Here are some premade characters for an Uncharted Worlds Star Trek game I’m planning on running 🙂
https://drive.google.com/open?id=1Z_01jlG1ITCpLau2R564hlZkkUDZ1pzp
Here are some premade characters for an Uncharted Worlds Star Trek game I’m planning on running 🙂
Here are some premade characters for an Uncharted Worlds Star Trek game I’m planning on running 🙂
https://drive.google.com/open?id=1Z_01jlG1ITCpLau2R564hlZkkUDZ1pzp
If you haven’t already picked up Far Beyond Humanity, its 30% off thanks to the GM’s day sale.
If you haven’t already picked up Far Beyond Humanity, its 30% off thanks to the GM’s day sale. While you’re there, you could pick up “Colonies” and “21 Jump Points” as well.
https://www.drivethrurpg.com/product/215816/Uncharted-Worlds-Far-Beyond-Humanity?src=plus
I’m kicking around stuff for a campaign and wasn’t happy with the Debt rules.
I’m kicking around stuff for a campaign and wasn’t happy with the Debt rules. The new Debt System Sean posted is an improvement, but I felt it was a little too fiddly. I decided to tweak it, taking some inspiration from AW Hx mechanics and here is what I came up with. Interested to hear what folks think.
How does this game compare to the various versions of Traveller?
How does this game compare to the various versions of Traveller? Could it be used to run a campaign in the Third Imperium setting of Traveller?
20 Archtype ideas.
20 Archtype ideas.
Armory Officer (Military Industrial)
– Unique Weapon, Heavy Lifting, Upgrade
Assault Squad Officer (Military Personality)
– Tactics, Toughness, Leadership
Conn Officer (Starfarer Explorer)
– Navigation, Calibrations, Recklessness
Consultant (Academic Personality)
– Education, Technobabble, Fame
Counselor (Academic Starfarer)
– Education, Deduction, Cosmopolitan
Damage Control Engineer (Industrial Starfarer)
– Repair, Construction, Weightless
Diagnostic Engineer (Academic Industrial)
– Education, Deduction, Technobabble
Doctor (Academic Personality)
– Chemistry, Surgery, Leadership
Explosives Expert (Industrial Military)
– Tinker, Upgrade, Heavy Lifting
Fabrication Engineer (Industrial Explorer)
– Construction, Tinker, Survival
Flight Deck Officer (Starfarer Military)
– Custom Flyer, Calibrations, Authority
Maintenance Engineer (Industrial Academic)
– Repair, Dismantle, Deduction
Nurse (Academic Clandestine)
– Education, Deduction, Interrogation
Life/Physical Scientist (Academic Explorer)
– Education, Deduction, Reconnaissance
Security Officer (Clandestine Personality)
– Surveillance, Interrogation, Leadership
Computer Systems Engineer (Technocrat Starfarer)
– Hijack, Program, Calibrations
Tactical Systems Specialist (Industrial Starfarer)
– Repair, Upgrade, Calibrations
Technician (Industrial Starfarer)
– Dismantle, Upgrade, Calibrations
Transporter Officer (Starfarer Industrial)
– Custom Flyer, Calibrations, Repair
Ground/Space Warfare Specialist (Military Starfarer)
– Tactics, Authority, Weightless
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?
Star Trek stuff for Uncharted Worlds and Far Beyond Humanity.
Star Trek stuff for Uncharted Worlds and Far Beyond Humanity. The idea here was to create items and technology with the existing rules, rather than add in a bunch of homebrew. Note that most of these will require FBH.
===LCARS, COMPUTERS AND TRICORDERS===
Computers in Star Trek are so advanced that it’s better to represent them as crew rather than make them a kit or basic upgrade. To use these computers, a character makes a Command move using the rules in FBH for issuing a command to a mindless group.
Standard Tricorder
– Class 1 Crew
– Design: Artificial
– Form: Handheld device
– Upgrades: Informants
Specialized Tricorder
– Class 2 Crew
– Design: Artificial
– Form: Handheld device
– Upgrades: Informants, plus 1 variant
– Variant Upgrades: ‘Engineering’ [Mechanics], ‘Medical’ [Medics]
Library Computer Access and Retrival System
– Class 3 Crew
– Design: Artificial
– Form: Ship’s Computer Core
– Upgrades: Summoned (in the ship, can call for the computer from almost anywhere), Informants, Numerous (capable of performing many tasks simultaneously)
===NAVIGATIONAL DEFLECTORS===
When traveling at light or sublight speeds, even the smallest bits of matter can be extraordinarily dangerous. To protect its vessels from collision hazards, Starfleet uses Deflector Dishes on its starship designs. These dishes, covered in an array of emitters, fire a powerful tractor/deflector beam thousands of kilometers ahead of the ship, pushing aside objects to give the vessel a clear flight path.
Deflector Emitter
– Class 2 Heavy Weapon
– Optimal Range: Far, Distant
– Upgrades: Destructive, Stun, Sustained
===PHASERS===
// ‘Federation’ Asset Standard: Phaser Technology
Starfleet firearms are designed to pack as much functionality as possible into their small casing, allowing them to be used as tools as much as weapons. This design choice emphasizes the Federation philosophy of pursuing non-violent resolutions to conflict.
All firearms from the United Federation of Planets gain Radiant as a free upgrade, which can be removed by taking the Silenced upgrade. They also gain Switching [Burst OR Laser], Switching [Chemical OR Stun], Switching [Destructive OR Impact], and Switching [Explosive OR Shock] as free upgrades, which are collectively referred to as ‘Beam Settings’; but taking the Bullets upgrade (FBH, pg 90) removes both Radiant and Beam Settings. Different combinations of these switches allow the firearm to achieve a myriad of effects. These various configurations are called ‘settings’, a full list of which can be seen below.
Note that not all phasers have the Charged upgrade, thus limiting the number of beam settings they have access too.
SIMPLE BEAM SETTINGS
Narrow-beam (Laser) or wide-beam (Burst)?
Stun (Stun) or Cut/Heat/Disrupt (Chemical)?
Light (Impact) or Heavy (Destructive)?
Light (Shock) or Heavy (Explosive)?
Low or High Power (Charged)?
DETAILED BEAM SETTINGS
Level 1, Light Stun
Switches: Stun – Impact – Shock
Level 2, Medium Stun
Switches: Stun – Impact – Explosive
Level 3, Heavy Stun
Switches: Stun – Destructive – Shock
Level 4, Low Heat
Switches: Chemical – Impact – Shock
Level 5, High Heat
Switches: Chemical – Destructive – Shock
Level 6, Low Disruption
Switches: Stun – Destructive – Explosive
Level 7, Medium Disruption
Switches: Chemical – Impact – Explosive
Level 8, Heavy Disruption
Switches: Chemical – Destructive – Explosive
Level 9, Severe Disruption
Switches: Stun – Impact – Shock – Charged
Level 10, High Disruption
Switches: Stun – Impact – Explosive – Charged
Level 11, Low Explosive/Disruption
Switches: Stun – Destructive – Shock – Charged
Level 12, Light Explosive/Disruption
Switches: Chemical – Impact – Shock – Charged
Level 13, Medium Explosive/Disruption
Switches: Chemical – Destructive – Shock – Charged
Level 14, High Explosive/Disruption
Switches: Stun – Destructive – Explosive – Charged
Level 15, Heavy Explosive/Disruption
Switches: Chemical – Impact – Explosive – Charged
Level 16, Severe Explosive/Disruption
Switches: Chemical – Destructive – Explosive – Charged
HAND PHASERS
23rd Century Type-1 & Type-2 Phaser
– Class 1 Firearm
– Design: Pistol
– Optimal Range: Adjacent, Close
– Upgrades: Radiant, Beam Settings, Switching [Concealed OR Stabilized]
Type-1 Phaser
– Class 1 Firearm
– Design: Pistol
– Optimal Range: Adjacent, Close
– Upgrades: Radiant, Beam Settings, Concealed
Type-2 Phaser
– Class 1 Firearm
– Design: Pistol
– Optimal Range: Adjacent, Close
– Upgrades: Radiant, Beam Settings, Charged
Type-3 Phaser
– Class 1-3 Firearm
– Design: Rifle
– Optimal Range: Close, Far
– Upgrades: Radiant, Beam Settings, Charged, plus 0-2 Variant Upgrades
– Variant Upgrades: ‘Pulse Fire Setting’ (Switching [Laser OR Plasma]), ‘Underbarrel Grip’ (Stabilized), ‘Targeting System’ (Scope)
Compression Phaser Rifle
– Class 1 Firearm
– Design: Rifle
– Optimal Range: Close, Far
– Upgrades: Radiant, Beam Settings, Plasma (replaces Switching [Burst OR Laser])
MOUNTED PHASERS
Type-4 Phaser
– Class 2 Heavy Weapon
– Optimal Range: Far, Distant
– Upgrades: Destructive, Breaching, Laser
Type-8 Phaser
– Class 2 Artillery
– Optimal Range: Distant, Very Distant
– Upgrades: Breaching, Penetrating, Concussive, Laser
Type-10 Phaser
– Class 3 Artillery
– Optimal Range: Distant, Very Distant
– Upgrades: Breaching, Penetrating, Concussive, Laser, Sustained
===REPLICATORS===
Several workspaces can be used to indicate the presence of replicators on a ship. Including:
(UW)
Commercial – Mercantile
Explorer – Rugged
Industrial – Refinery AND/OR Manufactory
Personality – Habitation
(FBH)
Consul – Culinary
Replicators use transporter technology to change matter into energy, and then that energy back into a desired form of matter, allowing them to ‘replicate’ a large variety of materials and assets. At the bottom spectrum of these devices are Food Replicators, which use the ship’s waste to make food and basic items; e.g. a coffee cup filled with hot coffee. However, there also exists Industrial Replicators, which are capable of producing simple Class 0 and Class 1 assets.
When a character wishes to use a replicator to create an Asset, treat it as a Market with the Forlorn and Regimented Origins; it can only replicate what’s been programmed and what’s allowed by Starfleet. As normal, the character uses the Acquisition move to obtain the desired Asset, and they may offer Cargo or Fuel as normal for the replicator to use as ‘raw material’ in order to increase the chances of acquiring the Asset. The Barter move may also be used with the replicator, though this will obviously require some interpretation on the GM’s part when it comes to 13+ results.
Examples:
A Crewman attempts to replicate a meal for him and his family. He succeeds with no roll, because this falls under the Wealth rules.
A Crewman attempts to replicate an alcoholic beverage. He fails with no roll, because of Starfleet regulations concerning alcohol and narcotics (Origin: Regimented), but the replicator can offer the same drink with no alcohol. An officer might or should be able to bypass these restrictions.
A Crewman attempts to replicate a delicious, edible berry that the ship discovered while exploring a newly found world. This sort of simple food stuff falls under the Wealth rules, but he fails with no roll because this berry is new and not programmed into the replicators (Origin: Forlorn). However, the berry could perhaps be added into the ship’s computer at a later date, allowing it to be replicated.
An Officer attempts to replicate a hand phaser; a Class 1 Firearm; for an impending away mission. She can’t risk failing and wasting time because she needs it straight away, so she offers a unit of Class 3 Fuel as part of her Acquisition move. She rolls 2d6 and gets a 1 and a 3, for a result of 4, with a final total of 7 because of the offered fuel. She’ll get her phaser, but she’ll have to accept a cost (‘It’ll require some time to replicate’ or ‘Will require additional material consumption’), a task (‘You get the components and will have to assemble the weapon by hand’), or a lesser version of it (‘Some obvious flaw makes it a Class 0 version’).
An Officer wants to turn some Ore; a Class 0 Cargo; into Circuits; a Class 1 Cargo. Using the ship’s industrial replicator, he attempts to process the ore by using a Barter move. He rolls 2d6 and gets a 6 and a 1, for a result of 7. This changes the Class 0 Ore into Class 1 Circuits, but allows the GM to choose the flaw “The negotiations take many days to complete”. He’ll get his circuits, but they’re so complex that the replicator will need a couple days to work on it. Hopefully, no one will need to use the industrial replicator in the meantime.
===TRANSPORTERS===
// Transporter Technology
Transporter Room and Transporter Beam Emitters
– Vessel Upgrade, Workspace: Starfarer, Launchpad
OR
– Vessel Upgrade: Launch Bay
Personnel Transporter Beam
– Class 3 Flyer
– Design: Shuttle
– Upgrades: Summoned, Agile, Controlled
Cargo Transporter Beam
– Class 3 Flyer
– Design: Shuttle
– Upgrades: Summoned, Controlled, Transport
Transporter Beams work by turning the subject’s matter into energy, sending it across space, before materializing the subject at the target location (Summoned); they’re controlled by an operator at a station in a transporter room (Workspace: Launchpad; Upgrade: Controlled). The Personnel Beam can be easily configured to allow the operator to ‘beam’ Away Teams of up to 6 people under a variety of circumstances (Agile). The Cargo Beam is for ‘beaming’ cargo units, but it can also be adjusted to beam living organisms, allowing it beam groups of up to 12-18 people (Transport). Neither beams have the Rugged or Sealed upgrade, and are only capable of holding objects or organisms for 7~ minutes before pattern degradation occurs and the subject is lost.
===WARP CORE===
// Warp Cores
NEW Vessel Upgrade: Warp Core
A complex energy source for demanding systems like Boosters, Jump Drives, Shields, or Cloak.
An Antimatter Reactor Core or ‘Warp Core’, is a highly powerful and complex form of reactor technology regularly employed by Starfleet. A single Warp Core is all a vessel needs to simultaneously power its myriad of systems, giving it a distinct advantage over standard reactor technology that necessitate the inclusion of several reactors into a vessel’s design in order to power all of its systems. However, this comes at the cost of requiring three different fuels to be loaded into the core, instead of a standard reactor’s one fuel.
The three required fuels are: Deuterium, a Class 1 Fuel; Antideuterium, a Class 2 Fuel; and a Dilithium Crystal, a Class 3 Fuel. Warp Cores operate by mixing deuterium and antideuterium in a mixing chamber through a dilithium crystal, causing a matter/antimatter reaction that produces high energy plasma, which is in-turn used to power the vessel. A Warp Core will not function in the absence of any of the three fuels. When a vessel powered by an active Warp Core uses the move “Run On Fumes”, only the fuel class of the Dilithium Crystal is added to the roll. If the result of Run On Fumes calls for reducing a Fuel’s class, then all three fuels have their class reduced by the same amount (i.e. If reduce one, then all three reduce one).
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)
Hi folks!
Hi folks! Just picked up Uncharted Worlds and I’m, by and large, absolutely loving it. Especially the character creation.
I am, however, bouncing off of how combats are resolved HARD.
My main PbtA experience is Dungeon World which resolves combats pretty quickly, but a) lays out more regimented guidelines as to what you can do in a fight (especially as far as resolving 7-9 results goes), and b) doesn’t resolve in a single roll. I found that combats in Dungeon World went by amazingly quickly, but because there was more than one roll involved there was an ebb and flow to the fights as people could react to what was happening to their companions, and I fear that single roll resolution might lose some of that.
Do any of the community have and similar feelings, counterpoints or suggestions?
Thanks in advance, and may the dice be ever in your favour!
does UW have a Discord chat server?
does UW have a Discord chat server?