Bringer of Stories Presents GURPS: A Space Opera

Game Master ZenFox42

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Reaction Bonus +1, HP 10/10, FP 14/14, TORSO DR 33 pierce/ 23 cut/ 11 crush/ 21 burn, Favored Defense Increased Dodge 9, Favored Attack Electric Stun Wand 9, PERC 12, WILL 12, HT 10, Move 5. Detailed Armor | Battlemap

Another one for the ship name: Giordano Bruno. He was an early scientist who was burned at the stake for heresy in 1600, in part for suggesting that the stars might be distant suns with planets with life in them.


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Whew, got some catching up... Damn sleep and how it loves me...
okay!

Nedora wrote:


1. Is there a way to simulate gravity besides rotating sections or burning the engines. If the answer is no, then those 0.005 g fusion rockets are going to be a big problem for those of us not used to freefall.

2. Would it be possible to get something more powerful for space propulsion? A 0.005 g fusion engine is realistic, but for a space opera, it lacks some punch. Most of those ships can pull tens if not hundreds or thousands of gravities of acceleration. Of course they also necessitate some way of not turning the crew into paste.

We're rocking two engines, making the Accell 0.01 G. And this is simply the starting mechanism of a bare bones ship. This junker costs roughtly 2.5mil right off the bat...And we're getting it for freesies. The lack of thrust and all that represent that it's been stripped. You'll simply have to upgrade it as it goes. :p

An artificial grsystem does exist. I was gonna science the rreason on how...but then looked at the tital of the game and said because.

Terra wrote:


Could everyone please re-post their current amount of available cash to put towards the ship? I've got $39,000 unless I have to buy a space suit ($5000).

Bringer, knowing how much a stickler GURPS is for reality, I used the max speed of 60 mps, and calculated that at that speed it would take 961 *years* to reach 1 AU, if the "m" is meters! If it is miles (more likely), then only 18 *days* (as compared to the listed time of 9 months). That's ignoring the max acceleration, since it would only take 1 day to get up to max speed. Not having looked at the Spaceships PDF yet, I just wanted to point that out.

Also, is there any way we can put money towards improving the ship's *existing* systems? Like removing the TL-4 penalty from the sensors, or removing the "explode" option from Engine Failure?

Conveniently, those numbers are IN SPACE NUMBERS! and your atmo thrusters work at 2500 MPS...so you guys cruise very quickly. running at 0.01G Acceleration, And the Delta-V being 60mps, an AU takes 9 months. However, you can change the fuel in the engines to increase acceleration by a factor of three. Further more, Ill emphasis that you guy will upgrade and replace parts as we go. I have faith in this starting vessel. It takes 3.5 months to get from earth to mars. starting out. If you guys want to increase Delta-V and Acceleration, pool toward an upgrade!


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move

@April26 - this basic, "junker" ship costs over $260 *MILLION* according to Spaceships. I believe Bringer gave us that for "free", and we're adding onto it.

ALL - altho, honestly, even if all 6 of us had $50,000 left over, I don't think we could add on anything useful. What with spending on gear, maybe we could collectively buy *one* (or two) $100,000 units (but that barely gets you anything!). And it would cost $1,400,000 just to upgrade the ships sensors to TL-3 from the current TL-4!

I think maybe the best thing we could do is buy a Wheeled ATV (10 passengers, if I'm reading the table correctly) to put in the Hangarbay, since we'll need some way of getting around a low-tech planet once we land there. But even that costs $200,000!!!!

@Bringer, having looked over Spaceships, I have some comments/questions :

The travel time table on p. 79 says that 0.01 G takes 1 month to travel 1 AU (as opposed to the 9 months in your specs). ???

Why are none of the systems (like control room and fusion reactor) listed as "core" locations?

The jet engines are listed as using 1 fuel tank per hour, but I see no units with fuel tanks. ???

And, I couldn't find a Rail Cannon listed in any of the weapons systems. Not even by cross-referencing the caliber (28 cm) with damage (6d*7).

Sorry to be such a nit-picker, I'm just trying to understand the system...


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Oh, Well I read wrong on the travel time Fox, Badass!
Core Systems are there, I just failed to mark them, Ill do so.
Ill find the Fuel tank price, ive looked over it a few times, it was on its own baby chart.
Electromagnatic rail gun at 28cm maybe? Ill find that for you too.

ANd fret not! I'm not perfect. Ill go fish out stats for you!


Reaction Bonus +1, HP 10/10, FP 14/14, TORSO DR 33 pierce/ 23 cut/ 11 crush/ 21 burn, Favored Defense Increased Dodge 9, Favored Attack Electric Stun Wand 9, PERC 12, WILL 12, HT 10, Move 5. Detailed Armor | Battlemap

Could someone figure a way to buy/make a vacc suit for Trixy, Rix's companion? Ideal would be one she (Trixy) could carry as a back pack and deploy it without any assistance. She has an IQ of 7 and she can communicate using telepathy, so she could be taught to use it.'


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Fuel Tanks: Pg 17 (I've added them to both the map and the stats bars.)
Core systems marked in the stat blocks

For the TL 10 Fusion Rockets (we have 2)
These maneuver drives incorporate built- in fusion reactors,
producing a hot, high- velocity exhaust.
Fusion Rocket (TL9): Generates a fusion reaction to heat
hydrogen into plasma and expel it, adding extra cold mass for
extra thrust. Each engine gives 0.005G acceleration. Each fuel
tank of hydrogen gives a delta- V of 12 mps (TL9), 60 mps
(TL10), 180 mps (TL11), or 450 mps (TL12). Requires minimum
SM+9 at TL9; but no limit at TL10+
pg 23

Reaction Mass Cost Table
Reaction Mass Cost per Ton
Water $20
Coolant $150
Ionizable reaction mass (e.g., argon) $180
Rock dust (for mass drivers) $2
Rocket fuel (liquid hydrogen/oxygen) $800
Hydrogen $2,000
Jet fuel $4,000
HEDM rocket fuel $6,000
Antimatter- catalyzed hydrogen or water $20,000*
Nuclear pellets $50,000
Uranium- saltwater $100,000
Antimatter- boosted hydrogen or water $12,000,000*
Nuclear bomb pulse units $250,000
Matter/antimatter $10,000,000,000,000*

So I got the stats for the gun on pg 26. However, Because I was feeling awesome, its an oversized weapon... an oops of looking to the right one step.
We actually have a 24Cm caliber Electromagnetic The stats are on pg 68.

@Rix: Buy a space suit/pressure suit and apply a +10% cost...simply to have it made for non-humanoid. And we'll say that the helm made active with the press of a button on the top of Trixy's foot?


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I'm under the impression that you can buy parts used (That what I affectively did for the junker.) and thus get them cheaper...however, I've made a 'gimmick' list for the ship to account for the ruinous and used parts.

Just saying you can probably find an ATV for cheaper than 200k. Hell, you can buy a 'old school' hummer for a couple thousand now a days...and I think with APRIL's help you can even make one yourselves for a fraction of the cost. Decide on your plan for that before Monday.


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move

@Bringer - thanks! So, how many of those 18 fuel tanks are already filled, and with what? ;) And, our delta-V is now 60*2.5 = 150 per tank? Sweet!

ALL - there are many required skills needed to keep the ship in operation (repairs and maintenance) :
Hull - Armory(Vehicle Armor)
Control room (bridge) - Electronics repair (Computers), Computer Programming, and Electrician
Cargo Holds, Fuel Tanks, Hangar Bay, and Structural Repairs after a combat - Mechanic(Low-Performance Spacecraft)
Habitat - Mechanic(Life Support)
Jet engines - Mechanic(Aerospace OR Jet Engines)
Fusion power plant - Mechanic(Fusion)
Fusion engines - Mechanic(Fusion Engine)
Rail gun - Armory(Heavy Weapons)

And just to fly the thing (note : the ship's "Handling" is at -4!!!) :
Interplanetary flight - Piloting(Low-Performance Spacecraft)
Atmospheric flight - Piloting(Aerospace)

And someone needs to take the Gunner(Cannon) skill to use the Rail Gun!

Any ideas? Does anyone already have some of these covered?


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@terra: I'm assuming their all fueled. From the recovery effort and from purchases as you've went.
EDIT: Due to location, I've put some of them (In the rear hull) in the engines they are associated. Those are permativly fitted to be Jet fuel or Hydrogen. The others are moduler in that they can be either or.
Which means the group has 10 tanks of 'yet-to-be-determined' fuel...


Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)

*cracks knuckles*

With a tool bonus of +2 and the standard defaulting skill penalty, Garneau has all of the tech and repair skills at least at a 13, and more for electronics or engineer things. The engines might be an exception, but still would be at 10+ level, and if something is critically important, Garneau will use the Rite of Percussive Maintenance, andd hope for the beat (Luck advantage).

Speaking of the Luck, if we go with PbP to F2F time conversion, I suggest Luck being useable three times per mission? Seems reasonable to me, as if we take a session as a 4-6 hour long thing, accomplishing a mission every two sessions, and ignoring the OOC banter.


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I accept, Jean.


NXSA-Infocorp Autonomous Program for Research on Interplanetary Life
Party Skill Buffs:
+1 Guns/Beams w/in 300 yd, +2 First Aid/Physician, +5 Diagnosis, +6 Surgery, +6 Tracking, +3 Mechanic/Repair (Robots), +5 Detect Lies, and other
Speed 5, Dodge 8, Will 12, Per 12+, HT 10, FP –; Gilligan: DR 30, HP 16/20; Skipper: DR 15, HP 5/5; Mary Ann: DR 1, HP 1/1

Nedora has Gunner, if you've been paying attention. Though her using it would probably require a backup pilot to fly the ship.

Dr. Rix wrote:
And Terra is a teenage girl with psycho-kinetic powers: sounds like River.

But Jack is an amnesiac stowaway hunted by mysterious enemies for his martial-arts powers, I think he wins this one.

@Jack—I'd recommend against putting all your eggs on the gauntlet basket (you can soup it up, sure, but 50 points is low enough that you're not useless without it stolen). If you're looking for other cool abilities, there's also things like Enhanced Defenses (Dodge), Basic Speed (to get to a whole number, for more dodge), Extra Attack+Ambidexterity (which lets you use your other arm to grapple/disarm etc. simultaneous with your gauntlet punches), Psi Static (to represent personal mental training, though this makes you immune to psychic healing).

Guns are also somewhat useful—or some sort of ranged chi attack.

If you want your character to have a mystical tie to the past owners of the gauntlet, you could also take something like Racial Memory + Wild Talent (Emergencies Only), or Reawakened + Modular Abilities (cosmic, 2-4 points, with a drawback along the lines of requires concentrated meditation -20%)—either of these would let you duplicate *any* skill in certain circumstances by drawing on spirits of the past, which seems cool for a mystical amnesiac.

Liberty's Edge

Male Historian/Curator

Wow...that is amazing. I love the whole idea of the ability to call upon the knowledge of past masters from the gauntlets...

I was kinda staying away from ranged attacks to kinda gimp my character in that one area...it just seemed like too much to be able to throw "CHI" force bolts as well as everything else. Maybe that is just my warped way of thinking, but do not want to make him into a Mary Sue lol

And thanks for all the help...sometimes with so many decisions it is easy to spiral out of control!!!

Ok, now to pull everything together!!!


NXSA-Infocorp Autonomous Program for Research on Interplanetary Life
Party Skill Buffs:
+1 Guns/Beams w/in 300 yd, +2 First Aid/Physician, +5 Diagnosis, +6 Surgery, +6 Tracking, +3 Mechanic/Repair (Robots), +5 Detect Lies, and other
Speed 5, Dodge 8, Will 12, Per 12+, HT 10, FP –; Gilligan: DR 30, HP 16/20; Skipper: DR 15, HP 5/5; Mary Ann: DR 1, HP 1/1

Oh, I meant it more as the past knowledge being a symptom of your amnesia rather than the gauntlets. (You could have innate chi powers as well).

But yeah, have fun finishing your character. (And really, just meant there's nothing preventing a kung fu master from shooting a guy who charges him with a sword, Temple of Doom style)


Posting new alias


Reaction +3, HP 10/10, FP 10/10, DR 15(35)/3*, Move 5, Dodge 8, Will 13, Perc 13, Pistol 12

The new alias.

Things to note, I have added a couple skills to help with operating the ship. I now have elec op sensors, elect repair sensors, freight handling, and piloting.

Co-pilot that can also help with cargo.

I've added an enemy. And for that I'm thinking one of the upper muckety mucks of psi academy.

I also have a little extra cash (2x) and I haven't spent much of it.

I'd like to keep a few k for personal trade goods, otherwise I'm willing to buy up a share of the rust bucket.

Do we have a mix on genders? I haven't selected Aster's yet.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

2 female
1 AI identifying as female
3 males


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Thanks Fnord, That helps see what your got. Should get a pic so I can put that pic in the maps. Why does this 225pt monster want to come at you?

EDIT: Also, as a reminder freidns, this is a space opera...and even the GURPS book note on this kind of game says that the heavy realisms take a back seat. So when you ever question the dice/ruling consider Trek, Wars, Gate...and the like. Also, Remember, At some point, you'll be dealing with planet altering schema... Enjoy!

Liberty's Edge

Male Historian/Curator

Ok, I think this will be the (near) final stats for my gauntlets.

Gauntlets of the Masters

Signature Gear (75% of starting points - 112) +3 pts
Arm Str +5, base 25 pts (Can be stolen -10%, Unique -25%) +16 pts
Innate Attack (cr, 4d), base 20 pts (Can be stolen -10%, Unique -25%, Melee Attack -30%, RoF 3 +50%, Armor Divisor (2) +50%, Double Knockback +20%) +31 pts
Psi Static base 30 pts (Can be stolen -10%, Unique -25%) +20 pts
Enhanced Dodge +2 base 30 pts (Can be stolen -10%, Unique -25%) +21 pts
Racial Memory base 15 pts (Can be stolen -10%, Unique -25%) +11 pts
Wild Talent +1 base 20 pts (Can be stolen -10%, Unique -25%) +13

Total cost: 112 pts

The gauntlets are powered by Chi energy.

The gauntlets were passed down from master to student for hundreds of years. Each master would infuse a portion of his knowledge and soul (Chi) into the gauntlets, giving them specific powers. With the rise of Psi-nobility, users of Chi have been hunted and persecuted. The last master infused the gauntlest with the power to resist psi powers.
How Jack came to be wearing them is unknown....like the rest of his background....but sometimes he can hear the whispers of the ancient masters giving him advice....


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Excellent, I've added this as a story piece.


Female Human

I've been thinking about making a couple of changes to Nedora. The first is getting her a skinsuit, and the second is moving some skills around and getting her whatever skill she needs to use it.

I would like to know if it's possible to have it be an armored skinsuit and if it's okay if I take soem liberties with the rigid collar?


Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)

Hmm. Aster, just suggesting you might change the electronic op/repair to something else. Jean is pretty much specialized exactly for sensor and communication op. Getting some help with propulsion systems or something more mechanically-oriented might help, since that's where he's somewhat lacking. (And besides, professional freight calibrations and such require a good knowledge of mechanics, material science and so on. Or at least those help.)

Having a spare electric work guy would be nice, but with a mechanical technician with a specialization in engines, we'll possibly be able to build the whole thing all over.

Though, if that's messing with your concept, feel free to tell me so, and I can move some skills around.


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@Nedora: So long as its within tech level, go-to!

Also found out that at TL9, ship mounted lasers had been around. So there's that. Had to change some of the 'Elite" ships writing abit because of that. >.>
How's everyone?


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move

ALL - so I scoured *all* the Recruitment and Discussion posts, and came up with this list of money-left-over :

APRIL - $61,000
Dr. Rix - $37,816
Jack - $40,000
Jean-Christophe - $17,000
Nedora - $20,592 (-armored skinsuit [$10,000?])
Fox - $34,000
Aster - $83,270

Please let me know if your number is significantly different now!

So that's $283,000 in the pool! Now, that can't really buy anything useful for the ship. Altho we could *maybe* provide DR 7 armor to the rear hull (for being shot at as we flee someone), *IF* Bringer is *very* generous with his discounts (see below).

I still think buying an ATV would be the best bet. Any counter-thoughts?

Bringer said : "Which means the group has 10 tanks of 'yet-to-be-determined' fuel..."

Each tank of hydrogen provides 150 delta-V for interplanetary flight, which is huge compared to what's needed for takeoff and landing on a planet. But since our acceleration is so low, we'll need higher delta-V "cruising speeds" to make the trips between planets reasonably short.

On the other hand, each tank of jet fuel provides 1 hour of in-atmospheric flight (it is not used to take-off or land from outer space), which can fly us 2500 miles. It would take 10 tanks to fly around the Earth.

So, all things being equal unknown, I'd suggest 5 tanks of hydrogen and 5 tanks of jet fuel (in addition to the 4 & 4 "fixed" tanks). Any other suggestions?

@Bringer :

You said : "I'm under the impression that you can buy parts used (That what I affectively did for the junker.) and thus get them cheaper..."

So, what percentage discount for used goods? The ship as I spec'd it straight out of Spaceships was 100 times more expensive than the price you quoted, but I wouldn't expect you to be that generous all the time.

Could we buy a used, but still good quality, ATV at say, half-price? And can you verify that it carries 10 passengers?

Could we buy used steel armor for the rear hull at 1/100 the listed price? (Hey, I've got to at least ask...)


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Steel armor is already 1/1000 of the price due to the tech level difference. Being a TL7 Armor...and were in a TL 10 Age. reduce price by a factor of 10 per previous tech level.

"Used" Stuff, for the sake of play, follows an additional -50% price. This is applied AFTER tech level reduction. However, at tech 7 and back, that 50% deduction no longer applies...as its likely used anyway.

AS for the ships price, Your right Terra, I didn't include about 33% of the ship when I put it in... So it is WAY more pricey, but meh, as its mixed tech and full of stress-based failure.

If you want an ATV, consider making it of previous tech parts and claim "used". Just means there's a chance the part fails.


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A reminder:
Hey guys, If you don't mind filling out a stat block for me for your posts, that would be appreciated.
Include: Reaction Bonus, HP, FP, TORSO DR, Favored Defense, Favored Attack, PERC, WILL, HT, Move. That would help me speed along posts.


Female Human

You typically don't see 99% discounts off the new price even at auctions for repossessed cars.

That said, depending on what's being sold, in the real world you can get things for between 1/3 and 1/20 of the price. Model specific spare parts, though are one of those things that tend to increase in value as they get older, even if used. This is because the demand increases sharply while the supply steadily decreases after the parts are no longer made, which tends to coincide with the cessation of production of the model in question. This doesn't really apply to electronics as much since that's a whole different bag of cats, kettle of fish, or whatever your favorite expression is.

Armor, though would be very specific, and due to the nature in which it typically gets used, I don't know if we could find used armor without going and salvaging a ship similar to ours for the parts ourselves.

That said, GM, how common is our rustbucket's model? Is it still in production? If the answer to those is very common and yes, that would probably explain the discount. Being stolen would too. :D

Not really meant to be anything but my two cents. I was just laying out my thoughts, and got a little carried away.

===

Okay, so moving on to Nedora's skinsuit.

A base skinsuit is $1500 and provides DR 2
A Visored Space Helmet is $2000 and provides DR 30/22. It includes a small radio (UT44), an infrared visor (UT61), and hearing protection (UT171). Higher DR is for attacks vs. Skull and the lower is for attacks vs. the eyes.
A Nanoweave Bodysuit is $900 and provides DR 18/6

However, there is a nanoweave tacsuit that can be sealed that costs $3000. Since it provides the same advantages as a skinsuit, let's just say that this is what Nedora has.

Under Tailoring armor, the light modifier allows it to be worn under clothing, and reduces weight, cost, and DR to 2/3 of full. so the Tacsuit is now $2000, provides DR 20/10 and weighs 10 lbs. It also incorporate biomedical sensors (UT187). With an air mask (UT176) or combat infantry helmet (UT180), the suit is sealed and provides climate control (-40°F to 120°F). I'll be giving it the visored space helmet since it's supposed to be a skinsuit that's armored rather than a suit of sealed combat armor (semantics, I know.) I'll aslo be omitting the biomedical sensors since her implants should be able to cover that. I'll be replacing the infrared visor in the helmet with an interface for her Neural Jack that allows her to be connected to the ship and protects her from power surges.

So, I think this should work

Armored Skinsuit/TL10 $2000 (Modified nanoweave tacsuit UT178)
-DR 20/10 (Higher is vs. Crushing or Piercing, Lower vs. everything else)
-Sealed with vacc suit helmet (UT180)
-Climate Control (-40°F to 120°F)
-10 lbs.

Visored Space Helmet/TL10 $2000
-DR 30/22
-Protected Hearing (UT171, B78)
-Neural Jack interface w/Surge protection
-Small Radio (UT44)
-B/36 hr.

I'd also moves some points to the Vacc Suit skill. I know the Tacsuit is supposed to be NBC suit skill, but I figured this was supposed to be an armored vacc suit, so that would make more sense.

Thoughts?


Reaction +0, HP 11/11, FP 12/12, DR 18/6, Dodge 12, Favoured Attack: Karate punch

Ok, Jack is looking done, if you want to take a look and see if I am missing anything. I actually have 6 points left over...any suggestion of skills the group might need??


Female Human

Do we have a negotiator face type character yet? I think Jean might be it, but I'm not sure.


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move
Bringer wrote:
Steel armor is already 1/1000 of the price due to the tech level difference. Being a TL7 Armor...and were in a TL 10 Age. reduce price by a factor of 10 per previous tech level.

Cool! So $2,000,000 hull plating costs $2000, and a brand new ATV costs $20,000. We can afford to plate *both* remaining hull portions (pending availability), buy a *new* ATV, and have...$259,000 left over!

ALL - any thoughts on what else to buy???


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@NEdora: The ship's hull is in production, yes. But the hulls aren't what cost money (As per the game...) Ultimatly, we'll go by factor 10 discount for out dated tech. And quick sell at 50% stock value.

For the sake of the ship, you guys found this thing, after your original employer stripped it, you guys took the hull and have made restoration repairs. The game starts with it have just returned from a salvage operation. So fun times.

The Skinsuit looks fine. Its handy from what I can tell... I'm going to put my faith in knowing that if you have a function on that thing that is useful in circumstances XYZ, you'll inform me. :P

@Jack: *Gasp* Six points?!


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I'll apply the Armor and put a note for the ATV.
EDIT: Where you finding the specs for this ATV?


Female Human

I will. Okay, that's $4000 less for the pool.


Reaction +0, HP 11/11, FP 12/12, DR 18/6, Dodge 12, Favoured Attack: Karate punch

Lol. I know...look at me with all those resources!! I figure 6 points would allow me to be fairly good at 1 skill, or average at 3. Just wanted to see if there was any place we need skills. Might take it in streetwise and carouse. Makes sense with his background


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@Jack: Invest in Psi teleport... Yeah...DBZ your character right up :P


Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)

@Nedora,

Jean is very good at nearly all social skills, bar the ones involving trade. That was intentional, since I couldn't picture him doing trading all that much.

RE: Armour,

I picked the space hardsuit in order to have something that's decent at both being armour and a spacesuit. It's going to perform best in space, and while quite protective, it's slowing him down considerably. Hopefully, we wouldn't be doing combat all that much, but eventually I'll probably be investing some time and money into making it into something like a combat-engineer's suit, with added Lifting ST, some cutting tools, fine manipulation options, powerful on-board computer, etc. How would that be priced? For instance, giving it a Lifting ST of +5? Not going for that right now, but it might help one day.

RE: ATV, I am quite loving the idea. We can fork over some more dough, and make it something between an ATV and a pick-up truck/retrieval vehicle. That'd require a more powerful engine, a stronger construction and some additional gear, namely lifters and whatnots.

RE: Purchases. I'd recommend upgrade-ing, or at least starting to upgrade the sensor system and such. Thankfully, you've got a communication systems expert on board, so he might just be able to do that for a fraction of the price.

In general, I don't know how the GM's ruling on time/upgrades would be. I can suggest making an applicable Engineer roll to think of a way to do something, with every margin of success reducing the item's price by 10%, to a minimum of, say, 20 or 30%? Obviously, time is harder to calculate with a rule such as this one, but with slow space travel come great tinkering opportunities, as Uncle Ben said. I'll also suggest NO pre-game crafting from me, since we want to start this game this year.

RE: Shit gone bad charts:

I propose the following for Comms:
1- Bad Connection
2- Range Reduction
3- Receive Only
4- Comms off-line
5- Send Only
6- Constant pinging on all frequencies (very, very bad)

And for Scanner:
1-2 Ghost dots
3-4 A type of scan non-operation (Heat, Visual, IR, UV, etc.)
5- Scanner off-line
6- Scanner interfering with ship systems.

I'll think of something for the Artificial Gravity.

@Jack, you mentioned something about precious gems, right? Maybe you can pick up some price-gauging skill?


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Jean wrote:
picked the space hardsuit in order to have something that's decent at both being armour and a spacesuit. It's going to perform best in space, and while quite protective, it's slowing him down considerably. Hopefully, we wouldn't be doing combat all that much, but eventually I'll probably be investing some time and money into making it into something like a combat-engineer's suit, with added Lifting ST, some cutting tools, fine manipulation options, powerful on-board computer, etc. How would that be priced? For instance, giving it a Lifting ST of +5? Not going for that right now, but it might help one day.

Ah, I see what you mean. Have you looked into the crafting rules in the campaign book? Pg 473 (139 for the PDF) If you want to upgrade a suit or ship, this would be the bases to do it.

You'll notice that, if your not investing but simply using a schematic for an already existing item, the cost is only 20% the retail. Furthermore, time to make is based on complexity. Regardless, a non-prototype (IE: Already existing item) is the proto-types creation time divided by 2. Its halved. I think that's a simple standard that all crafting will be based on... Its further enhanced by gizmo and gadgeteer.

Thank you for those * OH-SHIT!!* dice rolls. Appreciated.


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Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)

*scratches head*

A long treatise on the nature of invention.:

Right. So, let's say Garneau wants to build said suit improvements, for a total of +5 to ST.

First step is the required skills, Engineer(Robotics) in this case.

Second step is the complexity. Since that's fairly simple, considering battlesuits, and the fact that exoskeletons are around since early 21st century, we put that as simple. We'll take it as TL9, since he's not using that old a stuff, but it's still a garage job.

Third one would be the concept. a -6 for a simple design, +2 for existing models, and +5 for tried and tested technology. As per the Reinventing the Wheel thing, he'd lower the difficulty once, which puts it below simple. I'll say a +2? That puts his total skill at +3, and combined with his 14 in Engineer(Robotics), puts it at a mind-bogglingly easy roll against 17. If he instead wanted to do an anti-gravity TL11 jet-pack, it'd be -22 for complexity and a -5 for TL above 10, or absolutely impossible when working alone in the garage.

Fourth step is the prototype, which we'll assume is not a critical failure. The same bonus of +3 applies, alongside a -1 for not really having all the gear he requires, since he's lacking the best tools for working with armour/spacesuits, but it's still a relatively simple piece. We assume that he makes a roll versus 16, working alone, and it takes 1d-2 days, for it being simple.

The facilities are quite satisfactory, able to do up to Complex inventions, thanks to APRIL, and after Jean sets on doing that, he promises to make an upgrade to a robot of her choosing. *cough* lazer eyes *cough*. Making the first prototype actually costs as much as an entire new rig, which is something I find somewhat strange. Maybe bypass that for the simplest of things, such as this one?

Fifth step would be bug-finding. We'll assume a roll of 10 on this one, granting a success by three or more, so there's only 1d/2 bugs, which is reasonable, as wires get messed around and so on. Since he only needs parts, producing a similar upgrade for all the hard armours on the ship would cost simply 20% of the gear cost.

Sixth step, especially when considering gear costs for systems reused, would be figuring out said costs. Comparing the Space Armour with the Battlesuit will work out for Battlesuit being 60,000 more expensive, and granting the following above the Space Armour:
-30/30 DR (40% more, and to simplify, we make the armour being thicker by 40%) - 8,000 Moneys.
-Striking Str +15 - 75BP
-Lifting Str +15 - 45BP
-Super Jump 2. - 20BP

For a total of 140BP worth of gear (we're ignoring the BP modifiers, since they're both suits of armour.) and 52,000 moneys more. Some maths gives us that +5 to Lift and Strike Str would be 40BP, or just short of 15,000 doughs. (on a purchased gear/prototype, and 3,000 on built one.) He politely asks the ship's accountant for a loan, and thanks to his charming smile, he gets it.

Seventh step would be Machinist and Armoury rolls, and he has them both too, so we assume that he can build that no problem in a 1d/4 days, so one or two days, with 15,000 worth of nanofac equipment, pulling some long hours and inflicting heavy casualties to the ship's supply of caffeine.

NOTE: I'm assuming that the Engineer(Robotics) also includes the programming required to make the limbs work as smooth as possible, since that's basically the Engineer(Robotics)'s job.

That took me some time to wrap around my head. But, I think I got it, and now you can nag me for inventions all you want!*

*Terms and conditions may apply. Please check your local physician for experimental drugs or bioengineered killer wasps.

Also, I thought we were doing somewhat harder sci-fi, so I didn't pick gadgeteer. Plus, science being boring is what makes it fun!

EDIT: I read that gadgeteer is allowed. Hmm... I might move some stuff around....


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We can science a bit harder if you like, I just don't want to get too bogged down in a space opera.


Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)

Eh, I might be overthinking it a bit, but isn't that why we all love GURPS? Thanks for the combat lite rules, though.

At any rate, I'm just trying to clear things out before the game starts. The galaxy will be our oyster!


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So...Did you just do the invent thing for comprehensive understanding or did that actually happen? Also!
You may notice that, in the Center Hull section, Habitat has several unused 'slots'... one such slot can be a lab/crafting lab of your choosing, as you technically have several unused slot.
EDIT: Disregard the above, as there are additional costs for labs specifically.
I think the ship is pretty much squared away.

Get your cabins!
Id like to ask you guys to claim a cabin.
The cabin includes a small (Below the bed) Personal storage unit and some shelving above. As mentioned earlier, they also include a shower (which includes a fold out toilet and fold out sink.)
Feel free to note in your character sheets the Cabin You've chosen and what all you've done to stylize it.

@Rix: Where does Trixy stay?!


Female Human

Nedora claims C6 as hers, and if no one minds, has the storage container full of lego and plushies in a slot next to her cabin, along with a workarea for the things she builds out of lego. The LazerBoy has replaced her bed and storage below it, and the shelving in the cabin is now filled crystals and plushies. A cabinet standing in what's left of the space the bed occupied after moving the Lazerboy in is where her computers, clothes, and armored skin suit are stored. The monitors have been mounted to the wall and the cabinet above the LazerBoy.


NXSA-Infocorp Autonomous Program for Research on Interplanetary Life
Party Skill Buffs:
+1 Guns/Beams w/in 300 yd, +2 First Aid/Physician, +5 Diagnosis, +6 Surgery, +6 Tracking, +3 Mechanic/Repair (Robots), +5 Detect Lies, and other
Speed 5, Dodge 8, Will 12, Per 12+, HT 10, FP –; Gilligan: DR 30, HP 16/20; Skipper: DR 15, HP 5/5; Mary Ann: DR 1, HP 1/1

Repeating again, as you asked about shipboard locations:

APRIL 26-b wrote:

As for shipboard locations:

-Can I get Station 3? Since APRIL is a physical, immobile computer (but not the only one on the ship), this seems a good place to put her core systems.
-Half the Sick Bay should be enough for the Diagnostic Bed + Automed (about two squares total)
-If possible, one crew room could be her purchased genetics lab and growth tank/biofabs (about two squares total, though I could share this with Rix, or have it take up the other half of the sick bay)
-Is the Reactor Room a good place for the minifacs, or should those go in cargo or hangar? (Probably about three squares total of automatic machinery)
-Would APRIL's drones be stored in the hangar, cargo bay, or an airlock?

* * *

Terra42 wrote:
I think maybe the best thing we could do is buy a Wheeled ATV (10 passengers, if I'm reading the table correctly) to put in the Hangarbay, since we'll need some way of getting around a low-tech planet once we land there. But even that costs $200,000!!!!

An ATV is only worthwhile if we're getting a TL discount (and in which case, an armored hovercraft might be more useful). Though we could all fit in a Hover Jeep.

because otherwise, EXO-SPIDER!


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@APRIL: Ill set you up behind Station 3. We have slots left to use, so that wont be an issue there.
APRIL's stuff in sickbay is fine.
Ill place put in another cabin sized room to act as a Genetics lab as you have the equipment and Ill put the Minifacs in the reactor room.

I think the drones would be stored in the hanger or Cargo.


Reaction +8(+10), HP 10/10, FP 10/10, DR 75/45, Dodge 8(5), Favoured Attack(Gauss PDW), F.D. (All-Out Defense), Will 14, Per 14, HT 10, Move 5(3)
Bringer of Stories wrote:

So...Did you just do the invent thing for comprehensive understanding or did that actually happen? Also!

You may notice that, in the Center Hull section, Habitat has several unused 'slots'... one such slot can be a lab/crafting lab of your choosing, as you technically have several unused slot.
EDIT: Disregard the above, as there are additional costs for labs specifically.
I think the ship is pretty much squared away.

Get your cabins!
Id like to ask you guys to claim a cabin.
The cabin includes a small (Below the bed) Personal storage unit and some shelving above. As mentioned earlier, they also include a shower (which includes a fold out toilet and fold out sink.)
Feel free to note in your character sheets the Cabin You've chosen and what all you've done to stylize it.

@Rix: Where does Trixy stay?!

It was a comprehensive understanding thing. I'm just working through the process. I'd like to describe the process in play!

Mind if I take C10? Jean will probably be doing most of his non-fabricating work in the kitchen, since there's probably someone there to talk to, and leave the room mostly for sleeping and personal storage. APRIL's coming in useful again, since she'll be very helpful with the Chummy disadvantages both he and the doc have.


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move

@Jack - we could use some backup skills in propulsion systems or something more mechanically-oriented (see my list in an above post), or backup piloting and/or gunner would be helpful (since it's my understanding April can't do both at once).

@April - the armored hovercraft does look nice, and is only $50,000. Exo-spiders are TL 10, so they're out of our price range (and one wouldn't carry all of us).

@Bringer - I'll take C1. The specs for the armored hovercraft are in Ultratech, 4th ed, p. 227.

ALL - if we go with the armored hovercraft, there's now $235,000 in the community savings account.


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Terra wrote:
@April - the armored hovercraft does look nice, and is only $50,000. Exo-spiders are TL 10, so they're out of our price range (and one wouldn't carry all of us).

Where is the info for the hovercraft?

@ASter: You've been inactive sir, what's the skinny?


Female Human Reaction -2, 18 HP, 12 FP, 15 DR(burning&piercing), 8 Dodge, Attack:TK(STR 20), 16 PERC, 14 WILL, 12 HT, 5 Move

(I just updated my previous post 1 minute after you) The specs for the armored hovercraft are in Ultratech, 4th ed, p. 227.

ALL - please note the skills needed to use it : Artillery (Guided Missile), Driving (Hovercraft), Electronics Operation (Sensors), and Gunner (Machine Gun).


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Bah-hahaha
Will we be doing the Armored Hovercraft then?
EDIT: I've made the assumption that due to it being a smart buy, we nab it.

So there's a token in the cargo for the tank now. Woot.


NXSA-Infocorp Autonomous Program for Research on Interplanetary Life
Party Skill Buffs:
+1 Guns/Beams w/in 300 yd, +2 First Aid/Physician, +5 Diagnosis, +6 Surgery, +6 Tracking, +3 Mechanic/Repair (Robots), +5 Detect Lies, and other
Speed 5, Dodge 8, Will 12, Per 12+, HT 10, FP –; Gilligan: DR 30, HP 16/20; Skipper: DR 15, HP 5/5; Mary Ann: DR 1, HP 1/1

The hovercraft is described as the ideal transport vehicle for high-capacity smuggling. Basically, it's a silent helicopter that can only fly several feet off the ground, but it could be fun as a car I guess.

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