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The DC is 15 and for a +1 to whatever modifier you choose. For every 5 past 15 add another +1 to the modifier. The boost can be for the rest of the current turn or the for the next turn. Each time an attribute is boosted it cannot be boosted again for 1d4 turns.
The DC is 15 and provides a +1 to whatever modifier you choose. For every 5 past 15 add another +1 to the modifier. The boost can be for the rest of the current turn or the for the next turn. Each time an attribute is boosted it cannot be boosted again for 1d4 turns.


'''NOTES''': This takes effect till next turn and any modifications to shields, AC or ship speed stay in effect until the next turn. If the shields is configured for regeneration then the effect is instant and the shields regenerate the amount of Ship Shield's Mod. If the ship shields is reflective then it simply gets a boost in DR equal to the ships shield mod. If the boost is in Sensors the ship's sensor range is doubled for each +1. Certain scans require a minimum Sensor Score each +1 to the modifier is equal to a +2 to the total Sensor score and should be taken into account by the GM.
'''NOTES''': This takes effect till next turn and any modifications to shields, AC or ship speed stay in effect until the next turn. If the shields is configured for regeneration then the effect is instant and the shields regenerate the amount of Ship Shield's Mod. If the ship shields is reflective then it simply gets a boost in DR equal to the ships shield mod. If the boost is in Sensors the ship's sensor range is doubled for each +1. Certain scans require a minimum Sensor Score each +1 to the modifier is equal to a +2 to the total Sensor score and should be taken into account by the GM.
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'''Engines(Extra Speed!)''': Instead of +1 to the Engines directly this improves the Tactical Movement of the ship. For every +1 the ship can go an extra number of squares equal to the ship size minimum 1sq or 500ft.
'''Engines(Extra Speed!)''': Instead of +1 to the Engines directly this improves the Tactical Movement of the ship. For every +1 the ship can go an extra number of squares equal to the ship size minimum 1sq or 500ft.


'''Weapons(Blasters On Full!)''': Instead of +1 extra to Weapons which increases there accuracy and bonus damage it allows for an extra damage die per weapon. So instead of 3dX it is 4dX or so on. However the cool down time is extended to 1d8.  
'''Weapons(Blasters On Full!)''': Instead of +1 extra to Weapons which increases there accuracy and bonus damage it allows for an extra damage die per weapon. So instead of 3dX it is 4dX or so on. However the cool down time is extended to 1d8 and the DC is 20.


'''Shields(Extra Power to the Shields!)''': This check has a DC of 20 instead of 15. But if meat the shields DR is temporarily doubled. Or if it is regeneration the shields regenerates again for a second time in one turn.
'''Shields(Extra Power to the Shields!)''': This check has a DC of 20 instead of 15. But if meat the shields DR is temporarily doubled. Or if it is regeneration the shields regenerates again for a second time in one turn.

Revision as of 18:11, 25 September 2016

Boast is a function of a Space ship. Space Ships and other functions can be found here. This provides a bonus to the Ship Attribute that it is associated with. Boost Shields can boost the ships shield output for a turn or boost Engines can boost the engines and so on.

Description

"Boost Sensors!" Yells the Captain. "The ship is in that dam gas cloud we just need to find it!"

Every ship Attribute has a Boost function associated with it except for Structure. And boost comes by default for all ships. It requires that the Ship Position associated with that Attribute be filled or for the Chief Engineer position to be filled. The Chief Engineer can provide a boost too any attribute. The Science Officer can also provide a Boost to Shields, Electronics and Sensors. All other ship positions can only boost there associated attributes.

Associated Ship Attribute: All Ship Attributes can do boost except for Structure
Roll: d20 + Characters Affinity Die + Ship Attribute Mod


The DC is 15 and provides a +1 to whatever modifier you choose. For every 5 past 15 add another +1 to the modifier. The boost can be for the rest of the current turn or the for the next turn. Each time an attribute is boosted it cannot be boosted again for 1d4 turns.

NOTES: This takes effect till next turn and any modifications to shields, AC or ship speed stay in effect until the next turn. If the shields is configured for regeneration then the effect is instant and the shields regenerate the amount of Ship Shield's Mod. If the ship shields is reflective then it simply gets a boost in DR equal to the ships shield mod. If the boost is in Sensors the ship's sensor range is doubled for each +1. Certain scans require a minimum Sensor Score each +1 to the modifier is equal to a +2 to the total Sensor score and should be taken into account by the GM.

Special Boost Options

Engines(Extra Speed!): Instead of +1 to the Engines directly this improves the Tactical Movement of the ship. For every +1 the ship can go an extra number of squares equal to the ship size minimum 1sq or 500ft.

Weapons(Blasters On Full!): Instead of +1 extra to Weapons which increases there accuracy and bonus damage it allows for an extra damage die per weapon. So instead of 3dX it is 4dX or so on. However the cool down time is extended to 1d8 and the DC is 20.

Shields(Extra Power to the Shields!): This check has a DC of 20 instead of 15. But if meat the shields DR is temporarily doubled. Or if it is regeneration the shields regenerates again for a second time in one turn.