The Lost & Found (Your Ship) and Tech You Have Access To

terrymixon
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terrymixon
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Re: The Lost & Found (Your Ship)

#21 Post by terrymixon »

Peeping Spybot

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The Peeping Spybot is a sophisticated grav-propelled microbot designed to provide information in nearly any environment. As a camouflaged disk 5mm in diameter and silent in operation, it is nearly undetectable without specialized equipment. Able to operate completely independently or by remote control, the Peeping Spybot is not fast but can pass through air ducts, travel across the sky, in vacuum and other hostile environments, transmitting data back to its operator. An onboard memory system can record its full 65 hours of operation in high-definition video and audio.

While many would balk at spending so much for such a tiny machine, the Peeping Spybot is a fully functional gravitic robot, capable of years of service, although it can still be swatted like a fly.

Hits: 1
Locomotion: Grav
Speed: 4m
TL: 12
Cost: Cr 23,000

Skills: Athletics (endurance) 1, Recon 2, Stealth 3
Attacks: —
Manipulators: —
Endurance: 65 hours
Traits: Flyer (idle), Heightened Senses, IR/UV Vision, and Small (-4)
Programming: Basic (recon) (INT 4)
Options: Auditory Sensor (broad spectrum), Camouflage: Visual (enhanced), Drone Interface, Encryption Module, Olfactory Sensor (advanced), PRIS Sensor, Transceiver 500km (enhanced),Vacuum Environment Protection, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#22 Post by terrymixon »

Searcher Microbot

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The Searcher is a reconnaissance robot useful in both survey and search and rescue roles and has found an unadvertised niche as a spybot. The small multilegged robot is less than a centimeter in length and has six walking legs. Its two tiny manipulators capable of moving small objects up to its own mass. Equipped with gecko legs, it can walk across nearly any surface, on floor, walls or ceiling, and can crawl through small crevasses, all while providing a high-definition video feed to a remote observer or use an onboard memory system can record its 250 hours of operation in high-definition video and audio. Capable of both autonomous and controlled action, the Searcher can operate indefinitely with access to sunlight and for up to six days in total darkness on internal power.

When delivered to the surface of an unexplored planet, the Searcher can operate independently for years, although its ability to store information is limited by its size. In most instances, it will broadcast a burst of data at the request of an orbiting satellite or spacecraft or to a remote base station on the surface of the planet.

Hits: 1
Locomotion: Walker
Speed: 4m
TL:12
Cost: Cr 10,000

Skills Recon: 2
Attacks: —
Manipulators: 2x (STR 0 DEX 7)
Endurance: 173 hours + Solar Coating (enhanced)
Traits: Heightened Senses, ATV, IR Vision, Small (-4)
Programming: Basic (recon) (INT 4)
Options: Auditory Sensor (broad spectrum), Drone Interface, Gecko Grippers, Olfactory Sensor (improved), PRIS Sensor, Solar Coating (enhanced), Transceiver 500km (improved), Vacuum Environment Protection, Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#23 Post by terrymixon »

Flying Sword

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The Flying Sword is simply a grav-propelled static blade with a Hunter-Killer brain. With its robotic ‘guts’ embedded in the hilt, the Flying Sword can be used as a hand-held weapon but is fully able to autonomously fight a designated target and pursue with great speed and agility, using cunning and sword-fighting techniques to strike down prey. Whether let loose in the heat of battle or released from afar to hunt its target, the flying sword is a lethal weapon that sometimes sneaks through the legal and customs cracks on worlds that prohibit firearms but remain tolerant of ‘weapons of honour’. Equipped with a reflec and armor-coated surface, it can ‘parry’ or absorb damage, but a direct penetrating hit knocks it down. It can record its entire operational endurance in in high-definition video and audio for playback later in case someone wants a highlight reel.

Hits: 1
Locomotion: Grav
Speed: high (300 km/h)
TL: 18

Skills: Athletics (dexterity) 1, Electronics (computers) 1, Melee (blades) 5, Navigation 1, Recon 2, Stealth 1, Tactics (military) 1
Attacks: Static Blade (3D+2, AP 6)
Endurance: 96 hours (24 hours at max speed)
Traits: Armour (+10), Flyer, Small (-4), (high), Heightened Senses, IR/UV Vision, (+10 vs. lasers), Hardened
Programming: Very Advanced (INT 11)
Options: Auditory Sensor (broad spectrum), Transceiver 5,000 km (advanced), Visual Spectrum Sensor, Voder Speaker (broad spectrum), Drone Interface, PRIS Sensor, Reflec Armour, Vacuum Environment Protection, Weapon Mount (small), Wireless Data Link (superior, 1,000 m)

The dagger version is identical, but the damage is 2D+2. AP 6.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#24 Post by terrymixon »

Bug Exterminator

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As a general rule, autonomous lethal robots are highly restricted; the Exterminator is an exception. Its sole purpose is to hunt down small vermin. Equipped with a Hunter/Killer brain that accounts for nearly all the Exterminator’s price, the microbot uses a sharp stinger blade to slice or impale its quarry. Set to range over an area and pursue prey back to a lair, the tiny exterminator can fly through cracks in walls or under furniture to pursue any vermin it is programmed to terminate. In this case, the vermin are surveillance devices.

This version of the exterminator is one centimeter long from pointy end to the back and very narrow. They have a built-in IFF so they recognize your surveillance devices as friendly and will not attack them. No blue-on-blue friendly fire incidents here.

Hits: 1
Locomotion: Grav
Speed: 9m
TL: 17
Cost: Cr 44,620

Skills: Athletics (dexterity) 1, Stealth 4, Recon 0, Weapon 0
Attacks: Stinger (1, AP 5)
Endurance: 38 hours
Traits: Flyer, Hardened, Heightened Senses, Heightened Senses, IR/UV Vision, Small (-4)
Programming: Hunter/Killer (tactical) (INT 4)
Options: Auditory Sensor (broad spectrum), Camouflage: Visual (superior), Drone Interface, Encryption Module, Light Intensifier Sensor (advanced), Olfactory Sensor (advanced), PRIS Sensor, Stinger, Transceiver 5000 km (advanced), Vacuum Environment Protection, Voder Speaker (broad spectrum), Wireless Data Link
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship)

#25 Post by terrymixon »

The Metz Neural Jack Tech Level 19 Augment:

Everything is ruggedized to protect against EMP and radiation resetting or damaging the augment. It is also made with Invisitech so it is not detectable on scans or via psionics. Finally, it is self-repairing and will heal damage without medical intervention. The surgery takes about two hours and the recovery time is a single day in the autodoc under slow drug to let everything heal. Then you get to learn how to use your new headware.

NEURAL JACK:

A combination of a wafer jack and neural link, a neural jack can be used with Expert programs involving both physical and mental characteristics. A neural jack matches the capabilities of a neural link and wafer jack of its Tech Level. In this case, the tech level is 19.

WAFER JACK:

A wafer jack is a computer system implanted into the base of the skull that contains a physical data socket and a processor running an interface program. A Traveller with a wafer jack can use Expert programs for tasks relying on INT or EDU only, unless they also have a neural link. The main benefit is that it is much smaller and more discrete than a portable computer and the user can access the Expert program by thought alone. A wafer jack has a specialized Computer for Expert programs only, always running Intelligence Interface. Expert/4 software is built into the hardware and does not count against the bandwidth limitations.

The wafer jack’s Intelligence Interface does not use any Bandwidth, so all available computer Bandwidth may be used for running Expert software packages. Total storage capacity of physical data wafers is indicated by the wafer jack’s total Bandwidth of 28. Swapping out software is done with physical media and is not possible in the heat of the moment.

The advanced wafer jack has a specialized Computer/10 capable of simultaneously running up to ten Expert packages of total Bandwidth 10. If the Traveller has the loaded skill already, they can receive up to a DM +4 for bandwidth up to 4. If the Traveller does not have the skill, they can receive up to a DM +3 for bandwidth up to 4 (DM -1). One bandwidth would provide a level 0 for that Traveller. If the Traveller has greater than skill 0, the cap of 3 still applies. For example, Gun Combat (slugs) 1 could be raised to 4 with 3 bandwidth and that would cap the skill.

NEURAL LINK:

A neural link is a more complex form of neural comm. In addition to providing all the capabilities of a neural comm available at its Tech Level, it allows the computer system access to the Traveller’s nervous system, allowing a connected wafer jack or computer system to grant physical skills in addition to those based on INT or EDU. Expert/4 software is built into the hardware and does not count against the bandwidth limitations.

NEURAL COMM:

A neural comm connects the Traveller’s brain to a communications device. A neural comm has identical capacities to a mobile comm, with one exception. At TL10 this connection is to the Traveller’s hearing and speech centers allowing verbal communications by thought alone. At TL12, links to the visual cortex allow a full overlay of augmented reality information and other visual data, including input from HUD devices without the need for a display unit. At TL14, further integration allows interface to the Traveller's full sensory apparatus, allowing emulated sensations of smell, taste and touch and increased computing capability. At TL19, it allows the ability to communicate psionically with those who can do so.

A Traveller can access a neural comm by thought alone but complicated activities still require an Electronics (comms) or Electronics (computers) check. The transceiver has a 5,000-kilometers range that allow it act as a thought-controlled terminal to a more powerful computer within that range. This could be one of your computers, or to the core/110s aboard the ship. It could even be Roscoe's android brain if he is amenable.

At tech level 19, Metz can provide an internal computer/10 (in addition to the one built into the wafer jack). Between the two computers, a total of twenty instances of the Expert program can be running with a combined bandwidth of 20. The wafer jack is needed to upload new programs to the internal computer.

It comes with Secuity/4 software built into the hardware, meaning any attempt to hack into your internal system is automatically an Impossible (16+) task. If the attacker is using less than tech level 19 equipment, there is a DM -1 for each step to the lower tech level. Of course, if someone were using higher tech level gear, they would get a DM +1 for each level difference.

It has a built-in tech level 19 hardware encryption module. Decryption is normally a Very Difficult (12+) Electronics (comms) or Electronics (computers) check, but encryption created by a higher Tech Level is generally impossible to decrypt within a reasonable timeframe. The hardware also has a hardware decryption module running tech level 18 decryption software. This allows a comms operator to analyze intercepted transmissions and decrypt them in real-time. This requires a Very Difficult (12+) Electronics (comms) check but DM+1 is granted for every Tech Level the transmitting computer or comms device is below the intercepting computer’s software. A further DM+2 is granted if 1D hours is spent analyzing the transmission.

In the same theme, the hardware includes built-in Intrusion/4 software for breaking into those stubborn computer systems. This give a DM +4 to the attempt.

It can record and store up to 144 hours of high-quality video and audio before needing to transfer the data to other storage.

It also has built-in translator and universal translator functions.

TRANSLATOR:

Translator packages are specialized Expert software that only use Language skills. It works in real-time and better understands the nuances of language and can handle all languages common in the area of space from which they originated – usually within a sector or a single polity, whichever is larger – and can automatically update themselves upon arriving at any TL9+ world. Unlike Expert packages, translator packages provide a very literal translation, sometimes misunderstanding idioms, dialects or subtle meanings. At tech level 19, this stiffness is mostly overcome, though there are still instances where it can occur.

UNIVERSAL TRANSLATOR:

The Universal Translator package allows real-time analysis of both written and spoken language. Using a database of known languages and multi-tiered algorithms means that even previously unknown languages can usually be translated. Languages relying on senses other than sight or hearing or originating from species whose physiology or psychology is unknown or poorly understood may defy the Universal Translator’s capabilities.

This package requires varied input to analyze a language. For unknown languages of moderate complexity, the package’s initial success after the equivalent of an hour of spoken input or equivalent written material is the result of a Difficult (10+) check, to which the software’s operator may add any Science (linguistics) skill as a positive DM. The following complications each add DM-2 to this check:

• Languages of previously unknown sophonts.
• Languages relying heavily or primarily on nonvisual and non-auditory components.
• Written language without context (no pictures, obvious symbology, or correlating language text).

This task can be performed carefully by consuming six hours’ worth of material to receive a DM+2.

The Effect indicates the accuracy of the translation, with positive results indicating basic comprehension and negative effects suggesting inaccuracies and translation errors. An Effect of -6 indicates the translator is incapable of understanding the language. Other than this exceptional failure result, the package may attempt additional checks for every subsequent hour of new verbal or written material, with a cumulative DM+1 for every additional check. Once the total Effect reaches +6, the universal translator is able to perform real-time translation similar to the standard Translator package. If the total Effect first reaches DM-6, the universal translator has reinforced systematic errors which will lead to egregious mistranslations.

While separate from the augment above, since Metz is already working in the head, he is recommending the following additional work:

Peripheral Vision Enhancement: This augment enhances the depth and acuity of standard, far and mid-peripheral vision. It confers DM +1 bonus to Initiative rolls and Recon checks made to spot unusual or hidden objects.

PRIS vision: At tech level 19, he does not need to replace the eyes. Additional sensors are added to augment nature and this all ties into your neural link to display everything. It extends vision into infrared and ultraviolet wavelengths and beyond and provides passive light amplification. A PRIS sensor grants the IR/UV Vision trait and includes the functionality of a Geiger counter. It can be recorded.

Ballistic Tracking: The Traveller’s retinas are laced with tiny receptors, outlining any object targeted by the Traveller’s weapon. Ballistic tracking grants the Traveller DM+1 on all ranged attacks where they can physically see the target but cannot be combined with scopes or other sighting aids.

Broad Spectrum Audio: This grants the Heightened Senses trait and provides high sensitivity across a broad range of frequencies from 1–200,000 hertz and down to -10 decibels. It can be recorded by the neural jack.

Advanced Olfactory: The basic sensor setting is your own sense of smell with human-level acuity. The improved setting emulates the acuity of a more olfactory-attuned race such as Vargr and grants the Heightened
Senses trait. The advanced setting provides broad range trace chemical detection capability beyond any one biological being’s capability and also grants the Heightened Senses trait. The output can be recorded, but your impressions are your own.

Advanced Gustatory: The basic sensor setting is your own sense of taste. The improved setting enhances your ability to appreciate what you are tasting even more deeply. Wish you had the palate to be a wine taster? Now you can. Want to get the most out of Roscoe's cooking and the ability to truly grasp his masterwork in the kitchen? That ability is now yours. The advanced setting gives you chemical breakdowns and element concentrations. Taste some dirt on this setting and you might be able to figure out where it came from. The output can be recorded, but your impressions are your own.

Assisted Ambulation: By adding tiny stimulatory conduits in the brain and certain muscles and tendons, a Traveller’s body can be ‘programmed’ to function more efficiently for longer. Using electricity generated from an internal battery system which recharges using the Traveller’s own diet, the body can function at peak physical capability for hours longer than normal. At TL19, the Traveller requires 10% more standard food intake but can operate normally without sleep for an indefinite period with no negative repercussions. You don't have to stay awake. You can sleep all night if you choose, but when push comes to shove, you can burn the midnight oil like nobody's business.

Other Things Metz has done for himself. While incrementally improved with Bilis' assistance, this is Imperial tech at its root.

COGNITIVE AUGMENTATION:

Replacing slow nerve cells with faster synthetic substrates and implanting optoelectronic boosters can increase the speed at which a Traveller thinks, effectively boosting their intelligence. At tech level 18, he can work that to a +5 to INT.

COMPLEX CRANIAL PROCESSING UNIT:

Effectively a biological computer integrated with higher brain functions, this processing unit automatically activates when the Traveller begins considering complex calculations. This grants DM+2 to all checks (typically Science-related) that involve complicated mathematics. This augment is compatible with Cognitive Augmentation.

Physical augmentation of STR/DEX/END:

Each of the stats were improved by +4 via additions and upgrades to the physical body.

Psi-Taps to increase his PSI (+10) if it is ever awakened:

These are Ancients tech provided by Bilis. They do not imbue the person with psionics, but if that is ever awakened, it gives them a serious boost.

Subdural Armor:

Armor +8 due to sheathing around important organs and structures.

These next items are Ancients tech provided by Bilis that have no direct correlation to Imperial tech.

Anagathics Augment:

This is Ancients tech provided by Bilis. It is an autoinjector augment that releases an exotic anagathic drug that stops aging and regresses the human body to 25 years of age at the rate of 1 year per week of real time.

Continuous Brain Backup Augment:

This is Ancients tech provided by Bilis. It is an augment that sends a continuous backup of memories and personality to Doctor Metz's lab computer via a 2,000 meter advanced wireless link. When combined with having a stored body pattern, it is a form of immortality. If the person is killed, a new body can be fabricated, and the memories uploaded at that time. They would wake up and it would be as if they were the same person, though memories of events that couldn't be backed up would be lost. If someone were gravely injured and the damage was unrepairable, they could be deconstructed, and a new body fabricated. This does not address whether the person still would have a soul in religious terms, but it's a great comeback from a plasma grenade or a disintegrator. The catch is that you'd have to be willing to be deconstructed to make the pattern.

Everyone has recieved these.

The next gen version has the following add-ons:

MEMORY AUGMENTATION:

Converting the structures that retain memories effectively boosts EDU by +5.

PSIONIC AUGMENTATION:

Converting the structures that enable mind powers effectively boosts PSI by +5.

Auto-heal 1 point of damage every hour.

Augment to dispense safe version of fast/slow drugs.

Augment that dispenses combat drug.

All augments/changes perfectly shielded from detection even under close observation.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: The Lost & Found (Your Ship) and Tech You Have Access To

#26 Post by terrymixon »

Bug

This bug is the one planted by the Imperial Navy. All the options except for audio were turned off to allow it to record for 18 months, but the other features could be enabled. It is tech level 15.

Surveillance devices such as hidden microphones and tiny cameras, bugs are available from TL5 onwards. They rapidly miniaturize and become more intelligent. A TL14 bug can be no bigger than a dust mote. The smaller a bug however, the shorter its range – a bug that transmits data needs a much larger power supply than one that just records until collected. if it had been transmitting\, its range would have been only 50 meters.

Audio/Visual/Data/Bioscan/Computer/1

Audio: The bug records anything it hears.
Visual: The bug records anything it sees.
Data: If attached to a computer system, the bug can search and copy data from the computer. The bug cannot breach computer security on its own but if a user accesses the computer in the bug’s presence, the bug can read the data.
Bioscan: The bug has a basic biological scanner, allowing it to sample the area for DNA traces, chemical taint and so forth – it collects the information but does no analysis.
Computer/x: The bug has an onboard computer system rated Computer/0 or /1, allowing use of simple Agent, Decryptor or Intrusion packages.

A bug can be active or passive. An active bug transmits data, either constantly or when triggered, whereas passive bugs just record until activated. Bugs can be linked to nearby transceivers and/or computers to further data, perform analysis or initiate hacking programs.

Doctor Metz can likely enhance its performance, using it as a template. a tech level 18 version would increase the range to a kilometer, improve the power supply to increase its longevity, and make it harder to detect. Even with its small size, he can likely improve the computer to computer/3. Possibly even computer/4.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship) and Tech You Have Access To

#27 Post by terrymixon »

Brokerbot (Metz Upgrade)

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The Makhidkarun B12 Metz-designed Brokerbot is an expert broker designed for the interstellar trade market. Originally designed as a specialist in gourmet foods, the robot’s updated programming allows it to function as a broker of any sort of merchandise, although its well-developed olfactory sensor gives it an edge in procuring and evaluating fine food and drink. Of basically humanoid appearance and possessing an upper-class accent, it can seem like a snobbish know-it-all to some observers, but it is a keen negotiator, able to take notice of microexpressions and use them to gain an advantage in tense negotiations. A sophisticated communication system allows it to securely converse with its head office or a ship planetside or in orbit.

With its satellite uplink antenna and tightbeam communicator embedded in its head behind an opaque screen, it will often position itself near a window to complete a communications task, an idiosyncrasy some opposing brokers try to exploit. However, encrypted communications through regular radio waves can penetrate most solid buildings and is nearly impossible to decipher even if intercepted.

A Brokerbot tends to develop a distinct personality over time, using its available ‘hobby’ expansion capabilities to study some esoteric topic that might make for good conversation or give it an edge when procuring odd goods on obscure worlds.

Despite its high cost and sometimes difficult personality, the Brokerbot, with its knowledge of trade law and local regulations, is highly sought after by independent traders seeking an extra edge and can often pay for itself many times over in increased profits during speculative trade activities.

Doctor Metz has made slight upgrades to the model and changed the form to avoid anyone getting too upset that he ripped them off of the pattern, but it is the same machine with a different skin. The big changes revolve around upgrading the brain to self-aware status and raising its bandwidth so it could use ancients level skills, specifically a very high broker skill. To protect that technology, he installed a self-destruct device that will turn the critical parts into dust if it is in danger of being captured or is disabled. He added skills so it could be a steward/administrator on any ships you might acquire as well as doing broker work at any class C-A starports.

He has made a lot of them and crated them for transport when the time comes. As ships go out, they can set up offices so they will be there the next time one of them comes through to give them a homefield advantage. Even running MCr 30 a pop (MCr 15 in raw materials for him to build), they will quickly pay for themselves to the guild. It will only use broker 4 (with a DM+2 if it is stationed on a world long enough to get the advantages being a local brings in knowing the lay of the land) for assisting others in their trades, but will use its full skills for the guild ships.

Skills: Athletics (strength) 1, Athletics (strength) 1, Admin 7, Advocate 7, Broker 17, Carouse 7, Deception 7, Diplomat 7, Investigate 7, Language (Galanglic) 5, Language (Aslan) 5, Language (Vargr) 5, Language (Droyne) 5, Medic 2, Persuade 7, Steward 5
Attacks: —
Manipulators: 2 X (STR 9 DEX 14)
Endurance: 173 hours (7.2 Days) (1 hour to charge)
Traits: Armour (+6), ATV, (idle), Heightened Senses, Hardened
Programming: Self-aware (INT 13)
Options: Auditory Sensor (broad spectrum), Encryption Module, Olfactory Sensor (advanced), Quick Charger, Satellite Uplink, Self-Destruct System: Defensive, Self-Aware +40 Bandwidth, Self-Maintenance Enhancement (advanced), Tightbeam Communicator, Transceiver 5000 km (advanced), Visual Spectrum Sensor, Voder Speaker (broad spectrum), Wireless Data Link, (spare slot x9),
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Re: The Lost & Found (Your Ship) and Tech You Have Access To

#28 Post by terrymixon »

Because Metz cannot help himself, he has made an addition to the ship that might prove useful at some point. He has created and installed a psionic capacitor. It takes up 50 tons in engineering and can store up to 500 PSI points. It regenerates from power supplied to it rather than people at a rate of 50 points an hour while powered. It is useable by anyone aboard the ship--including bad guys that might find out it exists (sorry, no way to put a password on it--with an 8+ PSI roll. On the positive side, an enemy might sense it but would likely have no idea what it is or how to use it.

He also upgraded the psionic staterooms you already have. Now instead of bumping your recovery rate by 50% they will double your recovery rate.

Additionally, he has added an ansible to the ship. It allows communication with linked ansibles and their associated network out to 20 parsecs. The only two other ansibles out there are at Collace and Glisten, but Roscoe will be adding more at worlds where the fabrication shops are going in. Also, at this point, only Glisten and Collace. Those hidden facilities will have a teleportal going to a section of the "hall of mirrors" in the pocket universe to allow near real-time responses to issues reported by the robots overseeing the shops' operations (under sophant management, though those people will be unaware of the hidden capabilities) and any trusted operatives could use them as well.

Local news channels will be forwarded and processed for useful intelligence, and remote sensor platforms will be watching for unusually large arrivals of ships via jump space. Think of that like a tripwire watching for fleet movements.

The ansibles work in jump space because they use a higher level of jump space as their communications medium. An ansible can forward messages and data on to more distant stations, including voice, video, and data in addition to psionic messages like the originals could.

There is one installed aboard Pax Imperii for and there will be another installed on Vincennes when that ship gets there to support Ciencia's office as the Arch Duchess. Roscoe plans to create fabrication stores at the stops between Glisten and Vincennes (Katarulu (where the ship is currently refueling) and Askigaak). Places with these facilities will make shops at other nearby systems as they grow the network.

Enjoy!
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
Locked

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