Hot damn.

Hot damn.

Hot damn. So I’m looking at the vehicle rules in the marketplace, and I’ve noticed that if you can stack plated and reinforced (I don’t see any indication otherwise) you could make a class 3 ground vehicle with 8 armour and still have room to spare for a gun.

Not only does this give you the rare chance to roll a pbta move with a +8 (+9 if you could work a data point in), it makes the vehicle ludicrously resilient. Rolling Brace for Impact with +8 means you’ll definitely get at least a 10+ on your roll, and gives you a 5/6 chance of getting a 13+. Because it’s reinforced the tank automatically reduces the severity of damage from anything less than breaching weapons by one stage. Therefore, our supertank will typically reduce the severity of non-breaching attacks by 3 stages, and breaching attacks by 2 (that’s if I’m understanding the description of the Reinforced tag correctly).

This means that the tank will completely shrug off even destructive firearms like grenade launchers without breaking a metaphorical sweat. Heavy weapons like rocket launchers fare a bit better, being typically reduced to minor damage. So a 70mm rocket full of space explosives will still only dent the armour. Bring 5 of them and you might be getting somewhere. Replace the war-heads with shaped explosives (Breaching) and you’ll only need 4.

And then there’s spaceship weapons. These are listed as lethal damage, and I presume they count as breaching since they’re intended to fight other spaceships. As a result, a direct hit from a massive ship mounted laser cannon firing from low orbit will still only do severe damage. It will take 3 hits in total to destroy the supertank. Now because this is a class 3 vehicle we still have room for a turret, in which we could fit a heavy weapon. Let’s give it a class 3 high-velocity cannon with the tags Breaching, Shock, and Detonation being represented by the different types of shells it has available. Breaching allows it to damage a spaceships hull, shock allows it to cause all sorts of malfunctions, and detonation allows it to shred external modules as well as deal with ground threats.

Yes that’s right, what we are making here is a ground vehicle capable of going toe-to-toe with spaceships, for the admittedly expensive cost of two class 3 assets (though make an explorer/military type and you can actually start the game with this tank). The only other downside is that it’s slow, but does this thing sound like it would ever need to run away?

I am considering a UW hack (yes, not a hack from AW, but starting with UW as the base) in a fantasy Planescape-style…

I am considering a UW hack (yes, not a hack from AW, but starting with UW as the base) in a fantasy Planescape-style…

I am considering a UW hack (yes, not a hack from AW, but starting with UW as the base) in a fantasy Planescape-style setting. What things would you consider critical in a setting like this?

I have the following bullets recorded:

– Origins would become species based, allowing for complex planar hybrids

– Careers would be a simple conversion, but I’d like to add more and possibly create “exit paths” to account for growth into new careers.

– As there’s no space ship, and travel would be portal based, work spaces would have to be replaced conceptually with something different

– LOTS more factions, some pre-assembled. In the planes, everyone has their causes and philosophies

Thoughts? This is all conceptual currently.

So I just heard from the publisher.

So I just heard from the publisher.

So I just heard from the publisher. After numerous emails, and my explaining that I didn’t buy it from them (rather through DriveThruRPG) this was the response: “I see. I’m afraid that we can only offer claims support to our publisher who hold an account with us. For the issues you have experienced, please contact the retailer where you purchased the title.” … Hallllp! 🙂

Been dying to run this, but I have a couple of players who flat out refuse to play human characters.

Been dying to run this, but I have a couple of players who flat out refuse to play human characters.

Been dying to run this, but I have a couple of players who flat out refuse to play human characters. For reasons :rolleyes:

So until now, I’ve been working out how non-human characters would work in UW. Tonight, I had a mini-revelation. A character’s species doesn’t matter. Thinking back on some of the biggest names in Space Opera (Star Trek, Babylon 5), the biological differences between humans and aliens rarely if ever are important to the story. We all know Vulcan’s are stronger than humans. But how often does that come up? Narns can’t be telepaths. But does that need to be mechanised?

What usually comes up is cultural and societal differences. That’s pretty much already handled by the current character creation system. The only thing that it doesn’t handle (possibly) are species that have special abilities like flight, telepathy, or completely alien (or artificial) physiology. But those sort of characters are quite rare. Beyond Human will sort that out.

But for the majority of alien species in space opera, the current character system works fine. Create the character as normal and just call it a Klingon, or a Centauri, or a Wookie, or a Turian. For the most part, it won’t matter.

Won’t work for everyone. And it won’t work for my two players who need to play special snowflakes with kewl powerz. But for most space opera, it works.

Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them…

Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them…

Sean Gomes – Have you considered a two- or three-page quick-start guide a GM could give to his players to get them to quickly understand UW? (Or does one already exist?)

Was curious about folks’ opinion: I know predetermining the overall setting should be avoided and “built” during the…

Was curious about folks’ opinion: I know predetermining the overall setting should be avoided and “built” during the…

Was curious about folks’ opinion: I know predetermining the overall setting should be avoided and “built” during the first session through player/GM interaction. But I’m thinking of putting together a campaign where the setting is (mostly) predetermined – I want it to be set on a generation ship and have a noir feel. I’m trying to decide if the UW system is the way to go or possibly the Monte Cooke’s Cypher system. Anyone with experience in both have any recommendations/thoughts?

If you need an interstellar cargo ship for your game, Michael Tumey has made a fantastic layout for one.

If you need an interstellar cargo ship for your game, Michael Tumey has made a fantastic layout for one.

If you need an interstellar cargo ship for your game, Michael Tumey has made a fantastic layout for one.

Originally shared by Michael Tumey

Marco Polo class interstellar cargo transport ship, minimum crew 6, with high passage, mid passage, and 4 cryogenic chambers. Fore section contains 3 decks: bridge, quarters, life support/crew cargo, and aft section contains engines and engineering, connected by a pair of girders with catwalk and tram elevator.

Created with beveled vector shapes and photo textures using Xara Designer Pro x11.

Rocking out our second session of #TheSurveyCrew (until a better name comes along or they actually name their…

Rocking out our second session of #TheSurveyCrew (until a better name comes along or they actually name their…

Rocking out our second session of #TheSurveyCrew (until a better name comes along or they actually name their second-hand ship).

I’ll have more to say later when I have the time to give a rundown of events this week. Until then, suffice to say, awesome fun was had by all. Pirate standoffs, knife fights in blistering sand storms, taking control of a starship’s internal security systems, hijacking a pirate shuttle, evading a starfighter dragnet, emergency surgery, and more.

The party never stops, with Uncharted Worlds!

Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP…

Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP…

Maybe I’ve missed it in the posts, but has anyone contemplated a system for getting stat advancements into the XP advancement mix?

I have been running this a bit (3 sessions so far) for friends, a couple of whom are familiar with other Powered by the Apocalypse games. The lack of stat advancement is throwing us for a loop.

I am contemplating attaching the stat boosting skills from backgrounds to each career for advancement purposes or coming up with one or two experiences which are directly tied to +1 in a given stat (and maybe limiting it to two stat improvements per character). Thoughts?

Specific Concept: Two unrepeatable Dungeon World inspired experience methods. After each is used, cannot be selected again to grant any other stat-skill.

1) Failure with Stat X gets someone killed, trapped, or captured.

2) Success with Stat X brings safety or treasure.

Either way, the game has been pretty great, although I am still uncomfortable improvising in sci-fi in comparison to fantasy or modern settings.