kevyn668
Jan 19 2005, 05:37 AM
You guys are talking over my head for the most part (I've never played a rigger and don't own R3) but I assumed that we'd need a lightly armored, fast boat. Something that blends in and has a good radio jammer. The Ford Americar of the seas, as it were.
We're pirates, right? We don't want to engage in any sort of serious ship to ship combat, right? It seems like just a present day Coast Guard Cutter (especially with air support) would *seriously* ruin (read: "end") our day.
I thought we'd be mostly feigning distress to draw in commerical ships and then overpowering the crew or catching "fat cat" yatchs and over powering the crew.
I also figured that we'd be doing a little smuggling.
Mebbe I'm wrong. You guys are the specialists...
Edit: Sphynx, unless I missed something (which is entirely possible) I'm kicking in close to 200k. Not 157K.
Sphynx
Jan 19 2005, 07:54 AM
Tarantula, I know about Naval Damage (even described it a bit up above), was talking about normal damage.
Also, that space is not quite used. Look up any other yacht with the same "freebies". 12 rooms + 3 baths + 6 crew locations + Captains quarter with private bath, galley. That's 10 living ameneties. Using it as: 6 rooms + 3 baths (or 1 open 4-man shower etc) + SickBay is well within the "living ameneties".
Everyone. Total came to under 584k, of which I covered 540k. I think you have about 6 hours to spend that extra cash you donated. We're the fastest ship on the waters, slightly armoured, and as camouflagable as possible. I didn't worry about ECCM or ECM since nobody seemed to think we'd need it.
Sphynx
Tarantula
Jan 19 2005, 08:11 AM
Sphynx, the 10 amenities use up ALL the CF and LOAD that it has extra listed in the chassis/power plant tables. If you wanted to use up a few of those (6 cf and 150 load an amenity) you could, but it would reduce the number of people we could keep onboard.
Sphynx
Jan 19 2005, 08:48 AM
Kinda what I did. Rating 4 = 2 people. (300 Load and 8 CF, I used 12) I also added alot of MedKits to the sickbay area. Basically we could fit 8 people in High style right now, in addition to the sickbay, and we have 6 in Middle. Plenty of Amenetie room to spare.
Sphynx
Sandoval Smith
Jan 19 2005, 09:40 AM
I think where all the confusion entered was the listing in R3 p 120 is for a 'facility,' whereas what I was looking at in M&M p 139 was a 'shop,' Hence smaller and cheaper. Heck, it's even got a back story now. One heist we pulled involved a stolen ambulance, a corp hospital, and a supply room filled with highly marketable drugs that was pulled off so well, we didn't even have to leave port before lying low. In the downtime, Corinna realized that before the ambulance was deep sixed, she should take advantage of all the perfectly good gear in it. She had you help her strip it down, and install it in her previously quite unimpressive sickbay.
Final boat notes: I haven't seen the complete boat stats, but do we have any Electroinc Decption (R3 p144) installed on the boat? It's pretty light on the CF, and I'd imagine rather important for a sneaky pirate craft.
Also, if we're going to be doing cargo, having a crane of some rating might help.
Now, I'm off to do my contacts.
Sphynx
Jan 19 2005, 09:48 AM
Updated Ship Stats are the 5th post of this thread.
ED: Nope, that wasn't added in, but personally I don't think we should. ED is important in a traffic situation, but not really on open waters, no? Not like we'll be avoiding traffic.... I'm sure we can fit it in if others agree we should have it, but seems pointless right now. Sneaky is having a high signature (TN 6 right now to notice us), which is another reason for Electric engine.
Sphynx
Sandoval Smith
Jan 19 2005, 11:06 AM
Aha, now I see the stats in all their glory. I suggested ED, because it's light on the CF and I figure that some people are going to be after us at some point. Each level we have raises the successes they need to ID by +1 and unlike ECM, it's passive. Whoever's on the other end of that scope isn't going to know they've been fooled. Also, I'm projecting my own mental image of SR pirating here, but I see us spending a lot of time closer to shore, since even if we raid on the open water (it'll be useful there too, if we're sneaking up on a boat, whoever is watching their sensors sees... uh... a couple of whales humping on his scopes instead of us) we have to go somewhere to sell the stuff off.
Signature 6 is good, but if we can afford to push that a little higher... (Corinna has spent enough time fixing people who've been shot at, that she wants to avoid the possibility as much as... er... possible).
I've kept mentioning cranes just because I imagine loading pallets of stuff in and out of the hold. On a tangent, do we have any sub-craft? Water scooters, or a skiff, or anything? As much as I hate referencing water world, having highly mobile ancillary craft is a very good idea. It's not always smart to pull up broadside on the open water.
Sphynx
Jan 19 2005, 11:11 AM
SubCrafts ahve to be outta your own pockets I think. RangerJoe only gave me permission to make a Yacht.... Not sure we could store any sub-craft though, and I think they'd slow us down if we dragged them in the water. I say if we want scooters and such, we just go steal them at some point, maybe setup a pirate's cove on some deserted island and keep'em, etc. (I like the idea of stealing). ED is addable, I don't object, I'll modify the ship accordingly. I think a rating 4 is the highest Availabilty we can afford, I'll double check. Higher signature is impossible, next level up is about half a mil.
Sphynx
Sphynx
Jan 19 2005, 11:17 AM
Ok, added rating 3 ED (Highest available) and a Rating 6 Power Amp to push the range of it.
Sandoval Smith
Jan 19 2005, 11:48 AM
I meant that ED gave us a higher 'virtual signature' as far as sensor tests were concerned. I think that means thats any sensors trying to ID have to get at least 9 successes. Not bad, not bad at all.
It was as I was making my final purchases that I realized we had no smaller craft. Basic waterscooters are pretty cheap, and the gas powered ones have a decent speed. I suppose in general we can all just jump in the water and swim to shore if we moor at a location without a docks, or a jetty, but it just seems... slightly undifgnified.
My finalized character sheet is posted here:
[ Spoiler ]
Corinna "Water Rat" St. John
Female
Birthdate: 17 - 09 - 2022
Elf
Otter Shaman (sea spirit affinity)
Resources: 400k
Body: 2
Quickness: 3(4)
Strength: 2
Charisma: 5(7)
Intelligence: 6
Willpower: 6
Essence: 4.64
Magic: 4
Bio Index .3
Combat Pool: 8
Spell Pool: 5
Sorcery: 5
Conjuring: 4
Aura Reading: 3
Athletics / Swimming: 1/3
Biotech:6
Computer B/R - Cybernetics: 1/3
Electronics B/R -Cybernetics: 3/5
Etiquette: 4
Gunnery: 3
Rifles: 2
Scrounging: 4
Biology: 4
Chemistry: 4
Medicine: 4
Biotech: 4
Fences: 3
Safehouse locations(safe harbors): 4
Crimanal Organizations: 3
English: 4
Spanish: 3
French: 2
Cyber: (all alpha)
Eye, cyber - .16
+ Micro vision - .08
+ Retinal Clock - .08
+ Rangefinger - .08
+ Flare Comp - .08
+ Thermographic - .16
+ Protective Swim covers - 0
Transducer External - 0
Internal Air Tank - .2
Cyberfins -.24
Datajack - .16
Chipjack Multislot 2 - .2
Smartlink II - .4
Bioware:
Sleep Regulator
Spells: +5 points; (125,000)
Heal (exclusive): 6
Cure Disease: 3
Stabilize: 4
Detox: 3
Healthy Glow (exclusive): 1
Catalog: 1
Trid Phantasm: 4
Improved Invisibility: 4
Vehicle Mask (exclusive): 4
Hot Potatoe: 4
Lightning Bolt: 4
Magical Gear:
2x reuseable Illusion Fetish
Reuseable Healing Fetish
3x Expendable Health Focus 4
Expendable Manipulation focus 3
Expendable Illusion Focus 2
Shamanic Lodge Materials 4
Shamanic Lodge Materials 2
Watcher Conjuration Materials 3
Gear:
3x Ordinary Clothing
Tres Chic Clothing
Shades Lowlight/Thermal
Ruthenium Cloak
Ruthemium Scanners 5
Armor Jacket
Secure Long Coat
Form-fitting Full Body Suit
Chemseal 4
Barret M82A1 (Euthunasia)
-Sling
-Imagine Scope Mag 3
-4 x Regular
-2 x ExEx
Barret Model 98 (Local)
-Silencer
-Imaging Scope Mag 3
-Sling
-10 x Regular
-4 x ExEx
-4 x Gel
-4 x Flechette
-1 x Capsule Rounds
--10 x DMSO
Ingram Valiant (SMII) (General)
-8 x Regular
-5 x ExEx
Ares Predator III
-Silencer
-Concealed Quickdraw Holster
-6 x Regular
-2 x Flechette
-2 x Gel
Morrissey Elan (SM II)
1 x ExEx
2 x Regular
Vibro Knife
10 x Jazz
4 x Long Haul
4 x Freeze Foam
4 x FF Solvent
2 x Bio Monitor
4 x Medkit 6
4 x Antidote Patch 6
2 x Stimulant Patch 6
2 x Stimulant Patch 3
2 x Stimulant Patch 2
8 x Tranq Patch 6
2 x Trauma Patch
20 Doses Gamma Scopolamine
Bio-Analyzer
3 x Jackstopper
4 x Skilltwitchers
4 x Restraints, PLasteel
Type III Biometric Maglock 7
Cyberware Toolkit
Computer Tool Kit
Electronic Tool Kit
OXYS Artificial Gill
Breathing Regulator
Compensator and Belt
Dual Tank Assembly
2 x SCUBA tanks
Full Fask Mask
Wet Suit
Insulated Gloves
Binoculars, Lowlight
Pocket Secretary
Earplug Cell Phone
Personal Comm Unit 4
Pocket Flashlight
Bug Scanner 6
Ultrasound Detector
4 x Hipflasks
2 x Liters cheap rum
Contacts:
Lunar Blue : Fixer
Orc / Female
Laid back, unhurried attitude, but has a nose for nuyen. Tries to keep everything as 'above board' as possible, since shadow medicine is a pretty tense field to begin with. Lunar specializes in medical contacts. When someone needs to see a doctor on the sly, they come to see her. Doctors who need their supplies on the sly call her first.
Global Williams : Security Decker
Human / Male
A complete wirehead. An acquaintance from Corinna's days of legitimate medicine (a hospital data manager before moving on to bigger things), he helped her hide her tracks when she was first on the run from the law, and then again when Aztlan was out for her head. He didn't do it for free of course. Being the best that money can buy means that you expect currecy in exchange for your services.
Seyriadon Dulac : Talismonger
Elf / Female
An 'absent minded professor' style hermetic, who knows her way around telesma like no one's business. What she can't make herself she knows where to find, probably due to the awakened crowd she hangs with after dark. Of course, given the fact that most of this crowd can only come out after dark raises a few questions that are probably best left unanswered.
Paulo Burton : Dock Worker / Fixer
Ork / Male
Corinna's connection on the docks. It's handy to have someone in place who can do a covert scope out to make sure everything's chill before you bring your ship in. It's even more chill when that dock worker has his own web of connections stretching out across a good many ports.
Corleone Banquo : Government Official
Human / Male
Sometimes you have to grease a few palms if you want to slip a ship full of hot goods into a harbor, and his palms are some of the greasiest. A good man to know if you need to keep the heat off, but he hasn't exactly endeared himself to Corinna with his 'unique' perspective on a (pretty) woman's place in society.
Florence Sophtia: Former DocWagoneer
Human / Female
Sometimes when practicing medicine in the shadows, you need more than two hands in order to get anything done. It pays to know people you can rely on in a pinch. Actually, it pays a disgraced Doc Wagon surgeon who's still got what it takes to wield a scalpel. Both she and Corinna have called on eachother several times when the other was faced with more trauma than they could handle on their own.
1,100 starting cash
Backstory:
Corinna St. John is an elf of mezoamerican descent. She manifested her magical skills early on (Otter is a very well suited totem for an awakened teenage girl), excelled in college, and graduated to become an excellent surgeon with a thriving career. If she had one failing (she actually has quite a few, but will never admit them) it was her inability to say, 'no' to temptation, and realize when she was getting in over her head. She realized that she was losing her edge as a surgeon, to others who were simply more skilled than she was. She tried everything she could to keep up, but her skills had simply reached her physical limit.
She'd just have to improve that then. It would cost her her magic, but that was a price she was willing to pay. She turned to a colleague who sometimes operated on the shady side of things, and he directed her to a good, under the table cyber surgeon. Oh, all the wonderful, amazing shiny gadgets he offered to her. How could she say 'no' to a chipjack, allowing her to keep up with cutting edge procedures without having to study? Or cyber eyes that could allow her to observe in incredible detail.? Or fins and an air tank, so she could take to the water just like her totem? She put herself into his debt to get all those wonderful toys. More importantly, to pay for her unexpectedly large surgery bill, she had to get into a few other people debt too (and I don't mean Tir Saving and Loan).
Even with her 'upgrades,' her desperation to maintain her position caused her work to slip still further. Worse, although she was willing to give up on Otter, Otter was not willing to give up on her. He allowed her to keep her magic, but whenever she tried to channel mana, she found herself compelled to spout doggrel in order to maintain her concentration. Surgeons who muttered about 'slivers of livers and gluts of guts,' were not very popular in the other surgeons in the operating room.
Then, her debts came due, and she had no means of paying them. The people she'd borrowed from were very reasonble. If she didn't want them to rip her eyes out and give them to someone else, she'd see to it that every now and then 'paperwork errors' would result in fresh cadavers getting 'lost.' They kept demanding she lose more and more corpses, and people started getting suspicious. Then she got caught. So much for a once promising career. She made it out of there about one step ahead of Lonestar.
She still had a debt to pay though, and wouldn't you knew it, her lenders had a place already lined up for her to work at. They needed a new surgeon at their chop shop. And that was how Corinna became an organ legger. Not surprisingly, this was about the time she started to drink heavily, reaching the point where she'd have to take a drink if she wanted to feel _more_ sober.
Somehow, her debt seemed to be getting bigger at this point. She started doing freelance work, picking up nuyen wherever she could get them. She hit rock bottom when one night at a bar, so drunk she was sober, a guy tried to pick her up. She said, 'yes,' immediately. He was cute, well built, and _loaded_ with chrome. Unfortunately, when she started cutting it out of him, it had 'property of Aztechnology' stamped all over it. It also apprently had a locator in it along with a opticam or two, as she found out when she tried to lose the body amongst the rest of the stiffs at 'work' and an Aztech payback team came looking for her.
Good news was, her lenders were no longer breathing enough to collect on her debt. Bad news was, she had no job, no connections, and if Aztech ever found out she was still alive... She'd always loved the ocean, making a life on it seemed like such a charming idea.
Things went okay for a while. Choices were good for a doctor on the high sees. It also meant she could avoid a lot of actual fighting. She was too valuable a resource to risk in direct combat. More often than not, if she had a gun, it was a rifle and she was set under cover some where out of the way.
She ended up going under the knife again, and again, packing in every advantage she could. Her drinking got worse, got better, and then got worse when she realized that she couldn't stop. Even Otter had finally started losing patience with her. Only if she loosed herself from her worries and fear with a drink could she even hear his voice. Coulds things get any worse?
Some questions really aren't worth asking.
Sphynx
Jan 19 2005, 12:19 PM
Ok, Ship completed RangerJoe. I won't be adding anything else to it, ending the total cost at around 620k for the yacht.
Other Comments:
I think we should run in the Florida Keys throughout the Gulf of Mexico (or Gulf of Aztlan perhaps...).
IDEA FOR BACKGROUND OF THE TEAM: What started out as a bad party (or a good party if you're like us...) ended up with a group of friends playing pirate, and not knowing when to stop playing. Originally raiding docked ships for beer and party supplies became raiding yachts on the water for their party supplies, etc, etc. Life is a party, sometimes you raid, other times you're just dead drunk. More recently though, raiding has become a bit more like smuggling. Friends from various parties (not everyone we raided actually minded that there were party crashers to party with), became buddies who also smuggled (or maybe were just part of someone in Aztlan or something) that needed stuff, and it was a way to make some easy cash for more important non-party stuff. Only very recently have we decided that we're doing this as a profession, realizing that our lives on the shores have pretty much disappeared into history. How Sven became captain? His boat... He was the one throwing the party some 2 years ago that started this whole little waste of a life. We still all take care of the boat, and have added more than 1 mods to it to get us through things, mostly ripped from the less-than-friendly people who we tend to raid. However, the team has 1 rule that they either live by, or go swimming their way back to land for. We do NOT kill, maim or torture. We're not homocidal psychotics, if we were, we'd run shadows instead
. This is fun, and most raids go well enough that not only has there been no need for violence and guns, but most people don't even know they were raided, after all, the party was good, and things get broken or go missing. That's life. The few times we've used violence was when getting supplies for Aztlan rebels. Even then, most of that was done on land, and nobody was ever hurt. That's why we're still going strong. Haven't pissed anyone off enough to be treated like a real threat.
Tarantula
Jan 19 2005, 02:08 PM
Just a note, I DID purchase a sea sled to help with retrival of sunken treasure, it is rigger adapted and has a water carbine on a firmpoint.
I'll post my finished char sheet in this post late today, I think I forgot to buy myself boosted reflexes... so I might have to pull my contribution out from the yacht (not that it seems we really needed it).
RangerJoe
Jan 19 2005, 02:40 PM
Comments on party pirates?
Yarr. If we settle the background, I can open the IC thread this afternoon.
Nice job on the boat!
YARR!!
Sandoval Smith
Jan 19 2005, 02:55 PM
Corinna joined up a little later than some of the rest of the crew. The whole 'Pirates of Party Point' gig was going really well for you guys. It was fun, it was reasonably exciting without putting your lives in any real danger, good times. Then, during one of your big bashes, some genuine, bona fide, cut your throat and swing from your rigging pirates crashed your party. These guys were hard core. They were just there to have fun, having heard that 'Party Point' was the place to go for a good time, but you could just feel the bad mojo rolling off of them, even as you edgily laughed at their jokes.
The guys following them made it even worse. Suddenly, there were actual bullets flying, most coming from one boat with a fragging _huge_ gun plus a lot of other smaller ones. Everyone booked out of there post haste, because this was _not_ the kind of drek any of you had signed up to deal with.
It was when you were way out to sea that you realized you'd picked up a stowaway. There was a hot elf hiding under Sven's bunk. It was just like that one sim... Well, the similarities to _that_ script ended right there (yeah, and she wasn't really that hot either). She'd been part of the hard core crew, and when the lead had started flying, she'd taken advantage of the confusion, and the plethora of other boats around, to book it. Turns out her old crew had been hard core; a little too hard core for any sane meta to stay on with.
A couple of your crew had been unlucky enough to get in the way of bullets back at the Point, and Corinna quickly proved her worth, putting them back together again as good as new. Her request was pretty simple. Let her stay on, and she'd pull her weight as a doctor. It turned out to be a pretty good deal. When you had a mage with a good Detoxify spell handy, really, the party never had to stop.
It wasn't hard to figure out what life was like amongst the crew she'd come from. She rarely ever seemed to sleep, and when she did she stop to rest, she always kept one eye open. However, just the radically different atmosphere on your boat quickly brought about a change in her. It was such a change, no longer having to live and breathe paranoia and wariness. She decided to stay on, and it's a choice that she hasn't regretted.
Lindt
Jan 19 2005, 04:03 PM
Could I get you to change 2 of those pintle mounts to a ring mount? I just noticed that I have a MMG, which needs a hardpoint style mount.
And LOVE the concept. Fits rodger like a glove.
Sphynx
Jan 19 2005, 04:08 PM
You'll have to ask RangerJoe about ship changes. I promised no more changes from me.
RangerJoe, could you put the ship data in your IC thread (maybe hidden in a spoiler) or somewhere else that's easily findable? Or maybe make a [CHAR] thread like that really really cool/hip GM did for the Earth's Dawn game....
Sphynx
Lindt
Jan 19 2005, 04:34 PM
No biggie.
Also, as we have money left over, I have a bit of a Frankenstein’s Monster of a jetski. Must be a left over from the REAL pirates...
[ Spoiler ]
SeaDoo Arrow ¥23,900
Body 2
Armor 1
Sig 3
Load 66
CF 0
Sen 1
Hand 2
Speed 75
Acc 9
Fuel G(20L)
Econ 7km/L
Engine Customization (3) ¥1500
+30 max speed
+2 accl
+100 kg
Armor (1) ¥1250
-20 kg
NOX (2) ¥7000
-2 cf
-15 kg
Datajack Port ¥2500
-15 kg
-1 cf
External Firmpoint ¥750
-10 kg
-1 cf
Smartlink Int Kit ¥900
- 2kg
Still added 100k+ to the yacht though.
Sphynx
Jan 19 2005, 04:38 PM
Where you guys putting these skis? No room in the yacht, we're too fast to pull them... You putting them on-deck or something? If so, how you puttin them in the water?
Lindt
Jan 19 2005, 04:40 PM
erhhhh..... Arrr? Goood question...
Ray Becker
Jan 19 2005, 07:22 PM
What does that mean my Suzuki water scooter's stuck high and dry???
Sandoval Smith
Jan 19 2005, 10:08 PM
QUOTE (Sphynx) |
Where you guys putting these skis? No room in the yacht, we're too fast to pull them... You putting them on-deck or something? If so, how you puttin them in the water? |
I recomend a good set of block and tackle. They're only Body 2, so it's not too impractical a solution.
Yarr!
Tarantula
Jan 19 2005, 10:15 PM
Sphynx, did you actually buy up and use all the CF & load possible? Or did you just not spend the DP to get it? If you didn't spend the DP, why not use what was left over of our money to do that?
Sphynx
Jan 19 2005, 11:04 PM
Load is at maximum. CF, there's plenty of. The problem is there's only about a ton's worth of load space left, and that was reserved for "cargo". (Do you guys just not look at the ships stats or something? I keep answering questions that are posted.....) You guys had three days of me hounding you over and over again about what you'd like in the ship, and all I got was someone saying "more sensors". However, even if you'd have thought about where you'd put your scooter, how do you get it off the ship? Even if we used the CF space and Load capacity, you still need to get it off of/out of the ship. Yachts aren't made with garage doors... Best I can imagine is some sort of hooks on the back or sides of the Yacht, and personally, I think that'd ruin our speed (not necessarily by numbers, but thematically)
Anyhows, out of my hands, I've turned the ship over to RangerJoe, it's his call if he allows you guys to edit it now. There's still some 190 extra CF and over 1000 load available. But how to convert that into some garage-door is outside of my shipbuilding knowledge.
Sphynx
Sandoval Smith
Jan 19 2005, 11:55 PM
Well, in defense, I'd say that thoughts about the big boat certainly crowded considerations of smaller craft out of my mind. However, small craft like water scooters can just be lashed to the deck (or a frame), and hoisted on and off with a block and tackle. Or, just mount some davits to hang them over the side (those things that you see lifeboats hanging from) and they can either be raised and lowered by hand, or electric motor. It's not quick, it's not elegant, but it can get the job done.
(yes, I'm not sure if this is an option listed in R3, but it makes a bit of sense, and should just take up load. It'll require GM approval, anyways).
*edit*
I was smart, and brought my books to work with me this time. Davits would be a very easy after market piece to pick up, although I can't find anything in the official geat that would quite correspond. It's a heavy block and tackle that hangs over the side of the boat. It doesn't even have to be motorized.
Tarantula
Jan 20 2005, 06:45 AM
Just a note, as I said, I got a sea sled. Basically, its a torso sized drone with a gun on the front, and some handles on the sides for divers to hold onto to help increase their speeds that they can go underwater. I'm sure you've seen similar devices before. It has a CF of 0.5 of its own, its not very big. In fact, I'm sure Charlie could hoist the the thing over his head while dancing a jig (ok, maybe not quite, but still, it wouldn't be too bad). I'd say its somewhere around the size of a large pillow to the size of a dwarf, nothing too bad.
Sandoval Smith
Jan 20 2005, 07:16 AM
Sleds AFAIK, tend to be man portable. Sea scooters are a little less so, but at Body 2, they're probably closer to 75 kilos (the min) than 300 (the max). Having a couple more sea sleds would probably be a good idea. No better way to sneak into a boistrous ocean party than to sneak up on the ship from beneath, and then just ease yourself up over the side.
Also, I purchased a level 7 biometric maglock, well, kind of just because. Do we have anything that we really want to keep locked up?
Tarantula
Jan 20 2005, 07:23 AM
Make that a 6 lock Sand, only rating 6 at gen.
Sandoval Smith
Jan 20 2005, 07:39 AM
Oops. That was the lowest level of biometric, and that took me down to exactly 0 nuyen. Right, down one rating to six. Otter suggests she covertly install it on the door to the head, but that's probably the kind of prank that gets you keelhauled, and just because her totem got her into that kind of trouble doesn't mean he'd help her get back out.
Tarantula
Jan 20 2005, 01:55 PM
Well if a 6 isn't biometric, we could put it on our cargo hold.
RangerJoe
Jan 20 2005, 02:35 PM
Davits/blocks+tackle seem quite reasonable, and at 200
apiece, you can get nice, shiny ones that won't need oiling for at least a week.
Sandoval Smith
Jan 20 2005, 05:19 PM
Huzzah, we've got a place to stick our Ski-doos and water scooters. I'll just post my corrections to my character sheet, and I swear to Bob, I am complete, finished, and done. I even managed to go and spend all my nuyen. Boy, do I feel good.
Sphynx
Jan 20 2005, 05:56 PM
So uhm, where's that IC thread we were to see yesterday?
kevyn668
Jan 20 2005, 11:17 PM
QUOTE (Sandoval Smith) |
Sleds AFAIK, tend to be man portable. Sea scooters are a little less so, but at Body 2, they're probably closer to 75 kilos (the min) than 300 (the max). Having a couple more sea sleds would probably be a good idea. No better way to sneak into a boistrous ocean party than to sneak up on the ship from beneath, and then just ease yourself up over the side.
Also, I purchased a level 7 biometric maglock, well, kind of just because. Do we have anything that we really want to keep locked up? |
If we need to buy more sleds, I have a bunch of cash leftover. Not sure exactly how much of my contribution was actully used but I bet it wasn't all of it.
RangerJoe
Jan 21 2005, 01:21 AM
The new
IC thread be active. Just a quick question-- what be the name of your fine two-master?
kevyn668
Jan 21 2005, 01:54 AM
Enterprise So I can say stuff like "Make it so," and "En-gage."
Sandoval Smith
Jan 21 2005, 04:03 AM
Yggdrasil
Been There
Gay Deciever
Barsoom
Big Fish
Rolly Jodger
Going Merry
kevyn668
Jan 21 2005, 04:06 AM
Ciniman Girl
Lindt
Jan 21 2005, 04:23 AM
I gotta say, Ship Name Here is entertaining. Its just what a gang of partially drunken nuts would write in a paint order.
kevyn668
Jan 21 2005, 04:36 AM
Aye. 'Tis sum'thin' this scurvy lot would do.
Sandoval Smith
Jan 21 2005, 04:55 AM
I vote for 'Ship Name Here."
I forgot to specifically mention it in thread, but after the boat was finished, I spent the rest of my money, so subtract 50k from the community pot.
bluekaeri
Jan 21 2005, 05:14 AM
Your ship cook offers his hearty vote for "Ship Name Here".
Sphynx
Jan 21 2005, 07:33 AM
Now wait a second... this is my boat, named before you scurvy varmints ever set foot on it. You can't vote the name.... that's just wrong. I pagan'd it (couldn't really christen it) , ShipNameHere.
Capt Sven! **Why do people keep calling me Seven?
*
Ray Becker
Jan 23 2005, 12:51 PM
Guys won't be around for about a week I've a wedding to go to this week and my oldest mate's grandad died and I've got to go to the funeral as well I'll post whenever I can but I can't promise too much.
RangerJoe
Jan 24 2005, 02:49 PM
Generally, you won't have to roll to get out of a harbor, unless you're under fire or somesuch. I'd count it as part of the "every pirate character knows how to sail a boat from point A to point B" school of vehicle skills. When you're chasing another boat down, or dodging that surfacing submarine (oops! tipped the hand there), then we'll need to see a roll.
No worries, Ray. Safe travelling, with all the weather.
kevyn668
Jan 24 2005, 08:27 PM
Dodging surfacing submarines? Cool.
Sandoval Smith
Jan 27 2005, 02:22 AM
Actually, Sphnyx, using movement on a vehicle is a little more complicated than using it on a person (where you just multiply or divide movement rate by the Spirit's essence).
1st: You roll essence vs TN: vehicle body/2 (4 in this case). However, since we're not in combat, we can say the spirit keeps blowing until it's got us going as fast as we want.
2nd: The vehicle then accelerates successes x Acceleration (can be repeated each combat turn the spirit uses its power).
3rd: Maximum possible vehicle speed is speed rating x 1.5, and exceeding the speed rating may incur a stress point.
From the boat stats, our speed rating is 125 m/combat turn with hydrofoils.
125 m/t = 93.75 mph / 150 kph.
Max possible speed = 140 mph / 225 kph.
*edit*
So, if it's about a thousand miles, it'll be about an 11 hour trip to Bermuda.
RangerJoe
Jan 27 2005, 04:17 AM
Sandoval-- that looks about right. It'll be a bit longer to Bermuda.
Sphynx
Jan 27 2005, 09:19 AM
I wasn't aware of the 1.5 limit, but that means we're going quite a bit slower then....
Max speed on sails with Hydrofoils is 37 m/t, for 28 MPH. If we're limited to 1.5 in increase, that'd be 42 MPH, so 24 hours.
[Edit]Got MPH and KPH backwards[/Edit]
Sandoval Smith
Jan 27 2005, 11:12 AM
Ah, okay, I see now. I overlooked the Sail listing of [30]. Is 125 m/t our max speed when running on engines then?
Sphynx
Jan 27 2005, 11:17 AM
Yeah, 125 is with engines and hydrofoils (150 KPH), so with a water spirit (instead of a sky spirit) we could cap out at 140 MPH.... not bad.
[Edit]Again got the KPH and MPH backwards[/Edit]