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Hipótesis

In document UNIVERSIDAD COMPLUTENSE DE MADRID (página 184-194)

OBJETIVOS E HIPÓTESIS

3. OBJETIVOS EMPÍRICOS, HIPÓTESIS

3.3. Hipótesis

Section 4.9: Crew Deficiencies

Deficiencies are faults in the crew member's body, mind, or, in the case of Meks and Cybers, mechanical parts. Deficiencies give crew members additional Po-tential to spend on customization.

Genetic Deficiencies:

The crew mem-ber's body is feebler in some way. Maybe the crew member isn't accustomed to survival in certain envi-ronments.

Psych Deficiencies:

The crew member's mind suffers from some serious hindrance due to lack of training or mental imbalance.

Tech Deficiencies:

The crew member's mechanical and electronic parts are sub-standard in some way, or otherwise problematic.

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Cold-Worlder Cold-Worlder

Crew Genetic/Tech Deficiency (Levels 1 to 4)

The crew member's homeworld is particularly chilly, and they suffer little damage on similarly cold planets.

■ Cold-Worlder Use:

■ Level 1: The Surface Temperature of all worlds is treated as one Level warmer. For example, the spacer treats Cold Worlds as Temperate. On Searing worlds, the crew member takes 1d6 damage per Ground/Boarding Combat round.

■ Level 2: As above, but the spacer treats all worlds as 2 Levels warmer. On Searing worlds, the spacer takes 1d8 damage per round.

■ Level 3: As above. 1d10 damage/round on Searing worlds.

■ Level 4: As above. 1d12 damage/round on Searing worlds.

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Outcast Outcast

Crew Psych Deficiency (Level 1)

The crew member is part of a group that enjoys fewer rights and privileges than others in Assembly space.

■ Outcast

Use:

The crew member doesn't enjoy the same rights and privileges as others.

■ Level 1: The crew member is not a full citizen of the Assembly. The crew member might be an expatriate from the Nexus Autarchy or the Slaver States.

■ Level 2: The crew member is not accorded the rights of an adult sentient. Powerful AIs are sometimes accorded this much social standing.

■ Level 3: The crew member is considered to have limited sentience, and is treated like valued pet or Mek. The crew member cannot be killed with impunity, but there's no legal repercussions for allowing the crew member to die from neglect, or for sending it into danger to save someone of higher status.

Primitive Primitive

Crew Psych Deficiency (Level 1)

The crew member comes from a world where tech-nology was cast aside, or was never fully developed.

Such crew members must constantly struggle to prove themselves useful as they deal with a world filled with strange wonders.

■ Primitive

Use:

The crew member suffers the following Skill penalties. Each Level includes the penalties for all lower Levels.

■ Level 1: -2 penalty to all Engineering, Starship Gunnery, and Starship Piloting, and rolls with vibro or energy weapons.

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■ Level 2: -2 penalty with Computers, Fabrication, Medicine, and Sensors.

■ Level 3: -2 penalty with Groundside Piloting, Heavy Weapons, Science, and Small Arms.

Slow Healer Slow Healer

Crew Genetic/Tech Deficiency (Levels 1 to 4)

The crew member heals much slower than normal.

Some species have slow metabolisms, while Meks aren't really lifeforms and have to be reconstructed by hand when damaged.

■ Slow Healer

Restrictions:

Cannot also take the Regeneration Upgrade.

Use:

Instead of healing a number of Life Force per day equal to Strength, the crew member only heals that much each (Levels +1) days.

At Level 4, the crew member never heals natu-rally; instead of Life Force, they have Structure, as they are now a non-biological sentient. Most also have a variety of Enviro-Adaptations, to reflect their insensitivity to environmental con-ditions, and 4 Levels of Psi Resistance.

Smaller Smaller

Crew genetic Deficiency (1 Level)

The crew member isn't as big as others, making them weaker, but a bit stealthier.

Smaller

Restrictions:

Cannot also take the Bigger Upgrade.

Use:

The crew member suffers the following penal-ties:

■ -1 penalty to Strength Attribute

■ -3 penalty to all rolls against being knocked Prone

■ -2 to Intimidation Skill

■ -3 to Life Force

■ The crew member is constantly inconvenienced by living in a world designed for larger sen-tients, and their frustration permanently costs them 1 Concentration.

However, the crew member also gains the fol-lowing bonuses:

■ +1 bonus to Coordination Attribute

■ +2 bonus to Stealth Skill

Uneducated Uneducated

Crew Psych Deficiency (Level 1)

Through no fault of their own, the crew member is poorly trained, and in some ways their job skills are sadly lacking.

Uneducated

Use:

Choose one of the crew member's Aptitudes.

The crew member loses that Aptitude.

Unusual Respiration [ ] Unusual Respiration [ ]

Crew Genetic/Tech Deficiency (Levels 1 to 4)

Life takes many forms throughout the galaxy. The crew member must breathe oxygenated water, meth-ane, carbon dioxide, or some other unusual medium.

■ Unusual Respiration [ ]

Use:

Choose one unusual medium, such as oxygenated water, methane, ammonia, or carbon dioxide.

■ Level 1 to 3: The crew member needs the un-usual medium for comfort, in addition to oxygen. Without it, the crew member suffers a -(Levels) penalty to all Attributes when exposed, and suffers (Levels)d4 damage per hour. Armor doesn't protect against this damage.

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■ Level 4: The crew member can only survive by breathing the indicated medium. They rapidly suffocate otherwise, like a Terran without oxy-gen.

Vulnerability [ ] Vulnerability [ ]

Crew Genetic/Tech Deficiency (Levels 1 to 4)

Something hurts this crew member that doesn't hurt most sapients.

■ Vulnerability [ ]

Use:

Choose one common form of attack, like lasers or EMP blasts. The crew member takes an addi-tional (Levels)d4 damage any time they take damage from this attack. Neither Soft nor Hard Armor apply to the damage from the Vulnera-bility.

Warm-Worlder Warm-Worlder

Crew Genetic/Tech Deficiency (Levels 1 to 4)

The crew member is used to worlds that are much warmer than most species are used to.

■ Warm-Worlder

Use:

■ Level 1: The Surface Temperature of all worlds is treated as one Level cooler. For example, the spacer treats Hot Worlds as Temperate. On Ab-solute Zero worlds, the crew member takes 1d6 damage per Ground/Boarding Combat round.

■ Level 2: As above, but the spacer treats all worlds as 2 Levels cooler. On Absolute Zero worlds, the spacer takes 1d8 damage per round.

■ Level 3: As above. 1d10 damage/round in Abso-lute Zero environments.

■ Level 4: As above. 1d12 damage/round on Abso-lute Zero environments.

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In document UNIVERSIDAD COMPLUTENSE DE MADRID (página 184-194)