OOC: Theory Crafting

Mar 15, 2024 1:35 pm
The purpose of this thread is to have discussions on the Theory Craft of Stars Without Number. When designing things in the game, there seems to be some opportunities for a bit of optimization. While it doesn't look possible to truly optimize like in other games (which is very good), and there doesn't seem to be many, if any, "trap" options, there are definitely some things that seem to be more effective than others. The idea here is to bring those things up and discuss them. So, let's get this started with something no one is currently using ...
Mar 15, 2024 1:37 pm
I was kinda intrigued by the Focus Wild Psychic Talent. It allows a character to dabble in psychics, but without the long term investment of effort. It does cost a Focus (or two), but even in its limitations, there are some cool applications. What follows are what seem to me the possible uses of Wild Psychic Talent. Before starting it is important to note that you cannot use this Focus if you are a Full Psychic or Partial Psychic. This doesn't let to gain a cool extra for a Psychic. This is purely a cool extra for an otherwise non-Psychic.

You get one Effort per level taken of the Focus. This is not modified by anything. You may pick either the base level-0 power, or a stand-alone level-1 technique. If you take both levels, you could take a level-0 power and a level-1 technique that builds on that ability or you can take two independent level-1 techniques. Within this limitation, there appears to be nine potentially useful applications. Seven use only a single application of the Focus. It is entirely possible to double-up with these, but presumably they would have to both be from the same psychic power. Two require the use of both levels of the Focus, meaning it really only becomes truly useful when the second level is taken.

One thing that does need to be mentioned is that neither Biopsionics nor Telepathy appears below. This is because the base level-0 power is so limited and the level-1 techniques aren't stand-alone. With Biopsionics, a Lazarus patch will do the work of the level-0 power, and it can never get better. There are far, far better uses of a Focus. With Telepathy, both level-1 techniques require the base power. So, you could have actual telepathic communication once a day or you could sense emotions once a scene. Either one seems way too limited to invest two Foci into.

The next two posts detail the specific options. The first covers the options available for a single use of Wild Psychic Talent. The second for the two that require using Wild Psychic Talent twice.
Last edited March 15, 2024 1:41 pm
Mar 15, 2024 1:38 pm
One-level Wild Psychic Talents

These provide very cool abilities for the investment of a single use of the Wild Psychic Talent. Some could probably be doubled up, but that isn't necessary. Note that several of these are described as "at-will abilities". With a Full or Partial Psychic, this isn't necessarily the case because you might use Effort on some other power that then takes it away for the scene or day. But here, this single ability is the only one that can use the Effort. Therefore, in these cases, it truly is an at-will ability.

Mindtracing: This uses a single Focus. This is actually really cool in an environment where psychics are common. If they are not common, this will have little applicability. But in an environment where psychics are more common, this gives an otherwise non-psychic a cool ability. If you detect that psychic activity has occurred, and it has, you will know who it is and can even briefly see through the psychic's senses. And, since this only uses Effort for the scene, it can be used multiple times a day.

Intuitive Response: This uses a single Focus. Basically, it allows you to win initiative every time. (Unless someone else has the same type of ability.) This uses Effort for the scene, so it should be usable for every single combat.

Sense the Need: This uses a single Focus. This allows you to retroactively declare that you have a mundane item that you need now and don't otherwise have. This does allow for common weapons. There can be mitigating circumstances to prevent this. (If you were specifically stripped of weapons, you can't have a pistol. If you were specifically strip searched, you can't have anything.) This does use Effort for the day, so it can only be used once a day.

Kinetic Transversal: This uses one Focus. This allows you to walk on walls, ceilings, and water. The truly cool thing is that Effort only lasts as long as the ability is used, so it is functionally an at-will ability.

Pressure Field: This uses one Focus. Basically, you have a filter mask, a respirator, a hostile environment suit, and a vacc suit always available for use when needed, even if stark naked. The vacc suit ability is presumably limited by the lack of air tanks. Regardless, it at least gives you a chance. It’s also great for when your actual vacc suit fails. Since this only uses Effort during use, this is functionally an at-will ability. (If you take a second Focus with this one, you also gain the ability to include up to six other individuals with you in the pressure field. The second Focus is needed because a second Effort is needed to include the others in the field with you. It does mean you can’t do the other ability while you are using an extended field. This second point of Effort is only used for the scene, so you get it back pretty quickly.)

Telekinetic Armory: This uses one Focus. This provides you with any advanced melee weapon or any TL 4 rifle you wish. You also can include AC15 armor as part of the ability. The weapons and armor can be visible or invisible as desired. They last as long as Effort is maintained, but since the Effort is recovered after use, this is functionally an at-will ability.

Spacial Awareness: This uses one Focus. You gain a 360 degree spacial awareness of everything around you out to a distance of 100 meters. You may not read text or detect colors. It is blocked by solid objects, but is not blocked by darkness, mist, smoke, blinding lights, holograms, or illusions. The Effort is only committed during use, so this is functionally an at-will ability.
Mar 15, 2024 1:39 pm
Two level Wild Psychic Talents

These two applications are more nuanced. Both provide a very, very useful ability, but they require a massive investment of two of your five base Foci. But both abilities are very useful, so to some it might we worth that heavy investment.

Terminal Reflection: This uses two Foci. This requires using the first Focus for the base Oracle-0 power and the second Focus for Terminal Reflection itself. Once fully purchased, you can use this up to three times a day. (The first use is "free" and you will have two Effort available after taking the second Focus.) It gives you a premonition for something bad that is about to happen so you can try to avoid it. (I.e. "spider-sense".)

Teleportation: This uses two Foci. With the investment of the first Focus, you gain the ability to teleport up to 10 meters once a day. You can teleport to anywhere you can see or have been within that distance. With the second Focus, you take Proficient Apportation. This means that your teleportation no longer requires Effort. Now you can teleport 10 meters at will.
Mar 15, 2024 7:28 pm
[ +- ] Mindtracing
I can actually see a lot of use for this, defensively, offensively, and story wise.
[ +- ] Intuitive Response
the alternative I would give to this is Alert, depending on how a character is focused, but it does only take one foci, but also Alert requires no effort.
[ +- ] Alert
[ +- ] Sense the Need
This is neat, but it seems so niche use that I can't see it being taken really.
[ +- ] Kinetic Transversal
I see this being used with an assassin type character, making them even more effective and giving more options and making them harder to find.

[ +- ] Pressure Field
Considering we're playing a SPACE game... this would be incredibly helpful if space was focused on more heavily, and is a great backup for any emergencies.
[ +- ] Telekinetic Armory
This would be great for any Warrior type, and would add some flavor to what could be a very focused build without detracting from the build. (I could see it being added to the build I have below, bumping everything 1 advancement later, and removing Die Hard.
[ +- ] Spatial Awareness
I could see this being useful for a lot of cases, combat, scouting, and stealth mainly, but it could give advantage to things like engineering (knowing your surroundings so well could give advantage to any diagnosis).
[ +- ] Terminal Reflection
If I hadn't talked to my GM I would just take Alert. If the GM understood the use and desire of the talent, and would like to actually use it I would take it.
[ +- ] Teleportation
This may be the coolest one, and we just saw how devastating and powerful it can be.
Mar 15, 2024 7:28 pm
As I looked over Foci for Melee options I noticed the option of a kind of broken build with a Warrior base. The general idea is a Melee only fighter who is all damage oriented. Highest stats should be Str if wanted to fully lean into just dmage, or Dex if wants to give a slight edge to defense, and then con.
[ +- ] Warrior Foci
[ +- ] Warrior Luck
[ +- ] Warrior Health

Level 1 Foci: Armsman Lv 1
Warrior Level 1 Foci: Armsman Lv 2
[ +- ] Armsman
Level 2 Foci: Shocking Assault LV 1
Level 5 Foci: Shocking Assault Lv 2
[ +- ] Shocking Assault
Level 7 Foci: Savage Fray LV 1
[ +- ] Savage Fray
Level 10 Foci: Die Hard LV 1
[ +- ] Die Hard
I considered Ironhide for LV 10, but assumed there was good enough armor by then to take care of it. Though a no armor swordfighter is quite a common fantasy.
Mar 15, 2024 8:31 pm
Hmm. If you have Shocking Assault-2 and Savage Fray-1, then you are doing three or four points of damage to everyone adjacent to you that you didn't attack each round. With Armsman-2, you are doing 1d4, plus that shock damage, to the person you did attack, even if you miss. You are a freaking weedeater, and your opponents are your weeds!
PhoenixScientist says:
[ +- ] Pressure Field
Considering we're playing a SPACE game... this would be incredibly helpful if space was focused on more heavily, and is a great backup for any emergencies.
Even without being a space game, just being able to handle different air pressures, filter out poisons, breathe underwater (for to mention that) is very useful. It's really handy even not being in space.
PhoenixScientist says:
[ +- ] Telekinetic Armory
This would be great for any Warrior type, and would add some flavor to what could be a very focused build without detracting from the build. (I could see it being added to the build I have below, bumping everything 1 advancement later, and removing Die Hard.
For an actual Telekinetic character, this has an additional benefit: you can use your Telekinesis skill in place of Stab or Shoot. So, instead of having to have three skills to increase, you just increase Telekinesis by itself. This is extremely useful. But only for an actual Psychic. For the Wild Psychic, you'll have to use your actual weapon skills.
PhoenixScientist says:
[ +- ] Spatial Awareness
I could see this being useful for a lot of cases, combat, scouting, and stealth mainly, but it could give advantage to things like engineering (knowing your surroundings so well could give advantage to any diagnosis).
This is indeed amazing. Any warrior could gain a lot of use out of both this and Telekinetic Armory.
PhoenixScientist says:
[ +- ] Terminal Reflection
If I hadn't talked to my GM I would just take Alert. If the GM understood the use and desire of the talent, and would like to actually use it I would take it.
This is more useful than Alert. Alert lets you go first. This lets you be preemptive when absolutely required. It really is pretty useful. I'm just not sure it is worth spending two Foci on.
PhoenixScientist says:
[ +- ] Teleportation
This may be the coolest one, and we just saw how devastating and powerful it can be.
Yes this is really cool. Especially the ability to use it at-will. The biggest thing is just the 10 meter (32 feet) limit. But even with that, it is still very, very useful.
Mar 16, 2024 9:56 pm
I have a question on character design: Is Skill-4 worth the investment? I have been building my template with the assumption of getting my main skill to 2 at Level 3, to 3 at Level 6, and to 4 at Level 9. But doing the last two requires pre-investment in the preceding Levels that prevent them from doing much. (In fact, for many classes to get Skill-4 at Level 9 means that Level 8 is just preparation for Level 9.)

Ignore Psychics. Obviously, that one is worth pursuing, as each level gives increasing powers with each level. But with normal skills, all the increase provides is another +1. No other special abilities.

The cost to get Skill-4 is five skill points over Skill-3. Those skill points are just one short of gaining a whole new Skill-2. If one limits themselves to Skill-2s, they can be much more broadly capable. Maybe save enough skill points at the end for a capstone Skill-3.

But is the opportunity cost for gaining Skill-4 worth it for what is gained? Or would it be better to load up on Skill-2s, with maybe one or two Skill-3s at the end?
Mar 16, 2024 10:55 pm
If you're looking at where to spend Foci, Specialists worth way more than getting a Foci for Exp boosting and more than several other effects.
It feels like +3 might be the best return on investment, giving opportunity to diversify a still well-skilled character.
Now if we assume we are trying to reach a DC7 with our 2D6 system (I am ignoring our 1D20 combat rolls because I think it's lazy and bad design).
A roll of 2D6 flat is 58.33% likely to get a 7(or more).
However a roll of 2D6+1 is 72.22% likely to get a 7(or more). A 13.89% increase.
A roll of 2D6+2 is 83.33% likely to get a 7+. An increase of 11.11%
A roll of 2D6+3 is 91.66% likey to get 7+, increasing % by 8.33
Rolling 2D6+4 has 97.22% to get 7+, increase of 5.56%.
If we look at DC 9
Roll % success % increase
2D6 27.77 -
2D6+1 41.66 8.33
2D6+2 58.33 11.11
2D6+3 72.22 13.83
2D6+4 83.33 11.11

(See the pattern?)
However
Roll DC % success
3D6 DC 5 94.91
3D6 DC 6 89.35
3D6 DC 7 80.56
3D6 DC 8 68.06
3D6 DC 9 52.31
3D6 DC 10 35.65
Last edited March 16, 2024 11:09 pm
Mar 16, 2024 11:49 pm
Then what is the most likely DC we need to focus on?
Mar 17, 2024 3:05 pm
The usual DC is 8, for a risky but reasonable situation. DC 6 is an "easy check" but still relevant for a roll and DC10 is "hard". 12 and 14 are reserved for those really spectacular moves.

There are rarely other values.
Mar 17, 2024 4:22 pm
Specialist is very, very boring, but highly effective as it gives you 3d6h2 in place of 2d6 *and* the first level gives you three extra skill points, which is extremely valuable. That is probably the best choice for anything other than Shoot, Stab, or Punch.

As a side note, please keep in mind that everything we are talking about is for a non-psychic character. The psychic character is absolutely roped into spending two of their Foci for Psychic Training-1 and Psychic Training-2. The second is truly important, as it provides nine skill points by itself. That turns out to be extremely important if you want to have psychic powers and any kind of mundane skills in addition.

As an extra side note, if you want to be combat relevant to any degree without a weapon, you must take Unarmed Combat. So, if you wanna go all Jack Reacher on anyone, this is a mandatory Focus selection.

New question: Which is likely better:
- Two Specialist-1 selections in different skills.
- Specialist-1 and Specialist-2 in a single skill.

Obviously, for Hank, I made the choice to do the first. Getting the extra skill points and dice advantage for Trade was more important to me that finishing off Specialist Admin or Hacker. (Honestly, I probably should never have bothered with Admin. It looks like I will never have to make an Admin roll in the entire game, yet I later find out I desperately need Connect. But then, I needed Admin for the established background for Hank. So ... my hand was kinda forced.)
Mar 17, 2024 4:29 pm
Quote:
It looks like I will never have to make an Admin roll in the entire game
Oh, you will. Like you have a blueprint for the next levels, I have a guideline for the next worlds. Verdura will be interesting.
Mar 17, 2024 4:54 pm
That sounds a bit ominous, but, still, good to hear!
Mar 17, 2024 4:56 pm
Roll DC6 DC8 DC 10 DC12 DC 14
2D6+0 72.22% 41.67% 19.67% 2.78% 0%
2D6+1 83.33% 58.33% 27.78% 8.33% 0%
2D6+2 91.67% 72.22% 41.67% 19.67% 2.78%
2D6+3 97.22% 83.33% 58.33% 27.78% 8.33%
2D6+4 100% 91.67% 72.22% 41.67% 19.67%
3D6+0 89.35% 68.06% 35.68% 7.41% 0%
3D6+1 94.91% 80.56% 52.31% 19.91% 0%
3D6+2 98.15% 89.35% 68.06% 35.65 7.41%
3D6+3 99.54% 94.91% 80.56% 52.31% 19.91%
3D6+4 100% 98.15% 89.35% 68.06% 35.65%

https://i.imgur.com/ASpdYJI.png
Last edited March 17, 2024 5:06 pm
Mar 17, 2024 6:23 pm
So, getting that +4 really matters those DC12 and DC14 attempts.

But, if you have Specialization, then +3 is probably good enough if you need those skill points for something else.
Mar 17, 2024 8:30 pm
So my take is that getting to roll 3 dice is slightly better than a +1 increase, but since specialist comes with some exp it is pretty great, near getting a +2.
I'm going to make the graph easier to read later today.
I want to check out what 4dice is like.
Last edited March 17, 2024 9:18 pm
Mar 18, 2024 4:37 pm
Roll DC6 DC8 DC 10 DC12 DC 14
2D6+0 72.22% 41.67% 19.67% 2.78% 0%
2D6+1 83.33% 58.33% 27.78% 8.33% 0%
2D6+2 91.67% 72.22% 41.67% 19.67% 2.78%
2D6+3 97.22% 83.33% 58.33% 27.78% 8.33%
2D6+4 100% 91.67% 72.22% 41.67% 19.67%
3D6+0 89.35% 68.06% 35.68% 7.41% 0%
3D6+1 94.91% 80.56% 52.31% 19.91% 0%
3D6+2 98.15% 89.35% 68.06% 35.65 7.41%
3D6+3 99.54% 94.91% 80.56% 52.31% 19.91%
3D6+4 100% 98.15% 89.35% 68.06% 35.65%
4D6+0 95.99% 82.64% 52.16% 13.19% 0.00%
4D6+1 98.46% 90.97% 69.44% 32.02% 0.00%
4D6+2 99.61% 95.99% 82.64% 52.16% 13.19%
4D6+3 99.92% 98.46% 90.97% 69.44% 32.02%
4D6+4 100.00% 99.61% 95.99% 82.64% 52.16%

https://i.imgur.com/rW7x8Qw.png
Last edited March 18, 2024 4:37 pm
Mar 19, 2024 4:27 pm
daryen says:

I am amused by the idea of someone taking Die Hard-1 as the Focus at Level 10 and just gaining a huge 20 HP bonus for their ultimate level. May not mean much to a Warrior character, but that'd be a huge swing for squishy-types.
Well if we assume that a character gains an average of 3.5 hp /level , and as warrior gain 2 more, that means 55 HP ar level 10, going on to 75 with Die Hard. Which kind of brings the character from tough to crazy tough, considering another character could have (3.5*10=)35 HP.
Mar 20, 2024 5:57 am
It doesn't make a particular difference overall, but I'm wondering how you're generating your percentages for probabilities. It seems to me that the probability for 4d6+2 (and above) to hit DC6 is 100%; the same goes for 4d6+4 to hit DC8, because there is literally no way to get a number <6 or <8 with those rolls, respectively. But I'm probably just missing something obvious...?
Mar 20, 2024 8:49 am
Quote:
But I'm probably just missing something obvious...?
Its 4d6h2. He suppressed the ending, but its actually considering only 2 of the dice in the probabilities. So the odds are low but you can still get a 4 in 4d6h2+2, even though in 4d6+2 you will always succeed with at least 6.
Mar 20, 2024 3:06 pm
Ah, of course. Thank you.
Apr 11, 2024 5:30 am
Unless I could get my hands on some Artifact Weaponry (seriously, a Nightfall Combine would be unparalleled, but a Tools of Ill Omen or SamaelTech would be incredible too)
Though I might be able to do some in-character research/investigation (Talk) to find the location of one. There are always some shady people willing to sell info, it's just finding them that's the trick.
I think a Mastercrafted weapon is my best bet.
[ +- ] Mastercrafted
Weapon Damage Shock Attribute Cost Enc. TL
Medium advanced weapon 1d8+1 2 points/AC 13 Str/Dex 60 1 4

So base cost of Mastercrafted Medium Advanced Weapon would be 600.
My thought would be to get Phasing, maybe trying to hope for a possibility of Customized Mod with less FIX Maintenance requirement later.
Though if I dont think that is in the cards maybe just getting Customized Mastercraft Medium Advanced Weapon would be my best option.
[ +- ] Phasing (Fix-3):
[ +- ] Customized (Fix-1):
[ +- ] Boosted (Fix-2):

The possibility of a Mastercraft Combat Field Uniform for either Flexible (Encu 0) or customized (AC 17) is pretty tempting too, eventually when I have an extra 10k to get that...
Apr 11, 2024 3:57 pm
Though I would love to try and work towards obtaining an Artifact, I don't know the likelyhood of getting one. Or more I don't know how possible it even is.
Either way, It'll be some time before before I can get either. We'll see what happens in this next adventure, what shows up on this salvage mission.
The other possibility is seeing if I can pay for a fully custom masterwork weapon, paying for the design and construction, and finding someone able to design it.
Apr 11, 2024 5:34 pm
I also wonder if it would be possible to order a Mastercrafted Flexible Shield.

Armor Type Armor Class Cost Enc. Tech Level
Primitive Armor
Shield 13/+1 bonus 10 2 0
[ +- ] Mastercrafted
[ +- ] Flexible (Fix-2):
My envisioning of this item is more that it is made with advanced alloys and methods that make it lighter and just as useful.
The total would be 5,100.
Last edited April 13, 2024 3:45 am
Apr 11, 2024 5:42 pm
PhoenixScientist says:
Though I would love to try and work towards obtaining an Artifact, I don't know the likelyhood of getting one. Or more I don't know how possible it even is.
Either way, It'll be some time before before I can get either. We'll see what happens in this next adventure, what shows up on this salvage mission.
Honestly, I am hoping we get to find some once we get into the second phase of our adventure!
Apr 12, 2024 6:14 pm
On another note, while thinking about a Free Merchant, I realized it should probably never mount a Fusion Beam. It easily can and is the most effective use of its hard points, but the Beam would be worth as much as the rest of the ship. Meaning bad people would be gunning specifically for your ship to steal the Fusion Beam. They would be willing to rip apart your entire ship just to get that weapon.
Apr 12, 2024 6:51 pm
A plasma beam? I don't see a fusion beam.
But yeah. Unless you have a fighter escorting it that may be too tempting a target.
Honestly if you were getting a free trader I would think switching out the shuttle for a real fighter with a sand thrower and having a free trader with something like a multi focal battery and a Augmented Plating or Hardened Polyceramic Overlay makes sense.
Apr 12, 2024 6:59 pm
If I could choose 2 weapons for a Cruiser it would be:
Grav Cannon or Spike Inversion Projector
Plasma Beam
Flak Emitter Battery

The Smart Cloud is tempting instead of the Flack Emmiter, but only if one expects several fighters as enemies.
Besides all that is an incredible amount of power(20/25) and mass(9/8)
Apr 12, 2024 8:30 pm
Yeah, I meant Plasma Beam.

Also, a Free Merchant is just a frigate sized hull, so it can't really have a fighter with it. (At least not easily.)

The cruiser sized hull is the Bulk Freighter. We have a slightly modified version of the Bulk Freighter.

For the Bulk Freighter, the Grav Cannon and Spike Inversion Projector are just not options because they require 3 hard points, and our ship only has 2.

The Flak Emitter Battery is an option, but it takes an extra Mass, which cuts into the cargo space. That's why I focus on the Plasma Beam.
Apr 12, 2024 10:53 pm
The Best Ship I can design:
Power Mass Hard Running Value
Fleet Cruiser 50 30 10 10,000,000
General Fitting
Advanced nav computer 3 0 - 250,000
Armory 0 0 - 250,000
Automation support 2 1 - 250,000
Auto-targeting system 3 3 0 - 150,000
Cargo space 5 (1,000 Tons) 0 5 - -
Cold Sleep Pods 1 1 - 125,000
Drive-2 upgrade 3 1 - 250,000
Extended medbay 1 1 - 125,000
Extended stores 0 3 - 75,000
Fuel Scoops 2 3 - 125,000
Lifeboats 0 1 - 125,000
Ship bay/fighter 0 2 - 200,000
Ship’s locker 0 0 - 50,000
Smuggler's hold 1 0 1 - 75,000
Defenses
Hardened Polyceramic Overlay 0 3 - 625,000
Weaponry
Flak Emitter Battery 5 3 1 500,000
Plasma Beam 5 2 2 700,000
Spike Inversion Projector 10 3 3 2,500,000

Totals 13 0 4 16,240,000

Power Mass Hard Running Value
Strike fighter 5 2 1 200,000
Atmospheric configuration 0 1 - 5,000
Auto-targeting system 1 0 - 5,000
Cargo Hold 2 (4 tons) 0 2 - -
System drive +1 +2 - +20,000
Weaponry
Polyspectral MES Beam 5 1 1 2,000,000

Totals 0 1 0 2,190,000




Though if I was to outfit a Free Merchant all the way I would consider something like this:
Power Mass Hard Running Value
Free Merchant 10 15 2 500,000
General Fitting
Armory 0 0 - 100,000
Automation support 2 1 - 100,000
Auto Targeting system 1 2 0 - 50,000
Cargo space 7 (140 tons) 0 7 - -
Cold Sleep Pods 1 1 - 50,000
Drive-2 upgrade 2 2 - 100,000
Extended Stores 0 2 - 25,000
Fuel Bunkers 0 1 - 25,000
Ships Locker 0 0 - 20,000
Defenses
Weaponry
Sandthrower 3 1 1 50,000

Totals 0 0 1 1,225,000

Power Mass Hard Running Value
Shuttle 3 5 1 200,000
Atmospheric configuration 0 1 - 5,000
Cargo Hold 4 (8 tons) 0 4 - -
System drive +1 +2 - +20,000
Defenses
Augmented Plating 0 1 - 25,000
Weaponry
Sandthrower 3 1 1 50,000

Totals 0 0 0 260,000

Optional Auto Targeting system depending if there is expected to be a gunner readily available. if not advised to take.
Last edited April 13, 2024 3:54 pm
Apr 12, 2024 11:41 pm
The Hardened Polyceramic Overlay is useless on the Free Merchant and basically useless on the fighter. Empty cargo space is more useful.

Also, the fighter should likely have a system drive for more power and mass.
Apr 13, 2024 2:14 am
For some reason I just assumed the fighter /shuttle didn't have a spike drive so the system drive.
I think they should both have system drives.

I disagree with the Hardened Polyceramic Overlay on the fighter. It makes sure its 5 armor is more useful. And for a fighter I'm not worried about extra cargo space. That's for shuttles, the fighter is for extra defense.
It is useless on the shuttle, but I was thinking of the Augmented Plating for the shuttle. It's already going to be outgunned or out sped or both by anything else.so some durability I think is good.
Though I was thinking a Smugglers hold for the shuttle.
Last edited April 13, 2024 2:47 am
Apr 13, 2024 3:10 am
Actually. Not what I look over the 19 ship weapon options I see that only 3 have AP 10. making the Hardened Polyceramic Overlay unhelpful to all but those.
It looks like fighters just hope to not get hit?
It looks like there is almost nothing that wouldnt take out a fighter with an average hit.
I still dont know if I'd take it off if money were no worry, just in case. but it's not worth much.
Last edited April 13, 2024 3:11 am
Apr 13, 2024 3:33 am
A ship needs a minimum armor of 10 to make Hardened Polyceramic Overlay worth the mass. It does nothing for ships with and armor of 5 or less. And mass is the biggest factor, even over the cost.
Apr 13, 2024 3:41 am
Why? if something has AP 10 vs armor 5 with hardening 5, it cancels out.
Apr 13, 2024 4:46 am
Your ship has 5 armor. You have HPO armor. You are hit by an AP10 Plasma Beam that rolls 11 damage. The HPO armor negates 5 points of AP, reducing the Plasma Beams AP to 5. That perfectly penetrates your 5 armor and you take the 11 points of damage.

If you didn't have HPO armor and took the same hit from a Plasma Beam, the AP 10 would penetrate the 5 armor, causing the same 11 points of damage.

If, however, you had 10 armor and HPO and took that same hit from a Plasma Beam, then the HPO would reduce the AP to 5. The AP then only negates half the armor, from 10 to 5, meaning the incoming damage is reduced by 5, so you only take 6 points of damage, instead of all 11.

You need either 10 points of armor, or a weapon that only has AP 5 to make HPO worth something.
Apr 13, 2024 6:56 am
It took me a minute but I understand the math now. Yes
I adjusted the fighter to reflect this information.
Apr 13, 2024 1:57 pm
I still don't think the Free Merchant should have it either, as it increases what its price would otherwise be by 25%, costs two mass, and provides zero benefit.

Also, I recommend sticking with just TL4 weapons. In general you are going to have to find TL5 weapons; you ordinarily can't buy them, even at their ridiculous prices. Count on TL4; take advantage of TL5 when you get lucky.
Apr 13, 2024 3:51 pm
daryen says:
I still don't think the Free Merchant should have it either, as it increases what its price would otherwise be by 25%, costs two mass, and provides zero benefit.

Yeah, for some reason I thought it had 10 armor, I think just looking at a lot of stats made me cross wires.
Quote:

Also, I recommend sticking with just TL4 weapons. In general you are going to have to find TL5 weapons; you ordinarily can't buy them, even at their ridiculous prices. Count on TL4; take advantage of TL5 when you get lucky.
I'm not worried about cost or availability for that. More an experiment in what can be done.
Last edited April 13, 2024 5:14 pm
Apr 13, 2024 5:41 pm
Here's my plan for a Free Merchant:
Power Mass Hard Running Value
Free Merchant 10 15 2 500,000
General Fitting
Atmospheric config 0 2 - 50,000
Cargo space 6 (120 tons) 0 7 - -
Cold Sleep Pods 1 1 - 50,000
Drive-2 upgrade 2 2 - 100,000
Fuel Bunkers 0 1 - 25,000
Fuel Scoops 2 2 - 50,000
Ships Locker 0 0 - 20,000
Weaponry
Sandthrower 3 1 1 50,000
Totals
2 0 1 845,000


The atmospheric config is absolutely required so you can land. This ship can't carry a shuttle, so it has to be able to land itself. Cold sleep pods are for disaster scenarios. (I.e. the ship itself becomes the lifeboat.) The Drive-2 is required for proper range, and the Fuel bunker gives additional range. The Fuel scoops are because we don't intend to ply the safe space lanes. The Ship's Locker is to make sure we have all the do-dads we need to have our adventures. I wanted Extended stores, but that takes up two precious mass, and I figure two months of supplies should be enough to get in and get out.

An armory would be a good buy, too, but doesn't need to be a day-one purchace. The ship's locker will give some basic stuff, and the characters will usually have their own equipment for anything fancy.

The one other thing that would be a tempting purchase over time is a gravcar or gravflyer. Having a secondary on-planet vehicle is always helpful. The gravflyer would be great, but it is probably too big to carry around. A gravcar can't get you into space, but it should be able to get around on most planets just fine.

Obviously, over time the weapon would be upgraded. The perfect final destination is the Plasma Beam, but, again, that probably makes things more dangerous, rather than less. As a back-off position, the best bet is probably the Fractal Impact Charge. The reason is because it does decent damage, you get 8 shots before having to sacrifice space for more rounds, and each round is only 500 credits (which is very reasonable). It isn't a perfect solution, but it is workable and it is quite reasonable. Doing that, however, pushes the price tag over 1M credits.
Apr 13, 2024 5:47 pm
If we could, day 1, a Cargo Efficiency Bay would be incredible.
It would be costly though.
Costing 50,000 and 2 component (or 250,000 and 4 comp if designed in)
But it would double cargo efficency.
Though if Mercer makes some incredible money he may buy in on a joint venture.
But I don't know if he'd abandon a crew he's in, if it felt like the crew would suffer his absence.
Last edited April 17, 2024 4:28 am
Apr 18, 2024 2:50 am
Considering where I want to take this character.
Lv 3: 3 pt: Dex 16 to 18, (1 left)
(Adds to Stab, and sneak and shoot, all fo which this character uses)
Lv 4:3 Pt: +2 Talk | 2 Pt: Sneak 1
Lv 5:3 pt +2 Stab (1 left)
Foci: Specialist (Talk)
Lv 6: 4 pt: +3 talk
Lv 7: 41 pt: +3 stab| 2 Pt: +1 Commect (1 left)
Foci: Armsman
Lv 8:3 Pt: +2 Sneak Or Notice(2 left)
Lv 9:5pt: +4 Stab (1 left)
Lv 10:3 Pt: +2 Sneak Or Notice | 2 Pt: +1 Trade
Foci: ? Specialist? Sneak or Notice? (Means I could bring Trade to 2?)
Last edited April 18, 2024 3:14 am
Apr 24, 2024 3:31 am
Ship Design Master Post
AKA I had a rough week and distracted myself with ship designing

So first I had some ideas for interesting ships to come across. Not sure how they would be used, but it's sometimes useful to have an NPC list, and in a game like this, a Ship is pretty much an NPC as they are so central.
The Binary Stars
Making the best of a strange opportunity

The trader group going by The Binary Stars has a fairly good reputation, but most of their reputation revolves around their strange ship setup. They have two Freighters, only one of which, The Solar Wind, has a spike drive. The other ship, The Solar Gift, has a good System Drive, and is used for picking up supplies in atmo. The crew does rotate between "Gift Crew" and "Wind Crew".
This strange setup began around nine months (I don't know if months are used as a common measurement?) ago when the crew of The Solar Wind was able to gain another ship as salvage. The spike drive of the salvage was totally destroyed, and due to extenuating circumstances, would take nearly a million credits to repair. The crew used it to haul other salvage and other trade goods, planning to repair it eventually but the situation worked so well, since they were able to haul 600 tons of freight they never "fixed" The Solar Gift's spike drive. Instead each ship slowly got more specialized.
[ +- ] Solar Wind
[ +- ] Solar Gift

3 Sisters Legend
A Legend Brought To War

Once, long before we reached out hands into space there were three sisters. Vast and incomprehensible beings who cast them self through reality with tremendous power.
They would dance through the heavens, until one day they found strange creatures, multitudinous as they were small.
Now the three sisters were curious about these things but we're not sure if they should approach. The oldest and largest warmed caution. Her deep, empty form conveying to the others that change is not always to be rushed into.
The middle child listened, understanding the wisdom of the eldest, but also swept away in the youngest's enthusiasm. She warmed the oldest and the three ventured forward.
The youngest reached out, being both mighty and solid, offered the little creatures sanctuary. They crawled up on her and the sisters watched in fascination as the creatures grouped together and grew their number.
The youngest shook in excitement, wanting to create more beings as well. She opened herself up and created many creatures of wild and beautiful form. These monsters she presented to her sisters, as something for the three to share. The eldest rippled and swam with fascination and the middle radiated pride.
For a long time the monsters and the other creatures lived upon the youngest, until the monsters too learned something from the many creatures.
They watched the creatures devour, and learned hunger.
Hungry monsters rampages across the youngest, devouring the many creatures that had once brought the sisters such joy.
The youngest cried, burning tears, and shook with sobs from watching the two come into conflict. The middle sister pushed herself over her sister, causing the monsters to flee and hide.
But they flitted about, escaping her reach here and there, hiding in pockets the middle sister could not find. Causing terror among the many-creature as where the middle sister could not see them.
Eventually the pain of the many-creatures caused the middle sister to scream light across all that existed, staining the monsters with it's brightness so they could no longer hide.
The oldest, with guilt for allowing this to go so far and not reigning in her sisters, tore away all the monsters from the younger two to end the torment of the many-creatures.
This pain, the pain of having her monster-children cause such suffering and be torn away broke the youngest and she curled.in on herself, dying to what she had once been. She became only mourning. She shook and breathed sobs and cried burning tears and became nothing else.
The middle wrapped herself around the middle , trying to call her back, and pushing away the oldest, blaming the oldest for the pain the younger two had started.
The oldest, in fury and grief, ran from the middle sister, carrying away the monsters where none could reach.
* * *
The ITC now presents their three new flagships! Named after the Three Sisters of Old Lore: Nox, Lumina, Terra.
Created of resources minded mainly from the roaming planetoid N4cluv, they each specialize in facing a unique kind of threat.
Nox is a grand and powerful battleship designed for destroying the largest of opponents, and for striking unexpectedly, being one of the least detectable ships, without being specialized, designed yet.
[ +- ] Nox
Lumina is the midpoint of design between Nox and Terrene, used for undetermined but large threats.
[ +- ] Lumina
Terrene is the largest, youngest carrier the ITC has carrying the most advanced fighters known in this galaxy. It is designed as a fleet destroyer, carrying 24 fighters and two bombers.
[ +- ] Terrene
[ +- ] Fighter
[ +- ] Heavy Bomber


Caleuche Raiders
The Hidden Threat

The ITC is looking for any information on a string of pirate raids that have taken place near the Rimward border of the New Jordan sector. These raids have been claimed by a group calling themself the Caleuche Raiders. Two ships, a frigate and a cruiser, have been reported. The Cruiser caries two fighters and the Frigate is modified to board other ships.
The ITC has deployed temporary escort certifications for several escort companies that have agreed to protect travel into and through the section at a discount.
Heavy Travel warnings have been out in place from 09.01 through 12.17.

Caleuche Raiders
[ +- ] Enchanted Thief
[ +- ] Barcoiche
[ +- ] Screaming Ghost
[ +- ] Screaming Warlock


Jophiel System Settlement
The Takarabune Fleet

A New settlement expedition is planned for the distant Jophiel system, located at coordinates 7.19. The Jophiel system consists of 4 planets orbiting Binary, detached stars: An blue-F type with an orbiting white dwarf.
2 small, uninhabitable, planets without atmosphere. Deemed Jophiel 1 and Jophiel 2
The third planet, named Auburn by surveyors, is a is nearly earth sized planet, whose 'day' rotation takes 2.7 years, making its habitable land a slowly changing ring between the light and dark. So, has been deemed uninhabitable.

The fourth planet, and last terrestrial planet is named Himavanta, a fully habitable planet ~1.2 mass of earth. Strong vegetation life, especially along coasts and rivers. Minimal animal life, nothing larger than a housecat on land and nothing larger than a dolphin in the water. However due do a rapidly declining population of bacterial life it is believed to be 100 years away from total collapse.

Next is a A dense asteroid sphere with many abnormally radioactive asteroids.

The final planet of the Jophiel system is a large gas giant with 7 moons. 2 of which have been deemed habitable. 1 is .9 earthsize, named Kêr-Is. 1 is .8 earthsize Akilineq.
Kêr-Is has a minimal vegetation, but should be able to support plantings and seeded growth. It has several large river ways which are expected to be prime habitation prospects.
Akilineq has a flourishing plant life, mostly shrub and mushroom-like plants, but it's rotation is slowly degrading. However it is believed that this can be fixed by one of several means being sent in the convoy.

The ships destined for settling the Jophiel system are named Takarabune Platinum, Takarabune Gold, Takarabune Silver, andTakarabune Bronze.
Takarabune Platinum a Wendigo class Fleet Cruiser meant for Himavanta. Carrying advanced laboratory and diagnostic equipment to supplement the dying bacterial ecosystems with one of over two dozen samples to be tested and evaluated with the advanced lab.
[ +- ] Takarabune Platinum
Takarabune Gold is a Infrared class Heavy Freighter with an advanced system drive meant to kickstart the continued rotation of Akilineq (though the burnout-drive is the first step of several, it is a critical step).
[ +- ] Takarabune Gold
Takarabune Silver is a Infrared class Heavy Freighter designated for Kêr-Is. Takarabune Silver. It will be transporting Takarabune Bronze through a Shiptender mount, and is carrying proportionally more seed and crop tonnage than any other ship of the Takarabune Fleet.
[ +- ] Takarabune Silver
Takarabune Bronze is a TE-37 class Shuttle meant to hold extra tools and equipment and spare parts that may be critical for any emergencies during the travel to the Jophiel system, or just in the beginning of the three settlements. It will be used to move materials and supplies between the three sisters colonies in their early years of settlement.
[ +- ] Takarabune Bronze
One group, Ironclad Convoy, has been contracted to ensure the safe arrival of the Takarabune Fleet. Unconfirmed rumor states that a large portion of their payment on arrival will be one of the Plasma Cannons fitted onto Takarabune Platinum.
Though there is one group that has been hired to escort the Takabune Settlement Fleet the ITC Settlement Bureau still has availability for more escort ships.
The escort ships must have a Spike-Drive 4, and capable of making the trip (or equivalent) and returning without a refueling station.
Contract will be given out at Mitaven Station 11.17 based on armaments and weapons, as well as reputation.


The Whydah Pirates
Thieving Tricksters

The Whydah Pirates are small a two generation pirate band known for committing a string of attacks and then vanishing. Over the past seventy five years they have performed a number of raids in nearly every system in the New Jordan Sector, and several outside it.
Their Modus Operandi for each new string of raids is to start with small, well chosen targets, using those resources to build to the next attack. Building momentum over a dozen or more raids to an incredible attack, usually on a heavily-defended, highly-rewarding military target. In fact in their second raid string of raids they fully commandeered a small station operated by the ITC, which has never been found. The running theory, due to varied descriptions of individuals boarding victim ships and of attacking ships, is that after each raid all ships and assets are sold and dispersed, and most of the members retire or leave the group. Leaving space for a mostly new group to be trained for the next wave of thievery.
* * *
The Brood Parasite is one of the first ships in the new Whydah fleet. Meant for harrying soft targets while other ships in the fleet attack larger, tougher opponents. Usually it will try to weaken a ship, fleeing if it doesn't think it will win, but if it thinks there it is likely to succeed then they will try to board the target ship.
[ +- ] The Brood Parasite
* * *
The Stickleback is a mean trick. Designed to put out signals like a damaged ship, it releases a distress call in placed like asteroid belts or places with cosmic dust, to cover up any distortions of signal it is putting out.
Then when a group comes to rescue it the crew requests medical or engineering help or whatever seems most likely to get another crew to board. Taking advantage of the split personnel and surprise to take control of the attached ship.
* * *
[ +- ] The Stickleback
* * *
The newest addition to the Whydah Pirates' bag of tricks is Dodo which signs on with a convoy or a crew that needs just an extra bit of hauling space. Then, at a predetermined location, broadcasts an SOS which the rest of the convoy slows in response to. The alerted the other ships of the Whydah Pirates spring their trap and commence their piracy on the vulnerable convoy.
[ +- ] Dodo


Panipat Investigations Cruiser
Encountering The Law


The PIC ships are a specialized Amethyst Model Patrol Boat that has increased its firepower and sensor array as well as fitting Boarding Tubes for inspections and Cold Sleep Pods for transporting fugitives and prisoners. The PIC ships are used by the Panipat Constabulary to Patrol within the Panipat system, usually near Panipat II or the Dancing Ring: the small, thin asteroid belt in the system.
[ +- ] Panipat Investigations Cruiser


Sales!
Hull Models

I( had the thought, looking at some posts, of exploring the idea of Ship Models, within the Hull Types. You wuill see this reflected above, as I went back and edited the ships to have a Model Type, and include the though of what was Standard to be in that Model.
Meteor Vessels End OF Cycle Sales
From the brand You Trust For All of Us.


Last cycle's are on sale now. We're slashing prices to get our inventory to Move. Move! MOVE! The best ships on the market with the best deals you can find.
* * *
Get the Neon Sunshine, the is the best hauler for your creds now at an even lower price.
A 800,000 cred value for only 679,999. Or get the Neon Sunshine Premium, with !80 Tons! more space for only 769,999. That's an over million cred value for only 769,999
From the brand you trust: Meteor Vessels: For The Freighter In All Of Us.
[ +- ] Neon Sunshine
[ +- ] Neon Sunshine Premium
* * *
Want the promise of stars whipping by we were sold as a child? Get the SS-74 Fighter Model. The SS-74 is the fastest ship on market, ready for those that have a need for haste.
From the brand you trust: Meteor Vessels: For The Speed Demon In All Of Us.
[ +- ] SS-74
* * *
Do you feel the call of creation? The need to harness the resources of the skies and turn them into what is needed? The Matagot is the answer to that call. Set standard with a Mining Extractor and a Factory the Matagot is everything you need. an over 16 and a quarter million value, Now for the great deal of four 6 month payments of 3 1/2 million.
From the brand you trust: Meteor Vessels: For The Inventor In All Of Us.
[ +- ] Matagot
And during this End Of Cycle Sale ONLY get any of our additional features for our Ready-To-Fabricate models 10% off.

Mercurial Liners:
Don't Be Contained

I think everyone has seen the advertisements for the headliner of the new Mercurial Liners models this cycle: The Sunflower. But does it, and the rest of the lineup, hold up to the hype?
The crew here at Nebula Publishing recently got the opportunity to try out the whole lineup and here are our thoughts.
But first, a quick background on why people are talking about this lineup, for those that aren't gear heads. Mercurial Lines is the most popular and acclaimed brand of luxury and boutique shops on the market. But they only release new models every five cycles. Rumors and here say have been spinning about what this lineup would look like since the last lineup was released, and now we get to see them.
And they look gorgeous. But do they keep to the Mercurial Liners standard? Let's start in the order they were presented to us: with the smallest cruiser first, and building up to the headliner.
The AE-87 was practically designed from scratch. With an engine that can last an estimated 100 years minimum without reducing and an extended drive setup the AE-87 keeps to the Dont Be Contained Mercurial motto. And it is a SMOOTH ride. If you're looking for reliability and luxury but not a bulky ship, I can't recommend the AE-87 highly enough.
[ +- ] AE-87
* * *
The Amber Violet Ferrari is, in a way, everything Mercurial Liners is known for: both boutique and luxurious. With an advanced scanner array and a fall back systems for any emergencies the Amber Violet is everything that one could want to explore in comfort. In fact, it's better than most of the Nebula Publishing Automotive Team's apartments.
I know my friend, who is a surveyor for a certain successful extra planetary mining corporation, is planning on getting one. Especially when they found out that they tested perfectly surveying within the planet Atlan, the Water Giant.
[ +- ] Amber violet
* * *
The Cycle Headliner: the Sunflower:
for those that want to escape the atmosphere

There is a ship which we can all picture with out eyes closed. Or at least we can picture the ad for. Sleek. Expansive. Eyecatching. I still have trouble believing that it was based on the Bulk Freighter Hull. And it's advertised for those that want to escape the atmosphere. A catchy line but what does it mean? It means you may never have to set foot on planet again. With advanced hydroponics and fuel scoops, and luxury (and I mean LUXURY) habitat the promise is within reach.
The Mercurial Liners Headliner is worth the hype.
It's worth more than the hype. I didn't want to leave that ship, none of us did.
[ +- ] Sunflower
There are two more ships in this new lineup: The Goldenrod, a long-distance designed Swop, and the Lou Carcolh, a Caravel designed for an immense storage and impenetrable defense. However we only had time to tour three ships, and we were impressed by each one.
From what we say it's certain: Mercurial Liners has done it again.


Military Surplus
Get outdated military equipment

In preparation for the new fleet advancements the Thenon Military is selling old military surplus. There are are 96 MT-47 shuttles, 14 Tyrian Indigo Patrol Boats, and an Iram Station.
The MT-47 is a intra-system shuttle used mainly for transporting supplies between planets and to stations, and to troops between from a planet to its station.
[ +- ] MT-47
* * *
The Tyrian Indigo Patrol Boat is a multi-use ship. Designed to balance offence, defense, scanners and stealth.
[ +- ] Tyrian Indigo
* * *
The one available Iram Station (of the three in system) is a strong bastion for its size. It was both a barracks for military personnel and a docking center for several patrol and transport ships, as well as being a force in its own right.
Note: The Armory and Workshop have been cleaned out. Will take 50% of value restock.
[ +- ] Iram Station


New Hull Types
An exploration in the basic options

I eventually had played around enough with the different ways ship hulls could be modified and customized and wanted to explore what new hull types would be like.
[ +- ] New Hulls
* *
Just kind of made that to exist. here to save. not necessarily to do anything with, but didnt want to pollute chat with all of that yet.
Last edited August 17, 2024 2:18 am
Apr 24, 2024 3:02 pm
I also have a 10 level plan for Hank, but it is constantly changing.

My original plan was for Trade-2 at Level 3, Program-2 at Level 4, Trade-3 at Level 6, and Trade-4 at Level 9. Fill in around that as necessary.

However, the need to add in the Connect, Lead, and (now) Heal skills messes all of that up. Now he likely won't get Program-2 until Level 5 (so he can get those critical missing skills) and he will likely never get Trade-4, sacrificing those 5 skill points for beefing up some of those other skills instead.

So, while having a plan is good, be prepared for it to melt before your eyes! 😀
Apr 24, 2024 3:28 pm
I wouldn't commit to needing heal.
And Mercer will be getting +1 Connect eventually.
Last edited April 24, 2024 3:29 pm
Apr 24, 2024 4:25 pm
My suggestions would be to leave Heal for Peter, Lead for Douklan (he already have that, actually) and Connect for Mercer and keep your original Trade-4 plan. ;)

Apr 24, 2024 9:39 pm
I'd be more willing to leave things unskilled if that skill-0 wasn't such a massive blocker for so many things. I can't use a bioscanner without skill-0. That hurts. Unlike others, I have no charisma bonus, so default Lead and Connect are knocked below baseline. I need to fix that to stay useful.

I want Lead because it is part of his job at this point. I want Connect because not having it hurts his ability to use Trade. I want Heal because what happens if Peter gets injured? Doing two of those will only push Program-2 back a level. Doing all three pushes back Trade-3 a level, too.

I'm taking Connect-0 no matter what. The trade rules demand that at the least. It is like getting another level in Trade. Still undecided after that. Might only take only one of the others so I don't push Trade-3 back.
Apr 24, 2024 10:53 pm
Mercer does have connect and administer 0.
Apr 24, 2024 11:07 pm
Okay =)
Apr 26, 2024 4:17 pm
htech says:

Nice post and pretty interesting content. For now, I will just leave them here but will surely do some detailed review and check with you in the future, if there is an opportunity to use them. =)
Feel free to use and adjust anything if it interests you.
Also I was looking at a post of Artifacts found by a research team (and explicitly stating that they're just ideas I found interesting and not to expect them in our/your cannon.
OOC:
My hand slipped.
this is what I was considering posting with a "this is not cannon and don't expect this to come up, I just had some neat ideas."

The Complete Compiled List of Advanced and Esoteric Artifact Designs.
By Doctor Westerion D.O. Anterion (D.I.T., D.Med.Sci., D.R., D.A.)

In my academic travels through the New Jordan and Pandora's Veil sectors I have discovered proof of subsets of the advanced technological development in the eras grouped together colloquially as "The Pretech Era". In my field research I have revealed four major technology developers as of yet unconnected or undiscovered.
All these discoveries are based on my Pretech Artifact and Pretech Archeology research summarized in An Advanced Insight on Pretech Development. I will follow this publication with a summary of as of yet uncategorized technologies I have discovered. However, the four Pretech Technology Manufacturers I have discovered are listed here: Bastion, Reaper Specialty Arms, BioTech Organic Designs and most recently PsioniSciences Advanced.
Bastion:From what I, and my research assistants, have been able to piece together Bastion was a Pretech manufacturer focused on contracts with private military and security companies. The overall design ethos seems to be focused on protection and longevity of users, even over damage and reduction of enemies.
Reaper Specialty Arms: This manufacturer had a unique, but apparently successful, mission to only develop tools for the most advanced users. Their technology enhanced these masters well-honed skills, as opposed to "raising the floor" to bring the unskilled or medium skilled masses to a more equalized point. There were a few guides found on how to get used to the artifacts produced by Reaper Specialty Arms.
BioTech Organic Designs: Research of this manufacturer was slowed by the many precautions we had to take and the unusual scattering of the artifacts. Little record exists, but what I have been able to piece together from artifacts found it seems that this technology was developed by a group of "truth seekers" looking to "redefine life" in order to "escape the catastrophe" though other references stat that the "BioTech Scientist Cult" lead to "a worse catastrophe" that "pulled us from our star".
The only records and artifacts I have found are from asteroids of unique material in various system's asteroid belts.
All BioTech weapons feed off biowaste, including refuse and corpses. A steady supply keeps these in good "health". Artifacts from BioTech Organic Designs are immune to metal detectors, as they are organic, and therefore not immune to bioscanners. As well, they are not reparable with fix but reparable with heal, though someone with Fix can Aid.
If the host of any BioTech Organic Designs artifact reached 0HP they can not be stabilized and the BioOrganic Artifact beginst to devour them.
PsioniSciences Advanced: This collection has been collated by my head research assistant, Deceldry Insweet M.A. who stated "the possibility of designing technology around exponentially powering psionics is a daunting concept". I have to agree. Though PsioniSciences Advanced is, of the four, the pretech manufacturer we have the least reference and artifacts of, they seem to have been able to develop technology for the furthering and support of Psionic talent.

Each and every artifact of these four developers were made to masterwork quality and were custom built to include specilized modification (Treat as Masterwork and roll on Modification table below)
* * *
Armor

Bastion: these bulky but tough designs mean great protection for the wearer. All damage rolled against armor is rolled twice and takes worse. As well every armor has Armor 2. However if higher of Str/Con mod is lower than item ENC counts as 1 more ENC. Otherwise counts as 1 less. They also developed specialty shields, which increase AC by 2.
Each suit of Bastion Powered Armor is equipped with a Bastion DropArmor protection, making them immune to falling damage, and able to be "tethered" to a bastion spike drive ship. they do not lose power as long as they are tethered.
[ +- ] Bastion Energy Pavis
Mobile Bastion Suit: the pinnacle of Powered armor, this suit gives all the benefits of all other Bastion Armors plus Armor 2(damage reduction 2), and StoneBreaker Fists giving Punch Attack and Damage +3.
[ +- ] Mobile Bastion Suit
Armor Type Armor Class Cost Enc. Tech Level
Power Armor
Mobile Bastion Suit 19 30,000 3 6
[ +- ] Bastion Combat Armor
[ +- ] Bastion Icarus Armor
[ +- ] Bastion Assault Suit
Reaper Specialty Arms: Reaper Specialty Arms only makes Combat and Powered armor. Due to several advanced designs and technologies each armor has reduce ENC by 1. If that would bring it to -1. Give +1 to AC as a Dex bonus. As well these armor artifacts do not run out of power due to technologies such as advanced kinetic batteries and environmental energy absorption.
Reaper Infiltration Suit: Using and sonic Suppression allows 3D6h2 Sneak rolls (or 4D6h2 if 3D6 is already gained) and doubles dex mod. Can be used as under-armor with Combat or Powered armor giving no armor bonus and only Dex Mod bonus to sneak.
[ +- ] Reaper Infiltration Suit
Armor Type Armor Class Cost Enc. Tech Level
Combat Armor
Reaper Infiltration Suit 14 1,500 0 6
[ +- ] Reaper Combat Field Uniform
[ +- ] Reaper Assault Suit
[ +- ] Reaper Storm Armor
BioTech Organic Designs: All BioTech armors give +2 AC against physical damage, but also +1 Armor against energy damage. All Biotech armors reduce Encumbrance by 1 for each week worn. After 1 month it will act as if Grav chute, due to development of winglike forms. A month /Con mod of wearer later the wearer gains a fight speed of 1/4 their general movement speed. As well the design gives increase punch damage +1 and AP 1, due to form like claws or spiked gauntlets.
These armors' wearer must increase consumption by 1 lbs biomass per Con mod per day to keep armor healthy.
As well the wearer gains +1 con per month for up to 3 months, at which point the armor is unremovable and fused with the wearer's form. But at that point it also gives +1 Atk and Damage to all BioTech weapons.
[ +- ] BioTech ''Street'' Armor
[ +- ] Biotech Combat Armor and Blade
there were also several forms of shield produced by BioTech Organic Designs. they require only 1 lbs of biomass a week and Gives +2 AC. and also +1 unarmed to attack and damage after 3 months, when it can not be removed.
PsioniSciences Advanced: though these do take some time to give benefit, as they must be worn for 1 hours/psychic tier to gain effects, they greatly benefit any psychic using a PsioniSciences Advanced armor. They, somehow, have the effect of increasing core technique by 1 tier while worn. As well as giving the wearer +1 AC / Psionic Level (up to armor category tier) if they are Committing any Effort.
[ +- ] PsioniSciences Armor
[ +- ] PsioniSciences Armor
* * *
Modification Random Roll Table:
1D8 Weapon Armor
1 Autotargeting Bubbleseal
2 Boosted Extended Magazine
3 Concealed Concealed
4 Customized Customized
5 Infinite Magazine Flexible 1
6 High Efficiency High Efficiency
7 Infinite Power Infinite Power
8 Phasing Polymorphic Blending
1: Self fitting: Gains Flexible Mod after being worn for 1 hour.
* * *
Weapons

Bastion: For Common Weapons, All damage rolled with weapons is rolled twice and takes the better. and also they have AP 2. Advanced Bastion Weapons have more unique features. These advanced Bastion Weapons were designed to break through advanced armors.
[ +- ] Bastion Pistol
[ +- ] Bastion Rifle
EnergyRod Caster: emits an Electron Funneling field, giving -1 energy damage. Damage counts as projectile and energy.
[ +- ] EnergyRod Caster
Plasorb Launcher: 30 m and all speed is halved
Follow Grenade miss rules with Dex/Str+shoot
[ +- ] Plasorb Launcher
Bastion Utilirifle: A rifle designed to be mass modified for a variety of uses. comes with second mod, beyond the first rolled for. All mods require 1 less fix to install. Up to 4 mods may be installed without needing maintenance.
[ +- ] Utilirifle
Ranged Weapon Dmg. Range Cost Magazine Attr. Enc TL
EnergyRod Caster 2d6+5 75/150 12,000 1 Dex/Str 8 6
Plasorb Launcher 3d8+1 1,000/2,500 15,000 15 Dex/Str 3 6
UiliRifle 3d8 200/400 100 15 Dex/Str 3 6

Survival UtiliBlades: for troops that need to survive in adverse conditions the Survival UtiliBlade allows many options such as climbing pike, giving +1 to climb, and other general use, giving +1 to survival, in applicable use case.
[ +- ] UtiliBlades
ArmorPiercer: Designed as a lighter version of the ArmorBreaker for use as a secondary weapon, the ArmorPiercer is a medium Kinetic Focus Hammer.
[ +- ] ArmorPiercer
ArmorBreaker: A heavy Kinetic Focus Hammer designed to break through enemy armor.
[ +- ] ArmorBreaker
Advanced Weapon Damage Shock Attribute Cost* Enc. TL
Survival UtiliBlades 2D4 1 AC16 Dex/Str 500 1 6
ArmorPiercer 2D6 2 AC 15 Str 800 2 6
ArmorBreaker 2D8 3 AC 18 Str 1,200 3 6

*Cost is only used to determine modifying cost.
Reaper Specialty Arms: The common Reaper weapons takes 2D4days-Skill.Lv to learn how to utilize its unique abilities. But doubles any numerical affect of the wielder's foci. The Common Reaper weapons have the same stats as the other melee weapons listed. However Advanced Reaper Weapons take 2D4Weeks-Skill.Lv to use better than a normal, non-artifact, weapon, but has the base foci-improving benefit as well as other, unique ones.
Sone stats are determined by the appropriate skill(usually stab) denoted by 𐌔.
[ +- ] Common Reaper Pistol
Incineration Arms: +4 to attack, increases damage by difference between attack and target AC.
[ +- ] Incineration Beam caster
[ +- ] Incineration Lancer
Ranged Weapon Dmg. Range Cost Magazine Attr. Enc TL
Incineration Beam caster 2d8+1 100/200 5,000 10 Dex 3 6
Incineration Lancer 3d8+1 1,000/2,500 15,000 15 Dex 3 6
[ +- ] Reaper Blade
WraithClaws: A pair of well honed blades that, due to "kinetic quantum balance technology" (this is as-of-yet not understood by the research team)m allows a second attack when one hits, at a -3 penalty.
[ +- ] WraithClaws
Wraithblade: A perfectly balanced and light dampening blade that increases average damage based on user skill, but also gives a +1 sneak.
[ +- ] WraithBlade
WraithKiller: A two handed but sleek blade that is designed to attack armored enemies.
[ +- ] WraithKiller
Advanced Weapon Damage Shock Attribute Cost* Enc. TL
WraithClaws 1D6+𐌔 𐌔 AC14 Dex/Str 600 1 6
Wraithblade 𐌔 D8h2 𐌔 AC 14 Dex/Str 1,000 1 6
WraithKiller 𐌔D6 𐌔 AC 12+𐌔 Dex/Str 1,500 2 6

*Cost is only used to determine modifying cost.

BioTech Organic Designs: Letting them burrow into a corpse keeps it in good shape for a week per round it feasts, up to 10 weeks. All Adds host's con modifier to damage
Acid sprayer: Does not reload manually,. Takes 1 hour to produce more acid, or 2 rounds if feasting.
Spine Spitter: a projectile Does not reload manually, regrows spines after a day, or after 20 minutes of feasting.
Glob Launcher: Heavy Acts as a thrown grenade but uses Dex+shoot
The Corroding: Only does damage to metal.
Ranged Weapon Dmg. RangeMagazine Attr. Enc TL
Acid sprayer 2d4 5/15NA 10 Dex- 7
Spine Spitter 2d6 20/100 NA 92 Dex- 5
Glob Launcher 2d6 20/100 NA 100 Dex23 5
The Corroding 1d12 20/100 NA 100 Dex19 5
[ +- ] BioTech Pistol
[ +- ] BioTech Rifle
[ +- ] Alternate BioTech Designs
Has two lines that have been discovered, the Render line and the Sundering.
Render: If Render rolls max damage die Roll another die of damage. When Render brings an target to 0hitpoints it becomes lodged in the target for 1 round per 10 max HP of the target(rounded up). Double any Foci LV 2 bonuses affecting melee
Melee
Render(small) 1D8° 3 /AC15 dex NA - 5
Render(Medium) 2D6° 3 /AC13 dex NA - 5
Render(Large) 3D8° 4 /AC15 dex NA - 5
[ +- ] render
Sundering: +2 atk. Increase damage die quantity by 1. when using full defense gain +3 Ac instead of +2, and +4 against melee weapons.
Sundering Might ignores any shock immunity.
Swift Sundering(small) 1D8 3 /AC17 dex NA - 5
Sundering(Medium) 2D6 4 /AC14 dex/str NA - 5
Sundering Might(Large) 3D6 2 /AC15 dex/str NA - 5
[ +- ] Sundering
PsioniSciences Advanced: Only one example of a PsioniScinces Melee weapon has yet been discovered, the
Honed-Resonance-Amplitude-Sword: When a Psionic Commits Effort to use this tool, it creates a small psionic field equivalent to a medium weapon that does increased damage based on Psionic LV (Denoted by ^). Due to its small, light construction it doesn't encumber the user.
[ +- ] H-R-A-S
Psion Admiral's Blade: A More advanced and imposing blade, the P-A-B works like the H-R-A-S, but also gives more damage and a +1 to leadership while it has Committed Effort.
[ +- ] P-A-B
Advanced Weapon Damage Shock Attribute Cost* Enc. TL
H-R-A-S ^D4 ^ AC 15 Dex/Str 1,200 * 6
P-A-B 6D6h^ ^ AC 15 Dex/Str 2,000 1 6

*Cost is only used to determine modifying cost.
Psionipistol: shortest range, 1D4+^, if Psionic is committing effort +2 attack
[ +- ] PsioniPistol
Ranged Weapon Dmg. Range Cost Magazine Attr. Enc TL
PsioniPistol ^ 5/15 300 15 Dex 1 6


* * *
Modification Random Roll Table:
1D8 Weapon Armor
1 Autotargeting Bubbleseal
2 Boosted Extended Magazine
3 Concealed Concealed
4 Customized Customized
5 Infinite Magazine Flexible 1
6 High Efficiency High Efficiency
7 Infinite Power Infinite Power
8 Phasing Polymorphic Blending
1: Self fitting: Gains Flexible Mod after being worn for 1 hour.

* * *
Augmentation

Both due to advanced materials and incredible technological means these augments are less harsh to the person they ae implanted in than any cyberware we have developed today. I know that two Cyberware Developers have contacted me to secure rights to our Artifact samples for further study and development. Almost every cyberware artifact we discovered had the potential to cause no strain to the person carrying it. All Artifact Augments reduce strain by 1, unless otherwise noted. As well, each of these artifact manufacturers had the incredible ability to weave together increased utility from their augments while still keeping the reduced strain load.

Bastion: Like more of the Bastion ethos in Artifact manufacturing these Cyberware Augments.
Muscular Refitting: Get +4 AC and Armor 1 when using total defense, +1 con, reduce cost of Con stat and Exert and Notice and Survive skill by 1
Dermal Armor: +1 con, Innate AC18, 1 armor
Internal Reinforcement: Acts as Immunofiltratuon, Neurointruder, Pressure Sheathing
CyberArm: +1 Damage Punch. +1 all combat skills.
[ +- ] Bastion CyberArm


Reaper Specialty Arms: From the artifacts found it is clear that Reaper Specialty Arms focuses on subterfuge and combat acumen.
CyberArm: +1 Shoot. Holdout Cavity. Drone Control Link.
[ +- ] Reaper CyberArm
Muscular Refitting: Make an attack at -3 if using total defense. +1 str, Decrease cost of Str skill and Shoot/Sneak/Punch/Stab
Body Arsenal Array: increase damage due 1 tier increase range by 50%
Panspectral also gives +1 to atk, and had Ghosttalker
Holdout cavity: requires TL5 to be detected
Dermal Armor includes Holographic Projector

BioTech Organic Designs: Focused on ease of installation, and body comparability... by adjusting the "host" body. BioTech Organic Designs found a way to unsettle most of the research team even more than any other artifacts that had been found. We all watched as a Muscular Refitting Artifact wove its way into Researcher Cindra Trygve. (See attached medical report for further information)
Muscular Refitting: Can move up to Dex mod when going Total Defense and gain +1 Atk for attack if next action. +1 dex, Reduce cost of Dex skill and Work/Heal/Survive skill by 1
Prosthetic Limb: if arm +1 unarmed and Exert to climb. 1 AP unarmed and 2D4 damage
: if leg, can move 15 m/turn, (2 to exert to climb and run)
Either can have toxin injector
[ +- ] BioTech Limb Redesign
Bioadaption: takes 0 strain
Dermal Armor: -1 shock damage

PsioniSciences Advanced:
NeuroWiring: +1 int, +1 wis, -1 cost bio.
Neurointruder Alert: gives +4, and allowed free telepathic attack in responce to attack.
InterPsionic Channeling: Increases base AC( &increases Punch damag)by 1per level if Psionic or 1 if just has Psionic Foci while conscious.
Lightning Analysis: Slow time Window. Pressure Shearhing while conscious. And Tagger Nanites
Psionic Capacitor: Acts as a free "slot" for a committed effort (without committing effort) can change 1/say
Psycodiversity Wiring: gain a core technique of another psychic discipline

* * *
Vehicular Artifacts

The most incredible finds I have ever discovered, some more than even I could have predicted. Each of the four artifact manufacturers had clearly produced a variety of vehicles and drones.
Bastion:
[ +- ] Bastion Vehicles
The Armored Transport is a treaded ground transport designed for extreme security.
The Grav Hauler is a dual engine gravflyer with the capacity for incredible loads. It seems to be able to be converted to trade each to of cargo capacity to transport 20 troops.

Reaper Specialty Arms:
The ScortchHunter is an exceptionally swift gravcycle with an installed Solar Charger and .5 tons of capacity, but also due to incredible interface and propulsion technology. It gains +1 speed and +1 AC per Pilot skill of pilot.
The ShriekRaptor is a gravcar with an installed weapon in hidden bays and a holoemmiter able to look like any programmed vehicle, and possibly blend into terrain.
[ +- ] Reaper Vehicles
BioTech Organic Designs:
Beetle Streaker is an BioTech equivalent to a Helicopter with a ________
Omega Venom's closes equivalent is a tank, not a gravtank. it crawls across the ground and is equipped with _____________
[ +- ] Reaper Vehicles
PsioniSciences Advanced:
Solar Judgementis a gravflyer with environmental power and with a TL5 version of a Anti-Vehicle Laser that has AP=user's Psionic LV and 4D10h3 damage instead.
[ +- ] PsioniSciences
* * *
Drones

Incredibly advanced and diverse drone designs that have incredible designs intrinsically able to hold as much or more utility in each one, while still leaving "space" for some more modification. Except for the BioTech drones, which we suspect could have fittings attached but we could not parse how.
Bastion:
Medicinally Equipped Doctor of Industrial Composition: Has Medical Support, but with heal 2 skill. As well as Observation Suite, Racing Gravometrics, as well as Weapon Fitting wit a Void Carbine equivalent weapon that does nonlethal electric damage.
Fallback: Emits a barrier equivalent to a Field Emitter Panoply around an area 1 for 3 turns. it also has the equivalent of two Heavy Lift mods and a Bomber.
Bastion Scout: Observation Suite, Sensor transparency, Grav mufflers, Heavy Lift x2
Drone Model Fittings AC Enc HP Range TL
M.E.D.I.C. 0/2 17 4 45 2 km. 6
Fallback 0/4 17 6 45 300 m. 6
Bastion Scout 0/3 14 5 15 3 km. 6


Reaper Specialty Arms:
Jury: 3 weapon fittings equipped with Laser Rifle equivalents, with innate ammo, and Expert System. It can use 1 rifle like normal, and use the other 2 an a -4 advantage each round.
Umbra: an advanced Grav Muffles that is only detectable audibly within one meter. It also has Sensor Transparency but with a diff 12 check. As well its Holoskin has a difficulty 12 to visually spot at weapons range or 14 at observational range. It also has a Weapon Fitting able to carry its Plasma Sniper (3d8 energy damage)
Drone Model Fittings AC Enc HP Range TL
Jury 0/2 17 4 45 2 km. 6
Umbra 0/4 17 6 45 300 m. 6


BioTech Organic Designs: Innate Grav Mufflers because of organic design Innate Stationkeeping Fixed with heal, or heals 1hp naturally /week
Flitter: A later style design meant to "blend into their glittering ostentatious cities". It has an innate Environmental Power, and Observation Suite fittings and moves at an above average 45 m per combat round, with Racing Gravometrics increasing that by 30.
[ +- ] Flitter
Stalker: This model seems to be well and often used. It has Expert System, Environmental Power, and a fitting that comes with either a Acid spitter or Spine Spitter, or with another Weapon Fitting could be fitted with a Glob Launcher instead.
[ +- ] Stalker
Drone Model Fittings AC Enc HP Range TL
Flitter 0/1 18 4 20 2 km. 6
Stalker 0/2 16 4 15 1 km. 6


PsioniSciences Advanced: Apparently designed generally for enhancement and support of Psionics, though the existence of the Convict Deterrent Automated Unit seems to support the theory of certain societies of Psionics.
Convict Deterrent Automated Unit: Most commonly called Deterrent in the documents we have discovered, it is designed in a way to be difficult to detect through psionic means, specifically that any psionic detection has a -2 to detect it or pass a DC 9 check for skills that detect but do not normally require checks. It has an attached Combat Rifle that does extra damage(2D12h1) to psionics (this was confirmed through an unfortunate incident. See Ulhara Incident Report.) The rifle has a triple sized Ammo Unit. It also has the equivalent of an Expert System, and also interestingly some basic Medical Support.
Its ammo takes a skilled hand, requiring a Fix-3 or Work-2 skill, using specific methods documented in the included Biotech Convict Deterrent Drone Ranged Ammunition Construction Guide.
Tether: Though this drone is a generally basic one it does have the ability to act as a Psionic anchorpoint for any one of Psionic talent. This bonding takes the psionic keeping an Effort Committed for a number of weeks equal to their Psionic Level.
Drone Model Fittings AC Enc HP Range TL
Convict Deterrent Automated Unit 0/1 18 4 20 2 km. 6
Tether 0/2 16 4 15 1 km. 6

* * *
Ships

Reaper: Various documents reference Reaper Ships being sold to rich individuals and private enforcement with an aim to intimidate and destroy. All have Sensor mask and Q-Ship Cladding and Low Emissions and Emergency Thruster Boost. All Reaper Ships have an EvasiveDefence System: +1 AC pilots drive up to its speed
Survey Seeker: Sold as a "solution for long range scouting" the Survey Seeker comes with a: Drive-6 upgrade, Advanced nav computer, Extended stores, Fuel bunkers, and importantly Survey sensor array.
[ +- ] Survey Seeker
Lancer: Designed to "enhance the best pilots" the lancer is designed to be the mass of any fleet.
UmbraHexer: a Stealth fighter designed to hit hard and take advantage of confusion. The UmbraHexer has a Cleaner, & Lancer, weapons equipped And Nemesis Tracker, mod innately.
[ +- ] UmbraHexer
CosmicRavager: A larger-than-average war frigate this ship is designed to hit hard and fast, trying to end a fight quickly. This fits as it comes equipped with One Cleaner, and 3 Execution in its aresonal. As we as Volley Capacitors, and Nemesis Tracker.
[ +- ] CosmicRavager
VengefulPlague: Releasing a barrage of destruction before it's targets can discover it. This Cruiser often led attack fleets. It comes equipped with an arsenal including: Cleaner, Electrocannon 3, & Lancer 4. It also has a Volley Capacitors, Nemesis Tracker, as well as an unfitted Oversized Mountings.
[ +- ] VengefulPlague
Hull Type Cost* Speed Armor HP Crew AC Power Mass Hard. Class
Survey Seeker 100k 5 0 5 1/1 10* 6 2 1 Fighter
UmbraHexer 250k 3 3 10 1/3 13* 10 15 3 Fighter
CosmicRavager 10m 1 5 55 30/100 15* 30 30 8 Frigate
VengefulPlague 30m 0 15 100 60/1000 17* 50 60 10 Cruiser
*Cost is only used to calculate mods, actual price is incalculable.


NeoBioOrganic
Any innate "fixtures" and "mods" are intrinsic to the design fo the NeoBioOrganic ships, and can not be removed, and therefore are just listed. Any added Mods or Fixtures are added with a Heal check as opposed to a Fix check, though, like in other situations, a Fix check can aid. Removing innate fixtures and mods is impossible without damaging the ship, and removing any added Fixture requires a Heal check with DC 5+Fixture Mass. Removing a mod is generally more difficult, requiring a DC8 +2x "Fix" requirement. If the fixture is not removed properly it takes a number of weeks to fix = amount check was failed by, until then the ship is inoperable.
Lurker: Amphibious operation, Boarding tubes, Cargo space 1 (2T), Mobile extractor
Grav Eddy DisplacerAutoManeuver Wings,
BioTech Ripper,
[ +- ] Lurker
Devourer: Amphibious operation, Boarding tubes, Cargo space 4 (80T), Workshop
BioTech Cinderbile
[ +- ] Devourer
Swarm Core: Amphibious operation, Boarding tubes, Cargo space 5 (100T), Colony core, Extended medbay, Workshop, Ship bay/fighter 5,
Foxer Drones
BioTech Leviathan Slayer, BioTech Cinderbile 2
[ +- ] Swarm Core
Nebular Nursery: Amphibious operation, Boarding tubes, Cargo space 4 (800T), Extended stores, Mobile factory, Ship bay/fighter 10, Ship bay/frigate 1
BioTech Ripper, BioTech Cinderbile 2, BioTech Leviathan Slayer
[ +- ] Nebular Nursery
Void Hive: Amphibious operation, Boarding tubes, Cargo space 7(14000T), Extended medbay, Extended stores, Mobile factoryCargo 10, Ship bay/fighter 10, Ship bay/frigate 4, Ship bay/Cruiser 2,
BioTech Cinderbile, BioTech Vengeance 2, BioTech Ripper 2,
[ +- ] Void Hive
Hull Type Cost* Speed Armor HP Crew AC Power Mass Hard. Class
Swarm Core 200k 0 15 50 15/100 17 5 7 2 Fighter
Devourer 3m 4 10 40 10/100 16 5 5 2 Frigate
Nebular Nursery10m2 20 100 400/1500 16 20 304 Cruiser
Void Hive 40m NA 26 180 200/1500 1810 15 4 Capital

*Cost is only used to calculate mods, actual price is incalculable.


Bastion It seems that Bastion interstellar was designed for modifications. Fighter * fitting costs are .75, while Frigate are 5x(not 10x), Cruiser is 10x, and Capital is 50x. For # reduce each total by 1(for a minimum of 1). Each Bastion ship is equipped with a DropCore as well.
DropCore: Create a tether (mainly made of electromangetic force) connecting to a ship's spike drive these engines allow safe "hitching" of a number of Bastion DropArmor Suites. They trail behind the ship and usually drop right onto a planet for a shock of sudden troops on the ground. Fighter's DropCore can tether 1 DropArmor Suite, Frigates can tether 10, Cruisers can tether 100, and Capital ships 1000.
Blockade Piercer: Designed for one thing to break through enemy defenses and blockades. Extended medbay, Survey sensor array
Bastion Plasmathrower 2,
Has Emergency Thruster Boost mod
[ +- ] Blockade Piercer
Cutter: An impressive utility military ship. The cutter is designed both for utility military support, as well as aggressive defense. But also a brilliant example of Bastion Modification design, as adding mods costs 1 component less and 25%less.
Extended medbay, Survey sensor array, Vehicle transport fittings, Emissions dampers
Bastion Plasmathrower, Bastion Heavy Railgun 3,
[ +- ] Cutter
Dreadnought: the most aggressive design of the Bastion ships. Each gun installed acts as "Overcharged"
Extended medbay, Survey sensor array, Vehicle transport fittings
Bastion Plasmathrower, Charged Particulate Sprayer2, Bastion Heavy Railgun2,
[ +- ] Dreadnought
Bastion Citadel: designed to defend any ship or system. As sough as any ship, with an impressive armory.
Extended medbay, Survey sensor array, Vehicle transport fittings
Charged Particulate Sprayer 4, Bastion Heavy Railgun 4,
Has Eternal Reactor and Q-Ship Cladding
[ +- ] Bastion Citadel
Hull Type Cost* Speed Armor HP Crew AC Power Mass Hard. Class
Blocade Piercer 150k 5 5 15 1/2 14 5 5 2 Fighter
Cutter 4m 3 5 15 10/30 15 30 21 6 Frigate
Dreadnought 2m 1 20 110 30/50 18 75 80 10 Cruiser
Citadel 30m -1 30 180 75/120 19 125 100 40 Capital

*Cost is only used to calculate mods, actual price is incalculable.

PsioniSciences
All have Precognitive nav chamber and Psionic anchorpoint and Emergency Drill Activation
Because of the Spike-Drive focused designs Upgrading PsioniSciences Spike drives only costs the difference of the current and intended drive.
Gauntlet the fist of psionic might both the speed and AC are determined by the pilot's Psionic level(^).
Drive-2 upgrade, Luxury cabins
scorcher 2
[ +- ] Gauntlet
Crucible
Drive-4 upgrade, Luxury cabins 3, Mobile extractor, Mobile factory
Blitcreig2, Decimation,
[ +- ] Crucible
Loadstar: only schematics found, so actual construction is unverified, however it is inferred that not one individual that served on the theoretical LoadStar ships was without psionic talent
Drive-6 upgrade, Luxury cabins 4
Blitcreig, Evocation 2, Decimation
[ +- ] Loadstar
Hull Type Cost* Speed Armor HP Crew AC Power Mass Hard. Class
Gauntlet 150k ^ 3 10 1/1 10+^ 5 5 3 Fighter
Crucible 10m 0 5 75 30/100 15 30 30 8 Cruiser
Loadstar 30m 0 15 100 60/1000 17 125 70 10 Capital


* * *
Ship Weapons

Bastion:
Lancer: Designed for piercing attacks on almost any target, usable for a variety of targets.
Cleaner: An interesting and a strange concept. though it seems to be unusable by manual means, as it has no individual interface, it does have an innate Auto-targeting system.
Execution: a heavier version of the Lancer, designed with just as much utility.
Electrocannon: Letting out electrified fields that damage all in its wake and explode into a destructive and disruptive field.
Reaper Specialty Arms:
Plasmathrower: a weapon designed to be efficient with great damage despite its efficient energy draw.
Charged Particulate Sprayer: Spewing accelerated and energized particulates this weapon is designed for removing fighters that may be swarming any ship mounted with this weapon. Interestingly a Compact Magazines mod increases its ammo 3x, and a Specialized Mountings reduces it's mass requirement to 1
Bastion Heavy Railgun: A simple idea well executed. This bolt-thrower is capable of high damage to a
BioTech Organic Designs:
Ripper: spewing out a variety of beams it has highly variable damage, with the possibility of high damage truly, but what damage it does tends to penetrate most armors.
Cinderbile: spouting cloud bursts of burning energy "sparks" able to eliminate fighters, but still damage many larger ships.
Leviathan Slayer: Explicitly designed to turn warships to scrap this weapon is designed to output more reliable damage than the rest of the NeoBioTech arsenal.
Vengeance: A strange, but if records are accurate effective, concept; this lancing beam can pierce through almost any armor, and be fired in conjunction with the Leviathan Slayer. When installed in conjunction with the Leviathan Slayer it takes 1 less mass and power.
Whenever the Leviathan Slayer is fired the Vengeance may be fired without spending CP at the same target as Shoot +0
PsioniSciences Advanced: All weapons increase damage by user's Psionic Tier if the user is Psionic. As well many statistics are dependent on Psionic user's Level (denoted by ^).
Scorcher: using technology that combines variant beam projection with psionic amplification this weapon is quite effective in the right hands.
Blitcreig: The answer to swarming enemy fighters.
Decimation: Using incredible psionic amplification and focusing technology in conjunction with plasma beam throwers this weapon holds up to its name
Evocation : Very possibly the pinnacle of psionic weaponry, this heavy energy cannon is designed for taking down heavy warships.


Ship Weapon Dmg Power Mass Hard. Class TL Qualities
Reaper Lancer 2D8h1 5 1 1 Fighter 6 AC30
Reaper Cleaner 6D8h3 1 1 1 Fighter 6 AP5, Clumsy, cloud,
Reaper Execution 5D10H4 10 5 2 Frigate 6 AP30
Reaper Electrocannon 3D8h2 ? ? ? Cruiser 6cloud, AP10

Bastion Plasmathrower 4D6 5 2 2 Fighter 6
Bastion Charged Particulate Sprayer 4d4 2 4 2 Criser 6 AP10, flack (physical), Ammo: 20
Bastion Heavy Railgun 5D12 15 10 3 Frigate 6 (physical) Ammo: 15, AP 5

BioTech Ripper 2D20l1 1 1 1 Fighter 6 AP15, physical, flack
BioTech Cinderbile 3D12l2 8 4 2 Frigate 6 AP 15, Cloud, Flack
BioTech Leviathan Slayer 3D10 10 5 3 Cruiser 6 AP15, clumsy
BioTech Vengeance 3D4l2 5 4 1 Cruiser 6 AP30

PsioniScinces Scorcher 3d6+^ 2 1 1 Fighter 6 AP^
PsioniScinces Blitcreig 2D10+^ 8 5 2 Cruiser 6 AP15, swarm
PsioniScinces Decimation 10D8h^+^ 8 5 2 Cruiser 6 AP^, Flack
PsioniScinces Evocation ^#D10 10 5 2 Capital 6 AP5*^, clumsy

* * *
Uncategorized Artifacts

Due to the variety of such massive artifact manufacturers and the sporadicness of artifacts surviving there are some artifacts we have not yet been able to categorize cleanly.
Bastion Bastion TropTroop Harness: gives immunity to fall damage and one A cell lasts a year of consistent use.
TacVisor: +2 to notice and an additional +2 against being surprised. As well it has ultrasonic and subsonic sensors and infrared to ultraviolet vision settings as well as radiation and several other sensors. If used with a weapon that is attached to a worn armor it gives a +50% range.
[ +- ] TacVisor
Nano-Health Unit: Gives +1 to heal checks, or a +2 when used in conjunction with other tools (Medkit, Medbay, etc)
[ +- ] Nano-Health Unit
Environmental Protection Sleeve: a small item that when rolled out onto the earth and a person crawls in (like a sleeping bag) they gain a +2 to survival, as the sleeve protects them from the elements and pulls nutrients from the surrounding soil or plants. Heals 1 HP a day.
Reaper Specialty Arms:
Infiltration Cloak: with an advanced holo emitter and sleek sonic dampening this cloak gives +4 to stealth.
[ +- ] Infiltration Cloak
Interrogation Lenses: through several readings (sonic detectors, unconscious movement recognizers, bio-scanners) this gives a wearer +2 to checks like Lead or Talk when trying to gain insight on another.
[ +- ] Interrogation Lenses
LongSight Scope and barrel attachment: when installed onto a weapon doubles range and increases rolled damage dice increase by 1, but same number of dice are counted as damage (so a 2D6 damage would be 3D6h2, and a 1D8 damage would be 2D8h1).
Ulra-Tool: Gives a +3 to fix and Work checks.
BioTech Organic Designs:
Spinal Reconfigurer: -1 cost for Dex, Con and Str. 3x +1 for one (Roll 1D6: 1-2:Str, 3-4:Dex, 5-6:Con )
Lazarus Soldier: A parasite that when placed in a recently deceased (within 3 minutes) can bring the person back to some form of life. Gives -1 Int, -1 Wis, +3 con. -1 talk, +1 punch, 3D#h2 survival. Immunity to Toxins
[ +- ] Lazarus Soldier
PsioniSciences
Cogni-Crown: a Psionic can choose one psionic power that requires committing effort, to be sustained by this artifact. This crown holds the effect continuously, but it can only be changed once a day.
[ +- ] Cogni-Crown
Expanding brace: this artifact increases a Psionic's maximum strain by 1



ITC Missing person report: N.J.U.A.A.R.T. disappearance.
Date: 12735
Investigator: Agent Nigel deWaters

After following trails of clues in previous reports by Doctor Westerion D.O. Anterion I have followed the New Jordan University Artifact Anthropology Research Team through over a dozen stops and former encampments. (See Previous Reports)
I have just arrived to the ____ outpost on __ within the ____ system (11.02). All signs of the research camp are present, but not a single person, or artifact, is present. The ship, Knight Errant, that the research team had been traveling on, was also present. No obvious messages left by Doctor Westerion D.O. Anterion or their research team have been located.
11 still missing individuals:
Doctor Westerion D.O. Anterion
Ralphie Sultana
Cindra Trygve
Jillian Pearson
Miley Floyd
Libby Greene
Desmond Marsh
Kamden Mccall
Karly Mcintyre
Elena Dennis
Hudson Rich


https://i.pinimg.com/736x/9a/ee/8e/9aee8e3d6a8c11aba75f9df0e8f11337.jpg
Last edited August 17, 2024 2:19 am
Jul 13, 2024 5:26 am
I wanted to put this out here as a possible adjustment reference early enough for us to adopt it before we get too far into modifying things.
Possible Rules:
Weapon Modification
I think Item modding is too cumbersome and restrictive. It should have less maintenance. I do understand it is slightly a game balance issue, but I think the numbers are too harsh. and they feel strange as-is. There are a number of modifications I can make to technology and weapons currently that require no change in upkeep and maintenance. I will just quote what I said in a previous post.
PhoenixScientist says:
[ +- ] Spoiler
These numbers are based on what skill level I think would be needed to maintain a mod and the complexity of the mod. As noted some mods dont have a fix upkeep requirement as they would not change anything about the maintenance complexity of the item.
Also I think we should take into consideration the "Redesigning Ships" on PG 108:
PG 108 says:
An engineer with vast amounts of money, components, and shipyard support can completely rebuild a ship hull to include a mod as part of its basic structure, or redesign an existing hull schematic to include the mod. This is much more expensive than a quick after-market addition, but the mod becomes part of the basic ship itself and requires no further Maintenance. To rebuild a ship with a mod, the engineer must spend five times the usual cost in credits and twice as many pretech components as usually required by the mod. A shipyard is mandatory for such extensive redesign, and can do the work at a rate of 25,000 credits worth each day.
To build an entirely new hull that includes the mod as part of its design, only the normal price of the mod must be paid in credits and components. By integrating the modification into the ship’s basic blueprints, the engineer makes it much easier to install and maintain it. Of course, the entire hull must then be built from scratch at a shipyard, also at the usual rate of 25,000 credits of work done per day. There’s a limit to the amount of flexibility an engineer has in such designs, however. A ship can only be rebuilt or redesigned with a number of mods equal to twice the engineer’s Fix skill score. Further mods can be bolted on afterwards, but these will require Maintenance to keep in operating order, just as with any other mod

My thought is that we should transfer this rule to items:
Custom Item Design
Items may be custom built with certain modifications included in the design. First, to be able to hold these kinds of modifications an item must be mastercrafted (costing 10 x the base price, trading the ability for modification without maintenance for the ability to gain several at a higher cost. This increases the cost by the base price times the fix skill required for the mod+Number of mods already installed
Base cost* (fix+Mods already)
It also doubles the double the pretech salvage requirement. An item can be designed with up to a number of mods equal to its tech level, but a crafter may only install up to twice their Fix score. Meaning that an item can contain the lower of its total tech level or twice its crafters fix score.
Due to the uniqueness and complexity of these items, any later mods cost twice as much time to install, and increase Fix maintenance by one tier.
[ +- ] Vibroblade
[ +- ] Combat Field Uniform
[ +- ] Assault Suit
[ +- ] Plasma Projector

Combat
I think it is strange that we have a wildly swingy D20 combat system in this nice, balance 2D6 system. 2D6 makes characters more competent and drifting towards their average skill. with a D20 the possibility curve is a flat line, an option 8 times, 10 times...20 times as good as another is just as likely.
I think we should bring together attack rolls to the same style of roll that the rest of the game has: Base 2D6. We could drop base AC to 7 (rolling 10 or more on a D20 is 55% likely, rolling a 7 or more on a 2D6 is 58.33% likely) Or in other words subtract 3 from all AC scores.
It may also make sense to just half all AC scores + one , bringing base 10/11 to 6, but armors like AC 16/17 to 9 and AC 18/19 to 10. This pretty well keeps the power scale of armor While allowing talented and skilled fighters to be more consistent in their skill. Most of the game is already designed around this system and it just makes sense.
Jul 13, 2024 9:40 am
We can talk about crafting/modifications after that. I agree that there are better ways than the current SWN rules/design for it. The devil is in the details.
Anyway, let's get back to Combat first, as this is pretty much by design in SWN. Don't know if you ever played Cepheus or Traveller, PhoenixScientist. You'll probably enjoy it, as they follow a design philosophy that will seem more natural to you.

If you have the time, look for a game with those systems to play simultaneously with ours. I think you will enjoy, but please don't leave this game because of the next topic...

SWN combat principles
In SWN, combat should be dangerous and unpredictable.
the rulebook says:
Combat in Stars Without Number is a lethal sort of experience, especially for novice interstellar adventurers. Even hardened Warriors can go down in a hurry under a withering hail of mag rifle fire or the scrap-steel knives of a hiveworld gang pack. PCs should be very certain that the odds are in their favor before they reach for their laser pistols, and even then, the gods of battle can be cruel.
Considering those principles in red, the D20 is, in my opinion, indeed a better game design choice.

Now, we can argue about those principles, if combat should or should not be like this, so a trained soldier should not expect to miss so much and Hank should almost always miss. That's exactly how it is done in Traveller. Daryen keeps underestimating Hank's combat prowess, in my opinion, because of "common sense"... Or rather, maybe it is because of decades playing that system. ;)

Unfortunately, this is part of the SWN's core design and the "right" answer is not so clear cut - there are advantages and disadvantages in those red words. As such, I don't want to change that for this game. Okay?
Jul 13, 2024 2:02 pm
Quote:
Daryen keeps underestimating Hank's combat prowess, ...
Honestly, I do know Hank is effective enough in combat. That said, I am not wrong in that he is the worst combatant of the group. So, if one person has to do something else, Hank is the logical choice if he has the needed ability elsewhere. Plus, I've been lucky thus far.

Also, while Cepheus/Traveller is far less swingy in the combat, it is just as deadly. In some ways, it is way more deadly as you never get more HP and you don't start with too much in the first place. Traveller teaches you to NOT get into personal combat against well-equipped opponents. The top end weapons can take out opponents in one shot.
Jul 13, 2024 4:03 pm
I would love to look at modifying the modification rules. Whenever people have time to give an opinion, I suspect it will be something that will be a slower conversation than other things.
I have no issue with not wanting to change things, I do game design so I know what I'm like about things.
Though I don't think less swingy=more dangerous, because enemies get the same system as us. Dangerous to me means that we would be less likely to just be lucky and crush an enemy; if we know they're going to do damage we have to be more tactical.
Damage output vs Health = deadliness.

Now as for unpredictable-ness... that's just a sliding scale. We're rolling dice so it's all unpredictable to a degree. but there's a difference between unpredictable, and wildly swingy. Plus many things can make an encounter unpredictable (for the players) such as surprises during combat (terrain changes, backup, etc) that increase deadliness and unpredictability which aren't just randomness.

But again, I'm somebody whose biased against the D20m, and a game designer so I'm going to have opinions.
I just want my opinion out there to be seen. I'm not going anywhere just because I'm opinionated about game design. ;)
But also, to be clear, I accept not changing it.
Jul 13, 2024 6:12 pm
So, back to modding rules. I think your main issue with the current rules are, if don't wanna increase your Fix skill, like most players wont, you need to hire a technician using the following wages:

Fix skill level Daily Wage Maintenance score (Number of mods that this technician can handle)
1 10 3
2 30 6
3 100 9

I find those daily maintenance costs very reasonable. Of course, Corbin or other Fix focused character could avoid that.

If you're looking for a single acquisition, a repair robot costs more, but is a single time expense:

Expert system level Fix skill Cost Maintenance score (Number of mods that this robot can handle)
1 +15,000 6
2 +210,000 12
4 +340,000 18


This is very common in OSR or old school RPGs. Have you considered hiring someone for that maintenance?

Edit: Fixed the robot table, as I forgot the base bonus from the Repair bot.
Jul 13, 2024 6:35 pm
I have seen it in OSR games, but also many do n have such equipment maintenance costs.
Plus SWN isn't an actual OSR.

But also having a DAILY maintenance requirement seems .WILD to me.
I understand the need for maintenance costs (skill and cred), for more complicated mods. However, for simple mods, especially static mods, and other mods that don't really need maintinance realistically, I think it is strange to have such requirements.
As well, I think the other mod requirements are generally too high.
It's not That there are maintenance requirements, but the balance.
Jul 13, 2024 6:53 pm
Oh, I see. The game design seems to encourage using regular/mass produced gear, leaving mods as something too complicated and usually not that feasible.

In fact, in all my other SWN games, nobody used it.
Jul 13, 2024 6:57 pm
Exactly! And ai think it would be better/more fun/more realistic if it was adjusted.
What's the point of a feature no one wants to use‽
Jul 13, 2024 10:44 pm
One of the Without Numbers books, written later, comes with this optional rule:

FACTORY MODS
Some corporate brands, product lines, or special prototypes may come with certain mods pre-engineered into the device. Sometimes these mods are significant upgrades, while other times they come with certain disadvantages or weaknesses in the gear to compensate. Such gear usually sells at a premium. The device’s cost is usually increased by at least five times the mod’s build price, and each unit of pretech salvage that are required for its mods doubles the device’s total price. These factory mods do not require maintenance. If a technician further mods the gear, however, the delicate balance of engineering in it is disrupted, and the factory mods begin to require maintenance as normal. The availability of factory-modded gear depends on the campaign and the connections of the PCs. Some might be relatively available for those with the money, while other items might require special contacts or private information to obtain.
I would be happy to use this (very simple) extra rule and keep everything else as is. What do you think?
Jul 13, 2024 10:54 pm
Which book is this from?
Jul 13, 2024 10:58 pm
I am not sure, as I have some unorganized notes for that, but I believe it's from Cities Without Numbers.
Jul 14, 2024 12:06 am
That seems like a significantly version of Mastercrafted items. Instead of improving an item, you just trade a weakness for a strength for an item of essentially the same value and more cost. Doesnt that miss the point of modding a weapon all-together?
PG91 says:
Techs must decide whether the device they’re building is to be jury-rigged, normal, or mastercrafted. Jury-rigged devices are assembled out of cheap scrap, bottom-tier components, and makeshift kludges. They’re much cheaper to make than to buy, but they require constant attention to keep them operating. Normal devices work just as well as anything that you’d buy off the shelf, but the lack of economies of scale and the need to acquire all the parts at retail make them more expensive than buying it off the shelf. Mastercrafted gear is carefully built to support a tech’s own innovations and favorite modifications. They are extremely expensive, but much easier to mod and maintain than off-the-shelf tech.
Mastercrafted devices require costly premade components and cost ten times as much as the normal device, and require twice as much time to build. They are ideal platforms for the tech’s own modifications, however, and the first mod installed in the device requires no maintenance
Jul 20, 2024 12:01 am
Been thinking about this... I like the starship modding somehow, but I would rather rewrite the whole equipment modding and building section (pg 90 and 91) from scratch if we gonna change this.

My initial suggestion would be to have item qualities and mod slots. Qualities would be jury rigged, standard and masterwork. Masterwork would have levels, where 1 level = 1 mod slot.

As for what could be installed in those slots, we would have a (new?) mod list. Each mod would take 1 or more slots and have its own costs and Elder parts required.

For gear, we would have something like this:
Quality Extra cost to buy/build Elder parts required Mod slots Min Fix skill to build/repair
Jury rigged Half of standard prices 0 0 0
Standard Standard 0 00
Masterwork 1 +1,000 credits or 2x base costs, whichever is higher0 1 0
Masterwork 2 +3,000 credits or 2x 02 1
Masterwork 3 +6,000 credits or 3x 13 1
Masterwork 4 +10,000 credits or 3x 14 2
...............

There would be no maintenance costs, ever. Its already included in gear quality+mod prices and parts required.

The mod list would also be different, as it just need a description with its benefits, where they could be applied (ex: weapons, armor, etc), the extra cost for the mods themselves and how many slots the mod takes from its gear (stronger mods would take more than 1 slot)
OOC:
I can further refine and balance the table above, leaving the mod list for PhoenixScientist. What do you think?
Jul 20, 2024 12:13 am
I think that's a great idea actually. Allows individuality and real customization. Though I would say to add realistic limitation to would be something like... "A character may only create a masterwork item of up to 2x their Fix score.
Since the maintenance of the object isn't an issue, it's not unrealistic to find a specialist for the base construction.
We can look at a list of general ideas such as:

Modification Credits Eldar Parts Mod Slots Item Type Stack
Damage or Attack +1 1/2 base, 1,000 cred min. - 1 Weapon 1/tier
Damage +die value 1/2 base, 1,000 cred min. - 1 Weapon TL
Damage increase Die quantity 2000*damage die quantity 1 1 Weapon TL
Increase range 1 step 1000 - 0(+1 consecutively) Ranged Weapons 1/Tier
Shock Damage +1 1,000 2 1 Melee Weapons 1/tier
Shock AC +2 1,500 1 0(+1 successively) Melee Weapons 1/tier, 3
Armor Class +1 1,000(+500 for each successive) - 1 Armor/Apparel 1/tier
AC +2 vs specific damage (energy/ballistic/melee) 1,000 - 1 Armor/Apparel 1/tier
Masterwork AC bonuses cumulative with other armor 5,000 1 0 Armor/Shields 1/tier
Encumbrance-1 Base cost, max 1,500 1 1 Armor, Weapons, Misc 1/tier
Half Power Consumption/ Double Magazine 1/2 base item cost, min 1,000 0(+1 for each sucessive) 1 Weapons, Armor, Misc 1
Increase Detection difficulty +3 1,000 0 1 Weapons, Armor, Misc 3
Add utility of other items (like adding Atmofilter or lowlight vision to armor or grapnel gun to rifle) 2*Item cost TL1-3: 0 / TL4: 1 / TL5:2 0 for items wit enc 0-1. 1 for all other enc -


Advanced Modifications
These take a Min Fix skill of 3, and 2x the time, to install than other modifications. Only 1 of each unique Advanced Modification per item. Only 1 per tier of Masterwork.
Modification Credits Eldar Parts Mod Slots Item Type
Phasing: Opponent effective AC -2 10,000 2 1 Weapon
Personalized Fit(-1 enc & +1 AC or ATK for user, reverse for any other.) (DC15 Program/Fix to unlock or takes 2D4 damage for non owner) 7,000 2 1 Weapons, Armor,
Hardened: -1 damage 10,000 2 1 Armor
Attack 2d20h1 10,000 2 2 Weapons
Damage vs 2D#l1(or 3D#l2, as applicable) Base cost, min 10,000 2 2 Armor/Apparel
Infinite Power/Magazine Item cost, min 5,000 1 2
Advanced Materials: -1 Enc, +1 Atk&Dam Item cost, min 7,500 2 1 Weapons
Advanced Materials: -1 Enc, +1 AC, +1 AC Specific Damage Item cost, min 7,500 2 1 Armor/Apparel
Advanced Designs: Include 2 basic mods 2x combined Combined Eldar+1 total-1(min1) Armor/Apparel


Also I would think for General Items masterwork would be just 2x, 3x, etc, and not base cost increase

(This is off the top of my head)
[ +- ] Spoiler
[ +- ] Spoiler
They may choose to roll at the increased difficulty and if they fail by less than the TL, it gains one of the conditions randomly.
A creator may choose to take on one of these conditions; if they do they gain the optional benefit. If they do so they may later remove the negative part of the condition with 1 month of work and a Fix 9+TL roll. They must wait until the condition has activated a number of times equal to TL. (They have to gain enough information to diagnose)

Condiition Affect Optional Benefit
Prototype +1 TL (available for TL4-). Rolls of 6- with device turn off device until repaired.. +1 slot
Delicate A failed roll with device stops it from working until repaired. -1 enc, +2 detection diff
Finicky All odd roll totals get -2, all even rolls get +1, a Failed roll takes an action to restart device. All even rolls get +3 instead
Unwieldy +1 Enc. -1 Atk/ +2 diff to use, etc (as applicable) ...
Ancient Takes a Fix or Program (as applicable) =masterwork tier , to operate, +5 difficulty to detect, unless specifically being scanned for, then just +3
*Note Ancient may not be rolled for, but is listed as a similar condition.
Last edited August 2, 2024 3:04 pm
Jul 20, 2024 12:24 am
Quote:
A character may only create a masterwork item of up to 2x their Fix score.
Sounds good. I will use that and try to further detail and balance the gear building and quality in the next couple of days. Have fun building those mod lists. =)
Jul 21, 2024 8:38 pm
Was wondering what the limit to masterwork tier would be... Is it related to Fix skill or item TL maybe?
If Fix, would it be equal to Fix, 2x Fix. Maybe getting Foci Fix increase this too.
TL could either be: = TL, or TL+#, or TLx2.
Something like...:

Masterwork level creatable = Fix+1
Max masterwork of item=TL+1
Also Masterwork tiers JUST give that level of slots, not that level and all lower levels, correct? And also just cost the price of that tier?
Aka level 2 gives 2 total, not 3?

Both options are balanced I think. Either pay just the highest, and only get that level of slots, or pay the total of the highest level you want and all below it and get the total of all slots.
Also I was considering Item creation difficulty, do we need one? I understand the need, but failing a project is also ... not fun. just because it's a side thing and it takes a fair amount of in character time.
So something mitigating makes sense. Like... "After a month of time a character may make a roll to determine their level of success, if they fail they may choose to have the item take a condition or continue to build the item for another week, when they make another roll."
Last edited July 28, 2024 7:59 pm
Jul 31, 2024 6:32 pm
I like your rules so far. Let's use them after balancing =)

Based on the above, I was thinking of something like that:

---

Masterwork level, Skill needed = Fix+1
Masterwork level, Cost = Items base cost x (level+1) in credits + (level-1) in Elder's parts
Item cost = Base price + sum of masterwork levels
Slots = Sum of masterwork levels
Max masterwork level of item = TL-1

---

The issue becomes the armor and weapons balance. With those numbers and modds, seems like it is better to mod than to buy the higher tier (ex: powered armor) for a higher damage and AC. I wanted the other way around. Modding should be more expensive but could be done in a starship workshop.

Do you have a suggestion?
Jul 31, 2024 7:12 pm
htech says:
I like your rules so far. Let's use them =)

Based on the above, I was thinking of something like that:

My only thought is... How often are we going to get Eldar parts? They feel super rare. Are we going to get enough to mod items? Especially since many of the mods themselves include an Eldar part cost.
.. of course... I don't know what you're planning, just something I want noted.
I just think that since we have found none in 7 chapters, but if you say to trust you I will.
htech says:

---

Masterwork level, Skill needed = Fix+1
So this means that a maximum ever Modification level is 3. Yes?
htech says:
Masterwork level, Cost = Items base cost x (level+1) in credits + (level-1) in Elder's parts
One of the reasons I was thinking a minimum price is specifically because the melee weapons are so cheap, so my prices would be much less.
I don't think the minimum price applies to general goods (air filter, multi tool, etc, but it should include melee weapons, ranged weapons and armor
htech says:

Item cost = Base price + sum of masterwork levels
Does this mean
item cost = base price+ (base price x [level+1])?
Because as I see it it just means
Item price= base price + #masterwork levels, ie 1 or 2 or 3 creds.
htech says:
Slots = Sum of masterwork levels
Max masterwork level of item = TL-1

max masterwork level is 3 for most items or 4 for the rare tl5?
htech says:


---

The issue becomes the armor and weapons balance. With those numbers and modds, seems like it is better to mod than to buy the higher tier (ex: powered armor) for a higher damage and AC. I wanted the other way around. Modding should be more expensive.

Do you have a suggestion?
It may be less to get to masterwork than just to get the next level up, but then the price of the actual modification makes it more.
Plus it doesn't make sense to mod an item if you'll sell it later. It makes sense to wait to have the best item you think you'll use and then mod that, since it has better base stats, and therefore total potential.
Edit: also it requires the appropriate Fix skill, Eldar parts( I don't even know how to get those, and time. The base items are available on a rack, ready to order.
Last edited July 31, 2024 9:44 pm
Aug 1, 2024 3:00 pm
So as the math works, it looks something like this:
?
Item/Mod Creds Eldar Slots
Plasma Projector 400 - -
Masterwork 2 1,200 1 +3
Attack +1 1,000 - -1
Advanced Materials 7,500 2 -1
Damage increase Die quantity 6,000 1 -1
Total 16,100 4 -

Edit: added some other, maxed out, options to look over so you can visualize where this can get to.
Now these things are PRICY, both in creds and in Eldar parts, but if we become filthy rich (like each of us has as much as the whole Celestial Voyager has now) then these are some of the things we can ger.
ALSO, I did not include TL5 items because I dont know if we can get ahold of them/plans for them.
[ +- ] Vibroblade
[ +- ] Assault Suit
[ +- ] Armored Undersuit
[ +- ] Plasma Projector

Also if we want to look at Assault Suit VS Storm armor. Ignoring the carrying benefits, most of the movement benefits, and the TL.
Yeah the cred price is higher, the total potential is lower for the modded Assault Armor Also the Modded Assault Suit requires more time, am available tech with the required fix skill, a workshop, and Eldar parts(Which probably just those make up for the cred difference.
Item/Mod Creds Eldar Slots
Assault Suit 10,000 - -
Masterwork 1 20,000 1 +1
AC +1 1,000 - -1
Add utility of other items (Bioscanner, Grav chute, medkit) 1,400 3 0
Total 35,400 3 -

Also, I have done comparisons for all the street armors and combat armors, and they all are more expensive to mod to the upgrade than get the next type of armor, just in creds and not even including time and Eldar parts.
The exception is the Icarus Harness which.... Seems overpriced anyway for what is essentially a Combat Field Uniform with a worse Grav Chute?
Also, going from Assault Suit to Vestimum or Storm Armor to Field Emmiter Panoply both cost more than the armor switch.
(Just getting the masterwork tier costs more actually).
Last edited August 2, 2024 4:43 pm
Aug 3, 2024 12:45 am
Okay. Thank you for checking all of that. Let's try to use those rules in game, as a "field test" =)

Edit: Regarding Elder parts... They didn't appear in 7 chapters because they didn't exist before. They are now part of my random tables and available in Elder's ruins and some advanced devices =)
Aug 27, 2024 3:06 am
I made a calculator for Masterwork Crafting.
... it only works as a character sheet. (Nothing else I know of does the math...)
[ +- ] Masterwork Calculator
Dec 17, 2024 6:16 am
Item/Mod Creds Eldar Slots
Vibroblade(melee, med) 60 - -
Masterwork 1 1000 0 +1
Damage +die value 1,000 0 1

Total 2,060 11 -
Weapon Damage Atk Shock Cost Eldar Enc
Masterwork1 Vibrosword 1D10+2 1D20+# 2pt/AC 13 2,060 0 0



Item/Mod Creds Eldar Slots
Assault Suit 10,000 - -
Masterwork 1 10,000 1 +1
AC +1 1,000 - -1
Add utility of other items (Climbing Harness, Grapnel Launcher, Low-Light Goggles) 900 0 0
Total 21,900 0 -



Would like to buy these.
Dec 17, 2024 9:07 am
Unfortunately you won't have Elder parts to use for the higher tier items but the masterwork items are ok.

Approved. Please update your sheet.

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