The Karve Starship
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Background
The Karve starship was...accquired after defeating pirates or smugglers or drug dealers or something like that (some day, this will be cleared up by someone who was there.
Since then, it has been worked on by contractors and by the staff of Karve until it was something spaceworthy again and worth carrying forth the mission of the company.
Base stats
All ships start with this (even with the Starship advantage with just one dot):
- Capacity 0 (effective size see below)
- Bridge/Cockpit
- Cargo: 2m3
- Space for 4 crewmembers
- Engineering/Engine
- Speed 0 (see below)
- Base Handling of -1
- Inertial Dampeners
- Life support/Environmentals
- Artificial Gravity
- Durability 3
- Shielding (External environmental shielding)
- Structure 23
- Airlock/Docking bay
- Electronics Suite
- Control Computer
- Scanners
- Communication (external)
- Communication (shipwide)
- Navigation
- SIC, Stygian Interface Computer (required for gate travel)
- Atmosphere Capable (can lift off and land in an atmosphere)
Proposed Stats
(these are some ideal stats. We have a lot of xp to pool so maybe it will look like this--or maybe it will be a few steps down!)
- Ship advantage (Safe Place): 1 dot (for having a ship). + 4 dots (for making it a VERY SECURE ship. Arguably given that this ship is intended to help smuggle people, building it as 5 dot Starship will help make it less obvious how -many- people are being stored on board.
- Capacity: 2 (starts at 0; Must be allocated among shuttle bay, cargo and passengers: proposed: 1 for passengers (10 people including crew), 1 for cargo (15 units of cargo)
a capacity 2 ship is small, yes, but it's plausible for a small luxury yacht, and can land nearly anywhere wheras a capacity 3+ ship cannot be accomodated by low tech planets.
- Propulsion: 5 dots (50% of light speed; each dot lets the ship go at 10% of light speed, and also adds +1 to handling)
- Boost: 3 dots (allows the ship to go much faster than its capacity allows for a limited time)
- Luxury: 1 dot (grants bonuses to social rolls, also makes the place look nice)
- Durability (starts at 3) 5, double durability for determining structure points: 3 dots.
- Artificial Intelligence: 5 dots (Serves as a 5 dot retainer who lives on the ship and can pilot it). Suggested name: Njord
- Hedge Gate/Extra Space: ??? Dots (check with the GM for how much this is worth or whether it can be enhanced or made safer). Ideally, this could be set up to hold more passengers than one would expect for a short time -- who can be fed from extra food hidden/kept in the extra large (for this size) cargo capacity. Of course, the cargo capacity can also be kitted up to uncomfortably hold extra passengers for a time.
Total: 26 (+?? for hedge gate)
Other things that COULD be added:
- Any advantage that can be attached to a Safe Place (like Workshop)
- PEC: Recepticles that can hold up to 5 dots of mana/essence per dot.
- Tug/grappling: 4 dots; can let a ship drag other ships or a load behind it (or board another ship); this could be chains, or a tractor beam because SF)
- Remote access (2 dots): Opinion: We don't need this if we have a 5 dot AI who is loyal. If Njord can be subborned, then so can a remote access system.