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wrathgon

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wrathgon

Ok Wrath! the first part of this is the quoted sensor rules from the old site for reference..

below the dotted line i have duplicated parts of this for with statements and game mechanic questions for future investigation.

Anything i wrote in Blue is just a Statement,anything in Red is a question... if either statements or questions need feedback info. could you provide it for me.. as i don't believe any of this can be resolved IC.

Sensor Ranges
Sensor Range Increments
All sensor systems have range increments based on PL. All systems have a maximum range of 5 increments. Each increment beyond the 1st imposes a -2 penalty to function check made at that distance.

PL 5 range increment: 10 hexes Max 1 system
PL 6 range increment: 20 hexes Max 1 system
PL 7 range increment: 50 hexes Max 2 systems
PL 8 range increment: 200 hexes Max 3 systems
PL 9 range increment: 500 hexes Max 4 systems

Planetary systems or space stations can put much more power behind their systems. Multiply the range increment of a stationary sensor system by 100. This only applies to detailed scan results. Stationary systems can detect object (ships) at a range of 15 systems away if they know where to look (i.e. they receive a transmission from the ship) and the ship is not shadowed by another object.

A ship’s sensors only operate at the range specified unless otherwise noted. By default sensors operate at immediate range, but if manually tuned to work at farther range increments by ship personnel, the sensor now are only focused on the new range increment. This leaves the ship blind at other ranges including immediate range. Secondary sensor arrays can be installed to operate at two ranges simultaneously and some of the higher end sensor systems can operate at multiple ranges.

Proximity alarms
Most starships systems routinely scan the immediate range for objects on a direct collision course with the ship. Alarms will also sound when another identifiable starship (an object with a detectable energy signature) approaches within immediate range. Part of this functionality is the normal operating procedure of ship systems to signal each other via transponders. In order to even attempt to “sneak up” on a target vessel a ship must disable its own transponder. A ship without a transponder signal is generally assumed to be hostile.
You can set the immediate range to anything you want up to first range.

Transponder signals
A normal transponder transmits the following ship information in a radius of 1 system: ship name, port of origin/nationality, current heading and speed, autopilot enable/disabled, voyage priority.

A ship name is assigned when the ship is constructed. Officially changing a ship name takes 48 hours and must be registered with the port of origin. This requires a Knowledge (Civics) check 25 and a purchase DC of 20. This can be combined with a port of origin change at no additional cost.

Port of Origin/Nationality is assigned at ship construction. This designates who owns the ship and what nationality it is for tax/administrative purposes. Changing nationality of ship requires 48 hours, a Knowledge (Civics) 25 check and a purchase DC of 20. This can be combined with a name change at no additional cost.

The current heading and speed of a vessel is broadcast to help facilitate auto-nav systems.

Autopilot status is included so that the ship navigator/pilot or autopilot can make minor course adjustments to maintain a safety buffer of 5000 feet.

A priority is set to indicate the importance of the ship mission. There are a variety of codes ranging from Emergency Vehicle (1) to Garbage Scow (1000). Priority codes 5 and below do not have to respond to distress signals. Other priorities are obligated to respond to distress signals. Ship transponders signals are logged automatically by all vessels that receive it. If a ship fails to respond to a distress and that ship later is rescued by another vessel, then the offending ship will be impounded and the captain banned from piloting another vessel.

Disabling a transponder is a free action requiring a DC 15 Computer Use check. The ability to disable a transponder is a common safety feature in space where even honest ships must “hide” from hostile forces. However, ship caught in major shipping lanes with disabled transponders will always be boarded and may be fired upon.

Forging/altering a transponder signal takes 1d4 minutes. Transponder systems are encrypted and typically installed by transport authorities to be tamper proof. As such modifying one requires a Computer Use check DC 30 for each element forged.

Sensor conditions
There are a variety of conditions that affect sensor performance. Most are caused by close proximity to planets, stars or other massive celestial objects. Here are some suggestions.

Gas Giant: Massive planets like Jupiter have enormous magnetic fields many times more powerful than Earth’s own. Such forces reduce all range increments by half when the ship is within 500 hexes of the planet.
Solar: Stars also produce large magnetic fields and emit masses of particles at their respective “north” and “south” poles. Ships positioned inside this solar wind are invisible to detection from sources outside the effect. Source inside the effect can only operate sensors at 10 hexes with a -5 penalty to checks.
Debris Fields: Sensor systems can be overwhelmed by multitudes of objects. These conditions can be encountered in asteroid fields, large debris fields or any where thousands of huge objects are encountered. Detecting a specific object in this area (like a ship without a transponder) imposes a -10 penalty.
Hard Radiation: Typically encountered inside nebula or at the sight of particularly catastrophic battles, hard radiation imposes a -2 penalty to all sensor checks.
Gas Clouds: Masses of tiny particles impact visual sensors as well as laser based systems. Range increments of ship sensors are halved.


Beating sensors
Skilled pilots and sensor operators can help mask a ship in space. This generally falls in to two categories—becoming invisible and masquerading as something else. Pilots can hide their ship in debris fields, gas clouds and behind other larger objects with a pilot check that is then opposed by any sensor checks. A ship can only hide behind objects larger than itself.

Sensor operators can use their own ship systems to fake readings. The operator uses their Computer Use skill to attempt the masquerade with the following modifiers. Remember to add in range modifiers.

Downgrade/Upgrade the PL of all weapons one step; -4 to the roll.
Fake the top speed of the ship by 500’ (+/-); -2 to the roll.
Increase/Decrease detected lifeforms by 20%; -4 to the roll.
Completely mask lifeforms; -4 to the roll (it is easier to completely hide than fake the number).

Relative sensors
Upgraded systems provide an advantage to detecting tampering and a bonus to masquerading. For each step difference between two ship’s sensors apply a +2 bonus to masquerades to the more advanced ship and a -2 penalty to the roll of a lesser ship. For example the Alpha encounters the Omega within 1000 miles. The Alpha is a smugglers ship and wants to avoid confrontation with the more powerful Omega. The Alpha has altered its transponders (a Computer Use check as above) and is masquerading as an unarmed private yacht. However, the Alpha only has a Class II Sensor array and the Omega has a Class VI. The Alpha will take an additional -4 (two steps difference) to its rolls to masquerade against the Omega. If the situation were reversed, then the Omega would enjoy a +4 advantage to its own masquerading attempts.

Running Silent
Ship sensors can be either “active” or “passive.” Active sensors send out energy looking for the “echoes” of the returning energy to gather data. Passive sensors emit nothing but instead only receive energy and try to interpret it. Any time a ship is actively making a check using its scanners they are considered active. Using active scanners is a dead giveaway of your current position to all ships inside your scanning range increment. Relying only on passive scanners to detect energy signatures is only possible inside 5 hexes and imposes a -15 penalty on analysis checks. Sensors in passive mode can only gather information about powered system in operation (i.e. engines, radio communications, active sensor arrays, charged weapons, weapons fire, energy shields, etc.) Determining the exact location of an object with no energy signatures using only passive sensors requires moving with in 2 hexes of an object.

Navigating a ship without active sensors imposes a -10 penalty to Pilot checks, but also makes a ship undetectable (usually) beyond 10 hexes to passive sensors. A ship using active sensors takes a -10 penalty attempting to detect another ship running silently. A ship running silently moves at only ¼ speed.
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Questions will be incoming!!! related to this... Just have to find out what PL type sensors we have first.
 
This is our Sensor type:
Sensors: Class VIII Sensors(12 PC), Achilles Targeting Software(4 PC)
So that gives us this range potential.
PL 8 range increment: 200 hexes Max 3 systems
 
All sensor systems have range increments based on PL. All systems have a maximum range of 5 increments. Each increment beyond the 1st imposes a -2 penalty to function check made at that distance.
So if i have this worked out right,would the below be accurate?
Range 1:  0 0200 hexes Max  3 systems
Range 2: -2 0400 hexes Max  6 systems
Range 3: -4 0600 hexes Max  9 systems
Range 4: -6 0800 hexes Max 12 systems
Range 5: -8 1000 hexes Max 15 systems
 

Question's: In the star wars Galaxy what is referred to as a System in comparision to a Sector,and i also think there is another type of spacial reference in this galaxy that i cant recall at this stage.. which i will correct once i find it out.

Are they like Planetary systems?... for instance when Ben tells Luke you must go to the Dagobah system.

So if that is the case at max scanning range ,does that mean we can detect out to whatever Planets are within 15 planetary systems? 

Passive scanners to detect energy signatures is only possible inside 5 hexes and imposes a -15 penalty on analysis checks. Sensors in passive mode can only gather information about powered system in operation (i.e. engines, radio communications, active sensor arrays, charged weapons, weapons fire, energy shields, etc.) Determining the exact location of an object with no energy signatures using only passive sensors requires moving with in 2 hexes of an object.

What is the range of a Hex? as that would be i presume you would need to be real stealthy to approach a planet within 5 hexes range to scan them, and then even a PL 5 planetary sensor would pick us up at a 100 system range.

 

I Will have to do a PL check on these guys to gauge their empire tech potential.

Beating sensors
Skilled pilots and sensor operators can help mask a ship in space. This generally falls in to two categories—becoming invisible and masquerading as something else. Pilots can hide their ship in debris fields, gas clouds and behind other larger objects with a pilot check that is then opposed by any sensor checks. A ship can only hide behind objects larger than itself.

Sensor operators can use their own ship systems to fake readings. The operator uses their Computer Use skill to attempt the masquerade with the following modifiers. Remember to add in range modifiers.

I may have to get Enoch to scan for any thing larger than 60ft on this incoming ships trajectory ,so we can potentially hide from them ,and observe them first.

Edited by cheezal (see edit history)
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System referels to solar system so each solar system is 1 system those the space between may count if there us large spaces of empty. A hex is a combat map measurement and is obligatory it can be 500 miles it can be 5,000 miles depending on the map. Hexes would be used inside solar systems systems would be used to count how far you can detect something coming in around you. Out of character as your party do not know this but traveling in hyperspace you don't get any warning when they show up only if they're running on impulse and moving towards you at sub light speed

 

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Yes even us of measly pl5 planet can see things coming from a very far time away we can't tell much about that object other than the object is moving in this direction and the relative to the mass and size of it so we know about various asteroids and other space debris in and around our area of space

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  • 2 weeks later...

So since you said the Officer had said his Commander was female and under the name Vesta i think you said...

I am presuming she has called Vader,and he has arrived and he knows the Captain somehow?

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I dont know what i do know is he can sense/see something off about me, from my star wars lore I don't think Vadar has his own ship, he just takes over whatever ship he is on as he is the highest ranking next to Emperor

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He commands a Capital ship. Known as the Executor ,which is a Super star destroyer ,a lot larger then an ISD.

If he is on this ship,he came for a reason... otherwise The Commander would report to him via hololink or in person.

Examples in point.. Empire Strikes back when they are looking for the falcon,which they think is hiding within the asteroid field and they even lose a Star Destroyer whilst talking to him,as on the hololink the guy shows terror and then the hololink disappears...

The Only Two times in the movies he leaves his command ship is to go down to Endor,when he is told Luke has been Captured. or to the second death star when the Emporer has sent him to personally oversee the speed up of it's construction.

 

 

 

 

Executor | StarWars.com

 

This also is a Size Comparision

 

do you think the superstar destroyers (image 1) or the second death star  (image 2) was a waste of man, material, and time? I would like to hear your  thoughts on which

This is a Size Comparison.

 

If Vader is here with the Executor as well, we are in a world of hurt.

The following link shows you,the holo communication between ships and the guy dying...

https://www.youtube.com/watch?v=4gh7AcuxfxI

 

 

 

Edited by cheezal (see edit history)
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There is a reason my DM has told me why he was in area OOC which I will share at the end of it cause it basically changes the history of the setting in our universe and so OUR star wares are much different than the cannon one because of what Vadar is doing in area.

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So just a word to the wise, when you looking for black-market jobs you got to think what the place you are in think is black-market. Captail allows ALOT of things, including slaves, soul trading, and death contracts, it's a open free for all if got the money. You have to think anything that is listed on a black market here will be bad like very bad, transporting unborn babies to be harvested for youth and skin cream potions, bioweapons that took out whole galaxies that is been dropped off to new warlords, these sort of unbearable things is what will be asked of you and why you're getting paid 4 to 5 times normal rate. If you're going to have moral standing I would not be looking for the highest-paid black market jobs cause they will not be things that are nice or most people will want to do (why the money is to overcome your mortals heh)

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But you could flip that you know... for example if you discover someone is selling unborn babies,or new borns,or souls...

You could just take them as our own to bring them up as npc's... and souls.. you could free them not enslave them or use them for evil means..

If you are doing an evil act..like taking babies to be turned into food..yeah thats not going to fly...

 

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Yes but the point of the thread is for you to take jobs can make money if you're gonna go save these souls that's not gonna Make you money. Yes you may find deportable things being done. But this is not what you're looking for you're looking for easy or fast cash and if you want easy fast high cash on the black market You're morals will be Compromise.

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