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=Assets & Operations=
 
=Assets & Operations=
 +
The "locker" may not be literal, but it represents items that are really group property.
  
==The Hanger, New Cadiz==
+
==Locker==
*1,346,800Cr
+
*2x 20m lengths of TL3 rope
*Ship's Locker, Frigate scale
+
*3x 20m TL4 rope
 +
*1 climbing harness
 +
*5 Medkits
 +
*4 Lazarus Patches
 +
*12x Type B Power Cells.
 +
*A Comm server.
 +
*2x pressure tents.
 +
*Survey Scanner
 +
*4 survival kits
 +
*30 Type A Power Cells
 +
*4 Vacc Suit Freshers
 
*Meta-Dimensional Monitor
 
*Meta-Dimensional Monitor
*4 Mandate Era Power Plinths
+
*Stock ATV Explorer
**The plinths are functionally equivalent to Large Microfusion Power Nodes from Engines of Babylon. Each one adds 7 Power to a vehicle, and the ATV can handle four of them. Additionally, when set up to reinforce one another, the plinths can add 2 Power to a shuttle-sized starship or 1 Power to a frigate-sized starship. You could also use them to power a small workshop, lab or base camp and any handheld devices as well.
+
*89,300Cr
*Examples of Norlight alien tools.
 
*2 alien missile launchers, 24 missiles.
 
*16 alien grenades.
 
*Two tons alien cruiser computer cores.
 
*Schematics for a Spike-2 cruiser drive.
 
*Stims
 
*Faith Relics, .1 tons
 
*Mandate Pop-Up Base
 
*1 Fusion Plant, 10 tons
 
*Robot parts, 1 ton
 
*2 Bronze bots, .4 tons
 
*Miracle of the Loaves data cores, 2 tons
 
*Data crystal
 
*Chimera Project Data
 
*Chimera Project Update Notes
 
*Nemean Project Notes
 
*Wraith Shuttle, 40 tons
 
*(2) Mule bots
 
*(1) Frigate fuel bunker fitting
 
  
==Eventful Horizon==
+
==Salvage Operation 3==
*Heavy Machine Gun
 
**4 HMG magazines (10 combat rounds of ammo/250 cr each)
 
*Free, 60 tons
 
  
===Ship Stats===
+
===Resources===
'''Free Merchant'''
 
*Speed: 3
 
*Armor: 2
 
*Hit Points: 20
 
*Crew: 1/6
 
*AC: 6
 
*Power: 10 (1 Free)
 
*Free Mass: 15 (0 Free)
 
*Hardpoints: 2 (1 free)
 
*Hull Type: Frigate
 
 
 
'''Fittings:'''
 
*Locker and Armory
 
*Atmospheric Configuration (2 Free Mass)
 
*Flack Emitter Battery (5 Power, 3 Free Mass)
 
*Fuel Scoops (2 Power, 2 Free Mass)
 
*Spike-2 Drive (2 Power, 2 Free Mass)
 
 
 
*Advanced Nav Computer (2 power) - 100k
 
*Cargo: 60 tons (3 Free Mass)
 
*Fuel Bunkers x1 (1 Free Mass)
 
*Power Plinths (+1 power)
 
*Shuttle/explorer bay (2 mass) - 25k
 
 
 
==Illegal Alien==
 
===Ship Stats===
 
  
 
'''Norlight Shuttle'''
 
'''Norlight Shuttle'''
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*Fittings:  
 
*Fittings:  
*Atmospheric Configuration (1 Free Mass)
+
*Atmospheric Configuration: (1 Free Mass)
*Extended Life Support x2 (2 power, 2 mass)
+
*Cargo Space: 2 Tons (1 Free Mass)
 +
*Extended Life Support: x2 (2 Power/2 Free Mass)
 
*Spike 2: (1 power/1 Free Mass)
 
*Spike 2: (1 power/1 Free Mass)
*Fuel Bunker (1 Free Mass)
 
  
==Tactical ATV Explorer==
 
===Vehicle Stats===
 
*Speed 0 / Armor 8 / HP 40 / Crew 8 / KMH 70 / TL 3 / Size L
 
*Power 0 (12) / Mass 0 (22) / HRDP 0 (4)
 
  
*Weapons:
+
'''4 Mandate Era Power Plinths'''
*Railgun x2 - 16k / 4 HRDP / 6 Power / 6 mass
 
*Hardpoint Support x2 - 10k, 2 power, 2 mass - adds 2 HRDP
 
  
*Advanced Sensors - 15k, 1 power - good stuff
+
The plinths are functionally equivalent to Large Microfusion Power Nodes from Engines of Babylon. Each one adds 7 Power to a vehicle, and the ATV can handle four of them. Additionally, when set up to reinforce one another, the plinths can add 2 Power to a shuttle-sized starship or 1 Power to a frigate-sized starship. You could also use them to power a small workshop, lab or base camp and any handheld devices as well.
*Armor Plating - 5k, 3 mass - AC bonus of 3
 
*Battery Reserve - 5k, 1 power, 1 mass - 240 hours of additional operation
 
*Cargo Space - 0k, 1 mass - adds 2 tons of enclosed cargo space
 
*Medbay - 10k, 1 power, 2 mass - emergency support for one person
 
*Power System, Large - 10k, 5 mass - adds 8 power to vehicle
 
*Targeting Board - 5k, 1 power, 1 mass - allows one gunner to use up to three guns
 
  
==Mule Bots==
 
===Robot Stats===
 
*AC: 2
 
*HD: 2
 
*HP: 16
 
  
*Carry 5 encumbrance readied:
+
===Treasure Obtained===
**HMG, Gunners shield, Spare ammo belt linked to the one loaded into the gun.
+
*Examples of Norlight alien tools.
 
+
*2 alien missile launchers, 24 missiles.
*Carry an additional 10 encumbrance of stowed material in protected ammo cans. This would probably mostly be personal ammo, grenades and additional HMG belts.  
+
*16 alien grenades.
 
+
*Two tons cruiser computer cores.
*Counts as droid for storage - 2 per ton
+
*Schematics for a Spike-2 cruiser drive.
 
 
==Moon Base, W0505==
 
*Shell
 
 
 
==Anee, W0505==
 
*2,550 Local Credits
 
*T5 Cargo Lighter, 40 tons
 
*Koilian Liqueur, 20.1 tons
 
  
 
=New Horizons=
 
=New Horizons=
*Phoenicia
+
*Level 1 Corporation.
**Level 4 HQ, New Cadiz
+
*HQ on Phoenicia
**Factor: [[Nahum]], a Mandate-era Shedu AI, a guardian and caretaker mind recovered from the Norlighter frigate wreck.
+
*Factor: [[Nahum]], a Mandate-era Shedu AI, a guardian and caretaker mind recovered from the Norlighter frigate wreck.
**Holding Points:  10/18
+
*Holding Points:  3/3
***Starship, Shuttle
 
***Starship, Trade Frigate
 
***Corporate Security, Major
 
***Production Facility, Minor (small arms)
 
 
 
*Koilia
 
**Level 3 HQ, Anee
 
**Factor: [[Ineep]], an adventurer merchant bat Catholic.
 
**Holding Points: 6/12
 
***Corporate Security, Minor
 
***Production Facility, Minor (Koilian liqueur)
 
***Promethean Project, TL1
 
  
 
=Organizations=
 
=Organizations=
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*If for some reason you fall behind on posting, don't fret, just jump back in.  Everyone goes through lulls occasionally.
 
*If for some reason you fall behind on posting, don't fret, just jump back in.  Everyone goes through lulls occasionally.
 
*If you are no longer interested or no longer have the time to play, please let me know you are withdrawing.  There will be no hard feelings, and not only is it polite, it keeps The Wyzard from blacklisting you.
 
*If you are no longer interested or no longer have the time to play, please let me know you are withdrawing.  There will be no hard feelings, and not only is it polite, it keeps The Wyzard from blacklisting you.
 
=Far Trade=
 
1) What do I need to do Far Trade?
 
A ship, some credits (maybe a lot of credits) and a minimum of Business-1, Culture/Spacer-0 and Culture/Traveler-0 between the group. Higher Business ratings and specific cultural skills are also useful.
 
 
2) How do I buy things?
 
Every planet has a Trade Goods table that contains 10 items. Items have tags that help describe and categorize them. When you get to a planet, I roll twice on that table. Those are the best available deals. You can choose to reroll as you desire, but each reroll drives the Friction up by 1 (we'll talk about Friction soon). You can also commission a good not on the table but theoretically available on the world at the cost of +4 Friction.
 
 
Once you pick out your goods, we take your '''expertise''' (Business+Culture+Int/Cha mod), including your factor's Culture skill, and subtract it from the world's base Friction+any Friction you generated. '''Friction''' is essentially the local tax, graft, paperwork, theft and general hostility to foreign traders that can eat away at profit. The result, positive (bad) or negative (good), modifies the trade roll, which is 3d6 against a chart. High totals drive the price up from the base, low totals drive the price down from the base. Planets generally have a couple of goods tags that they value highly, and a couple of tags that they don't value, and they also modify this roll.
 
 
If the Friction is too high for your tastes, you can run an adventure to remove it for a trade, and some holdings also reduce it. Friction can never go below 1 without an adventure.
 
 
3) How do I sell things?
 
Just like the above, but in reverse. So positive modifiers are good and negative modifiers are bad.
 
 
4) What do I do with local credits?
 
Buy an HQ, create holdings, buy local goods to sell elsewhere.
 
 
5) An HQ and holdings?
 
An '''HQ''' is a permanent presence on a given planet. It has levels from 1 to 10, and generally you can build up to level 5 without any special permissions. Each level has a number of holding points and cost a certain number of credits to buy, as follows.
 
 
*1: 10k credits, 3 holding points
 
*2: 25k, 6
 
*3: 100k, 12
 
*4: 200k, 18
 
*5: 500k, 27
 
 
'''Holdings''' are associations and infrastructure that do useful things for you. These can be starships, medical centers, production centers, bribery rings, propaganda outlets, starports, security, trade legions, etc. Most holdings have a minimum planetary population and a minimum tech level, so not every planet can support every type of holding. They also cost credits to establish, one can be established every month at each HQ, and the locals can contest some of them if they desire. Not every alien world will just let you raise a nation-conquering army, no matter how much money you throw at them! Each holding also costs a number of holding points that varies from holding to holding.
 
 
HQs also need a '''factor''', a trusted local who advises you and oversees your operation in your absence. They can lend their relevant Culture skill to trade rolls they're present for, they can commission HQ increases and holding construction based on orders left for them, can oversee the purchase of goods from production centers and many holdings use the factor's abilities to govern how useful they are.
 
 
6) This doesn't sound so hard. What's the catch?
 
Trouble. Whenever you initiate a far trade, I roll to see if there's trouble. If there is, I roll on the trouble table for the planet to see what happens. Some trouble is annoying, a delay of weeks. Some can be costly, raising the Friction of the deal. Others can be disastrous, consuming up to half of the goods with no recourse. Adventures can be ran to handle the trouble without losing anything.
 
  
 
=Dice Rolls=
 
=Dice Rolls=
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==Grenades==
 
==Grenades==
Underslung Launchers: Can be fit to rifles, combat rifles, combat shotguns, mag rifles, spike throwers, laser rifles and plasma projecters. If you knew what a shear rifle was, you could hook one up to that too. They have a range of 150/350, add +1 encumbrance to the firearm they are mounted to and have a magazine of 3. Reloading the magazine takes one action per grenade. You can't put a throwing grenade into a launcher, and you can't throw a launcher grenade (well, you can, it just won't hit hard enough to go off).
+
Underslung Launchers: Can be fit to rifles, combat rifles, combat shotguns, mag rifles, spike throwers, laser rifles and plasma projecters. If you knew what a shear rifle was, you could hook one up to that too. They have a range of 50/100, add +1 encumbrance to the firearm they are mounted to and have a magazine of 3. Reloading the magazine takes one action per grenade. You can't put a throwing grenade into a launcher, and you can't throw a launcher grenade (well, you can, it just won't hit hard enough to go off).
  
These are cheap, at 300 a pop. Launcher grenades cost the same as regular ones.
+
These are cheap. . . for gunnery weapons, at 1k a pop. Launcher grenades cost the same as regular ones.
  
 
Ricochet: Grenades launched from either a dedicated gunnery weapon or an underslung launcher fly much faster than thrown ones. When they bounce, they bounce further. Misses deviate by 1d20 meters.
 
Ricochet: Grenades launched from either a dedicated gunnery weapon or an underslung launcher fly much faster than thrown ones. When they bounce, they bounce further. Misses deviate by 1d20 meters.
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Ricochet and Indirect Fire apply to the Multiple Grenade Launcher (MGL).
 
Ricochet and Indirect Fire apply to the Multiple Grenade Launcher (MGL).
  
Keep in mind that grenades can kill your friends, that the enemy gets a Luck Save to halve the damage taken, that the damage does not ignore vehicle armor, that tanks are immune to grenade fire, and that ACs below 6 reduce grenade damage by one for every point they are below it. Grenades can do some serious stuff that other weapons cannot, but they have some significant downsides as well.
+
Keep in mind that grenades can kill your friends, that the enemy gets a Luck Save to halve the damage taken, that the damage does not ignore vehicle armor, that tanks are immune to grenade fire, and that ACs below 4 reduce grenade damage by one for every point they are below it. Grenades can do some serious stuff that other weapons cannot, but they have some significant downsides as well.
  
 
Legality: Man, grenades are common. They, and their launchers, are very portable and were pretty heavily circulated during the war, on both sides. Grenades are easier to build than missiles and have enough punch and utility to get a lot of jobs done, so a lot of this stuff got made and a lot of it is sitting on shelves, waiting to be used. We are not going to sweat the licensing.
 
Legality: Man, grenades are common. They, and their launchers, are very portable and were pretty heavily circulated during the war, on both sides. Grenades are easier to build than missiles and have enough punch and utility to get a lot of jobs done, so a lot of this stuff got made and a lot of it is sitting on shelves, waiting to be used. We are not going to sweat the licensing.
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**All starships must have the atmospheric configuration fitting, because they are all built on the planet. That will change when the Mare Industria moonyard is finished in about a year.
 
**All starships must have the atmospheric configuration fitting, because they are all built on the planet. That will change when the Mare Industria moonyard is finished in about a year.
 
**If you only want to go to the colonies, tickets are fine. Buying a starship is perfectly legal, but they cost a lot. Salvage is an option, but it's dicey; you'd either have to hope for a good loot roll or go on at least one adventure setting up the find, then an adventure actually retrieving it.
 
**If you only want to go to the colonies, tickets are fine. Buying a starship is perfectly legal, but they cost a lot. Salvage is an option, but it's dicey; you'd either have to hope for a good loot roll or go on at least one adventure setting up the find, then an adventure actually retrieving it.
 
*Ship sizes.
 
**Fighter-scale hulls are fairly small. An F-5 Tiger or X-wing would be on the light end of a fighter, while a Danube-class runabout from Star Trek: Deep Space Nine would be on the heavy end of a shuttle (in size, not equipment!). Ships in this scale have a cockpit or a single deck and are about 15 to about 25 meters long. They are fully modular, but not all modules are necessarily internal. Fighters might have external fuel bunkers, for example.
 
 
**Frigate-scale hulls are significantly larger. At the small end are the Space Shuttle Orbiter and the Millennium Falcon. Large aircraft like the Spruce Goose and the 747 are in the middle of the pack, while ships like the Firefly-class and the Corellian Corvette are at the upper end of the range. Ships in this scale have one to five decks, including partial decks for gun turrets or an equipment deck that isn't fully traversable. They always have at least one full deck. They range in length from about 35 to 115 meters.
 
 
**Cruisers are another big jump. Most of the Star Trek TOS ships would fit here, as would naval carriers and nuclear submarines. These ships are 200 to 350 meters long, have 5-10 decks, at least three of which are full, and can support attached fighter-scale craft. Currently there are no known ships of this class in Wyvern Sector, but the Authority is preparing a lunar shipyard in order to lay cruiser keels.
 
 
**Capital ships would be larger than anything known to the Phoenicians. They're not entirely sure they can build one, even with the zero-g shipyard.
 
  
 
*Tech Level
 
*Tech Level
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*Government:  Parliamentary democracy.
 
*Government:  Parliamentary democracy.
 
*Description:  The northern continent is inhabited through an area roughly the size of Russia, bounded on the north, west and southwest by mountains and on the east and southeast by an inland sea.  There are small mining camps scattered across the continent.  The southern continents were colonized much less intensively and failed after the Scream.
 
*Description:  The northern continent is inhabited through an area roughly the size of Russia, bounded on the north, west and southwest by mountains and on the east and southeast by an inland sea.  There are small mining camps scattered across the continent.  The southern continents were colonized much less intensively and failed after the Scream.
*[[NSPTradeSheets]]
 
  
 
===The Norlight Impact Event===
 
===The Norlight Impact Event===
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*Government:  Parliamentary democracy.
 
*Government:  Parliamentary democracy.
 
*Description: The Tyrian colony is located on rolling plains on the eastern subcontinent, and is still developing local industry.  They are an important market for Phoenician production, and most of the systems resources beyond the planets atmosphere have been acquired by orbital mining concerns.
 
*Description: The Tyrian colony is located on rolling plains on the eastern subcontinent, and is still developing local industry.  They are an important market for Phoenician production, and most of the systems resources beyond the planets atmosphere have been acquired by orbital mining concerns.
*[[NSPTradeSheets]]
 
  
 
==Sidon==
 
==Sidon==
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*Government: Colonial oversight.
 
*Government: Colonial oversight.
 
*Description: The Sidonese colony is very new, and still directly ran by the Colonial Administrative Board.  It receives frequent shipments of supplies and colonists, and cannot survive on its own currently.  The planet is frigid and icy, with taiga near the tropics and ice elsewhere.  The planned colony sites are situated on geologically active great lakes that vent heat into the surrounding area.  The weather is temperamental and nearly always foggy.  These hotspots are also incredibly rich in a variety of common and uncommon ores.
 
*Description: The Sidonese colony is very new, and still directly ran by the Colonial Administrative Board.  It receives frequent shipments of supplies and colonists, and cannot survive on its own currently.  The planet is frigid and icy, with taiga near the tropics and ice elsewhere.  The planned colony sites are situated on geologically active great lakes that vent heat into the surrounding area.  The weather is temperamental and nearly always foggy.  These hotspots are also incredibly rich in a variety of common and uncommon ores.
*[[NSPTradeSheets]]
 
  
 
==Trakkar==
 
==Trakkar==
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*Description:  The second planet is temperate and has a thick atmosphere.  The Norlighters collected mirror-bird feathers there as cargo and there were no intelligent species inhabiting the world.  Nick recalls that Kazumi had dreams about the place, and that he thought there were humans there, but that hasn't been confirmed.
 
*Description:  The second planet is temperate and has a thick atmosphere.  The Norlighters collected mirror-bird feathers there as cargo and there were no intelligent species inhabiting the world.  Nick recalls that Kazumi had dreams about the place, and that he thought there were humans there, but that hasn't been confirmed.
  
==Koilia==
+
==W0505==
 
*Location: 0505
 
*Location: 0505
 
*Planets: 7 (5 inner, 2 gas giants)
 
*Planets: 7 (5 inner, 2 gas giants)
*Population: ~3 million
+
*Population: tens of thousands
*TL: 1
+
*TL: 0
*Government: Independent Poleis.
+
*Government: Tribal
 
*Description: The third planet is temperate and has a breathable atmosphere.  The Norlighters encountered a primitive native population there and extracted a tribute of 'Koilian liqueur' from them.  They did not record their appearance or many details about their culture.
 
*Description: The third planet is temperate and has a breathable atmosphere.  The Norlighters encountered a primitive native population there and extracted a tribute of 'Koilian liqueur' from them.  They did not record their appearance or many details about their culture.
**New Horizons salvaged a dying cruiser in the first gas giant, a ship that was doomed by a rogue psychic event.
 
**The moon above the inhabited planet contains the ruins of a Mandate comm relay, staffed by robots.
 
**The planet is populated by Bronze Age bat people, who have converted to Catholicism and lived with Mandate-era humans that died out just over a century ago.  They have a Bat Pope.
 
*[[NSPTradeSheets]]
 
  
 
==W0702==
 
==W0702==
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*Government: Tribal coalitions
 
*Government: Tribal coalitions
 
*Description: The fourth planet is temperate to hot and has a breathable atmosphere.  The Norlighters traded with native aliens there for various rare ores and an unidentified floating crystal.  They used ancient ruins as landing sites and base camps.
 
*Description: The fourth planet is temperate to hot and has a breathable atmosphere.  The Norlighters traded with native aliens there for various rare ores and an unidentified floating crystal.  They used ancient ruins as landing sites and base camps.
 
==W0101==
 
*Location: 0101
 
*Description: Information found in the data core on board the Loaves and Fishes
 
Outside the technical information, there is quite a bit of information about the Restoration Catholic religious movement and their operations in the sector, including a secondary base at W0101.
 
 
==W0608==
 
*Location: 0608
 
*Description: Unknown - location found in rebel navigation logs.
 
 
==W0706==
 
*Location: 0706
 
*Description: Unknown - location found in rebel navigation logs.
 
  
 
=Sector Map=
 
=Sector Map=
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==Key==
 
==Key==
 
*Star= Star System
 
*Star= Star System
*Black Line= Publicly Known Route
+
*Line= Publicly Known Route
*Gray Line= Rebel Route
 
*Red Line= Nick's Secret Route
 
 
*Purple= Phoenician Authority Space
 
*Purple= Phoenician Authority Space
*Green= Trakkaran Territory
+
*Orange= Trakkaran Territory
 
*Blue= Delann Space
 
*Blue= Delann Space
*Orange= Koilian Territory
+
[[File:WyrmSector.png]]
[[File:WyrmSector2.png]]
 
  
 
==Sector Gates==
 
==Sector Gates==
 
*W0508 and W0706 both have routes that lead to another sector, sector NM-1.
 
*W0508 and W0706 both have routes that lead to another sector, sector NM-1.
 
*W0101 has a route that leads to sector NP-1.
 
*W0101 has a route that leads to sector NP-1.

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