The Starport Dive

terrymixon
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terrymixon
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Re: The Starport Dive

#341 Post by terrymixon »

Tiglath wrote: Wed Aug 21, 2024 11:29 pm We might not quite need to fit wooden stocks/grips but a "tech down" in furniture might throw off any unwanted prying at the stage of a visual test. Here I suggest checking the art work for the plasma rifle. It manages (to me) to look so beat up and Orky that it couldn't possibly be "super tech".
Until it vaporizes the target and the bar he was in, sure. ;)
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
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Re: The Starport Dive

#342 Post by Tiglath »

terrymixon wrote: Wed Aug 21, 2024 11:35 pm Until it vaporizes the target and the bar he was in, sure. ;)
Well, yes, and there may (ahem) be many other legal issues (let alone what the Fire Marshal has to say!!!) but at least Merc 5 gives us the licence to carry (something similar to) what did that...

However, mere degrees in matters of degree applies...
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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terrymixon
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Re: The Starport Dive

#343 Post by terrymixon »

Tiglath wrote: Thu Aug 22, 2024 12:15 am
terrymixon wrote: Wed Aug 21, 2024 11:35 pm Until it vaporizes the target and the bar he was in, sure. ;)
Well, yes, and there may (ahem) be many other legal issues (let alone what the Fire Marshal has to say!!!) but at least Merc 5 gives us the licence to carry (something similar to) what did that...

However, mere degrees in matters of degree applies...
There is a fine distinction you need to be aware of. The merc five license gives you the right to possess those weapons. Not carry them. The Marshal's badge would give you the right to carry in starports and member worlds.

And here is Garvin after he obliterates the security station.

https://www.youtube.com/watch?v=xz3ZOoYSMuw
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
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Re: The Starport Dive

#344 Post by Thumper »

Trying to wrap my nugget around Static Biades and Flying Static Blades.

CSC Description: STATIC BLADE
This blade is enhanced by a powerful generator that emits
a localised static energy field, weakening the molecular
bonds of the target. The battery-powered generator will operate for 30 minutes of combat or cutting.

Your Flying Sword Description:
The Flying Sword is simply a grav-propelled static blade with a Hunter-Killer brain. … 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’.

Are the cracks in legal and customs checks because of an ambiguous legal status, or is it because static and grav is not easy to detect? Clearly an energy weapon. How does it slip through the cracks?

Is that true of all static blades?
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Re: The Starport Dive

#345 Post by terrymixon »

Thumper wrote: Thu Aug 22, 2024 4:17 pm Trying to wrap my nugget around Static Biades and Flying Static Blades.

CSC Description: STATIC BLADE
This blade is enhanced by a powerful generator that emits
a localised static energy field, weakening the molecular
bonds of the target. The battery-powered generator will operate for 30 minutes of combat or cutting.

Your Flying Sword Description:
The Flying Sword is simply a grav-propelled static blade with a Hunter-Killer brain. … 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’.

Are the cracks in legal and customs checks because of an ambiguous legal status, or is it because static and grav is not easy to detect? Clearly an energy weapon. How does it slip through the cracks?

Is that true of all static blades?
It's more because bladed weapons are categorized differently. There is a gap between them and firearms that a flying sword slides into. It's neither fish nor fowl.
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
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Re: The Starport Dive

#346 Post by Tiglath »

Here (finally) is Garvin's combo glove weapon in two types mundane and exotic. Ref: CSC Pg 139

Mundane
Claw Glove: Hardened both 1d6+2 AP 2 / Edging 2d6+2 AP 4 / Arc Field 4d6 AP 30 @ TL 14
Stunfist: Stun Damage (up to triple usual) for 1d6 to 3d6.
Knuckleblaster option: three blasts at 5d6

The (illegal) arc field is hidden/disguised within the design so as to pass casual scrutiny. The attack mode is selected by the operator via neural link.

Exotic
Adds short/contact range Disintigrator TL ??? but otherwise as above.

He makes these "public domain" access for any who wish to use one.

REGALIA
This clothing is extremely ornate, with multiple functions built in. Energy, disintegrator and kinetic shields, along with data storage gems (which can be made in your base once you figure that out). A grav harness, similar to a grav belt, is also fitted. It is unobtrusive and looks like part of the decoration. The harness has an additional function; it can be set to repel anyone coming close. This is not sufficient to deflect a bullet but will make anyone approaching the wearer feel slight resistance out to about five meters, increasing rapidly as the wearer gets closer. This can be used to push a crowd aside or to shove people out of the way and more subtly to make it difficult to approach such magnificence.

The field can be controlled telepathically and focused on one person in a group. It can deliver a blow doing 2D damage and/or a shove equivalent to STR 15 which may push someone off balance or pick them up off the ground. Avoiding being knocked about requires a Difficult (10+) DEX check. The grav effect will work on a psionically shielded person whereas telekinesis would have to overcome their resistance.


He will ask Bilis to replicate the grav belt / repulsor function so it can be included in apparently mundane/standard Tech clothing (neural link control will need to replace Telepathic triggers for now).
Last edited by Tiglath on Thu Aug 22, 2024 11:13 pm, edited 2 times in total.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: The Starport Dive

#347 Post by terrymixon »

Tiglath wrote: Thu Aug 22, 2024 10:52 pm Here (finally) is Garvin's combo glove weapon in two types mundane and exotic. Ref: CSC Pg 13

Mundane
Claw Glove: Hardened both 1d6+2 AP 2 / Edging 2d6+2 AP 4 / Arc Field 4d6 AP 30 @ TL 14
Stunfist: Stun Damage (up to triple usual) for 1d6 to 3d6.
Knuckleblaster option: three blasts at 5d6

The (illegal) arc field is hidden/disguised within the design so as to pass casual scrutiny. The attack mode is selected by the operator via neural link.

Exotic
Adds short/contact range Disintigrator TL ??? but otherwise as above.

He makes these "public domain" access for any who wish to use one.
Page 139, actually.

Let's run with the mundane version for now. The exotic will take a little design and tweaking to be sure it is right. Putting a disintegrator into it won't be hard. Making it short range is the kicker.
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
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Re: The Starport Dive

#348 Post by Tiglath »

terrymixon wrote: Thu Aug 22, 2024 11:00 pm
Tiglath wrote: Thu Aug 22, 2024 10:52 pm Here (finally) is Garvin's combo glove weapon in two types mundane and exotic. Ref: CSC Pg 139

Mundane
Claw Glove: Hardened both 1d6+2 AP 2 / Edging 2d6+2 AP 4 / Arc Field 4d6 AP 30 @ TL 14
Stunfist: Stun Damage (up to triple usual) for 1d6 to 3d6.
Knuckleblaster option: three blasts at 5d6

The (illegal) arc field is hidden/disguised within the design so as to pass casual scrutiny. The attack mode is selected by the operator via neural link.

Exotic
Adds short/contact range Disintigrator TL ??? but otherwise as above.

He makes these "public domain" access for any who wish to use one.
Page 139, actually.

Let's run with the mundane version for now. The exotic will take a little design and tweaking to be sure it is right. Putting a disintegrator into it won't be hard. Making it short range is the kicker.
Yes 139 - now corrected above.

I clearly goofed there / ran out of typing energy / became distracted... again... :roll:

Please note the request on the Regalia find edited in to the original post.

For myself the Mundane (or apparently Mundane) gear is our current priority.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: The Starport Dive

#349 Post by terrymixon »

Tiglath wrote: Thu Aug 22, 2024 10:52 pm REGALIA
This clothing is extremely ornate, with multiple functions built in. Energy, disintegrator and kinetic shields, along with data storage gems (which can be made in your base once you figure that out). A grav harness, similar to a grav belt, is also fitted. It is unobtrusive and looks like part of the decoration. The harness has an additional function; it can be set to repel anyone coming close. This is not sufficient to deflect a bullet but will make anyone approaching the wearer feel slight resistance out to about five meters, increasing rapidly as the wearer gets closer. This can be used to push a crowd aside or to shove people out of the way and more subtly to make it difficult to approach such magnificence.

The field can be controlled telepathically and focused on one person in a group. It can deliver a blow doing 2D damage and/or a shove equivalent to STR 15 which may push someone off balance or pick them up off the ground. Avoiding being knocked about requires a Difficult (10+) DEX check. The grav effect will work on a psionically shielded person whereas telekinesis would have to overcome their resistance.


He will ask Bilis to replicate the grav belt / repulsor function so it can be included in apparently mundane/standard Tech clothing (neural link control will need to replace Telepathic triggers for now).
Bilis can do this. Or the regalia could be duplicated and modified to look like regular clothing, which might suit you better.

And who says you'll need to replace the telepathic triggers? Look for a PM (all of you) shortly.

EDIT: Look in your PM inbox, unless your name is helvorn. No pm for William until you choose. ;)
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
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Re: The Starport Dive

#350 Post by Thumper »

terrymixon wrote: Thu Aug 22, 2024 11:18 pm
Bilis can do this. Or the regalia could be duplicated and modified to look like regular clothing, which might suit you better.

And who says you'll need to replace the telepathic …
In that case, Walt will want Regalia made into a Tux, Business Suit, cheap suit, tactical clothing, business casual, and casual…if that’s not asking too much…😃
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Re: The Starport Dive

#351 Post by terrymixon »

Thumper wrote: Fri Aug 23, 2024 2:45 am
terrymixon wrote: Thu Aug 22, 2024 11:18 pm
Bilis can do this. Or the regalia could be duplicated and modified to look like regular clothing, which might suit you better.

And who says you'll need to replace the telepathic …
In that case, Walt will want Regalia made into a Tux, Business Suit, cheap suit, tactical clothing, business casual, and casual…if that’s not asking too much…😃
Sure. Why not?
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
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Re: The Starport Dive

#352 Post by terrymixon »

It's been very quiet. Is everyone hunting wabbits?
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 Starport Dive

#353 Post by Thumper »

Opening day of Wabbit Season? Or just a beautiful late August weekend? Ya got competition Terry?
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Re: The Starport Dive

#354 Post by terrymixon »

Thumper wrote: Sat Aug 24, 2024 2:02 pm Opening day of Wabbit Season? Or just a beautiful late August weekend? Ya got competition Terry?
Nothing wrong with that.
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
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Re: The Starport Dive

#355 Post by Tiglath »

No wabbits but I did successfully hunt an amount of beer (brown) inside my local pub (brown) on Friday night!

I'll get something up directly but actually need a steer on what Arkar's crate enquiry is about.

joertexas returns from his hols Saturday so may well be about later on.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: The Starport Dive

#356 Post by terrymixon »

Tiglath wrote: Sat Aug 24, 2024 4:27 pm No wabbits but I did successfully hunt an amount of beer (brown) inside my local pub (brown) on Friday night!

I'll get something up directly but actually need a steer on what Arkar's crate enquiry is about.

joertexas returns from his hols Saturday so may well be about later on.
Was he on holiday? I missed that. Hope he's having fun.

I read that as you hunted and mounted (you naughty boy!) a bear, and it fit so well that I almost didn't read it again. ;)

The subjects returned to their ship with several crates and were visibly grinning.
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 Starport Dive

#357 Post by Tiglath »

terrymixon wrote: Sat Aug 24, 2024 4:34 pm Was he on holiday? I missed that. Hope he's having fun.

I read that as you hunted and mounted (you naughty boy!) a bear, and it fit so well that I almost didn't read it again. ;)

The subjects returned to their ship with several crates and were visibly grinning.
:lol: I can report that conversation flowed as freely as the ale and while many pints of many flavours were vanquished no bears (or indeed wabbits) were harmed (or mounted!) during the making of our entertainment. :)
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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Re: The Starport Dive

#358 Post by Thumper »

• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths
Please sign Walt up for the Teleportation skill
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Re: The Starport Dive

#359 Post by terrymixon »

Thumper wrote: Sat Aug 24, 2024 7:57 pm
• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths
Please sign Walt up for the Teleportation skill
Done.
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 Starport Dive

#360 Post by joertexas »

I'm back from vacation - almost 1000 miles of Texas, driving in 95+ degree heat. Thankfully, my van's AC works very well :)

What do I need to catch up on?
Joe Roberts (JR)
District 268
Prerna Nayar, 7C8A97
Slug Rifle- 3, Medicine-2, Tactics-2, Zero-G-2, Streetwise- 2

In the Marches
Zaki Shursiia, 486B97
Admin-1, Air/Raft-1, Computer-1, Gambling-1, Medic-2, Rifle-1, SMG-1, Streetwise-1.

Billion Credit Bounty
Her Excellency Jaelah Shugilamar, Countess Vincenzo, EFHGHE-RR2
Investigate-5, Ancients Tech-2, Psi Devices-2, Gun Cbt-2, Streetwise-2, Interpret-2, Omni-Science-2, Persuade 1, ZeroG-1, Athletics-1, JOT-1, Computers-1, Medic-1, Telepathy-1, Persuade-1, Drive-0, , Recon-0, Vacc Suit-0

The Western Lands
Tinu, Ranger 1
Longbow, longsword

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