After debating how to handle space stuff in OortWorlds, I decided Space Compendium Classes integrate best — each…
After debating how to handle space stuff in OortWorlds, I decided Space Compendium Classes integrate best — each player selects one compendium class.
The two I have so far: (Sorry about formatting)
Gunner
A gunner is skilled at operating large weapon systems. In some cases, gunnery officers can also operate drones and direct missiles with great skill.
Trained Volley
A Gunner may use Wis or Int to make Volleys using ship weapons.
System Training
Pick Far, 1 piercing, or a technological tag within your technological familiarity. Within minutes of taking control of a weapon system, you can add that tag to the system. The tag only applies while you are using the weapon.
Disabling Volley
Once per target you can choose to make a careful attack to disrupt a ship.
✴ On a 10+, choose two. ✴ On a 7-9, choose one:
Reduce their armor by 1 until they repair it.
Either propulsion or weapons is knocked out until repaired.
You create an advantage; +1 forward to anyone acting on it.
You deal your damage +1d6.
Drone Guidance
Your training in operating remote devices extends to drones; you may act through drones with no penalty.
Drones essentially act like a breakable version of yourself.
When you gain a level from 2-5, you may also choose from these moves:
Hot mod
During Make Camp, you may add Far, 1 piercing, or any technological tag you are familiar with to a ship weapon system, in addition to the benefit of System Training. You can do this every time you Make Camp, but only one Hot Mod can be applied to a given system, and only you may make use of it.
Two gunners may share a Hot Mod on a weapon system.
When you gain a level from 6-10, you may also choose from these moves:
Gunnery Master
When firing from a ship, use your class’ damage rating if it is higher than the weapon’s rating.
Gear
You have a standard space suit and com.
Marine
Marines are trained in boarding enemy vessels and disabling forces within. You are also trained in repelling boarders, though it is not your primary training.
Starting Moves
Bracing
When you make the Volley move with a weapon that has recoil in low acceleration or freefall, you may make a point of bracing against a surface. If footing isn’t very good, you have a -1 to Volley.
Breaching
You may use a breaching device to quickly punch a hole through a wall or bulkhead, roll+Int or roll+Str, your choice. If the barrier is armored, subtract armor from the roll.
You can also breach through a ship hull, so long as there is a corridor or other space within 20 cm of the hull surface. Armor subtracts from roll. There is an additional -2 to the roll unless you make an additional Discern Realities or other preparatory move to pick an appropriate location or to assist in the attempt.
✴On a 10+, hull breached and choose 3. ✴On a 7-9, hull breached and choose 2.
It doesn’t take a very long time
No significant system damage
Enemy is not alerted
You can easily recover the breaching kit (though this may vent the chamber)
EVA
You are trained in operations outside of ships or habitats, able to use security features and deal with risky EVA situations without panicking.
Tumble Combat
You can ignore the effects of moderate shifts in acceleration, such as a maneuvering ship. Against someone without this training, you have a +1 for physical conflicts (melee or ranged).
When you gain a level from 2-5, you may also choose from these moves:
Bearings
When you first board a ship or habitat you’ve never encountered, you can ask the GM one question about layout or critical systems.
Defender
When your ship or habitat is boarded, you can ask the GM one question about the enemy’s position or identity, possibly basic capabilities.
Gear
You have an EVA-ready space suit, capable of moving reasonably quickly in freefall, and a modular com (which can be attached to a space suit, attached by strap or belt otherwise).
You have a breaching kit (3 weight)