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17

This is a difficult one, as we don't know the reason that the pilot isn't going on the "away missions". Answering the main question: Pirates/local big bad/aliens/space whales/asteroids attacking If you don't mind it being a bit dangerous, have the pilot fight off or defend against lots of small enemies whilst the party are planetside. Telepresence I'm ...


8

Base it on real world values. What I did when I was running a space opera campaign (specifically SW, but the principles should apply) is use values you can look up easily and go from there. 200K is conveniently the price of an average home in the US, so you can look online for weekend rental classified ads, AirBNB, etc. In my area that runs 200+ a night (...


6

Untrained NPC psychics use the Torching rules in the Psionics chapter every time they use their powers. As someone with the Psychic class, however, you've received some training somehow, or else you're the one-in-a-million natural prodigy who figures it out without help. The Psychic Training focus is just an additional perk indicating extra competence in ...


6

There are no dual-wielding a.k.a. two-weapon fighting rules in Stars Without Number. SWN is a fairly direct ancestor of Basic D&D, which predates two-weapon fighting in the evolution of D&D rules, so that's not surprising. Other retroclones and OSR games in the Basic D&D lineage tend to lack two-weapon fighting rules in general. However, there's ...


5

You can find more info in the section Starship Travel in chapter 4 Systems: All transit time is divided by the rating of the ship's spike drive. A drive-1 rated ship would make the course in the base time, while a drive-2 rated ship would require half the time [...] and A drive cannot drill more hexes in a single jump than the rating of the drive. ...


5

In the game of SWN that I played in for a year or two, the main ship (huge, largely derelict - I think it was based off a bulk freighter) that was our base of operations was constantly under threat from a variety of situations. Away teams would find that bands of scavengers, lifepod stealing aliens and strange star-wandering creatures would slip on board ...


4

As the author of Stars Without Number: So the question is: What parts, if any, of the "Casting Spells" rules on page 21 apply to Savage Sorcery? Specifically: Does it have to be declared at the beginning of the turn (and presumably would then be subject to failure on injury)? Level 1 can be done any time you have a Main Action available and need ...


4

The Explosive First of all let's define the cost for the explosive as if it was legal. Since I can't find explosive I'll start from the next best thing, grenades. Grenades cost 25 credit each, deal 2d6 in a 5 meter range. You say that the kind of explosive your player are after is supposed to wreck a car. A (ground)car has 30 hp. We need about 8d6 (28 damage ...


4

As of the Revised Edition (also called 2E) there are official rules for dual-wielding aka two-weapon fighting. Located on page 52, the rules are as follows: The character must have at least level-1 in Shoot or Stab (whichever is needed by the weapons) to dual-wield said weapon types. When dual-wielding a character has -1 to hit rolls. Successful hits ...


3

The text sometimes calls them the longer “psi power points”, which searching on will find you the right section. How many a character gets is detailed at the end of the Character Creation chapter in the “Final Touches“ section, under “Psionic Powers” (on page 23 of the Core Edition). Effectively, a Psychic gets 1 + the higher of their Wis or Con mod at 1st ...


1

Investment is just gambling, at the level of detail your question requires. The two things that separate a stock market from a casino in a game are: Time between paying and finding out if you win or lose Casino games have well-established odds I'd allow one skill roll for picking a portfolio that matches his intent and then about six months later just ...


1

First off, if you stay on the ship where the action is, it WILL get boring. Which is a good reason to either rotate that duty watch around the group, or to put in some spice which you are asking for. Some suggestions: Minor ship malfunction: Something minor malfunctions, like a loose seal on the air lock, or the heating unit breaks which means he needs ...


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