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Old 06-18-2012, 11:26 PM   #11
Lamech
 
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Default Re: [OCC] Strange Neighbors

Does the spaceship have weapons on its hull? I.E. does the ship need a gunner?
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Old 06-18-2012, 11:53 PM   #12
ericthered
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Default 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.
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Old 06-18-2012, 11:59 PM   #13
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Default 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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Old 06-19-2012, 12:52 AM   #14
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Default 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.

Last edited by Poonbahbah; 06-19-2012 at 06:55 AM.
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Old 06-19-2012, 01:41 AM   #15
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Default Re: [OCC] Strange Neighbors

Quote:
Originally Posted by Poonbahbah View Post
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.
Its there for game balance, and represents the extreme bulk of the armor, not the weight. on second though, I'm scaling it back, so only the toughest, bulkiest armor gives a penalty.

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:
By conventional bullets I assume you mean no APHC, APDS, or any of the other fancy ammo types from none basic books.
you can use the armor piercing stuff, though I'll take the damage strait off basic damage rather than the wounding modifier. Hollow point is also fine. There are historical reasons for why explosives are no longer used in this setting.

Quote:
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.
The basic emplacement usually uses the gunner skill, and they can get larger than listed. 10d is light, 20d is heavy, and you can apply the stuff in-between. If you want to use the previously mentioned weapons, feel free to do so, but but we will have beam weapons based on the same system.

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.
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Old 06-19-2012, 07:20 AM   #16
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Default Re: [OCC] Strange Neighbors

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Originally Posted by ericthered View Post
you can use the armor piercing stuff, though I'll take the damage strait off basic damage rather than the wounding modifier. Hollow point is also fine. There are historical reasons for why explosives are no longer used in this setting
So no grenades, limpet mines, or other explosives then? Sorry for all the questions, but I want to get stuff right the first time, or at least less wrong.

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.
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Old 06-19-2012, 09:57 AM   #17
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Default 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

DX 11 [20], IQ 14 [80], 
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0];Will 15 [5]; Per 15 [5]; FP 10 [0]; Basic Speed 5.25 [0];Basic Move 5 [0]

English, Native [0]
French, Written accented [2]

Rank 2 (Ship, Campaign Feature) [0]
High Manual Dexterity 1 [5]
Versatile [5]
Eidetic Memory [5] 

Perk: Pet (mousing ferret)

Duty(Campaign Feature)[0]
Xenophillia (12) [-15]
Minor Delusion: "The garden is the soul of the ship" [-5]
Code of Honor (Professional) [-5]
Secret  [-5] {What, you think I'd tell you guys the secret?}
Quirk:Like spicy food
QuirK: Addiction: caffiene
Quirk: Eats coffe beans intsead of brewing them
Quirk: Dislikes ties

Academics
Research/TL9	14 IQ+0	[2]
Teaching	13 IQ-1	[1]
Writing	 13 IQ-1 [1]

Job
Administration 13 IQ-1 [1]
Electronics Operation/TL9 (Scientific)	13 IQ-1	[1]
Farming/TL9 15	IQ+2 [4]
Gardening 16 IQ+2 [4]
Biology/TL9 (Botany) 13 IQ-1 [4]
Bioengineering/TL9 (Genetic Engineering) 14 IQ+0 [4]
Biology/TL9 (Microbiology) 13 IQ-1 [4]

Space
Electronics Operation/TL9 (Sensors)	13 IQ-1	[1]
Vacc Suit/TL9	12 DX+1	[4]
Computer Operation/TL9	14 IQ+0	[1]
Savoir-Faire (Ship)	14 IQ+0	[1]
Free Fall 12 DX+1 [4]
Spacer/TL9 14 IQ+0 [1]

Background
Scrounging 15 Per+0 [1]
Swimming 10 HT+0 [1]Beam Weapons/TL9 (Pistol) 12 DX+1 [2]
Mathematics/TL9 (Pure) 13 IQ-1 [2]
Cooking	13 IQ-1	[1]
Chemistry/TL9 13 IQ-1 [2]
Animal Handling (Ferrets/Weasels) 13 IQ-1 [1]
Climbing 11 DX+0 [2]
Naturalist/TL9 (Earthlike) 12 IQ-2 [1]
Pharmacy/TL9 (Herbal) 12 IQ-2	[1]
Von Galbiso is in charge of the various food production and atmosphere-scrubbing gardens on the Honor, and has a good understanding of the life sciences. If it can be done with plants, he can probably do it.

Last edited by samd6; 06-19-2012 at 04:44 PM. Reason: GM directives
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Old 06-19-2012, 10:27 AM   #18
Dorin Thorha
 
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Default 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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Old 06-19-2012, 01:57 PM   #19
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Default 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.
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Old 06-19-2012, 03:18 PM   #20
ericthered
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Default Re: [OCC] Strange Neighbors

Quote:
Originally Posted by Poonbahbah View Post
So no grenades, limpet mines, or other explosives then? Sorry for all the questions, but I want to get stuff right the first time, or at least less wrong.

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.
oh, sorry: no explosive shells. grenades are a little rare, but used, and stationary explosives are very common. Thanks for being persistent. If it helps, An extremely good antimissile system was developed that tracks fast moving objects, and it turned out to be good at exploding incoming shells as well.

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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