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Heart of the Tempest's page

27 posts. Alias of aptinuviel.


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Scrutiny(20)+Detection(10)+Exceptional Leader(10): 1d100 ⇒ 9 4 Degrees of Success

The Lord-Captain looks over the shoulder of the young Ensign assigned to handle the ship's sensors and nods approvingly. The man stands up straight to listen to the Wing Commander over the vox responding, Understood. The Emperor Protects.


The ship prepares for entering the warp. The vox hums with high gothic prayers as each member of the crew kneels in whatever part of the ship they find themselves. Each bringing their forehead to the deck five times. Some continue to do so throughout the hour of preparation, others only once. Ratings rush through the passageways, painting fresh marks above each of the doors and hatches throughout the vessel.

The Heart of the Tempest bustles with activity from the highest to the low. Everyone knows the consequences of failing to hold to tradition, and even the Twistcatcher stays busy running down mutants and heretics that dare not to pray in the deepest bowels of the ship.


Here's our ship's profile. It should be good to go with the SP additions from Heinrich.


The Vox squeals loudly as it warms up, then static, before the thin voice of Ensign Wort breaks over the line. The Master of the Vox's querulous voice echoes throughout the ship.

The Lord-Captain requests the following officers to, uh...report to the bridge:

First Officer Ioneyse Patronius
Wing Commander Heinrich von Bastillion
High Factotum Valerius Fechter
Chief Chirurgeon Cosetta Perambulus
Warp Guide Zon of Ter'Mcan
Oh, and uh...Chief Bosun Lydia Guernstock

That will, uh, that will be all. The Vox squeals again as it closes and the line falls silent.

Welcome to the Heart of the Tempest!


GM_Panic wrote:
yep still here, just lusting after the Toaster like any good tech mage

I *think* you're going to have to make your rolls in this thread? that's, of course, up to Radavel though. I'm not quite sure what resources that character creator is using either.


Radavel wrote:
i noticed you did not take any lance weapons

Yep. It's a carrier, so wouldn't normally have any lances. That, and lances are pretty awful mechanically so it works out.


I've fixed up the Heart of the Tempest with the new additions from Heinrich.


Madcaster wrote:
That's when he found out that the Lord-Captain Hajj Qalandar Khan recently received Warrant of Trade and seeks able men.

I like it. It looks like we're going to have a solid group of people good at talking. Which is great for a RT crew. :)


Heinrich von Bastillion wrote:


Latest Questions:
- If you get Weapon training (choose any) from a Path, can you choose Basic Weapon training (Universal)?

That's a good question. It hadn't even occurred to me!

Quote:


- Can we switch out starting equipment to something of equal availability on a 1-1 basis?

Oh! And even better question!


Radavel wrote:
alright. i wont be strict about your origins. so long as you can back your choices with the appropriate narrative i will allow it.

Outstanding! I think there's only one outlier for the Origin Path I'm planning. I'll check through it again and see.


Excellent. Sounds like a plan!


Swordwhale wrote:


EDIT:
As for Path: I'd love to take a bit criss-crossing to fit my concept, namely:
Child of Dynasty
In Service of the Throne (Born to Lead)
Duty Bound (Duty to Humanity)
The Hand of War <-- This is a major outbreak of the path, but fits best
Exhilaration (The Thrill of War)

Cool!

How long, do you think, has the character been with the crew? Or do you not have an idea for that yet?


Oh yeah, "Follow My Lead!" is a solid action for a "Wingleader"! Good call.


Swordwhale wrote:


Benefit: +10 to any Piloting or Command tests in respect to his duties as Wingleader.

I like the concept, though most of the ship rolls give a bonus to a very specific action. Perhaps a +10 to the Extended Action to ready a new squadron for operation? Or a +5 to the Command roll when leading an attack against enemy fighters?


And is the Origin Path open, one open slot, or just straight?


I'm guessing roll and pick where they go? But obviously that's Radavel's call!


Oh, on a side note, we could use a Child of Dynasty (from Into the Storm alternate "Home World")! I guarantee those Ship Points will go to good use!


Sorry to see that. Was looking forward to playing with you again Bogg!


Looking forward to what everyone brings to the table!


Same!

I think the priorities that we need to fill are:
Navigator - and I'd love a social/noble navigator! But really, we just can't rely on a crew navigator on the Tempest. ;)
Someone to pilot the Tempest

Things nice to have:
Hotshot pilot - Always a good addition to a carrier!
Any sort of Tech-priest
Someone to handle firing the guns *or* the sensors - My RT can *probably* handle the other, when it comes down to it.
Astropath - One focused on the more utility stuff would be great as they have some really cool powers. I mostly see people go heavy combat blasting, but their other stuff is equally cool.
Any sort of Seneschal - spy or commerce focused would be fine.

Lowest Priorities:
Arch-militant
Missionary

With that said, I think there's room for whatever you want to make. We can fill in the rest of the crew based off of that! :)


Thanks! I look forward to it!

On a side note, Hajj would be more like a local honorific than a name. I mean, it is part of his name, but not the name people would naturally call him. So Lord-Captain Qalandar, or Lord-Captain Hajj Qalandar. I'll make sure to include that on his character sheet in the background/description location!


You sold me on a bit more focus. If the Tempest gets 3 SP from a Child of Dynasty crewmember, then I'd pick up another Sunsear on the prow, the Trophy room (it's too hard to pass up), and either a Pilot's Chamber or Small Craft Repair Deck. The next upgrade would be whichever wasn't picked up.

I still think the Ship's Master Bridge is worth it on the Tempest, but not be worth it on the Dictator frame. The amount of firepower the Tempest is putting out, despite having bays, is impressive. A Port or Starboard broadside would have two Sunsears and a Hecutor broadside firing away. +10 BS on each of those is another hit each. That's...a lot of damage.


Broadsides tend to have higher Strength at the cost of a lot higher Space and Power. Cruisers and bigger ships can afford that trade off, but they don't do more damage or Crit.

I tend to recommend Sunsear Batteries because there's nothing else for 1 SP with that range. With a Strength 4, same damage as pretty much any other Macrobattery, and way more range than anything else worth just 1 SP, they're all around a better weapon. There's no broadside option with them, but again, increasing the Strength a bit for massive power increases is...questionably good. I'm actually strongly considering dropping the Hecutor-pattern Plasma Broadside on the Tempest to a battery. It saves 4 Power and 2 Space for the price of 2 Strength. Strength is good, but the cost is rough unless you're a dedicated gunboat, which these ships aren't.

And you're absolutely right on guns being tougher to get during the game. *Way* tougher. It's why leaving the prow open on the Tempest is *so* rough, but it's on of those things the crew would just have to deal with.


I like it. I modified Heart of the Tempest as a carrier as well. I took off the Trophy Room and Compartmentalized Cargo Hold as well as the Torpedoes, and threw on two landing bays. If someone were planning on being a Child of Dynasty and bringing three more SP, I'd add the two supplemental components back and put some Sunsears on the Prow.

Some suggestions:
1. Always use the Miloslav h-616.b Warp engine. It's just better all around. It's mechanically better *and* its spooky. That's just a win-win.
2. I think you can do better with 2SP than the Augmented Thrusters.
3. I suggest Sunsears as your Macrobatteries. They've got some decent range.
4. A main issue you'll run into is that your broadsides are decent (but lower than a true Cruiser broadside since you've got bays rather than a 3rd weapon), but your prow firing is really weak with just one weapon.
5. You're definitely going all-in on attack craft from the start. This isn't bad, but I'd probably use that 2SP from Augmented Thrusters to diversify just a bit.
6. What Auger array are you planning on using? You've got the extra power to go bigger if you want, but it's really up to you.
7. I think I'd still go with the Ship's Master Bridge on it, despite the Flight Command Bridge being great for carriers. If you *don't* have a hot shot pilot to go out with the squadrons it might be better? I think the +10 ballistics tests, even having less macrobatteries, is just too awesome to pass up.

And I agree on two ships being too many. As it is, it's best to have a large-ish (at least what would be large for a single TT game) single ship crew for pbp RT. You inevitably lose a few players early in games and having a few extra makes that loss a little less harsh.


Crew Rating: pg. 193 as part of ship construction. It allows you to upgrade or downgrade the crew.

Be careful with Lath Hangars. The downside is that if you lose power to the component when the doors are open, they automatically depressurize. Also you can't go into the warp with them open. (Which also means that if you accidentally enter the warp with them open, that's *really* bad.)

It essentially means that your cruiser is a bit more vulnerable and you can't shut off power to those components for the extra speed with the Energy Converter. Given they only require 1 Power each, that last isn't *that* big a deal, but with Jovian's you can squeeze out that last bit of power if you ever need it.

The Heart of the Tempest is built as a Torpedo heavy hitter, but you could easily convert it to a carrier. It's also built on 70 SP. If you have 73, all I'd do is pull out the Torpedo tubes, put in two Jovian bays, and throw another Sunsear on the prow. That's a sunsear and plasma firing in any forward-ish direction along with two carrier bays. And the ship moves *fast*. I was actually strongly thinking of taking the carrier track with it, and may still do so. Especially if someone is interested in playing a hotshot pilot Void Master. And, if you end up playing the RT, expect for me to put in a VM pilot application! :)


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Did a little updating of the ship sheet. It could use a little formatting clean-up, I think. I'll work on it.


Tweaked the ship a bit. Changed up the weapon load-out and added a Compartmentalized Cargo Hold. This makes the ship great for transporting weapons. If you're planning on a war in some far away place, this is the ship you hire to get stuff to you. Weapons, soldiers, and that's not even getting to the ship capable of outfighting most small fleets.