Recruiting: Deep Water Blackout |
Recruiting: Deep Water Blackout |
May 29 2008, 12:56 PM
Post
#101
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Feel free to donate a point for $5000 worth of explosives. (IMG:style_emoticons/default/cool.gif) Well, I've definitely already spent 50BP on gear, so the left over 9 need to go somewhere else. Busy couple of days, but I will try to have things finalized by the end of the day (gear might take a little bit after boat details are posted). |
|
|
May 29 2008, 04:38 PM
Post
#102
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Ok sorry for the delay:
QUOTE Blohm & Voss Wellenkraft 3 (Small Cargo Ship): Measuring about 75 meters in length the Wellenkraft 3 is a sturdy ocean-going vessel that is popular with smaller shipping operations all over the world. It has seen an up swing in popularity in recent years with the advent of desk-top manufacturing and smaller “micro-industry� factories that have reduced the demand for large-scale shipping. It is also popular with some pirates and smugglers who use heavily modified Wellenkrafts as mobile bases of operation. Standard Upgrades: Improved Amenities (Middle x 12), Satellite Communication, Heavy Winch (non-canon and really big) Suggested for the Odyssey: Extra Entry/Exit Points (Moon pool) B&V Wellenkraft 3 (Cargo) H: -1 Ac: 10/20 Sp: 40 P: 1 B: 25 Ar: 10 Sn: 2 Av: 8 $: 200,000 (IMG:style_emoticons/default/nuyen.gif) Now the question becomes what to do with it. We could say that Carter owns ship and then BlackHat could use the cash he spent on his boat to modify this one. Otherwise you guys could take up a BP collection to raise some cash for modifications. As far as lifestyles: Individual players could choose whether they want to reside on the ship or maintain a residence at port. If you live on ship your lifestyle costs go toward the upkeep and port costs for the ship, and you can pay more to represent special luxuries you've brought on board. --------- crizh: The custom vessels sound pretty cool. I'll have to review the rules. |
|
|
May 30 2008, 07:53 AM
Post
#103
|
|
Running Target Group: Members Posts: 1,278 Joined: 15-April 05 Member No.: 7,336 |
Here' s a mostly complete, failry playable version. Background could use a little sprucing up and skills and gear still need a little fiddling. Contacts being fleshed out.
[ Spoiler ]
|
|
|
May 30 2008, 02:39 PM
Post
#104
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Now the question becomes what to do with it. We could say that Carter owns ship and then BlackHat could use the cash he spent on his boat to modify this one. Otherwise you guys could take up a BP collection to raise some cash for modifications. I'm cool with whatever the team decides. As far as your comment about extra exit/entry points (moon pool) would that be sufficient to store the Odyssey inside this vessel? or just necessary to drive a vehicle in (since the normal exit/entry points are for people, and I would have to also use up storage room to make enough space for a fishing boat? I think the rule of thumb they give in arsenal for storage space is 1 modification point worth of space for every 4 points of body (so a body 16 boat would need 4 points of space in a larger vessel). Since those points don't cost anything, and only limit the amount of modifications you can still fit on the larger vessel, it is fine by me. Did anyone else want any particular mods on our group ship? |
|
|
May 30 2008, 03:59 PM
Post
#105
|
|
Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
A Mage Sight Fibre Optic Security System might be useful...
(Arsenal p66) |
|
|
May 30 2008, 04:01 PM
Post
#106
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Good call, actually. Were anything to go down on the ship, if its 75 meters long, it could take a while for us to get there. Having our mage able to see all over the place from the security room might be helpful.
|
|
|
May 30 2008, 04:05 PM
Post
#107
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Sorry. I was assuming that if Carter were to captain the ship it would be called the Odyssey per your background. My mistake. If you choose to keep your own boat the ship will need another name.
I was thinking the moon pool would be handy for launching and recovering minisubs, divers, diving drones, etc. As far as storing the Odyssey on the ship, it could certainly be done, or you could tow it. Towing it might be handy because I could imagine loading and unloading a Body 16 boat might be quite an operation whereas if were towed you could just push off and run about in the smaller boat as needed. Its entirely up to the team though (and up to you whether you want to keep the smaller boat or not). |
|
|
May 30 2008, 04:15 PM
Post
#108
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Ah, I see. Yeah, either way. I basically don't want to claim the $200,000 ship without other people's buy in.
If its the case that its a team ship, we could give it a name, and Carter might keep his old ship (with some different modifications) - because there are times where that might be more useful. Another idea would be to say that he ditched his old ship when he was trying to fall off of the map, and just invest that money into some drones or minisubs or something for this ship. Suggestions welcome from the team |
|
|
May 30 2008, 07:34 PM
Post
#109
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Alright, I am getting ready to head out of town for the weekend. I don't know if I'll be able to connect from the hotel, so this could be my last post until Sunday. In the meantime please feel free to discuss your characters and finalize backgrounds. Story elements are more important than numbers- I'll allow minor tweeks to stats until we get a few weeks into the game.
You guys can decide how best to use the ship amongst yourselves and what mods are essential. If no one replies with any input I'm going to leave it up to Captain Carter (i.e.- BlackHat). If everything is hammered down by Sunday I'll throw up the IC/OoC threads on Monday. If people are still uncertain about their characters we can always take another few days, but they all look pretty close to completion. Let me know. |
|
|
May 31 2008, 06:21 PM
Post
#110
|
|
Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Here is a post I put up over on the main board about explosives.
OneRonin: I reread the rules for breaching/cutting and I think you're right- there is something a little off about the amount of standard explosives. Have you done the calculations using the linear cutting charges? Maybe the rules were written with those in mind, though it seems odd that cutting charges are always considered untamped. When you read the description of the cutting charges it sound like they have built in tamping (the angled iron that "focuses the explosive blast onto the line to be cut"). Anyway that -5 AP will make some difference, but not enough to correct the massive amounts of explosives you need for cutting. Doesn't make much sense. One thing I noticed was the note about rubble obscuring up to half of the hole you create with breaching. It gives the impression that breaching is a really messy affair, but cutting has no such rule. Maybe that is one distinct advantage to cutting but I don't know if thats worth the extra explosives either. As far as the rules in Arsenal superseding the rules in the BBB- my interpretation was that the multiplier from the Positioning Table on page 90 basically replaces the "DV x 2 against barriers" from the BBB. In other words the BBB assumes that all charges are placed "Higher above ground than hole radius, untamped" (x2) for the sake of simplicity. How about this? Let's treat linear cutting charge DV just like breaching DV, and assume that they automatically get the x3 DV multiplier for being above the ground and tamped. So we end up with the following math: The DV formula for cutting is: (sqrt of kilos/meter)*(Rating of explosives) *(DV multiplier for above ground + tamped) We also get 1 additional AP per net hit made on the demo extended test (assume no net hits, so no extra AP) Base AP for Linear Cutting Charges is -5 AP So the lowest rating linear cutting charge you can get is rating 4. And there is 1kg of explosives per meter. So we have: (1)*(4)*(3) = 12DV. Our sec door has Armor 8 and Structure 9. With the -5AP from using a linear cutting charge, the door doesn't have enough dice to buy any hits, and our 12DV is more than enough to cut it. Of course, we do end up using 4kg of explosives, but that's not too bad. If the cutting charges only had .56kg of explosives per meter, then we would come out RIGHT at 9DV. And we do it with a little over 2kg of explosives rather than 4. I could live with that. So here are some sample numbers for cutting when using the 1kg linear cutting charges from arsenal, and assuming the x3 DV: Heavy Material: Armor: 6 Struct: 7 Example: hardwood, dataterm, lightpost, chain link *Rating 4 charges will do the job easily Reinforced Material: Armor: 8 Struct: 9 Example: densiplast, security door, armored glass, Kevlar wallboard *Rating 4 charges will do the job easily Structural Material: Armor: 12 Struct: 11 Example: brick, plascrete *Rating 4 with just barely do the job. 4 or more net hits on your demo test will guarantee it. Heavy Structural Material: Armor: 16 Struct: 13 Example: concrete, metal beam *Rating 5 will just barely do the job. 4 or more net hits on your demo test will guarantee it. Armored/Reinforced Material: Armor: 24 Struct: 15 Example: reinforced concrete *Rating 6 will work only if you get 4 or more hits on your demo test. Otherwise, you will need rating 7. Hardened Material: Armor: 32+ Struct: 17+ Example: blast bunkers *Rating 8 will work only if you get 4 or more hits on your demo test. Otherwise you will need rating 9. That works for me. |
|
|
May 31 2008, 07:29 PM
Post
#111
|
|
Running Target Group: Members Posts: 1,278 Joined: 15-April 05 Member No.: 7,336 |
I've 4-5 BP available for the bigger boat if we decide we want it. I think including rating 10 ECM would be nice. The electronic warfare specialist on the boat could probably put it to good use.
It is unclear to me whether method intended for us to buy the B&V boat he offered us or if it was a gift to the team. Knowing whether we have to scrounge up 40 BP between us for the thing would be nice. Also, finally done. [ Spoiler ]
|
|
|
May 31 2008, 09:39 PM
Post
#112
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
I was under the assumption it was a gift, and that we needed to scrounge up money for modifications (in theory).
Also, rating 10 ECM is probably unavailable, because you can't get things higher than rating 6 to start with. For my last 9 BP I am going to pick up Industrial Mechanic 1 (Salvage 3), which I think Pragma dropped, but which I thought was a good idea for salvagers to know how to take apart industrial machinery to get it to the surface. I'll also throw a (Visual) specialization into perception. I forgot all about knowledges. [ Spoiler ] As far as gear. Assume I got rid of the Odyssey for now, but keep the following modifications (transferred to the new big ship). [ Spoiler ] This will free up $29,100 Which I will put into [ Spoiler ] ... got about 4K left, no idea what else to buy though. Suggestions welcome. I'll consolidate all of this on the OOC page for later reference. We can either come up with a new name for the current ship, or say that Carter has owned it for a while, and that this is actually his Odyssey |
|
|
Jun 1 2008, 01:08 AM
Post
#113
|
|
Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
I can always use some cash for linear cutting charges, especially if Method uses my rules suggestion.
Here are the minimum requirements for cutting a 1 square meter hole in a surface: Cost: Rating x $200 per kilogram (x4 kg needed for 1 meter hole) Rating 4 (minimum) will easily cut structural material ($800/kilo) Rating 5 will barely do the job on heavy structural material ($1000/kilo) Rating 7 is needed for Armored/Reinforced material ($1400/kilo) Rating 9 is needed for Hardened material ($1800/kilo) I don't even have enough leftover cash to buy 4kg of the weakest (rating 4) linear cutting charges. |
|
|
Jun 2 2008, 05:27 AM
Post
#114
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Alright... 11 hours of driving and I'm back. (IMG:style_emoticons/default/wobble.gif)
To clarify, the boat was a gift. No need to pay its cost, just any modifications you guys want. OneRonin: I'll look over your example in detail tomorrow, but at a glance I think your fix seems pretty reasonable. Now... must... sleep.... (IMG:style_emoticons/default/dead.gif) |
|
|
Jun 2 2008, 11:33 AM
Post
#115
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
A Mage Sight Fibre Optic Security System might be useful... (Arsenal p66) Unfortunately, the prices listed are per meter of cabling, which isn't very useful for abstract vehicles modifications. The vehicles is 75 m long, so what does Method think would be a good rule of thumb for how much cabling we would need to rig together the ship so that a mage can sit in the security room, and peek into most if not all of the other rooms? |
|
|
Jun 2 2008, 02:10 PM
Post
#116
|
|
The Dragon Never Sleeps Group: Admin Posts: 6,924 Joined: 1-September 05 Member No.: 7,667 |
What are the list of contacts we want to have? I have a few BP in contacts to assign, and would like to hear from you what you would like!
|
|
|
Jun 2 2008, 02:37 PM
Post
#117
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
What are the list of contacts we want to have? I have a few BP in contacts to assign, and would like to hear from you what you would like! Never hurts to have more contacts whose sole purpose is to bail us out of a jam. I picked a SeaCop contact to help if we have trouble coming to or from port, and not sure who could easily help us elsewhere... but some sort of CrashCart contact with one of those rescue-choppers might be useful. Especially if someone manages to sink our ship. (IMG:style_emoticons/default/biggrin.gif) |
|
|
Jun 3 2008, 05:42 AM
Post
#118
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
On the Mage Sight FOSS: a great deal of the ship would be open deck and cargo space, especially if we consider it having enough room to carry another vessel on board. I was picturing something like THIS or THIS. In either case only the forward part of the vessel would require cabling.
Problem there is you might need almost as much cable, since there are two to four decks... I am open to suggestions about how to calculate total length needed. Maybe 50 meters would be appropriate? Thats 2 meters per point of body, although I don't know if that correlation really means anything in this case... Anyone have any good ideas? Also: I'll throw up the IC/OOC threads tomorrow. I spent all day moving so I didn't have a chance to do that yet. |
|
|
Jun 3 2008, 12:29 PM
Post
#119
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Yeah, without a floorplan, it is going to be impossible to calculate a realistic number (which is why I was sad they handled it in meters - given that you always want to rig a 3d environment). Judging from the second one, the forward part is roughly half of the 75 meters in length. So it would take at least 37 meters of cable just to reach the front of the ship. Assuming we have to go at least that far on all 4 decks, we're talking about 148 meters... but that's basically for 4 long "spines" running down the middle of the ship. We would also want pieces coming off of those spines and going off to each room. No idea really how to figure those out, but I figure out lower-bound on cabling is 150 meters or so - with greater visibility over the area of the ship the more we're going to invest into it.
Even that much is $8,000, which is more than Carter can afford. So unless someone else (the mage?) has a lot of money left over, its probably not worth spending any more time calculating. |
|
|
Jun 3 2008, 01:03 PM
Post
#120
|
|
Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Yeah, without a floorplan, it is going to be impossible to calculate a realistic number (which is why I was sad they handled it in meters - given that you always want to rig a 3d environment). Judging from the second one, the forward part is roughly half of the 75 meters in length. So it would take at least 37 meters of cable just to reach the front of the ship. Assuming we have to go at least that far on all 4 decks, we're talking about 148 meters... but that's basically for 4 long "spines" running down the middle of the ship. We would also want pieces coming off of those spines and going off to each room. No idea really how to figure those out, but I figure out lower-bound on cabling is 150 meters or so - with greater visibility over the area of the ship the more we're going to invest into it. Even that much is $8,000, which is more than Carter can afford. So unless someone else (the mage?) has a lot of money left over, its probably not worth spending any more time calculating. I'm finalizing Des, and I dropped one of my skills by a point, giving me 4 extra BPs that I put into resources. So I have over 20k to play around with. Much of that is going towards explosives, but I can certainly donate $8k or less towards the cabling. |
|
|
Jun 3 2008, 01:06 PM
Post
#121
|
|
Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Acutally, I was wrong, its 9 K for the barebones package described above... but if Carter throws in 4K, and Des throws in another 8K, we should easily have the beginnings of a optical magesight surveilance system, with $3000 worth (50 meters) of additional wiring for girth across the ship - going out to major rooms.
We could probably always upgrade down the road, too, if we want better coverage - but I suspect we'll always be using a vague system regarding whether or not our mage can see a particular point on the ship. |
|
|
Jun 3 2008, 01:18 PM
Post
#122
|
|
Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Acutally, I was wrong, its 9 K for the barebones package described above... but if Carter throws in 4K, and Des throws in another 8K, we should easily have the beginnings of a optical magesight surveilance system, with $3000 worth (50 meters) of additional wiring for girth across the ship - going out to major rooms. We could probably always upgrade down the road, too, if we want better coverage - but I suspect we'll always be using a vague system regarding whether or not our mage can see a particular point on the ship. Sweet. Consider my $8k earmarked for the magesight system. I also have an idea for a contact with a chopper that could bail us out. That will finalize Des, so I'll put him up here in a bit. |
|
|
Jun 3 2008, 02:26 PM
Post
#123
|
|
Running Target Group: Members Posts: 1,109 Joined: 16-October 03 From: Raleigh, NC Member No.: 5,729 |
Final Draft, Desmond Connelly:
Desmond Connelly Nicknames: "Des", "Connelly", "That Crazy Scot!" Scottish Male Human Age: 37 Height: 6' Weight: 200 lbs Hair: Brown Eyes: Brown Build: Average/Fit [ Spoiler ] I have $145 left after giving $8k to Blackhat for the magesight system. |
|
|
Jun 4 2008, 12:08 AM
Post
#124
|
|
Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
|
|
|
Jun 4 2008, 08:26 PM
Post
#125
|
|
Runner Group: Members Posts: 2,666 Joined: 29-February 08 From: Scotland Member No.: 15,722 |
OK, I've made some final tweaks and added gear...
[ Spoiler ] I'm still not sure whether 'Manipulation Fetish' should be in gear or negative qualities.... |
|
|
Lo-Fi Version | Time is now: 10th February 2025 - 11:11 PM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.