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Samp Ensign
Joined: 11 Sep 2007 Posts: 39
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Posted: Tue Dec 04, 2007 12:11 am Post subject: Upgrading ships? |
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2 things:
1. I have a neutral space station that will have a shop that sells assorted ship parts in it. The problem is that I can not find any rules or prices for extra ship parts. The type of things I am looking for are, for example, extra gun turrets. I did find a nice sensor decoy deplorer that made sense for the place to have.
Now, I do remember seeing something about adding more things to your ship, but it takes away from the cargo. But I can not find it in any of the books that I have with me (Core book, Pirates and Privateers, Galadium's tech, rebel and imp source books)
2. I was thinking of rewarding the team with a set of armor. I have not come up with a name for it, but I was thinking it would be a nice gift for completing the last mission so well. I was thinking:
New Republic Battle Armor
Skill: None
Type: Battle Armor and Helm
Adds 2D protection to both physical and energy attacks. Because it was custom fitted there is no Dex penalty. It can hold 2 optional upgrades.
Also it includes a built in radio type thing so the squad can communicate silently with each other.
Optional Upgrades (players then can choose 2 for free)
Stealth field generator: Adds 1D to hide, it consumes 1 power pack to last 2 hours.
Target Finder: Adds 1D to blaster if you use the full turn to aim, stacks with a scope if you use one.
Stim Pack: Increase strength by 1D, consumes 1 power pack, and can only be used 1 time a day. It lasts 1 hour.
Hunters ear: Increase search by 1D when you are listening.
So how do those look? If you have any suggestions please let me know. I do not want them to be too overpowered, but I think its time I gave them some interesting toys. |
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Golbez Lieutenant Commander
Joined: 13 Nov 2007 Posts: 102 Location: Fort McMurray Alberta Canada
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Posted: Tue Dec 04, 2007 12:45 pm Post subject: |
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I'm a stickler for the adage "give a little take a little" so your stats leave me wondering why there is no negative repercussions to this armour. Are the PC's far enough in to warrant these bonuses? If so, good for them, if not, why not take something away.
Stealth field generator: Adds 1D to hide, it consumes 1 power pack to last 2 hours.
Perhaps adds an extra power signature the PC's can be detected from
Target Finder: Adds 1D to blaster if you use the full turn to aim, stacks with a scope if you use one.
Perhaps only one target allowed to be targeted before a 1 round reset
Stim Pack: Increase strength by 1D, consumes 1 power pack, and can only be used 1 time a day. It lasts 1 hour.
perhaps some physical side effect of prolonged use. A dependency maybe?
Hunters ear: Increase search by 1D when you are listening.
Hell from Sonic weapons.
Of course.... I wouldn't let these vulnerabilities be known to the player unless they asked about potential weaknesses. I mean, what manufacturer is going to advertise its products downside. |
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Samp Ensign
Joined: 11 Sep 2007 Posts: 39
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Posted: Tue Dec 04, 2007 5:17 pm Post subject: |
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ha, thats a good idea. I was thinking of adding some side effects to the stim pack anyways. Thanks |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue Dec 04, 2007 7:35 pm Post subject: |
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Tramp Freighters is the book you're after. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Ray Commodore
Joined: 31 Oct 2003 Posts: 1743 Location: Winnipeg, Manitoba, Canada, North America, Western Hemisphere, Earth, Sol, Western Arm, Milky Way
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Posted: Tue Dec 04, 2007 11:36 pm Post subject: |
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With a few extras in Pirate and Privateers. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Dec 05, 2007 7:50 pm Post subject: Re: Upgrading ships? |
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Samp wrote: |
2. I was thinking of rewarding the team with a set of armor. I have not come up with a name for it, but I was thinking it would be a nice gift for completing the last mission so well. I was thinking: |
Is someone actually making this for them? How long in game is it going to take, have you figured that out? Where is it being made? WHo else is going to want a set?? _________________ Confucious sayeth, don't wash cat while drunk! |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Dec 05, 2007 11:39 pm Post subject: |
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Galaxy Guide 6: Tramp Freighters is the one with the info on new equipment taking up cargo space. Specifically chapter 8, which is pages 30-43 (page 44 is the start of chapter 9). _________________ FLUFFY for President!!!!
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Samp Ensign
Joined: 11 Sep 2007 Posts: 39
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Posted: Thu Dec 06, 2007 2:06 am Post subject: |
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Thanks for the help.
About the armor, I have been very stingy with gear and money for awhile, so they are due for something nice. I was sorta basing it on the armor I saw in Gundark's fantastic gear.
Maybe they could get the armor itself, but then have to wait for the extra stuff to be installed or something. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 06, 2007 7:17 pm Post subject: |
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If they do get it themselves, then it won't be form fitting therefore the Dex penalty is still going to be there. _________________ Confucious sayeth, don't wash cat while drunk! |
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Golbez Lieutenant Commander
Joined: 13 Nov 2007 Posts: 102 Location: Fort McMurray Alberta Canada
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Posted: Fri Dec 07, 2007 12:37 pm Post subject: |
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That is true, but you could always have them "find" the armour patterns for a manufacturer and have them make them base model armour as payment, with extras coming out of their own pockets. |
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Samp Ensign
Joined: 11 Sep 2007 Posts: 39
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Posted: Fri Dec 07, 2007 9:01 pm Post subject: |
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Now thinking back maybe it was a tad (very) overpowered ><
I have changed some stuff using some of your suggestions and now I am happy with it. Thanks for the quick replies |
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