vagueGM says:
Pedrop says:
... So what is his name? ...
There are many random name generators out there. (...)
Nice selection. I liked the second one and choose: Benvenuto Venturi - sounds like someone who is dealing with guns... ;D First name means: "Well-arrived."
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Maybe ChatGPT can help if we feed it the right terms?
So you also did check its RPG adventure generating capabilities ? ;) What do you thing about it in this regard and in general?
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Pedrop says:
... it is nothing spacial for him. He has 3 like this in his second bathroom ...
Ah, cool. That is a simple solution.
Yes, I know. But now I'm more like "let's add complexity gradually, and head for starting the game".
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Pedrop says:
... He advised Rafael what to buy to have something antique... not only something that imitates it ...
Oh, so this is not 'a gun
from your homeworld', if is 'a gun
like your homeworld's'? Cool.
There really is no trace of your planet, is there. :)
"There have to be! Our mechs were different, more like symbiosis, then purely mechanical technology... and too valuable to simply erase it... if you would be the one having such power to seal the whole planet you wouldn't want to loose it! Unless... you were afraid of it... ?"
Unfortunately: the rifle is
like the ones that were common in noble houses on Raf's home planet, but it is not from there :( But now... thinking about it... if Raf would ever come by the item that was
certainly from his planet... that would be a strong lead or... bait for him:)
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Pedrop says:
... cleverly hidden EMP charge in the gun handle ...
Again, I am not sure about the 'hidden' part. You could have EMP Grenades (I know they exist at TL9, but don't see them in the Core book).
Nuclear weapons --a main source of EMP-- are illegal, but any space-fairing society has to deal with solar-flairs which have the same effect as EMP, so these will be rather ineffective on ships or anywhere that has not become complacent due to shielding from atmosphere.
Cleverly placed and targeted EMP attacks could affect a ship, but that would require a lot of work to set up.
I like the direction of solar-flairs... "the power of sun"... :D I didn't thought it should be so powerful to affect ships - as they are indeed shielded from such things by design - I think. But robots, drones, smaller mechs, ship computers
when you are onboard, not so far from them already? Why not? So could it be some kind of special looking small/miniaturized EMP grande, that is attachable/kept with to the gun. Thobias thing was something different, more alien(to the outside word) or advanced then what is wildly available off the planet. So in this case - what Raf have - for now will be rather an imitation of this with known technology, then "the same thing".
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Pedrop says:
... Raf was (trying) experimenting with such things in the fields of cybernetics ...
There could be a lot of interesting interactions with Cybernetics and EMPs. We can explore that in play?
Cybernetics, EMPs and... symbiosis between human and machine, maybe even with more like organic way... would be cool for me:)
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Pedrop says:
... in glove ...
Proximity and contact always increase such effects. It might be hard to hide the power-supply for such a device, but you know a bit about power systems, so you can experiment with that.
As with a Grenade, being single-use and disposable can help a lot with being small enough to hide. But anyone who sees it is likely to be suspicious.
Yes, I was thinking about single-use, but rechargeable.
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If you and an NPC escaped from a bad situation together, or have significant personal dramatic events in your past you are more likely to be loyal to them and vice-versa, they are not just someone you hired to do a job. This loyalty both means they are less likely to deliberately let you down (and that any betrayals would be significant and in furtherance of the story), but also that you are less likely to be willing to fire them if they mess up or to replace them when you find a level 4 Navigator who is better than they are. It is a two-way obligation in the story.
Ok, now I understand. Yes, this is interesting tension in such friend-like cases.
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Pedrop says:
... focus more on the Pilot skill and rise it from Skill Package ...
Remember, these are 'Pilot 1', not 'Pilot' or 'Pilot +1'. You can not really raise you Skill with these Packages (they are meant to fill in gaps). You can take another Pilot Speciality at 1. Remember that Capital Ships are the size of cities, you are unlikely to need that outside a military campaign.
Small Craft could be useful for landing a shuttle on planets and such.
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A pity, but it looks like bing for the sake of a good game. Ok, let's see what our package will look like, I think I will choose something for Raf.