Vessels and Vehicles

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Group Vessels & Vehicles

  • Vessels & Vehicles are extras that the group shares the creation and use of.
  • The first vessel & vehicle are free, additional are purchased with refresh

Vessel/Vehicle Traits

Aspects

Vessel/Vehicle Class & Function

  • The vessel/vehicle class and specialization
  • Vessel/Vehicle class serves as permission for some size-based extras, such as speed or armor.

    • Vessel Classes:

      • Small

        • Corvettes - Ships of roughly 50 – 100 meters length. Small cheap frigates.
        • Frigates - Ships of roughly 100 – 200 meters length. These small ships rarely require more than a small handful of crew to operate, and may be piloted solo.
        • Destroyers - Ships of roughly 200 – 250 meters length. With a crew about a dozen, destroyers are designed to guard larger ships.
        • Mining Barge (small) - Ships of roughly 200 – 250 meters length. Used primarily for mining and transporting small amounts of cargo or passengers.
      • Medium

        • Mining Barge (large) - Ships of roughly 200 – 250 meters length. Used primarily for mining and transporting moderate amounts of cargo or passengers.
        • Cruisers - Ships of roughly 250 – 300 meters length. Cruisers require 1 to 4 dozen crew members to operate.
        • Industrial – Ships of roughly 500 – 1,000 meters length. Industrials are entry-level haulers, capable of ferrying modest amounts of cargo or passengers.
        • Battlecruisers - Ships of roughly 500 – 1,000 meters length. Requires a hundred or so crew.
      • Large

        • Light Freighters - Ships of roughly 1,000 - 2,000 meters length. 
        • Battleships/Heavy Cruisers - Ships of roughly 1,000 – 2,000 meters length. As their guns are simply too large to practically hit small ships such as frigates and destroyers, they rely on flights of drones or other, smaller ships for defense against them. Crew compliment: a few hundred.
        • Freighters – Ships of roughly 2,000 – 3,000 meters length. Freighters are the go-to solution for moving massive amounts of stuff from one place to another.
      • Capital Ships

        • Carriers – Ships of roughly 3,000 - 4,000 meters length. Capable of remotely repairing and supporting entire fleets of smaller ships.
        • Dreadnoughts - Ships of roughly 4,000 - 5,000 meters length. The capital-sized dreadnoughts are deployed primarily against hardened stationary targets such as stations, outposts or other Dreadnoughts.
        • Titans - Ships of roughly 10,000 - 20,000 meters length. The largest, most powerful, and most expensive warships ever built. They require a few thousand crew to operate.
        • Speed, size, role, crew size
    • Vehicle Classes:

      • Local Spacecrafts

        • Dropship
        • Shuttle
        • Transport
      • Atmospheric Crafts

        • VTOL/Jet
        • Hovercraft/Helicopter
      • Assault Vehicles

        • Tank
        • APC
      • Cargo Vehicles

        • Hauler
      • Personal Vehicles (if you choose personal vehicles for a group vehicle, each member gets an identical vehicle)

        • Hover cycles
        • ATVs
        • Drop Pods

Vessel/Vehicle Character

  • The personality, appeal, or character of the vessel/vehicle
  • This can relate to or impart the make, origin, tech level, veteran status, or reliability of the craft
  • Permission for some tech, age, or other related stunts, such as core tech, ancient construction, tested construction, veteran crew

Flaw/Quirk

  • A flaw, drawback, or quirk of the craft
  • This should be primarily a compellable aspect, like a character's trouble or other gear's flaw/quirk.

Hull & Structure (Stress & Consequences)

  • Hull and Structure function identically to a character's stress and consequence boxes
  • Vessel and vehicle(s) provided to the players start with base stress and consequences identical to that of a player
  • Bonus stress and consequence boxes are governed by the highest Physical Science among the crew

Reliability (Refresh)

  • Vessel and vehicle(s) provided to the players start with 1 refresh per player crew member
  • Vessels/vehicles have their own fate point pool that any crew member can use to invoke its aspects or pay a cost associated with one of its stunts
  • Compels invoked against the vessel are paid to the vessel fate points, but can be paid for from the same pool or by any crew
  • Any player may invest their refresh to increase the vessel /vehicle’s refresh

Upgrades, Mods, Tech & Perks (Stunts)

  • Vessel and vehicle(s) provided to the players start with 1 free stunt
  • Any player may invest their refresh, stunt slots, or up to 1 each of the craft's refresh to purchase stunts for the vessel/vehicle (the vessel/vehicle's refresh cannot be 0)

Vessels and Vehicles

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