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  • Scum and Villainy

Blades

  • Basics
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  • Special Abilities
  • Crew
  • Dice Rolls
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  • Action Lists
  • Clocks
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  • Downtime
  • Factions
  • Math / Tables

Scum and Villainy

PCs

  • Action Ratings now only go up to three
  • Gambits exist
  • starting abilities are marked, and can't be borrowed by another playbook's veteran ability.
  • playbooks start with one rate-2 and one rate-1, PCs add 4 more pips, but no Action can be more than 2 without special permission.

Ships

PC Ships have:

  • five systems: Engines, Crew-Quality, Hull, Comms and Weapons
  • modules, attached to a system. (You can't have more modules attached to a system than its rating; Aux modules ignore this.)
  • Aux Modules and Assets that aren't attached to a system.
  • a special ability.
  • a gambit-refresh.
  • a place to hide 4 cred
  • An upkeep cost: sum the five systems, divide by four, round down.
  • a scale, like "freighter"

NPC Ships have: Tier and scale.

Damage

  • A consequence on the ship is 1 or more ticks on a specific system.
  • Damage to a system can also knock out a module in that system.
  • House Rule/Clarification: I think damaged systems roll/contribute at their current rating.

Unpaid Maintenance

At the end of job payoff, pay upkeep or: Roll "consecutive skipped upkeep payments"

3-no penalties worth tracking
4,5a system has a minor malfunction; it can be Rigged in the field.
6+a system is badly damaged; it needs a downtime repair in port.

Using the Ship Traits

  • Ship traits can contribute to potency/etc during a PC's action.
  • Don't roll a ship trait if a PC is actually doing the work. p161

Advancing the Ship/Crew

p51

Ship upgrades cost, ship-XP, time, and creds.

R: new Rating (or current rating of parent system)

improveXP barcredstime
crew quality100%4R
system rating100%
system module50%3Rtime in drydock
aux module50%6time in drydock

Side Effect

whenever the ship's xp bar fills and is used, each PC's stash gains "crew qual + 2"

Scale

  • Personal/Fighter
  • Freighter/Gunboat
  • Corvette

Starter Stats

ModelCrewEnginesHullCommsWeaponsGambitsClass
CF-350 Scarab0/31/42/40/30/22Freighter
R-29 Firebrand0/31/40/22/41/31Gunboat
Khanjigar0/31/31/20/41/32Corvette

Systems

A star system has

  • a heat level and wanted level (8-clock and 4-clock respectively) and a 8-clock reduce-wanted clock
  • ratings: wealth, crime, tech, weird
  • a special rule like "Everything is available on Planet Foo for a price. You can always take +1d to acquire assets, but on a 1-3 roll the asset also comes with strings (even if you boost the result with Cred)."

p178 for more unprocessed data on heat

p186 for reducing heat/wanted

(is it true in blades as well that wanted=0 means rolling is pointless?)

Creds

  • 1 Cred: A stick full of credits. A month's wages.
  • 2 Cred: A fine weapon. A weekly income for a small business. A fine piece of art. A set of luxury clothes.
  • 3 Cred: An exquisite jewel. A case full of hard currency.
  • 4 Cred: A good monthly take for a small business. A small safe full of rare metals and valuables. A rare artifact.
  • 6 Cred: Liquidating a significant asset—a hovercar, a small house.
  • 8 Cred: A treasure trove.
  • 10 Cred: A small personal ship.

vs blade's scale

Job Payoff

  • 2 Cred: A minor job; enough to make it to next week.
  • 4 Cred: A small job; enough to buy a hoverbike.
  • 6 Cred: A standard job; enough for a small vehicle or a ship module.
  • 8 Cred: A major job; enough to buy important ship parts.
  • 10+ Cred: A treasure trove; enough to buy a small ship of your own.

Entanglements

p180+

Repair: a new downtime activity

When you repair, you take the time to buy the appropriate parts and oversee major fixes to the ship. If you want to repair a crossed wire or a sparking oscillator, you just need a Rig roll. These kinds of repairs fix battle damage and bring back systems from the brink.

When you take the repair action, spend 1 Cred and clear one damage on a ship system. The Mechanic's Bailing Wire and Twine ability allows you to do some of the work yourself, and use junk found on the cheap to fix up your ship, removing the need for the CREd to be spent and making repairs faster and cheaper.

Overindulge

compare p191 to blades

Debt

p192

Factions

  • Have Tiers and have goals they work towards.
  • They have an opinion of the PCs.
    • general rule of "do favors for them": "jobs=new status" to get to opinion status 2, do 2 jobs for them.
    • (house rule about negative status: where not just impossible, do abs(current status) to get a 1 step penance.)

scale examples:

  1. strong locally or weak on a few planets
  2. strong in one system or weak in a few
  3. strong in a few systems or weak over the sector
  4. strong in several systems
  5. sector dominance

Not Used

Scum uses ships instead of gang-sheets and their turf, hold, and rep.

← Shadow Blades Running DarkBasics →
  • PCs
  • Ships
    • Damage
    • Unpaid Maintenance
    • Using the Ship Traits
    • Advancing the Ship/Crew
    • Scale
    • Starter Stats
  • Systems
  • Creds
    • Job Payoff
  • Entanglements
  • Repair: a new downtime activity
  • Overindulge
  • Debt
  • Factions
  • Not Used
Copyright © 2012-2024 Alexander Mathews <xander@ashnazg.com>