F.5 Ship Attributes
Unlike characters, ships normally have no Intelligence attribute. However, they have Strength, Dexterity, Constitution, Perception, and Willpower attributes. These represent slightly different narrative concepts than they do for characters.
In general, a ship’s attributes represent a combination of its physical properties and the effectiveness of its crew. A highly advanced ship may still have low attributes when its crew is inexperienced or incompetent.
Extremely rare magical ships may have an animating mind that can control the ship. For details, see ??.
F.5.1 Attribute Descriptions
Strength
Strength measures the power of a ship’s physical weapons. Ships with a high Strength have more damaging weapons, and a crew capable of keeping those weapons working effectively. Ships with a low Strength have ineffective weaponry, or a crew that services those weapons poorly. Strength has the following effects on ships:
- Ships add their Strength to their mundane power.
- Ships add their Strength to their strain tolerance.
Unlike characters, a ship’s Strength does not affect its carrying capacity. That is calculated entirely from its physical size and shape.
Dexterity
Dexterity measures a ship’s agility. Ships with a high Dexterity can turn more sharply to avoid incoming fire and may be faster in short bursts. Ships with a low Dexterity are lumbering and slow to change direction, making them easy targets. Dexterity has the following effects on ships:
- Ships add their Dexterity to their Armor defense. This bonus can be reduced if the ship has medium or heavy armor (see ??).
- Ships add their Dexterity to their Reflex defense.
As with characters, a ship’s Dexterity does not affect its overall speed, simply its combat maneuverability.
Constitution
Constitution measures a ship’s durability. Ships with a high Constitution are heavily reinforced and well crafted from sturdy materials. Ships with a low Constitution fall apart more easily, either because their construction is poor or because they were made from weak materials. Constitution has the following effects on ships:
- Ships add twice their Constitution to their hit points. At level 7, this bonus increases to three times the ship’s Constitution. At level 13, this bonus increases to six times the ship’s Constitution. At level 19, this bonus increases to twelve times the ship’s Constitution.
- Ships add their Constitution to their Fortitude defense.
Perception
Perception measures a ship’s awareness and precision. Ships with a high Perception have effective lookouts, excellent gunners, and weapons which are capable of swiftly repositioning for precise attacks. Ships with a low Perception are either unable to effectively observe their surroundings or unable to react effectively to those observations. Perception has the following effects on ships:
- Ships add their Perception to their level to determine their accuracy with almost all attacks (see Accuracy).
Willpower
Willpower measures the morale and emotional steadiness of a ship’s crew. Ships with a high Willpower are better able to resist setbacks and frightening encounters. Ships with a low Willpower may panic and be driven off easily. Willpower has the following effects on ships:
- Ships add their Willpower to their Mental defense.
- Ships add their Willpower to their strain tolerance.
Willpower is the attribute which is most affected by a ship’s current crew.
F.5.2 Determining Ship Attributes
As with characters, ships can use a predefined attribute array or use point buy to calculate attributes. Ships start with 7 attribute points instead of 8 (see ??). However, a ship’s attributes can be increased by crew roles and ship enhancements (see ??, and ?? ).
Predefined Attribute Scores
If you don’t want to individually allocate a ship’s attribute points, simply one of the following sets of attribute values and distribute them as you choose among the ship’s attributes, ignoring Intelligence:
- Standard: 3, 2, 1, 1, 0
- Specialized: 4, 1, 1, 0, 0
- Balanced: 2, 2, 2, 1, 0
F.5.3 Intelligent Ships
Intelligence measures a ship’s capability for thought and internal control. Normal ships have no Intelligence, and a ship’s crew does not affect its Intelligence.
Intelligent ships have a number of skill points equal to 3 + their Intelligence. These trained skills apply to any ship-related checks that the ship might make. Ships cannot make skill checks for skills that they are not trained in. For example, a ship that was trained in Awareness could be its own lookout, but a ship without Awareness trained would not be able to independenlty perceive its external surroundings.
In addition, each point of intelligence above -5 contributes a number of effective crew members to the ship’s operation equal to a quarter of the ship’s minimum crew requirements. For example, a ship with an Intelligence of 0 would require no crew members to meet its minimum for navigation. A ship with an Intelligence of 4 would have a total automatic crew count equal to twice its minimum crew.