Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-17-2009, 02:54 PM   #1
Orienda
 
Orienda's Avatar
 
Join Date: Jan 2009
Location: Massachusetts
Default Shipboard systems/ Using Vehicle Abilities

Is there any standardized way to handle abilities that work only inside of the vehicle (thus only on it's payload) that has the abiliies? For example, if you wanted to say that a vehicle had an ability to blast onboard intruders, or use it's artificial gravity to move things around, what discount would you give to the base ability?

Likewise, if you wanted to confer an ability on those in the payload (perhaps doesn't breath to represent self contained air supplies) how would you do that?

Also, when piloting a vehicle, which abilities are fair game to use? Is it fair to let a starship pilot use the computer's intuitive mathematician? Enhanced Temporal Sense? (Some make more sense than others, and common sense can certainly divide them up, but if there's a definitive rule to follow, that would make things easier.)
Orienda is offline   Reply With Quote
Old 06-17-2009, 03:26 PM   #2
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Shipboard systems/ Using Vehicle Abilities

Quote:
Originally Posted by Orienda View Post
Is there any standardized way to handle abilities that work only inside of the vehicle (thus only on it's payload) that has the abiliies? For example, if you wanted to say that a vehicle had an ability to blast onboard intruders, or use it's artificial gravity to move things around, what discount would you give to the base ability?
I forget the discount, but I think this is covered in Biotech under bioships. Maybe 1/5 price?
Quote:
Originally Posted by Orienda View Post
Likewise, if you wanted to confer an ability on those in the payload (perhaps doesn't breath to represent self contained air supplies) how would you do that?
That's a question that's been asked before and didn't seem to get a very satisfactory answer.
Quote:
Originally Posted by Orienda View Post
Also, when piloting a vehicle, which abilities are fair game to use? Is it fair to let a starship pilot use the computer's intuitive mathematician? Enhanced Temporal Sense? (Some make more sense than others, and common sense can certainly divide them up, but if there's a definitive rule to follow, that would make things easier.)
Unless you had to stat the ship as a character, this isn't a sensible question...a piece of equipment can be written up as providing whatever effects are appropriate, whether or not they're conveniently described as advantages. For my part, I probably wouldn't allow using a spaceship to grant either of those advantages, unless the ship somehow tampered with your mental functioning. Having a calculator is not the same as having Intuitive Mathematician.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 06-17-2009, 03:50 PM   #3
Orienda
 
Orienda's Avatar
 
Join Date: Jan 2009
Location: Massachusetts
Default Re: Shipboard systems/ Using Vehicle Abilities

I'm currently in a campaign where each player owns their own prototype ship, and we're working on statting them out. The more rules specific question is what abilities are granted by the compartmentalized mind (controls) feature. A good rule of thumb seems to be all physical traits, but it doesn't state this anywhere I can see, and I'm sure there are a few exceptions that don't make sense. (It would also be nice to have a way to model giving mental traits, if the ship did have say a neural connection to give whoever was piloting it certain of its abilities).

Last edited by Orienda; 06-18-2009 at 05:53 AM.
Orienda is offline   Reply With Quote
Old 06-17-2009, 10:36 PM   #4
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Shipboard systems/ Using Vehicle Abilities

Quote:
Originally Posted by Orienda View Post
I'm currently in a campaign where each player owns their own prototype ship, and we're working on statting them out. The more rules specific question is what abilities are granted by the compartmentalized mind (controls) feature. I good rule of thumb seems to be all physical traits, but it doesn't state this anywhere I can see, and I'm sure there are a few exceptions that don't make sense. (It would also be nice to have a way to model giving mental traits, if the ship did have say a neural connection to give whoever was piloting it certain of its abilities).
In this case I would probably by most of the abilities with an accessability limitation only in the ship.
If different people could use them then affects others enhancement for any ability that affected the charecter other then indirectly.
And Sealed covers the payload unless its exposed. Same with DR and I would say most defensivie abilities.
On the other hand f the ship can do them but needs someone at the controls then thats the control modifier. possibly adjusted.
Refplace is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.