Another rules question.

Another rules question.

Another rules question… OK, so according to the rules book, characters start with a Class 0 Attire, two Class 1 Assets and one Class 2 Asset. Recently, a player asked if he could take as many Class 0 Assets as he wanted. For example, could players take dozens of Class 0 firearms, melee weapons, and vehicles if they wanted?

Since my campaign is about being lost in space and equipment is scarce we opted not to allow this but is that how the rules are supposed to work? Are players allowed to take as many Class 0 Assets as they want?

Thanks for the clarification.

Hey folks.

Hey folks.

Hey folks. I’m new to PbtA games and GM-ing in general, but I’ve decided to start out with an Uncharted Worlds Doctor Who game. I’m really excited about the system and I think it’ll work pretty well for the setting, but I’m just wondering what tweaks, if any, you all would suggest?

One thing I’m thinking about is making a new origin: “Timefaring”, to cover Gallifreyan and other highly advanced characters. Any thoughts?

Here we are!

Here we are!

Here we are! Chapter 6, Careers. The first of the Preview Chapters. I’m hoping to release a new preview every week or two (depending on Life getting in the way).

I’m around 95% happy with the way things are right now, skill-wise. Still a couple that could be tighter.

I would greatly appreciate any feedback or comments about the content. Either post ’em here or make a Comment straight on the Doc itself!

https://www.dropbox.com/s/4e18lle8gpw9dfv/Chapter%206%20-%20Careers.docx?dl=0

A couple of teasers of the new career chapter. Looking to have the full chapter and running this weekend.

A couple of teasers of the new career chapter. Looking to have the full chapter and running this weekend.

A couple of teasers of the new career chapter. Looking to have the full chapter and running this weekend.

Wisdom (Chosen)

When you are involved in Cramped Quarters (either directly or as a third party), up to one participant resolves a mental or emotional debility afterwards, no matter the result. You may choose yourself as the “other” subject of your own Cramped Quarters.

Compel (Telepath) (replaces “Suggestion”)

When your word compels another to perform a few brief, simple actions, Roll+Influence.

On a 10+, they obey.

On a 7-9 they obey. If they would act against their fundamental nature, they can choose to suffer mental/emotional harm instead.

Advise (Counsel) (formerly “Suggestion”, from Telepath)

When you steer someone towards a decision or desire, Roll+Influence.

On a 10+, they accept this completely, and will act on it if they can.

On a 7-9, they become conflicted and confused, no telling how they might act.

Mediate (Consul)

When you are involved in Cramped Quarters (either directly or as a third party), choose one:

• Change the roll to a 9.

• Each party gains a Data Point about one of the other participants (your choice).

I while back I posted here regarding the use of Urban Shadows’s Faction rules in UW.

I while back I posted here regarding the use of Urban Shadows’s Faction rules in UW.

I while back I posted here regarding the use of Urban Shadows’s Faction rules in UW. The answers I got is that they were “too small” for a galaxy spanning space opera.

Well, I made advances in theory and practice.

I dropped the random factions altogether in lieu of Eclipse Phase’s reputation networks, under Urban Shadows added on rules. The interesting side affect is that we added a memetic depth to UW – Criminal, Ecologist, Corporate, etc… “tell me who you walk with and I’ll tell you who you are”.

The more I read, write, and narrate, the more I see that UW and Eclipse Phase complement each other nicely!

This may be tangentially related, but Aethercon is a free online RPG convention which also has panel discussions,…

This may be tangentially related, but Aethercon is a free online RPG convention which also has panel discussions,…

This may be tangentially related, but Aethercon is a free online RPG convention which also has panel discussions, and one is on the different “schools” of character-class design. As character class and playbooks are central to PbtA games, it may be of interest.

http://aethercon.com/#ArticleID238

Faraday’s Folly – Episode 3

Faraday’s Folly – Episode 3

Faraday’s Folly – Episode 3

(previously, our heroes retrieved an invulnerable tank from a mining world, but were displaced to an abandoned research station on a Wild Jump. They returned to civilized space, bringing some station survivors with them)

The Folly landed on New Neptune, a once thriving industrial world, covered from pole to pole in automated manufactories, that was now sparsely populated. Returning to civilized space, the Folly received a bunch of backlogged messages from the Flotilla, since they were about six weeks behind schedule. The final message came from a new contact, Saihong Oo, not the person who’d hired them. Doc Kovacs sent his apologies and asked for delivery coordinates.

Cpl. Cho looked for a place to stow the “Chosen” evacuees from Sirrus. An old buddy, Asaf Biton, said that he needed some unskilled labor to reactivate an abandoned manufactory – but a shipful of Carnac’s Corsairs were squatting there. Cho volunteered to clear the place out. Elsewhere, Doc Kovacs traded in the server carts from Sirrus for some high-quality maintenance drones.

Kovacs brewed a low-density neurotoxin that they could pump into the manufactory’s air vents to knock the Corsairs out. They went to the manufactory and climbed up forty flights of stairs to where the Corsairs had docked their ship. Kovacs triggered a fire alarm to distract a hovering security drone, then loaded the toxin to take out the Corsairs one story up.

Kovacs and Cho loaded the unconscious Corsairs into an abandoned office, pausing only to round up a last few Corsairs who hadn’t been around at the time. They balked at the idea of murdering the Corsairs en masse, so they made a call to the Ariel Mutual Prosperity Sphere. Ariel was more than willing to send a local factotum – Charvin Kised, economic enforcement officer – to pick up the wanted pirates. Cho flew the Corsairs’ ship off for salvage while Kovacs handled Kised.

Acting on behalf of Ariel, Kised grilled Kovacs on their wild jump from Carthage. Kovacs admitted to firing on the Dusters but denied any involvement with the tank theft. This satisfied Kised, especially when Kovacs agreed to take on a job for Ariel: transporting a prisoner, Mason Brooks, to Persephone. Mason Brooks was the Flotilla resident whose whereabouts were being tracked heavily by the last occupant of the tank Kovacs had just stolen, but Kovacs didn’t mention having heard the name before.

Having taken two irreconcilable jobs – deliver a tank to the Flotilla, keep Mason Brooks away from the Flotilla – the party split up. Cho and Brooks chartered a flight to Argus Station, an asteroid mining station. They stayed over for a couple of days, with Cho begrudgingly paying off some AFFM thugs in an extortion racket.

Meanwhile, Kovacs rendesvouzed with the Flotilla itself in the Hieronymus system. He met his new contact, Saihong Oo, aboard the Arc of Descent. While they inspected the tank, Oo offered him another job – retrieving a ship that had been separated from the Flotilla on a prior jump, the Instant Gratification. Kovacs accepted. His attempt to sell the maintenance droids from New Neptune fell through, though – there was a tempting new cargo to trade, but it was on the other side of the Flotilla, and Kovacs didn’t have the two days to wait.

Kovacs picked Cho and Brooks up at Argus and continued on to Persephone, a water-covered planet known for manufacturing pharmaceuticals. The starport was jammed with people trying to evacuate: news had broken that Carnac’s Corsairs were one jump out of system. Brooks spotted some Flotilla heavies tailing them from the airport. The crew reached their destination, but got pinned down on a skybridge by automatic weapons fire. Both Kovacs and Cho took severe wounds, but got Brooks to safety and dispersed the goons chasing them.

https://fsr2n.wordpress.com/2016/10/08/uncharted-worlds-faradays-folly-episode-3/

https://fsr2n.wordpress.com/2016/10/08/uncharted-worlds-faradays-folly-episode-3/

I was just curious, do the skills presented in the core book adhere to any sort of template or design guidelines…

I was just curious, do the skills presented in the core book adhere to any sort of template or design guidelines…

I was just curious, do the skills presented in the core book adhere to any sort of template or design guidelines (similar to simple worlds guidelines for making new moves). Im hoping to use Uncharted Worlds for our next game and id like to write up some new careers and origins. And i was hoping for some tips on makings new skills.

First session of UW with my group tonight.

First session of UW with my group tonight.

First session of UW with my group tonight. It is a city-based game and the group are deniable assets that work for the factions that run the city.

It went pretty noir, starting with a funeral and ending with the group allowing some street justice for their skeevy, flawed pal.

A great deal of skills assume travel, but were easily retooled for a more sedentary setting. Contacts was an example, that I explained as the PC having contacts in various sectors of the city.