
Aster Diagef |

I'm not personally comfortable with "hey you, alien creature, you seem trustworthy, join our band of brothers. Oh, and here's the keys to the city, the password for our ship, and all our latest secrets."
No reason the catfolk shouldn't have been outfitted with the best gear available to their world anyway.
That's an awful lot of trust. Maybe down the road after the character earns trust of the crew?

Terra42 |

Who said anything about giving the Leeunids any keys or passwords (besides, they don't even speak English (or whatever))? But the best gear the ship has available is *much* better than what they would have had, what's the harm in providing them the best protection possible?

ZenFox42 |

Aster - I was kind of glad to get rid of Boomer's battlesuit, but you've got one on the way. When I envisioned this game, I saw combat as more low-level (but what you've currently got is significantly above the bar already). How would you feel about *not* being able to have a battlesuit? Maybe they're strictly controlled by the government, and they didn't give the ship the blueprints (GURPS Ultratech, p. 91) needed for the robofac to create one?
A battlesuit is just *so* extreme in armor and weapons that it just blows everything else out of the water.
I promise, the bad guys won't be able to kill you just because you don't have a battlesuit - unless they roll *real* good. ;)

Aster Diagef |

Sure, kinda. I'm willing to talk about it.
I know we have some house ruling on damage and armor (could you see to adding a spoiler with that info to the campaign tab in your copious spare time?). From what I understand, this system just reduces the numbers on damage and armor, but doesn't change the relationship of damage to defense. So it's still a matter of the average weapon and the defense we have.
Well, our first couple of battles have really wanted some heavy armor. Especially when one shot has the potential to be permanent.
Our spacesuits aren't armor. They're everyday spacesuits, with some protection against punctures and sharp edges.
The battlesuit is combat armor.
The space biosuit, with the right addons, can function in most any environment, and can be worn pretty much all the time. The battlesuit would be more limited (like driving a battle tank to the grocery store).
I'd actually be happier with stealthier armor than high DR. which I have with the space biosuit.
What I don't have that the battlesuit offers is: sensors, some more defense and carrying capacity.
At TL 10, basic armor provides 18/6 DR for nanoweave. The tacsuit increases this to 30/15. The biospacesuit gives a tradeoff in other functions and endurance but reduces protection to 15/3.
Then we get to sealed combat armor, the basic provides 75/45, but is no longer flexible. And then we get to powered armor.
The scout heavy battlesuit (my personal favorite for the TL) unfortunately? bumps the DR up to 150/100. I can see where you wouldn't like this option, that is a significant difference that would effectively allow the individual to shrug off almost all small arms fire that didn't have serious armor penetration modifiers.
In the name of space opera, if you're willing to be a little loose with TL, I'd be really, really happy with a TL 11 military cybersuit, it's got the flexible nature I like, can mold to look like clothing, has endurance, carrying capacity, and the auxillary sensor systems I'm wanting, and only has 80 DR, I'd even be okay with the armor of the civillian model (DR 40), it's mostly the looks and other capabilities that aren't as combat related that I'm drooling over.
And its a lot cheaper than the battlesuit, $50k instead of $200k.
Would that be acceptable?

Clebsch73 |

I'm in process of selecting advantages, disadvantages, and skills. A few notes on what I'm heading toward.
First with regard to armor, I know from being a GM that game balance can be hard to achieve if PCs have significantly different armor levels. A non-combatant like Rix can get by because she will try to avoid combat, hide, take cover, etc. But if two fighters are significantly differently armored, then what can harm the more heavily armored can be almost a sure hit on the more lightly armored foe. What gives the lightly armored foe a chance won't be able to hit the more heavily armored PC. So whatever the best armor in the group, all the fighters will need that same level.
My Leeunid fighter
I'm thinking he will have ranged weapons (the usual pistols and rifles), but his preferred fighting style will be with a two-handed sword like a katana. I'm looking at ways to make the damage done significant enough to get through typical armor, and where armor is not full body, having the option of a targeted attack to the face or a limb. The sword will probably be Superfine blade, monowire blade, or vibroblade (if available). Trained by master and good strength, plus the power blow option are also going to boost his damage with the blade.
One disadvantage I'm considering is Bloodlust. Not sure if that would be consistent with the Leeunid fighting tradition, but it seems like it might be.
Let me know if any of this raises issues. It will probably be the weekend before I can have something game ready.
Is there a quirk Distractable with a laser pointer? :)

Aster Diagef |

I do agree that our basic suit should be the same, I think everyone does have the bio-spacesuit (bss).
That's good enough for most "no combat expected" activities.
I'm looking at the next step up which is "fighting likely".
For instance, being invited to the Leeunid's capital on friendly terms would be the bss. But flying into an unknown on a mostly dead world would require gearing up a bit more.
Just like we might take a side arm and leave the rifles and missile launchers on the ship when visiting a palace, but grab those big guns for rescuing damsels from pirates.

Aster Diagef |

Cause I'm a pack rat? :)
Equipment has weight, which is encumbrance. A powersuit provides a boost to the weight and encumbrance that can be carried.
Each of the components that is part of a power suit generally weighs a half pound to several pounds by itself. At STR 10, it doesn't take long to be loaded down with no mechanical support.
There's a balance between realistic hard science and space opera. Take our spaceship engines, we dropped hard science and went with a higher tech because we wanted to skip dealing with delta-v, refueling, etc.
While there's a part of us that would love to have ironman powered armor and simply shrug off anything smaller than a tank round, that wouldn't be much fun.
We can always ignore rules. (I personally try not to since it does provide a common baseline for everyone)
We could all carry star trek tricorders and comms (but those are TL 11^+ in GURPS)
I'll make do with whatever you ultimately decide you want to deal with. Until then, I'm quite happy to present options and alternatives.
Using the rules for combination gadgets on page 16 of UT. I present The Explorer's Companion

ZenFox42 |

Aster - having looked over your sensor/cloaking suite, I'm curious why you added a $120,000 computer to the system, when the Extensible Sensor Pod (probably the most complex thing in there) says it only needs a "terminal" ($50) or a HUD ($50)?
Also, why'd you spec everything for C cells, then include a heavy D cell into the system?

Aster Diagef |

I specked to C cells to have a common baseline. The regular systems will run off a C for a bit over 30 hours.
A common safety margin for hostile environments is 30% to get there, 30% to return, 10% margin, leaving 30% for activity on site. If you need more time on site, you need to increase the resources, or get closer to where you are going. So with 30 hours, that means I could travel out for 9 hours, work for roughly 9 hours, then have 10 hours of time remaining to return (with the safety margin).
A D-cell increases that to about 12 days. Which for exploring unknown planets would give a solid safety margin. This gets reduced quickly if the jammers are in operation as they each take 10% of a C-cell per hour to operate.
If you don't like the duration of a D cell, two C cells gives two days of regular operations.
The "companion" part is the AI, either volitional or non-volitional. It needs a computer to sit in. The AI is there to operate the electronic operations (sensors, ew). You can think of this as the deluxe version, it has a supped up computer. (Aster already has a computer, I'd be dumping it on the trade in). An AI would need to be purchased as an AI, the basic version noted would cost 2 or 3 CP.
From recollection, there are actually a couple of components that are listed as having small dedicated computers, however these are just for operating that specific system.
For Aster, instead of having a small encyclopedia on his wrist, it's now in his backpack.
I like what I built and plan on keeping it for other games too.
Here's a mental image. Think of a typical back-country backpack. Instead of cordura, it's wrapped in bio-material that is able to repair small tears and scratches, and molds to the wearer. It has an internal frame to support materials. In the smallest configuration, the top and bottom thirds are rolled away. Sticking up over the left shoulder strap is a rod that can be extended up, or bent forward, with a sensor pod on the end. The bio-material of the pack provides many options that can either enhance the visibility of the pack, great for search and rescue, or minimize and reduce the visibility of the pack, great for VIP protection, security, and just for discretion.
While many people will house their personal AI's in the pack, the base model does not come standard with an AI and requires the user to actively operate the many functions of the suit. This is accomplished with a HUD or through a flexible control panel that can be attached to either forearm. However, those individuals that do upgrade their software with an AI find much greater versatility. A standard nvAI can be set to provide alerts and is often voice controlled. Top of the line models often incorporate a full AI that cna proactively monitor the environment for the user.
The base model, sans the jammer and some of the other defensive gear, saw great success with early Mars explorers. Obviously, this is a security model. (The military generally just uses a powersuit). Many private security firms appreciate the EP's ability to provide enhanced sensory capabilities with a discreet footprint due to the adaptive coating of the bio-material. Security teams have reported that when having multiple jamming modules in operation while escorting a VIP, they have been able to successfully impede assassination attempts.
Another popular version from REI-Space includes a blow-up tent with airlock, good for one use. Asteroid miners liked the C-5 version that came with an additional air tank and positioning jets built into the frame above and below the primary sensor package. This was generally cheaper than a full up EVA suit and worked well in many environments.
One of the selling points of the EP pack is that multiple units can set up communication networks that will work relatively well within the communication ranges. REI-Space found that a lot of search and rescue groups on Earth were interested in this function as the packs still allowed for considerable rescue gear to be carried in the pack while providing an enhanced sensor package and communications for groups of first responders in disaster areas. Many space-based S&R units have also adopted the EP as the self-healing covering extends the life of the product when conducting operations in damaged spaceships. Being able to create bright distinctive patterns on the bio-material also aids in rescue operations.
REI-Space has identified several demographic groups that it targets for sales:
Overwatch XL - Security firms appreciate the many features with a full AI.
SAR Companion SA - Many search and rescue firms use this.
SAR Companion C5 - Adds additional air and maneuvering jets for zero-g operations.
Explorer's Companion MIV - a more basic model without jammers, runs a much lower end nvAI. Great for prepper's, and packpacking enthusiasts.

Dr. Rix |

I've got my 2nd character roughed out but it will take some time to get him into a character ready to run. I hope to have him ready in a day or two, depending on how my work and other games go.
By the way, Rix will be bringing Trixy down to the planet. She's been shy about letting the Leeunids see Trixy, for fear they will be offended at having an animal so much like them as a pet. Rix doesn't see her as a pet, however, and she'll introduce her to the Leeunids and encourage them to touch her so Trixy can communicate with them telepathically and help them understand the nature of the relationship between Trixy and Rix.

Dr. Rix |

Came down with a case of the flu (mild) earlier this week, so I'm just now getting time to catch up on PBP material.

Djzero |

See the profile for my progress on the 2nd PC. I'm pretty close to having everything except equipment selected. I'm still making little tweaks as I notice things during the process of documenting the rules for his advantages, disadvantages, and skills. Let me know if you see anything that requires adjustment or if you have any suggestions based on the culture of the Leeunids.
I'm obviously drawing on some elements of Japanese culture. Tomeo is a warrior, able to use guns as needed, but his focus of his fighting skills in on using a high tech katana (two-handed sword skill, although he can use it one-handed using the broadsword skill) with a smattering of judo and karate elements.
I haven't worked out much about his personality yet, but I imagine he'll be somewhat like a typical martial artist, modified by his disadvantages.
Do quirks count toward the disadvantage limit, or can I take -5 for five quirks?
I am using the 4th edition of GURPS Martial Arts. If you don't have a copy, here is a link to my PDF copy.

Aster Diagef |

No worries there. Though two of them are not likely to occur all that often and may get traded out.
I also have three undeclared. As I work into the persona of Aster I'll fill them out.
For instance, he might start getting a mild xenophobia/intolerance at a quirk level, or xenophilia!
I might start playing pranks on the others while camouflaged, quirk level practical joker.
Even though the game started a year and a half ago (WOW!), it's only been the equivalent of like 3 or 4 table top sessions.

Dr. Rix |

I have been struggling just finding time to create a character for this campaign. I think it probably best for me to withdraw.
I appreciate all the work put into it and the attempts to revise the plot to keep it going, but it hasn't really caught my imagination. I'm thinking of starting a new campaign based in the Doctor Who universe, so if I do that, I'll have even less time.
Good luck all.