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'''Transgenics'''
'''Transgenics'''
:To Be Determined (+1 Intelligence, 3 points for template left over; x4 population multiplier)
:To Be Determined (+1 Intelligence, 3 points for template left over; x4 population multiplier)
==Sphere Stories==
[[Muromets]]

Revision as of 23:06, 13 November 2012

The Strongest of Tanks

The Tankmaker

Major: Your destiny is one in a billion. Your wikipedia page will suffer edit wars. +2 to all stats.
Idoru: Your genofixing has given you improved ability to deal with people and awesome hair. +2 Per, +1 Kno, +1 Psy, +2 Cha
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Important: Your family is a known name, perhaps royalty or heirs to a vast fortune. This is a Defining Event if you are a (near) direct heir, not if you are distantly related. +2 Per, +1 Kno, +3 Cha. The defining effect is Clout.
Otaku: Giant robots are so cool! +2 Kno, +15 MBP
Mechanic's Apprentice: +45 MBP
Socialite: +3 Cha, +2 Per, +1 Kno
Mechanical Genius: This is a Defining Event. +90 MBP. Go to Super Prototypes for the mecha.
  • Body: 2
  • Reaction: 2
  • Perception: 2+2+2+2 = 8
  • Knowledge: 2+1+1+2+1 = 7
  • Psyche: 2+1 = 3 (+3 = 6)
  • Charisma: 2+2+3+3 = 10

MBP: 90+90+45+15 = 240 (+3x15; 45 = 285) Strain: 12

The Tank Royal

  • Overall Cost: 232 MBP (no tax)
With tax: 285 MBP
  • Strain: 20 (-10 = 10)

Avatar Enhancements

Buffered VDNI: Instead of the standard vehicular neural interface system, your Avatar uses a buffered neural interface that interprets its inhuman form into a more palatable one via extremely powerful computational systems. Most normal buffered VDNIs create significant latency, but your advanced one has no noticeable latency at all!

Effect: -50% Avatar Strain (round down)
Cost: 2 MBP per Strain reduction.
Total Cost: 20 MBP (10 Strain)

Monobonded Armor: Instead of standard armor material, your Avatar uses top of the line (and expensive) monobonded armor, which provides superior dispersive capability.

Effect: +1 Durability
Cost: 1.5 MBP (for the core) + 1.5 MBP per external component (round up fractions)
Total Cost: 11 MBP

Armour

Hyperdense: Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts a machine's agility.

+5 Durability to all components, -3 Agility.
Cost: 2 MBP + 2 per external component (limbs + turrets)
Total Cost: 14 MBP

The Core

Supertank Core: Holy shit it's a giant flying space tank. The difficulties in synching with a supertank core are only equalled by the raw lethality they can put out.

Connectors: 4 (2 large turrets, 2 small turrets)
Base Durability: 8
Component Space: 55
Base Criticals: Cockpit (7), Internal Structure (10)
Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8.
  • 1 x Spin Generator: Used only by super robots and supertanks, spin generators are massive, multikiloton affairs that provide incredible amounts of power (more than most machines can use, in fact!). In theory one could fit one in a standard frame but the space premium would make it far too vulnerable to carry a valuable system such as this.
Size: 20
Durability: Infinite (functionally indestructible)
Power: +250 (no this is not a typo)
Cost: 0 MBP
When allocating damage, no damage can be allocated to the spin generator.
  • 18 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • 1 x Heavy Deflector: Heavy deflector system intended for super robots and other wonderful things.
Size: 8
Durability: 1
Power: -10
Cost: 5 MBP
+4 Shield Bonus
  • 1 x Advanced Barrier Shield: A more advanced model. Pays for higher durability and greater efficiency with greater power consumption.
Size: 5
Durability: 1
Power: -16
Cost: 20 MBP
+5 Durability to all components.
  • 2 x Active Probe: A standard sensor suite combining a half-dozen various active sensor systems.
Size: 1
Durability: 1
Power: -1
Cost: 2 MBP
+3 Electronics, -2 Stealth
  • 1 x Targeting Computer (Sniper): Optimized for long range engagements, the sniper TC improves long range targeting but has poor short range characteristics.
Size: 1
Durability: 1
Power: 0
Cost: 1 MBP + 1 MBP per connected weapon
+2 accuracy at long range, +1 accuracy at medium range.
  • Total Cost: 18 + 5 + 20 + 2 + 2 + 7 = 54 MBP

The Turret

Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)

Connectors: None (uses large turret)
Base Durability: 6
Component Space: 24
Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
  • 2 x Beam Cannon: A very large long-range beam rifle.
Size: 16
Durability: 2
Power: -16
Accuracy: +2
Penetration: 14 (Devastating: 3)
Range: Long
Cost: 20 MBP (Pen 14 * 3 * 0.5) + 1 Accuracy + 1 Long Range - 2 CB - 1 2h)
  • 2 x Large Hardpoint: Large hardpoints allow carrying weapons and shields up to Size 6. They are in all other ways identical to small hardpoints.
Size: 3 (or 5 for 2 large hardpoints).
Durability: 1
Power: 0
Cost: 0 MBP
Hardpoints are more vulnerable to damage-any form of actual damage to a component with hardpoints also strips away a hardpoint-carried item if it exists (the exception being applique armor).
  • 3 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 40 + 3 = 43 MBP

The Hardpoints

  • 2 x Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.
Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 4 (Scatter:3)
Range: Short
Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h
  • Total Cost: 14 MBP

The Turret The Second

Large Turret: Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)

Connectors: None (uses large turret)
Base Durability: 6
Component Space: 24
Large Turrets consider all weapons they mount to be half size (round up). Large turrets cost +2 Psyche.
  • 2 x Expansion Connector (Standard): Used to attach more systems to the Core (or even to a limb!) expansion connectors allow frankenbots with multiple heads, five limbs, and other grotesque mockeries of the human body plan. Or you can use them to add arms to a tank.
Size: 3/8
Durability: N/A
Power: 0
Cost: 0 MBP
There is no actual limit to the number of expansion connectors you can mount, except for the fact that they take up space. They take up spaces equal to the number before the slash on a Core, and equal to the number after the slash on a limb. Standard Limbs may not mount more than 1 connector, while Large limbs may mount 2 (so yes, you can put two arms on a tank turret). Large turrets may mount these expansions as if they were Cores, as an exception to the above rule (they also use the smaller size).
  • 4 x Vectored Beam Rifle: An extended-range beam rifle that curves its beam towards a target painted by integrated designators. The beam's (relatively) slow velocity and the necessity for continuous guidance make vectored beam rifles use similar targeting mechanics to other guided weapons.
Size: 8
Durability: 2
Power: -10
Accuracy: +6 (Guided)
Penetration: 10 (Devastating: 2)
Range: Medium
Cost: 10 MBP ([Pen 10 * Dev 2 * 0.5] + 3 Accuracy - 2 CB -1 2h + 1 LR - 1 Guided)
  • 2 x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 40 + 2 = 42 MBP

Expansion Connectors

2 x Thruster Assembly: Thruster assemblies sacrifice musculature for additional space to mount drives. With additional heavy-duty power couplings they give excellent maneuverability (but no real speed) advantages to their users, at the cost of additional psyche strain.

Connectors: None (uses standard limb)
Base Durability: 4
Component Space: 8
Base Criticals: Internal Structure (4)
Cost: 1 MBP
Thruster Assemblies consider thrusters as half size when mounting. Thruster Assemblies cost +1 Psyche (they have no hip joints).
  • 14 (7 each) x Reactionless Thruster: Your basic reactionless thruster, used by any mecha.
Size: 2
Durability: 1
Power: -3
Cost: 1 MBP
+1 Agility.
  • 2 (1 each) x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 2 + 14 + 2 = 18 MBP

Turrets, The Small

2 x Small Turret: Mount a single gun (sometimes a Dual Weapon), and generally little more than that. Gunships, tanks, and the like often use these to mount lighter weapons to harass and destroy lightly armored targets.

Connectors: None (uses small turret)
Base Durability: 3
Component Space: 6
Base Criticals: Internal Structure (3)
Small Turrets consider the largest weapon they mount to be half size (round up). Small turrets cost +2 Psyche.
  • 2 (1 each) x Plasma Swarmer: Plasma swarmers use dozens of miniature plasma torpedoes to engage targets. Nearly impossible to evade, they (fortunately) lack hitting power.
Size: 6
Durability: 1
Power: -6
Accuracy: +10 (Guided)
Penetration: 4 (Scatter:3)
Range: Short
Cost: 7 MBP (Pen 4 * Scatter 3 * 0.5) + 5 (Accuracy) - 1 (Guided) - 2 CB -1 2h
  • 2 (1 each) x Applique Armor: Applique Armor represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed modular armor.
Size: 1
Durability: N/A
Cost: 1 MBP
+1 Durability to component (max 1 applique armor per 3 space for any component, round up)
  • Total Cost: 14 + 2 + 2 = 16 MBP

Armour Tax

  • Core Durability: 37 (12,5 + 21 = 34)
  • Turret 1 Durability: 20 (4 + 4 = 8)
  • Turret 2 Durability: 19 (3,5 + 3 = 7)
  • Turret 3 & 4 Durability: 15 (2)
  • Thruster Assembly 1 & 2 Durability: 16 (2)
  • Total: 53 MBP

Sphere AlterNation

Concept: Fourth Rome

Exploration Era

Exp-1) World Type

Garden World (Go to Exp-5)
The gems of any colonization effort, most garden worlds were seeded with life more than a hundred million years ago by the Precursors, the garden-gods of the Milky Way.

Exp-5) Garden World

  • Must chose 'None' in Feral Drones.
Population Boom (+ 120 pop, +100 wealth)
With Earth's overpopulation causing significant ecological effects, efforts were made to move as many people off-world as reasonably possible.

Exp-6) Precursor Relics

Extensive (+ 250 dust, - 50 PIP)
A few worlds have an unexpected bounty of delta dust, be in greater density to start or fortutious geology.

Exp-7) Feral Drones

None (+ 60 population, + 100 Wealth)
Feral drones generally left G-type stars alone.

Exp-8) Posthuman Footsteps

Nano-Factories (+ 100 Fabers, +100 PIP)
Some elements of posthumanity was favorable to their baseline cousins, providing the access codes for various pieces of nanofabrication equipment.

Exp-9) Location

Hub (+ 60 Population)
What it says on the tin.

Colonization Era

Col-1) Axis Of Colonization

Chinese Arm (+7,500 military, + 60 Population, + 100 PIP)

Col-4) Shanghai Consensus For Colonization And Exploration

Second Stage (+ 210 Population, + 50 PIP, + 100 CIP, + 50 Wealth, + 1 logistics, + 10 Transgene)

Col-4B) Shanghai Consensus Transgenic Relations

New Freedoms (+ 20 Transgene)

Col-4C) Shanghai Consensus Colonial Economics

People Power (+ 240 Population, +100 PIP, + 250 Wealth, - 10 Transgene)

Col-4D) Shanghai's Exhuman Insurgency

They Don't Come Around Here (+ 60 Population, + 100 CIP, + 100 Wealth)

Col-7A) Local Affairs

Political Crisis (+ 100 Wealth, go to Col-7D)
Far from Earth, politics quickly became far more interesting

Col-7D) Political Crisis

Resolved To Everyone's Satisfaction (+ 100 Wealth, + 100 CIP, + 100 PIP)

Breakdown Era

Break-1) Economic Upsets

Stability! (no modifiers)
Some people emerged from the breakdown's economic chaos more or less where they started.

Break-4) Broken Shanghai Consensus

Russia is #1 On Catapults!

Break-4B) Catapulted CIS Policies

Saved By The Catapult! (+ 60 Population, +5 logistics, + 100 Wealth, + 10,000 Military)

War Era and Aftermath

War-1) Choose Your Side

In Russia . . . (+100 CIP, +100 Wealth, +12,500 military, +5 morale, Russian Tech Paradigm)

War-5A) CIS Politics

Fourth Rome (+90 pop, +150 wealth)
As the old world fades, new epicentres of culture and power will emerge. We have already long passed the milestone of having more Russians off-Earth than on. Now we look to a new capital.

War-5B) CIS Economics

Resurgent Economy (+60 population, + 200 Wealth, + Morale)
Not everyone's suffering over the broken back of China's trade empire. Certainly not you.

War-5C) CIS Military

Big Gun Lobby (+ Shipbuilding, + Fleet Doctrines, + 2500 Military, + 100 PIP)
Russia was once considered part of Europe, sharing its military and social traditions. In the early 22nd century the circle had came around and was once again closely aligned with European thought. Decades later, that meeting of the minds remainds in the structure of its starfleets.

Current Era

Cur-1) The Business of Government

Future Government (+2 Morale, +100 AI application)

X1) Covert abilities

Military Intelligence (+2 Intelligence, +1 Infiltration, +1 Military Discipline, +20 Doctrines) No jokes, please.

Chaotic Events

Build It And They Will Come (+ 1 logistics, - 100 Wealth)
Infrastructure construction, except it's a bunch of ammo dumps and supply ships.

Final Stats

SP: 1
SP Limit: 10
Population: 1020 Base bonus: 510
Trangene: 20
Morale: 8,5
Wealth: 1250 + 561 (1811)
PIP: 600 + 510 (1110)
CIP: 500 + 510 (1010)
Fabbers: 100
Delta Dust: 250
Theta Dust: 0
Military: 37500
Doctrines: 25
Logistics: 70
Global Tech Level: 20
Applications: 200
Stockpiles: 0
Debt: 0

Tech Indices'

Shipbuilding: 28
Parasite Construction: 40
Carrier Construction: 20
Aviation Warship Construction: 20
Aerospace Construction: 25
Mecha Construction: 20
Ground Construction: 20
Projectiles: 20
Lasers: 20
Railguns: 25
Particle Weapons: 20
Mega Particle Weapons: 20
Missiles: 20
Propulsion: 27
Power: 20
Materials: 20
Shields: 20
Electronics: 20
Stealth: 23
Transgenics: 24
Mass Production: 22
Civilian Technologies: 28
Xenotechnology: 20
Basic Theotechnology: 20
Advanced Theotechnology: 20
Floating Points: 2

SP Expenditures

Additional Limit: 0
Wealth: 0
PIP: 0
CIP: 0
Dust: 0
Theta: 0
Pop: 0
Mil: 0
Tech Indices: 1
Apps: 0
Transgene: 0
Doctrine: 0
Logistics: 0

Transgenics

To Be Determined (+1 Intelligence, 3 points for template left over; x4 population multiplier)

Sphere Stories

Muromets