Stars Without Number: Difference between revisions

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[[Character Class]] system is [[Fighter, Mage, Thief|kept very basic]] in the Original Edition.
Revised Edition only gives special abilities instead of statistics (though one of Warrior's is HP bonus and Attack bonus), and adds Adventurer as multiclass [[Master of None|having lesser"Partial" versions of two classes]].
 
 
 
 
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|The author's [https://www.kickstarter.com/projects/1637945166/stars-without-number-revised-edition/comments?comment%3DUHJvamVjdENvbW1lbnQtMTgyNTc3MDg%3D explanation] on [[Kickstarter]] }}
**** Also used to handle more unusual characters: Aliens and AI use an appropriate "Origin Focus" (encapsulating basic mechanics for their nature), and there's "Unique Gift" focus as umbrella for less extreme cases («Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent…»).
* [[Cybernetics Eat Your Soul]]: Downplayed. All cyberware inflicts permanent System Strain, and some also temporary on activation. So the more augmentation, the less a character can use biopsionic healing or pretech healing and stimulant [[Nanobots|pretech "drugsstims"]], since those also inflict System Strain, and upon overload one cannot benefit from either. There are ways to reduce it, but limited and dangerous.
* [[Design It Yourself Equipment]] There's usual starship building from hulls and components. Revised Edition allows to build mods into the hull, i.e. make variant ship classes. There's e.g. non-interchangeable mounting for particular equipment saving space and power, or special mounting for oversized equipment, which allows things like courier vessels built around overpowered spike drives, or Fighters with torpedo launchers (normally reserved for Frigate size).
** [[Ace Custom]]: Revised Edition introduced "Mods" for personal equipment and starships. Those tend to be expensive (from 5% of the hull cost and up) require extra maintenance beyond off-the-shelf hardware. In case of ships, it can be built properly (more expensive, but without personal maintenance requirement) or included into a new hull type (which only adds the mod cost, and maintenance cost raises proportionally to the ship cost).
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*** [[Secret War]]: A faction with high Cunning and/or advantage in using it (and good income) can take over a world with Cunning and Wealth attacks only, nothing as blatant as sending fleets of dropships. Against attempts to purge exposed assets by direct force, guerillas jump in the way, moles get underfoot or Seditionists paralyse the whole military units via divided loyalties.
*** Of course, some factions have equal advantage in defence, and Imperialists or Warlike factions can try to «[[Myth Adventures|catch up with the opposition and return the favor… physically.]]»
** [[Eagle Squadron]]: A faction can buy assetsan asset anywhere itthey gothave a Base of Influence and then move it anywhere in range (of logisticavailable facilities.transportation-capable Andassets, if it's not mobile itself). theThe local government may veto military units, but doesn't ''have to'',. soWhich allows many shenanigans are possible, including specifically formation of an unit on allied territory and then moving it to one's own (this wastes an action to move, but can be meaningful even without alliance mechanics: effective TL and cost vary per planet, and enemy may have less opportunities to sabotage it).
** [[Hired Guns]]: Mercenaries have extra upkeep cost, but they are a Wealth asset attacking with Wealth vs. Force, i.e. it's an unit that doesn't care about how strong your military infrastructure is, if your faction's strong side is economy, you can afford more and better hired guns, that's it.
** [[NGO Superpower]]: Mechanically, the ''only'' intrinsic difference between the factions are tags. And there's no restrictions for acquiring ["Planetary Government]" tag for some or other planet,. Thus ''any'' faction could do it via successful Seize action (if it's Secretive, well, there's "Secret Masters" World Tag), whether by fighting (Force attacks), or turning assets via Treachery or Hostile Takeover. Also, mechanically its ''only'' effect is rights to allow or veto raising at the planet (or moving in) most military units <ref>which can be blocked by rivals using Lobbyists and Popular Movement assets respectively, at that, and in case of transportation also circumvented by Stealth or Blockade Runners</ref> raising at the planet (or moving in) most military units. Which involves "implicit" military force (i.e. it sits in garrisons as a part of Force infrastructure and cannot be readily thrown here or there). And possibly one-time growth if the faction had Goal to seize that planet and now accomplished it, but now the others can do the same. It can be much more useful to have a separate allied faction as a government (more actions and different strengths).
** [[Privateer]]: blockade fleets — plunder the target in addition to damage.
** [[Servant Race]]: Eugenic Cults have Gengineered Slaves as Force assets of Military Unit or Special Forces type, and bonus to attack or defend with them. They are comparable with Militia at fighting, but cheaper by half and tougher by half, i.e. good [[Cannon Fodder]].
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