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===A.I. Cryptography===
 
===A.I. Cryptography===
  
'''Cost:''' - 1 point/Level
+
 
 +
'''Cost:''' - 1 points/Level
  
 
'''Relevant Stat:''' - None
 
'''Relevant Stat:''' - None
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'''Type:''' - Mecha
 
'''Type:''' - Mecha
  
Codes are simple things. Put them into a thirty-first century computer and out pops the answer. It doesn't matter how quantum they are or how many prime numbers are factored in, codes are easy. The only way to hide a message is to keep it on the move. That means having an A.I. computer program remember it as a matrix of constantly shifting mathematical values. If you download the A.I onto an inert medium, it stops calculating and loses the data. If the A.I thinks it is about to be compromised, it commits suicide and you lose the data. The only way to get to the data is if the A.I. tells you the answer and to do that, you have to pass a number of little tests. Each level of this attribute adds one condition that a character must fulfil to receive a code. At best, an astonishingly good hacking skill check might reveal to the PC what the conditions of fulfilment are, roughly, but if the A.I gets wind that someone is hacking it, then it will more than likely wipe the data. An A.I is an intelligent entity in its own right and cannot be copied. It moves from system to system.
+
Codes are simple things. Put them into a thirty-first century computer and out pops the answer. It doesn't matter how quantum they are or how many prime numbers are factored in, codes are easy. The only way to hide a message is to keep it on the move. That means having an A.I. computer program remember it as a matrix of constantly shifting mathematical values. If you download the A.I onto an inert medium, it stops calculating and loses the data. If the A.I thinks it is about to be compromised, it commits suicide and you lose the data. The only way to get to the data is if the A.I. tells you the answer and to do that, you have to pass a number of little tests. Each level of this attribute adds one condition that a character must fulfill to receive a code. At best, an astonishingly good hacking skill check might reveal to the PC what the conditions of fulfillment are, roughly, but if the A.I gets wind that someone is hacking it, then it will more than likely wipe the data. An A.I is an intelligent entity in its own right and cannot be copied. It moves from system to system.
  
 
Conditions are entirely up to the referee but typical conditions are.
 
Conditions are entirely up to the referee but typical conditions are.
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*A.I must be activated at a particular time, e.g within the next five minutes, midday local time, two years ago (Oops)
 
*A.I must be activated at a particular time, e.g within the next five minutes, midday local time, two years ago (Oops)
 
*A.I must see a key, either an object or a password or computer code.
 
*A.I must see a key, either an object or a password or computer code.
*A.I must only reveal the data to a particular race, gender, tattoo bearer etc.
+
*A.I must only reveal the data to a particular race, gender, tatoo bearer etc.
 
*Demonstrate knowledge that the A.I is looking for, e.g Why didn't you know that the password was a fake.
 
*Demonstrate knowledge that the A.I is looking for, e.g Why didn't you know that the password was a fake.
  
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----
 
----
  
===Features===
 
 
'''Cost:''' - 1 point / 2 points each.
 
 
'''Relevant Stat:''' - None
 
 
'''Type:''' - various
 
 
* Cybernetic Communication - The character has a transceiver implanted in their brain which can contact other devices with transceivers and allows the character to operate and communicate with the device via radio signals. The range is 100km unless the planet has a communications network, then it is as far as the comm network extends. If two characters have implants then they can communicate silently with each other. The 1pt version allows communication but is easily picked up by anyone with a transceiver. The 2pt version is encrypted, which requires a sensors check to spot the communication and a computers check to hack the signal.
 
 
* Computer Assisted Memory - Everything the character sees, hears or otherwise senses is stored on computer. Such memories can be downloaded and played back. The downside is that the memories can be written over or interfered with if hacked, an the character is still advised to rely on the old grey matter as backup.
 
 
 
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===Mass Thrust Drive===
 
===Mass Thrust Drive===
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Drives of level four and above are expensive to operate and draw attention due to their rarity.
 
Drives of level four and above are expensive to operate and draw attention due to their rarity.
  
A level 4 Mass Thrust Drive is a Light Military Drive. Mercury or Light Radioactives are the preferred fuel. (density > 12 g/cm3)
+
A level 4 Mass Thrust Drive is a Light Military Drive. Mercury or Light Radioactives are the prefered fuel. (density > 12 g/cm3)
  
 
A level 5 Mass Thrust Drive is a Advanced Military Drive. Gold, Plutonium or Uranium are used. (density > 16 g/cm3)
 
A level 5 Mass Thrust Drive is a Advanced Military Drive. Gold, Plutonium or Uranium are used. (density > 16 g/cm3)
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'''Type:''' Special
 
'''Type:''' Special
  
Humans spread out across the galaxy and modified their genome as they went. Sometimes this can cause problems when a medic has to treat someone with a vastly different physiology to that which they are used to. This defect is a prerequisite to some of the more extreme difference. Not everyone with an unusual body form or abilities needs this defect, only those with a modified genome. For example, having surgery to gain an animal head or furry features was all the rage in the Federation a hundred years ago and people undergoing this treatment undertook reconstructive surgery. This is quite different from having inherited human/cat hybrid DNA. Both are possible but only the latter is a defect.
+
Humans spread out across the galaxy and modified their genome as they went. Sometimes this can cause problems when a medic has to treat someone with a vastly different physiology to that which they are used to. This defect is a prerequisite to some of the more extreme difference. Not everyone with an unusual bodyform or abilities needs this defect, only those with a modified genome. For example, having surgery to gain an animal head or furry features was all the rage in the Federation a hundred years ago and people undergoing this treatment undertook reconstructive surgery. This is quite different from having inherited human/cat hybrid DNA. Both are possible but only the latter is a defect.
  
 
The result of this defect is that medical science, the doctors and nanomachines they use, have difficulty treating the character. The effects of the healing attribute are reduced. The  
 
The result of this defect is that medical science, the doctors and nanomachines they use, have difficulty treating the character. The effects of the healing attribute are reduced. The  
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===New Skills===
 
===New Skills===
 
====Starship Operations====
 
'''Relevant Stat:''' Mind
 
 
'''Specializations:''' Sensors, Shields, Tractor Beam, Security System, Cargo Management, (other relevant sub system).
 
 
'''Cost:''' 2 (or same as electronics depending on campaign setting).
 
 
This skill is used to successfully activate and operate a starship's critical systems while under duress.
 
 
''What the character can achieve with this skill is highly dependant on the situation. The PC may be able to successfully scan a planet's surface with a sensor, but they might also have to make the relevant biology/geology/military science roll to interpret the result (although no-one else would have to make a sensor roll to interpret the same readings). Likewise, operating the defensive shields is fine and dandy if the PC can increase/decrease power to certain sides of the ship or 'modulate' them to look like a different ship, but if they only have two settings, on and off, then the PC might want to specialize in something else.''
 
  
 
===Modifications to Standard Skills===
 
===Modifications to Standard Skills===
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'''Skills'''
 
'''Skills'''
  
Electronics (1) (Communications+Security+Sensors), Law (1) (Interstellar, Federation or Imperial criminal), Mechanics (1) (Starships), Medical (1) (Emergency response), Military Science (1) (any one), Navigation (1)(Space), Piloting (1) (Spacecraft), Police Science (1) (any one)
+
Electronics (1) (Communications+Security+Sensors), Law (1) (Interstellar, Federation criminal), Mechanics (1) (Starships), Medical (1) (Emergency response), Military Science (1) (any one), Navigation (1)(Space), Piloting (1) (Spacecraft), Police Science (1) (any one)
  
 
'''Total 15CPs'''
 
'''Total 15CPs'''
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----
 
----
  
===Independent Settler Template===
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===Independant Settler Template===
  
The Indy Settlers, aka Real Colonists, make up most of the inhabitants of the Treaty Zone. These people made the galaxy. The first-born of each generation take their parents spaceships, leave home and keep flying outwards until they find an empty planet and make it their own. Real Colonists founded 95% of the inhabited worlds in the milky way. Later, more civilized generations may grow soft, but the people on the edges of humanity are tough as nails.  
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The Indy Settlers, aka Real Colonists, make up most of the inhabitants of the Treaty Zone. These people made the galaxy. The firstborn of each generation take their parents spaceships, leave home and keep flying outwards until they find an empty planet and make it their own. Real Colonists founded 95% of the inhabited worlds in the milky way. Later, more civilized generations may grow soft, but the people on the edges of humanity are tough as nails.  
  
 
'''Stats'''
 
'''Stats'''
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Damn Healthy (1), Highly Skilled (3), Organizational Ties (1) (Their home community), Personal Gear (2)
 
Damn Healthy (1), Highly Skilled (3), Organizational Ties (1) (Their home community), Personal Gear (2)
  
Personal Gear includes thing like seed banks for food and medical plants, self growing geodesic domes, ground and air vehicles, communication devices, object replicators, specialist tool kits, saddles etc. [[Blue_Giant:Cygnans#Hogs|Hogs]] count as minor objects rather than flunkies.
+
Personal Gear includes thing like seed banks for food and medical plants, self growing geodesic domes, ground and air vehicles, communication devices, object replicators, specialist toolkits, saddles etc. [[Blue_Giant:Hogs|Hogs]] count as minor objects rather than flunkies.
  
 
'''Skills'''
 
'''Skills'''
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===Oruc-Pang Template===
 
===Oruc-Pang Template===
  
The Oruc-Pang are one of the larger civilizations in the galaxy, definitely the most spread out and number a little over a trillion people. They are fiercely independent nomads who wander space, rarely, if ever, landing on planets or space stations. The Oruc-Pang have a symbiotic relationship with settler colonies, the first thing settlers usually do is start trading goods and medicine for transport and communication. The Oruc-Pang vary wildly from region to region, but some things are true of all of them.  
+
The Oruc-Pang are one of the larger civilizations in the galaxy, definitly the most spread out and number a little over a trillion people. They are fiercely independant nomads who wander space, rarely, if ever, landing on planets or space stations. The Oruc-Pang have a symbiotic relationship with settler colonies, the first thhing settlers usually do is start trading goods and medicine for transport and communication. The Oruc-Pang vary wildly from region to region, but some things are true of all of them.  
  
  
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'''Defects'''
 
'''Defects'''
  
Marked (2)(Ornate clan tattoos on face), Phobia (1)(Being stranded on a planet OR agrophobia), Unique Character Defect (1)(Racism, Racists everywhere think the Oruc-Pang are a bunch of thievin', smugglin' murderin' pirates.)
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Marked (2)(Ornate Clan Tatoos on face), Phobia (1)(Being stranded on a planet OR agrophobia), Unique Character Defect (1)(Racism, Racists everywhere think the Oruc-Pang are a bunch of thievin', smugglin' murderin' pirates.)
  
 
'''Skills'''
 
'''Skills'''
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'''Mecha Sub-Attributes'''
 
'''Mecha Sub-Attributes'''
  
Extra Endurance (2) (eight days fuel),  Features (3)(Radio, Computer Links, Grappling Hook, Lights, Gyrocompass, Vision enhancers),  Flight (4)(Glide only, can re-enter atmospheres.),  Heavy Armour(1), Life Support(2),  Personal Gear(1)(Recoilless shotgun(major), Suit patch/spray, 24 hr beacon/flares x3),  Sensors(1)(Radar),  Space flight(1)(Mini Inertialess Ion Thrust Drive 50,000km/day)
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Extra Endurance (2) (eight days fuel),  Features (3)(Radio, Computer Links, Grappling Hook, Lights, Gyrocompass, Vision enhancers),  Flight (4)(Glide only, can re-enter atmospheres.),  Heavy Armour(1), Life Support(2),  Personal Gear(1)(Recoilless shotgun(major), Suit patch/spray, 24 hr beacon/flares x3),  Sensors(1)(Radar),  Spaceflight(1)(Mini Inertialess Ion Thrust Drive 50,000km/day)
  
 
'''Defects'''
 
'''Defects'''

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