Skip to main content

Solar Blades & Cosmic Spells - Starship Crew's Actions - Part II

Artwork by Louis Glanzman

Time to finish off the Crew Actions examples from the Vehicles and Starship Combat part of the Solar Blades & Cosmic Spells draft text.

Boosting Engines

A technician may redirect the vehicle’s energy reserves to boost its engines temporarily. To do this, the character makes an Intellect test with a Difficulty equal to the numbers of rounds he wants to give the ship an additional Movement action. This also forces an immediate Durability Roll for the ship.

Boost Weapons

A technician may redirect the vehicle’s energy reserves to temporarily improve the output of a vehicle’s guns. Making an Intellect test with a Difficulty equal to the number of guns he wishes to affect, he can either increase its range by one category, or inflict an additional point of damage per dice of damage it originally inflicts. This lasts for 1d6 rounds but forces an immediate Durability Roll for the ship.

Comm Jamming

A character operating the communication systems may try to emit a staggering amount of waves to jam the enemy ship’s communication systems. This can usually be used against ships up to medium distance and is made like a normal attack using Intellect. If successful, this action makes the target ship unable to properly communicate with others, as long as said character keeps jamming their channels.

Sensors Jamming

Similarly, a sensor operator may ostensibly emit a staggering amount of signals to hinder the sensors of an enemy ship, making it harder to use their targeting systems, or their other sensors (used to scan a region for signs of life, electromagnetic signals and other things). In game terms, a character makes an Intellect attack against a ship within medium range. If successful, that ship receives a Negative Die to all tests related to the sensor systems jammed.

Combat Jury Rigging

Mechanics may make the difference between dying in a big ball of fire or surviving another dangerous battle in space. A character may make a an Intellect test with a Difficulty equal to double the amount amount of Hull points they wish to restore. These repairs do not last forever, and the ship loses the Hull points regained in an amount of turns equal to the Difficulty used in the test.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

Solar Blades & Cosmic Spells - Complete RPG in Draft Text

Solar Blades & Cosmic Spells IndieGoGo campaign ended about a month ago. It was my first crowdfunding campaign by my own (we made one for the Brazilian version of Sharp Swords & Sinister Spells to pay for a print run and some other stuff), and so far I am really happy with it (even though the currency exchange is quite bad for me, as I receive less for the dollar than I pay for it).

Anyway, one of the last goals of the project was to release a artless version of the game for free too, to make the game more accessible and easy to use. So why not share the current draft of the rules here too with character sheets to go with it. This way you all can play the game while we wait for it to be ready!

So grab the complete Draft Text of Solar Blades & Cosmic Spells RPG here! It takes some time to load all the content, but it's worth it, I promise you!

Grab the Character Sheets here, and here!

If you don’t know what exactly Solar Blades & Cosmic Spells is, check out the proj…

Alternate Vancian Magic System for OSR Games

Okay, let me get his out straight away. I am not an Jack Vance scholar, literature major, or real wizard. I just love OSR games, love what I’ve read of The Dying Earth Series and other Appendix N books and really like to tinker with game systems (as well as create stuff). So I’ve come up with an alternate Vancian Magic System that makes spellcasting more flexible, leveless (even though you can still use the standard spell list in your game of choice) and insert some risk in the sorcery art (which I think is essential, as we are dealing with unnatural forces).

In the stories I’ve read, magicians, when they were imparting the spell energies in their minds to cast them later, would make increasingly greater effort to put as many spells as they could in their memory. There was not definite limit. Some could impart more, some less, and this could vary. They could risk filling their minds with spells, but if they pushed too hard, they could lose and release all that energy uncontrollably. …

How to never describe a dungeon!

I've heard it a thousand times. You probably heard it too. Some people, I don't know why, say that dungeons, especially large ones, are boring. The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why.

Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from.

You never describe a dungeon like that. There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon was, what it is now, who lived there, who…