Re: DreadStormers (OOC)
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TK Grab is 1.6/level for a 20 yard reach, or 2.8/level for a line of sight reach. The dreadstormers favor short TK grab unless its backed up by extended senses: ships have very tight quarters. Most compartments are 10 yards by 20 yards and filled with stuff. speaking of which, I need to get you folks the deck-plans for the ship. They've existed for a while now. Make sure you can fight unarmed. |
Re: DreadStormers (OOC)
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A physical therapist or a physical fitness trainer could work. The Masseuse is a little odd, and I'm not sure if you'd get one aboard a navy ship, but it could probably be worked in. You'll want not only the skills needed to work this job, but some area knowledge to be able to talk about where you were trained, what it was like, and so forth. We may also increase the frequency of appearance on your duty to reflect in increased exposure. |
Re: DreadStormers (OOC)
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Re: DreadStormers (OOC)
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How are the characters coming? |
Re: DreadStormers (OOC)
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Does the crew include battlesuit troopers of some kind? What kind of roles would be included in the Life Support and Motive sections; oh, and what does the Transportation section entail? I'm guessing that Sinzarious' character would be in the Power section. Would a character focused on Extravehicular activity (spaceship repairs on the outside of the hull) work? For psi powers, I'm still primarily focused on telepathy of the Mental Surgery/Suggestion flavour, although it occurred to me Dampen 3 with the Blanket Dampening technique (which I think is an application of the Natural Phenomena enhancement) from Pyramid #3/97 could shut down electricity over the entire ship for a short duration, which could be interesting... |
Re: DreadStormers (OOC)
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Life support includes plumbing, fixing malfunctions in the temperature and atmosphere systems, handling food distribution and reclamation, fixing broken beds and anything else in the living areas. In addition to jobs fixing things the crew also monitors statistics on temperature and atmosphere throughout the ship. The motive section works on the FTL drive, The STL drive, and the manuver drives. Its full of engineers and technicians who monitor all of the various moving parts, liquid coolants, chemical concoctions, magnetic fields, and so forth. Along with nav, sensors, and comms, they're kind of the more technical end. The transportation section moves things around the ship, such as food, laser chemical replacement packs, torpedo fuel, the occasional heavy tool, and lots and lots of metallic hydrogen bricks to feed whichever drive is currently on. They mostly do this with elevators and small vehicles similar to forklifts. Does that help? |
Re: DreadStormers (OOC)
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Re: DreadStormers (OOC)
Okay, here's a first draft, minus psi powers. Is artificial gravity common in this setting, or does the ship use spin gravity, or just have micro-gravity (from thrust)? I was considering having Daymar come from an asteroid colony (a Belter) and be an experienced spacer. He is in the Motive section of the ship, focused on the drives, but also can be involved in any EVA repairs from the outside of the ship. Would something like the Zero-G Worksuit (GURPS Ultratech, p. 183) be in use?
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Re: DreadStormers (OOC)
So I still have points left, but I redid the Psionics to add up to strictly 100 points. I wanted to put this up to make sure everything is alright before I spend my last few points (most likely just in skills). Again, feel free to say what will work and what wont.
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Re: DreadStormers (OOC)
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I'll try to finish up my character soon. |
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