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Sunday, 2 April 2023

Conversion notes : SWN to M-Space

Conversion from Stars Without Number to M-Space was relatively painless. Theophania's stats could transfer straight across; she already had INT 18, so no proportional conversion from 3d6 to 2d6+6 was needed, and Wisdom is important in SWN for Psychics so could trasnsfer straight into Power. All that was missing was size, for which I picked an appropriate score (doing no favours for her HP or damage bonus!).

As a former corporate spy, her new Profession was obviously Agent. I decided to use the random Lifepath character generation out of M-Space Companion. This gave her some past events, a contact, and an enemy, but as she is a woman of mystery, I will not reveal them yet. She only had 5 skills in SWN, so it was simple matter to make sure she had all the M-Space equivalents. The lifepath also provided her with a good amount of starting cash, but I ruled that was all spent getting to Inah to avoid ret-conning the adventure there.

Her psionics were easy to convert as well. Her telepathy powers were still at the empathic level, so Telepathy became Empathy from the M-Space core rules. Teleportation isn't in the book, so I am using the Teleport sorcery spell from Mythras/RQ6/Legend.


Theophania-Eloïse Ashgrove

STR 11  CON 10  SIZ 10  DEX 14
INT 18  POW 16  CHA 14

DB -    Ex +1  Init 16  Luck 3

Homeworld: 0106 Aethyll/Vigdis
Culture: Urban/Panopolis (megacity)
Career: Agent

Passions: Destroy Corporation 64% (Unity Multistellar),  Seek mysteries 74%,  Desire psi 52%

Standard Skills: dance 38%,  deceit 77%,  endurance 35%,  evade 48%,  influence 43%,  insight 64%,  locale 41%,  perception 64%, stealth 47%,  willpower 62%

Professional Skills: bureaucracy 46%,  computers 46%,  pilot 37%,  sleight 53%,  streetwise 70%

Combat Styles: blaster pistols 38% (any),  self-defence 45% (unarmed, may Evade mêlée attacks without falling)

Psionics: Teleport 42%,  Empathy 42%,  Meditation 32%



Interstellar travel was the only other thing that really needed attention. I didn't want to just use Traveller rules or the SWN ones, so I started with M-Space guidelines (they are  little vague) and went from there. So...

A ship's Hyperspace Rating (1-5) is both the maximum range of a jump and also its top speed, i.e. the number of hexes it can traverse in 5 days. 

One unit of fuel is required per hex; using less fuel reduces effective hyperspace rating. Hexes are about 10 light years across on the sector map. Initiating (and ending) hyperspace jumps takes an enormous amount of energy, so micro-jumps use 1/2 unit of fuel (this is included in the fuel consumption of standard jumps).

In-system "micro-jumps" are possible. The initial "acceleration" in hyperspace and the final "deceleration" each take about 10 hours, so an in-system jump of any distance takes 20 hours. 

A jump therefore takes (hexes*5)/hyperspace+1 days. A ship with hyperspace-1 jumping to the next hex requires 6 days.

Things like massive stars & black holes warp hyperspace enough that their hexes cannot be jumped over. Ships may jump to them, manoeuvre round in realspace, then jump away.

Ships need to be out of the gravity well of a planet to jump to hyperspace, but there are otherwise no restrictions. Ending a jump prematurely destroys the ship (probably... no one's ever seen a ship that ended a jump early).  

In-system normal space travel is conducted per the Traveller charts (M-Space ships have speed ratings of 1-5).

Hyperspace communication is possible, but not easy. In-system hyperspace communications are effectively real-time, but a Comms skill roll is required to contact another ship (as opposed to a planet or space station). Contacting a ship in hyperspace from a point in realspace is practically impossible, unless the ship has initiated the communication (at a base difficulty of Hard), and there will be a lag based on distance: about 1 second per light year (10 seconds/hex). 


next post: the adventure continues

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