EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 22, 2010 14:47:15 GMT -6
Well, we're going to hold out for one more player, but I don't see any reason why we can't make characters. Following are the attribute rolls, arrange them as desired between the seven attributes. Please post character information in this thread.
aploverage - 13, 11, 17, 7, 8, 13, 5
Achan - 12, 9, 7, 8, 10, 13, 12
gonster - 7, 9, 10, 17, 9, 14, 11
crussdaddy - 8, 9, 10, 13, 9, 12, 13
tombowings - 13, 8, 7, 8, 11, 13, 9
theycallmebruce - 8, 4, 10, 16, 10, 8 13
Let me know if you have any questions.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 22, 2010 15:05:17 GMT -6
I'm contemplating a couple of abstract rules regarding equipment and ammunition, and I'd like the player's feedback on whether these should be implemented and, if so, whether they can be improved.
1) Supply Points - Instead of purchasing and tracking many individual pieces of adventuring equipment, you purchase abstract 'supply points.' Each supply point costs 5 GP and weights 1 lb.
When you need a piece of equipment, the item is 'in play' and you subtract a supply point. That item stays 'in play' as long as you're in the same area/encounter/dungeon, but as soon as you leave, the item is 'gone' (it was left behind, lost, broken or whatever). Of course, consumable items, such as rations or holy water, are consumed right away.
The cost and weight of supply points is assumed to average out over time. For example, using a supply point for your day's rations is grossly expensive at 5 GP, but this will average out when you pull out a length of mono-rope, grav manacles or some other piece of expensive equipment.
Supply points are not used for weapons, armor, vehicles, grenades or rockets.
This leads into the second abstract rule...
2) Ammo Levels - I'm sort of borrowing this concept from Barbarians of the Aftermath and a few other places. Instead of tracking every last bullet and laser shot, ammo consumption is tracked through abstracted 'ammo levels.' The characters are assumed to have plenty of magazines and power cells tucked into belts and bandoleers, within easy reach.
Characters start at Full Ammo. When a sufficiently low roll is made on the attack die (d20), the character goes from Full Ammo to Low Ammo; when a low roll is made again on the attack die, the character goes from Low Ammo to Out of Ammo.
At this point, the player may expend a supply point, and a combat round, to bring their character back up to Full Ammo (actually, this may be done at Low Ammo level as well, if desired). This represents the character digging out extra mags/power cells from a backpack or satchel.
Standard fire = d20 roll of 1 to reduce ammo level Burst fire/lasers weapons = d20 roll of 1 or 2 to reduce ammo level Suppression fire/plasma gun/grav rifle/phase lance = d20 roll of 1, 2, or 3 to reduce ammo level
Flamers do not use this system, each fuel tank having 6 shots (easy enough to track), though replacing a spent fuel tank would consume a supply point.
Also, the DM has some discretion in a situation where you just reloaded and then have the misfortune of rolling a 1 on your next attack. In such a situation, I might rule that a weapon jam or misfire occurs, or maybe just rule it as a normal miss.
Let me know what you think. If you prefer not using an experimental system, that's okay by me too; I'll then go ahead and post the rest of the equipment so you can finish purchasing gear.
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LouGoncey
Level 4 Theurgist
"Lather. Rinse. Repeat. That's my philosophy."
Posts: 108
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Post by LouGoncey on Jul 22, 2010 15:36:55 GMT -6
I'm fine with both supply points and the abstract ammo system -- seems a lot easier when PbP.
A question for those making characters -- someone should be the Spacer. I'll be it if no one wants it, but I've got an idea for a character that is not a Spacer and would rather play him.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 22, 2010 15:38:34 GMT -6
Yes, probably one player should be a spacer, but if no one wants to play one, you can still lease a ship from the Spacing Guild (just might be a little harder to handle it in a battle).
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Post by crusssdaddy on Jul 22, 2010 16:03:38 GMT -6
I'd love to play a Spacer!
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Post by crusssdaddy on Jul 22, 2010 18:00:36 GMT -6
Vice Galaxian Pipsy Smallbowls - Neutral Halfling Spacer
Strength 8 Constitution 9 Dexterity 10 Intelligence 13 Wisdom 9 Charisma 12 Technology 13
Speaks: Olde Imperial, Spacer's Cant, Gnomish, and Hobgoblin Dough: 510gp
Equipment: 20 supply points (cost: 100gp, weight: 20lbs.), Void Suit, 2x monoknife, laser pistol
Dragooned into a Barbarian fleet as an adolescent, Pipsy stayed long enough to learn his trade, but never saw any action. A nav error resulted in most of the fleet jumping into a black hole - Pipsy headed back to (relatively) civilized space and is now trying to go (relatively) legit. Member of the Spacing Guild in contested standing (he's missed payments in the past), currently leasing a courier ship he's named "The Pirate's Shame" (refuses to discuss the meaning of the name). While piloting his ship, gets pissed off if not addressed by his honorific.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 22, 2010 18:42:42 GMT -6
Vice Galaxian Pipsy Smallbowls - Neutral Halfling Spacer Strength 8 Constitution 9 Dexterity 10 Intelligence 13 Wisdom 9 Charisma 12 Technology 13 Speaks: Olde Imperial, Spacer's Cant, Gnomish, and Hobgoblin Starting Dough: 1300gp Dragooned into a Barbarian fleet as an adolescent, Pipsy stayed long enough to learn his trade, but never saw any action. A nav error resulted in most of the fleet jumping into a black hole - Pipsy headed back to (relatively) civilized space and is now trying to go (relatively) legit. Member of the Spacing Guild in contested standing (he's missed payments in the past), currently leasing a courier ship he's named "The Pirate's Shame" (refuses to discuss the meaning of the name). While piloting his ship, gets pissed off if not addressed by his honorific. I'll save equipment purchase until we have a chance to discuss things as a group. Let me know if I've overstepped, and if any of this needs to be changed. No, this is awesome stuff, I love it. Here's the stats on the ship, an old converted Imperial Stirge class courier ship: Imperial Courier Ship ( Stirge Class) Hull Type LF (SC 2; Streamlined; Structure Points: 8) = 20,500 GP Armor: Titanium (Durability Points: 18) = 5,500 GP Reactor: Standard (Power Reserve: 50) = 0 GP (included) FTL Drive? Yes = 10,000 GP Sensors: Civilian = 0 GP (included) Battle Computer? = No EWS? = No Weapon Systems: 1 Laser Cannon (1d6), 1 Standard Missile Launcher = 11,000 GP Ammo: 6 standard HE missiles (2D+1) Shield Generator: Alpha (20% efficiency) = 4,000 GP Cargo Space: 1 hold (25 tons) = 500 GP Other: Fuel Scoops = 4,000 GP Total Cost = 55,500 GP Monthly lease (2%) = 1,110 GP Lease payment is due at the end of the month.
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Post by apeloverage on Jul 23, 2010 10:49:38 GMT -6
Willow of the Diviner - cleric of Hestia.
STR 13 INT 11 WIS 17 CON 7 DEX 8 CHA 13 TEC 5
equipment: Platemail (AC16, weight 70) mace (weight 10, 1d6 damage) 10 Supply Points (weight 10)
spells: Protection from Chaos Cure Light Wounds
movement 9
340gp.
Willow of the Diviner has left his homeworld to bring light to the decadents of the stars.
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Post by apeloverage on Jul 23, 2010 10:50:40 GMT -6
How much do hirelings cost?
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Post by tombowings on Jul 23, 2010 13:35:41 GMT -6
Morphium the Brute - 1st level Fighting Man
Strength - 13 Intelligence - 8 Wisdom - 7 Constitution - 8 Dexterity - 11 Charisma - 13 Technology- 9
900gp
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LouGoncey
Level 4 Theurgist
"Lather. Rinse. Repeat. That's my philosophy."
Posts: 108
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Post by LouGoncey on Jul 23, 2010 15:39:56 GMT -6
I'm stepping out tonight. How many spells does a M-U actually know at the beginning of the game? Are they randomly chosen or does he get to pick?
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 23, 2010 16:22:40 GMT -6
How much do hirelings cost? If you just need someone to watch the ship or your encampment, the cost is 100 GP/month, plus gear and room/board. They won't knowingly enter dangerous situations though. If they're expected to go dungeon delving (so to speak), they'll expect a 1/2-share of any treasure recovered (each PC getting a full share). Torchbearer and packbearer sorts cost 1 GP/day, plus room/board, and will not fight unless it's for dear life. If you're looking to hire a specialist, such as someone to crew a starship, the costs increase significantly. Let me know. Also, some form of compensation will likely be required for any family members should the hireling die while in your employ. Keep in mind that a standard Light Freighter hull has a maximum life support of 10 bodies.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 23, 2010 16:27:32 GMT -6
I'm stepping out tonight. How many spells does a M-U actually know at the beginning of the game? Are they randomly chosen or does he get to pick? Start with four first level spells of your choice from the WhiteBox rules. I'm also using spells from Terminal Space, but I don't think there are any 1st level MU or Cleric spells in that supplement. Additional spells will have to be found during adventures, purchased from other MUs or researched. Also keep in mind that MUs can make scrolls for spells they know. You can use part of your starting money to start with some scrolls, if desired.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 23, 2010 16:29:11 GMT -6
So, are the abstract Supply Point and Ammo Level rules good to go? Just want to be sure before I put up the rest of the equipment lists for you.
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Post by Achán hiNidráne on Jul 23, 2010 18:13:59 GMT -6
Kenda Starfire Elven Star Mage Alignment: Neutral
Strength: 7, -1/-5% Constitution: 8, -1/-5% Dexterity: 12 Intelligent: 13, +1/+5% Wisdom: 9 Charisma: 10 Technology: 12 HP: 5 Saving Throws: 14 Language Spoken: Old Imperial, Elvish, Orc, Gnoll, Goblin.
• 2 in 6 chance of spotting secret doors in passing, and 4 in 6 when searching for them; • +2 on saving throws vs. magic • +1/+5% on interactions with modern technology (firing a firearm, using an early computer, driving a ground car)
Spells: Level 1: Charm Person, Detect Magic
Cash on hand: 1200 GP
Wanting to leave the stuffy, prudish, conservative homeworlds of the Elves to see the universe, study exotic magical arts, and enjoy the company of otherworldly men, Kenda Starfire travels the spaceways looking for arcane knowledge and a good time.
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LouGoncey
Level 4 Theurgist
"Lather. Rinse. Repeat. That's my philosophy."
Posts: 108
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Post by LouGoncey on Jul 23, 2010 20:00:34 GMT -6
Ultravox real name Jak Lincoln III 1st Level Human Mage S: 7 C: 11 D: 10 I: 17 W: 9 CH: 9 TECH: 14
Spells: Lvl 1 -- Hold Portal, Light, Read Languages, Sleep
A poor hacker (both cash-wise and in skill) stumpled into magic and it took. "Coulldn't hack worth a d**n on a comp, but I can enter the True Source and Hack the Entire Universe!" When he turned 18 his Dad gave him some credits, and told him to hit the streets...
1400 cr on hand.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 23, 2010 20:07:33 GMT -6
Okay, I think that's everyone's characters.
If I don't hear anything else back on the abstract equipment and ammo rules by tomorrow morning, I'll just assume they're okay. Then you can purchase your gear and we can start, hopefully by Sunday.
Let me know if you have any questions. Thanks.
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Post by apeloverage on Jul 23, 2010 21:15:50 GMT -6
I wanted to have some lay assistants for my missionary priest. How much do hirelings cost? If you just need someone to watch the ship or your encampment, the cost is 100 GP/month, plus gear and room/board. They won't knowingly enter dangerous situations though. If they're expected to go dungeon delving (so to speak), they'll expect a 1/2-share of any treasure recovered (each PC getting a full share). Torchbearer and packbearer sorts cost 1 GP/day, plus room/board, and will not fight unless it's for dear life. If you're looking to hire a specialist, such as someone to crew a starship, the costs increase significantly. Let me know. Also, some form of compensation will likely be required for any family members should the hireling die while in your employ. Keep in mind that a standard Light Freighter hull has a maximum life support of 10 bodies.
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Post by crusssdaddy on Jul 24, 2010 0:49:16 GMT -6
Abstract equipment is bueno... but I hope the loot stays individualized!
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 24, 2010 11:54:27 GMT -6
Abstract equipment is bueno... but I hope the loot stays individualized! Yes, loot will stay individualized. I wouldn't want to take away the fun of ph4t l3wtz!1!
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 24, 2010 11:57:31 GMT -6
I wanted to have some lay assistants for my missionary priest. If you just need someone to watch the ship or your encampment, the cost is 100 GP/month, plus gear and room/board. They won't knowingly enter dangerous situations though. If they're expected to go dungeon delving (so to speak), they'll expect a 1/2-share of any treasure recovered (each PC getting a full share). Torchbearer and packbearer sorts cost 1 GP/day, plus room/board, and will not fight unless it's for dear life. If you're looking to hire a specialist, such as someone to crew a starship, the costs increase significantly. Let me know. Also, some form of compensation will likely be required for any family members should the hireling die while in your employ. Keep in mind that a standard Light Freighter hull has a maximum life support of 10 bodies. Okay. If they're expected to go on dangerous adventures, they'll want a share of loot (as above). If they just kind of hang around, watch the camp and help convert the heathen masses, and considering they're true believers, the only cost would be room, board and equipment.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 24, 2010 12:03:54 GMT -6
Alright, I posted the abstract equipment and ammo rules in the rules thread. I also posted the general equipment list as a reference, so you know what kind of gear is available.
Go ahead and purchase your armor, weapons and supply points. Let me know if you have any questions.
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LouGoncey
Level 4 Theurgist
"Lather. Rinse. Repeat. That's my philosophy."
Posts: 108
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Post by LouGoncey on Jul 24, 2010 12:41:24 GMT -6
My weapons are a dagger and a laser pistol. My armor is a force shield. I've baught a backpack and a bedroll. 10 SP. 2 scrolls -- a hold portal and a read languages. That's a total of 27 lbs and it leaves me with 65 Cr.
Final character:
Ultravox -- Jak Lincoln III 1st Level M-U black 18 yr. old human male S: 7 I: 17 W: 9 D: 10 C: 11 CH: 9 TECH: 14
Skills: Science 5% 15% XP Bonus
AC 12 (Force Shield) HP 6 ST 14 (+1 all saves, +2 to spells) MV 12 BHB 0 (Dagger and Laser Pistol)
2 Scrolls -- Hold Portal & Read Lang 2 Spells memorized -- Sleep & Light
ENC 27Lbs
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 24, 2010 22:37:15 GMT -6
Gridrunner Jones 1st Level Fighting man Human male Str 16 +1/+5% to melee hit/dmg Dex 10 Con 10 Int 8 -1/-5% to science Wis 4 -1/-5% save vs mental effects Cha 8 -1/-5% to loyalty, max 3 hirelings Tec 13 +1/+5% with advanced tech
HP: 7 Language: Olde Imperial Racial:15% XP bonus +1 to all saves Cash: 750GP (I'll be blowing most of this on weapons/armor once I understand the rules a bit more) Armor: Cyborg Armor +6AC Gridrunner Jones came from a long line of pilots, a legacy which his family d**ned well expected him to continue. However, his below average grades and knack for doing The Wrong Thing saw him unceremoniously ejected from the prestigious Kent Academy. While pondering his future in the bottom of a flagon he, was recruited by his sector's marine corps and implanted with cyborg armor. Despite a natural aptitude for combat, his shiftlessness and blase attitude perpetually drew the ire of his superiors. Gridrunner went AWOL while on an escort mission and fled to the frontier sectors with his kit and a fistful of creds.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 25, 2010 14:11:19 GMT -6
My weapons are a dagger and a laser pistol. My armor is a force shield. I've baught a backpack and a bedroll. 10 SP. 2 scrolls -- a hold portal and a read languages. That's a total of 27 lbs and it leaves me with 65 Cr. Final character: Ultravox -- Jak Lincoln III 1st Level M-U black 18 yr. old human male S: 7 I: 17 W: 9 D: 10 C: 11 CH: 9 TECH: 14 Skills: Science 5% 15% XP Bonus AC 12 (Force Shield) HP 6 ST 14 (+1 all saves, +2 to spells) MV 12 BHB 0 (Dagger and Laser Pistol) 2 Scrolls -- Hold Portal & Read Lang 2 Spells memorized -- Sleep & Light ENC 27Lbs Looks good. Did you want to spend any money on supply points? They'll come in handy later.
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 25, 2010 14:13:13 GMT -6
Sorry I didn't think of this earlier: go ahead and assume that you have a basic kit: clothing, backpack, bedroll/sleeping bag, and such. Then use supply points for the other adventuring equipment, like lighting, rations, rope, plasma torch, etc.
One other thing, best to buy what you think you'll need now, as equipment will be considerably more expensive once you start on the starbase.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 25, 2010 16:17:38 GMT -6
OK, spending the rest of my cash. My total encumbrance is 8 + 15 + 3 + 10 + 3 = 39lbs
8x supply points
Weapons:
Cristal Axe 2H Hit: +1 str, +1 adv tech, (+1 vs armour) Dmg: 2D(pick highest)+1, +1 str
Laser Pistol 1H Hit: +1 adv tech Dmg: D6(+1D6 on 6, once only)
Flamer 2H, short range Hit: +0 Dmg: D6 + fire
3x Plasma grenade Hit: Area effect Dmg: 3d6 + fire
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LouGoncey
Level 4 Theurgist
"Lather. Rinse. Repeat. That's my philosophy."
Posts: 108
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Post by LouGoncey on Jul 25, 2010 17:30:47 GMT -6
Sorry, I spent money on them but didn't right them down -- I bought ten of them.
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Post by apeloverage on Jul 25, 2010 21:25:09 GMT -6
I've finished my character (changed my mind about getting retainers).
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EdOWar
Level 5 Thaumaturgist
Posts: 315
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Post by EdOWar on Jul 25, 2010 23:12:21 GMT -6
Okay, looks like most of the characters are done. I should be able to get this up and running Monday.
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