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Minchandre
QUOTE (Penta @ Apr 29 2010, 06:43 PM) *
Cybertech: Okay, just checking.

Sylph: *looks up the bolt* Ummm....probably a smidge too big, since it's Body 5 and can't be disassembled. (The Sylph has a body of 8, for the record...And isn't intended to be disassembled either.)

Addiction: Not saying no, just wanted to raise the point.


Many large yachts carry fairly sizeable watercraft - check the yacht catalog page posted way back. While a Sylph is probably too big (unless we get a large industrial ship, or tow it, or slave it and have it follow us on autopilot), I bet a Bolt could fit. I got the feeling that the Bolt is essentially a jetski.
Penta
Okay, yeah, the Bolt could work. One of them, though.
Minchandre
Did we ever decide what kind of ship we wanted in the end?
Faraday
QUOTE (Xahn Borealis @ Apr 29 2010, 12:17 PM) *
Here's Aquaman. Criticism accepted and encouraged.

Looks good to me, overall. Keep in mind that shops are *not* easily usable on a boat unless you have a vehicle-based one, so you'd have to use them while ashore. Also, you probably don't need much cybertechnology, as we already have a decent doctor with a maxed biotech group.
Digital Heroin
Alright, first off, I'm going to apologize for my not having read through the finer points of debate over the boat. Ultimately, if I'm let into the game, I will be happy with whatever it breaks down to be, and the guy I'll be posting shortly (sheet, with background to follow), will be showing up with what he's got in a few large duffel-bags (ok, so probably really large ones... I forgot to buy at least one toolkit and ammo). He'll be lending his legit face to the operation, and won't be too picky about what they sail. I promise to give a read-through as soon as I can, though that may not be for a few days.
BigPapa
For the boat, would it work better to come up with what we want, size, etc. and let Penta give us the ballpark on cost?

For example; 10 single cabins, Comms room, Cargo hold big enough to hold 1 large drone with retractable roof, 2 labs, and a conn tower.
2 concealed hard points on starboard and port bow.
Engines capable of providing speed of ?? Manueverability of ?? etc...


That might be easier to spell out and agree upon than debating if such and such is too big or too small. Just establish the baseline for size, etc., have Penta give us the ballpark, and then spend the rest on goodies.

Just a thought.
toturi
QUOTE (Penta @ Apr 29 2010, 11:03 PM) *
I'm AFB at the moment, but put that skill in with pencil, not pen (or the digital equivalent): I need to go through Ghost Cartels, but I think (at the moment) the skill may be too broad. (It fails a critical question: Covert Ops Protocols for whom?)

The Aztech black ops guy has it.

You could increase the Thresholds for those things you think fall within the ambit of the skill but is more obscure. I was looking for a catch-all skill for those stuff that my character should know but are not covered by the more specific skills. Like such a person should know that he should get a safehouse, he should try to lose his tail in a crowd, he should insist on being paid in less traceable means, he needs a cover legend, he should know that his contact is probably using a false name, etc.

While I did not intend for Eddy to be scrawny (for an ork), I intended for him to not stand out from an average human in terms of physical strength or toughness. He spent the early part of his life in a Japanacorp (ok, Yamatetsu eventually went Russian and eventually became Evo, but as a child, he was raised in a Japanacorp, all full of baseline humans), he did not want to stand out from his peers. Hence his high Stealth, average Charisma and a little Influence to get him by in school. The other kids parents were worried the ork kid would intimidate theirs. He wanted to be able to lose an arm wrestling match with his peers without throwing the match, hence the low Strength. While he didn't want to be bullied, but his physical and mental toughness meant he did not curl up into a ball like most other kids who were bullied.
Digital Heroin
http://en.wikipedia.org/wiki/Orca_class_patrol_vessel

For my money, this here is a sickeningly nice platform for pirate/salvage ops. It doesn't hurt I'm sailing on one right now, and know it's quirks.

It's got plenty of living space, but with only one single cabin. One or two of the cabins could be converted, but space-wise you've got:

-bridge (360 view, very choice)
-engine-room
-arms-locker
-cleaning gear locker
-large training room
-galley
-five four-person cabins
-one two-person cabin
-three heads/wash places

The boat's got good range, room enough for a week or two of provisions, and plenty of deck space, plus a crane for a zodiac sized boat. It's not a massive cargo-hauler, but it's a good platform for boarding/hijacking larger vessels.

It's also not armed, which is perfect for a pirate/privateer vessel because if worse comes to worst, you ditch your small-arms in waterproof semi-submersible containers overboard with RFID tags, and if you're boarded you have nothing for the authorities to pin weapons charges on you.

...yeah, I've done some anti-piracy time in my day... well, ok, a seven month tour last year...
Minchandre
QUOTE (Digital Heroin @ Apr 29 2010, 11:12 PM) *
http://en.wikipedia.org/wiki/Orca_class_patrol_vessel

For my money, this here is a sickeningly nice platform for pirate/salvage ops. It doesn't hurt I'm sailing on one right now, and know it's quirks.

It's got plenty of living space, but with only one single cabin. One or two of the cabins could be converted, but space-wise you've got:

-bridge (360 view, very choice)
-engine-room
-arms-locker
-cleaning gear locker
-large training room
-galley
-five four-person cabins
-one two-person cabin
-three heads/wash places

The boat's got good range, room enough for a week or two of provisions, and plenty of deck space, plus a crane for a zodiac sized boat. It's not a massive cargo-hauler, but it's a good platform for boarding/hijacking larger vessels.

It's also not armed, which is perfect for a pirate/privateer vessel because if worse comes to worst, you ditch your small-arms in waterproof semi-submersible containers overboard with RFID tags, and if you're boarded you have nothing for the authorities to pin weapons charges on you.

...yeah, I've done some anti-piracy time in my day... well, ok, a seven month tour last year...


Sounds pretty cool. Our cover would be as a salvage team, then? Our secondary covers can go on ad infinitum, of course, but we need an easy and simple top level.

Anyway, I think that might be roughly equivalent to the Morgan Cutlass in the book.
Faraday
QUOTE (Minchandre @ Apr 29 2010, 10:44 PM) *
Sounds pretty cool. Our cover would be as a salvage team, then? Our secondary covers can go on ad infinitum, of course, but we need an easy and simple top level.

Anyway, I think that might be roughly equivalent to the Morgan Cutlass in the book.

I have to say, that boat would be *great* for a group with a lot of comms people. Take over the controls and then send a boarding party, or send a boarding party first in case you need to have a retrans unit on the victim's ship.
Xahn Borealis
So, for Aquaman, lose the cybershop and Sylph and go for a Bolt?
Dumori
I've been "researching" the SBS it's hard to even track down what they've done let alone there capabilities and such. Damn spec forces being a bitch to find info on. I might have to see if I can dig up more on the Navy Seals and such as the SBS are close to being a black op in terms of working bout what they can do via training ect.
toturi
QUOTE (Dumori @ Apr 30 2010, 07:49 PM) *
I've been "researching" the SBS it's hard to even track down what they've done let alone there capabilities and such. Damn spec forces being a bitch to find info on. I might have to see if I can dig up more on the Navy Seals and such as the SBS are close to being a black op in terms of working bout what they can do via training ect.

You might be interested in having an Exotic Ranged Weapon - FN-AAL Gyrojet Pistol (Arse p40).
Penta
QUOTE (toturi @ Apr 30 2010, 12:38 AM) *
The Aztech black ops guy has it.

You could increase the Thresholds for those things you think fall within the ambit of the skill but is more obscure. I was looking for a catch-all skill for those stuff that my character should know but are not covered by the more specific skills. Like such a person should know that he should get a safehouse, he should try to lose his tail in a crowd, he should insist on being paid in less traceable means, he needs a cover legend, he should know that his contact is probably using a false name, etc.

While I did not intend for Eddy to be scrawny (for an ork), I intended for him to not stand out from an average human in terms of physical strength or toughness. He spent the early part of his life in a Japanacorp (ok, Yamatetsu eventually went Russian and eventually became Evo, but as a child, he was raised in a Japanacorp, all full of baseline humans), he did not want to stand out from his peers. Hence his high Stealth, average Charisma and a little Influence to get him by in school. The other kids parents were worried the ork kid would intimidate theirs. He wanted to be able to lose an arm wrestling match with his peers without throwing the match, hence the low Strength. While he didn't want to be bullied, but his physical and mental toughness meant he did not curl up into a ball like most other kids who were bullied.


Great explanations. I'll go with it then.
Penta
QUOTE (Digital Heroin @ Apr 30 2010, 01:12 AM) *


The only problem with using this as a design is that its a training vessel, nominally.

However, here's my gut instincts:

Any vessel you get is going to be of civilian derivation. Not government (ie, CG) or naval.

It'll be extensively modified, yes, but still with the idea of keeping a civilian cover.

Remember, subtlety is the core thrust. You're intelligence collectors (and analysts), and commerce raiders...Not warfighters.

So far as specs go:

I think a length overall larger than 150 feet would be too much. I'd be much happier with a length of about 100-120 feet./

That's about the only spec I have firmly in my head.
GrimWulf
http://www.maritimesales.com/LAN10.htm

Something like that?
BigPapa
Nice size, but no crew space (3 singles and 1 double).

I like the patrol boat in terms of size, speed, flavor.

How different is that from a yaught (I have to learn to spell that word).

Also, at 9 knots, it's a wee bit on the slow side.

What is our mission? Piracy, Intel Gathering?

If Piracy, the first looks like a good option. Something relativley small and compact that carries a good number of people and smaller cargo. (We board a ship, take the expensive stuff, and either sell it to someone (along iwth the cargo) or scuttle it.

If Intel Gathering, then a fishing trawler or short haul freighter would work. But it's slow, smaller crew space and possibly less need for crew, depending on the purpose.

Penta
In length, yes. I'm not sure a freighter would be the best idea for you guys, but length-wise that's about right.
Penta
QUOTE (BigPapa @ Apr 30 2010, 01:41 PM) *
What is our mission? Piracy, Intel Gathering?

If Piracy, the first looks like a good option. Something relativley small and compact that carries a good number of people and smaller cargo. (We board a ship, take the expensive stuff, and either sell it to someone (along iwth the cargo) or scuttle it.

If Intel Gathering, then a fishing trawler or short haul freighter would work. But it's slow, smaller crew space and possibly less need for crew, depending on the purpose.


Kind of both. First is intel gathering. Second is commerce raiding (piracy).
Dumori
QUOTE (toturi @ Apr 30 2010, 01:16 PM) *
You might be interested in having an Exotic Ranged Weapon - FN-AAL Gyrojet Pistol (Arse p40).

I would bar the expencive ammo and cost though I am doing a total respec of him (again)
Minchandre
QUOTE (toturi @ Apr 30 2010, 05:16 AM) *
You might be interested in having an Exotic Ranged Weapon - FN-AAL Gyrojet Pistol (Arse p40).


From what I understand, the SBS are a "generic spec ops unit" with an emphasis on amphibious insertion, maritime operations, and demolitions.
Dumori
There generic in one sense but not many others. I know that they are capable of some daft maritime stuff. But currently they are rather generic in reported ops I know a few squads are in Afghanistan/Iraq atm. Any way I'm not going to rant about the awesomeness of the SBS. Not here and yes the navy seals at least there maritime operations are very similar but the UK armed forces has a more specialised Spec ops organisation with the SAS and the recon squadron I can never recall the acronym for and special forces suport group. The first three are meant to be focused in sea, air and land respective though they are all land capable.

Also every one fine with me just going as a "grunt" as in no role bar gun modification and as a combat multiplier?
GrimWulf
Well obviously the ship I posted... 'as is' wouldn't work. But, cargo space could be converted to more cabins, and it's not like we wouldn't want to get the engines worked over anyways. Also with the way that cargo storage works, we technically could very easily have larger drones/secondary watercraft in the hold. Crane is even already in place to get them out to the water. (There was also a link for more pictures at the top of the page)

Anyways if you don't like that one, there's plenty of other examples on that site that we can base ours off.
spudrocks
Ok how about these ships

http://www.yachtingbrokers.com/fast_catamaran_for_sale.html

This is a passenger cat. However we could get the insides where all the pasenger seats are and build rooms and shops as needed. We coudl also get ride of the big lifeboats. It has a crane for lifting small cargo and runabouts. Room aplenty it seems.

http://www.yachtingbrokers.com/z_peller_and_salvage_tug.html
This is a more industrial looking boat. It does not have enough berths but we could say it does. It also has a crane and a winch. It is slow 10 knots.


Or this

http://www.yachtingbrokers.com/expedition_...t_for_sale.html
It already has the shops/lads ready. It too is fairly slow 10knots

Here is a traditional looking motor yatch.
http://www.yachtingbrokers.com/luxury_yacht_for_sale.html
Xahn Borealis
QUOTE (Xahn Borealis @ Apr 30 2010, 11:39 AM) *
So, for Aquaman, lose the cybershop and Sylph and go for a Bolt?



Shameless bump grinbig.gif
Penta
I could go with it, but I'm not sure you could fit more than 1...And am unsure one really would be useful.
Xahn Borealis
QUOTE (Penta @ Apr 30 2010, 11:42 PM) *
I could go with it, but I'm not sure you could fit more than 1...And am unsure one really would be useful.



The shop or the sylph?
Minchandre
I just realized that my character has no Dodge, which is apparently handy. Do people think it's worthwhile losing a point in Unarmed to stick one in Dodge?
Dumori
if built im karma droping one umarmed would likely get you 2 doge and IDK athletics?
Penta
If you don't have dodge, yer probably dead.

Xahn: Bolt. Sylph is definitely too big.
Xahn Borealis
QUOTE (Penta @ May 1 2010, 01:05 AM) *
If you don't have dodge, yer probably dead.

Xahn: Bolt. Sylph is definitely too big.



Bolt it is, but probably in the morning. What about the Cybertechnology shop?
Penta
You guys already have 4 other shops planned out, which feels to me like the limit for a ship between 100-150 feet long.
Minchandre
Cherry's charsheet retroactively modified! I also fixed a couple errors.
toturi
Could the same shops use the same space? The medical and electronics shops could share the same space, the clean room could serve both shops. The shops with lesser requirements for clean environments could share another space.
Penta
Mmmm....Good question. I'm zonked out at the moment, so I'll get back to you guys with an answer tomorrow morning, toturi.
Minchandre
QUOTE (toturi @ Apr 30 2010, 06:52 PM) *
Could the same shops use the same space? The medical and electronics shops could share the same space, the clean room could serve both shops. The shops with lesser requirements for clean environments could share another space.


Trust me when I say you don't want your electronics shop and your medical shop in the same place. I've worked in both, and they both generate involve materials and generates wastes that are hazardous to the other. In the case of electronics shops sharing space with a medical shop, I'd like to note that the toxicity of electronic components (like leaded solder, for one) can be surprisingly high. I definitely wouldn't want surgical tools anywhere near anything like that.

Also, neither the kind of electronic work you can do without a factory nor most medical procedures actually need a proper clean room. If we were making microchips or performing brain surgery, maybe - but for the kind of things we're likely to do, we just need a reasonably clean and ordered area.
Dumori
Cyber tech and medical link closely together. Armorer could go with electronic if need be ect. Also I now have a 4/19 sumggeling ring as a contact as well as a 6/6 high ranking member. These are my black-market pipeline (weapons+ammo) so we don't have much to worry about in resupplying in that regard.
Faraday
QUOTE (Penta @ Apr 30 2010, 05:05 PM) *
If you don't have dodge, yer probably dead.
Ermmm....
What about a mostly non-combat character? My Doc/hacker is largely support outside of matrixland. I could make him a more phyiscally oriented character but he'd have to drop the doctoring or hacker role.
RedFish
Infiltration is probably more important than dodge. If they can't see you they can't hit you!

Also note that Gymnastics can replace dodge in ranged combat and a melee skill can replace dodge in close combat, so the combination of Gymnastics + Unarmed is much better than just taking dodge by itself, though of course also more expensive. Additionally it's much easier to boost Gymnastics than it is to boost Dodge.

I believe your character has both Athletics and unarmed Minchandre, so Dodge is basically useless.
Grinder
QUOTE (RedFish @ May 1 2010, 09:40 AM) *
Additionally it's much easier to boost Gymnastics than it is to boost Dodge.


How that?
Faraday
QUOTE (Grinder @ May 1 2010, 01:47 AM) *
How that?

Boosting Gymnastics with adept powers is .25pp/level. Dodge costs .5pp. There is also the synthacardium.
RedFish
QUOTE (Grinder @ May 1 2010, 09:47 AM) *
How that?


Enhanced Articulation, Synthacardium, Raptor Legs and I believe there might be one or two others. Using Reflex Recorder on Athletics (group) is probably also a better investment than just getting it for Dodge. The only augmentation besides Reflex recorder that boosts dodge, I can think of, is Move-by-Wire.

EDIT. What Faraday said as well.
Grinder
Ah, I see. I assumed he was talking about increasing the Skill level via the hard way - with Karma.
Xahn Borealis
So which shops are we going with? I've got Nautical Mechanic, so that's in. Armourer, Medical and Cybertechnology?
Minchandre
QUOTE (RedFish @ May 1 2010, 12:40 AM) *
Infiltration is probably more important than dodge. If they can't see you they can't hit you!

Also note that Gymnastics can replace dodge in ranged combat and a melee skill can replace dodge in close combat, so the combination of Gymnastics + Unarmed is much better than just taking dodge by itself, though of course also more expensive. Additionally it's much easier to boost Gymnastics than it is to boost Dodge.

I believe your character has both Athletics and unarmed Minchandre, so Dodge is basically useless.


I knew there was a reason I didn't invest in Dodge in the first place. Sorry if I'm a little confused - it's a stressful and busy time in my life (finals!)
Minchandre
QUOTE (Xahn Borealis @ May 1 2010, 03:44 AM) *
So which shops are we going with? I've got Nautical Mechanic, so that's in. Armourer, Medical and Cybertechnology?


I believe the consensus was that we needed Electronics, Medical, Armorer, and Nautical Mechanic.
Penta
I thought that was the consensus, too. Is it not anymore?
Digital Heroin
I need to remember kits for Breach... he's a handy nautical mechanic (ok, more than handy), and a decent armorer... but he's also a demolitions guy as well... so, ok, one kit...
Penta
Um, my interp of the rules is that tools boni are not cumulative - IE, you only get the bonus for the shop, not also the kit.
Minchandre
QUOTE (Penta @ May 1 2010, 04:24 PM) *
Um, my interp of the rules is that tools boni are not cumulative - IE, you only get the bonus for the shop, not also the kit.


Right, but we might want kits for field repairs or something.
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