06-04-2019, 10:10 PM | #71 | |
Join Date: Dec 2004
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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06-05-2019, 09:31 AM | #72 | |
Join Date: Dec 2007
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
The penalty I referred to of course was the tech level penalty.
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06-05-2019, 11:49 AM | #73 | |
Join Date: Jul 2007
Location: West Virginia
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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06-05-2019, 07:55 PM | #74 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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Spock is quite clear on what he is building: a "mnemonic memory circuit". The reason he is building it is also made clear: Spock: Unless that is true, Captain, we have no hope. Frustrating. Locked in here is the place and moment of his arrival, even the images of what he did. If only I could tie this tricorder in with the ship's computers for just a few moments. KIRK: Couldn't you build some form of computer aid here? The mnemonic memory circuit is a type of computer. Last edited by maximara; 06-05-2019 at 08:13 PM. |
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06-06-2019, 04:23 AM | #75 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
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"A goal of wildcard skills is to remove the need to worry about finicky subdivisions of knowledge within a field. It would be consistent with this aim to exempt wildcard-users from Familiarity (p. B169) – which epitomizes, even glorifies such complications – and all similar rules. Doing so means that heroes with wildcards are fully acquainted with all of the equipment, personalities, procedures, situations, and so on relevant to the included standard skills, and never suffer any penalty attributed purely to novelty, obscurity, or unfamiliarity." (GURPS Power Ups-7) Removing the hyper-familiarity just makes Spock's task all the harder as he has to build up the TL6 version of his skills (this task requires more then one) from effective scratch. In fact, GURPS Power Ups-7 states "All of these suggestions together aren’t half as troublesome as standard skills cranked up to extreme levels like attribute+9!" Also remember that Spock has to tie his TL6 mnemonic memory circuit device into his TL(whatever)^ Tricorder. It would be akin to a modern computer technician with a USB disk drive being in 1987 and trying to create an interface to read what's on his drive. And you can make a good argument that is within a TL (TL8)! As for time, it is hard to tell how much Spock had though we do have some idea: SPOCK: I was recording images at the time McCoy left. A rather barbaric period in your American history. I believe I can approximate just when to jump. Perhaps within a month of the correct time. A week, if we're fortunate. [...] SPOCK: Captain. Captain, in three weeks at this rate, possibly a month, I might reach the first mnemonic memory circuits. |
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06-06-2019, 07:48 AM | #76 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Star Trek Campaigns: Prime Directive vs GURPS Space/Spaceships/Psionics 4e
There's an awful lot of talking past each other in this thread and it crossed the line a couple of times. I'm locking it as it has gone WELL past being helpful to the original poster. If you want to discuss the ideas here and you can do so calmly and without rancor, you're welcome to start a new thread.
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prime directive, star trek |
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