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Posted: Thu Apr 03, 2008 3:50 pm
by Rusty
if you take enhanced move (space), then your flight is an accelerating force equal to your move x 2. Treat this acceleration, when used against resistance, as a gravity constant to determine modifiers against strength. There's a table for this I think in base book, about how strength changes in different gravities.

To breach a ship, you need to do piercing damage. It is designed to withstand the rigors of space, reentry, and changing forces on it while moving through gravity wells. Look for collision rules in the space book. Also try to find out about boarding and see if its easier to punch through an airlock door.

Shields will be another concern for you. You may take damage for colliding with a shield, even if your kinetic force is enough to breach it.

Keep in mind with space ships you're looking at even the lightest of them handling some 100 DR or so. there may be rules for bashing in an airlock, but it does stand to reason that these locations might be designed to be protected equally when not open.

I think what you are trying to do is possible, but it may not be possible with 250 points.

Posted: Thu Apr 03, 2008 9:41 pm
by adam
I got a character idea. It depends on how widespread religion is in the galaxy. The character would be the spiritual advisor to the ship, may have some small powers but nothing like a typical rpg cleric or what have would possess. Not sure what skills i would like the character to be focused in, but i would like a more skill based character then a powered based one.

Posted: Thu Apr 03, 2008 9:42 pm
by rydi
couple things.

1- str can be enhanced for lifting or for striking, or for both. lifting can let you have enough str to lift an actual battlecruiser with a little effort, which should also allow you to rend metal and such. i asked on the boards however, and there is apparently alot of confusion over which type of strength is used for what, and the advice i was given was just use the standard att because gurps is dumb.

2- the people over on the boards suggested 300 might be a good number of pts... actually, ill just link you. i was looking at pt costs, and wow. even if i wasn't doing a ridiculously overpriced/underpowered super, any character i would want to play would be like 300ish pts. for example, playing a genius scientist with a few good skills and NOTHING else costs around 200-250, just because iq is 20pts per pt.

http://forums.sjgames.com/showthread.php?t=38424

Posted: Thu Apr 03, 2008 9:43 pm
by Rusty
adam wrote:I got a character idea. It depends on how widespread religion is in the galaxy. The character would be the spiritual advisor to the ship, may have some small powers but nothing like a typical rpg cleric or what have would possess. Not sure what skills i would like the character to be focused in, but i would like a more skill based character then a powered based one.
Religion is easily specific to race, and as over a hundred thousand races are in the GF it's more than certain that at least one of them still has religion. If you like, divine magic is available, otherwise psionics are a good place to have 'semi clerical powers'.

I guess we have a shepherd now.

Posted: Thu Apr 03, 2008 9:47 pm
by Rusty
rydi wrote:couple things.

1- str can be enhanced for lifting or for striking, or for both. lifting can let you have enough str to lift an actual battlecruiser with a little effort, which should also allow you to rend metal and such. i asked on the boards however, and there is apparently alot of confusion over which type of strength is used for what, and the advice i was given was just use the standard att because gurps is dumb.

2- the people over on the boards suggested 300 might be a good number of pts... actually, ill just link you. i was looking at pt costs, and wow. even if i wasn't doing a ridiculously overpriced/underpowered super, any character i would want to play would be like 300ish pts. for example, playing a genius scientist with a few good skills and NOTHING else costs around 200-250, just because iq is 20pts per pt.

http://forums.sjgames.com/showthread.php?t=38424
300...well I was using the game systems recommendation, that most games will be 100-200 and I wanted us to be powerful. an IQ of 15 is about 100 points, skills aren't 'very' expensive compared to that, it seemed that 250 was enough. Fuck it. I'll post it here.


TAKE NOTICE

NOW YOU GET 300 POINTS

Posted: Fri Apr 04, 2008 7:50 am
by Thael
**waaaaahhhh** Now I have to scrap my character and rebuild it because the stupid character assistance program wont allow you to resynch the campaign settings without fucking up the character's numbers (keeps wiping out my template costs).... this sucks....

just kidding... figured you needed someone to bitch even about something that is wholly positive... I am glad for the extra points although I am unsure even 300 is enough... tried looking into being an AI construct and doing the puppet thing but the cost is horrific since you have to pay for ally/dependant for each puppet, design their bodies to determine the cost of the ally/dependant merit, and then pay the cash for the bodies... I could cheap out and take from the ships supplies of utility and combat droids but it feels like that would be cheating...

Posted: Fri Apr 04, 2008 7:56 am
by durden
I purchased a bunch of advantages/disadvantages to make my racial template. I haven't even looked at building up my stats or skills yet. I need to look through other books. Sigh.

Posted: Fri Apr 04, 2008 2:17 pm
by Thael
oh and I might do the puppet thing... did not realize the amount of reduction the limitations were for possession (basically its free instead of 100) and the 0 IQ on the drone/puppet is worth -200 so I can build a worthwhile device much easier....

Posted: Fri Apr 04, 2008 3:55 pm
by rydi
-80% is the max I think.

also, be careful on how u read some of that stuff, as it may mean, for example, that the max iq is 0, even for occupants.

but honestly, I don't think having an extra computer on each major vehicle would be a waste of money. i'm all for it actually. so u might just look at that.

Posted: Fri Apr 04, 2008 10:45 pm
by rydi
i want to shit myself. gurps is putting too much strain on my colon.

so. my solution was to take unkillable with regen really high. and a bunch of other stuff. then toss on so many limiters that they are cheap enough to afford. but the limiters are... limiting, so the trick is to find the most cost effective limiters. suckage. one day i'll be done though.

Posted: Sat Apr 05, 2008 5:23 am
by rydi
Tentative character

Concept: Naïve young woman from a world in which supers took over the planet and created a utopian society. Idolizing the great heroes of the past, and with little to do aside from work her assigned job as a janitor, she has sought to emulate their breadth of knowledge and intensive training, but ironically her dedication to the warlike ways of the past have put her at odds with the now pacifist society.

Despite her intensive training, she has had little real experience utilizing any of her knowledge, and thus has low scores in a wide variety of different abilities.

Attributes
ST 15 [50]
DX 11 [20]
IQ 11 [20]
HT 11 [10]
=100

Skills
Detective! [6] –2
Ninja! [12] –1 (Acrobatics, Auto Hypnosis, Breaking Blow, Esoteric Medicine, Immovable Stance, Invisibility Art, Karate, Meditation, Power Blow, Pressure Points, Stealth, Traps)
Technology! [6] –2 (Computer Operation, Computer Programming, Electrician, Electronics Operation, Electronics Repair, Engineer, Machinist, Mechanic, Weird Science)
Science! [6] –2
Alchemy [1] -3
Cryptography [1] -2
Expert Skill-supers [2] -1
Forgery [1] -2
Free Fall [2] +0
Mental Strength [2] +1
Mental Block [1] -1
Occultism [1] -1
Scrounging [1] +0
Strategy-Land [1] -2
Survival [1] -1
Tactics [1] -2
Swimming [1] +0
Lifting [1] –1
=47

Advantages/Powers
Regeneration [90]
150 base cost
+40% Radiation Regeneration
-5% Nuisance: Obvious (“Um, guys, wasn’t that one missing its chest a second ago?”)
-5% Nuisance: -1 to Concentration based rolls while regenerating (growing back skin is distracting)
-50% Nuisance: Backlash results in -10 Health while regenerating (all the body’s resources are focused on healing)
-20% Nuisance: -4 reaction penalty while regenerating (“Eeew… Is that your spleen?!”)

Unkillable [30]
150 base cost
-20% Nuisance: -4 Reaction Penalty while at –HP (“What… What in hades is it?!”)
-5% Nuisance: Obvious (“He just won’t go down… Jump him!”)
-25% Temporary Disadvantage: Impulsiveness when at –HP (hard to think with half your brain missing…)
-5% Nuisance: -1 to concentration based rolls when at –HP (being quasi-dead is distracting)
-20% Nuisance: -2 pain penalty when at –HP (it hurts having half your body missing)
-5% Nuisance: Can’t use Tactics or Strategy skills while at –HP (Uh, yeah… still missing half that brain there…)

Regrowth [8]
40 base cost
-60% Nuisance: -6 pain penalty when regrowing a body part (those fresh nerves hurt)
-20% Nuisance: -4 reaction penalty when regrowing a body part (it’s a bit unsettling watching something reconstruct themselves from the bone up)

Resistant-Metabolic Hazards (Immunity) [24]
30 base cost
-20% Costs HP: -1 HP/second while exposed to such hazards

Trained By a Master [26]
30 base cost
-10% Nuisance: -4 reaction penalty; own culture only ( Pacifist culture that recognizes martial arts as a path to barbaric ways)
-5% Nuisance: Obvious (flying kicks and sidestepping swords are both obvious signs that you’re more than the average threat)

Resistant-Shock/Stun/Unconsciousness (Immunity) [24]
30 base cost
-20% Costs HP: -2 HP each time a roll would normally be made to resist one of the above effects (body goes into overdrive protecting the nervous system, shutting down other systems)

Unaging (latent) [8]
15 base cost

Doesn’t Breath (latent) [10]
20 base cost

Doesn’t Eat (latent) [5]
10 base cost

Vacuum Support [5]
5 base cost

Higher Purpose [5]
5 base cost
Protect those to whom the Sense of Duty disadvantage applies

High Pain Threshold [10]
10 base cost

Appearance [12]
16 base cost
+25% Universal
-50% Off the Shelf Looks
+4 reaction bonus

Sanitized Metabolism [1]
1 base cost

=258

Disadvantages
Poor [-15]
Clueless [-10]
Selfless [-5]
Sense of Duty [-20]
Easy to Read [-10]
Truthfulness [-5]
Phantom Voices [-5]
Guilt Complex [-5]
Weirdness Magnet [-15]
Oblivious [-5]
Pacifist [-10] won’t hurt innocents
=-105

Posted: Sat Apr 05, 2008 2:00 pm
by durden
Looks nifty. Interesting deviations from my character. We should be friends!

Oh, and are we no longer restricted to the 75 points in disadvantages?

Posted: Sat Apr 05, 2008 3:30 pm
by Rusty
durden wrote:Looks nifty. Interesting deviations from my character. We should be friends!

Oh, and are we no longer restricted to the 75 points in disadvantages?
Uhm,we ARE still restricted to 75 points in disadvantages. sorry.

other than that the character looks great. Good skill spread, high strength, interesting power list. You always did want 'something to make me invincible'.

And cheyne, did you recall the 'space support' upgrade I offered to vacuum support? it costs 10 extra, I thought that was fair.

Still needs a tweak here or there, but otherwise very good.

oh, and woot! for first character sheet!

Posted: Sat Apr 05, 2008 3:40 pm
by durden
I need some help picking skills. I have the quick gadgeteer advantage and of course want tons of tech skills to fix the ship, operate things, function well in space, act like a reptile, have some connection to religion/the spirit world/dreams/etc, and otherwise remain useful. What are some of the must haves in terms of skills?

Posted: Sat Apr 05, 2008 4:20 pm
by Rusty
durden wrote:I need some help picking skills. I have the quick gadgeteer advantage and of course want tons of tech skills to fix the ship, operate things, function well in space, act like a reptile, have some connection to religion/the spirit world/dreams/etc, and otherwise remain useful. What are some of the must haves in terms of skills?
not quite sure on that. Your best bet is to go through the main book and identify skills as must haves or not. You'll need to be able to hit and dodge in combat for certain. you also need to be able to spot things that aren't obvious. If yours is a primarily skill based character, then you'll have room to be able to fly the ship, work sensors and comms, repair things, and fire the guns. And of course, be able to fix everything. You might also benefit from some psionics that interface with machines well. Also, an empathy power would augment and explain how people come to you for advice.

Even if it seems tempting, I would avoid taking a disadvantage that requires you to wear different shapes of armor and vac suits then everyone else. Be a reptile, sure, but don't make this "jurassic park 4: journey to space" and be a spitting image velociraptor with a wrench.

BTW, in the traveller ship building rubrick it does mention crew requirements. I am not exempting you from these. Crewman are 100pts, "petty officers" are 125, and officers are 150. Also, if you get a detachment of marines, their organization will basically be 10% officers, 20% noncoms, and 70% enlisted. If they have signal and support sections they will be additional to the main body of troops, but will follow the same general pattern of 100/125/150. That is enough points, plus the duty disadvantage, to make them good at their job and give them some backup skills. Use the Security Section of the ships crew composition to build your standard redshirts. Also, "low berth" is the housing you'll want for any personell that aren't intended to be awake all the time. Such as a battalion of assault troops. Or fighter pilots.

Feel free to augment or replace certain aspects of the crew complement with automation. A gigantic computer from ultratech should be sufficient to replace a lot of the personell required, as long as sufficient drones are used for things that require manual labor. You'll need to think of a strategy for managing it, it is a lot of work, and someone has to do it. the alternative is keep a living crew, in which case you'll need to house and feed them and work them in shifts and include extras (or make copies if) for when they die.

Speaking of which, the 'save game' box. It is included in your mission, and is a game mechanic, so it will cost you nothing. It will need to be in a large sickbay that occupies at least 5 spaces. Its weight is included in the weight of the sickbay, as is its power cost. It is capable of making one at a time, find the TL10 copy making thing in the biotech section of ultratech. If you want better, then buy it. Also regeneration tanks and things like that may be necessary.