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sonofzeal
2013-01-09, 06:11 AM
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Setting

We'd love to tell you that there are five great empires struggling for control of the galaxy.
The truth is that the most powerful faction in the galaxy is the Self-Gratification Consortium.

We'd love to tell you that the universe is controlled by powerful psionicist-priests who are empowered to execute heretics on their very whim.
The truth is that the only psionic priests are the Streakites, and frankly, they wouldn't know heresy if it married their sister.

We'd love to tell you that the galaxy teeters on the razor's edge of a political battle that promises to shake the stars to their very core.
The truth is that most politicians get as much respect as jock itch.

We'd love to tell you that smugglers rake in cash by smuggling spice through house-controlled space.
The truth is that most of them merely smuggle Uberclesian Barbecued Ribs into church.

We'd love to tell you that a seemingly invincible race of organic terrors is threatening to consume the galaxy.
The truth is that they're better described as "gigantic face-eating alien cockroaches."

We'd love to tell you that Earth has made contact with alien races and now seeks to carve out a place for itself in a hostile universe.
The truth is that we know better.

We'd love to tell you that this is the science fiction universe you know and love.
The truth is that this is Star Thugs.

Welcome to a dangerously jaded galaxy filled with bold adventure and relentless cynicism. You are a starship captain, hellbent on protecting the weak and pitiful from the predators of space, or achieving galactic domination in the name of the almighty GhazPORK, or maybe just virus-bombing a call center for personal reasons. Opposing you in this glorious quest are delinquent teenage pirates, insane space-droids, pompous authority figures, and the ever-encroaching madness of living in modern society.


The first thing to point out is that Star Thugs does not take place in
The Future. It takes place now. Earthlings still drive cars and surf the internet
and complain about the latest Republican and/or Democrat to obtain office.
The year in which Star Thugs takes place is the same year as real life. The
only difference is that “real life” is the story of what Earth-born Terrans do from
one day to the next. Star Thugs is a game about what the rest of the universe
happens to be doing.
If you’ve guessed that the Terran governments keep the existence of
alien life secret from the teeming throngs of humanity, you’re right. Mostly.
What you’d be wrong about, if anything, would be their reasons for doing so.
The truth is that the cover-up of aliens is not a conspiracy; it’s honest
pragmatism. It’s not that the government is afraid that it will lose it’s
stranglehold on artificial morality or power or oil prices or whatnot. It’s not that
they think we humans can’t handle the truth. The Honest-to-God reason that
the government keeps the existence of alien life hidden is simply this: Space is
full of freaks.
Most aliens aren’t all that different from humans. They’re no smarter,
no wiser, and no nicer. Some are good, some are bad. Some are smart, some
are stupid. If this were the only concern, Earth would see no problem with
embracing the galaxy with open arms. The problem is, while aliens are as
broad and diverse as humans, they still have their ghettos, their red-light
districts, and their places where no sane or ethical person would ever want to
live.
Earth is right in the middle of one of these regions.
Sure, the Earthlings would love the Aphallissi, or the Arcturans, or
even the the Reticuli. The problem is, they aren’t the ones who live near Earth.
Earth’s neighbors are races like the Smileys, the Narxblosh, the Zarigians, and
a number of other races who are, by most people’s honest estimation, an entire
species of violent *******s.
Earth has nothing to gain by making first contact with those people.
If anything, it would sour humanity on the whole concept of alien life in general.
So, the Men in Black (Of course they’re the Men in Black) keep the whole
situation secret.
Mostly.
What you wouldn’t guess is that Earth does have contact with the
outside galaxy, and interstellar development has a huge impact on people’s
lives. The internet wasn’t invented on Earth--we just stole it. The internet
actually exists in space, is very similar to ours, and was actually invented just a
few years earlier. Interstellar computing isn’t so far off from our own, either,
and alien television isn’t terribly unlike Earth’s. Many Earthling business and
marketing tricks were derived from alien techniques, too. Even a few of our
restaurants have suspiciously similar counterparts out in space. What’s more,
plenty of humans on Earth know about the rest of the galaxy. More than you’d
probably believe. They just don’t blab about it because, frankly, they’d just be
embarrassed.
All this means that intergalactic culture is practically an extension of
modern Earth culture, because Earth culture is practically an extension of alien
culture. Aliens may not have had a lot in common with 15th century England,
but they’ve got a lot in common with 21st century America. Space is full of
*******s, pikeys, lawyers, wage slaves, goths, salesmen, and angry parents.
It’s full of fast food restaurants, bad television, cookie-cutter politicians, and
tons and tons and tons of porn.
There are also a lot of differences which come from being a more
mature and diverse galactic society. Most of Earth’s outside influence comes
from the Narxblosh and the Reticuli, meaning it reflects their particular styles.
There are many things that the rest of the galaxy does differently and a lot of
other things they do the same way. As a new GM, think of space as you think
of 21st century humanity. There’s no giant megacorps controlling the galaxy;
there’s just a lot who would like to. There’s no giant interstellar war embroiling
the universe; there’s just bitching about taxes. There’s no shadow government
implanting chips into people’s minds and turning them into greenish food when
5
they die; there’s just people who rant about it on the internet.
There are also real dangers. Sure, the guy across the room may not
be a soulless cyborg enforcer, but it still hurts when he shoots you in the head.
Sure, that giant Gigums may not have acid for blood, but it still sucks when it
eats you. While living on Earth may just be a matter of finding a job that
doesn’t elicit suicide, life in the rest of space is anything but boring.

Rules
RollsThere's three types of rolls, and they all use d12's:

Initiative: 1d12 + Piloting + Ship Defence (+ bonuses - penalties). Highest total wins, ties are broken randomly. Ship Defence is based on your engines and your size anyway, so that makes sense.

Attack rolls: 1d12 (+ bonuses - penalties). Get over the target to hit. Nat1 always misses, nat12 always hits.

Skill rolls: 1d12 (+ bonuses - penalties). Instead of adding your skill bonus, instead if you roll UNDER your skill then you get to roll a second d12 and add it to the total. You can only do that once, no matter how cruddy you roll the second time.


Damage from starship weapons is almost always a set number (+ bonuses - penalties). Damage from crew weapons is almost always equal to your Thuggery (+ bonuses - penalties). Most of the rest of the rules is individual skills or maneuvers or items creating their own exceptions and/or applying bonuses and/or penalties.

Races
To quote from the rulebook:

All other details, such as race, gender, religion, favorite food etc. are up to the player. A player's race has no direct bearing on his character's abilities; race is purely a roleplaying choice. This is true of both captains and crew. Though some races have particular tendencies, the difference between individuals within any given race still tends to outweigh the differences between races as a whole.

The only exception is psychic ability. Each race generally only manifests a single type of psychic ability, usually ESP or Telekinesis or Telepathy. We may bring psychic abilities in later.


Default Maneuvers
Space Combat

Damage Control (Chargeless Engineering Maneuver): When one of your systems is taking damage, BEND a crew to reduce the damage by twice that crew's Engineering

Accuracy (Chargeless Gunnery Maneuver): BEND a crew after you fire a non-missile weapon to increase the to-hit roll OR the damage by that crew's Piloting (max one crew per shot)

Redirect Shields (Chargeless Engineering Maneuver, Full Action): BEND a crew. You may rearrange a number of shield points on your ship equal to ten times that crew's Engineering.



Crew Combat

Firefight (Chargeless Crew Combat Attack Maneuver): BEND a crew and roll 6+. Inflict crew damage on a target player equal to this crew's Thuggery. If you roll a 1 or a 12, this crew has run out of ammunition and must either switch to a different weapon (if they have one) or reload before they can fire again. Melee weapons cannot be used for this maneuver.

Melee Attack (Chargeless Crew Combat Melee Attack Maneuver): BEND a crew and roll 3+. Inflict crew damage on a target player equal to this crew's Thuggery. Your enemy may choose to perform a single firefight maneuver targeting you as an immediate free action. This firefight resolves before your melee attack. If your crew is BENT or injured, your melee attack is cancelled. Only melee weapons can be used for this maneuver.

Reload (Chargeless Crew Combat Maneuver, Full Action): 1 Thuggery. Reload a weapon on one of your crew. (This need not be the same crew that paid the cost of this maneuver)

Evade (Chargeless Crew Combat Maneuver): When you are taking crew damage, BEND a crew, or injure a BENT crew, to reduce the damage by the BENT crew's Thuggery. (Crew who are injured twice are killed.)

Splatter (Chargeless Crew Combat Maneuver): Kill a crew to absorb all damage from a crew combat attack. Spiffiness points cannot negate this effect



Universal Maneuvers

Redshirt (Chargeless Thuggery Maneuver): Injure a crew to reduce any form of incoming damage by that crew's Thuggery (Crew which are injured twice are killed)

Improvise (Chargeless Mojo Maneuver): When paying a Thuggery, Piloting or Engineering cost for a maneuver, you may use this crew's Mojo towards paying the cost as if it were the required stat. If you do this, only the crew's Mojo is counted towards the cost--all other stats are discounted. If the maneuver has multiple costs, you may split your Mojo between them as you wish.

Captain-Instigated Randomness (Chargeless "Who the Freak Knows" Maneuver, possibly a Full Action): Describe an in-character action with your captain. The effects of this action are entirely up to the GM, but will typically require a skill roll and/or BENDING.


Online documents for your convenience

Character Creation: https://docs.google.com/file/d/0Byvksn9IKXSGYS1uVVNKZkdMUVU/edit?usp=sharing

Ship Component reference: https://docs.google.com/file/d/0Byvksn9IKXSGS05rV2ZIekZQMFU/edit?usp=sharing

Combat Reference Sheet: https://docs.google.com/file/d/0Byvksn9IKXSGUFkzeS1ocjdiRUU/edit?usp=sharing

sonofzeal
2013-01-09, 06:14 AM
Ships

Basics

System types: Armor, Weapon, Shield, Engine, Cargo.

Each Weapon, Shield, and Engine slot costs $500. Armor and Cargo slots are free, but you still have to pay for the actual system you'll be putting there.

Size 1 - <=5 slots, 3 crew

Size 2 - <=10 slots, 4 crew

Size 3 - <=15 slots, 5 crew



Each ship has four basic facings (left, right, front, back). There's no real functional difference though, just that damage is sorted between the facings for PC ships, with most of the damage tending to come at facings with your weapons on them, since those are the ones you have to point at the enemies.

There's also two special facings: "outer" and "core". Damage is taken by "outer" first, meaning it's a great place for armor, and is taken by "core" after there's nothing left on a facing that takes a hit. Once you've taken Core damage beyond what it takes to blow up the systems there, you're toast.

You can put slots anywhere you want, as many as you want wherever you want. There's only two restrictions: the size of your ship, and you can't have more "outer" or "core" systems than any of the basic facings.



That all sounds complicated, but it's pretty simple in practice. Here's a template:

(Outer):
Front:
Back:
Left:
Right:
(Core):


...and here's a few samples:

Size 1:

(Outer): armor
Front: shield
Back: engine
Left: weapon
Right: weapon
(Core): -empty-



Size 3:

(Outer): armor, armor
Front: armor, weapon, weapon
Back: armor, engine
Left: cargo, cargo, cargo
Right: cargo, cargo, cargo
(Core): shield, engine


...of course there's a massive number of possibilities. I'll add specific systems to put in the slots later, but for the moment things should be intuitive. A small ship with a single system of any type can put a pretty sweet one in there, but it's usually more cost-efficient to build multiple smaller ones. Two $3000 weapons will deal a bit more damage than one $6000 weapon, but the difference isn't massive.

Starship parts
Budget: $30,000 (It's recommended to save about $5,000 for crew and special equipment)


Chassis:
Size 1 Frame - $500
Size 2 Frame - $1,000
Size 3 Frame - $4,000

Weapon, Shield, and Engine slots cost $500 each just for the slot.


Affordable and commonly available weapons:
10MW Laser Cannon - $1,000 Sustained Fire 1, D3, HP 8
18MW Laser Cannon - $2,500 Sustained Fire 1, D5, HP 8
20mm Vulcan - $1,800 D2, HP 8, Ammo Max 6, 3 shots per turn
45mm Vulcan - $4,500 D4, HP 8, Ammo Max 5, 3 shots per turn
20MW Light Plasma Cannon - $5,500 D9, HP 8
40MW Plasma Cannon - $8,500 D12, HP 10
Pulse Ion Rail - $8,000 D15, HP 8, fires every other turn
160mm Howitzer - $4,500 D8, HP 6, Ammo Max 4
Tether Cable - $5,000 HP 12, -2 to hit, begin boarding at end of turn after successful hit

D# isn't die size, it's just flat damage. "Sustained Fire" means even if you miss you can sweep the beam back onto the target; for every point you miss by, damage is reduced by that number. HP is how much damage the weapon will absorb before being destroyed, but a system with ANY damage can't be operated. At least not advisedly. Doesn't stop some from trying though.

Ammo is free, and you can reload between fights.



Missiles and Launchers
Missile Rack - $1,000 Holds 3 missiles, HP 4
Missile Launcher - $1,500 Holds 4 missiles, HP 8

Hornet Missile - $150 Hits on 5+, D7
Wasp Missile - $300 Hits on 4+, D9
Lance Missile - $650 Hits on 5+, D16
Cyclone Missile - $1,000 Hits on 2+, D12
Antimatter Torpedo - $400 Direct fire, -2 to hit, D16, launched from missile launcher

Missiles use their own guidance systems and hence generally use their own accuracy roll regardless of distance or skill - you can't boost them or use special abilities with them unless you've got the right skill. The torpedo, though, fires like a normal weapon but with a penalty. Missiles are powerful, but you pay for each shot; a Cyclone or two may win you the fight but you're unlikely to make good on that loss any time soon.



Engines
Generic Thruster - $1,500 Thrust 2, HP 6
Hellforce Taurus - $3,200 Thrust 3, HP 10
Hellforce Thunderhead - $5,000 Thrust 4, HP 10
Affratron Silverwing - $7,500 Thrust 5, HP 4
Affratron Performance Pro - $10,000 Thrust 6, HP 6

Total thrust from all your engines is divided by size to determine speed.


Armor
Steel Armor - $300 HP 6
Titanium Armor - $1,200 HP 12
Kaitrite Armor - $2,500 HP 16
Polytitanium Armor - $9,000 HP 24, DR 1
Polychromite Armor - $6,000 HP 15, DR 5 vs. Laser Weapons, DR 1 vs. everything else.
Blackgel Armor - $8,000 HP 15, DR 5 vs. Kinetic and 3 vs. Explosive Weapons, DR 0 vs. everything else
FerroChromite Armor - $9,500 HP 20, DR 2

HP and DR should be familiar concepts to you. Vulcans are Kinetic, missiles are explosive.


Shield Generators
Nomi Light Generator - $3,500 HP 8, Shield Max 10, Regen 1
Mikta Generator - $10,000 HP 8, Shield Max 20, Regen 2



Cargo Bays
Cargo Bay - $400 HP 8, holds 2 Cargo
Autoloading Bay - $8,000 HP 8, holds 4 Cargo
Livestock Bay - $1,200 HP 8, holds 2 Cargo
Refrigeration Bay - $1,200 HP 8, holds 2 Cargo
Passenger Cabin - $2,000 HP 8, holds 2 passengers/crew
Bunk Cabin - $2,500 HP 8, holds 3 passengers/crew



Special Systems
High-Grade Sensor Array - $500, Intensity 2
Combat Scanner - $500, BEND to add Intensity to missile or direct-fire to-hit roll
Target Verification System - $2,500, +1 to hit with all missiles
Vulcan Magazine - $1,000, Reloads Vulcan/howitzer weapon once per battle
Prysm Coil - $2,000, +3 damage to linked laser weapon, destroyed if linked laser is damaged
Ultralight Frame - $4,000 + $2,000 per size level. Reduces size by 1 for purposes of determining speed. All systems take 1 more damage when hit.
Fuel Distribution Controller - $3,000 +1 Thrust, Reduces Size by 1 for calculating fuel use
Sensor Scrambler - $2,000 + $1,000 per size level, -2 enemy sensor intensity
Missile Bolt-Mount - $300, holds 1 missile, fire 1/turn regardless of mounts

You're limited in how many of these you can take based on the size of your ship. Size 1 = 1, Size 2 = 2, etc. BENDing is exactly like "tapping" if you've ever played M:tG. The resource is used for the turn, and can't be used until next turn unless you've got something special that un-BENDs it somehow.



Character
Since you can hire crew to help cover bases, it's usually good for captains to focus on one or two of the following umbrellas, although exceptions certainly exist. For now, I recommend merely using the following as a prompt in choosing an area (or areas) of focus for your captain. Once you've chosen that, the rest will be a lot easier.


Engineering, Piloting, Mojo, and Thuggery

Engineering: Some people think that Engineering is a skill possessed only by professional grease monkeys and nerdy machine specialists. These people would die very quickly on a starship, as every experienced spacer knows the old saying: “if you have only one engineer, he will die in the first volley--it’s God’s way of telling you that you’re an idiot.” In today’s competitive world of space travel and commerce, knowledge of the operation and repair of starship systems is essential for practically all crew members. Engineering measures the level of knowledge and experience the character has with maintaining a starship, patching damaged systems, operating Complex **** [tm], and knowing how to survive a hull breach that occurs five feet away.

Engineering is obviously used whenever a character needs to repair or fiddle with a complex system. It is also used to operate or understand particularly complex machinery or whenever a character’s raw scientific knowledge or linear intellect is tested. For example, figuring out the acid-base balance in alien soil would require Engineering. Figuring out why your girlfriend has suddenly gone frigid, on the other hand, would not. Unless she happens to be a robot. Which does happen a lot these days.


Piloting: Piloting is a rough indication of a character’s skill behind the stick--the kind of stick that is used to point huge guns at things. While the Piloting stat obviously includes such mundane tasks as flying and navigation, the only thing most real captains are concerned about is whether you can aim a plasma cannon. Thus, Piloting is not only a direct measure of your character’s Piloting skills, but also their accuracy and skill in space combat, reflecting their ability to inflict maximum damage with a starship weapon. Piloting also indicates a character’s navigation and starship operations skills, meaning it also applies to capital ships that can’t be flown with a joystick. Piloting is used any time a character wishes to operate a vehicle, or a part of one, such as a starship weapon. More complex machines require Engineering to use, but if it’s got a joystick or a user interface that doesn't include the term “BIOS settings”, then Piloting will probably be fine. In a nutshell, Piloting lets you use technology, whereas Engineering lets you mess with it--Engineering is technical knowledge, Piloting is operational skill. Anything mechanical that requires reflexes will require piloting.


Mojo: The galaxy is filled with dangers, both overt and hidden. It’s filled with scumbags, murderers, complex social systems, tedious day jobs, and more stupid laws than God could remember. Keeping your cool in this vast maelstrom of weirdness takes a special kind of mindset. It takes an ability which goes beyond simple mechanical or trained skills. That ability is called
Mojo. Mojo is a combination of savvy, cunning, creativity, street-smarts, drive and charm--it is an indicator of the mental and psychological vitality of the character. In the most simple terms, Mojo measures your cleverness, your wits, your charisma, and your willpower.

Mojo is used whenever the character deals with others; it is the primary social stat. A high Mojo character is hard to intimidate, isn’t fazed by alien cultures, and is good at avoiding both criminals and the law. A low Mojo character is always afraid that homosexual aliens are going to hit on him. It is also used any time the character is called upon to perform a mental feat that is non-scientific (problems involving complex sciences should use Engineering instead). Tests of willpower, enlightenment, tactics, psionic ability or negotiation all use Mojo, as does finding out why your girlfriend is frigid. Unless she’s a robot.


Thuggery: Thuggery measures a character’s talent at administering browbeatings, surviving gunfights through means other than luck, and their general level of combat skill and endurance. Training, reflexes, accuracy, and raw brass all figure into this most useful of stats. Low Thuggery characters can, at best, wield a baseball bat without embarassing themselves. High Thuggery characters can survive open combat with bounty hunters, pirates, and unhappy law enforcement officials with relative ease. All purely physical tasks use Thuggery: Loading cargo, taking bullets, and getting drunk all use it. Speed, strength and endurance are all accounted for in a crewman’s Thuggery stat and Thuggery is rolled any time one of these attributes is needed.



Note that these four stats only indicate the character’s general aptitude in these areas. Clever players are probably scratching their heads and calling us idiots, saying things like “Come on, you’re telling me that just because someone is good at shooting a plasma cannon, they can suddenly command a capital ship as well? And that just because they can lift 300 pounds, they’re also a good shot?” First off, we would like to ask those players to teach themselves respect by inserting screws in their thumbs for us (we would do it ourselves but we don’t know where you live). Second, we will console those who have faith by pointing out that specific aptitutes and differences--skills in weapons, particular combat abilities, someone who is dextrous but not strong, etc.--are not defined by stats, but instead are defined by skills, which are explained later. A skill can represent any special ability that a crewman has, and skills are often more important than individual stats.

Captains
You have 25 points to start with.

Stat of 1: 1 Points
Stat of 2: 3 Points
Stat of 3: 6 Points
Stat of 4: 10 Points
Stat of 5: 15 Points
Stat of 6: 21 Points

See this link (http://www.giantitp.com/forums/showpost.php?p=14482683&postcount=2) for details on the stats. A score of 0 is perfectly acceptable, and simply means no special talent... except for Thuggery, which simply means you're dead. Since that's generally considered a bad thing, I recommend at least one point in Thuggery.



COMBAT SKILLS
Level 1: 3 Points
Level 2: 5 Points (-2 to cost if you already have a skill from the same category)
Level 3: 8 Points (-2 to cost if you already have a skill from the same category, -4 if you have 2 or more)

Combat Skills are more like class features in D&D. Some give flat bonuses, some create exceptions to the general rules, and some give special options.


NON-COMBAT SKILLS
Expert: 2 Points
Elite: 5 Points
Freakish: 10 Points

Non-Combat Skills are more like skills in D&D, except that there's a lot, and players are perfectly invited to scribble in their own. Any smuggler worth their darn probably has at least some investment in the "Fixer" skill, for finding/buying/selling illegal goods. There's no "Hiding Goods from the Fuzz" skill, but feel free to buy it anyway.


MANEUVERS
Level 1: 2 Points
Level 2: 3 Points
Level 3: 5 Points (When you purchase your first level 3 maneuver from a profession, you can double-charge a level 1 maneuver from the same profession for free)
Level 4: 7 Points (When you purchase your first level 3 maneuver from a profession, you can diouble-charge a level 1 or 2 maneuver from the same profession for free)
Level 5: 10 Points (When you purchase your first level 3 maneuver from a profession, you can double-charge a level 1, 2 or 3 maneuver from the same profession for free)

Maneuvers are a bit different than Combat Skills. They're almost invariably of the "special option" variety, they can only be used once per combat (unless they say "Chargeless", they generally have a cost associated with them and you have to BEND crew to match or beat that total cost... and they can be activated by any of your crew, not just your captain.

Double-charged maneuvers can be used twice per combat.


Crew and Crew Gear
Hireling pricing chart
1 point in any stat - $100
2 points in any stat - $500
3 points in any stat - $1,500
4 points in any stat - $5,000
5 points in any stat - $15,000
6 points in any stat - $50,000

Level 1 Combat Skill - $1,000 (3,000 for Elite)
Level 2 Combat Skill - $3,000 (10,000 for Elite)
Level 3 Combat Skill - $10,000 (30,000 for Elite)

Every crewmember needs at least 1 Thuggery, as that determines their HP. "Elite" skills have double the effectiveness, unless otherwise stated - so a skill that gives +1 to crew attack rolls would give +2 if Elite.


Crew Gear
Decent Firearm 300 +1 damage
Stun Pistol - $300 BEND to BEND a target crew with 3 or less Thuggery.
Plasma Pistol - $500 +2 damage, out of ammo on 1,10,11,12
Plasma Rifle - $675 +2 damage
T-38 Horseman Rifle - $1,200 +3 damage
Sniping Laser - $3,000 +1 damage, ignores to-hit penalties
Cratermaster Pistol - $45,000 +6 to crew damage, ignores armor
Assflatter Stun Rifle - $950 BEND to BEND target crew or add 5 to crossfire bid
12mm Minigun - $20,000 +5 damage, +2 to hit, cannot reload, req. Thuggery 3+
Flashblade - $500 +2 to Melee damage
Faceeater Blade - $500 +3 to Melee damage, destroyed on a roll of 1, 11, or 12
Plasma Blade - $2,000 +4 to Melee damage
Fragmentation Grenade - $150 Destroy and BEND crew to inflict 10 damage.
Light Body Armor - $350 +3 to hit pool, absorbs 1 extra damage when crew BENDS
Body Armor - $1,000 +6 to hit pool, absorbs 2 extra damage when crew BENDS
Heavy Body Armor - $3,000 +12 to hit pool, absorbs 4 extra damage when crew BENDS, req. Thuggery 2+
Light Power Armor - $10,000 Obscure/Restricted, +20 to Hit Pool, Absorbs 5 damage, req. Thuggery 3+
Personal Sensor Device - $100 +2 Engineering for analyzing/scanning
Advanced Repair Kit - $500 +1 Engineering for damage control or repair maneuvers
Diagnostics Kit - $2,000 Uncommon; req. Engineering 3+; +2 Engineering for damage control or restoring HP
Engineering Locker - $5,000 +1 Engineering for damage control to any crew with Engineering 1+
Medpack - $250 destroy and BEND crew to restore injured crew to BENT status.
Stimpack - $150 destroy to un-BEND crew.
Nanotech Trauma Pack - $1,200 destroy, BEND crew and roll d12 when other crew is killed to restore crew to Injured status on 4+
Phr34k Chip - $5000 +2 Engineering when hacking

Basic operating gear is assumed standard. Star Thugs doesn't hold with the whole "you must write every little item on your charsheet or you don't have it" mentality. Unless noted otherwise, you've got everyday items for anything you're trained in... meaning every single character ever is automatically assumed to have at least a basic firearm on them at all times. All these are just for upgrades on that basic gear.

sonofzeal
2013-01-09, 06:30 AM
ChrisClark13 - Kurtis Hikari, flying the Starslicer V1
Ship
Size 2 - Speed 3 - Defence 1

Outer: Kaitrite Armor (hp 16/16)
Front: 2 shield - Nomi Shield (hp 8/8)
Left: 3 shield - 18MW Laser + Prysm (d8; hp 8/8)
Right: 3 shield - 18MW Laser + Prysm (d8; hp 8/8)
Rear: 2 shield - Hellforce Taurus (T3; hp 10/10)
Core: Hellforce Taurus (T3; hp 10/10)

Special systems: 2x Prysm

Cargo: 0/2

Captain and Crew
Kurtis Hikari, The Captain

A Kitsune who likes to get rough. He dropped out of a University to be a Captain of a Starship because he was bored and now he loves it. Especially the part where he cuts the other ship up with FRICKIN LASER BEAMS.
Oh, what's a Kitsune you ask? They're anthropomorphic foxes of course! They aren't as magical as the stories put them out to be, but some do spontaneously grow extra tails as they get older. Extra tails used to be a symbol of royalty back in the old days, but no one really cares anymore. It's debated whether or not Earth got the idea of the Kitsune from them and I don't really know, but they mainly live in space now a days.

Piloting: 0
Engineering: 0
Mojo: 3
Thuggery: 1


Combat Skills:
Finesse (Crew damage = Mojo, not Thuggery)
Combat Officer (BEND crew for +2 Thug to rest of crew)
Weapons Officer (BEND crew for +2 to-hit and +4 damage with ship weapons)
Commander

Maneuvers:
Nice Shot (BEND crew for +Mojo to damage; 1 charge per turn)
Shield Spike (2 Engineering. Regen +8 shields)

Gear:
Flashblade - +2 to Melee damage




Homura Hamasaki, Pilot

A feisty 3-tailed Kitsune who fancies herself a romantic sky pirate type, but in space ya know. Used to be in a Roleplaying Club with Kurtis back in Highschool.

Pilot: 3
Engineer: 0
Mojo: 0
Thuggery: 2



Xerion, Engineer

A yellow MLP-style Pegasus with green hair. Apparently Equestria is real somewhere out in space. He does good work though, so I don't really care how he manages to fix things with no hands.

Pilot: 0
Engineer: 3
Mojo: 0
Thuggery: 1

Weapon Repair Specialist


headwarpage - Zebediah (Ziggy) Graham, flying The Packard Goose
Ship
Size 1 - Speed 3 - Defence 2

Outer: Kaitrite Armor (hp 16/16)
Front: 2 shield - Nomi Shield (hp 8/8)
Left: 3 shield - 20MW Plasma (d9; hp 8/8)
Right: 3 shield - 45mm Vulcan (d4, ammo 4/4; hp 8/8)
Rear: 2 shield - Hellforce Taurus (T3; hp 10/10)

Special systems: Vulcan Magazine

Cargo: 0/1

Captain and Crew
Zebediah (Ziggy) Graham

A spoiled suburban kid, but starting to get the hang of this "real world" thing. Skinny, pasty, and kind of twitchy, possibly from playing too many video games and too few sports. Decided that of the careers he was suited to, piracy was marginally less illegal than online poker.

Piloting: 5
Engineering: 0
Mojo: 1
Thuggery: 1

Combat Skills:
Combat Pilot (BEND to reduce enemy's to-hit by Piloting/2)
Gunner (Accuracy: +to-hit and +damage)

Maneuvers:
Tricky-ass Bitch (miss = immediately shoot with another weapon)



Xax-Bob
You don't see a lot of starship pilots in bib overalls...

Piloting: 3 ($1500)
Engineering: 1 ($100)
Thuggery: 2 ($500)
Mojo: 0

Gear:
Fragmentation Grenade (x2) ($300)
Stimpack ($150)



Ca$h Money
Absolutely refuses to give any other name, and doesn't understand why everybody calls him Buck (which I will do in every post after this one). Good with engines, but there's the off-chance that his bling gets too close to an intake valve someday.

Piloting: 1 ($100)
Engineering: 3 ($1500)
Thuggery: 2 ($500)
Mojo: 0

Skills
Weapon Repair Specialist: weapons function when damaged; BEND to restore 3 hp to damaged weapon.

Gear:
Advanced Repair Kit: +1 Eng for Damage Control / Repair maneuvers
Medpack: destroy and BEND crew to restore injured crew to BENT status
Stimpack: destroy to un-BEND crew.



androgial - Jennifer Starwind, flying The Reaper
Ship
Size 3 - Speed 3 - Defence 0

Outer: Kaitrite Armor (hp 16/16)
Front: 3 shield - 10MW Laser (D6, hp 16/16), 10MW Laser (D6, hp 16/16), 10MW Laser (D6, hp 16/16)
Left: 2 shield - Ripper bay (hp 8/8), Cargo Bay (hp 8/8), Cargo Bay (hp 8/8)
Right: 2 shield - Manufacturing Bay (hp 8/8), Cargo Bay (hp 8/8), Cargo Bay (hp 8/8)
Rear: 3 shield - Hellforce Taurus (T3; hp 10/10), Hellforce Taurus (T3; hp 10/10), Hellforce Taurus (T3; hp 10/10)
Core: Nomi Shield (hp 8/8)

Special systems: --

Cargo: 0/11

Captain and Crew
Jennifer Starwind

age: 15 height: 4'9"
weight: 70 lbs species:catgirl

Jenny no longer considers herself a kitten, and has thus struck out on her own. Any ship she has will, and she means will, have a ripper bay, manufacturing bay, and decon bay.

Piloting: 1
Engineering: 4
Mojo: 1
Thuggery: 1

Combat Skills:
--

Maneuvers:
--

Non-Combat Skills:
salvage
survival
r&d weapon systems
r&d robotics
r&d starships
capital ship operations

sonofzeal
2013-01-09, 07:16 AM
Elbeyon - Eve, flying The Skitter
Ship
Size 3 - Speed 4 - Defence 1

Sensor Intensity 2

Outer: Steel Armor (hp 6/6), Titanium Armor (hp 12/12)
Front: 0/0 shield - Steel Armor (hp 6/6), H. 10MW Laser (D6, hp 16/16)
Left: 0/0 shield - Cargo Bay (hp 8/8), S-H. Thruster (T4; hp 6/6)
Right: 0/0 shield - Cargo Bay (hp 8/8), H. Thruster (T4; hp 12/12)
Rear: 0/0 shield - Cargo Bay (hp 8/8), Cargo Bay (hp 8/8), Cargo Bay (hp 8/8)

Special systems: High-Grade Sensor Array

Structural Design Specialist: All systems have DR +1 (+2 for Heavy, +4 for Super-Heavy)

Cargo: 0/11

Crew:

{table="head"]{colsp=3} Crew ($6,500)
{table="head;width=180px"]Eve, Captain ($150) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 1
Engineering: 4
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
Engine Repair
Science Officer
Structural Design Specialist
Engine Designer
[/table]
{table="head;width=200px"]Equipment
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Clayton, Fencer ($5,750) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 0
Engineering: 0
Mojo: 3
Thuggery: 3
[/table]
{table="head;width=200px"]Skills
Expert Forgery
Expert Negotiator
[/table]
{table="head;width=200px"]Equipment
Body Armor
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Jill, Pilot ($600) (Image) (http://fc00.deviantart.net/fs71/f/2012/078/5/9/green_eyes_by_sunamori-d35447c.jpg)
{table="head;width=200px"]Stats
Piloting: 2
Engineering: 0
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
None
[/table]
{table="head;width=200px"]Equipment
None
[/table]
[/table]
[/table]




ScrambledBrains - Neil Fisher, flying the Crimson Midget
Ship
Size 1 - Speed 3 - Defence 2

Outer: Polychromite Armor (hp 15/15, DR 1, DR 5 vs Laser)
Front: 5 shield - Tether Cable (hp 12/12)
Left: 5 shield - Nomi Shield (hp 8/8)
Right: 5 shield - Nomi Shield (hp 8/8)
Rear: 5 shield - Hellforce Taurus (T3; hp 10/10)

Special systems: Stealth Coat

Cargo: 0/1

Captain and Crew
Neil Fisher

Piloting: 0 ($1500)
Engineering: 0 ($100)
Thuggery: 4 ($500)
Mojo: 3

Combat Skills:
Finesse (use Mojo for Crew Combat damage)
Tough (2x Thuggery to Hit Pool)

Maneuvers:
Incapacitate (Crew Combat): downgrade "killed" to "injured", and capture.

Gear:
Flashblade (+2 melee damage)
Body Armor (+6 hit pool, +2 on BEND)
Medpack (destroy and BEND crew to restore other crew to BENT)
Decent Firearm (+1 ranged damage)



David Cloister

Thuggery: 1
Piloting: 3
Engineering: 1
Mojo: 0

Combat Skills: Combat Pilot(Costing $1000)



Kole Roth

Thuggery: 3
Piloting: 0
Engineering: 2
Mojo: 0

Gear:
Decent Firearm: +1 ranged damage
Stun Pistol: BEND to BEND target with <=3 Thuggery
Body Armor (+6 hit pool, +2 on BEND)
Medpack (destroy and BEND crew to restore other crew to BENT)



sonofzeal - Dan Bestial Depravity Jones, flying The Destructinator
Ship
Size 1 - Speed 6 - Defence 5

Outer: Polytitanium Armor (hp 24/24, DR 1)
Front: 1 shield - Nomi Shield (hp 8/8)
Left: 4 shield - 40MW Plasma (d12; hp 10/10)
Right: 4 shield - Heavy 18MW Laser (d10; sustained 2; hp 4/4)
Rear: 1 shield - Heavy Hellforce Taurus (T6; hp 5/5)

Special systems: ----

Cargo: 0/1

Captain and Crew
Dan Bestial Depravity Jones

Piloting: 5
Engineering: 0
Mojo: 2
Thuggery: 1

Combat Skills:
Aimed Shot (BEND on a 10, 11, or 12 to choose facing hit)
Gunner (Accuracy: +to-hit and +damage)

Non-Combat Skills:
Expert Narcotics




Bill "Wrencher" Gilbon
Piloting: 0
Engineering: 4
Mojo: 0
Thuggery: 1

Combat Skills:
--



Jarn Filsnapper
Piloting: 0
Engineering: 0
Mojo: 0
Thuggery: 3

Combat Skills:
Sharpshooter: +1 rolls w/ ranged attacks

sonofzeal
2013-01-09, 07:48 AM
Play Order

Unless there's any other suggestions (this is all me figuring things out after all), I'll be rolling initiative for everyone. Once initiative is rolled for the turn... well, the face-to-face rules are fast paced, but since each action is small it'd bog down in this format. There's official rules on modifying the game for email (!), but I haven't read it yet and it's a pretty substantial change, some of which doesn't apply here since we have a dice roller. As a result, I'll recommend something like the following:


Sam utters a raucous "YEEE-HAW" through the intercom as he barrels in on the cruiser, both lasers blazing scorching trails across the heavens.

Won Initiative: Advance to "Short" range.

1) Fire my right-side Laser at Bogey 1: [roll0]. 5 damage.

2) Fire my left-side Laser at Bogey 1: [roll1]. 5 damage.



CONDITIONAL:
- If either laser misses, BEND Sam for Accuracy maneuver: +4 to-hit.

- If both hit, BEND Sam for Accuracy: +4 damage on the second one. Add a pithy quote to the effect of "die, humie scum!".

- If I take a hit for more than 3 hull damage, BEND Jane for Damage Control: -6 damage.

Once everyone's submitted a docket, I'll post the results, roll Initiative again, and a new turn begins. If something happens to prevent one of your actions from working, or you simply make a mistake with it, the official rulebook stance is that your action is lost but all appropriate costs are refunded. This will apply to enemies too.

headwarpage
2013-01-09, 09:47 AM
Since none of us have actually played this game, let's just put my shields 3 left, 3 right, 2 front, 2 back for now. If I get blown up in the first fight, I'll know I did something wrong.

I'm tempted to fiddle with my ship/crew more, but screw it - let's get started as soon as ChrisClark13 is ready.

ScrambledBrains
2013-01-09, 10:38 AM
I think I'll put my points at 5/facing.

@^I'm not too worried about my guys being blown up...taken prisoner, on the other hand, might be a legitimate concern for a boarding party...:smalleek::smallbiggrin:

headwarpage
2013-01-09, 10:48 AM
I'm kind of wondering if a boarding party of only 2 or 3 guys is viable, myself. Without the combat rules (I can't see them either, btw), I expect a lot of surprises in the first few battles.

I'm hoping our GM will be generous with retcons and stat alteration once we get started.

ScrambledBrains
2013-01-09, 11:17 AM
I'm kind of wondering if a boarding party of only 2 or 3 guys is viable, myself. Without the combat rules (I can't see them either, btw), I expect a lot of surprises in the first few battles.

I'm hoping our GM will be generous with retcons and stat alteration once we get started.

Same, on both counts. But whether the boarding party can be done with minimal people, we shall soon see. If need be, my characters will die. Remember, this is a learning experiment. :smallsmile:

headwarpage
2013-01-09, 11:28 AM
Same, on both counts. But whether the boarding party can be done with minimal people, we shall soon see. If need be, my characters will die. Remember, this is a learning experiment. :smallsmile:

Yep. As long as our deaths are entertaining, it's all good.

Elbeyon
2013-01-09, 01:55 PM
Ship, Quick Reference
Size 3 - Speed 4 - Defence 1

Sensor Intensity 2

Outer: Steel Armor (hp 6/6), Titanium Armor (hp 12/12)
Front: 0/0 shield - Steel Armor (hp 6/6), H. 10MW Laser (D6, hp 16/16)
Left: 0/0 shield - Cargo Bay (hp 8/8), S-H. Thruster (T8; hp 6/6)
Right: 0/0 shield - Cargo Bay (hp 8/8), H. Thruster (T4; hp 12/12)
Rear: 0/0 shield - Cargo Bay (hp 8/8), Cargo Bay (hp 8/8), Cargo Bay (hp 8/8)

Special systems: High-Grade Sensor Array

Structural Design Specialist: Systems have DR +1

Cargo: 0/13

Ship, Full Design

{table="head;width=554px"]{colsp=1}Skitter (Image) ($24,300) (http://fc06.deviantart.net/fs70/i/2012/094/d/e/spaceship_by_vizg-d4uze1y.png)
{table="head;width=554px"]{colsp=8}Outer Armor Slots
System: | Steel Armor | HP: | 6/6 | DR: | 1 | Cost: | 300
System: | Titanium Armor | HP: | 12/12 | DR: | 1 | Cost: | 1200
[/table]
{table="head;width=554px"]{colsp=10}Front Facing 0/0
System: | Steel Armor | Slot Type: | Armor/Cargo | HP: | 6/6 | DR: | 1 | Cost: | 300
System: | H. 10 MW Laser Cannon | Slot Type: | Heavy Weapon | HP: | 16/16 | DR: | 2 | Cost: | 2,000
[/table]
{table="head;width=554px"]{colsp=10}Left Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | S-H Generic Thruster | Slot Type: | Heavy Engine | HP: | 6/6 | DR: | 4 | Cost: | 6,000
[/table]
{table="head;width=554px"]{colsp=10}Core
System: | Empty | Slot Type: | Heavy Shield | HP: | 0/0 | DR: | 0 | Cost: | 0
[/table]
{table="head;width=554px"]{colsp=10}Right Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | H Generic Thruster | Slot Type: | Heavy Engine | HP: | 12/12 | DR: | 2 | Cost: | 3,000
[/table]
{table="head;width=554px"]{colsp=10}Back Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
[/table]
[/table]

{table="head;width=675px"]{colsp=4}Information
{table=head]{colsp=2}STATS
Speed: | 4
Defense: | 1
Size: | 3
Max Crew : | 3/3
Max Shields: | 0/0
Regen: | 0
Crew Hit Pool | 12/12
Credits: | $3,931
[/table]
|{table=head]Special Systems 1/3($500)
High-Grade Sensor Array($500)
[/table]
|{table=head]{colsp=2}Cargo 0/13
Left Cargo Bay|Empty
Right Cargo Bay|Empty
Back Cargo Bay (Top)|Empty
Back Cargo Bay (Middle)|Empty
Back Cargo Bay (Bottom)|Empty
Size Bonus|Empty
[/table]
|{table=head]{colsp=4}Weapons
Type: | H. 10 MW Laser Cannon | Damage: | D6
[/table][/table]


Crew:

{table="head"]{colsp=3} Crew ($7,550)
{table="head;width=180px"]Eve, Captain ($800) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 1
Engineering: 4
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
Engine Repair
Science Officer
Structural Design Specialist
Engine Designer
Weapon Designer
[/table]
{table="head;width=200px"]Equipment
Advanced Repair Kit
Stimpack
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Clayton, Fencer ($6,150) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 0
Engineering: 0
Mojo: 3
Thuggery: 3
[/table]
{table="head;width=200px"]Skills
Expert Forgery
Expert Negotiator
[/table]
{table="head;width=200px"]Equipment
Body Armor
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Jill, Pilot ($600) (Image) (http://fc00.deviantart.net/fs71/f/2012/078/5/9/green_eyes_by_sunamori-d35447c.jpg)
{table="head;width=200px"]Stats
Piloting: 2
Engineering: 0
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
None
[/table]
{table="head;width=200px"]Equipment
None
[/table]
[/table]
[/table]

ChrisClark13
2013-01-09, 02:53 PM
I'm pretty sure I'm going to be going with a Size 2 Ship since I need the slots XD. Its going to be a bit slow, but it'll be armed with fun fun lasers.

Speaking of lasers, are there any better lasers I can buy to link to some Prysm Coils? I like the idea of slicing enemy ships into little pieces.

Edit: I'm going to need Engineers because Prysm Coils are fragile...

Shopping List
$30,000 - Weapons
Size 2 Frame -$1,000
2x Weapon Slots -$1,000
2x 18MW Laser Cannons - $5,000
2x Prysm Coils - $4,000
$19,000 - Engines
2x Engine Slots -$1,000
2x Hellforce Tarus -$6,400
$11,600 - Armor/Shields
Kaitrite Armor -$2,500
Shield Slot -$500
Nomi Light Generator -$3,500
$5,100 left
Ship
(Outer): Kaitrite Armor
Front: Nomi Light Generator
Back: Hellforce Tarus
Left: 18MW Laser Cannon
Right: 18MW Laser Cannon
(Core): Hellforce Tarus
Special Systems: 2x Prysm Coil
Captain
Kurtis Hikari
Piloting: 0
Engineering: 3 (6 pts)
Mojo: 4 (10 pts)
Thuggery: 1 (1 pt)

Combat Skills

Non-Combat Skills

Maneuvers
Crew:
Homura Hamasaki
(COMING SOON)

(another crew member maybe? do I have to have 3?)
COMING SOON

Elbeyon
2013-01-09, 03:17 PM
Military Laser Cannon (Laser Weapon, Sustained Fire 1) D10, HP16, $4000 Description: Like most military systems, military lasers inflict significantly more damage and are considerably sturdier than civilian models. They are also all but impossible to acquire legally.

Those are all the lasers(all three) in the book. I don't think you could even dock at any place with those weapons, unless the place is completely devoid of any type of law.

sonofzeal
2013-01-09, 06:30 PM
Mind if I make a small some adjustments then? I made a change to my ships design with that in mind. P: Obviously if the bonus is bigger on larger systems I'll change some of my systems to be bigger!
Adjust away!


I'm kind of wondering if a boarding party of only 2 or 3 guys is viable, myself. Without the combat rules (I can't see them either, btw), I expect a lot of surprises in the first few battles.
The advantage generally goes to the side with the highest total Thuggery... but then skills and items make that a bit more complicated, and defenders get an extra little "resistance" advantage based on the size of their ship. The Stun Gun might go a long way towards giving the needed edge, all by itself. We'll see!

Elbeyon
2013-01-09, 07:16 PM
Ship, Quick Reference
Size 3 - Speed 4 - Defence 1

Sensor Intensity 2

Outer: Steel Armor (hp 6/6), Titanium Armor (hp 12/12)
Front: 0/0 shield - Steel Armor (hp 6/6), H. 10MW Laser (D6, hp 16/16)
Left: 0/0 shield - Cargo Bay (hp 8/8), S-H. Thruster (T8; hp 6/6)
Right: 0/0 shield - Cargo Bay (hp 8/8), H. Thruster (T4; hp 12/12)
Rear: 0/0 shield - Cargo Bay (hp 8/8), Cargo Bay (hp 8/8), Cargo Bay (hp 8/8)

Special systems: High-Grade Sensor Array

Structural Design Specialist: Systems have DR +1

Cargo: 0/13

Ship, Full Design

{table="head;width=554px"]{colsp=1}Skitter (Image) ($24,300) (http://fc06.deviantart.net/fs70/i/2012/094/d/e/spaceship_by_vizg-d4uze1y.png)
{table="head;width=554px"]{colsp=8}Outer Armor Slots
System: | Steel Armor | HP: | 6/6 | DR: | 1 | Cost: | 300
System: | Titanium Armor | HP: | 12/12 | DR: | 1 | Cost: | 1200
[/table]
{table="head;width=554px"]{colsp=10}Front Facing 0/0
System: | Steel Armor | Slot Type: | Armor/Cargo | HP: | 6/6 | DR: | 1 | Cost: | 300
System: | H. 10 MW Laser Cannon | Slot Type: | Heavy Weapon | HP: | 16/16 | DR: | 2 | Cost: | 2,000
[/table]
{table="head;width=554px"]{colsp=10}Left Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | S-H Generic Thruster | Slot Type: | Heavy Engine | HP: | 6/6 | DR: | 4 | Cost: | 6,000
[/table]
{table="head;width=554px"]{colsp=10}Core
System: | Empty | Slot Type: | Heavy Shield | HP: | 0/0 | DR: | 0 | Cost: | 0
[/table]
{table="head;width=554px"]{colsp=10}Right Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | H Generic Thruster | Slot Type: | Heavy Engine | HP: | 12/12 | DR: | 2 | Cost: | 3,000
[/table]
{table="head;width=554px"]{colsp=10}Back Facing 0/0
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
System: | Cargo Bay | Slot Type: | Armor/Cargo | HP: | 8/8 | DR: | 1 | Cost: | 400
[/table]
[/table]

{table="head;width=675px"]{colsp=4}Information
{table=head]{colsp=2}STATS
Speed: | 4
Defense: | 1
Size: | 3
Max Crew : | 3/3
Max Shields: | 0/0
Regen: | 0
Crew Hit Pool | 18/18
Credits: | $3,991
[/table]
|{table=head]Special Systems 1/3($500)
High-Grade Sensor Array($500)
[/table]
|{table=head]{colsp=2}Cargo 0/13
Left Cargo Bay|Empty
Right Cargo Bay|Empty
Back Cargo Bay (Top)|Empty
Back Cargo Bay (Middle)|Empty
Back Cargo Bay (Bottom)|Empty
Size Bonus|Empty
[/table]
|{table=head]{colsp=4}Weapons
Type: | H. 10 MW Laser Cannon | Damage: | D6
[/table][/table]


Crew:

{table="head"]{colsp=3} Crew ($7,750)
{table="head;width=180px"]Eve, Captain ($1,400) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 1
Engineering: 4
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
Engine Repair
Science Officer
Structural Design Specialist
Engine Designer
Weapon Designer
[/table]
{table="head;width=200px"]Equipment
Advanced Repair Kit
Stimpack
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Clayton, Fencer ($5,750) (Image) (http://www.google.com/url?source=imglanding&ct=img&q=http://3.bp.blogspot.com/-g_0CeZaWQrY/UC6vQFNuyPI/AAAAAAAAKKY/hPy4pHjNY7s/s1600/XCOMEU_gc_Chryssalid.png&sa=X&ei=oJjsUIPwBs6tqAGLloDQCA&ved=0CAoQ8wc4Dg&usg=AFQjCNHF4xRSrdeY5T-j1Irp17Aox0U3hw)
{table="head;width=200px"]Stats
Piloting: 0
Engineering: 0
Mojo: 3
Thuggery: 3
[/table]
{table="head;width=200px"]Skills
Expert Forgery
Expert Negotiator
[/table]
{table="head;width=200px"]Equipment
Body Armor
Fragmentation Grenade
[/table]
[/table]|{table="head;width=180px"]Jill, Pilot ($600) (Image) (http://fc00.deviantart.net/fs71/f/2012/078/5/9/green_eyes_by_sunamori-d35447c.jpg)
{table="head;width=200px"]Stats
Piloting: 2
Engineering: 0
Mojo: 0
Thuggery: 1
[/table]
{table="head;width=200px"]Skills
None
[/table]
{table="head;width=200px"]Equipment
None
[/table]
[/table]
[/table]

sonofzeal
2013-01-09, 07:48 PM
@Everyone. How should we go about spiting our gains? I'd prefer if the cost of fuel/repairs are taken out of the total before we get our shares. I'm unsure about crew salary though.. Thoughts?
Here's the rulebook on the matter:


Travelling around the galaxy costs money. Captains need to keep
their ship supplied with fuel, their crew supplied with booze, and their weapons
supplied with bullets. Travelling between star systems costs 10 credits per
lightyear, multiplied by the ship’s size class. In addition, the captain must pay
each of his crew each month. Typically, crew cost 100 credits for every point
they have in each stat, plus 100 for every level worth of skills they have. (So a
level 3 combat skill would cost $300 a month.) A typical ship can store enough
fuel and booze to travel 50-75 lightyears, regardless of it’s size. (Larger ships
have larger fuel tanks, so they even out.)
Players and GMs can calculate operating expenses at the end of
missions or as they go, depending on their playing preferences. To minimize
bookkeeping, GMs can guesstimate the time and distance travelled at the end
of a mission and levy the appropriate costs.

headwarpage
2013-01-09, 08:03 PM
OOC I'd suggest paying all repairs, fuel, and crew expenses before splitting the profits. Since we have different sized ships and differently skilled crews, it would be unfair if one person makes more money off a mission that we all contributed equally to.

IC I'm all for splitting the total take and having each captain pay his own expenses, since I have a small ship and only two crew members.

Either way, I'd prefer to do it at the end of a mission, rather than as we go.

The worst part of forming a pretend space corporation is drafting the pretend space bylaws.

sonofzeal
2013-01-09, 09:06 PM
OOC I'd suggest paying all repairs, fuel, and crew expenses before splitting the profits. Since we have different sized ships and differently skilled crews, it would be unfair if one person makes more money off a mission that we all contributed equally to.

IC I'm all for splitting the total take and having each captain pay his own expenses, since I have a small ship and only two crew members.

Either way, I'd prefer to do it at the end of a mission, rather than as we go.

The worst part of forming a pretend space corporation is drafting the pretend space bylaws.
Lololol. That's all up to you guys though. The Star Thugs universe has some traditions on the matter, but most involve firearms (if you're a pirate and/or in Vega sector), or squads of attorneys (if you're in Lyra sector). You're in Orion though, so you're pretty much on your own for how you want to handle this.

ScrambledBrains
2013-01-09, 10:21 PM
Lololol. That's all up to you guys though. The Star Thugs universe has some traditions on the matter, but most involve firearms (if you're a pirate and/or in Vega sector), or squads of attorneys (if you're in Lyra sector). You're in Orion though, so you're pretty much on your own for how you want to handle this.

If it's up to us, I agree with headwarpage.

Also, I'm very glad to see everyone. :smallsmile:

sonofzeal
2013-01-09, 10:58 PM
You can always RP it in-character when it comes up... which might give certain Thug-heavy crews a decided edge. :smallamused:

headwarpage
2013-01-09, 10:58 PM
Actually, I was thinking it might be fun to table the issue until after our first mission. You know, when we have a pile of actual loot to fight over. We can agree OOC to split it after expenses when it's all said and done, though.

On an unrelated topic, I decided it was finally time to give my crew members names:

Xax-Bob (FKA Blue 5)
You don't see a lot of starship pilots in bib overalls...

Ca$h Money (FKA Gray 17)
Absolutely refuses to give any other name, and doesn't understand why everybody calls him Buck (which I will do in every post after this one). Good with engines, but there's the off-chance that his bling gets too close to an intake valve someday.

Elbeyon
2013-01-09, 11:01 PM
Awesome that means a majority. Just to get a idea of what upkeep going to be like.

Upkeep:
Fuel Cost Per Lightyear: $70 [Total Size(1+1+2+3) x 10]

Total Monthly Salary: 3,400 +???

Xax-Bob: 600/Month
Ca$h Money: 600/Month
David Cloister: 600/Month
Kole Roth: 500/Month
Clayton: 800/Month
Jill: 300/Month
???

Repairs & Medical Bills: ???
Repairing and Replacing Systems
The Detailed, Realistic And Slow Way:
A damaged system (one that still has 1 or more HP) can be repaired at an appropriate shipyard or spaceport by paying credits equal to 1/4 of it’s original value, regardless of how many HP it has lost. This includes armor systems. Systems which are destroyed (reduced to 0 HP) must be replaced completely, but replacements for destroyed parts only cost 1/2 of the original price (that’s the miracle of warranties and insurance).

The Quick Lazy Bastard Way:
Each system has a flat cost of $50 per hit point to repair if it’s damaged or $100 per hit point if it’s destroyed. Gamers who don’t want to spend time after each mission looking up the price of components should use this method. Gamers who would have an aneurysm about how blatantly unrealistic it is should use the other method. The GM can rule that certain systems (particularly the very expensive ones) cost ore per HP to repair. Note that HP which are restored during combat are considered lost again after a ship docks--jury-rigged parts and such won’t last very long, so even if a system is repaired in battle, the player must still pay to repair it afterwards.

Healing Injuries
Modern medical technology is such that any injury can be healed with sufficient time and money. It typically costs $200 and three days of rest and treatment at a medical facility to fully heal an injured crew. Captains are just plain cooler than normal people and thus they heal in one day. Captains can simply replace injured crew instead of paying to have them treated, but that makes them [Redacted]. (In more specific terms, the morale of the surviving crew will tend to suffer when this option is taken.) Crew which are missing substantial portions of their anatomy are considerably more expensive to treat--missing limbs can run up to $1000 for a basic replacement, and missing torsos and other faustian injuries can cost up to $5,000 to treat. The cost and quality of medical treatment varies from planet to planet as well.

Dead crew cannot be healed. The people who could actually “heal” a dead person aren’t the kind of people you’d want to be hanging around anyway. Dead crew can only be replaced by purchasing new crew.


Of course there might very well be a discount for self repairs :smallwink:, That'd could cut down costs. *Eyes high engi stat/skills*

ScrambledBrains
2013-01-10, 12:52 AM
You can always RP it in-character when it comes up... which might give certain Thug-heavy crews a decided edge. :smallamused:

Woot! :smallamused::smallbiggrin:


Actually, I was thinking it might be fun to table the issue until after our first mission. You know, when we have a pile of actual loot to fight over. We can agree OOC to split it after expenses when it's all said and done, though.


Good point, we can simply wait till we're actually dealing with goods.


Awesome that means a majority. Just to get a idea of what upkeep going to be like.

Upkeep:
Fuel Cost Per Lightyear: $70 [Total Size(1+1+2+3) x 10]

Total Monthly Salary: 3,400 +???

Xax-Bob: 600/Month
Ca$h Money: 600/Month
David Cloister: 600/Month
Kole Roth: 500/Month
Clayton: 800/Month
Jill: 300/Month
???

Repairs & Medical Bills: ???
Repairing and Replacing Systems
The Detailed, Realistic And Slow Way:
A damaged system (one that still has 1 or more HP) can be repaired at an appropriate shipyard or spaceport by paying credits equal to 1/4 of it’s original value, regardless of how many HP it has lost. This includes armor systems. Systems which are destroyed (reduced to 0 HP) must be replaced completely, but replacements for destroyed parts only cost 1/2 of the original price (that’s the miracle of warranties and insurance).

The Quick Lazy Bastard Way:
Each system has a flat cost of $50 per hit point to repair if it’s damaged or $100 per hit point if it’s destroyed. Gamers who don’t want to spend time after each mission looking up the price of components should use this method. Gamers who would have an aneurysm about how blatantly unrealistic it is should use the other method. The GM can rule that certain systems (particularly the very expensive ones) cost ore per HP to repair. Note that HP which are restored during combat are considered lost again after a ship docks--jury-rigged parts and such won’t last very long, so even if a system is repaired in battle, the player must still pay to repair it afterwards.

Healing Injuries
Modern medical technology is such that any injury can be healed with sufficient time and money. It typically costs $200 and three days of rest and treatment at a medical facility to fully heal an injured crew. Captains are just plain cooler than normal people and thus they heal in one day. Captains can simply replace injured crew instead of paying to have them treated, but that makes them [Redacted]. (In more specific terms, the morale of the surviving crew will tend to suffer when this option is taken.) Crew which are missing substantial portions of their anatomy are considerably more expensive to treat--missing limbs can run up to $1000 for a basic replacement, and missing torsos and other faustian injuries can cost up to $5,000 to treat. The cost and quality of medical treatment varies from planet to planet as well.

Dead crew cannot be healed. The people who could actually “heal” a dead person aren’t the kind of people you’d want to be hanging around anyway. Dead crew can only be replaced by purchasing new crew.


Of course there might very well be a discount for self repairs :smallwink:, That'd could cut down costs. *Eyes high engi stat/skills*

Well...that means we'll need to get some money soon, cause with the scraps we have left after char-gen, we'd be...dead on our feet for repairs or injury recovery...:smalleek:

sonofzeal
2013-01-10, 02:20 AM
Well...that means we'll need to get some money soon, cause with the scraps we have left after char-gen, we'd be...dead on our feet for repairs or injury recovery...:smalleek:
Just ask Mal and Zoe... or Spike and Jet... or heck, Han and Chewie for that matter. No small independent ship is ever more than a botched mission or two from bankruptcy.

ScrambledBrains
2013-01-10, 02:25 AM
Just ask Mal and Zoe... or Spike and Jet... or heck, Han and Chewie for that matter. No small independent ship is ever more than a botched mission or two from bankruptcy.

...I recognize the second reference(I think Cowboy Bebop...) and the third is obviously Star Wars, but what are Mal and Zoe from?

sonofzeal
2013-01-10, 04:55 AM
...I recognize the second reference(I think Cowboy Bebop...) and the third is obviously Star Wars, but what are Mal and Zoe from?
http://2.bp.blogspot.com/_mfHLcqTExH0/TT5YWB1dwRI/AAAAAAAAAKg/jsC2WolyGkc/s1600/bts-mal-zoe-screwball.jpg
That'd be "Firefly". People were discussing the resemblance early in the first thread.

sonofzeal
2013-01-10, 06:14 AM
Actually, I was thinking it might be fun to table the issue until after our first mission. You know, when we have a pile of actual loot to fight over. We can agree OOC to split it after expenses when it's all said and done, though.

On an unrelated topic, I decided it was finally time to give my crew members names:

Xax-Bob (FKA Blue 5)
You don't see a lot of starship pilots in bib overalls...

Ca$h Money (FKA Gray 17)
Absolutely refuses to give any other name, and doesn't understand why everybody calls him Buck (which I will do in every post after this one). Good with engines, but there's the off-chance that his bling gets too close to an intake valve someday.
Just a note - if you hadn't renamed them, your crew would have been giant smileyfaces with arms and legs. And sharp, abnormally long teeth. And murderous instincts unrestrained by even a vestigial conscience.

...and before you ask, yes that's part of the official setting, yes they're active in your part of the galaxy, and yes I'll be foisting them off as crewmembers to anyone else who doesn't assign names. :smallcool:

headwarpage
2013-01-10, 07:49 AM
Suddenly, I feel much more ok about making my crew comic relief.

To clarify, Mal and Zoe are from Firefly. Which you should watch. It's streaming on Netflix, or at least it was a while ago.

sonofzeal
2013-01-10, 08:22 AM
Suddenly, I feel much more ok about making my crew comic relief.
Did I not mention? Setting humor is frigging black. The second-largest religion, galactically, is The Church of GhazPORK, the "Mega-Destructifying Bang-Boom God of Glorious Breakage." The tenets of the church depends largely on who you ask and how much they've had to drink, but generally range from "always be drinking or blowing sh*t up" to "always be drinking AND blowing sh*t up".

Point is, comic relief is par for the course. Just don't derail the game with it.



...OTOH, I've been impressed with how much effort has been put into making the technology actually rational. If you ask me how shields function, there's a very elegant explanation that I'm actually shocked I've never seen before since it's something that could actually work. The short story is that it involves powerful electromagnets, modulation of the magnetic fields via interference patterns, and a cloud of very small and highly magnetized (and reflective) particles travelling very quickly around the ship. Shield damage generally demagnetizes the particles or knocks them out of the loop somehow, and shield regen rate is how quickly you can remagnetize them and spin them up to the shield's speed. And the rulebook encourages a certain method of playing around with that:


If a player comes up with an ingenious way to conduct a charged particle field through his sensors to disrupt an enemy’s shields, then the best thing is to just let them do bit.

Point is, if you want to treat this as Hard Sci-fi and mess with the logical implications of things, that's fine too. Just don't derail the game with it.

headwarpage
2013-01-10, 09:40 AM
Yeah, I got the impression that taking the setting 100% seriously wasn't really encouraged. I wasn't planning to derail the game with it at all. At most, it will lead to some silly banter that nobody has to read.

Ok, I'll bite - what's the largest galactic religion?

sonofzeal
2013-01-10, 10:11 AM
Yeah, I got the impression that taking the setting 100% seriously wasn't really encouraged. I wasn't planning to derail the game with it at all. At most, it will lead to some silly banter that nobody has to read.

Ok, I'll bite - what's the largest galactic religion?
The Sanctious Galactica. If it seems to bear a startling resemblance to a certain major real-world religion, well, that's not a coincidence. Crazy thing is, though, I can think of three separate explainations for why that might be the case, and I'm not sure off the top of my head whether the book even establishes which of the three it is.

The three are:

- It was brought to Earth by the Reticulis. They had extensive contact with the Phonecians, who were fairly dominant in the right part of the world from 1500 to 300 BC.

- It was exported from Earth at some unknown point. Much of the galaxy at large views Earth's media... and as the Emperor of the Maggottonians once said, "if that doesn't fill you with shame, it should at least fill us with shame seeing as how we're still watching it." Star Trek is a highly popular comedy in the galactic circuit, for instance. The timing would get a little awkward in this case, but it's vaguely possible.

- Earth's dominant psionic ability is a sort of grand-scale vague cosmic awareness that's useless for telling what card someone's holding up, but fairly good at picking up large-scale trends. This helps explain why you'll find pseudo-french and pseudo-japanese cultures in space: not because they're copied from earth, but because we copied them without even realizing it. A highly-trained human psychic can't read minds or bend spoons without good oldfashioned sleight of hand, but they can tap into knowledge or skills possessed by vast numbers of sentients across the galaxy, and make use of it themselves. Knowingly or unknowingly importing a galactic religion to Earth that way would be entirely feasible.

(edit) I just checked. Opinion in-universe is generally divided between #1 and #3, and nobody really knows which. It's pretty certainly not a coincidence either way.

ScrambledBrains
2013-01-10, 10:46 AM
Suddenly, I feel much more ok about making my crew comic relief.

To clarify, Mal and Zoe are from Firefly. Which you should watch. It's streaming on Netflix, or at least it was a while ago.

Same. :smalleek:

Yeah...I probably should. I'll be honest, I've never been a big fan of live action TV shows.

headwarpage
2013-01-10, 11:40 AM
You should make an exception. It's really, really good. I don't think there's a sci-fi series I've enjoyed more.

ScrambledBrains
2013-01-10, 12:12 PM
You should make an exception. It's really, really good. I don't think there's a sci-fi series I've enjoyed more.

I'll see what I can do. :smallsmile:

sonofzeal
2013-01-10, 06:43 PM
Yeeeeeah, I expect much quoting (https://www.youtube.com/watch?feature=endscreen&NR=1&v=znxFrgql5dc) from Firefly (https://www.youtube.com/watch?v=NPRlHwwVIug). And the movie (https://www.youtube.com/watch?v=G1IMM5XOwaM). Which, since the galactic community tends to enjoy Earthian sci-fi, can be done without breaking character.

ScrambledBrains
2013-01-10, 07:26 PM
Yeeeeeah, I expect much quoting (https://www.youtube.com/watch?feature=endscreen&NR=1&v=znxFrgql5dc) from Firefly (https://www.youtube.com/watch?v=NPRlHwwVIug). And the movie (https://www.youtube.com/watch?v=G1IMM5XOwaM). Which, since the galactic community tends to enjoy Earthian sci-fi, can be done without breaking character.

I plan to do some quoting of Red Dwarf meself. :smallbiggrin:

sonofzeal
2013-01-10, 07:43 PM
I plan to do some quoting of Red Dwarf meself. :smallbiggrin:
Just no Monty Python. Or at least, it never got nearly the same market penetration that it did on Earth, so nobody will get the references. Won't stop some from trying though.




I'm ready to start as soon as ChrisClark13 finishes his captain.

ChrisClark13
2013-01-10, 08:03 PM
Sheet is getting there, but I'm confused on some things, no small part of it probably due to that I can't open ".one" files and thus can't look at the combat rules.

Also, what does it mean when a Maneuver has something like "2 Piloting" right after the name?

Elbeyon
2013-01-10, 08:52 PM
"The cost of a maneuver typically consists of a certain amount of Thuggery, Engineering, Mojo, or Piloting. To use the ability, you must immediately BEND enough crew that their combined total in the relevant stat meets or exceeds the cost. (For example, if a maneuver costs 4 Thuggery, you must BEND 4 Thuggery worth of crew. This means you could BEND a single crew with 4 Thuggery to pay the entire cost himself, or you could BEND four crew with 1 Thuggery each, or anything in between.)"

sonofzeal
2013-01-10, 10:21 PM
Sheet is getting there, but I'm confused on some things, no small part of it probably due to that I can't open ".one" files and thus can't look at the combat rules.
I'll see what I can do tonight. It's pretty simple - players take rounds in order of initiative until everyone's fired all the weapons and activated anything else they wanted to, then a new turn starts.

For ship combat, you roll a flat 1d12 to-hit, with the target number depending on range and enemy defence. If it hits, it does the listed damage. You can modify things (even after rolls have been made) by BENDing crew for maneuvers. See this post (http://www.giantitp.com/forums/showpost.php?p=14491246&postcount=62) for details. Crew Combat is entirely maneuver based. Details are in the same post (http://www.giantitp.com/forums/showpost.php?p=14491246&postcount=62).

The combat reference sheet mostly just has those maneuvers on it, the Range modifiers, and a quick rundown of rolling for initiative.


Also, what does it mean when a Maneuver has something like "2 Piloting" right after the name?
It means you have to "BEND" (tap, for you M:tG players) Crew worth that much or more of the relevant stat to activate it.



--------------------

So far we have:

- a Pilot with two Piloting skills and a Pirate maneuver

- an Engineer with four Engineering skills

- a Thug with two Combatant skills and a Bounty Hunter maneuver.

...so nobody has Medical or Command skills, or maneuvers off the Mercenary or Trader trees. I'd love to see one of those in action. OTOH, the way this game works PC diversity matters far less than it does in most games, so there's not really any reason why all four can't be ace Pilots/gunners and still do fine. Still, a Mojo-heavy character with Command skills and some non-combat stuff (like "fixer", "sneaking contraband through customs", and "bribery") might fill a valuable niche.

Play what you want though. This is all about shenanigans, so don't take anything too seriously.

Elbeyon
2013-01-11, 01:24 AM
Just noticed the edit.

Of course it's not anywhere as good as a PC, but I did pick up a crew that's decent with the Mojo.

Clayton, 3 Mojo, Expert Forgery and Expert Negotiator

Will hopefully help with stealing ships/transporting illegal goods. And hopefully Negotiator will help things go our way talky wise.

Chris's captain has 4 Mojo so far, no clue on skills yet though D:.

sonofzeal
2013-01-11, 02:07 AM
(another crew member maybe? do I have to have 3?)
No, you don't. It's not mandatory, and there are potential advantages to having an empty berth. Still, two weaker minions are generally more effective than one stronger one, which seems to be the rule of thumb in this system. Exceptions exist, of course.

If you want something else to do with Mojo, I could always post the Psi rules. It takes 8 points to unlock a psi skill, and from there you get access to specific maneuvers for that discipline. The disciplines are...

Ishikendo - large scale, subtle stuff. Human specific.
Telekinesis - Includes cryo/pyrokinesis
Kyaiden - strengthening the body
Telepathy - what it sounds like
ESP - Jedi powers of instantaneous and local prediction/awareness

ScrambledBrains
2013-01-11, 02:36 AM
I actually have a question regarding those points...will we get more later? If not, how does improving our characters work?

sonofzeal
2013-01-11, 03:43 AM
I actually have a question regarding those points...will we get more later? If not, how does improving our characters work?
No, that's it, you effectively get more points. There's some small technical differences - a couple things you can do with "character points" but not "experience points" and vice versa - but it pretty much amounts to technicalities. I'll cover that when it comes up, but reading through myself I definitely got the impression you can think of them the same and everything will be fine.

headwarpage
2013-01-11, 08:06 AM
Actually, if it's not too late, I think I'd like to switch my maneuver to Timed Shot, off the Mercenary tree.

Clarification - when you bend crew to activate a maneuver, does the bent crew have to have the maneuver, or have had anything to do with the action you're applying the maneuver to? For instance, if I hit with my plasma cannon and want to apply Timed Shot, can I bend my co-pilot (3 Piloting) instead of my captain?

Elbeyon
2013-01-11, 08:13 AM
There are certain abilities which any member of a player’s crew may use. These special abilities are called “Maneuvers”. Maneuvers are typically owned by the player rather than any particular crew member or captain. Maneuvers have their own section on the crew sheet to represent the fact that they are separate from the crew. Any crewman may use any maneuver the player owns.

Can't wait to get started P:.

sonofzeal
2013-01-11, 09:15 AM
Heads up - I'll get things rollling in about 12 hours, but I'm open to any retroactive tweaking anyone wants to do at any point.

ScrambledBrains
2013-01-11, 12:42 PM
Heads up - I'll get things rollling in about 12 hours, but I'm open to any retroactive tweaking anyone wants to do at any point.

Sweet! :smallcool:

headwarpage
2013-01-11, 01:50 PM
There are certain abilities which any member of a player’s crew may use. These special abilities are called “Maneuvers”. Maneuvers are typically owned by the player rather than any particular crew member or captain. Maneuvers have their own section on the crew sheet to represent the fact that they are separate from the crew. Any crewman may use any maneuver the player owns.

Can't wait to get started P:.

Which raises yet another question: when you do something like fire a weapon, do you actually indicate which crew member is doing it? Or if you bend a crew for a maneuver, does that just mean it's assumed that crew was firing the weapon all along?

Can't wait to get started.

sonofzeal
2013-01-11, 03:53 PM
Which raises yet another question: when you do something like fire a weapon, do you actually indicate which crew member is doing it? Or if you bend a crew for a maneuver, does that just mean it's assumed that crew was firing the weapon all along?

Can't wait to get started.

As I've said before - firing a weapon doesn't BEND a crew, it BENDs the weapon. Someone's gotta be there to press the button, but they aren't focusing on it... unless you're calling out the Accuracy maneuver, which BENDs one crew and adds their Piloting to the roll.

Crew combat does BEND to fire a weapon though, since all basic attacks are made through the Firefight and Melee Attack maneuvers.

In general, crew only BENDs if you're using a maneuver, or through combat damage. Damage status goes "normal -> BENT -> INJURED -> KILLED". Two damaging effects that would BEND you stack to Injured (but a third would be wasted; you need something capable of inflicting Injured a second time to kill). Injured crew are permanently BENT until they get rid of the condition somehow; I'll have to look it up when it happens.

Elbeyon
2013-01-11, 04:02 PM
I think the player can fluff it however they want within reason?

For my ship I'm thinking I'm going to go all commander fluff. My captain telling everyone what to do. Though I think it'd make sense if the guys doing the accuracy maneuver is the one firing, unless ya got some battle software then who knows! I'm still a little partial to the person that uses the accuracy maneuver as a spotter even if that no longer has a basis in the rules I thought existed but didn't xD.

sonofzeal
2013-01-11, 04:28 PM
I think the player can fluff it however they want within reason?

For my ship I'm thinking I'm going to go all commander fluff. My captain telling everyone what to do. Though I think it'd make sense if the guys doing the accuracy maneuver is the one firing, unless ya got some battle software then who knows! I'm still a little partial to the person that uses the accuracy maneuver as a spotter even if that no longer has a basis in the rules I thought existed but didn't xD.
Hey, go for it! Fluff is explicitly mutable.

Also, battle software exists, but usually isn't installed by default. Very little on a ship is truly automated. You're welcome to try, but y'see... well... hackers. And technoempaths. And... let's just say, it's not advised.

Elbeyon
2013-01-11, 04:37 PM
Yeah the only computer special system I'm even considering(right now) is the fuel distribution one. If someone hacks that one it's not so bad, though if they do they are kinda... a erm.. for going that far just to reduce my fuel mileage in a fight :smallbiggrin:.

Edit: Awesome. Yeah that's the word.

ScrambledBrains
2013-01-11, 04:44 PM
Yeah the only computer special system I'm even considering(right now) is the fuel distribution one. If someone hacks that one it's not so bad, though if they do they are kinda... a erm.. for going that far just to reduce my fuel mileage in a fight :smallbiggrin:.

Edit: Awesome. Yeah that's the word.

:smallbiggrin::smallbiggrin::smallbiggrin:

ChrisClark13
2013-01-11, 08:11 PM
This should be it, or it will be it soon.
I noticed that for some reason my (Core) slot got dropped, effectively throwing $3,700 into a black hole.

Tell me if you think I should change something around.

Edit: Changed some things around, mostly Homura doesn't have a Flash Blade anymore due to accidentally spending too much.

Shopping List
$30,000 - Weapons
Size 2 Frame -$1,000
2x Weapon Slots -$1,000
2x 18MW Laser Cannons - $5,000
2x Prysm Coils - $4,000
$19,000 - Engines
2x Engine Slots -$1,000
2x Hellforce Tarus -$6,400
$11,600 - Armor/Shields
Kaitrite Armor -$2,500
Shield Slot -$500
Nomi Light Generator -$3,500
$5,100 left
Ship
(Outer): Kaitrite Armor
Front: Nomi Light Generator
Back: Hellforce Tarus
Left: 18MW Laser Cannon
Right: 18MW Laser Cannon
(Core): Hellforce Tarus
Special Systems: 2x Prysm Coil
Captain
Kurtis Hikari, The Captain
A Kitsune who likes to get rough. He dropped out of a University to be a Captain of a Starship because he was bored and now he loves it. Especially the part where he cuts the other ship up with FRICKIN LASER BEAMS.
Oh, what's a Kitsune you ask? They're anthropomorphic foxes of course! They aren't as magical as the stories put them out to be, but some do spontaneously grow extra tails as they get older. Extra tails used to be a symbol of royalty back in the old days, but no one really cares anymore. It's debated whether or not Earth got the idea of the Kitsune from them and I don't really know, but they mainly live in space now a days.
Piloting: 0
Engineering: 0
Mojo: 3 (6 pt)
Thuggery: 1 (1 pt)

Combat Skills
Finesse (3 pt)
Combat Officer (3 pt)
Weapons Officer (3 pt)
Commander (4 pt)

Maneuvers
Nice Shot (2 pt)
Shield Spike (3 pt)

Equipment
Flashblade - $500 +2 to Melee damage
Crew:
Homura Hamasaki, Pilot
A feisty 3-tailed Kitsune who fancies herself a romantic sky pirate type, but in space ya know. Used to be in a Roleplaying Club with Kurtis back in Highschool.
Pilot: 3 ($1,500)
Engineer: 0
Mojo: 0
Thuggery: 2 ($500)

Xerion, Engineer
A yellow MLP-style Pegasus with green hair. Apparently Equestria is real somewhere out in space. He does good work though, so I don't really care how he manages to fix things with no hands.
Pilot: 0
Engineer: 3 ($1,500)
Mojo: 0
Thuggery: 1 ($100)

Combat Skills
Weapon Repair Specialist ($1,000)

Costs
$5,100 to spend
Curtis (Equipment): $500
Homura: $2,000
Xerion: $2,600

Elbeyon
2013-01-11, 08:19 PM
xD and I thought I was going to have the strangest crew. Just glancing over it it all looks fine. One bit of advice though. Know how you can have 10 slots on a size 2? All out of money though? Armor/Cargo slots are free, might as well add them. Even if you never use them it costs you nothing, but if you decide to use them later well... P:

ChrisClark13
2013-01-11, 08:55 PM
Just wondering, how much does it cost to put a Non-Combat skill on a Crew Member?

sonofzeal
2013-01-11, 09:34 PM
Just wondering, how much does it cost to put a Non-Combat skill on a Crew Member?
Checking the rulebook.... the wording doesn't differentiate from Combat or Non-Combat. For now, $1000 for Expert, $3000 for Elite, $10,000 for Freakish. We may lower that later.

IC almost ready......

sonofzeal
2013-01-11, 10:02 PM
Alright, let's get this party started! (http://www.giantitp.com/forums/showthread.php?p=14514220)

I had a bit of trouble with Intiative not going through the first time, so pardon the mess. ScrambledBrains, you get to call the range (either Long or Medium for now). Let's do this first turn step-by step, and move to something more like this (http://www.giantitp.com/forums/showpost.php?p=14498755&postcount=5) later. That means Headwarpage, Elbeyon, and ScrambledBrains get to post a single action (presumably firing a weapon or using a maneuver) each.

Remember, flat 1d12 rolls for shooting unless you're boosting it somehow. Assuming Medium range, target numbers are 9+ for the Presumable Bier and 8+ for the Explosive Chastity.

Elbeyon
2013-01-11, 10:11 PM
Awesome. I won't have much to do in this first combat, really nothing at all but let people hit me.

Question about my sensor. Do I need to bend it or is it always working. I kinda assumed it was always on but I'm not certain.

sonofzeal
2013-01-11, 10:20 PM
Awesome. I won't have much to do in this first combat, really nothing at all but let people hit me.

Question about my sensor. Do I need to bend it or is it always working. I kinda assumed it was always on but I'm not certain.
It's always on, unless the device says "BEND to...". Combat Scanners are like that, but simple High-Grade Scanners just raise your sensor intensity in general.

I suppose I should have given Intensity 2 informatoin then...


USS Explosive Chastity
Size 2 (small for a trade ship), seems to have a good engine though (speed 3), and is armed with a good laser and a howitzer. That's about all you can tell with any certainty right now.


Presumable Bier
Single-person Size 1 craft, no faster than the trade ship (speed 3), but with twin Light Plasma Cannons and better armor. Not a match for you guys, but could do some real damage if the pilot's good.

ScrambledBrains
2013-01-11, 10:25 PM
Alright, let's get this party started! (http://www.giantitp.com/forums/showthread.php?p=14514220)

I had a bit of trouble with Intiative not going through the first time, so pardon the mess. ScrambledBrains, you get to call the range (either Long or Medium for now). Let's do this first turn step-by step, and move to something more like this (http://www.giantitp.com/forums/showpost.php?p=14498755&postcount=5) later. That means Headwarpage, Elbeyon, and ScrambledBrains get to post a single action (presumably firing a weapon or using a maneuver) each.

Remember, flat 1d12 rolls for shooting unless you're boosting it somehow. Assuming Medium range, target numbers are 9+ for the Presumable Bier and 8+ for the Explosive Chastity.

I won range?! :smalleek: Wow...talk about no pressure. :smallwink:

Still, as a boarding specialist...Medium Range works better for me(As a prelude to Small Range.). Still...group thoughts?

Elbeyon
2013-01-11, 10:28 PM
Awesome. More information than I expected, wasn't sure how bad the nebula was going to effect sensors.

What does it take to get that info to the team? Could I just tell them right now or only on my turn.

Elbeyon
2013-01-11, 10:29 PM
Medium Medium!!

If you pick long range they can auto flee uncontested. Though it doesn't seem like they are, they still could D:.

sonofzeal
2013-01-11, 10:33 PM
Awesome. More information than I expected, wasn't sure how bad the nebula was going to effect sensors.

What does it take to get that info to the team? Could I just tell them right now or only on my turn.
I assume you have open communication channels to the others. Feel free to Back-Seat-Pilot or MST3K the fight for them as you prefer. Talking is, as always, a free action.

ScrambledBrains
2013-01-11, 10:40 PM
Medium Medium!!

If you pick long range they can auto flee uncontested. Though it doesn't seem like they are, they still could D:.

In that case, I'll close to Medium range. :smallsmile:

sonofzeal...two questions.

1. Are we allowed to contact the enemy ships?(Like in Star Trek?)[Not that I'm planning to, but I'm curious.]

2. The Tether Cable can only be used in short range?

Elbeyon
2013-01-11, 11:09 PM
I assume you have open communication channels to the others. Feel free to Back-Seat-Pilot or MST3K the fight for them as you prefer. Talking is, as always, a free action.

Sensor findings communicated. P: Hopefully the info all got through with the rambling not being too annoying.

sonofzeal
2013-01-11, 11:21 PM
In that case, I'll close to Medium range. :smallsmile:

sonofzeal...two questions.

1. Are we allowed to contact the enemy ships?(Like in Star Trek?)[Not that I'm planning to, but I'm curious.]

2. The Tether Cable can only be used in short range?
1) Yes. Yes, you can.

2) Yes. If you get a Heavy one, it can be used at Medium with a -4 penalty.

ChrisClark13
2013-01-11, 11:26 PM
Both of the engines I bought are in effect right?

sonofzeal
2013-01-11, 11:30 PM
Both of the engines I bought are in effect right?
...Yes. Which means your Thrust is 6, speed is 3, defence is 1, and Initiative should have been 4. Doesn't make a difference this time, but I'll fix it for next turn. Sorry about that.

ScrambledBrains
2013-01-11, 11:41 PM
1) Yes. Yes, you can.

2) Yes. If you get a Heavy one, it can be used at Medium with a -4 penalty.

Nice. :smallcool:

Kay. :smallsmile:

headwarpage
2013-01-11, 11:44 PM
A couple more questions, sorry...

For my Vulcan, do I take my shots one at a time, or all in one action?

If a ship has armor in the outer facing, then you have to destroy the armor to damage any systems, right?

sonofzeal
2013-01-11, 11:49 PM
A couple more questions, sorry...

For my Vulcan, do I take my shots one at a time, or all in one action?

If a ship has armor in the outer facing, then you have to destroy the armor to damage any systems, right?
1) Yes, one at a time. This often means that a ship with vulcan ends up with way more rounds than those without, which can be either an advantage or disadvantage. Do note that ammo is per-shot, so you'll make better use of your limited ammo supply at shorter ranges... but then that lets enemies get more shots off in the mean time. Always a tradeoff.

2) Usually yes, although some weapons and skills/maneuvers add exceptions. Those are usually rare and/or expensive though.

Elbeyon
2013-01-11, 11:59 PM
D: but it's ScrambledBrains turn, though I think he can only pass.

ScrambledBrains
2013-01-12, 12:12 AM
D: but it's ScrambledBrains turn, though I think he can only pass.

:smallannoyed: I advanced to Medium Range. :smallbiggrin:

sonofzeal
2013-01-12, 12:15 AM
D: but it's ScrambledBrains turn, though I think he can only pass.
Allies can share turns. Easier that way. If you wanna backstab eachother, just toss me a PM first.

Elbeyon
2013-01-12, 12:16 AM
:smalltongue: My bad.

*readies to bend eve to avoid damage*

Edit: Works for me, I think anything that speeds up a PBP is more than welcome in my book.

sonofzeal
2013-01-12, 12:24 AM
:smalltongue: My bad.

*readies to bend eve to avoid damage*

Edit: Works for me, I think anything that speeds up a PBP is more than welcome in my book.
After the first turn, we'll do entire turns in single posts, which should bring it up to snappy speeds. I hope. One can always dream.

headwarpage
2013-01-12, 09:28 AM
My thinking was that we'd post in whatever order we could, then Zeal would resolve everything in initiative order. Otherwise, we'll be waiting days for combat to resolve. If necessary, we can nest if/then statements to the point of absurdity to account for the actions that come before us.

sonofzeal
2013-01-12, 09:35 AM
My thinking was that we'd post in whatever order we could, then Zeal would resolve everything in initiative order. Otherwise, we'll be waiting days for combat to resolve. If necessary, we can nest if/then statements to the point of absurdity to account for the actions that come before us.
Indeed. And I figured we'd start off going a bit more step-by-step, and find ways to speed things up once we're a bit more fluent on the rules. As soon as ChrisClark13 posts, I'll post the new turn's initiative and give my attempt at a swifter system in the process.

Feel free to make suggestions, btw. I've found ways to make D&D flow better, but adapting that to Star Thugs is a little awkward because there's more countering and reactive gameplay. If any of you know a good way to handle "Immediate actions" in PBP, let me know!!!

headwarpage
2013-01-12, 09:43 AM
Well, you only have a few skills/maneuvers that are relevant, so if we can just post the conditions under which we'll use them, that might work. And for things like damage control, you could probably just post it in your next post and retroactively undo some damage.

We're re-rolling initiative after every action? Or do we just go around again until everybody's out of actions?

Can you add the list of universal maneuvers to the first post?

sonofzeal
2013-01-12, 09:53 AM
Well, you only have a few skills/maneuvers that are relevant, so if we can just post the conditions under which we'll use them, that might work. And for things like damage control, you could probably just post it in your next post and retroactively undo some damage.

Can you add the list of universal maneuvers to the first post?
Added.

And, yeah, we'll give that a try. I've started looking at the official Email rules, but they seem tailored for 1v1. I'm strongly considering just plain handing you guys the numbers you need to roll to hit enemies, so you can see whether you hit or not and immediately add in anyone BENDing for Accuracy or whatnot. And Damage Control can be applied retroactively after the turn is over, I expect. Those two changes might go a long way towards simplifying the conditionals.



We're re-rolling initiative after every action? Or do we just go around again until everybody's out of actions?
..right, I'm getting confused. Turn's not over yet since there's still plenty of unbent weapons. Same order holds for now. If you have an action, post it!

Elbeyon
2013-01-12, 01:35 PM
Yeah I think summary's of all intended actions works well. If then for combat maneuvers and damage reduction/repairs being retroactively declared. Possible issues without the finesse of action by action turns would be accidentally destroying a target by committing more than was necessary and empowering repair/damage reduction maneuvers as everyone can make the most optimal choices instead of having to decide which to block as it goes. Both very minor things that are worth the expedience if you ask me.

Also, kinda spacing here, have Spiffiness points be mentioned yet? They are pretty important but for the life of me can't remember if they were mentioned.

Spiffiness
Spiffiness points are a unique resource that are limited to captains. They represent the drive, daring, and ingenuity that defines them as heroic characters. Or it maybe represents a vast overdependance on prescription stimulants. Either way, each captain has a maximum number of spiffiness points (which starts at 1) and these points are depleted as they are used.

Spiffiness points have two very special abilities. First, you may spend a spiffiness point to un-BEND your captain at any time, meaning he can take extra actions during a combat turn. Second, whenever your captain is injured or killed by a game effect, you may spend a spiffiness point to completely negate the injury or death and return him to full health. This makes captains the most formidable and influential crew type in the game, not to mention the hardest to kill.

Captains regain spiffiness points in numerous ways. First, spiffiness points are completely refilled at the beginning of each new gaming session. Second, each captain regains one spiffiness point after getting eight hours of uninterrupted sleep (adjusted by species and caffiene intake, of course). Third, all captains regain half of their total spiffiness point max (rounding up) at the beginning of every new turn during combat. (There’s a lot of motivation involved in getting shot at)

Outside of combat, spiffiness points can be used to bolster skill rolls. Before you make a skill roll, you can spend a spiffiness point to allow you to roll a second die and choose which die becomes your roll. You gain this ability on both the original roll and on any further stack rolls. (See “Skill Rolls” later in his chapter.)

and I wanted to post.

ChrisClark13
2013-01-12, 02:29 PM
Re-rolling Left Laser since I botched the roll: [roll0]

Edit: Oooh, Spiffiness recharges every turn. Lemme un-BEND Kurtis and then lay on 6 extra damage.

Yay! 20+ Damage! I can do this every turn! (Until both Prysms break, then it's 17+ Damage)

(+2 Hit +10 Damage from Curtis, +2 Damage from Homura)

Elbeyon
2013-01-12, 02:52 PM
Nice Shot (Gunnery Maneuver): BEND a crew when inflicting damage with a starship weapon to increase the damage by that crew’s Mojo. This maneuver recharges at the end of each turn.

Commander: This crew has +3 mojo while using command skills and maneuvers. If Elite, you may perform a command skill or maneuver without BENDING once per turn.

Nice shot is a Gunnery Maneuver so it only gets normal Mojo. Still Impressive damage. T. T I want to loot stuff though not scrap metal, hopefully those nice plasma guns didn't just blow up.

ChrisClark13
2013-01-12, 04:43 PM
I was thinking about that too. I was going to double check but you got to it first, thanks.

I'll go back and edit now

Edit: Wait... there seems to be no such thing as Command Maneuvers. So unless Commander applies to all Maneuvers, it's kind of weird it calls for a Maneuver type that doesn't exist. I'll wait for the GM to weigh in on this.

headwarpage
2013-01-12, 05:26 PM
I'm kind of waiting to see what kind of shape the Bier's in before I do anything.

ScrambledBrains
2013-01-12, 05:28 PM
My goal is to board the Explosive Chastity, then steal the goods. :smallbiggrin:

Elbeyon
2013-01-12, 06:49 PM
Edit: Wait... there seems to be no such thing as Command Maneuvers. So unless Commander applies to all Maneuvers, it's kind of weird it calls for a Maneuver type that doesn't exist. I'll wait for the GM to weigh in on this.

Yeah weird, I can't find any either. They are even mentioned in the military guild so maybe they were removed or something?

Why stop at the goods, why not the ship :smallwink:.

headwarpage
2013-01-12, 07:00 PM
Yeah, we need to disable the engines and weapons and demand a surrender. Do we have facing info on their ships? If so, I can try to target the key systems with my vulcan.

ScrambledBrains
2013-01-12, 07:03 PM
Why stop at the goods, why not the ship :smallwink:.

Ah, first things first. We steal the goods, then we steal the ship. :smallbiggrin:

sonofzeal
2013-01-12, 08:04 PM
Yeah, we need to disable the engines and weapons and demand a surrender. Do we have facing info on their ships? If so, I can try to target the key systems with my vulcan.
I'm using Mook Ship rules ATM. Any time you get to CHOOSE which facing you hit, you can aim for a particular system type. However, you either need to be Tailing or have a special maneuver/skill for that to come up. Once that happens though, simply say "Weapons" or "Engines" or "Shields", as described in the Combat Reference Sheet.


I was thinking about that too. I was going to double check but you got to it first, thanks.

I'll go back and edit now

Edit: Wait... there seems to be no such thing as Command Maneuvers. So unless Commander applies to all Maneuvers, it's kind of weird it calls for a Maneuver type that doesn't exist. I'll wait for the GM to weigh in on this.
Hmm. Never noticed that - good catch. Page 45 also had "command or fleet maneuver", which is unambiguously referring to things which aren't in my copy of the rulebook. OTOH, I know there's expansion content from the now-closed website that I don't have access to.

I'm going to say no, you can't apply the bonus on any Mojo maneuver since simply adding it to skills is already powerful, but I'm open to someone drafting up (or digging up) Command/Fleet Maneuvers.

IC will be posted shortly.

headwarpage
2013-01-12, 09:16 PM
Hang on... why am I hitting the plasma cannon that already fired? I used Timed Shot to choose the facing I hit, and I'd prefer to hit the one that's still a threat. Unless there's something I'm missing here?

Edit: Also, can I get a quick explanation of Tailing? What does it mean, and how can I get to be tailing an enemy?

sonofzeal
2013-01-12, 09:23 PM
Hang on... why am I hitting the plasma cannon that already fired? I used Timed Shot to choose the facing I hit, and I'd prefer to hit the one that's still a threat. Unless there's something I'm missing here?
Mook ship rules. For simplicity reasons, Mook ships don't have conventional facings. The advantage is you can do system damage without having to chew through each armor individually, the disadvantage is damage is a bit more incremental and nonspecified. Otherwise, I'd need to figure out exactly how this particular ship is arranged - and you might not do system damage at all, since that facing might have shields up on it.

Elbeyon
2013-01-12, 09:33 PM
Good stuff, good stuff. Should we send the unconditional surrender now or smack them about some first :smallamused:?

Also didn't know that bit about facing/weapons. Gotta remember to put stronger shields (when I get them) on my weapon facing.

*Points to Clayton* He's got a stack number number of 5 for this and (3 Mojo + 2 Expert Negotiator) more than willing to offer the terms. Eh, maybe throw them a bone and promise them they can live. What you guys think?

Tailing
If a player wins a Piloting roll and the combat is at short range (either because it was already short range or because they are changing it to short range), that player may choose to “Tail” a single target. When a player is tailing a target, that player has the option of directing any shot he fires to a specific facing on that target, and the target may only fire back with weapons that point in that direction. The player who is tailing may choose a facing for each of his shots and this changes the facing which may be fired from as well.

sonofzeal
2013-01-12, 10:45 PM
Turn finished! Everyone goes before the freighter, and headwarpage calls the range (presumably short). If combat goes another round, anyone who beats the freighter's initiative next time can board, assuming you can all fit around eachother.

As I said in the thread, let's try to streamline things by posting your entire list of actions for the turn, so it can all be handled together. Hopefully that'll speed things up. :smallsmile:

ScrambledBrains
2013-01-12, 10:49 PM
Good stuff, good stuff. Should we send the unconditional surrender now or smack them about some first :smallamused:?

I say we go for the surrender. Worse case scenario, we close to small range, and let my crew do its job. :smallamused:

Elbeyon
2013-01-12, 11:16 PM
Got it all typed up for when it comes up. Wanna give headwarpage a chance to do something instead of skipping ahead of his turn.

@ScrambledBrains. I'll save up my xp until I can afford weapon designer(4xp), that way you can get a heavy cable. Plus it seems like we're pretty heavy on the weapons so really it helps everyone.

Edit: Also, dagnit we don't have a cool group name yet! D: Can't be like xxx request stuff.

headwarpage
2013-01-13, 08:39 AM
Go ahead. I'll call the range as short, but other than that, I'll hold my fire until you've called for the surrender.

Elbeyon
2013-01-13, 02:41 PM
Phew. Rolled a 7, that's pretty decent. Not the best but it might just be enough.

*readies to help board* Ya know just in case.

ScrambledBrains
2013-01-13, 04:03 PM
Phew. Rolled a 7, that's pretty decent. Not the best but it might just be enough.

*readies to help board* Ya know just in case.

Good work, Elbeyon. :smallbiggrin:

Elbeyon
2013-01-13, 04:35 PM
Just hopping they'll back down without the roll even being necessary. After all realistically there really is no hope for them. We got 4v1 odds on their initiative and we've got bigger bonuses, so they can't run. We can soak their damage and they've run out of ammo long before they can fight us off. Even boarding wise it's not looking great for them. Course they probably don't know what we have crew wise, but if I was them I wouldn't want to find out.

Heck, If I was them I'd probably be cursing and surrendering. Would of sailed the white flag without them even asking. P: Aren't we such nice pirates, offering to spare their lives.

headwarpage
2013-01-13, 04:36 PM
We're going to spare their lives? :smallbiggrin:

Elbeyon
2013-01-13, 05:16 PM
Well Clayton certainly believes so...no one said anything about letting them go though ;). I wonder how much they are worth.

I mean as hire-ons of course, not that other thing that could get us money. oo or hostages, though in this sector I don't think anyone's going to buy them back, but who knows I could be wrong. Eh, whatever works for you guys. Long as we're not setting witnesses free.

ScrambledBrains
2013-01-13, 07:42 PM
Crud! They fled! :smalleek:

...Ok, assuming the pods have less engine power than the ship, we could presumably send the two with guns after them...but that splits us up, and if there's anything watching TV has taught me, it's that splitting up doesn't work unless you're after a shady real estate agent in a monster suit...I vote we let them go for now.

Elbeyon
2013-01-13, 08:22 PM
Dang they thought of something else xD. They are some clever ones.
Lets see. They have some information on us, but prisoners are such a hassle.
Doubt we'll have too much trouble catching them.

If we go after them, ScrambledBrains and I can secure the two ships. Even if the mercenary ship is just scrap now, we might be able to salvage a part or two. Maybe it's possible to just drag them with our cables for now. That way we don't have to risk running into people that decided to stay behind or if the hire-ons are still alive, till our guns get back at least.

It'd be nice if our information didn't get out and at the same time prisoners Dx. I don't want to go shooting life pods though. I'll vote for leaving them alone. It's not the smart thing to do but it's less of a headache. Plus it can lead to some fun stuff!

sonofzeal
2013-01-13, 09:06 PM
Dang they thought of something else xD. They are some clever ones.
Lets see. They have some information on us, but prisoners are such a hassle.
Doubt we'll have too much trouble catching them.

If we go after them, ScrambledBrains and I can secure the two ships. Even if the mercenary ship is just scrap now, we might be able to salvage a part or two. Maybe it's possible to just drag them with our cables for now. That way we don't have to risk running into people that decided to stay behind or if the hire-ons are still alive, till our guns get back at least.

It'd be nice if our information didn't get out and at the same time prisoners Dx. I don't want to go shooting life pods though. I'll vote for leaving them alone. It's not the smart thing to do but it's less of a headache. Plus it can lead to some fun stuff!
It'll probably lead to an increased bounty... which is not really that big deal depending on the amount. Due to the difficulties in policing across planets, bounties are used for everything from parking tickets to nerve-gassing the pass. Most places will even allow you to pay off your own bounty... depending how high it is. Yet one more reason to maximize profits!

sonofzeal
2013-01-14, 09:06 AM
Somebody post, or the Explosive Chastity is living up to her name..... :smallamused:

ScrambledBrains
2013-01-14, 01:13 PM
Somebody post, or the Explosive Chastity is living up to her name..... :smallamused:

Not if I can help it! :smallbiggrin:

headwarpage
2013-01-14, 01:22 PM
As a side note, given current digital storage technology, exactly how much porn would it take to justify a cargo ship? Assume that they are being very inefficient about it and using cheap retail storage, and that a typical external hard drive is approximately 6"x4"x2" and contains 1TB of data.

Or is the typical galactic porn consumer still using VHS?

Elbeyon
2013-01-14, 01:24 PM
Maybe it's high qualify softcovers :smalleek:.

ScrambledBrains
2013-01-14, 01:43 PM
As a side note, given current digital storage technology, exactly how much porn would it take to justify a cargo ship? Assume that they are being very inefficient about it and using cheap retail storage, and that a typical external hard drive is approximately 6"x4"x2" and contains 1TB of data.

Or is the typical galactic porn consumer still using VHS?


Maybe it's high qualify softcovers :smalleek:.

:smallbiggrin: :smallbiggrin: :smallbiggrin:

Also, Elbeyon, I just meant my ship and headwarpage's. :smallsmile:

Elbeyon
2013-01-14, 02:11 PM
Works for me. My guys will just be holding down the fort and such till your guys find stuff/finish exploring. Send a message if the crew happen to run across an ambush or a bomb or something :smallwink:.

sonofzeal
2013-01-14, 07:22 PM
Maybe it's high qualify softcovers :smalleek:.
Bingo. I mean, there's been some advances over the years, but it's still recognizably a softcover. Previous editions of Intergalactic Porn Ocean tend to top out the bestsellers lists. I'll leave it to you guys to figure out why softcover porn would be thriving in the age of the internet out here.



Also, IC's posted. I hope you guys don't mind that I fastforwarded a bit, to keep things from bogging down.

Elbeyon
2013-01-14, 08:22 PM
I don't mind at all if nothing else was really going to happen. Got a question though, is it possible to reduce some repair costs if Eve helps it along. Gots a stack number of 6 on most engi checks. (Don't mind helping defuse those bombs either.)

Wooo character points and money. O: wasn't expecting them after one battle, well the character points anyway.

Roughly 3 grand each, ignoring the weapon.

I'm figuring someone wants the weapon.

ScrambledBrains
2013-01-14, 09:33 PM
I don't mind at all if nothing else was really going to happen. Got a question though, is it possible to reduce some repair costs if Eve helps it along. Gots a stack number of 6 on most engi checks. (Don't mind helping defuse those bombs either.)

Wooo character points and money. O: wasn't expecting them after one battle, well the character points anyway.

Roughly 3 grand each, ignoring the weapon.

I don't mind either. :smallsmile: But for now, I'm avoiding posting in the IC, seeing as I did so much earlier.

Me either. Yay! :smallbiggrin:

Nice haul.


I'm figuring someone wants the weapon.

Not me. :smallwink:

sonofzeal
2013-01-14, 10:13 PM
I don't mind at all if nothing else was really going to happen. Got a question though, is it possible to reduce some repair costs if Eve helps it along. Gots a stack number of 6 on most engi checks. (Don't mind helping defuse those bombs either.)
Right now, I don't see a system for that in the rules. I'll have to think about it. Let's use the default numbers for now though.


Wooo character points and money. O: wasn't expecting them after one battle, well the character points anyway.
The advantage of this system is that levelling is incremental. I mean, +2 CP isn't much, because it was a short mission, but at least I can reward you as you go.

Elbeyon
2013-01-14, 10:45 PM
Right now, I don't see a system for that in the rules. I'll have to think about it. Let's use the default numbers for now though.

Sounds good. Just prodding the system some. :smallwink: Now just imagine crafting items. P: Gives the skill as an example but never expands on the topic. (That I know of)

"Craft (Of a particular type, such as “Craft: Hand Weapons” or “Craft:
Jewelry”) (Engineering): +2 to stack numbers when trying to be a complete
cheapskate by making something yourself."

ChrisClark13
2013-01-15, 12:57 AM
I'm wondering if I can still install new slots, otherwise I'm going to have to wait to buy a new ship. >.<

Elbeyon
2013-01-15, 01:14 AM
By my understanding, slots are set for a ship. You can change the weapon plugged into a given weapon slot, but if you have a weapon slot you can't change your mind and get armor in there without basically totalling your ship. You may as well just hock off the old one and buy a new one at that point. Fortunately, starships are relatively cheap and fairly plentiful. Any given spaceport will have the facilities if you have the coin, though prices and specific item availabilities may vary.


There you go ;) Information.

sonofzeal
2013-01-15, 02:46 AM
I'm wondering if I can still install new slots, otherwise I'm going to have to wait to buy a new ship. >.<
As Elbeyon pointed out, you can't change slots once built... but since this is at least partially a playtest, I'm okay with retconning.

Elbeyon
2013-01-15, 11:09 PM
What are you guys thinking about buying?

ScrambledBrains
2013-01-16, 01:22 AM
What are you guys thinking about buying?

Remind me, how much do we each get individually?

Also, I would post in the IC, but it's late where I am. I'll reply there in the morning. :smallsmile:

sonofzeal
2013-01-16, 06:10 AM
Remind me, how much do we each get individually?
Assuming equitable distribution....

3531 credits



Shopping List:
Heavy 10 MW Laser Cannon ($2,000)
Advanced Repair Kit (Everywhere) ($500)
Body Armor (Uncommon) ($600)
You can find the laser and repair kit, but the pirate base you're in specializes more in starship gear, and there's not a lot of room for anything beyond the most common personal items.... Still, as luck would have it, you can nab the requested armor off another trader passing through.



For everyone else: don't worry about item rarity right now. If you can pay for it, there's one on hand. That won't always be the case, but let's not get bogged down with it right now.

ScrambledBrains
2013-01-16, 10:28 AM
Assuming equitable distribution....

3531 credits

You can find the laser and repair kit, but the pirate base you're in specializes more in starship gear, and there's not a lot of room for anything beyond the most common personal items.... Still, as luck would have it, you can nab the requested armor off another trader passing through.

For everyone else: don't worry about item rarity right now. If you can pay for it, there's one on hand. That won't always be the case, but let's not get bogged down with it right now.

In that case, I'd like a Sensor Scrambler special system. :smallsmile:

Elbeyon
2013-01-17, 11:31 AM
I left my post opened ended for you guys, Feel free to add something else :smalltongue:

What are you hiding in there ScrambledBrains D:. Ya keep some of the mags for yourself? Nah I'm kidding. But seriously what you hiding in there? xD

I'm figuring we give it a day for everyone's ships to get fixed and gear installed, then we head out to smash some heads. What you guys think about disguising as a cargo ship and her escorts? I don't think it'll accomplish much, but we could have a laugh at the little pirates sending their demands at us. It also might also us to take out one or two more as they try to flee from our might.

The armor and repair kit go to eve, and the cash well goes my other per-existing cash. The laser goes on the ship. Also why the heck not, I'll put the spacesuits on everyone on my ship, the free ones. Also going to pick up a Stimpack and give it to Eve [(Common) $150].

ScrambledBrains
2013-01-17, 12:05 PM
What are you hiding in there ScrambledBrains D:. Ya keep some of the mags for yourself? Nah I'm kidding. But seriously what you hiding in there? xD

Wouldn't you like to know? :smallwink:

No, seriously, I got the Sensor Scrambler to aid all of us. That way, we can snag more data from enemies with your extra sensors, while at the same time, we don't give them as much because of my scrambler. :smallsmile:

headwarpage
2013-01-17, 12:17 PM
Sorry for the lack of posts - the last few days have been crazy at work. Nor do I have time to post right now, unfortunately. Until further notice, just assume Ziggy is going along with the group.

Elbeyon
2013-01-17, 12:37 PM
Wouldn't you like to know? :smallwink:

No, seriously, I got the Sensor Scrambler to aid all of us. That way, we can snag more data from enemies with your extra sensors, while at the same time, we don't give them as much because of my scrambler. :smallsmile:

Awesome. We'll keep the really illegal stuff on your ship than, when we do smuggling stuff(If that's alright with you of course). Also doh, I knew I was forgetting something important. Totally spaced asking about how many ships there are. I'm going to guess more than four though D:.


Sorry for the lack of posts - the last few days have been crazy at work. Nor do I have time to post right now, unfortunately. Until further notice, just assume Ziggy is going along with the group.

Understandable man, hopefully that's good news! P: Clayton needed a drinking partner anyways, someone to chat up for hours on end.

sonofzeal
2013-01-18, 05:08 AM
Two questions:

- Any playtesty type feedback on the system? Or should we leave that until we've gotten a better hang of it?

- Any wagers on how many Pimply Faced Youths you guys can shoot down in a single engagement? I think eight would get slaughtered, and I'm tempted to try as many as twelve... :smallamused:



Oh, and I'm going to start things moving forward again fairly soon. I totally understand about life getting in the way, and I don't mind if we do a little retconning to let people catch up later. I find keeping momentum up is important in PBP, but I don't mind if that slips occasionally because sometimes it's me that's slipping too. Just post when you can and we'll work around it.

Elbeyon
2013-01-18, 06:25 AM
Any playtesty type feedback on the system? Or should we leave that until we've gotten a better hang of it?
I'm liking the system so far. Battle seems to be fast and at the same time the choices seem to have a big impact. So it's fast and meaningful.

Non-Combat skills seem to be a little vague in how they are handled though. Book seems to give some difficulty dcs but the rest seems up in the air.

Really I just plan to bring up stuff as I come across it. Pointing stuff out if it seems odd.


Any wagers on how many Pimply Faced Youths you guys can shoot down in a single engagement? I think eight would get slaughtered, and I'm tempted to try as many as twelve... :smallamused:

One at a time? All OF THEM. Though the more we fight at once the smaller that number becomes. Course I don't know their stats or how many we'll fight at a time, but I'm going to guess 10.

sonofzeal
2013-01-18, 08:06 AM
I'm liking the system so far. Battle seems to be fast and at the same time the choices seem to have a big impact. So it's fast and meaningful.

Non-Combat skills seem to be a little vague in how they are handled though. Book seems to give some difficulty dcs but the rest seems up in the air.

Really I just plan to bring up stuff as I come across it. Pointing stuff out if it seems odd.
Agreed. The system is obviously tailored for combat even more than D&D is. The DM has an awful lot of control in the non-combat stuff, since there's no listed DCs for... practically anything, really. OTOH, it does at least give a viable framework, and there's something to be said for keeping that stuff relatively open. Really, I think the way to test that would be to set a group of players off at cross-purposes in a context where ships aren't available or don't matter... hmm.... :smallamused:


One at a time? All OF THEM. Though the more we fight at once the smaller that number becomes. Course I don't know their stats or how many we'll fight at a time, but I'm going to guess 10.
I'll try to do at least one dry-run by myself first, but yeah let's try ten. Might take a while, but should give the system a proper shakedown.

ScrambledBrains
2013-01-18, 10:58 AM
Awesome. We'll keep the really illegal stuff on your ship than, when we do smuggling stuff(If that's alright with you of course). Also doh, I knew I was forgetting something important. Totally spaced asking about how many ships there are. I'm going to guess more than four though D:.

Can't. I don't have cargo space. :smallfrown:


Two questions:

- Any playtesty type feedback on the system? Or should we leave that until we've gotten a better hang of it?

- Any wagers on how many Pimply Faced Youths you guys can shoot down in a single engagement? I think eight would get slaughtered, and I'm tempted to try as many as twelve... :smallamused:

It's a fun system, and combat is fast-paced, as Elbeyon said. I haven't yet had a chance to actually use my specialization yet, but I assume I will soon. :smallbiggrin:

Don't ask me. 'Dammit man, I'm a boarder, not a gunner!' :smallbiggrin:

Elbeyon
2013-01-18, 05:00 PM
Everyone has a little cargo D:. Start out with cargo spots equal to size, so ya got one.

headwarpage
2013-01-18, 05:21 PM
Ok, I survived the week. Let's see if I have anything to add IC.

ScrambledBrains
2013-01-18, 05:36 PM
Everyone has a little cargo D:. Start out with cargo spots equal to size, so ya got one.

Nice...:smallcool:

headwarpage
2013-01-18, 06:03 PM
My ship needs a name... I hereby christen it the "Packard Goose," which is a suitably obscure reference.

*smashes champagne bottle*

sonofzeal
2013-01-18, 06:38 PM
In that case, I'd like a Sensor Scrambler special system. :smallsmile:
I just noticed - you're size 1 and already have a special system (vulcan magazine). I think I mentioned earlier, your size limits how many specials you can have. Sorry!


Working on the IC now.....

ScrambledBrains
2013-01-18, 06:49 PM
I just noticed - you're size 1 and already have a special system (vulcan magazine). I think I mentioned earlier, your size limits how many specials you can have. Sorry!


Working on the IC now.....

:smallconfused: I don't have a Vulcan Magizine?...

sonofzeal
2013-01-18, 07:00 PM
:smallconfused: I don't have a Vulcan Magizine?...
Huh. Which would make sense, since you have no need for one. Copy-paste error I guess. Fixing now....

sonofzeal
2013-01-18, 07:35 PM
Round order, for those curious:

--ELBEYON
--SCRAMBL
Bear
Wolf
-HEADWARP
Coyote
Tiger
--CHRISCL
Dorg
Lawyerfish
Lion
Metroid
Jaguar
Kodo

They, uh... can't hit any of you. Except on a nat12. Won't stop them from trying though. :smalltongue:

Elbeyon
2013-01-18, 08:12 PM
Heh, I went from third to last to first in initiative after the re-post xD.

Gonna try to focus on burning down the suckers for they don't overwhelm us. Just a heads up! If their is a wounded one, I'm so shooting at him instead of a fresh target.

*greases Jessica*

Also woops, just realized that was the modified to hit number. I guess it was possible that I could of rolled an 11. Was thinking that was the unmodified one so it would of been an 11+1(at least), meaning I could only hit on a natural 12. Which is an auto miss. Why I just added her pilot to hit. *takes note for the future*

sonofzeal
2013-01-19, 01:33 AM
Proposed Houserule: The first round of combat is, by default, "Long Range" regardless of initiative. If one party or other in a conflict wants to sucker the other in closer before beginning hostilities, opposed Mojo Skillchecks are used. Circumstance bonuses/penalties depends on the specifics of the ruse, and players are encouraged to be creative in applying their character's skills to the situation. Environmental factors such as a nebula provide a +2 to the side trying to close in. The highest Piloting score still changes range normally on the second round and onward.

Elbeyon
2013-01-19, 02:24 AM
Hm. I'm not sure, I'd kinda prefer just going with whatever feels right. Got nothing against the opposed rolls if someone wants to do something sneaky though. Maybe lock in the range for the first turn? It'd make starting range more important. That way merchant ships don't just go. "If I win initiative, I move to long range and jump away" or if combat starts in long range "I Jump away".

With that said, I'm totally fine with the houserule. I've got nothing against trying stuff it out or future ideas.

sonofzeal
2013-01-19, 02:45 AM
Hm. I'm not sure, I'd kinda prefer just going with whatever feels right. Got nothing against the opposed rolls if someone wants to do something sneaky though. Maybe lock in the range for the first turn? It'd make starting range more important. That way merchant ships don't just go. "If I win initiative, I move to long range and jump away" or if combat starts in long range "I Jump away".

With that said, I'm totally fine with the houserule. I've got nothing against trying stuff it out or future ideas.
Well, I was thinking it through... and since Mojo influences perceptiveness, cunning, and deceptiveness, it seems the obvious choice for all but niche purposes. The only other one is for Piloting, which helps change range anyway, so I think setting it to Mojo is appropriate.

That's only if someone's being sneaky though. The rest of the time, locking the range to Long in the first round has a lot of advantages and few disadvantages. It may even be in the rulebook somewhere, I just haven't noticed it.

ScrambledBrains
2013-01-19, 12:56 PM
Well, I was thinking it through... and since Mojo influences perceptiveness, cunning, and deceptiveness, it seems the obvious choice for all but niche purposes. The only other one is for Piloting, which helps change range anyway, so I think setting it to Mojo is appropriate.

That's only if someone's being sneaky though. The rest of the time, locking the range to Long in the first round has a lot of advantages and few disadvantages. It may even be in the rulebook somewhere, I just haven't noticed it.

Well, that sucks for boarders like me, if we always start long range. :smallfrown:

sonofzeal
2013-01-19, 06:38 PM
Well, that sucks for boarders like me, if we always start long range. :smallfrown:
Yeah... do you want to rebuild? It might be beneficial to have a few conventional weapons, at the risk of not being quite so specialized...

ScrambledBrains
2013-01-19, 06:57 PM
Yeah... do you want to rebuild? It might be beneficial to have a few conventional weapons, at the risk of not being quite so specialized...

Nah. I like a good challenge. Besides, in my niche, I'm unmatched. :smallamused:

sonofzeal
2013-01-19, 10:31 PM
ChrisClark13, headwarpage, where are you guys?

Elbeyon
2013-01-20, 09:26 AM
NO! We lost our guns! Guns overboard! *runs around in circles frantically*

headwarpage
2013-01-20, 02:01 PM
Sorry, went camping yesterday, kind of on the spur of the moment. I'm home now, give me a few hours to decompress and I'll have something up.

ChrisClark13
2013-01-20, 06:11 PM
I'm here! I'm here!

sonofzeal
2013-01-20, 07:46 PM
Sorry, went camping yesterday, kind of on the spur of the moment. I'm home now, give me a few hours to decompress and I'll have something up.
Remember, we're trying to post actions for the whole turn... although I won't blame you for wanting to conserve Vulcan ammo at this distance.

headwarpage
2013-01-20, 07:58 PM
Sorry, should have clarified that. I am indeed conserving Vulcan ammo for closer range.

sonofzeal
2013-01-21, 08:12 AM
Turn 1 results posted!

Turn 2 initiative posted! ScrambledBrains calls range. To-hit on pirates is 11 at long range and 8 at medium.

Action order:
--SCRAMBL
Wolf
--ELBEYON
Tiger
Lawyerfish
Jaguar
Coyote
-HEADWARP
--CHRISCL
Dorg
Kodo
Bear
Lion

Elbeyon
2013-01-21, 08:46 AM
Nice things are going well so far. Questions though, when you told me the damage did that factor in my DR? It doesn't matter in this case, but Curious for I know in the future.

Second. Don't we get to pick the facing it hits unless they are trailing us/doing something special? Not that it mattered this time.

sonofzeal
2013-01-21, 09:15 AM
Nice things are going well so far. Questions though, when you told me the damage did that factor in my DR? It doesn't matter in this case, but Curious for I know in the future.

Second. Don't we get to pick the facing it hits unless they are trailing us/doing something special? Not that it mattered this time.
I didn't factor in DR, that's just raw damage. And feel free to BEND crew for Damage Control in there too.


Default: Defender picks facing.

Most common exception: If you've fired a weapon this turn, incoming shots hit the facing of the most recently-fired one. This is one reason to potentially hold your fire until later rounds, btw.

Second-most-common exception: If you're tailing someone, you pick one facing and all your shots hit there. And they can only fire weapons from that facing.

Other exceptions: {as given by specific skills/maneuvers/weapons}

Elbeyon
2013-01-21, 09:31 AM
Already posted taking care of that :smallbiggrin:.

Oh right I remember this now. I tend to forget things so I often recheck the books for answers. I can't find the most common exception :smallredface: so that's why I brought it up again.

sonofzeal
2013-01-21, 09:45 AM
Oh right I remember this now. I tend to forget things so I often recheck the books for answers. I can't find the most common exception :smallredface: so that's why I brought it up again.
...y'know, now that you mention it, I can't seem to find it either. The rules aren't that well organized though, so I'll keep looking. We'll keep on this way for now, but if it's not located by the time this fight's done, I guess I'll drop it.



(edit) Found it, at least partially:


If there is no active facing, such as when a ship has not fired at all during a turn, the player who owns the ship may choose which facing takes the damage.

...which seems to imply what I was saying. I can't find anything that makes it explicit, which is odd given that Mark Argyle seems to have endless patience for covering every little technicality. Maybe it's something that was in the rules but got lost in an editing mistake. Or I'm just not seeing it. Either way, the idea of "active facing" makes a lot of sense, and I think this quote is strong enough to make it RAW.

ScrambledBrains
2013-01-21, 10:48 AM
Someone remind me, we're at long range now?

ChrisClark13
2013-01-21, 03:31 PM
I retroactively BEND Homura for +3 Damage, and because I have Sustained Fire 1 any bonuses to Damage can be traded off 1:1 for a bonus to Hit. :smallbiggrin:

ChrisClark13
2013-01-21, 04:33 PM
Rolling for lasers
Right: [roll0]
Left: [roll1]

So is the money we got after all the repairs and operating costs were covered?

I also name my ship the Starslicer V1

And how do Character Points work exactly?

Elbeyon
2013-01-21, 05:09 PM
Someone remind me, we're at long range now?

Idk I would have to ask you :smalltongue:. You won initiative so you get to pick.

sonofzeal
2013-01-21, 07:04 PM
I retroactively BEND Homura for +3 Damage, and because I have Sustained Fire 1 any bonuses to Damage can be traded off 1:1 for a bonus to Hit. :smallbiggrin:
Already covered. :)


So is the money we got after all the repairs and operating costs were covered?

I also name my ship the Starslicer V1

And how do Character Points work exactly?
I did post the split after expenses were covered.

Character Points baaasically work the same as during character creation, except you can also spend them on your crew (and get a favorable 2:1 exchange rate that way). Raising a stat from 4 to 5 costs five points (the difference between the two costs). Skills and maneuvers are the same price. In addition...

7 CP: a second spiffiness point (third costs 14, fourth costs 21, etc)
6 CP: give crewman the "NPC Glow" skill, essentially making them mini-PCs.

Elbeyon
2013-01-21, 07:30 PM
Mwhahaha anther hit. D: hopefully we take some more down before they get a real chance to counter strike.

headwarpage
2013-01-22, 08:21 AM
Clarification: can you bend for damage control to reduce shield damage, or only damage that gets through your shields?

Elbeyon
2013-01-22, 08:44 AM
Shields are not considered systems and as such they can't be targeted by the Damage Control.

Shield generators are totally systems though.

sonofzeal
2013-01-22, 07:57 PM
Turn 2 results posted!

Turn 3 initiative posted! Elbeyon, you have the range! To-hit on pirates is 11 at long range, 8 at medium, and 5 at short. Again, please feel free to post your rolls and then edit in or double-post BENDing decisions. Especially feel free to put actual damage totals. Just sayin'.... :smallbiggrin:

Action order
Elbeyon
Coyote
ScrambledBrains
Lion
Jaguar
headwarpage
Dorg
ChrisClark13
Kodo
Tiger
Wolf


ScrambledBrains, since these ships don't have shields, and you have a tether, and you beat some of them by a fair margin, and you've been patient thus far, I'll bend the rules slightly and say you can board one of the later ones and start throwing out crew combat actions this turn. Crew combat basics are in the default maneuver section, which should be enough to post your actions. There's just a few nuances with how damage gets handled, but I don't think it'll be relevant here.

Elbeyon
2013-01-22, 08:15 PM
Ah that's a good idea! P: It's just all around simpler to just roll the dice see where they fall and just do all bending after that.

Shifting to short range and

Attack roll
[roll0]

sonofzeal
2013-01-22, 08:58 PM
Crew Combat
Crew Combat is maneuver-based. See the default maneuvers (http://www.giantitp.com/forums/showthread.php?t=267102) for most of the basic details. Note that the dice rolls are just flat d12's, baring special gear/skills - Thuggery only comes in for damage.

For damage... add up the Thuggery of all allied combattants, and that's your "Hit Pool". You can take damage out of this pool without any negative effect. Once it has run out though, you've got the Evade and Splatter maneuvers, and people are going to start dropping like flies. You have to absorb all the damage dealt by any combination of the above. Note that it's the defender who chooses how to apply the damage dealt.

If a specific crew takes damage somehow, damage less than their Thuggery is shrugged off, and otherwise status follows this pattern:

Normal > BENT > Injured > Killed

There's a few things that let you downgrade damage one step, but this only applies to specific crew damage; you can't do it when using Evade or Splatter.

I may bring Strategic Locations and/or Crossfires in later, but let's try one fight with just the basics first. I've never even done a dry-run of crew combat, so it'll be a learning experience for both of us.

ScrambledBrains
2013-01-22, 09:40 PM
Hope I did everything right. :smallsmile:

Also, many thanks Elbeyon and SoZ for the chance to really let me do my job. :smallbiggrin:

sonofzeal
2013-01-22, 09:49 PM
Hope I did everything right. :smallsmile:

Also, many thanks Elbeyon and SoZ for the chance to really let me do my job. :smallbiggrin:
Everything looks good! I'd much prefer if you put damage in with it so I don't have to run around checking, but I don't mind doing it this time. After the others have posted, of course.

ScrambledBrains
2013-01-22, 09:54 PM
Everything looks good! I'd much prefer if you put damage in with it so I don't have to run around checking, but I don't mind doing it this time. After the others have posted, of course.

Oops...:smallredface: My bad, I'll do that next time. :smallsmile:

Elbeyon
2013-01-23, 12:23 AM
Of course! Whatever leads to a good amount of fun P:.

I also plan to pitch in whatever money I can to try to get you a Heavy Tether. Might very well be possible to get enough even with it's 10k price tag. I won't have enough to buy anything I want, so the money might as well go to use.

Interest free loan of course!

ChrisClark13
2013-01-23, 08:21 PM
And 2 natural ones. >.<

ScrambledBrains
2013-01-23, 08:42 PM
And 2 natural ones. >.<

The RNG is a cruel Mistress. :smallamused:

Elbeyon
2013-01-24, 01:14 AM
Heh, I like Xerion's comments.

The chrysalid and the my little pony pony should hang out sometime. Since their both engi type people I'm sure they could find some common ground. Maybe blow up a couple bars along the way. Who knows.

Edit:
Found an example of crafting some items.

"Creating a specialty load takes approximately 4 hours and requires a successful engineering skill roll as listed by the ammo type; a failed roll means the attempt fails and the materials and cost are wasted. Players must have a source of materials (i.e. a space station or a pre-bought supply) in order to make this ammunition. (You may also buy these specialty loads directly from Crack Mods for 2x the listed price; in this case, you do not need an ammo workstation nor an engineering roll.)"

In this one example it takes time, a crafting roll, half the price, and a workstation.

sonofzeal
2013-01-24, 08:41 AM
Whoof. Big turn. Whole lotta 1's for the good guys, but three enemy ships effectively out... not without cost though.



ScrambledBrains, if you were curious, all three punks had "decent firearms". The first two had Thuggery 2, while the third had Thuggery 3 and Sharpshooter. Yes you can loot the ammo - it'll give +1 to-hit until the first time you roll 12 or 1 in a ranged crew combat attack. It's purchasable for $50 a clip, but only in specialty stores.

In point of fact, I suspect I could have used the "splatter" maneuver on one of the lesser punks to soak enough damage to keep the bruiser up for one more turn, but eh. They're punks, they aren't exactly known for teamwork. Maybe next time.


(edit) Action Order - Headwarpage calls the range
headwarpage
Elbeyon
Bear
ChrisClark13
ScrambledBrains
Jaguar
Dorg
Coyote
Kodo

ScrambledBrains
2013-01-24, 11:41 AM
ScrambledBrains, if you were curious, all three punks had "decent firearms". The first two had Thuggery 2, while the third had Thuggery 3 and Sharpshooter. Yes you can loot the ammo - it'll give +1 to-hit until the first time you roll 12 or 1 in a ranged crew combat attack. It's purchasable for $50 a clip, but only in specialty stores.

In point of fact, I suspect I could have used the "splatter" maneuver on one of the lesser punks to soak enough damage to keep the bruiser up for one more turn, but eh. They're punks, they aren't exactly known for teamwork. Maybe next time.

Dang...wow. Ok, I'll make sure to do that. :smallbiggrin:

Whew. Glad you didn't. It might have been bad if you had and Neil would have gone to that big space-bar in the sky. :smallbiggrin:

sonofzeal
2013-01-24, 06:35 PM
Dang...wow. Ok, I'll make sure to do that. :smallbiggrin:

Whew. Glad you didn't. It might have been bad if you had and Neil would have gone to that big space-bar in the sky. :smallbiggrin:
It would have been a shoot-off. First successful attack drops somebody, but initiative is still on Piloting so you have the edge. Plus, at that point even your pilot could get the winning shot. Melee attacks under those conditions would be a bad idea though.

ScrambledBrains
2013-01-24, 06:49 PM
It would have been a shoot-off. First successful attack drops somebody, but initiative is still on Piloting so you have the edge. Plus, at that point even your pilot could get the winning shot. Melee attacks under those conditions would be a bad idea though.

Noted.

Also, something seems funny to me, which I'll share with you guys. I normally play cautious, skillmonkey types, and yet Neil...Neil is close to a freaking Barbarian. I'm playing him like a reckless, loose cannon...

And I love it. :smallbiggrin:

Elbeyon
2013-01-25, 12:11 PM
Maybe it's a sign that I've played too many barbarians. But if your asken me he seems like a pretty reasonable guy. Sure boarding is dangerous as heck compared to the shaken ships(hopefully not decompressing/exploding ships) of starship battles, but it's a job someones got to do in a pirate crew. How else we going to get that treasure off that ship; most people will fight to the death to hold onto it.

Ok maybe he could do with some more armor and not use a sword in a gunfight, now that I I'm thinking about it a bit more. :smalltongue: Actually D: he's crazy now that I think about it even more. *locks doors at night*

Attack roll [roll0] on Coyote.

Sorry about being late was busy.

ChrisClark13
2013-01-25, 02:16 PM
You missed this, but Xerion has Weapon Repair Specialist ($1,000) on him.
Just saving $1,000 from being thrown into a black hole~

I take the damage in this order
Left: 5 damage - 3 shields, redirect 2 to (Outer) Armor
Right : 5 damage - 3 shields, redirect 2 to (Outer) Armor
Front: 5 damage - 2 shields, redirect 3 to (Outer) Armor and BEND Xerion for Damage Control (=6 damage)

Then I BEND Kurtis for Improvise to use Shield Spike to get all my shields back up to full. (8 damage taken by shields, 8 damage restored by Shield Spike :smallbiggrin:)

That puts my Outer Armor at 12/16

Elbeyon
2013-01-26, 12:16 PM
So how it going guys?

sonofzeal
2013-01-26, 08:10 PM
I'm going to wait for one more person to post, or another 12 hours (whichever happens first) before moving things on....

Elbeyon
2013-01-28, 06:03 AM
Kinda wish I went with weapon designer instead of engine designer but that shouldn't matter too much longer. *eyes experience* I'm guessing double capability on weapons would of helped more than double thrust.

sonofzeal
2013-01-28, 09:53 AM
Turn 4 is finished despite not meeting quorum after several extentions. Turn 5 started. If people are losing interest, well, I got what I came here for but I'm happy to keep things going for those who are still into it. After this mission I'll take the rails off and let anyone who's still posting loose on the setting. I'll also start the clock ticking on a few potential plotlines, but participation is strictly voluntary.


Turn 5 Action Order - Elbeyon calls the range.
Elbeyon
ScrambledBrains
Bear
ChrisClark13
headwarpage
Kodo
Coyote

Elbeyon
2013-01-28, 10:07 AM
Sticking to short. P: Not going to let these guys get away if I can help it.

*considers whether to board or not to board*

I'm still into it if you haven't guessed. I like games like this. Anything that involves money management has a certain hold on my attention. I'll keep with it as long as possible.

sonofzeal
2013-01-28, 10:12 AM
Sticking to short. P: Not going to let these guys get away if I can help it.

*considers whether to board or not to board*

I'm still into it if you haven't guessed. I like games like this. Anything that involves money management has a certain hold on my attention. I'll keep with it as long as possible.
If it helps - boarding is probably more risky and more complicated at this point, but would let you take the ship intact for sale. OTOH, these are tubs of junk anyway, so don't expect a premium on them.

Elbeyon
2013-01-28, 10:25 AM
Good points. I was mostly considering it for the neat factor. (Wanted to describe assaulting a ship.) And given my current combat style I'd most likely lose money on the entire ordeal anyway.

Gonna make a note to buy an explosives station later, if that's how crafting works in general.

Attack roll [roll0] on Coyote.

ScrambledBrains
2013-01-28, 10:35 AM
I too love this game, and I'm gonna be here a while, so don't expect to get rid of me. :smallsmile:

Edit: Also, apart from that ammo, did my crew actually steal anything from the Tiger ship? Or no?

ChrisClark13
2013-01-28, 11:10 AM
Sorry for my lazy >.<

sonofzeal
2013-01-28, 06:48 PM
I too love this game, and I'm gonna be here a while, so don't expect to get rid of me. :smallsmile:

Edit: Also, apart from that ammo, did my crew actually steal anything from the Tiger ship? Or no?
I'll handle loot at the end, if that's okay. Helps keep it all together.

ScrambledBrains
2013-01-28, 07:15 PM
I'll handle loot at the end, if that's okay. Helps keep it all together.

Oh, of course, of course. :smallredface:

I'll post IC sometime tonight.

Elbeyon
2013-01-29, 11:46 AM
Anyone got any change of plans after the rails come off? Any places or things you want to do?

I've got a couple ideas myself but curious on were you guys want things to go.

ScrambledBrains
2013-01-29, 12:05 PM
Anyone got any change of plans after the rails come off? Any places or things you want to do?

I've got a couple ideas myself but curious on were you guys want things to go.

Dunno just yet. The only thing I really wanna try at some point is maybe some sabotaging of an enemy ship for some reason. :smallbiggrin:

Elbeyon
2013-01-29, 01:44 PM
Yay! The posts went up in a timely manner. :smalltongue:

Scratches out plan to steal the Starslicer V1
Just messing around, Eve is very loyal. Has more loyality than a pirate should and than I would prefer P:.

:smallbiggrin:

What about you ChrisClark13? Got any plans?

ChrisClark13
2013-01-29, 02:40 PM
Yay! The posts went up in a timely manner. :smalltongue:

Scratches out plan to steal the Starslicer V1
Just messing around, Eve is very loyal. Has more loyality than a pirate should and than I would prefer P:.

:smallbiggrin:

What about you ChrisClark13? Got any plans?

Heh, you do know that the real force behind the Starslicer V1's destructive power is Kurtis right? (Homura helps out too in that regard)

Elbeyon
2013-01-29, 03:04 PM
Never was about the Starslicer V1's destructive power, Its all about the money :smallwink:.

Money for Eve. Well, really the money is a means to an end. It needs a lot of funds to keep its research going. [Not the only means but it's the most direct.(I'll be looking into other means as the game goes on.)]

Sadly, I haven't really pursued its mad scientist motif as much as I wanted. Its early though still plenty of time for SCIENCE!

Elbeyon
2013-01-30, 05:47 PM
Made a map! Well more like copy/pasted the four sectors together. It's a bit large so I'm just puting a link instead of posting the picture.

"For reference, a single square on a sector map is 10 light years. Each sector is 320 lightyears wide."..."A typical starship can travel 10 lightyears per day—the width of a single map square. Faster freefall drives are rated according to how many lightyears they can travel in a day."

The Galaxy (Or at least the part we care) (http://img823.imageshack.us/img823/4824/thegalaxyoratleastthepa.png)

ChrisClark13
2013-01-31, 08:04 PM
For the last 5 damage, I redirect it to Outer Armor and BEND Xerion for Damage Control.

How much does it cost to start getting into Psionics?

sonofzeal
2013-01-31, 08:46 PM
For the last 5 damage, I redirect it to Outer Armor and BEND Xerion for Damage Control.

How much does it cost to start getting into Psionics?
Eight CP... but I'll "loan" you the spare if you want.

Race matters for Psi though. What race are you?

sonofzeal
2013-01-31, 09:23 PM
Psionics Basics

Players who wish to purchase psionic powers may buy them as if they were any other skill, but they are more difficult to learn and thus are all considered level 3. As such, it costs 8 character or experience points to purchase a psionic skill for your captain. Once you have a psionic power, you may buy the maneuvers associated with that power at the normal cost. (You may purchase psionic skills and maneuvers during character creation if you wish.) To purchase a psionic ability, the crew or captain must be of a race that can normally purchase that ability.

The effects of psionic powers outside of combat are applied at the GM's discretion in the same way as other skills. The GM can use the maneuvers the crew possess as a benchmark as to what they can use their powers to do. Psionic powers typically run off of Mojo.

Like physical abilities, it is entirely possible for a psionic to become
exhausted and unable to use their psionic abilities any more without resting first. As such, psionic maneuvers must be recharged between uses just like normal maneuvers. You can purchase multiple copies of psionic maneuvers.

Psionic Disciplines
Ishikendo
Race: Human

Sensing and manipulating large-scale phenomenon in subtle ways. A master may not sense when there's a sniper around, but will feel it if a distant planet blows up.


Telekinesis
Race: Reticuli (corporate American), Vansterosians (reformed mobsters), Arcturans (closest thing to elves), and Meitassoni (cheerful people from a total mudball world)

What it says on the tin. This includes Pyro/Cryokinesis as well. Masters can remotely control mechanical objects up to and including some smaller spaceships.

Kyaiden
Race: Mandrigoni, Scurveys, Kemzians,
Demmatoni, and Corallissi

"Kyaiden is the ability to strengthen the body and perform superhuman physical feats using psionic energy. Kyaiden allows characters to endure terrible injuries, bend steel bars, leap inhuman distances or move faster than any natural creature. Tales of martial artists catching arrows out of the air and punching through iron plates doubtless stem from alien practitioners of Kyaiden."


Telepathy
Race: Reticuli, Streakites, Kemzians, T'Mitchi,
Aphallissi, Arcturans, and Meitassoni

"Telepathy is pretty well known--it is the ability to sense and project thought. Among spacers, the most popular use of telepathy is to screw with your opponent's minds, but the simpler and much more common use is to ensure trust during contract negotiation. Telepathy is not the perfect power that people think it is, though--it is often very hard for a telepath to accurately read another person's thoughts, so assuming that your telepath can find every secret you ever wanted will only lead to embarassment."


ESP
Race: Aphallissi (center of civilization), Arcturans (closest thing to elves), and Zarigians (militant crossdressers)

"ESP, a.k.a. Extra Sensory Perception, is the ability to psionically enhance your senses and see beyond what is happening in the physical world. It is often as simple as the ability to sense psionic energy, and this can give many cues and hints as to what is happening in the physical world. These senses are generally much more ethereal than physical senses and don't tend to follow the same rules, often including sensations of the immediate future or immediate past. These sensations are always more subtle and emotional in nature than physical, so this knowledge is typically very vague; people with ESP often get impressions about things and don't know why."

If you're going with a custom race or are otherwise not listed (not all official races are), feel free to choose from any except Ishikendo.

ChrisClark13
2013-01-31, 10:22 PM
Okay, I'm kind of split between ESP, Telepathy, and Telekinesis...

Hey... some of those races are on there more than once!
In that case I'll have Kurtis pick up ESP and have Homura pick up either Telepathy or Telekinesis down the line. I'm assuming that I'll need to up her Mojo and maybe buy her some NPC Glow so she doesn't die. (Trying to pick out things that would aid in putting up "Illusions")

Weeee long-term plans.


Mid-term plans are to upgrade to the Starslicer V2 when I have enough money for another frame and better shielding and/or armor.
Speaking of which, how much would I get if I sold Starslicer V1's frame?

sonofzeal
2013-01-31, 11:42 PM
Okay, I'm kind of split between ESP, Telepathy, and Telekinesis...

Hey... some of those races are on there more than once!
Indeed they are! No rule against it. It's uncommon though. And costly.


Speaking of which, how much would I get if I sold Starslicer V1's frame?
The rule for selling captured ships is 1/10th the price, but that's assuming you're passing it over to some gov't agency or scrapping company or whatnot. Let's go with the standard 1/2 rate most RPGs use, for selling your own ships. However, right now, I don't mind if you do a limited rebuild given your new resources and better feel for the system.

sonofzeal
2013-02-01, 01:08 AM
Since you're interested in ESP first....

ESP Skill (Can be learned by Aphallissi, Arcturans, and Zarigians)

This crew can sense when psionic abilities are being used nearby and is
capable of sensing ambient psionic energy. This crew cannot be targeted by psionic actions unless they are physical (i.e. Telekinesis or Kyaiden). If elite, you may recharge an ESP maneuver once per battle.

ESP Maneuvers:
Level 1:
Clairavoyance: BEND a crew with the ESP skill to negate a stealth or cloaking effect until the end of the turn. You may BEND a crew with ESP to recharge this maneuver.

Level 2:
Psi Sense (Psionic Action): Target a crew with the ESP skill to cancel a telepathy or ESP action targeting one of your crew.

Level 3:
Guiding Hand: BEND a crew with the ESP skill to add his Mojo to any die roll.

Level 4:
Danger Sense: When combat begins, target one of your crew with the ESP skill. That crew may take a free or full action before any other actions take place in that turn and will not be BENT by this action. This ability may be used during situations where you could not normally take actions (such as during ambushes).

Level 5:
Precognition: BEND a crew with the ESP skill to reduce any die roll targeting him, his ship, or his crew by his mojo. You may BEND a crew with ESP to recharge this maneuver.

Elbeyon
2013-02-01, 05:19 AM
Spending 4 out of 5 experience on Weapon Designer. Wooo. That'll help a ton.
:P Offer is still there guys. If you ever feel like putting in mismatched slotted weapons or engines.

@sonofzeal. Got an idea for a custom skill. Third Level Engineer Skill.
Non-Powered Systems Designer: So long as this crew is present, you may install super-heavy Armor/Cargo systems in heavy mounts and heavy Armor/Cargo systems in standard mounts rather than the mount type that would normally be required. Their hit points are reduced by 75% (50% if elite). If this crew is lost, these systems can no longer be repaired.

Thoughts and reasoning.
Since multiply system types could be fitted into the Armor/Cargo slot instead of just the typical one it seems more powerful. However, the main drawback of all the Designer Skills is that it significantly reduces the items HP. And given the singular point of most armors is HP it rarely turns out beneficial. It might have more DR, but a 75% reduction in HP is a very hefty cost.

The Cargo Systems are actually worthwhile.

Overall it could just be Cargo Systems Designer and it'd end up about the same. The armor part of it will only be useful in niche situations(Very High DR Armors). (Heck I don't even mind if it's only the Cargo version that you consider.)

Also curious in a Hanger System.
I was thinking 5 Hanger Slots on a single facing would allow a combination of ships to land their longer as all of their combined system slots were 5 or below.
So 6 Hanger slots could fit in two Starbats(2, 3 system ships).

sonofzeal
2013-02-01, 07:05 AM
@sonofzeal. Got an idea for a custom skill. Third Level Engineer Skill.
Non-Powered Systems Designer: So long as this crew is present, you may install super-heavy Armor/Cargo systems in heavy mounts and heavy Armor/Cargo systems in standard mounts rather than the mount type that would normally be required. Their hit points are reduced by 75% (50% if elite). If this crew is lost, these systems can no longer be repaired.

Thoughts and reasoning.
Since multiply system types could be fitted into the Armor/Cargo slot instead of just the typical one it seems more powerful. However, the main drawback of all the Designer Skills is that it significantly reduces the items HP. And given the singular point of most armors is HP it rarely turns out beneficial. It might have more DR, but a 75% reduction in HP is a very hefty cost.

The Cargo Systems are actually worthwhile.

Overall it could just be Cargo Systems Designer and it'd end up about the same. The armor part of it will only be useful in niche situations(Very High DR Armors). (Heck I don't even mind if it's only the Cargo version that you consider.)
Let's leave it at just cargo. Otherwise I have visions of something like... Vekati Crystal Armor (HP 12, DR 4), doubled by Heavy and with an additional +2 from Structural Design Specialist, rocking in at DR 10. And at that point, who cares if it only has 6 hp? If by some miracle something gets through, you can just damage control it to oblivion. That'd be out of our price range for a while yet, but would likely result in nigh-invulnerability against anything remotely in your class.


Also curious in a Hanger System.
I was thinking 5 Hanger Slots on a single facing would allow a combination of ships to land their longer as all of their combined system slots were 5 or below.
So 6 Hanger slots could fit in two Starbats(2, 3 system ships).
Given that even dirt-cheap fightercraft can have a Freefall Drive in them effectively for free, I'm not sure what purpose would be served by such a system. Ships can already dock with eachother, and I see no reason to require a special system for anything a hanger would do for anything smaller than a space station.

So... unless you want something fancy, I say just go for it without dedicating special systems there. Players are allowed to control multiple ships - the only rule there is that you still only have one Captain, and any secondary ships follow Mook Ship rules. And you can't have more than ten of those.

Elbeyon
2013-02-01, 07:24 AM
Wonderful news all around.

I just like the idea of hangers :smalltongue:. Though some benefits I could see a hanger providing would of been a safe haven away from battle, extended operating times for the smaller ships (most likely will never come up), and a conglomerate crew.

sonofzeal
2013-02-01, 08:13 AM
Wonderful news all around.

I just like the idea of hangers :smalltongue:. Though some benefits I could see a hanger providing would of been a safe haven away from battle, extended operating times for the smaller ships (most likely will never come up), and a conglomerate crew.
Call it a single system, $5000, for a high-quality docking port. Any ship docked there that's no more than half the Size of your ship can be carried as part of your ship until you choose to separate. That means it uses your Freefall speed (if better than default). It's covered by your shields, instead of its own, while docked. Any damage to the Docking Port system does equal damage to the docked ship and disengages it.



For everyone: I meant to have the IC posted by now, but work has me wiped. Expect something in half a day or so. You'll have a chance to do purchases before anything else happens, so feel free to make decisions there.

Gold status
+3 Character Points

Gross profits: $10,200

Headwarpage hasn't posted in well over a week, so IDK what's going on there. He also took 17 damage that he hasn't posted about neutralizing - not enough to do anything critical since he's got shields and 16 hp armor, but still. I'd dock him for it, except the way you guys are doing wealth it wouldn't make sense. Instead I'm going to discount it entirely; no charge, but his ship's in drydock until he posts again. Or until I decide it's amusing to throw The Packard Goose against you guys. Whichever.

Operating expenses: $700
Repair bill: $625
Medical bill: $200

Total left over: $8,675

Call it $35 on festivities to make the math come out even (lowballing, I know) and....

Net gain per player: $2160

ScrambledBrains
2013-02-01, 07:38 PM
Now that you guys have seen Neil's style first-hand, I have a question. Which do you think would prove more useful, Heavy Body Armor, or Medpacks? :smallsmile:

sonofzeal
2013-02-01, 07:59 PM
Now that you guys have seen Neil's style first-hand, I have a question. Which do you think would prove more useful, Heavy Body Armor, or Medpacks? :smallsmile:
Strangely, I think Heavy Body Armor might actually be better on his backup, given how the Evade maneuver works. You want to save Niel's BENDings for attacks, but having someone else in heavy armor around could add just as much durability to the team without interfering with offence. However, that'll make Neil more vulnerable to Crossfires and other methods of making attacks against specific crew.

sonofzeal
2013-02-01, 09:22 PM
IC posted. As always though, feel free to do something completely different. Missions and whatnot are there for your convenience and don't necessarily represent the best potential opportunities. Remember this map (http://img823.imageshack.us/img823/4824/thegalaxyoratleastthepa.png), and there's always the major trade hub "(No Subject)" within a few hour's flight of you.

Elbeyon
2013-02-02, 08:38 AM
Got a plan.

Plan Proposial:
Step 1. Ignore the posted jobs for now, The Skitter is self employed for a reason. Every job someone else offers benefits them more than you.

The job is multi-stepped, but could provide a huge pay out. First we start cleaning up the powerful, inflectional, Triple-I'. We'll just ignore the posting for now. We'll offer a very public 10% finders fee on Triple-I's cargo if their tip off led to a successful capture by us. So if we bag a cargo ship they get 10% of it's cargo worth, all just for telling us were to find them. Of course whatever we accidentally or purposely destroy we collect the Triple-I bounty on. $500 per Ship Size is nothing to sneeze at. We're not selling the ships though, not yet anyway.

What we'll do with them is load them up with cargo, crew and fuel (a lot of fuel) and take the long way around O’oarphai and smiley space. Sneak in the back door and unload all the goods to the Kemzian people.

All in all it'll probably take around 3 months.

What you guys think?

sonofzeal
2013-02-02, 08:54 AM
Got a plan.

Plan Proposial:
Step 1. Ignore the posted jobs for now, The Skitter is self employed for a reason. Every job someone else offers benefits them more than you.

The job is multi-stepped, but could provide a huge pay out. First we start cleaning up the powerful, inflectional, Triple-I'. We'll just ignore the posting for now. We'll offer a very public 10% finders fee on Triple-I's cargo if their tip off led to a successful capture by us. So if we bag a cargo ship they get 10% of it's cargo worth, all just for telling us were to find them. Of course whatever we accidentally or purposely destroy we collect the Triple-I bounty on. $500 per Ship Size is nothing to sneeze at. We're not selling the ships though, not yet anyway.

What we'll do with them is load them up with cargo, crew and fuel (a lot of fuel) and take the long way around O’oarphai and smiley space. Sneak in the back door and unload all the goods to the Kemzian people.

All in all it'll probably take around 3 months.

What you guys think?
...you know, I totally hadn't considered it as an option, but if you can make it work, more power to you! If it helps, you can make your own posting to the board about offering money on Triple-I tips.

Elbeyon
2013-02-02, 09:55 AM
Awesome. We'll have to do that. I've got more details of course but that's the general breakdown of it.

More details:
Preliminary work:
We'll check with our Kemzian rebel to see what he's expecting. How much cargo he has for us to transport, upper limits. And really any details he's offering like we're we are landing the sucker and background/foot work stuff we need to know. I'm figuring they've been at war for 100 or so years the job isn't going to go away in a month. But we'll check to make sure.

We'll post to the board, making our 10% finder fee very clear. Mostly the first one that reports gets the fee (That way it encourages speed and we don't end up ever paying more than 10%). Second it has to lead to a successful capture, so if we fail or don't find them they get nothing. (Of course we won't focus on that bit) [and hopefully our rep from recent success (100% Success; 12 Ships defeated within a span of days) means most won't be put off.]

Triple-I Hunting:
Lots of fighting to be expected. We'll have to arm up, and get neil and his crew in the best fighting shape after each fight. Luckily 90% of the cargo sells should cover that. Really most of our plans money will come from this little bit so we shouldn't spend it all as we get it. Edit: I mean money to finish our plan, not the payoff.

Once we capture a ship, we'll have to do something with it. I'm figuring our gangs port is pretty secure, but such a nice target is going to be very enticing. Enticing enough for someone to do something stupid. So we'll either get help from the boss man to guard it. (If someone is stealing ships at his shipyard it's going to make him look really bad.) If that doesn't go over too well we can hire private guards.

Transport weapons to Kemzian rebels
Assuming we get to this step, we should have our crews and some empty cargo ships. That means we'll need crew and a decent amount of them. We'll can rely on the bossman for this one; he might have some loyal crew for us. Else were going to have to rely on mercs, which isn't preferred.

However, we not going into this blind. It's going to take a lot of fuel to make our round trip. What we'll do is ration the fuel. The Skitter will act as our primary fuel tanker. Bascially the other cargo ships will be carrying the cargo, while The Skitters cargo is fuel, so they won't have enough fuel to really run for it since they are running low.

Course we'll give a nice little incentive to take down betrayers. A little cash bonus if other cargo help take down a runner/fighters. Hopefully it doesn't come down to that but the fact that we'll basically board/shoot anyone that tries to run away on a low gas tank will be persuasion enough from the idea. Edit: Of course it couldn't hurt to mention that we defeat(stole) all these ships, so we've took them down once. Something to consider.

We could use the crimson midget as a scouting vessel as well. It's small, decently fast, and it's got anti scanner equipment on it. It'd give us a real chance, at spotting incoming hostiles and getting away in time.

Elbeyon
2013-02-02, 11:42 AM
Now that you guys have seen Neil's style first-hand, I have a question. Which do you think would prove more useful, Heavy Body Armor, or Medpacks? :smallsmile:

Armor :smalltongue:. Its a money saver. :smallsmile: Normal body armor is really cheap too.

:( I don't think we've got enough total to buy a Heavy cable yet. Got 3 Grand myself, so unless you can get the other 7... Unless we gamble and try to craft it?

ScrambledBrains
2013-02-02, 01:09 PM
Armor :smalltongue:. Its a money saver. :smallsmile: Normal body armor is really cheap too.

:( I don't think we've got enough total to buy a Heavy cable yet. Got 3 Grand myself, so unless you can get the other 7... Unless we gamble and try to craft it?

Well, I know that. :smallwink: My worry is blowing all my 3 Grand on 1 item.

Eh, we can wait. Neil can be patient...outside combat, anyway.

Also...brilliant plan, and I am fully on board. And I'll gladly be the scout. :smallbiggrin:

Elbeyon
2013-02-02, 01:32 PM
Body Armor (Armor, Uncommon) $600
+6 to owning player's hit pool. Each time this crew absorbs crew damage, 2 extra points of damage are absorbed.

Description: A common sight among the more violent professions and the more paranoid merchants, standard body armor generally consists of lightweight plates that cover the important parts of the owner’s body, primarily the arms, legs, and chest. This sort of armor is generally adjustable for wearers of different builds, but tends to be uncomfortable during prolonged wear. (Standard Body armor is a nice middle ground between the light and Heavy)

Awesome :smallbiggrin:. It'd be impossible to do it without ya. Lots of ships to capture and scouting to be done.

Edit: What ya think. Should I buy a S-H 10 MW Laser Cannon (doubles my damage) or hold out on the Heavy Cable?

Edit3: No one is on the skitter right now.. or is this like the day after?

ScrambledBrains
2013-02-02, 07:05 PM
(Standard Body armor is a nice middle ground between the light and Heavy)

Awesome :smallbiggrin:. It'd be impossible to do it without ya. Lots of ships to capture and scouting to be done.

Edit: What ya think. Should I buy a S-H 10 MW Laser Cannon (doubles my damage) or hold out on the Heavy Cable?

Edit3: No one is on the skitter right now.. or is this like the day after?

Huh...that works. :smallwink:

:smallbiggrin: Sweet.

Hmm...go for the damage. We can wait on the Heavy Cable.

Day after. :smallbiggrin:

Elbeyon
2013-02-02, 07:40 PM
Ah ok! Sorry get confused easy sometimes xD. *types up a post*

Edit: I need to stop editing so much.

Edit: Yay shopping!


First up, Clayton will try to find a S-H 10 MW Laser Cannon to buy.
Once he finds a seller he'll find a buyer for a H 10 MW Laser Cannon and try to negotiate the price up. Saying its brand–new besides the single use (one combat).
If he both of these things work out, he'll sell the H and buy the S-H.

ScrambledBrains
2013-02-02, 11:06 PM
Something I'm confused by. In what SoZ has on the first page, medium body armor has a cost of $1000 a piece, while what Elbeyon has is $600 a piece...which one is right? :smallconfused:

sonofzeal
2013-02-03, 12:33 AM
Something I'm confused by. In what SoZ has on the first page, medium body armor has a cost of $1000 a piece, while what Elbeyon has is $600 a piece...which one is right? :smallconfused:
Hmmmm.....



Light Body Armor (Armor, Uncommon) $250
+3 to owning player's hit pool. Each time this crew absorbs crew damage, 1
extra point of damage is absorbed.
Description: This is not so much true body armor as it is a flak vest and boots.
These economy armors tend to crack and fall apart once they’ve taken a few
hits, but they’re much cheaper than full body armor.

Body Armor (Armor, Uncommon) $600
+6 to owning player's hit pool. Each time this crew absorbs crew damage, 2
extra points of damage are absorbed.
Description: A common sight among the more violent professions and the more
paranoid merchants, standard body armor generally consists of lightweight
plates that cover the important parts of the owner’s body, primarily the arms,
legs, and chest. This sort of armor is generally adjustable for wearers of
different builds, but tends to be uncomfortable during prolonged wear.

Heavy Body Armor (Armor, Uncommon) $3000
+12 to owning player's hit pool. Requires a Thuggery of 2 or more. Each time
this crew absorbs crew damage, 4 extra points of damage are absorbed.
Description: The darling of bounty hunters and mercenaries, this armor is a
stronger, more complete variety of body armor
that doesn’t leave as many gaping holes in it’s
protection as standard body armor. It is very bulky and
conspicuous, however, and very expensive.


.....but then, in the summary page.....

Light Body Armor $350 +3 to hit pool, absorbs 1 extra damage when crew BENDS
Body Armor $1,000 +6 to hit pool, absorbs 2 extra damage when crew BENDS
Heavy Body Armor $3,000 +12 to hit pool, absorbs 4 extra damage when crew BENDS, req. Thuggery 2+

...yeah, definitely a typo in one of the two. I think the latter is correct though; it fits the general pricing curve far better.

ScrambledBrains
2013-02-03, 12:44 AM
@^: Kay. Then I'll spend $2000 on the Medium Body Armor for Neil and Kole, and $500 on two Medpacks.

Right now, I have $3091. Minus $2500, leaves me with $591.

:smallbiggrin:

EDIT: Also, one of those Decent Firearms we looted...Neil would like to have it, if possible. :smallsmile:

Elbeyon
2013-02-03, 04:07 AM
Aw, I obviously preferred the cheaper price :smalltongue:. I'll fix my erroneous sheet. I'll take off the body armor on Eve and add 200 credits to my pool. That should fix the error. It did seem a little too cheap for what it did though, so tis 1,000 price is better in the end I think.

Edit: Do we have a procedure on loot? Not like cash but equipment.
How you guys feel about the person that wants it buys it at the price we would sell it at. So they'd essentially just be buying it from our selling (at half price). Course, with possible le way for odd situations!

Edit: Um. Does Clayton need to go shopping? Or can I just say I buy/sell this and this and it happens if we're on downtime/space station.

Edit: Could I try Crafting a S-H 10 MW Laser Cannon? Figuring I might be able to buy enough parts at "(No Subject)" and just assemble it with whatever shipyard equipment they have. Of course paying whatever fees, legal fees, bribes etc etc it'd take to be able to use their tools. I'm figuring
structural design specialist and weapon designer would apply to the stack number plus whatever equipment bonus "(No Subject)" has if any. What would the DC and um fees be? (If it's even possible)

sonofzeal
2013-02-03, 06:32 AM
ChrisClark13 seems to have disappeared now as well. Shall we wait another day for him, advertise for more, or continue with just the two?

(edt) Or I throw in one of my own musings as an ally?

Elbeyon
2013-02-03, 06:41 AM
He might show up again later, but still the absence of gunships would really hurt our battle performance. I'ma going to go with ya bring forth an NPC for we don't have to wait too long while we look for another?

If we go with just the two of us I'd probably want to do a rebuild and make my ship a gunship. We need a gunship way before a 'cargo' ship.

Edit: Staying with just the two of us is the least preferable. While just hiring a merc is the preferable, at least till we find another. I wouldn't mind if you wanted a permanent PC. Course I know some people don't like dming and having a dmnpc.

(I'm working on a post btw)

sonofzeal
2013-02-03, 06:50 AM
I have the first ship I made - in other words, no different than you guys, although I went in a slightly different direction.

Elbeyon
2013-02-03, 06:57 AM
Sounds interesting.

sonofzeal
2013-02-03, 07:51 AM
Here, let me type it up....

Size 1 - Speed 4 - Defence 3

Outer: Polytitanium Armor (hp 24/24, DR 1)
Front: 5 shield - 40MW Plasma (d12; hp 10/10)
Left: 1 shield - Nomi Shield (hp 8/8)
Right: 1 shield - Passenger Cabin
Rear: 3 shield - Hellforce Thunderhead (T4; hp 10/10)

Special systems: ----

Cargo: 0/1

Basically, Mainline Cannon stylez, complete with Gunner captain. I've since reconsidered this approach since a single good engineer with Damage Control could neuter me. The Captain took the Marketing skill, and you can see how it's a smooth sales pitch though, with visually impressive armor, weapon, and engine for a rather slick taxi service. I suspect the whole is not quite the sum of its parts in this case, and if I was starting from the ground up I think I could do better now, but let's just run with this for now. I may make some moderate tweaks to catch it up to the money you guys have made so far, maybe drop the passenger thing since I doubt we'll be using that.

Elbeyon
2013-02-03, 08:42 AM
I'm actually a fan of Passenger Cabin's. If I could afford them plus the extra crew I would have a few of them. Get some nice squads going and such. Quantity over quality is a pretty good motto for quite a while (though I'm going with quality for now). Two crew with engi 2 equals a crew of engi 4. Given that most costs are exponential that means quite a lot.

I'm actually pretty interested in seeing that motto in action. P: Maybe not on the receiving end though.

I like your ship. I'm sure Eve would love to install a couple Heavy systems on it, after all who doesn't love more power! (Put a strong engine or two on a small size ship and just watch her speed/defense sore.)

sonofzeal
2013-02-04, 01:03 AM
Updated....

Ship
Size 1 - Speed 6 - Defence 5

Outer: Polytitanium Armor (hp 24/24, DR 1)
Front: 1 shield - Nomi Shield (hp 8/8)
Left: 4 shield - 40MW Plasma (d12; hp 10/10)
Right: 4 shield - Heavy 18MW Laser (d10; sustained 2; hp 4/4)
Rear: 1 shield - Heavy Hellforce Taurus (T6; hp 5/5)

Special systems: ----

Cargo: 0/1

Captain and Crew
Samuel Taggart

Piloting: 5
Engineering: 0
Mojo: 2
Thuggery: 1

Combat Skills:
Aimed Shot (BEND on a 10, 11, or 12 to choose facing hit)
Gunner (Accuracy: +to-hit and +damage)

Non-Combat Skills:
Expert Marketting



{TBD}

Putting Heavy systems in normal slots is REALLY nice on a Size 1.... :smallbiggrin::smallbiggrin::smallbiggrin:

Elbeyon
2013-02-04, 03:04 AM
Very nice. Ten initiative and five defense with a comparable offense to match. Double power really does make a noticeable difference especially when you only got 5 slots P:.

Yay teamwork. I've always meant for Eve to be more of a support character(stat/skill wise), she gives the team the capability of great ships and they do all the hard work after that.

Her other function is money, providing a bit of extra cargo room. But more importantly than that saving money by building things and using Clayton to haggle.

(I like good ships and the money to build them P:)

ChrisClark13
2013-02-04, 02:29 PM
GAH. I don't mean to keep disappearing

Edit: It's only been two days >.<
Edit Edit: I'm also a tad confused on what's going on ICly. I'll put up a post once I figure it out.

I'll just chalk it up to Kurtis being lazy again....

Elbeyon
2013-02-04, 03:01 PM
Talking about what job to do next. The ones that are paying are pretty decent but we're most likely going to do a little self employing.

I'll try some recap.

Yesterday:
Battle's over.
Eve did some maintenance/drinking.
Clayton did some leg work/drinking.
Niel was recovering from his injuries.

Today:
Eve has done some shopping/crafting (Still trying to confirm what though).
Niel has done some shopping/drinking.
All the crews are meeting to discuss jobs.

I think that's it >< sorry if I messed up a detail.
Edit: Welcome back btw, thought ya left us :smalleek:.
Edit2: Also David would of sent you an invite to the meeting aboard The Skitter.

ChrisClark13
2013-02-04, 05:32 PM
Hmm... for some reason I want Xerion to run into some Space-Bronies. :smallbiggrin:

ScrambledBrains
2013-02-04, 06:02 PM
Hmm... for some reason I want Xerion to run into some Space-Bronies. :smallbiggrin:

:smallcool:

Hey, SoZ? Could you edit my new equipment into my crew's gear section on the front page?

(That being Body Armor for Neil and Kole, a Medpack a piece, and a Decent Firearm for Neil.)

sonofzeal
2013-02-04, 06:55 PM
GAH. I don't mean to keep disappearing

Edit: It's only been two days >.<
Edit Edit: I'm also a tad confused on what's going on ICly. I'll put up a post once I figure it out.

I'll just chalk it up to Kurtis being lazy again....
Whew! It's been a week since you've posted in IC, I was getting a bit worried!


Hmm... for some reason I want Xerion to run into some Space-Bronies. :smallbiggrin:
I'll see what I can do. :smallcool:



:smallcool:

Hey, SoZ? Could you edit my new equipment into my crew's gear section on the front page?

(That being Body Armor for Neil and Kole, a Medpack a piece, and a Decent Firearm for Neil.)
Done.

ScrambledBrains
2013-02-04, 07:11 PM
Done.

Thanks. Though, I did...mis-speak earlier. I meant only Neil and Kole get Medpacks. David doesn't. :smallredface:

sonofzeal
2013-02-05, 05:46 AM
Just a note - work is kicking my arse lately, which is why I'm not lighting a fire under you guys to get moving again. Expect things to start happening again on the weekend; things should be better after that, for the forseeable future.


Things that should probably be done before then:

- Everyone has character points to spend (5 CP... and I'll loan out the extra 3 if anyone wants to go for psi).

- ScrambledBrains and ChrisClark13 have money to spend

- sonofzeal should post leads on Triple-I ships.

Elbeyon
2013-02-05, 08:04 AM
I found this a nice little break from the battles. It was enjoyable to take a pause for a bit P: (*Starts sharping lazor cannon* for all the combat to come)

@sonofzeal

Eve spent 4 CP on getting Weapon Designer.

I was hoping to try to craft the S-H 10 MW Laser Cannon instead of straight up buy it. (I don't mind if ya need to think about it more. In that case I can just buy it.)

Looking for more information on the Rebel job. Mostly interested in how much cargo he has to transport and when.

Posting that notice on the board now that the groups agreed to the job. 10% finders fee on the cargo.

I think those last three are all I got left till I'm ready.

ScrambledBrains
2013-02-06, 07:41 PM
I kinda like the break myself, since it's giving us time for characterization and such. Though, Neil ain't gonna object to a fight or brawl anytime soon. :smallcool:

As for my spendables, for now, I'm saving my CP for NPC glow, and I only have 500 some credits left, which I'm keeping for upkeep. :smallsmile:

sonofzeal
2013-02-06, 10:21 PM
"Well, in that case, Kole and I will head out to the local bars and scope things out, maybe see what the local scuttle-butt is.
Right now you're on "Lyran Thoughstealer", a Pirate outpost that basically consists of docking clamps, maintenance equipment, a few offices, and bunks for the night. It's not a proper base, more just a truck stop. The "local bars" and assorted other avenues of scuttlebutt would either be at the pirate main base, which you haven't actually been told about yet, or "(No Subject)", the local main trading port. Some relevant information is back here (http://www.giantitp.com/forums/showpost.php?p=14537094&postcount=28).

ScrambledBrains
2013-02-06, 10:49 PM
Right now you're on "Lyran Thoughstealer", a Pirate outpost that basically consists of docking clamps, maintenance equipment, a few offices, and bunks for the night. It's not a proper base, more just a truck stop. The "local bars" and assorted other avenues of scuttlebutt would either be at the pirate main base, which you haven't actually been told about yet, or "(No Subject)", the local main trading port. Some relevant information is back here (http://www.giantitp.com/forums/showpost.php?p=14537094&postcount=28).

Damn, I need to pay attention. :smallsigh: Sorry, college sucks away my brains. Let me go edit.

Elbeyon
2013-02-07, 10:59 PM
Oh yeah. I totally forgot that as well. Luckily it's not too far away.

Elbeyon
2013-02-08, 11:50 AM
Would the two star ship bases have different missions/freelance work? or is it all about the same? Mostly asking because, well, if the rebel guy's job could only be accessed from the Lyran Thoughstealer ><.

sonofzeal
2013-02-08, 05:58 PM
Would the two star ship bases have different missions/freelance work? or is it all about the same? Mostly asking because, well, if the rebel guy's job could only be accessed from the Lyran Thoughstealer ><.
They do have different lists. Lyran Thoughtstealer has a bunch of pirate jobs that obviously wouldn't be advertised to straights. You've got an email address you can contact though.



...yes, the internet exists in Star Thugs. In fact, it's a relatively recent invention, only predating Earth's by a decade or two.

Elbeyon
2013-02-08, 06:10 PM
Ah very good. Useful to know, was curious how to get in touch with the guy.

ScrambledBrains
2013-02-08, 10:32 PM
Hey, Elbeyon? Is there Neil and his crew can do to help your plan? I feel kinda bad I haven't posted in a while. :smallredface:

Elbeyon
2013-02-08, 10:40 PM
Uh. I'm mostly shopping/exploring x .x. Not sure anything I'm currently doing has anything to do with the plan.

Still gotta set the post for the 10% finders fee and contact the rebel.

Sorry...
Am I wasting too much time/or something like that?