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==The Hanger, New Cadiz== | ==The Hanger, New Cadiz== | ||
− | * | + | *544,300Cr |
*Ship's Locker, Frigate scale | *Ship's Locker, Frigate scale | ||
*Meta-Dimensional Monitor | *Meta-Dimensional Monitor | ||
+ | *Stock ATV Explorer | ||
*4 Mandate Era Power Plinths | *4 Mandate Era Power Plinths | ||
**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. | **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. | ||
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*Faith Relics, .1 tons | *Faith Relics, .1 tons | ||
*Mandate Pop-Up Base | *Mandate Pop-Up Base | ||
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− | == | + | ==Illegal Alien (6t)== |
+ | *Free, 6 tons | ||
+ | *Trade goods x 10 | ||
+ | *Trade metals x 10 | ||
*Heavy Machine Gun | *Heavy Machine Gun | ||
**4 HMG magazines (10 combat rounds of ammo/250 cr each) | **4 HMG magazines (10 combat rounds of ammo/250 cr each) | ||
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===Ship Stats=== | ===Ship Stats=== | ||
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*Crew: 1/10 | *Crew: 1/10 | ||
*AC: 9 | *AC: 9 | ||
− | *Power: 3 ( | + | *Power: 3 (2 Free) |
*Free Mass: 5 (0 Free) | *Free Mass: 5 (0 Free) | ||
*Hardpoints: 1 | *Hardpoints: 1 | ||
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*Fittings: | *Fittings: | ||
− | *Atmospheric Configuration (1 Free Mass) | + | *Atmospheric Configuration: (1 Free Mass) |
− | * | + | *Cargo Space: 6 Tons (3 Free Mass) |
*Spike 2: (1 power/1 Free Mass) | *Spike 2: (1 power/1 Free Mass) | ||
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==Moon Base, W0505== | ==Moon Base, W0505== | ||
+ | *Pretech Salvage, 1 ton | ||
+ | *Salvage, 1 ton | ||
+ | *Scrap, 5 tons | ||
+ | *Eight zombie maintenance bots, 1 ton | ||
+ | *Data crystal | ||
*Shell | *Shell | ||
− | == | + | ==Hidden Cargo Lighter, W0505 (200t)== |
− | * | + | *Free, 179 tons |
− | * | + | *Colonial Materials, 18 tons |
− | * | + | *Starship Parts, 1 ton |
+ | *Miracle of the Loaves data cores, 2 tons | ||
=New Horizons= | =New Horizons= | ||
− | * | + | *Level 1 Corporation. |
− | * | + | *HQ on Phoenicia |
− | + | *Factor: [[Nahum]], a Mandate-era Shedu AI, a guardian and caretaker mind recovered from the Norlighter frigate wreck. | |
− | + | *Holding Points: 3/3 | |
− | + | **Starship, Shuttle | |
− | + | **Corporate Security, Minor | |
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=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. | ||
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=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 | + | 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 | + | 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 | + | 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. | ||
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*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. | ||
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===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. | ||
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==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. | ||
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==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. | ||
− | == | + | ==W0505== |
*Location: 0505 | *Location: 0505 | ||
*Planets: 7 (5 inner, 2 gas giants) | *Planets: 7 (5 inner, 2 gas giants) | ||
− | *Population: | + | *Population: hundreds of thousands |
*TL: 1 | *TL: 1 | ||
− | *Government: | + | *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. | **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 moon above the inhabited planet contains the ruins of a Mandate comm relay, staffed by robots. | ||
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==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. | ||
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=Sector Map= | =Sector Map= | ||
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==Key== | ==Key== | ||
*Star= Star System | *Star= Star System | ||
− | * | + | *Line= Publicly Known Route |
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*Purple= Phoenician Authority Space | *Purple= Phoenician Authority Space | ||
− | * | + | *Orange= Trakkaran Territory |
*Blue= Delann Space | *Blue= Delann Space | ||
− | + | [[File:WyrmSector.png]] | |
− | [[File: | ||
==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. |