Ad Astra Per Aspera (BESM 3rd Edition) - OOC

Thorn Darkblade]Movin forward then. If [URL="https://www.rpnation.com/profile/13447-pentagon/ said:
@Pentagon[/URL] returns we'll figure out a way to get him in.
GM fiat is best fiat.


Captain Hesperus
 
Also, think we should transfer this to a Hosted Project? This is a more sizable game. On top of that, I've got a new recruit incoming for this game, :D
 
Hey Thorn, I figure the ship is taking off in most of the characters' timelines but I'm trying to figure out how Tabitha could get into things. She could be a stowaway but she's not really that sneaky so the likelihood of her accomplishing that without being noticed is pretty slim. The likelihood of her making that happen with Kit Kit along is even worse. She could theoretically be one of the employees that worked on the project, but she's not nearly as skilled as Grin. Maybe an understudy? Any thoughts?
 
Eplov said:
Hey Thorn, I figure the ship is taking off in most of the characters' timelines but I'm trying to figure out how Tabitha could get into things. She could be a stowaway but she's not really that sneaky so the likelihood of her accomplishing that without being noticed is pretty slim. The likelihood of her making that happen with Kit Kit along is even worse. She could theoretically be one of the employees that worked on the project, but she's not nearly as skilled as Grin. Maybe an understudy? Any thoughts?
How about this.


Tabitha was almost done with her job on the project, 'Technical Assistant' to one of the lead AI specialists, when she was informed that a system on the Icarus was flagging up an error that wasn't resolving through the telemetry link, which meant some minimum-wage mook had to board the prototype with a logic hammer and reboot the system manually. The reboot wasn't working, so she recompiled the system from the last good boot. This, however, would take some time and so, she settled down to read a good book. Tabitha then woke up as the ship around her started to vibrate and hum in that 'currently about to take off' way. Oh boy, this is going way over her pay-scale...


Captain Hesperus
 
Hesperus,


Sounds perfect. I think I'll wait for Thorn's go ahead but will write that up in the meantime.


 
It's not immediately important, but how do I add those "spoiler" subsections to do OOC stuff? I'm trolling through the RpNation tutorials and coming up empty.


 
@Thorn Darkblade , I'm hoping I haven't overstepped but I posted in the RP tab in hopes of getting into the action sooner rather than later. I also corrected the terrible mess that was the formatting on Tabitha's character post. It was so pretty in excel, then the forum ate it.


 
@Captain Hesperus looks like I've figured out the BB code stuff for the all important spoilers. Now for dice. :)
 
Sorry, I keep forgetting to check this with work and school, lol. It'll be slow going, but, not dead. Just a fair warning though, lol
 
I'm having a hard time with the stats and things and it's... yeah.


Delayed me substantially.


Any help would be very appreciated.
 
I'd like to take this moment to welcome @Meredith to her first Dice RP!


Also a couple of questions:


1: Will we be getting a floorplan for the ship, since much of our activity seems to be going to take place on it?


2: Do you (@Thorn Darkblade @Blackadder) have any idea what Alan's ship looks like?


And finally, I think I have a good reason why conventional firearms are not used in EVA combat:


The problem with conventional firearms in the environment of open space (i.e. zero atmospheric pressure, zero gravity and near-zero degree Kelvin temperatures) is not to do with the lack of oxygen as an oxidising agent, which @Pentagon rightly reminded us is already present within a conventional firearm round casing, it is to do with heat.


A standard NATO STANAG round fired from the barrel of an M16A1 causes the barrel within an inch of the breach to be heated to 249 degrees Fahrenheit (393.7 degrees Kelvin) in less than a second. In normal atmospheric conditions this is not an issue, but in the near-absolute zero environment of space, the gun barrel is going to be exposed to a massive change in temperature in a very small space of time. At absolute zero, even electrons are frozen in place as the energy potential of even sub-atomic particles is lost to the environment, resulting in most substances becoming brittle. Even if the barrel does not shatter from the sudden and inconsistent heating that occurs from a single round fired, multiple rounds would cause the barrel to expand and contract rapidly, placing it under extreme stresses. Catastrophic failure of a weapon in those circumstances is almost expected.


Therefore, to have an effective and consistently safe method of firing a projectile, insulated compressed air can be employed, since there is a minimum of moving parts to be damaged (trigger-actuated gas-release valve, spring in magazine to feed fresh ammunition into the firing chamber) and a negligible amount of heat produced. The relatively lower velocity of a flechette from a gas gun becomes less of an issue in open space conditions, where the objective would be to damage an opponent's EVA suit, effectively incapacitating that opponent as they seek to seal the breach in the seals and/or fabric of their suit before the suit fails. Actual harm to the opponent would be unnecessary, as this would be facilitated should their suit fail while they are still in space.


Or at least, that's my take on it.


Captain Hesperus
 
I'll be making floorplans eventually, yes.


And I have no idea for Alan's ship.


Also, I like that solution for the gasguns.
 
I just found this thread. I skimmed over the characters already in play. Would you have room for a smuggler/fixer type in this game? I can whip up a character sheet (though trying to format it as the other sheets are is....intimidating). I'm thinking someone in his late 30s-early 40s who finds it very convenient to be pulling up stakes and getting out of dodge. If that idea works, and if you are accepting new players, I'll put a sheet together by the end of the week.
 
OMG MORE PLAYERS IT'S ALIVE AGAIN. ANd yeah, ship can use a mechanic. I think Blackadder's got the smuggler archetype covered, but, can double up.
 
[QUOTE="Thorn Darkblade]I'll be making floorplans eventually, yes.
And I have no idea for Alan's ship.


Also, I like that solution for the gasguns.

[/QUOTE]
I'd just go look for pictures of the SWTOR Smuggler's ship.
 
That'd be the XS Stock smuggler ship:


latest



And it's interior:


<p><a href="<fileStore.core_Attachment>/monthly_2015_09/1549392-ca_smuggler_ship02_full.jpg.06e1203e5f008eb8436ade4556a67c83.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="73503" src="<fileStore.core_Attachment>/monthly_2015_09/1549392-ca_smuggler_ship02_full.jpg.06e1203e5f008eb8436ade4556a67c83.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Captain Hesperus

 

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So, to Meredith and Miller, giving you guys a couple choices for joining the crew. Either you can have been part of the crew, technicians (or perhaps another interested third party, as many of us are) aboard the prototype ship when it launched, or you'll be on Ganymede, which we'll be reaching soon in game after the initial launch arc wraps up (which'll be in probably 5 posts, just giving those on board a chance to post a bit)


Also, @Pentagon if you're still alive, either you can have gotten the hell out of dodge in your own manner and ended up on Ganymede, or, more likely, slipped aboard the ship.
 
I was actually trying to ask if I could get a little bit of help with the mechanics of my CS and ultimately the game.


Mostly because.. I've no idea where to start.


I dunno.
 
So, BESM works a little different than other dice RPG systems. It doesn't have quite as quantified of abilities/attacks/items as other systems do. Instead, it has a bunch of universal attributes that can be applied to multiple genres and ideas. So, instead of trying to pick which abilities to make into stuff, start with what your character has first, and then find the abilities to turn into that aspect of your character. The concept and flavor of your character should come before mechanics. Once we've got that down, we can work on hammering numbers into place :)
 
I'm trying to create a CS for Blackadder's smuggler freighter, but I'm a little confused when it comes to the cargo/passenger capacity. This is what I have so far (based it off the stock freighter CS in the MRB):


LEVEL POINTS ATTRIBUTE
15 30 Armour (Armour Rating 30; Health Points 20)
7 7 Features (Extra Capacity X: 5 people and X tonnes cargo, Tachyon Radio)
6 47 Flight (30k kph; Detectable -1: Hearing)
6 12 Spaceflight (10M kph)
6 12 Special Defence (Freezing Cold 2, Lack of Air 2, Low Pressures 2)
5 9 Supersense (100 km; Radar; Detectable -1: Radar)
15 38 Weapon “Laser Turret” (Accurate, Helper, Range 6)
4 13 Weapon — Alternate Attack “Mini Laser” (Range 5)
POINTS DEFECT
-20 Awkward Size (Size 5; 50 metres)
-2 Special Requirement (Frequent maintenance and fuel)


Captain Hesperus
 
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Something came up, and I appeared to be out of my depth anyways. I'd like to apologize, and also state that I'm likely dropping out, rather than just drifting off and forgetting.
 

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