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<blockquote data-quote="hawkeyefan" data-source="post: 9312619" data-attributes="member: 6785785"><p>Scum & Villainy has a setting, but it’s pretty basic. Easily reskinned as needed. I know of folks who’ve played straight up Star Wars with it ([USER=7028554]@Grendel_Khan[/USER] or [USER=70468]@kenada[/USER] , sorry I forget who it was). </p><p></p><p>The selection of which ship matters. That kind of determines if your game will be like Star Wars, Cowboy Bebop, or Firefly. I don’t see why you couldn’t do Wh40k, but my experience with Warhammer is minimal, so others could perhaps offer more specific advice on that. I’d be surprised if there were any issues, though.</p><p></p><p>There’s an additional Crew Resource called Gambits, which you can gain and spend from a shared pool. It’s put forth in Blades as a potential optional rule and is folded into the core rules of S&V.</p><p></p><p>The Action Ratings are largely the same, with a couple of significant differences and a couple of cosmetic ones. Doctor, Hack, and Helm are swapped in. Doctor is for aiding others or doing generally scientific things. Hack is for overriding security measures and general computer related actions. Helm is for piloting and maneuvering vehicles. These are more genre appropriate actions. Survey, Wreck, and Hunt are removed.</p><p></p><p>Tinker becomes Rig, Prowl becomes Skulk for sneaking and Scramble for physical maneuvers, and Skirmish becomes Scrap. These are pretty cosmetic changes, except the splitting of sneaking and moving. </p><p></p><p>The Actions are maybe a little more specific than in Blades, but not a whole lot. They’re meant to be a bit mutable so that there are potentially multiple ways to do something.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9312619, member: 6785785"] Scum & Villainy has a setting, but it’s pretty basic. Easily reskinned as needed. I know of folks who’ve played straight up Star Wars with it ([USER=7028554]@Grendel_Khan[/USER] or [USER=70468]@kenada[/USER] , sorry I forget who it was). The selection of which ship matters. That kind of determines if your game will be like Star Wars, Cowboy Bebop, or Firefly. I don’t see why you couldn’t do Wh40k, but my experience with Warhammer is minimal, so others could perhaps offer more specific advice on that. I’d be surprised if there were any issues, though. There’s an additional Crew Resource called Gambits, which you can gain and spend from a shared pool. It’s put forth in Blades as a potential optional rule and is folded into the core rules of S&V. The Action Ratings are largely the same, with a couple of significant differences and a couple of cosmetic ones. Doctor, Hack, and Helm are swapped in. Doctor is for aiding others or doing generally scientific things. Hack is for overriding security measures and general computer related actions. Helm is for piloting and maneuvering vehicles. These are more genre appropriate actions. Survey, Wreck, and Hunt are removed. Tinker becomes Rig, Prowl becomes Skulk for sneaking and Scramble for physical maneuvers, and Skirmish becomes Scrap. These are pretty cosmetic changes, except the splitting of sneaking and moving. The Actions are maybe a little more specific than in Blades, but not a whole lot. They’re meant to be a bit mutable so that there are potentially multiple ways to do something. [/QUOTE]
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