The thumb drive that I use to keep a portable copy of my pdf library had a software glitch that has been slow in repairing. At the same time the raid assembly on my desktop that contains the master library also experienced a drive failure. My desktop is in the shop getting the raid moved to a new array.
So the weapons.. In GURPS Spaceships all the weapons for a given size effectively do the same damage (except missiles). Trading out particle cannons (energy only) for rail guns (carry ammo) still does 4d and 3d damage. The difference is the types of countermeasures weapon ranges, and energy vs ammo. Since this is a shuttle with limited capacity I went with the energy guns. A TL9 laser operates in the visible spectrum or near UV. A TL10 neutral particle beam is optimized for space combat, has better armor penetration, but reduced range and accuracy. A TL10 UV laser operates in far UV and has better range than lasers. Etc. Switching to railguns means that instead of being able to fire a shot as long as the power plant can operate, the gun holds 70 shells, and a ton of cargo will hold 80 more. It still does 4d damage for the primary weapon and 3d damage for the secondary. I can reduce the type of mount. Currently the fixed forward main gun is a primary weapon system. It holds one weapon. The self-defense turret is a medium battery that can hold up to 3 weapons, each doing 3d damage. Next down is a secondary battery (also does 3d damage per weapon), but can hold a mix of ten weapons. Finally, a tertiary battery also does 3d damage per weapon, but holds upto 30 weapons. Note that these are already the smallest weapons available, which is why reducing the turret type doesn't reduce damage. I can remove the forward mounted gun and just have the mid turret. I'd like to keep the laser/missile combination as this is a nice mix of offensive and defensive capability. ---- As for the main ship, the same google doc now has a 1000 ton exploration ship. It has 8 cabins that can hold up to 16 occupants, with space to grow food providing total life support. Two medbay's with autodocs that can be supplemented with the medbay's on the shuttle. A superb comm/sensor suite for exploration is complemented with a defensive ecm system. The ship is lightly armed with a single turret that has one missile launcher and one railgun. The missiles provide the primary offensive capability. A hanger deck is customized for the shuttle. A robofac provides the ability to replace just about any part as along as there is power. For the crew there is a gym physics and biology labs, and two office spaces. The ship has 135 tons of cargo capacity with an additional 7.5 tons of shielded cargo space. (I am considering dropping this by 1/3 to have a second powerplant for a back up.) The ship can boost at .5 G's and has the experimental stardrive that allowed them to reach this system. This ship, fully loaded, comes in at $212.81 million.
Homeworld of Ifsenja Siakr (0403 A677532-D Ag Ga Ht Ni) Capital of the Diazhiensh Subsector. Background Skills: Animals 0, Computers 0, Social Science 0 Psionic Training, attempting Mimic, Clairvoyance, Blocking, Telepathy, Awareness. 2d6 + 1 - 3 ⇒ (4, 6) + 1 - 3 = 8 Success
Mimic 0, Clairvoyance 0, Awareness 0.
fnord72 wrote:
From earlier. But after reviewing the book a little further I'm going to switch endurance and education. This results in the education getting boosted to 8. This places me pretty well for a career in the guards. 67B78C-B
If I wanted to play a zhodani, would something along the lines of an agent be acceptable? Alternatively would be a retired individual that finally decided the rigid nature of zhodani society had become unbearable and goes on walk about. And a third option would be something of a hunted individual. Of course any of this is partially predetermined by the rolls.
Page 421 of Basic (book 2) states that temporary attribute penalties don't affect HP, basic speed, basic move, or FP, this also includes active defenses, resistance rolls, fright checks, etc. I'm okay with you rolling dodge for me. I'll likely also roll a dodge just in case at the bottom of my actions.
Actually, a cleric doesn't get access to new spells when they level a PrC. Prestige Classes that advance spell casting all state "He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting." Since a cleric is not a spontaneous spellcaster, they do not get spells known. -------- The fee to copy a spell is also a consumable, which also fits the position of temporary gold sink.
If you really think it through, it's an inconvenience. Pathfinder encounters follow the older D&D expectations of wealth by level. Some of this is assumed to be consumables that are replaced. So if I have a wand worth 750g it's part of my WBL calculation.
So if I spend gold to be scrolls, then consume those scrolls to write the spells to my spellbook (or cat), then the gold value of those scrolls gets replaced at some point. It is expected that a party will consume so much of their wealth per adventure, and this is supposed to be replaced. While there is no statement that a GM must at all times maintain WBL for characters, it has been stated that this should be used as a guide at the end of adventures to ensure a balance across characters. And no, I'm not expecting any reckoning by a GM. What I am pointing out is that the game states consumable items are replaced to maintain WBL. Scrolls are consumables. Requiring an expenditure in scrolls to increase spells known for only a few classes has no other effect than to be a temporary gold sink for those few classes that are preparation casters.
Damn, forgot to make some rolls. 4d6 ⇒ (1, 4, 1, 4) = 10 9 (-1)
4d6 ⇒ (1, 3, 5, 3) = 12 11 (1)
Looks like a keeper. From what I saw, the best way is to take the gestalt at each even level and calculate from there. One question I did have, are you allowing a method of making up lost caster levels with a PrC? For instance a PrC that only progress spell casting by 8/10 levels. Could I take a level on the otherside to make up the spellcasting level? Caster 1
At this point I have 8 character levels, my spellcasting is 8th level (the PrC doesn't give caster progression at 1st), and I have 3 levels in a secondary class.
Aster felt he had been making progress towards picking up the trae lingo and only hoped he wouldn't fumble the introduction. Show of force seems to be the preferred method with these guys. Aster dons his suit and loads his rifle, though he keeps the safety on. He stands at the hatch, his suit pockets bulging with gear, his pistol slung low in a hip holster while he cradles his rifle. should I bring Betty too? He is referring to his big game laser rifle, of course.
I can understand that space opera may take things for granted. But there are still rules, no matter how illogical they may seem. Stating that we use an ether drive that lets us get from the earth to mars in four days, regardless of where the two planets are in their orbit is fine. Even knowing we just sat there and did routine ship maintenance for a couple of weeks while they flew to us tells us something different than they popped up 100 yards off the starboard bow.
SO the two big guys were running full out at speed 250 (to go from 1500' to 0' in 5 rounds). Does that mean the rest of their army is way behind them, or are the grunts also moving at speed 250? Did the one that fell plow a fur-rough as it bit the dust at that speed? Not much for me to do other than take pot shots, and unless I have a stack of loaded clips behind me, I'm being ammo conscious. I don't know how far out triggered anti-personnel mines would be, but figured at 100 yards. So once they get that close I'll start triggering them. |