07-18-2022, 05:02 AM | #41 | |
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Any way here's the first two genetic upgrades offered in this setting, they aren't that common anymore and I'm not 100% satisfied with the first, but their something: UGene-Tech Explorer 20pts UGene-Tech, founded by a Eugene Steward, was one of the first human gene-engineering companies on the scene. Early on their work consisted of gene-screening the embryos of the rcih but their big breakthrough came when they where awarded the contract for the ESA/Royal Society Sublight Exploration Crew Creation Contract, the UGene-Tech Explorer line of genemoded humans was the result, these Upgrades form the basis for many more modern Upgrades. Those that didn't make the cut for the mission soon found work in various Deep Space roles, their ability to hibernate proving most useful. Despite it long falling out of favour with parents it's long lifespan means that some even surrive to the 2300's. Advantages: Hibernation 9 [18]; Longevity [2]. Perks: No Degeneration in Zero-G [1]. Disadvantages: Curious [-5]; Loner [-5]. Quirks: Imaginative [-1]. Pick one of these Lenses: Doctor: Add Healer 1 [10]. Engineer: Add Artificer 1 [10]. Scientist: Add Natural Scientist 1 [10]. UGene-Tech Frre Floater 20pts Already in the works when the Crew Contract was signed and subsiquantly put onto something of a back burner. Materials from each was used on the other and about a decade after the Explorer. Never very popular with parents, because it basically would trap their children in space, but achived some modest sucess and improved versions of it still see some uptake. The attempt to conteract muscle degederation in Zero-G was overzealous, producing excess strength, but given the construction prokects most Free Floaters ended up working this was scene as a boon. Secondary Characteristic Modifiers: +1 Lifting ST [3]. Advantages: Extra Arms 2 (Foot Manipulators, -30%) [14]; Longevity [2]. Perks: No Degeneration in Zero-G [1]. |
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07-18-2022, 07:23 AM | #42 |
Join Date: Nov 2015
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Re: [Spaceships] Getting A Few Thousand Extra MPS
I was going to say that you might have some issues with Radiation on your STL flight, but it seems that voyage is already history.
However I'd still give your explorer better HT, Resistance to radiation, and definitely not Loner, work space on the ship when not hybernating might end up pretty cramped. Even more so for an exploration/mining/lander small craft |
07-18-2022, 08:53 AM | #43 | ||
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Are you supposing that parents were given a choice of one of three genetic packages that made for a Talent? Or do you envision a single set of genetic changes that could manifest in three different ways? Quote:
3D Spatial Sense might also be worth considering. Finally, you might consider spending 5 points on Immunity to Space Sickness.
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Bill Stoddard I don't think we're in Oz any more. |
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07-18-2022, 11:05 AM | #44 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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The rules for cosmic radiation PF aren't terribly accurate, but the rules for radiation PF in general are not super accurate. |
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07-18-2022, 11:44 AM | #45 | |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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I've also heard that cosmic rays beyond the heliopause double which would matter to that STL trip. <shrugs again> if scc desn't want to deal with radiation beyond "token" levels of shielding that's fine but the development that would actually bring that about is Regeneration(Radiation) either by genetic engineering or nano-symbiote. However, even telling players that "It's at least 5 years until your characters should get a dose of anti-radiation gene therapy" wou\ld preserve some realism.
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Fred Brackin |
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07-18-2022, 04:27 PM | #46 | ||||||
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Are you supposing that parents were given a choice of one of three genetic packages that made for a Talent? Or do you envision a single set of genetic changes that could manifest in three different ways?[/QUOTE] Parents, at least latter on. For the first batch it was decided by the needs of the service Quote:
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07-18-2022, 09:33 PM | #47 | |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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Note that you'll have to do major aquaforming on Europa's oceans to create any sort of ecology for the mermaids to live in. The oxygen content of the waters of Europa is probably near zero.
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Fred Brackin |
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07-19-2022, 02:58 AM | #48 |
Join Date: Nov 2015
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Re: [Spaceships] Getting A Few Thousand Extra MPS
I think a mermaid that can survive the oceans of Europa goes way beyond the 20 or so CP template.
Unless you just meant an undersea colony. @Fred Spaceships 5 mentions cosmic radiation outside the solar system is 2x. Which is why I was concerned about it, it might not seem much, unless you want to take it for 200 years |
07-19-2022, 05:07 AM | #49 | ||
Join Date: Mar 2013
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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And yeah this would be an undersea colony. |
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07-19-2022, 07:25 AM | #50 | |
Join Date: Aug 2007
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Re: [Spaceships] Getting A Few Thousand Extra MPS
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By comparison Catgirls are only hard if they are more than superfiicially feline. If it's just fur, pointy ears and a tail it's pretty trivial. The problems would come with DX boosts, Perfect Balance, Super Jump, Ultrahearing and Night Vision. The only practical issue with green-skinned space babes is finding an organic pigment in the right shade and i suspect this is an easily solvable problem compared to many other things in gengineering.
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Fred Brackin |
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