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Benjamin Baugh
consequentii imprudentii prima sunt
consequentii imprudentii prima sunt


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As an experiment, I thought is share a group link for a B/X D&D group, and hopefully woo some members of the excellent g+ B/X community

I want you to join my group on MeWe:

Post has shared content
As an experiment, I thought is share a group link for a B/X D&D group, and hopefully woo some members of the excellent g+ B/X community

I want you to join my group on MeWe:

I feel like ships and ship handling could use a little more mechanical juice, given how much they're a part of Star Wars.

Based on my session last night, some thoughts...

I think ships should have a vitality/wounds track similar to characters. Superficial damage/critical damage with the 'shit got broke' moves triggering off the wounds analog.

A couple of ways I could see this working out...

Shields/Hull - this is a pretty good conceptual fit, and allows for some variance in ships with different ratios of shield defense to armor and structural integrity, and a couple of ways for gearheads to mess about with it during action scenes.

But it seems there's an obvious alternate way to conceptualize shields. Shields would equal Armor, and you'd do the damage split as plating/systems or something similar, and some ships would have AP and other stats on their weapons. Shields failing would be a go-to consequence or move.

Named ships would always have a custom move or two to define their particular character.

Part of me almost wants to do ship playbooks (or playsheets, more properly) which would include a little deckplan everyone scan scribble on and mark up, some stats, ship moves, conditions etc. I might give it a whirl, if I have some time this week. See what expanding SWW's tidier ship stuff might get me.

Can I get some more sets of eyes on something? I was making a hero ship for my group, and thought I'd throw in a custom move or two. Not sure I did this right.

Here's the C&P of it:

The Spike

Compared to many ships working the Reef, the Spike has had a short and uneventful history.

The vessel is a mostly stock Corellian YT-2400 light freighter, registered out of Port Rubon to Yankers General Haulage, itself an unremarkable small corporation, one among thousands.

The ship is of fairly recent manufacture, and to the untutored eye, in good condition.


A mechanic who knows their way around ships, or a slicer poking into the conspicuously clean history of the vessel will find something else.

The ship has been substantially rebuilt, and if you strip off enough deck plating you can find the welds that hold the superstructure together, and they are ugly . Similarly, the records search reveals several blind buyers, dodgy exchanges, and finally under it all a red flasher warning SALVAGE - the Spike started life as the Merry Traveler and on its first voyage was run into an asteroid, killing its crew, and leaving it adrift for eight years. It was found, salvaged, and rebuilt by a shady ship flipper using parts from three other wrecked YT series ships. A lot of attention was paid to the paint and the new ship smell. Not much was paid to getting the hyperdrive motivator from the YT-1300 to work properly with the navigation computer form the YT-450. The Spike looks nice, but mechanically it's on life support.

The only possible upside is that for some reason, the ship has transponder and ident codes for all its donor ships, and with a little tweaking, can present a messy drive signature, and codes indicating its one of a dozen different small civilian ships.

Space Transport - Small, 2-harm, +cargo, +hyperdrive

Custom Moves

When you violently manuever roll +Harm, on a hit the MC picks one of the following, an 10+ the MC picks 2. All conditions persist until repaired, unless otherwise noted.
> Something breaks, ship suffers 1 harm
> Cargo bay doors fail, and you lose something valuable
> Weapon system go offline
> Sensors go blind
> Life support goes down, the air starts getting stale
> Shields fail, +1 to all harm inflicted on shipd
> Hyperdrive breaks down
> Artificial Gravity flakes out erratically, making moving about inside treacherous
> Computer System Rests to factory default
> _The plumbing backs up
> provisions destroyed
> something explodes, and one character must act under pressure to avoid taking 1 harm
On a miss, nothing worse comes of it.

When you fly casual and try to pass as a different ship, roll +Cool. On a hit, you pass with no suspicion. On a 10+ pick one of the following.
> The ship they think you are is welcomed
> The ship they think you are is much more impressive than yours
> The ship they think you are is much less impressive than yours
On a miss, somebody suspects trickery

Hey all. Just found this hack, and this community. I was looking for a PBTA game to maybe run my Star Wars game. Still waffling on system, need to get it sorted out by Wednesday.

What do I need to run SWW? Which *world core ruleset is it based on?

I've never run a PBTA game before. So, I don't know exactly what the posted SWW rules might be missing.



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Gu with fresh animate vineaform cutting

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Counselor Gu

Martial Encounter Therapy

Every species relates to one another differently, processes grief differently, and balances a different set of innate impulses against social strictures. Likewise, as social species, Federation member peoples share some psychology, and as cultures share and blend, adopt some of the customs and ways of being of their fellows.

One striking way this affects the counselor's duties is in how they address a patient's relationship with violence and pain, particularly in species with strong physiological and cultural links with both. In some cases, the gentleness and care one might take with a Deltan is contraindicated, and when treating a Klingon, one must be cruel to be kind.

Treating a Klingon patient is a highly kinetic experience. As a species, Klingons enjoy high mind/body integration, and rarely suffer from issues like body dysmorphia. Klingons also enjoy a famously high tolerance for pain and injury, such that the typical pain aversion response is much lower than a Terran human's. But as a result, a therapeutic approach that does not engage a Klingon physically is unlikely to produce results.

So a good counselor must be able and willing to sometimes break a patient's nose with a headbutt, or give them a knife scar they can touch when they need to feel in control.

Martial Encounter Therapy combines the comradeship and trust of shared hardship with violent oppositional action and what appears to be a brutal form of talk therapy. Patient and counselor brawl, duel, wrestle, or trade blows, while the counselor inveigles and insults, demands answers, demands the patient refute with words and violence. For species unused to this mode of healing, it seems barbaric and damaging. To those species who're disposed to respond to this therapy, it is life saving.
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