Re: [OCC] Strange Neighbors
Does the spaceship have weapons on its hull? I.E. does the ship need a gunner?
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Re: [OCC] Strange Neighbors
Dorin, The idea sounds good. It also explains what such a trouble-making scientist is doing on board. I'd go with sister, but thats just me. Make that call for yourself.
Lamech: Yes, the ship has weapons on its hull, Though it mainly relies on fightercraft. However, in FTL combat the main weapon is the drive itself, which can be duplicated and an alternate sent crashing into the opposing ship. This means the Pilot and handler of the biggest gun are the same. The rest of the Guns fire independently though, so yes, we can use a gunner. |
Re: [OCC] Strange Neighbors
I'm going to stat them up and characterize them, then decide if they fit better with each other as a couple or as siblings. Either way, it could also present some interesting sources of tension, since as you pointed out there's a little bit of conflict of interest going on (especially as what is good for the ship and crew is likely to often be at odds with what is good for Science).
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Re: [OCC] Strange Neighbors
0_o -DX? They dont know how to design armor in the future? Or you just think it'll help game balance maybe? Is the armor's listed St flat or additive to what we already have? I'm assuming flat but assuming is often wrong.
By conventional bullets I assume you mean no APHC, APDS, or any of the other fancy ammo types from non-basic books. You may also want to design some gunner based bean weapons. I'm currently planning on using assume cannon and/ heavy chaingun find in UTpg 138 when not concerned about collateral damage, like on board enemy ships, derelict vessels, and planets. Are there any weapons you would recommend for onboard ship use so as to avoid extreme chances of unpleasantness? Or in other words what stands next to no chance of punching a hole in "The Honor of the Earth," or damaging any major ship system. |
Re: [OCC] Strange Neighbors
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The Strength is additive for the light armor and flat for the other two. In the light armor your native strength makes a difference. In the heavier armors the armor isn't aiding your movements, its taking your instructions. Quote:
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This includes X-ray lasers, which will do 1/5 of the listed damage, cap at HP/2 for the torso or HP/4 for limbs, and have an armor divisor of (100). If the base damage is 10d or more the cap is doubled, and at 20d it goes away. The range is 5 times that of a laser, and cannot be produced with crystals. Of course, This weapon does not avoid collateral damage.... If you are facing off unarmored foes, your best bet to avoid damaging your ship is to use low output weapons, and standard police measures, which you have on board. That said, your hull is pretty tough, and if you have to shoot something, go for that. Though perhaps not with the chain gun. |
Re: [OCC] Strange Neighbors
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I should have charecters posted by later today. First being a good ship engineer and the second a good space marine with leadership and tactics that I think would do well as an away team combat/security commander, but not the military chief. |
Re: [OCC] Strange Neighbors
Okay, I think I got my 150 point character pretty much done. If you guys think it needs some changes, let me know
Apologies of formatting is a bit wonky. Code:
Von Galbiso, Hydroponics Boss |
Re: [OCC] Strange Neighbors
As the Captain, am I required to buy Military Rank, Courtesy Rank, or does it come free with the job, and what levels of it should I have? I've got him down as Military Rank 5 right now, as the commander of a very important ship, but probably not someone with broad authority of the IAH military as a whole.
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Re: [OCC] Strange Neighbors
(Somehow failed to post this. I think. I sure hope I didn't go posting it in some random thread -_-)
I'm going to be gone for a few days. I may have some internet access, but I'll be busy, and will not have access to character files and such. I should be able to get the character together when I get back. |
Re: [OCC] Strange Neighbors
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Rank will come free with the Job. I hope this hasn't been keeping people from volunteering for higher positions. At the same time, Duty to the ship is assumed and you cant get points for it. Yes, this favors high profile people. You're supposed to be the high profile people. Captain has ship rank 6, which is technically military, but is outside the command structure of the soldiers on board. He has 5 ranks for the crew and 1 more for the civilians. As for overall authority, This is a big ship, and the IAH is mostly about coordinating its member's efforts. You can write the humble commander who stays out of politics and was thus chosen as a good candidate for an extended mission (you won't be missed), Or as a conniving politician who wrangled his way into commanding the first interstellar mission. Von Galbiso is mostly good, except for rank (which is to be expected). If he's going to be in charge of Hydroponics, his rank will be either administration 3 or ship 2. the other guy will be around. This depends on whether he is a military hydroponics man, or part of the outpost. Just edit the post and let me know, you don't have to post him again. also, farming is an IQ skill, not a DX, and it and Gardening default to each other at -3 (which moves your 8 around). Also, could you group your skills under headings: military, academic, spacer, biologist, farmer, background, ect. It makes it much easier for me to read and to see what you can do. also, This doesn't affect cost at all, but I'd like to know where each character came from. Any modern nation is free game, with the small ones you can meddle with the history. You can also claim a space station, the moon, mars, or a moon of Jupiter. |
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