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Post by Rigil Kent on Jun 7, 2011 17:10:17 GMT -6
I vote for upgrading the platform, upgrading futility, upgrading hyperdrive and improve ship dex. May I presume that this is the general consensus?
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Post by thedefiantbudah on Jun 7, 2011 20:49:59 GMT -6
so say we all (in regards to upgrades)
i'll be taking skill focus perception
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Post by Rigil Kent on Jun 7, 2011 20:55:17 GMT -6
You can't: you're not trained in the skill. So instead, you should take Skill Training (Perception).
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Post by Gigermann on Jun 8, 2011 8:07:16 GMT -6
Electronic Sabotage (Slicer Talent Tree, TFU27)
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Post by Rigil Kent on Jun 8, 2011 14:43:11 GMT -6
Oh, nice one. May I presume this is part of 8T33's plan for the ship computers?
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Post by Gigermann on Jun 8, 2011 14:46:46 GMT -6
Oh, nice one. May I presume this is part of 8T33's plan for the ship computers? I'd like to make it more-or-less permanent on the ship, but it'd be nice to be able to do it elsewhere, if needed.
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Post by Magman on Jun 8, 2011 19:35:30 GMT -6
I will be taking a talent (second skin).
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Post by LabRat on Jun 12, 2011 10:03:46 GMT -6
I want to pick up seducer from the misfortune talent tree (LE 29).
It is for me, if we've reached a conclusion then let me know and I can make the rolls that require star ship designer and aid in any other mechanics rolls
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Post by Rigil Kent on Jun 12, 2011 12:08:27 GMT -6
Upgrading the hyperdrive will require a DC 25 Mechanics check from Tesla. I think its safe to say that she can get a +12 bonus (+5 from Ondo, +5 from 8T33, and a +2 from Jor) to accomplish this.
I'm going to presume that the crew is going to be reducing the maximum cargo capacity by 5 to obtain that extra emplacement point rather than spend an addition 20K & attempt another DC25 Mech check.
Jor can actually take a 10 and accomplish the DC 20 check for the improved Dex.
Total money expenditure is 100,000.
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Post by LabRat on Jun 12, 2011 12:11:11 GMT -6
Here's hoping I don't roll a 1-
[dice=20] +15 for mechanics +12 for teamwork[rand=826068483172990432219629831531678289418957109749744812304955441]
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Post by zenwolf on Jun 12, 2011 13:35:54 GMT -6
I'm going to presume that the crew is going to be reducing the maximum cargo capacity by 5 to obtain that extra emplacement point rather than spend an addition 20K & attempt another DC25 Mech check. Yeah, let's reduce the cargo.
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Post by LabRat on Jun 12, 2011 13:51:39 GMT -6
For the cargo-
[dice=20] +15 for mechanics +12 for teamwork[rand=38509749030787431415946659366896880671638884799585988131294335047]
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Post by thedefiantbudah on Jun 14, 2011 22:19:54 GMT -6
taking a 10 to improve the dex
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Post by Rigil Kent on Aug 30, 2011 13:21:38 GMT -6
Okay, since I believe I'm doing the one-off game on Friday, I wanted to touch base and verify some stuff: - The characters available are - Cap'n Ondo; de facto XO Tesla; genius mechanic Jor; and that weird ass droid, 8T33. This means Ondo is the only PC present w/o ranks of Scoundrel and you guys are mechanic heavy.
- Don't expect a lot of combat. You guys are combat lite at the moment.
- Adventure takes place about a month or so after we ended.
- Let me know if you can't make it or have questions.
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Post by Rigil Kent on Jan 6, 2012 15:58:29 GMT -6
Just an FYI: after having spent several months (gak!) playing the Saturday GURPS game, I must admit that I'm actually leaning toward transitioning this game to a cinematic GURPS one, mostly due to my dissatisfaction with the d20 system in general. Plus? I totally dig not having to constantly relearn a new system...
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Post by Rigil Kent on Jan 7, 2012 14:04:24 GMT -6
So ... any feedback on this notion?
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Post by WxMAN on Jan 7, 2012 18:33:17 GMT -6
So ... any feedback on this notion? I'm up for it, though the only concern I have is that I do not know GURPS very well, and I don't think anyone but you and Daniel are very fresh with it due to your Sat game. I also wonder if you'd lose some of that tailored SW "feel" the D20 system has with it, but that could just be my lack of experience switching systems
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Post by Gigermann on Jan 7, 2012 19:02:00 GMT -6
I also wonder if you'd lose some of that tailored SW "feel" the D20 system has with it, but that could just be my lack of experience switching systems GURPS has enough "cinematic" options to keep the proper feel, so I don't think it'll be an issue, if that's a concern.
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Post by Rigil Kent on Jan 7, 2012 21:49:15 GMT -6
And there is no way I'd run Star Wars GURPS using the tactical shooting rules.
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Post by zenwolf on Jan 9, 2012 19:28:54 GMT -6
I am on board for the switch.
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Post by LabRat on Jan 9, 2012 21:09:17 GMT -6
I'm on board with the switch though I just wanted to know if we are going to try GURPS on Friday or is this just setting up for the next time we play for an extended period of time?
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Post by Rigil Kent on Jan 10, 2012 21:56:10 GMT -6
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Post by Gigermann on Jan 10, 2012 22:20:26 GMT -6
Obviously
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Post by WxMAN on Jan 11, 2012 14:45:04 GMT -6
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Post by Rigil Kent on Jan 12, 2012 10:39:59 GMT -6
No, I think I'll stick with the 300.
I should have something for tomorrow - is everyone okay with using the GURPS characters? Any complaints about them? Comments? I tried to match them as closely as possible - I'm still not 100% satisfied with Ondo, for example, but I think he works. I figure we could at least do some fight club with the GURPS versions...
Also, I expect space combat to be something of a learning experience as well. I've got the Exeter mostly stated out using the Spaceships rules, but even they give me hesitation at times.
Giger, I still need you to bash out 8T33 if possible.
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Post by WxMAN on Jan 12, 2012 13:09:31 GMT -6
is everyone okay with using the GURPS characters? Any complaints about them? Comments? I'm fine using the GURPS characters, however: I am quite concerned how well No-Bark (and by extension the other characters) will translate their powers to GURPS. I really appreciate all the hard work you put into redesigning the characters for us, as I am sure that took some time! Some of the concerns: - I am a combat medic, and felt very effective in both roles. I wonder if the point limitations will rob me of that?
- Have I lost "Shake It Off" (PHB 88) or equivalent? How about "Wilderness First Aid" (UR 25)? Or about "Surgical Expertise" (PHB 88) (as I don't see anything equivalent)?
- Have I lost "Evasion" (PHB 50), "Man Down" (SaV 18), and "Battlefield Remedy" (GaW 21) or equivalent (as I don't see anything equivalent)?
- I really worked hard (including some lucky rolls) to get my Verpine, Quick Drawable, Scoped, BlasTech DT-12, but now it seems like I just have "standard rifle #2114".
- I seem to have lost my Stun Pistol?
Call me a Min-Max'er or whatever but I typically do a lot of maths and figuring to give my character the best shot to not die, and I am concerned this switch has completely erased any of the "special care" I took to make No-Bark not suck. His character personality may be a weak and losing my favor, but the mechanics behind him have my beginner's spit and polish that I do take pride in...
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Post by Rigil Kent on Jan 12, 2012 13:56:38 GMT -6
There will be some functionality loss like that and we can always research alternate advantages to replace some of those things. I will make the GDF file available as well as the GCA character so, if you want to rebuild him using the point value, we can certainly do that, especially since I honestly don't know what most of those Talents/Feats/Whatever do.
One thing I did with No-Bark is to use the cinematic wildcard Medicine! skill - this covers everything medical, whether its First Aid or Surgery or Diagnosis and so on. It also means he doesn't suffer penalties when treating other species (i.e., a Mon Calamari or Wookiee - using straight GURPS rules, you'd need a separate First Aid skill for each species.)
As I plan on this GURPS game to be fairly cinematic, you shouldn't have to worry too terribly about effectiveness.
As to equipment, that's something we'll need to work on. I simply assigned the standard blaster rifle to give you an idea of how they'd look. We'll obviously have to figure out the stats for some of the equipment the party has - I have no plans to take away anything from you.
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Post by Gigermann on Jan 12, 2012 14:22:07 GMT -6
I wonder if it might be a good/better idea to just crunch on the conversion for a night, and make sure we aren't losing anything important in the translation, and see if we're still in agreement that it's a good idea. There's a fair amount of "investment" that went into the D20 version that will be completely negated if we convert.
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Post by WxMAN on Jan 12, 2012 14:56:15 GMT -6
I wonder if it might be a good/better idea to just crunch on the conversion for a night, and make sure we aren't losing anything important in the translation, and see if we're still in agreement that it's a good idea. There's a fair amount of "investment" that went into the D20 version that will be completely negated if we convert. I see no problem with going on with the story (in GURPS) or even making it a "one off/test night" (in GURPS as well) where it will help us work out how to tweak the GURPS characters, but so long as Rigil's muse is working with him I don't wanna slow down his momentum or his hard work
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Post by Rigil Kent on Jan 12, 2012 15:41:11 GMT -6
I wonder if it might be a good/better idea to just crunch on the conversion for a night, and make sure we aren't losing anything important in the translation, and see if we're still in agreement that it's a good idea. There's a fair amount of "investment" that went into the D20 version that will be completely negated if we convert. I'm good with that. And yeah, the point level is negotiable. I've just been really frustrated with d20 of late and wanted a change. If the group feels that they'd rather stay with SAGA, I can work with that.
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