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wrathgon

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  1. In this game, psionics are ruled by their own stat which is difficult to increase. When creating your character you roll a straight 3d6. That is your psi stat and any psionic class uses that instead of the listed stat to calculate the DC of powers and max power can learn, extra power points, class powers still use normal stat for class. There are a few ways to increase this some feats some gene manipulation and some mutations. 

  2.  Honestly I'm just cutting and pasting and I want to think I do note that the formatting's different soul optical bag and try to figure out how to fix the tables and out of character spoilers and things like that

  3. The following share of cash payments as it stands:

    Captain 2

    4 PCs 1 plus OX 1

    So divide by 7.

    Npcs get 15k credits each month.

    Willow is staying on station will be removed when leave

    Deacon

    Kara

    Zora

    Samuel 

    60k a month paid before party gets split. 

    Even if sitting in station still needs tonpaid npcs.

     

  4. If want to spend time going over the contact you signed with captain can use downtime here for that.

     

    Check k business law or k contract. In order to find something hidden or u clear need to beat the one who wrote.

     

    The one clause that he has already pointed out was the 5 year contract is only time ship is actively able to fly in space. If you ever crash land the time where ship cant fly is not counted.

  5. When taking damage the auto repair can only repair some of the damage. For every 50 damage the hull takes, 1 dmg is perm until repaired in docking station at a cost of 3k a point. The crew can repair it themselves with a Repair check at a cost of 1000 credits per point they roll(2d6).

  6. So look at PF starfinder and thought seeing how our ship came out in that system would give me an idea what CR we could handle.

     

    So

     

    Scout explorer destroyer

    HEAVY FREIGHTER 30

    HP 120

    CT 24

    Mounts:Foward(1H,2 L) port arc(1 h) Starboard (1H)

    Min Crew 6 Max 20

    Expansion Bay 8:

    Medical Bay 8 BP 4 PCU

    Shuttle Bay 4 BP 10 PCU remove

    Science Lab 1 BP 2 PCU

    Rec centres(all three) 3 BP 4 PCU

     

    Gateway Heavy 40 BP PCU 400

    L6 Thrusters 6 BP 80 PCU

    Computer:???

    Crew Quarters: 8 good 16 BP

    Basic Med-Range scanners 5 BP

    2 Xlasers 70 BP 80 PCU

    2 Railguns 30 BP 40 PCU

    1 Gravity gun 30 BP 40 PCU

    med shield 200 22 BP 50 PCU

     

    so Tier 11 ship it seems

  7. Maneuverability
    Ships vary in their ability to move about in space, as is determined by their manoeuvrability. The manoeuvrability of a ship is in turn set by the size of the ship and the power and capabilities of its engines.
     

    Manoeuvrability |Perfect| Good Average Poor Clumsy
    Minimum forward speed None None Half Half Half Half
    Hover Yes Yes None None None
    Move backward Yes Yes Yes Yes No
    Reverse Free Free -500 ft. -500 ft. No
    Turn Any 90°/500 ft. 45°/500 ft. 45°/1000 ft. 45°/1,000 ft.
    Turn in place Any +90°/-500 ft. +45°/-500 ft. No No
    Maximum turn Any Any 90° 45° 45°
    Up angle Any Any 60° 45° 45°
    Up speed Full Half Half Half Half
    Down angle Any Any Any 45° 45°
    Down speed Double Double Double Double Double
    Between down and up 0 0 500 ft. 1,000 ft. 2,500 ft.
    Max Dex +8 +6 +4 +2 +0
    Class Mod. x1 ×3/4 ×1/2 ×1/4 ×0
  8. Please post here to continue

     

    So once everyone left the captain gathers u all in meeting hall.

    " i know u all have an annoying tendency to want to know too much info but as i am only one that can protect info being read its better u dont ask questions. Soo i need you all to get me a alien to use for the project try the live animal or slave sector of station. U got a month max to get it. Any questions about that? "

  9. maps of the ship

    As you approach the ship you can tell right away that this is not a human spaceship. It's oval coin shape is from the stories when UFOs used to visit Earth. There is no windows or entrances that can be found on the smooth metallic surfaces. Even weapons don't seem to be visible. Suddenly the bottom part opens and stairs lower to the red dusty ground silently. Eerie green lights spills from the entrance covering the Mars ground mixing reds and green. As you walk up the stairs and enter into the craft the light comes from multitude of crystals that glow with a green light. Some of these crystals are shaped like computer consoles and in fact recognisable computer consoles sit on top or nearby the crystal copies with thick green wires connecting the two. As you go deeper into the ship it is definitely an alien design. It seems based on crystal based technology but the captain or someone else has modified it so humans can interact with it. He shows you the quarters and you can each choose your own quarters. They is nothing other than a bed, a wardrobe, and a dresser drawer. There is a computer console in each room. Captain brings you to the bridge. Again completely alien design where the captain's chair is in the center and the various Bridge positions are in a semicircle. The front has four chairs that look like lawn chairs like perhaps passengers would sit in but the chairs are all strangely shape. In fact all the chairs are strangely shaped here other than the captains.

    As you look over the stations the crystals surround each of the station like the person that would sit in the strange chair had more than two hands. There is a simple computer console facing the chair that you recognise but the original station is so strangely designed the mind boggles what kind of creature it expects to sit in the chair.

    The Captain addresses you "I am sure you have even more questions now that you seen the ship. I don't believe in a free ride, you are more then welcome to investigate alien technologies and to piece together more information about the ship, where it comes from and where I got it from.

    If you do piece together information and come to tell me to confirm if it's correct I will reward you for your ingenuity. There are a lot of secrets on this ship to pass your time as you travel to the various locations are required to go to on your down time.

    I also have a library of books you may read to pass the time please make sure not to damage them books are a commodity these days and not easily replaced treat them with respect or I'll remove the access. It will take us a few weeks to get used to the systems on this ship so speak amongst yourselves I will see you in the morning and we will start your training and see how well you can handle this vessel.

    The only one rule I have is that my quarters is off-limits. if I'm in my quarters the ship radio to contact me do not enter under any circumstances if I leave you in charge of the ship you are in charge of the ship do not come and get me.
    if I think I need to take over I will take over. That is understood?

    I will leave you to explore the rest of the ship good day to you all"
     and with that he leaves the bridge and leaves you looking bewildered and in all the alien ship you signed on to fly into space

  10. Type: Ultralight

    Size: Gargantuan (–4 size)

    Subtype: Stealth fighter

    Tactical Speed: 3,500 ft. ( sq.)

    Defense: 7

    Length: 60 feet (40 feet round)

    Flat-footed Defense: 7

    Weight: 100,000 lb.

    Autopilot Defense: N/A

    Targeting System Bonus: +0

    Hardness: 40

    Crew: 1 Huge (untrained +0)

    Hit Dice: 9d20 (180 hp)

    Passenger Capacity: 2 Huge

    Initiative Modifier: +0

    Cargo Capacity: 25,000 lb.

    Pilot’s Class Bonus: +1

    Grapple Modifier: +12

    Pilot’s Dex Modifier: +0

    Base Purchase DC: 44

    Gunner’s Attack Bonus: -4

    Restriction: Military (+3)


    Attack: 2 fire-linked particle beams -8 ranged (18d8/20)

    Attack of Opportunity: None


    Design Specs:

    Power: Dynamic mass reactor with dark matter scoops

    Engines: Thrusters, particle impulse engine, plasma injectors (+1,500 ft.), warpdrive

    Armor: Neutronite

    Defense Systems: Wormhole screen, cloaking screen, improved damage control (+2d10)

    Sensors: Class III sensor array, collision detection sensors (+4)

    Software: Daedalus long-range targeting, pilot assistance maneuvering (+4), predictive defense (+2)

    Communications: Mass transceiver, laser transceiver

    Weapons: 2 fire-linked particle beams (range incr. 5,000 ft.)

    Grappling Systems: Tractor beam emitter

    Special: The ship's plasma injectors and particle beams face in opposite directions. The ship may treat either direction as “forward”. It's maximum intersteller speed is 6 ppd (parsecs-per-day).

    Stations: One station acts as pilot and gunner, and the other station acts as copilot and sensor operator. The stations are close enough together to be operated by a single Large or Huge creature, provided they have enough hands and can divide their attention. A single Medium creature must choose one of the two stations from which to pilot the ship; the copilot station includes the plasma injector controls.

  11. The Wandering Soul

    Type: Ultralight Size: Colossal (–8 size) Autopilot Defense: 5 Targeting System Bonus: +7 Grapple Modifier: +16
    Subtype: Escort Tactical Speed: 3,000 ft. (6 sq.) Maneuverability: Average (Poor when ships attached) Hardness: 50 Shield: 80 Crew: 8 Pilot Skill Bonus +4 Base Purchase DC: 52
    Defense: 7 Length: 180 feet Hit Dice: 20d20 (400 hp) Passenger Capacity: 24 Gunner’s Attack Bonus: +7 Restriction: Restricted (+2)
    Flat-footed Defense: 5 Weight: 900 tons Initiative Modifier: +4 Cargo Capacity: 30 tons(Full when Necro housed)

    Special: One time nano protection 24 hour makes shields stop all nano attacks and bots for time.

    Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) (6,000 +1000 feet/ 19-20 ) and 2 fire-linked rail cannons –8 ranged (9d12) (3000+ 1000/ 19-20) and CHE missile –8 ranged (6d12/19–20)
    Attack of Opportunity: Point-defense system +3 ranged (1d12×10)

    Standard PL 6 Design Specs:
    Engines: Induction Engine (PC 16)
    Armor: Nanofluidic (PL 😎 Armour
    Defense Systems:
    1 Damage control system III (3d10)(9 PC),
    2 Deva Shield + radiation shielding,
    3 point-defense system(PC 2/6),
    4 pilot assistance maneuvering +4
    5 Advanced sensor jammers (6 PC) Up to Class V -4 every Class above.
    6 Nanite Repair Array (10 PC)
    Sensors: Class VIII Sensors(12 PC), Achilles Targeting Software(4 PC)

    Communications: Laser transceiver, radio transceiver
    Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.),
    2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher
    (8 missiles)

    Power Core: Slot Full: White Hole Generator(no slot), Ion Drive installed not used
    PR 450
    MC:4500

    () is cost of firing weapon, other number is cost of having it on.

    Each Rail gun
    PC:2(2)
    ROF:2 Turns (means it can continuously fired 2 turns after it starts)

    Each heavy neutron guns
    PC:4(4)
    ROF:3

    Missile Launcher
    PC:3(8)
    ROF:2

    Induction Engine
    PC:16
    MC: Good
    Fuel N/A

    Asura Shield (PL 7):
    Passive PC: 8
    Active PC: 1 PC per 5 points of damage.
    Maximum Absorption: 80 damage.

    Extras: Airlock with bioscaner to atom size, Food creator, Advanced medical equipment (something like a bacta tank on of 137 of the Star wars d20)
     
     
    So Wandering Soul is 64 feet long and wide, the cargo hold is the same.

    Ship one: jake ship 18 x 14 x 9
    Ship two Neco 38 x 20 x 12
  12. First post 6 years ago the intro

     

    Year 2120

    Austrin-Ontis exists as the world's largest manufacturer of military grade weaponry. Still just a company, but an extremely powerful and ruthless one

    The Rigunmor Star Consortium is a confederation of smaller companies and corporations working together to fighting to stay in businesses amongst the megacorps that have increasingly become the real rulers of the earth and the solar system.

    MicroTel, the megacorp that will eventually become VoidCorp pretty much runs the worlds computer and software markets.

    The earth is still divided into competing nation-states, most of which are more or less grouped into blocs by geography and economic interests. More and more, however, large, multinational corporations (megacorps) keep their own armies and make their own rules.

    The Fraal and other alien species have been observing and visiting earth for millennia. While the fraal generally mean humanity no harm, they are divided into factions as to what to do with us. As of yet they have not explored far enough out to meet any other race.


    The earth would be insanely overpopulated, and people would be living largely on the recycled and reused remains of earth's largely completed resources. Everybody would be competing to get out into the solar system for new resources, but also in hopes of a fresh start, more space and the freedom of the frontier. I imagine naive optimism would be quickly squashed by brutal capitalism and the hard realities of life in space.

    So you use your last of you money get on a ship to the mars station where your to go to the restaurant Old Mags and ask for captain T.
     
    Some things in news:
     
    Alien robots have been living along side is for 100 years call themselves Transformers they are protectors of Earth
     
    A great batter of aliens vs people that you can only call superheros save the earth from invasion about 100 years ago. Every since these ppl have been here.
     
    An alien called just The Doctor has countless times in last 100 years saved Earth and is solely welcomed by the people of the planet.

     

     

  13. Each space combat round has 10 segments to fill, each ship assigns actions of its crew on whatever segment they wish. All actions of both ships are resolved at the same time on each turn. example follows:

    [spoiler=combat]When battle begins, the pirate captain and the hero's captain roll Initiative, using their Wisdom instead of their Dexterity. Because neither one has Improved Initiative, this is simply a Wisdom check. An opposed Knowledge (Tactics) check is also rolled, and the hero's captain wins both.

    Because the hero won the Knowledge (Tactics) check, the pirate crew must choose their first round of actions before the heroes do. The heroes learn that the pirates will attack on turn 4, 5, and 6, but will be vulnerable on turn 3 as they move into position.

    Knowing this, the gunner decides to fire the neutron cannons on turn 3 to take advantage of the vulnerability. The pilot declares he'll jink on round 5 to lessen the damage the Shenandoah will take. The engineer says she'll reroute power from the KE missiles, which the crew is not intending to use, to power up the neutron cannons on turn 1. With turn 2, 4, and 6 remaining, the sensor operator decides to use the sensors to increase the ship's defense on turn 4, and the co-captain decides to use his Charismatic Hero talent to Inspire his allies on turn 6, knowing the bonus will continue for several rounds afterward. With only turn 2 remaining, the captain decides to jump on the rail guns at that time and begin firing, extending her action into turn 3.

    Once the entire round is mapped out, the turns play out in sequence.

    On turn 1, the hero engineer reroutes the power, increasing the damage the neutron cannon will deal. The pirate ship does nothing visible, but the heroes guess they did something similar.

    On turn 2, the hero captain fires her rail gun, but misses. The pirate ship kicks into overdrive as their pilot spends his action to push the ship into an advantageous position.

    On turn 3, the hero gunner fires his cannons as the rear of the pirate ship comes into view. Because her action extends into this turn, the hero captain also fires her rail gun, and both score a solid hit, earning them both 25% more damage and an extra point of damage per die (see Focused Fire, below). The enemy pilot jinks, but he is, of course, too late; his bonus to defense lasts from the pilot's action to the next action the pirates take. It would help next turn, if the heroes had any plans of attacking on that turn.

    Turn 4 rolls around, and the pirates are ready to unleash Hell on the heroes, but the heroes have prepared. The hero sensor operator uses the ship's sensors to help the pilot evade, increasing the ship's Defense. The pirate ship releases a missile, programmed to strike at a different turn.

    On turn 5, the hero's pilot jinks, allowing him to easily dodge the pirate's rail guns. Unfortunately, he realizes, the proper turn would have been the next.

    Finally, turn 6 is up, and the hero co-captain uses his Inspiration to enhance the captain and the gunner in their offensive abilities. The pirates fire their neutron cannons, and a second volley of rail gun pellets. To make matters worse, the missile returns, making its attack. Both the neutron cannon and the missile hit, but the rail gun misses. Still, the pirates are pleased with their increased damage from focused fire, and the Shenandoah has taken a bad hit.

    As they choose their actions for next round, the party vows not to underestimate the pirates again.[/spoiler]

  14. Movement

    Numbers based on our speeds engines


    Minimum Forward Speed: (Half) If a ship fails to maintain its minimum forward speed while in a planet's atmosphere, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 250 feet in the first round of falling. If this distance brings it to the ground, it is destroyed as if in a collision with the planet. If the fall doesn’t bring the ship to the ground, it must spend its next turn recovering from the stall. The helmsman must succeed on a DC 20 Pilot check to recover. Otherwise it falls another 250 feet. If it hits the ground, it is destroyed. Otherwise, it has another chance to recover on its next turn.

    Minimum Forward Speed has no effect in space.

    Hover(no): The ability to stay in one place while in atmosphere. All ships can hover in space.

    Move Backward (yes): The ability to move backward without turning around.

    Reverse(-500 feet) : A ship must spend some of its movement to begin flying backwards. This only applies when the ship first begins moving backwards; subsequent rounds of backwards movement do not carry this cost.

    Turn (45°/500 ft.) : How much the ship can turn after covering the stated distance.

    Turn in Place(+45°/-500 ft) : Many ships can spend some of their movement to turn in place without actually moving.

    Maximum Turn (90°) : How much the ship can turn in any one hex.

    Up Angle (60°) : The angle at which the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.

    Up Speed(half) : How fast the ship can climb. This applies only in atmosphere. Treat up and down movement in space just like turning.

    Down Angle(Any) : The angle at which the ship can descend. This applies only in atmosphere. Treat up and down movement in space just like turning.

    Down Speed(double) : A ship can fly down at twice its normal flying speed. This applies only in atmosphere. Treat up and down movement in space just like turning.

    Between Down and Up (500 ft) : An average, poor, or clumsy ship must fly level for a minimum distance after descending and before climbing. Any ship can begin descending after a climb without an intervening distance of level flight. This applies only in atmosphere. Treat up and down movement in space just like turning.

    Max Dex(+4) : The clumsier a ship is, the harder it will be to make it dodge. This number is the maximum amount of Dexterity bonus that the pilot can apply to the ship's Defense. If the Pilot's Dexterity score is higher than this, it drops to this value for purposes of the ship's Defense.

    Class Mod(+1/2) : The pilot's Class bonus to Defense is multiplied by this number before being applied to the ship's Defense. Round down.

  15. I'm Givin' 'er All Aye've Got, Cap'n!

    Nearly everything on a ship consumes power in some form or another, whether firing missiles, scanning far into space, or simply sitting on standby. A power core can provide weeks or even years of faithful service, but it can only produce a certain amount of energy at any given time. A ship overloaded with activity on all fronts will quickly find itself out of free power, and out of further option.

    A power core has a Power Rating (PR), indicating the maximum amount of energy it can produce per round. In casual circumstances, a power core will run at a lower speed, and produce only the power necessary to run the systems, no extra. Like living creatures, the heart of a ship beats faster in life-and-death situations, to ensure that all systems have enough power to do what they need to do to protect the crew. A power core produces its maximum amount of energy per round, and any energy left over after all the systems have been fed is placed in a buffer to fuel special actions. A power core's Maximum Capacity (MC) determines how much energy can be buffered at any one time; extra energy is lost.

    All systems have a PC, a Power Cost. This number represents the energy a system consumes while running in a low-power mode, such as on standby or while performing routine tasks. Attacking with shipboard weapons or performing special actions with other systems have an additional cost.

    Ships may have as many systems of any kind installed as they please; the power core's PR is the only limiting factor. Much like shipboard weapons, power cores can be linked in sequence to provide additional power, with only the size of the ship providing a limit to the number of power cores and ultimately all other systems. Linked cores must be identical, and each doubling adds one-half the base PR to the total generated power. Two linked fission reactors, for instance, generate 60 PC per round. Four would generate 80 PC, eight would generate 100 PC, and sixteen would generate 120 PC.

    An ultralight ship may have 1 power core. A light ship may have 2 power cores, while a mediumweight ship may have 4 power cores and a heavy may have 8 power cores. A superheavy ship may have 16 power cores, but particularly large ships of this size could have more, as the GM determines.

    Shut Down: Anyone can perform this action on their turn. An unused system can be turned off, reducing its PC to 0. The points it would have consumed are instead placed in the buffer. Turning a system on again is a full-round action for the character. The system is not functional until the same turn it was activated on the next round. A cannon re-activated on turn 5 cannot be used until turn 5 of the next round.
     
     
    Looking for crew members in space opera
  16. Self Defense in the Black

    A starship weapon is not simply a point-and-shoot weapon. Like personal weapons, they come in different sizes, powers, and flexibilities, allowing characters to adapt to a wide range of tactics. There are three common types of weapon, with two uncommon types.

    Cannons: Cannons are powerful, single-shot weapons that deal massive damage in one strike. Cannons can only fire in one direction.

    Guns: Guns are weaker than cannons, but rely on a constant spray of damage rather than a single shot. Guns can fire for multiple turns before needing to cool, allowing several attacks. Guns can typically swivel, allowing them to fire into three different adjacent directions (such as forward, down, and to the right.)

    Missiles: Missiles are like cannons in that they are single-shot and deal their total capacity for damage in one strike. Unlike cannons, they suffer no range penalty and can be fired in any direction. More interestingly, they can be programmed to strike on someone else's turn. In fact, they must be; they cannot strike on the same turn they are fired. A missile hits whatever side is facing the attacker on the turn it hits.

    You use your Wisdom modifier instead of your Dexterity on attack rolls with missiles.

    To target your own ship with beneficial psychic talents, you need an electroanimus, also called a "ghost in the machine."

    Focused Fire
    Hammering a target with a lot of firepower at once is more effective than dealing the same damage over a period of time. If multiple weapons strike a target simultaneously, each of them deal an additional point of damage per die for each weapon beyond the first. The is the idea of fired linked weapons.... The timely of all this is critial and such when trying to focus fire all attacks take a -4 to hit for each weapon trying to hit together after the first (so two weapon -4 three -8 ect). Only attacks that hit add to the damage.

    For example, the Shenandoah has a gun set to fire for 3 rounds, each time striking for 6d12 damage. On the last round, the neutron cannons also fire, dealing 15d8 damage. Because there is an extra weapon hitting on this round, both weapons deal an additional 1 point of damage per die; the gun deals 6d12+6, and the cannon deals 15d8+15.

    If a missile was also programmed to hit at that time, all three would instead deal an additional 2 points of damage per die, resulting in a gun that deals 6d12+12, a cannon that deals 15d8+30, and a missile that deals 6d12+12. This extra damage is calculated before the 25% increase for striking the rear of a ship.

    Skilled Attackers
    Having a high base attack bonus does grant additional attacks with starship weapons but only with weapons that can fire semi auto or full auto. Single shot weapons gain nothing.

    This only applies to a character with the Starship Gunnery feat.

  17. Battlestations

    Ships have lots of jobs that need to be done, but only a few matter during the heat of battle. Below, the different stations a player can fill are listed, as well as any special actions that station can take.

    Captain
    The captain is the leader and coordinator, who directs the ship's crew and coordinates their efforts. The captain is also responsible for determining the ship's Initiative and sensing the enemy's tactics.

    Re-Focus: A captain caught in the confusion of battle can take a moment to simply observe. When a captain uses the re-focus action, an opposed Knowledge (Tactics) check is forced, and the order in which the combatants must choose their actions changes. The captain can do nothing else, and the effect occurs as the beginning of the next turn.

    Tactical Orders: A Knowledge (Tactics) check against a DC 15 allows the captain to coordinate the efforts of the gunners and pilots. This ability grants the ship a +1 morale bonus to Defense or attacks, captain's choice. This lasts until the captain acts again (even if that act is nothing).

    Pilot
    The pilot or helmsman is the individual responsible for actually moving the ship in space. The pilot determines how hard the ship is to hit.

    Jink (4 PC): The pilot can move the ship erratically, making it more difficult to hit. To do so, he must make a Pilot check (DC 10). The size of the ship imposes a penalty on the pilot check (Ultralight -0, Light -2, Medium weight -4, Heavy -8, Superheavy -16). The ship gains a +2 dodge bonus to Defense if the pilot succeeds, with an additional +1 for every 5 points by which the pilot beat the DC. The bonus is doubled and applied as a penalty to any attack rolls that may overlap with the jinking, with the exception of missiles. Jinking can apply on the one segment, multiple concurrent segments or whole round pilot choice.

    Sideswipe (6 PC): A sideswipe is a maneuver in which a pilot attacks with the ship directly, causing an indirect collision. The pilot must move the ship into the enemy's space and make an opposed Pilot check. If the attacker wins, both ships take damage as in a collision, with a multiplier of 1/4. The defender may make a Reflex Save (DC 15) to cut the damage both ships take in half.

    Ram (8 PC): Like sideswipe, a ram is an intentional collision. Unlike a sideswipe, it is a direct strike. Without the proper equipment a ram is suicidal, as both ships will take massive damage. To ram, the pilot must move the ship into the enemy's space and make an opposed Pilot check. If the attacker succeeds, the ram is head-on, and the collision multiplier is 1. If the defender succeeds, the ram instead degrades into a sideswipe. In either case, the defender may make a Reflex Save (DC 15) to reduce the damage both ships take by half.

    Crazy Ivan (16 PC): A difficult and dangerous maneuver, it is effective for shaking off close pursuit. By making a DC 20 Pilot check, along with the engineer's DC 20 Repair check, the pilot spins the ship 180 degrees, passes the ship directly under the pursuing ship, and immediately initiates a full-burn of the engine, causing a concussive force. The enemy ship must make a Reflex Save (DC 15) or be stunned for 1 round.

    This maneuver can only be performed if the enemy is behind the pilot's ship and within one move action.

    A failure on the Pilot check causes a sideswipe to occur during the pass, and prevents the concussion blast. If the engineer fails the Repair check, the ship spins around but the engine chokes, stalling the ship in place. If both checks fail, the ship is stunned, negating all ship-related actions until the pilot and engineer act to set things straight.

    Engineer
    A ship's medic keeps the crew alive and in working order. An engineer is essentially the medic for the ship itself, keeping it in good condition and fixing it when it isn't. Some of an engineer's capabilities are not available if the ship lacks a shield defense system. Each requires a DC 15 check to do of Craft Mechanical.

    Reroute Power: An iconic ability of the engineer, rerouting power increases the effectiveness of one of the ship's systems while hampering or disabling another system. First, the engineer must select a system to deplete...

    Defense System: The engineer must completely disable a Defense System. Gain all of its PC to reroute.

    Engine: Decrease the ship's tactical speed by 500 feet (2 hexes) and its maneuverability by one step. Gain 1/2 of its PC to reroute.

    Minor Systems: Disable the ship's life support and artificial gravity. Gain 4 PC to reroute.

    Sensors: Disable a sensor system or the ship's targeting computer. Gain all of its PC for reroute.

    Shields: Reduces the shield's strength by half. Gain 1/4 its PC to reroute.

    Weapons: Disable one of the ship's weapon systems (weapon batteries count as one weapon, while fire-linked do not.) Gain its base PC to reroute.

    Once power has been drained from one system, it can be rerouted to where it needs to go.

    Engines: Increase the ship's tactical speed by 500 feet (2 hexes). Requires half of the engine's PC in rerouted PC.

    Shields: Increase the shield's power by one-half its remaining power. Requires half of the shield system's PC in rerouted PC.

    Weapons: Increase the damage of a weapon system by one-half its base. (weapon batteries count as one weapon, but fire-linked do not. Weapons cannot be used in a fire-linked formation if one is enhanced in this way but the other is not. They must either be used separately or all must be enhanced with subsequent uses of rerouted power.)

    Requires half the PC of firing the weapon in rerouted PC.

    Reverting a reroute is itself an action.

    Angle Shields (2 PC): An engineer can tweak the power distribution in the ship's shields, causing one side to become stronger while another side weakens. By making a DC 15 Computer Use check, the engineer can select one side to reinforce (front, back, left, right, top, or bottom), while simultaneously draining the other side. This lasts until the engineer takes steps to reverse it.

    The reinforced side takes half damage when struck, but the drained side does not benefit from shields at all.

    Restoring the shields to normal is itself an action.

    Restore Shields: With a DC 15 Repair check the engineer can restore power to shield healing 1 damage for every point above the DC needed. This takes an action.

    Sensors Operator
    A sensors operator, as the title may suggest, operates the ship's computerized sensors. A sensor operator is the eyes and ears of the ship, and is responsible for keeping the captain and crew informed as to the latest developments in the battle.

    Alert (2 PC): A sensors operator may choose to focus on monitoring the enemy, analyzing heat signatures and subtle changes in the ship's energy to help discern what they are planning to do next. Alert grants the user's ship a +1 bonus to Defense if he or she succeeds on a DC 15 Computer Use check and another +1 for every 10 points over DC you get. This lasts until the sensor operator acts again.

    Assist (2 PC per Gunner): The ships sensors can be synced with the gunner's targeting computer, allowing the two to share data and greatly increasing the targeting computer's effectiveness. An assisting sensor operator grants all gunners a +1 bonus on their attack rolls until he or she acts again.

    Jam Transmissions (5 PC): Using the communications system, a sensor operator may send out meaningless data that nevertheless is picked up and processed by a ship's communications array, clogging it and preventing it from sending or receiving data. A Computer Use check (DC 15) is required to jam the signal at all, and the result of a successful check becomes the DC that the enemy ship must beat to overcome the jamming. This lasts for one round.

    Overcoming the jamming is itself an action.

    Jam Sensors (5 PC): You can create an array of strange energy emissions that enemy sensors can detect, with a Computer Use check (DC 15). These false readings are difficult to sort through, and cause the enemy ship to lose the bonus granted by its targeting computer, as well as any assist bonus from its own sensor operator. This lasts for one round.

    To overcome the jamming, the enemy sensor operator must succeed at a Computer Use check, with a DC of the original check to jam. This requires an action.

    Gunner
    The gunner controls one of the weapon systems. Most ships have more than one gunner, one or two for each weapon.

    Cover Fire: Instead of acting to damage the enemy, a gunner can instead scare an enemy away with strategic patterns of fire. The ship gains a +2 bonus to Defense against attacks from any direction in which the weapon can fire on the segment or segment on which it fires.

    Cover fire can only be performed with cannons or guns and consumes as much power as firing the weapon in a normal attack.

    Navigation

    The navigation has a few things it can do in battle:

    Plot firing routes: With a successful navigation check can help the gunner hit critical systems on the targeted ship. For every 15 points of his check adds +1 to hit when firing on targeted ship. For every 30 points of his check can reduce the number needed to critical hit a ship by one, for example if need a 20 now need a 19. This only lasts for next targeted hit from segment started and is for only one weapon system.

    Plot enemy firing routes: With a successful navigation check can help the pilot avoid weapon fire. For every 15 points of his check add +1 to the AC of the ship for all attacks for that combat round. For every 30 points of his check can turn a critical hit into a normal hit 25% of the time(so a 60 gives him 50% ect).

    Missile evade: By making a navigation check, you can make your missiles harder to take out. By plotting zig zag courses and multiple vector changing in order for anti missile defences to work, the ships sensor controller must beat your navigation check using his computer use skill.


    Doctor actions

    Medical crews assist the lead physician, allowing him to
    provide long-term care (via the Heal skill) to the entire
    crew. Medical crews also remove Crew Casualty hits after a battle. Any hits that are not healed within 24
    hours of a battle (Medical Crew may only restore Hits to crew once per day) are considered killed. With a treaty injure roll equal to DC 15 + level of crew member killed, the medical crew can negate a crew critical hit.

    Quarantine Protocol: Starship medical crews are trained to handle outbreaks of disease, both known and
    unknown. If the ship encounters a disease, crewmembers gain a +4 Save if given the order at the begin of combat, knowing that bio weapons or diseases will be met in combat.
    Prepare for Casualties: This order may only be given before combat commences. It allows the ship’s medical
    staff to prepare for the onslaught of wounded crew. If a ship has enough warning to give this order before combat
    begins, its medical crew will be able to heal one extra crew casualty but they take no actions in the combat.

    MARINES
    A ship that has at least 2 security officers assigned can do the following: Boarding actions, and also Repelling boarders.
    Board: A given number of units (set by the Officer who
    made the order) will leave their home ship and attempt to
    gain entry in an enemy vessel at boarding range.

    Neutralize Resistance: Crew must have already
    succeeded at the Board Order to perform this action.
    Crew combat against the opposing ship’s marines will
    take place. This order will be carried out until cancelled,
    or until all marines (on either side) are killed or dispersed.

    Seize Vessel: This order can only be given after the
    Neutralize Resistance order has ended with the death or
    dispersal of all units aboard the enemy vessel. Marine
    units proceed through the ship seizing critical areas in
    an attempt to take control of it. Seizing a vessel takes 1
    minute (10 rounds) per Size category: 1 minute for Tiny,
    2 minutes for Small, 3 minutes for Medium, 4 minutes
    for Large, 5 minutes for Huge, 6 minutes for Capital,
    7 minutes for Dreadnought, and 8 minutes for Station.
    Crew quality subtracts from this time:

    Hit and Run: Marine Crew must have already
    succeeded at the Board Order to perform this action. The
    Marines attempt to attack and destroy one system (chosen
    when the order is given). On the way to this target they
    must succeed at 1-3 crew battles against enemy marines.
    If successful, Marines inflict a critical hit on that system,
    doing ten points of damage per level of quality to the
    system and any crew stationed there.

    Repel Boarders: Any marine crew on board will
    attempt to prevent enemy marines from successfully
    executing the Board order, and take up defensive
    positions throughout the ship. When this order is given,
    a unit of Marines will go to the ship’s airlock to prevent
    boarding. If a ship has more than one unit of Marines,
    at least one will go to the Bridge as well. To successfully
    Board, marine units must succeed at a skill vs. skill check.
    If this order has been given and enemy Marines do make
    it on board, a combat with at least one unit of Marines
    immediately commences in the ship’s airlock, with the
    enemy Marines beginning the combat pinned down (see
    crew vs. crew above).
  18. Alternate Psionics Rules for Traveller20
    by Jason Kemp

    This is a lightly-edited version of an article originally posted to the pre-magazine Freelance Traveller website in 2003, and reprinted in this form in the April/May 2015 issue.
    Open Game Content Note: Material appearing in a colored box (like this) is to be considered Open Game Content governed by the Open Game License
    The official Traveller20 (T20) Psionics rules are modelled after the skill-level-based approach to psionics that Classic Traveller (CT) and Marc Miller’s Traveller (T4) took regarding psionics: the level of a character’s psionic skill determined the abilities that the psionicist could activate and use, and thus psionic skill checks were never made as actual skill checks to accomplish these tasks. In T20, once skill levels reach an appropriate level, the psionicist can take feats to reflect their mastery of new psionic talents.
    While this recreates the feel of CT very well, there are those that feel that such an implementation doesn’t accent the d20 System approach to skills very well. They feel that a skill check-based approach, such as those found in MegaTraveller (MT), Traveller: The New Era (TNE) and GURPS Traveller (GT), might better take advantage of the d20 System’s approach to skills, and thus better fit their concept of psionics in a T20 campaign. It is for these people that the following Alternate Psionics Rules are proposed.
    A Note On Skill Check DCs: The skill check DCs for this alternate method were derived from adding the number of ranks required in the Travellers’ Handbook (THB) to a base DC of 13. This ties the skill check requirements directly to the requirements of the standard T20 psionics system, and hopefully maintains some essence of the balance created for the original T20 psionic system’s design. Referees should feel encouraged to alter these DCs as they see fit for their campaign settings. One possible suggestion might be to multiply the original ranks required by 1.5, though this may lead to much more difficult DCs at the higher end.
    Psionics Based On Skill Checks

    Psionic Sphere Skills And Ability Modifiers: It’s important to note that, as PSI is not an ability score (according to THB, pg 188), but psionic sphere skill checks are modified by the psionicist’s PSI modifier.

    Effects Of Training: Once a character has completed Psionic Training as described in the book, they receive a zero (0) rank skill in the sphere(s) for which they have affinity. These psionic skills are considered to be cross-class, unless the character takes the Hobby feat or gains a level in a class or prestige class in which a particular psionic skill would be consider as class skills.

    Sphere Development: Once a character possess psionic sphere skills, these skills may be developed through the normal expenditure of skill points as the character increases in level. Like normal, the number of ranks that a character possesses in a psionic sphere skill may never exceed their Psi score.

    Developing And Using Psionic Talents: The psionicist no longer needs to purchase feats to represent their mastery of psionic talents. Instead, the use of psionic talents is achieved through the use of psionic sphere skill checks against specific DCs set forth in this document.

    Talent Descriptions: Specific Talent descriptions are found in THB Chapter 10: Psionics. Note that, for purposes of this system, the Prerequisites and Rank sections of each Talent are ignored, since the skill check replaces this particular aspect of the official psionics system. The Sphere, Cost, Duration, and Benefit sections all remain the same, however, and function as normal. Other Aspects Of Psionics: All other aspects of psionics (PSI Score, testing, training, recovery, psi drugs, etc.) function as per the standard T20 rules.

    Telepathy Sphere

    A psionicist skilled in the Telepathy Sphere may attempt the following psionic talents through the use of their Telepathy sphere skill. The costs noted in the THB are spent, regardless of success.

    Psionic Talent Skill Check DC
    Shield *
    Life Detection 15
    Telempathy 15
    Read Surface Thoughts 17
    Send Thoughts 18
    Probe 22
    Assault 23
    NOTE: (*) indicates that the psionicist must have Telepathy sphere skill, but no skill check is required to use this Talent.
    Clairvoyance Sphere

    A psionicist skilled in the Clairvoyance Sphere may attempt the following psionic talents through the use of their Clairvoyance sphere skill. The costs noted in the THB are spent, regardless of success.

    Psionic Talent Skill Check DC
    Sense 15
    Clairvoyance 18
    Clairaudience 18
    Combined Clairvoyance & Clairaudience 22
    Awareness Sphere

    A psionicist skilled in the Awareness Sphere may attempt the following psionic talents through the use of their Awareness sphere skill. The costs noted in the THB are spent, regardless of success.

    Psionic Talent Skill Check DC
    Suspended Animation 15
    Psionically Enhanced Strength 17
    Psionically Enhanced Constitution 18
    Regeneration 22
    Telekinesis Sphere

    A psionicist skilled in the Telekinesis Sphere may attempt the following psionic talents through the use of their Telekinesis sphere skill. The costs noted in the THB are spent, regardless of success.

    Psionic Talent Skill Check DC
    Telekinetically Lift 1 gram 14
    Telekinetically Lift 10 grams 15
    Telekinetically Lift 100 grams 16
    Telekinetically Lift 1 kg 18
    Telekinetically Lift 10 kg 21
    Telekinetically Lift 100 kg 23
    Telekinetically Lift 1000 kg 27
    Telekinetically Lift 10,000 kg 31
    Teleportation Sphere

    A psionicist skilled in the Teleportation Sphere may attempt the following psionic talents through the use of their Teleportation sphere skill. The costs noted in the THB are spent, regardless of success.

    Psionic Talent Skill Check DC
    Teleport self, unclothed 18
    Teleport self, clothed 20
    Teleport self, light equipment 22
    Teleport self, moderate equipment 25
    Teleport self, heavy equipment 28

  19. While leaving Mars to leave the solar system, we blew up a defending battle cruiser killing 200 people on board. The Asgardian Thor was on the planet looking over the Jumpgate being constructed and took offense to us killing so many and attacked our ship, throwing his hammer through a ship from planetside while in orbit, killing our doctor.
     
    We Picked up a Killjoy running from a kill squad sent after him after they found out he was taking a job on the side (from us)
     
    Travelled to Nowhere Space Station to collect some info from THE COLLECTOR on the item the captain found on our earth, got involved with a zombie uprising as some entity known as Abyss who was turning everyone on station into Zombies, THE DOCTOR showed up to help solve what was going. When we got the info we needed from THE COLLECTOR we wiped his memory of our meeting so not reveal what we had, leaving him back on the station none the wiser(so we hope). We picked up a Mass Effect Medic on the station.
     
    Using info from THE COLLECTOR, we traveled to a world run by a planet AI to test our potential New Wi Fi setup. He breaks through in 6 secs showing the crew that having wi fi access is not a good idea but the AI offers to trade spaceship tech for nanotech.  We check out rest of Galaxy and find planets destroyed, society lost where all their tech just blew up.
    This is where we have the first alien join our crew from Traveller setting. we next find a huge graveyard of ships that seem to have the same fate blown up tech.
     
    With such a large salvage we look around to find it is guarded by a living Ghost ship and kill it getting the massive savage rights for all 180+ ships!
     
    To make matters more interesting the Captain seems to be some sort of undead necromancer that has offered any of the crew that wishes it to become immortal by becoming undead of their choice either at their death or when they age so much they cannot function anymore. The mission is expected to taking hundreds of years so for the humans that join would never see the end of it. It has been revealed the Captain is the exiled god from FR reduced in power but still can take on most things we face, when he can be bothered. Most of the time he lets the crew deal with things and amuses himself at how ineffective they are in the face of the greater threats they keep finding while travelling with him.
     
    A few times crew have died, he seems to be able to bring them back with minor disadvantageous, but he warns his time with crew is short, as he has a mission he needs to complete with other gods and will be leaving the ship in the hands of the crew to look after. That if he can trust them not yo lose destroy or break his ship. They still are in process of proving they can look after the ship.
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