Still Remorseless

GM: Ndreare
The roughest, toughest, mercenaries in the Three Galaxies.
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Still Remorseless

Post by Ndreare »

The new write up for the Remorseless is available now. But wen need deck plans.

Submit a deck plan here and you may gain a benny. We will then vote on which one to use.


Remorseless 2: Even Less Remorse (working name)
Large starship: Size 12, Acc/TS 50/600 (1440 mph, 2318 kph), Climb 1, Toughness 35 (8) , Crew 20, Cost $50.46M ($50,460,000), Remaining Mods 3
Notes: 2x Speed, 3x Crew Reduction, AMCM, Artificial Intelligence, Deflector Screens, FTL Drive, Garage/Hangar, Sensor Suite (Galactic), Shields, Stealth System
Weapons:

Medium Laser (150/300/600, 3d10, ROF 1, AP 10, HW.)

Shields: 120 (recover 12/round)
Energy Capacity: 300
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Still Remorseless

Post by Death Otter »

Image

A proposed deckplan for the new Remorseless. Here's some info:

Remorseless 2
Hull Type: Modified Illuvian Indulgence 390
Crew: 6-9 (AI augmented)
Drives (Sublight): 2x Chekka Series D, 85Pj tensor-stress impulse engines
Drive (FTL): Chekka 700t-rated flipdrive

The Remorseless 2 rolled off the Andara Midpoint Shipyards 28 years ago with the name Farstrider, owned by the Elegant Adventures Starfarer's Club. It was classed as a Yacht; a vessel designed to carry a small number of high paying customers in affluent luxury. After proving itself on several charters, the Farstrider was acquired by Tamarin Egaz, a CAF magnate who was building a fleet to service a developing trend. The Farstrider was refit and modified to better suit a new role servicing so-called 'Extreme Tourism.' This was a charter by wealthy, thrillseeking young people to go to areas of space that were restricted or interdicted and explore them, uploading images and footage to various social media accounts to enhance one's status.

To suit this, the Farstrider was renamed the Intrepid, and substantially refit. A military grade shield system was installed, allowing dangerous space phenomena to be approached, or ward off aggressive fire until escape could be made. The original sublight engine configuration was upgraded with much more powerful drive units to facilitate fast getaways when needed. And of course, the entire ship was retrofit with a powerful 'stealth' system consisting of four boom 'arms' that arc around the hull ventrally, dorsally, and to both port and starboard. This system is capable of detecting incoming pulses from electromagnetic sensors and broadcasting interfering wavelengths that destructively interact with them, preventing signal return. It also masks the ship's own emissions while active. This allowed the Intrepid to loiter over interdicted worlds or in contested regions of space with relatively little chance of detection, though it should be noted that military-grade sensors with skilled operators (and AI augmentation) can still spot telltale signs of an active stealth system, so it was far from perfect. In addition, the extra demands of the larger engines and stealth system required the main reactor to be upgraded...and in fact required the aft section of the upper deck to be entirely knocked out to make room for that adjustment. That area, originally the medical bay, was not replaced in other shipboard volume, leading to crews sometimes being forced to use passenger cabins for sickbeds.

In the end, the market for Extreme Tourism bottomed out after a series of high profile casualties resulting from the risks taken. The Intrepid's various systems proved too expensive to operate and maintain when its specific capabilities weren't in demand, so Egaz sold it to a broker as part of a restructuring arrangement. It's sat at Center for some time since then, with the broker hoping to market it as an 'adventuring' ship, and to avoid yet another expensive refit to remove the extra components and resell it as a yacht. Unfortunately, very few legitimate buyers have need of a vessel with a lot of passenger space, oversized engines, military style defenses and a huge and power-hungry stealth system.

But then WE came along.

Upper Deck
1) Observation Deck - Accessed via the main lift, or stairs in the Lounge, the Observation Deck permits a wide panoramic view outside the ship. There is a railing around the perimeter about a yard from the inside surface of the window, but no furniture currently installed. This area can be accessed by passengers.

2) Tactical Subsystems - The shield and stealth systems have control and power distribution hubs located in the dorsal extension of Engineering on the upper deck. It can be accessed only by stairs in the Engineering section. The aft wall has a large window that can be used to observe the top end of the reactor, along with getting a bird's eye view of the main engineering deck.

Main Deck
1) Bridge - The bridge consists of four configurable workstations and the captain's chair, divided between two levels with stairs leading from the higher to the lower. There is a short transparent wall that can be looked over or through dividing that change in elevation. The compartment is sealed behind a highly secure, double-thickness blast-rated pressure door intended to keep any hijacking attempt at bay.

2) Armory - Located in a 10x10 room just behind the bridge, the armory and secure lockers are used to store any weaponry strong enough to pose a threat to the integrity of the hull (crew can carry sidearms) or small items of great value. This can include weapons brought on board by passengers, or such items as passengers might wish to have securely stored for the duration of the voyage.

3) Computer - The computer and AI core are in another annex off the bridge, allowing them to benefit from the security of the bridge's access. The ship relies on the AI for automation of routine tasks, reducing the amount of crew required to operate the ship.

4) Galley and Lounge - The centerpiece of the ship is the large galley and lounge, used not only to feed the passengers and crew, but also provides a comfortable space for socialization and observation of the ship's environment. Stairs lead up to the Observation Deck for an even larger view. Passengers can access the lounge through the central lift. Pressure doors lead to the bridge and the crew section, both of which are off limits to passenger access level. Chairs and tables utilize electromagnets to adhere to the deck surface, but can be released to allow relocation. This area can double as a conference room if the tables are pushed together.

5) Captain's Cabin - Slightly larger than other crew cabins, the captain's cabin is otherwise very similar in overall design and comfort level. Like all crew staterooms it includes a bed, a locker for personal valuables, a desk with terminal to the ship's computer and a small private privy.

6) Exec Cabin - Identical in size and amenities to the captain's cabin, intended for the ship executive officer or otherwise second in command.

7) Crew Cabins - Each crew member has a private stateroom of modest size, with a bed, locker, desk with computer terminal, and a folding private privy. One crew cabin is rated for double-occupancy, intended for a couple...though it has often been used as an incentive or reward for individuals as well.

8) Airlock - The airlock on the ship is a bit cramped, with only enough room for one or two (if they're cozy) people to cycle at a time. This is mitigated by the fact that the entire hangar is also basically an enormous airlock as well.

9) Ready Room - The ready room is an open chamber that adjoins the airlock's inner door where people can suit up, prepare, or just wait to go through. It has a bench along the long wall, with a series of lockers along the facing wall. These typically hold vacuum-rated suits and other tools and materials useful for expeditions outside the ship.

10) Lift - The central lift moves between all three decks, and has two doors; one pointing towards the bow and the other pointing towards the aft. Passenger level access only permits occupants to open the bow facing door, and permits access to the passenger cabins, the lounge and the observation deck. The aft facing door is for crew access only, and allows the crew cabins, the cargo bays and the hangar to be accessed. On the crew deck, the areas to the north and south of the lift have been converted into communal shower facilities (not shown on deckplans).

11) Ship's Stores - Storage space for tools and materials needed for the operation and maintenance of the ship. It has spare parts, food packets, various equipment and tools, cleaning supplies, and other provisions as needed. Large doors give direct access to the lift and Engineering.

12) Engineering - In terms of sheer square meters, Engineering is rivaled only by the size of the lounge area. It houses the physical structures containing the jump drive and power source for the ship, along with access to the physical structure for a great deal of the ship's machinery, like engines, weaponry and defense, life support, and other vital systems.

Lower Deck
1) Sensor and Avionics Bay - This compartment is stuffed with electronic equipment and is accessed via removable panels in the floor of the bridge. The majority of the systems within are passive and active electromagnetic sensors, linked to phased arrays that cover most of the outer hull as an antennae. The communications gear is also housed here. Smaller systems include a spectrogram that can detect chemical compositions of atmosphere or nearby objects in space, pressure and radiation gauges, and various gyroscopes used to detect and influence the vessel's orientation in 3-D space.

2) Passenger Cabins - There are two types of passenger cabins, 'first class' and 'single-occupancy.' The larger 1st class staterooms are meant for couples, or individuals paying a higher rate. In terms of amenities, the two are basically identical to the crew cabins, with the exception that the passenger terminals have restricted computer access, limited to local planetary network access, onboard entertainment, and a small amount of electronic storage allocated to each cabin. There is no expectation of privacy on data stored in the terminal, and guests indicate awareness of that as they check in.

3) Cargo Bays - Cargo space is split into two bays with a central hallway between them that connects directly to the central lift and the hangar. This allows cargo with different environmental needs to be stored without interfering with other cargo. The bays themselves are essentially just empty rectangular rooms, though there are hookups to the internal sensor network that allows cargo being stored to be scanned. All access to the bays is logged as well.

4) Hangar - Sufficient hangar space for a Size 6 vehicle, normally a shuttlecraft or equivalent short-distance spaceship that's capable of atmospheric flight, since the main ship is not. The hangar is secured by pressure doors, both the large ones that lead out the aft, and the ones that provide access to the cargo bays, allowing the entire room to function as an airlock. The entire compartment is reinforced, in case of an accidental loss of control by subcraft pilot.

5) Engine Service Access - There are tubes and crawlspaces on this deck that can be accessed from Engineering that give direct access to the machinery of the sublight drives. Certain parts of this area require radiation shielding to safely enter, and are sealed with hatches under normal circumstances. As a rule of thumb the sublight drives should be shut down before anyone attempts to move through this system. While it's designed to minimize risks, those risks cannot be entirely eliminated if the engines are active.
Last edited by Death Otter on Fri Feb 19, 2021 12:02 pm, edited 6 times in total.
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: Still Remorseless

Post by Ndreare »

Hum,
Can the jump drive be moved 1" over so you can still get by in an emergency, it is it deliberate for diverting boarding parties?

PS: I saw a couple other plans submitted in Discord, but not here by others. Not sure if they all just prefer your map
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Death Otter
Posts: 155
Joined: Fri Oct 05, 2018 9:25 pm

Re: Still Remorseless

Post by Death Otter »

I can move the jump drive, sure. Which direction though? At present it's in Engineering, not blocking entrance or egress.
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