to an interesting conundrum. As the GM, I do want space within the craft to matter. Class 2 Starships generally don’t have the larger carrying capacities of their Class 3 counterparts.

Having to decide what to leave behind and what to take should be a decision they’ll have to make. However I also don’t want their choice to have vehicles to limit their choices in the long run.

Any advice? Anybody had trouble with this before? Is this an actual problem or is this the system working as intended?

I had a few things that I wanted to share.

I had a few things that I wanted to share.

I had a few things that I wanted to share. And a few things that I wanted to ask about, but that I have forgotten about. Will edit if/when these ideas come back to me.

1.If you haven’t checked out this produce yet on drivethrurpg. I 1000% recommend it. It’s a pay what you want document for better running jumps and the jump drive in Uncharted Worlds. It has some very nice prompts for both safe jumps, and a several different ‘levels’ of jumps as far as how much danger, horror and mystery you want to be a part of the jump experience. I feel this is a must-have for uncharted worlds, as the core rulebook has about two paragraphs on the subject, and because I just recently discovered this project, I was super excited to share it. http://www.drivethrurpg.com/product/192696/Wild-Jumps

2. I’ve been experimenting with homebrew character templates for an uncharted worlds campaign I will be running shortly on roll20. It’s halfway between a pregenerated character and a character ‘class’. It streamlines the character creation process, but still allows you to choose your origin, a career, your assets however from a narrowed down pool of options. Anyways, while doing this and creating asset options for the characters, I came up with some interesting ‘trinket’ options that reflect the origins/ career combinations possible for that character template. They’re ‘flavor’ items, but each one could be the seed of an adventure, or at least an exploration into the backgrounds of the character.

Qualifications (Choose 1):

• Diploma from a Distinguished Institution

• Faction-Sponsored Certification (Faction Name Here)

• Patented Blueprints of your own Design

• Exceptional Resume

Symbol of Authority (Choose 1)

​• Proof of Ownership, Spaceship ( The Party’s or your own)

​• Crew Roster (Current or former voyage)

​• Writ of Captaincy (Faction or Agency Name Here)

​• Trade Network Membership (Certification of Trade)

• Noble Pedigree (Authenticated)

Souvenir(Choose 1)

​• Ancient Relic (of some long lost civilization)

​• Holographic Art(rare and breathtaking)

​• Shard of the heart of a dying star

​• Navigational Information for an unexplored system

War Trophy(Choose 1):

​• Quality Prosthetic( War Wound earned on the front lines)

​• The Skull of a Former Foe (Well Preserved)

​• Prestigious Medal (For Actions in the Line of Duty)

​• Antique Weapon (non-functional)

​• Damaged Data Core (Faction Name here)

http://www.drivethrurpg.com/product/192696/Wild-Jumps

” “Vessel” is the catch-all term for large, powerful vehicles: colossal mechs, heavy tanks bristling with guns,…

” “Vessel” is the catch-all term for large, powerful vehicles: colossal mechs, heavy tanks bristling with guns,…

” “Vessel” is the catch-all term for large, powerful vehicles: colossal mechs, heavy tanks bristling with guns, sleek grav-platforms, titanic crawlers, and so forth. Most notably, starships are also Vessels.”

Does this mean ALL star-ships are vessels? So all rules that apply to vessels apply to star ships? How does that affect star ship creation? Have I misunderstood something?

Activity: Make a Class 2 Melee Weapon with the upgrade Specialized [Chemistry]

Activity: Make a Class 2 Melee Weapon with the upgrade Specialized [Chemistry]

Activity: Make a Class 2 Melee Weapon with the upgrade Specialized [Chemistry]

Specialized

Choose a skill. Lessens/diverts/absorbs some of the consequences of failures.

I have a player who is wanting some sort of stealth shield technology.

I have a player who is wanting some sort of stealth shield technology.

I have a player who is wanting some sort of stealth shield technology. I can definitely introduce something like that in the story itself, but I am actually surprised that Uncharted Worlds doesn’t have high-tech ‘invisibility cloaks’ for player characters. Most I seem to have found are the stealthy tag for attire (which he has) and the camouflage feature of a bio or cyber mod. Both of those seem to be fairly similar.

Camouflage: Blend into your surroundings, especially when not moving

Stealthy: Muffled, blends into environments, difficult to pick up on sensors

What happens if both are taken at once? Are they just VERY good at blending into surroundings.

My player is an augmented super soldier grown out of a tube. He’s mentioned wanting to go ‘into stealth mode’. I’m definitely picturing stealth shield generator technology such as in star wars.

How have these tags been used and treated during your UW games?

How would you introduce stealth shield technology?

Thoughts?

PSA: I just picked up Far Beyond Humanity. I am very excited to read through it. That is all.

PSA: I just picked up Far Beyond Humanity. I am very excited to read through it. That is all.

PSA: I just picked up Far Beyond Humanity. I am very excited to read through it. That is all.

Hello, I am curious as to how to people have used this weapon tag:

Hello, I am curious as to how to people have used this weapon tag:

Hello, I am curious as to how to people have used this weapon tag:

‘Mounted’

Mounted to a forearm or shoulder rig, keeps hands free.

It’s just bizarre to me. Makes me thinks of a super battle-droid.

Does that mean it can be fired while mounted? Would it be integrated into an attire? What does this mean, besides easier storage and movement?

How has this tag been used in your games?

I have a player who would love to have an AI-operated gun mounted to their shoulder, and I have no idea what to think.

What do you think?

Soo I have had some unexpected dropouts from my uncharted worlds online game.

Soo I have had some unexpected dropouts from my uncharted worlds online game.

Soo I have had some unexpected dropouts from my uncharted worlds online game. Does anyone have any recommendations for introducing and ‘eliminating’ characters? It’s kind of a strange idea, especially since the workplaces of various players tend to help define ships. I’m up for turning those PCs into NPCs, but I already have a large cast of characters, so they might end up becoming ‘another redshirt’ which is not at all desirable. I have several ideas in which i can introduce new characters, but it’s what to do with those characters whose players’ have retired from the game. Has anybody else had any kind of experience like this?

Been thinking a bit about spaceship directional navigation and terms.

Been thinking a bit about spaceship directional navigation and terms.

Been thinking a bit about spaceship directional navigation and terms. Mostly just in general, but I would like to get better at techy speak and the like.

Most of them seem fairly self-explanatory and be taken from seafaring vessels. Starboard (left), Port(right), Aft(back), Forward/Prow( front).

But what about up/down and diagonal directions? Do we immediately start talking about trajectories and angles of approach or use a 3d coordinate grid? How does the crew refer to certain celestial objects approaching from certain direction, or just to communicate position accurately?

Do we start talking in galaxy-sized terms? Hub-ward and rimward movement? Or in terms relative to the nearest celestial body?

Because of the vastness of space, it becomes increasingly hard for me, who has a relatively small amount of aeronautic and travel experience to even know how to talk about these things. What experiences have you had in games when it comes to this? How do you handle your jump travel?

Synopsis of Session 0 of my new Online Uncharted Worlds campaign.

Synopsis of Session 0 of my new Online Uncharted Worlds campaign.

Synopsis of Session 0 of my new Online Uncharted Worlds campaign.

In our first ever session of the Uncharted Worlds: A Journey Into the Unknown, we established a ragtag group of mercenaries, pirates and profiteers hell-bent on taking advantage of a weak and war-torn system. During this session, we created characters (mostly) and played out the beginning of our Heros’ first adventure: the acquisition of a space ship from the run-down remants of Theta station.

We jumped right into the action under the bubble shield on the main level of the Theta Station platform. Sven, Harland and Thanatos all stood together among ships of all shapes and sizes, all of them in disrepair and mired with wear and tear and damage. Sven and his accomplices, a group of rough and tumble mercenaries who he had persuaded quite convincingly to leave their own criminal enterprises for a promising share in adventure, riches, and notoriety.

Immediately, the group made note of 5 security bots watching them and their unusually well-equipped squad. Taking note of this, both Thanatos ( a tall, grizeled mercenary with a penchant for violence) and Harland Briggs (a smug and inventive technomancer with a knack for the unexpected) made their best attempts to remain unseen as they split from the group. Unfortunately, Thanatos’ skills lay elsewhere, and his large frame and errant feet caused him to fall in front of the attentive robots, who, sensing a possible threat, scanned him thoroughly before moving back to their posts. Meanwhile, Harland’s wiles and a murmured paradox allowed him to move past undetected and begin his own efforts on the nearest computer terminal: a barely functioning piece of machinery he was nevertheless able to use to infiltrate and hijack the poorly protected computers system of the station.

With the surveillance robots following, the rest of the group followed his instructions and shared data to the elevator that would lead them to their vaunted prize: the most expensive craft on the station, an Alton Cruiser on the lower levels of the station. However, they quickly came across unforeseen complications.

A duo of security guards met them at the elevator and asked for identification. Due to the less than legitimate means the group had entered the station, they were unable to comply, and Thanatos, itching for a fight, began the hostilities. Between the combined firepower of the heroes and their allies, they were able to incapacitate and dispatch all 5 of the security droids as well as killing the remaining guard, but not without consequence. A missed electric shot struck Thanatos, paralyzing his legs temporarily and causing him to pulse with hot and damaging electricity,.

From there, they were able to override the lift’s main systems and use it to descend several levels, all the while attempting to care for Thanatos in his injured condition. After bypassing a level full of unguarded cargo, the characters made their way down to the correct elevation of the craft’s hangar area and made haste, as it was clear that the authorities were making their best attempt to override the hijacked server. Instead of choosing the longer way around, they decided to risk a quicker, yet more dangerous route to their destination through corridors and areas of incredible rot and disrepair.

During that time, they encountered a strange organism equal parts cybernetic and gooey organic, which they quickly dispatched without a second thought before continuing on. With the use of their remaining administrative access, they were able to traverse the remaining distance to their destination by disabling the gravity systems and floating over several chasms and pits that blocked their way.

Eventually, the party’s journey came to an end in a hangar dominated by the Alton cruiser, a savage looking craft with two tusk-like protrusions on either side of its body, reminiscent of the ancient Alton raiders. However, standing in front of it, armed to the teeth, is an old friend of Sven’s dressed in crimson syndicate garb. “We’ve been expecting you.” he says with a carniverious smile.