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Infinity
SageGenesis Online
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Infinity
This thread is for the Infinity RPG.

And let's kick off right away with some info about how starships work.

Starships have a few stats, namely they have some Systems and they have some Departments. These work rather a lot like Stats and Skills would for a person. When on board a ship you still roll your own skills, but the ship rolls an additional die of its own to "aid another", as it were.

Systems are: Comms, Computer, Engines, Sensors, Structure, and Weapons. They're typically rated between 1 and 12. They're all rather self-explanatory. The higher your Engines system is, the better that ship can move. This isn't rocket science. (Well... Engines actually is rocket science, but you know what I mean.)

Departments tell us something about the crew quality and size, plus their facilities. These may require a little bit more info.

Departments Wrote:Command tells us about the professionalism and organization of the crew. It also measures how representative they are and how much staff they have to deal with liaisons, legal matters, and diplomacy.

Conn tells us about flight control and navigators, as well as a general sense of how "at home" the crew is amongst the stars.

Engineering is simply the technical personnel and their available tools.

Medicine is also straightforward. A low rating would be a medkit on the wall somewhere, whereas a very high rating would mean a full sickbay which can perform disaster relief functions.

Science represents the ship's on-board physicists, researchers, analysts, and laboratories. Whether it's forensic science or studying alien artifacts, this is the department for it.

Tactical measures gunners, internal security, weapon maintenance crews, and military training.

A lot of words but it's pretty simple. If you're trying to shoot another vessel with a laser cannon, you'd roll Coordination + Ballistics, just as if it were any other ranged attack. And then you'd also roll a die for the ship's Weapons + Tactical to assist yourself. That's the core function of a ship.

To keep it from being too much to digest at once, next post will be tomorrow.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
11-10-2018 16:49:03
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goldylox Offline
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RE: Infinity
Sounds awesome Grin

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11-10-2018 18:10:29
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Little asian dude Offline
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RE: Infinity
Nice

Pien is een draakje en Gijs een aapje.
11-10-2018 20:30:28
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JLT* Offline
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Post: #4
RE: Infinity
This is pretty cool

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11-10-2018 20:38:22
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SageGenesis Online
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RE: Infinity
Well, people seem to get it just fine. On with something a bit more involved then.

To make a ship you simply select a Class and a Mission Profile. Easy-peasy. But there's some details you need to know about.

First. Ships have talents (like feats) which represent special improvements and abilities. Keep that in mind, it'll come up in a bit.

A Mission Profile is what the ship is (currently) outfitted to do. It tells us something about what sort of crew departments and equipment they've got. Maybe the ship is just a flying command center, or it's an explorer, or a military vessel ready to blow something up. That kind of thing. The Mission Profile determines your base Departments (see previous post), as well as a list of talents you can pick. Fun fact: each mission you can re-select your Mission Profile talents, using modular tech and universal hardpoints to customize the ship.

Your Class is chosen from a list of designs. Each of them provides two default talents which can't be switched, the ship's Systems (again, see previous post), and some minor modifiers to Departments.

By combining the two you might have a gunboat loaded up for military service, your typical "make things go boom" option. But perhaps instead the profile is explorer, suggesting a vessel which hunts down hidden pirate bases. Or maybe the gunboat is science-oriented, ready to blow up aliens and analyze the wreckage. There's quite a few different vessels you can construct this way. (In fact, there's 98 different configurations you can make with Class + Profile. Options galore!)


Ok and now for the most important detail: Scale.

You see, there's 14 different base Classes but they can be broadly categorized as light, medium, and heavy frigates. The difference lies in their size, which the game refers to as Scale.

A higher Scale is good! Bigger ships are tougher. They have bigger fusion reactors, bigger guns, and more crew. That's good. That's really good.

A lower Scale is good! Thanks to the square-cube law, if you increase a ship's dimensions by 50%, the interior volume actually more than triples. That leads to more complexity in interdependent systems, more trouble reaching core areas from the outside, much more materials needed to retrofit systems, and more crewmembers which need to be replaced or retrained every time there's an alteration. So remember those talents you can pick from your Mission Profile? The lower your scale, the more you can select. (Respectively, you get to pick 3, 2, or 1 talents each mission.) Smaller vessels might not be as brawny, but they have flexibility and specialization on their side.

I wonder what sort of starship you'll pick?

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
11-10-2018 21:09:18
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(me) Melchior Offline
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RE: Infinity
...THE BATTLESHIP!

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11-10-2018 21:52:05
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goldylox Offline
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Post: #7
RE: Infinity
Or a small explorer. In what segment would you put Voyager? I assume Enterprise to be 'heavy', and the millenium falcon extra-light or not even on this scale at all.

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12-10-2018 11:43:07
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SageGenesis Online
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RE: Infinity
(12-10-2018 11:43:07)goldylox Wrote:  Or a small explorer. In what segment would you put Voyager? I assume Enterprise to be 'heavy', and the millenium falcon extra-light or not even on this scale at all.

Well, the sizes made available to you are frigates. The Enterprise D is a flagship with a crew of 1000+, which is much bigger than anything made available to you. Frigates are more like the Defiant in terms of size.


Also, the Infinity miniatures wargame has a trailer for a new expansion, released today! Utterly pointless for our purposes but it's got some pictures for visual reference, always nice.

https://www.youtube.com/watch?v=qFA79qCjtyg

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 12:26:09
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goldylox Offline
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Post: #9
RE: Infinity
Well, one of the main questions is: What ARE we going to do? Who are we?

If we are a small group of specialized people who do undercover missions a heavy ship wouldn't make much sense.
If we are special forces who take on the hard stuff, then a heavy ship would fit right in.

Sooo...... Whattawegonnadoo?
What's everyones pref? Or does Arik has something set out for us?

Miew mriewiew mrrr mriew prrrr!!!
12-10-2018 13:46:01
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SageGenesis Online
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Post: #10
RE: Infinity
No I don't have anything set out for you specifically. You may choose your own style and preferences, and I'll adjust missions accordingly.

One important element though: the ship is not quite your personal taxi. It's an O-12 vessel with various tasks and standing orders, cruising you around is just one of the things they do. If you ever need to do an undercover mission they'd just drop you off and go on with the rest of their schedule.

But yes, this is a good question. What are you gonna do? That's up to you guys. Discuss.
(By which I mean, actually type something and send it in, don't just think about it on your own.)

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 13:57:14
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SageGenesis Online
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Post: #11
RE: Infinity
Light Frigates
Scale 4
Pick three talents from Mission Profile


Achilles Class
A warship renowned for its incredible toughness. If the design has a hidden vulnerability somewhere, it has yet to be found.

Systems
Comms 8
Computer 8
Engines 9
Sensors 8
Structure 11
Weapons 9
+6 Refits (divide 6 points over the Systems, max is 12)

Departments
Engineering +2
Tactical +1

Talents
Advanced Shields: The ship’s maximum Shields are increased by 5.
Teseum Plating: The ship’s armor soak is increased by 1.


Bellerophon Class
Named after the hero who slew Chimera. A ship favored for prolonged combats and solo missions.

Systems
Comms 7
Computer 6
Engines 9
Sensors 8
Structure 8
Weapons 9
+12 Refits (divide 12 points over the Systems, max is 12)

Departments
Conn +2
Science +1

Talents
Independent Laser Supply: Laser attacks no longer cost any Power. However, additional Power may also not be spent to boost the effectiveness of the laser.
Rugged Design: Reduce the Difficulty of all tasks to repair the ship by 1 (minimum 1).


Daedalus Class
A highly versatile science vessel, quick and effective.

Systems
Comms 9
Computer 10
Engines 10
Sensors 10
Structure 9
Weapons 8
+3 Refits (divide 3 points over the Systems, max is 12)

Departments
Conn +1
Engineering +1
Science +1

Talents
High Resolution Sensors: When not in combat, any successful task that is assisted by the ship’s Sensors gains a bonus Momentum.
Modular Laboratories: At the start of each mission, the crew may decide for what sort of tasks the labs are configured. This counts as an Advantage when working on relevant tasks.


Jason Class
Named after the mythical Argonaut. This nimble vessel is designed for going into hazardous terrain, such as dense asteroid fields or debris clouds. Whether serving as a search-and-rescue vessel or pirate hunter, the Jason class performs admirably.

Systems
Comms 8
Computer 8
Engines 10
Sensors 8
Structure 10
Weapons 9
+6 Refits (divide 6 points over the Systems, max is 12)

Departments
Conn +2
Tactical +1

Talents
Improved Reaction Control: Whenever a task to move the ship increases in Difficulty due to obstacles or hazards, reduce the Difficulty by 1.
Improved Maneuverability: When the flight controller succeeds at the Full Thrust, Attack Pattern, Evasive Action, or Ramming Speed tasks, they may spend 2 Momentum to increase the Difficulty of all attacks against the ship by 1, until their next turn.


Odysseus Class
A light warship tasked for battle support and infowar.

Systems
Comms 9
Computer 10
Engines 9
Sensors 10
Structure 9
Weapons 10
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Conn +2
Tactical +1

Talents
Advanced Sensors: Unless the sensors are Damaged, reduce the Difficulty of any task assisted by the ship’s Sensors by 1 (minimum 0).
Electronic Warfare: The ship’s Communications officer may make Hacking attacks against other ships, assisted by the ship’s Comms + Tactical. This attack has a base difficulty of the target ship crew’s Discipline but may be further modified by background radiation, damaged Comms of the target, etc. On a success, the target loses 1 Power, plus an additional Power for each Momentum spent.


Perseus Class
A powerful gunboat design, the Perseus is the yardstick by which other light attack craft are measured.

Systems
Comms 8
Computer 7
Engines 9
Sensors 9
Structure 8
Weapons 9
+9 Refits (divide 9 points over the Systems, max is 12)

Departments
Conn +1
Tactical +1
Engineering +1

Talents
Improved Thrusters: Reduce the Power required by 1 for Full Thrust by 1.
Rapid-Fire Missile Launchers: When doing a missile salvo, you may reroll one d20 on the attack roll, as well as any number of dice on the damage roll.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 14:10:44
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goldylox Offline
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RE: Infinity
Noice!

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12-10-2018 15:18:06
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Post: #13
RE: Infinity
Medium Frigates
Scale 5
Pick two talents from Mission Profile


Athens Class
A jack of all trades kind of ship with a knack for precision work. When dealing with the unknown, an Athens is usually sent in.

Systems
Comms 9
Computer 9
Engines 9
Sensors 9
Structure 10
Weapons 9
+4 Refits (divide 4 points over the Systems, max is 12)

Departments
Command +1
Conn +1
Science +1

Talents
High Resolution Sensors: When not in combat, any successful task that is assisted by the ship’s Sensors gains a bonus Momentum.
Improved Maneuverability: When the flight controller succeeds at the Full Thrust, Attack Pattern, Evasive Action, or Ramming Speed tasks, they may spend 2 Momentum to increase the Difficulty of all attacks against the ship by 1, until their next turn.


Delphi Class
A lead research ship, often found at the head of a Daedalus task force.

Systems
Comms 8
Computer 11
Engines 9
Sensors 11
Structure 10
Weapons 8
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Command +1
Science +2

Talents
Advanced Research Facilities: Whenever a character performs research, and they are assisted by the ship’s Computers + Science, the character gains one bonus Momentum which must be spent on acquiring extra information.
Oracle: The ship has an ALEPH Aspect supporting character which doesn’t count against the ship’s Crew to introduce.

(Translation: The Oracle talent means the ship has, basically, an android specialist on board. While focused on science-related skills, they are significantly more capable than most other supporting characters in a wide variety of fields.)


Sparta Class
The Sparta is a main battleship who laser weaponry has been replaced with microwave emitters, a more advanced type of weapon that’s usually not found on smaller vessels due to the weapon’s power requirements. Extensive miniaturization and dedicated generators have enabled the Sparta to use a weapon normally found only on battlecruisers.

Systems
Comms 9
Computer 8
Engines 10
Sensors 9
Structure 10
Weapons 11
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Engineering +1
Tactical +2

Talents
Hoplite: The ship’s laser weapons have been replaced. Treat this as lasers with the additional Piercing 1 quality.
Improved Power Systems: Whenever a character succeeds at the Power Management task, the ship regains 2 Power per Momentum spent instead of 1.


Troy Class
The resilient Troy battleship is designed for sorties and blockade running.

Systems
Comms 9
Computer 8
Engines 9
Sensors 9
Structure 12
Weapons 10
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Engineering +1
Medicine +1
Tactical +1

Talents
Advanced Shields: The ship’s maximum Shields are increased by 5.
Improved Shield Recharge: Whenever a character succeeds at the Regenerate Shields task, the ship regains 3 Shields and 3 per Momentum spent, instead of 2.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 16:29:24
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(me) Melchior Offline
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Post: #14
RE: Infinity
liking the athens so far, good mix of departments, non combat talents that can still be useful in combat and the most Systems numbers.

Licensed.
12-10-2018 17:58:34
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SageGenesis Online
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RE: Infinity
(12-10-2018 17:58:34)(me) Melchior Wrote:  liking the athens so far, good mix of departments, non combat talents that can still be useful in combat and the most Systems numbers.

Oh whoops, that's a copy-paste error. All Systems numbers should add up to the same.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 18:06:38
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Post: #16
RE: Infinity
Heavy Frigates
Scale 6
Pick one talent from Mission Profile

Apollo Class
The very latest in fusion generator technology makes the Apollo an endurance powerhouse, capable of remaining fully functional even after prolonged battles and having sustained significant damage.

Systems
Comms 9
Computer 10
Engines 10
Sensors 9
Structure 10
Weapons 9
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Command +1
Science +1
Medicine +1

Talents
Backup Electrical Systems: Whenever the ship would lose Power as a result of damage, there’s a 50% chance that point of Power isn't lost.
Helios Reactors: The ship’s maximum Power is increased by 6.


Artemis Class
A heavy warship with next-gen military scanners that give it uncanny precision.

Systems
Comms 9
Computer 9
Engines 10
Sensors 10
Structure 9
Weapons 10
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Conn +1
Tactical +2

Talents
Fast Targeting Systems: The ship’s attacks don’t suffer any increase in Difficulty for targeting specific Systems on the enemy vessel.
Longbow Range Analyzer: Reduce the increase of Difficulty for attacks outside of optimal range by 1.


Hades Class
O-12's stealth ship, utilizing special engines and an outer hull which can mask its exhaust and modulate any bleed-off as background radiation. While maya entertainment frequently presents stealth vessels as invisible hunter-killers, in practice they're more used for long term intel gathering.

Systems
Comms 9
Computer 10
Engines 9
Sensors 10
Structure 9
Weapons 10
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Conn +1
Science +1
Tactical +1

Talents
Rugged Design: Reduce the Difficulty of all tasks to repair the ship by 1 (minimum 1).
Stealth Drive: The ship has the ability to attempt stealth. This requires a TN 2 Tech roll, assisted by the ship’s Computer + Conn, opposed by Sensors + Tactical of NPC ships. Note that raising shields, using active Sensors, and going Full Thrust all break stealth.


Hermes Class
Arguably the most mobile vessel in the O-12 fleet. When a situation needs an O-12 presence as quickly as possible, they send a Hermes.

Systems
Comms 10
Computer 9
Engines 12
Sensors 9
Structure 9
Weapons 8
+2 Refits (divide 2 points over the Systems, max is 12)

Departments
Conn +2
Medicine +1

Talents
Talaria Booster System: When the flight controller succeeds at the Full Thrust, Attack Pattern, Evasive Action, or Ramming Speed tasks, increase the Difficulty of all attacks against the ship by 1 until their next turn.
Improved Thrusters: Reduce the Power required by 1 for Full Thrust by 1.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
12-10-2018 18:31:23
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(me) Melchior Offline
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Post: #17
RE: Infinity
Im also liking the invisible hunter-killer! great department mix and stealth tech!

Licensed.
12-10-2018 19:01:53
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goldylox Offline
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Post: #18
RE: Infinity
The ones I like most:
Light: Bellerophon
Very versatile with the 12 refits, no power cost for the laser(I think this is good?)

Medium: Athens!
Good mix between defensive combat, exploration and science

Heavy: Hades
Stealth and good departments to start with

Consideration: Medium, Delphi
The ALEPH aspect sounds pretty awesome, but I am unsure how that would go game-mechanically. However having a 'Data' on board sounds like a lot of fun Smile

Overall: Arik said that this isn't OUR ship, but the ship we get from O12 when we have to go somewhere for a mission. The rest of the time it transports others. Because of that I am a bit less attracted to having a heavy battle ship and think we can gain more from speed, defenses and exploration (sensors and such).
Considering the departments: I think having a lot of different departments is a good thing for versatility. Especially medicine (knowing us) Smile. But I don't know how easy it is in-game to add a different department to your ship, or how much 'experience' that would take.

Thus: Questions for Arik!
1) Can we have the list with Talent options for the mission profile?
2) Can you add a department, and if so how long would it take to be able to 'level up' the ship in that regard?
3) Refits: Can we only do that on creation, or for every mission like the talents?

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12-10-2018 19:54:01
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goldylox Offline
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Post: #19
RE: Infinity
Allright, let's start the conversation of 'what we want to do'?

We are under 'employment' by O12, basically the UN of the current time. If we are officially employed or if we are send in and when asked O12 knows nothing about us, I don't know. Is this up to Arik or us?

The options I see are the following:
1) We are officially employed by O12 and do missions 'in the open'
2) We are employed, but work low profile for O12
3) We are part of the 2nd agenda of O12, and O12 will never acknowlegde our affiliation
4) We work for the dark parts of O12 and not even the 'official counsil' of O12 knows of our existence

And towards the style:
A) ~Violence is the awnser to everything! and aslo...EXPLOSIONS!!~ - the team. We do the dirty work O12 can't do due to political reasons, the hard way. Blood and Gore on a daily basis.
B) Something happend? Nothing happend! Stealth and undercover missions where we must use low-profile violence, con and sneakyness to achive our goals
C) I like you. Really! believe me. Political subterfuge, conspiracies, backstabbing and 2nd agendas
D) To boldly go...... Explore unknown areas and deal with whatever comes to you with the available assets.


I am open to additions and suggestions. So fire away!

My pref is 2D (lightly). I only have an aversion against C, not really into political scheming Wink

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12-10-2018 20:20:28
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(me) Melchior Offline
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Post: #20
RE: Infinity
I feel like we are special space police, dealing with muders , mysteries and dealing an occasional military crack down.

Licensed.
12-10-2018 21:30:41
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SageGenesis Online
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Post: #21
RE: Infinity
Let me first elaborate on what your role is and how this ship factors into it.

O-12 is a supranational organization tasked with various duties which transcend any one faction's sovereign spheres of influence. For example, monitoring crimes against humanity. Or regulating the travels of the Orbitals, the giant starships which travel along set courses amongst the various human systems. Or investigating crimes which transcend the sphere of a single faction.

Now, you guys are agents of Bureau Noir. The secret service you might compare to the FBI, CIA, NSA, Interpol, and Delta Force all rolled into one. You collect and analyze information, and if necessary formulate a response. (That's polite talk for: investigate crimes and shoot people.)

You might flash a badge to local officials, if you feel that will help, but you can also choose to remain secret so there's no risk of anybody getting tipped off.

Now. Your ship.

Ok, so first of all, it's not "your" ship. There's an O-12 captain doing O-12 things. Which things? Well, that depends a lot on the Mission Profile (I'll post those later). But also a part of their duties is to make sure that you guys can do your jobs. Think of it like... an aircraft carrier. The jet pilots don't own the ship and can't command it to sail anywhere, but if you're needed at some point in the world, then the ship will go there just the same. But the ship also does other things besides that.


(12-10-2018 19:54:01)goldylox Wrote:  Thus: Questions for Arik!
1) Can we have the list with Talent options for the mission profile?
2) Can you add a department, and if so how long would it take to be able to 'level up' the ship in that regard?
3) Refits: Can we only do that on creation, or for every mission like the talents?

1. Yes, I'll post them later today.
2. Do you mean, add a whole new Department which doesn't exist yet? No, that can't happen. The scores of the Departments can improve though, if that's what you mean. That generally takes a whole though, don't expect the ship to improve every single session.
3. Only on creation.

So, expanding on my previous post.

(12-10-2018 20:20:28)goldylox Wrote:  The options I see are the following:
1) We are officially employed by O12 and do missions 'in the open'
2) We are employed, but work low profile for O12
3) We are part of the 2nd agenda of O12, and O12 will never acknowlegde our affiliation
4) We work for the dark parts of O12 and not even the 'official counsil' of O12 knows of our existence

You are semi-officially employed. It's somewhere in between 1 and 2.


(12-10-2018 20:20:28)goldylox Wrote:  And towards the style:
A) ~Violence is the awnser to everything! and aslo...EXPLOSIONS!!~ - the team. We do the dirty work O12 can't do due to political reasons, the hard way. Blood and Gore on a daily basis.
B) Something happend? Nothing happend! Stealth and undercover missions where we must use low-profile violence, con and sneakyness to achive our goals
C) I like you. Really! believe me. Political subterfuge, conspiracies, backstabbing and 2nd agendas
D) To boldly go...... Explore unknown areas and deal with whatever comes to you with the available assets.

Mostly A and B, with some C. That's the expected activities. However, if the players all overwhelmingly favor scientific research (just to name an example) then I'll adjust the missions accordingly. I'm saying what the default is here.

D will come up a few times, but not as a default option. Mankind travels through stabilized wormholes and there's no new wormholes around. So new territory doesn't come up that much. Still, there's alien ruins and such things, so I wouldn't say you don't ever explore anything.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
(This post was last modified: 13-10-2018 01:44:22 by SageGenesis.)
13-10-2018 01:40:00
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goldylox Offline
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Post: #22
RE: Infinity
In my opinion we can't go wrong with the ship. Eighter we use it to fill in the parts we lack as a team (for instance if we would lack a medic, the ships medicine would help out bigtime) or we hyperspecialize our own specialties by adding even more bonusses.

Both are, game-mechanically speaking, sound options, with the only addition that I think that ships with 3 departments are a bit better then ships with 2 on the long run.

Thus it all comes down to style! or perhaps a bonus or feature we would not be able to get otherwise that we really like.

Question for Arik:
What are the differences in stats between the scale 4, 5 and 6 frigates?
The amount of systems and departments are equal between the scales, but I assume there will be differences in HP/defenses/dmg?

Miew mriewiew mrrr mriew prrrr!!!
13-10-2018 12:18:20
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SageGenesis Online
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Post: #23
RE: Infinity
Mission Profiles


Mobile HQ

Departments
Command 3
Conn 1
Security 2
Engineering 2
Science 2
Medicine 2

Talents
Command Ship: When the Commanding Officer uses the Direct task, the target ally doesn't need to be a bridge officer; it may be an allied NPC ship or a member of a ground team. Furthermore, the target ally is also assisted by the ship's Comms + Command.
Diplomatic Suites: When hosting negotiations, representations, or similar social functions, members of the crew may be assisted by the ship's Structure + Command.
Electronic Warfare: The ship’s Communications officer may make Hacking attacks against other ships, assisted by the ship’s Comms + Tactical. This attack has a base difficulty of the target ship crew’s Discipline but may be further modified by background radiation, damaged Comms of the target, etc. On a success, the target loses 1 Power, plus an additional Power for each Momentum spent.
Hangar: The ship may carry a number of smaller vehicles of Scale 1 and 2, with a combined total value of up to the ship's own Scale. (E.g. if the ship is Scale 6, it could carry six Scale 1 vehicles, three Scale 2 vehicles, or some other combination.)
Redundant System (Comms): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.


Pathfinder / Recon

Departments
Command 2
Conn 3
Security 2
Engineering 2
Science 2
Medicine 1

Talents
Improved Maneuverability: When the flight controller succeeds at the Full Thrust, Attack Pattern, Evasive Action, or Ramming Speed tasks, they may spend 2 Momentum to increase the Difficulty of all attacks against the ship by 1, until their next turn.
Improved Reaction Control: Whenever a task to move the ship increases in Difficulty due to obstacles or hazards, reduce the Difficulty by 1.
Improved Thrusters: Reduce the Power required by 1 for Full Thrust by 1.
Redundant System (Engines): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.
Rugged Design: Reduce the Difficulty of all tasks to repair the ship by 1 (minimum 1).


Combat Ops

Departments
Command 2
Conn 2
Security 3
Engineering 2
Science 1
Medicine 2

Talents
Improved Damage Control: When a character takes the Damage Control task, they may reroll a d20. When doing repairs on the ship as an extended task, characters gain +1 progression for each Effect rolled.
Improved Shield Recharge: Whenever a character succeeds at the Regenerate Shields task, the ship regains 3 Shields and 3 per Momentum spent, instead of 2.
Nuclear Warheads: The ship carries nukes. When firing a nuclear missile, add the following qualities to the missile: Area, Persistent 1, Vicious 1. However, the cost of firing such a missile increases by 1 Momentum/Heat, and the attack gains the Security Codes drawback, requiring a minor action from the commanding officer before each attack.
Redundant System (Weapons): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.
Teseum Plating: The ship’s armor soak is increased by 1.


Engineering Corps

Departments
Command 1
Conn 2
Security 2
Engineering 3
Science 2
Medicine 2

Talents
Backup Electrical Systems: Whenever the ship would lose Power as a result of damage, there’s a 50% chance that point of Power isn't lost.
Improved Power Systems: Whenever a character succeeds at the Power Management task, the ship regains 2 Power per Momentum spent instead of 1.
Micro-Factory: When purchasing items, roll the item cost twice and pick the lower result. This talent doesn't work on items which are banned by O-12 law.
Redundant System (Structure): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.
Secondary Reactor: The ship’s maximum Power is increased by 5.


Science / Survey

Departments
Command 2
Conn 2
Security 1
Engineering 2
Science 3
Medicine 2

Talents
Advanced Research Facilities: Whenever a character performs research, and they are assisted by the ship’s Computers + Science, the character gains one bonus Momentum which must be spent on acquiring extra information.
Castor-Pollux Uplink: While in communications range with the ship, all character's Geists receive Expert 1 on all their rolls, granting them 1 bonus Momentum on any successful task.
High Resolution Sensors: When not in combat, any successful task that is assisted by the ship’s Sensors gains a bonus Momentum.
Modular Laboratories: At the start of each mission, the crew may decide for what sort of tasks the labs are configured. This counts as an Advantage when working on relevant tasks.
Redundant System (Computer): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.


Emergency Response / Search and Rescue

Departments
Command 2
Conn 2
Security 2
Engineering 1
Science 2
Medicine 3

Talents
Advanced Sensors: Unless the sensors are Damaged, reduce the Difficulty of any task assisted by the ship’s Sensors by 1 (minimum 0).
Advanced Sickbay: The ship has a special sickbay Advantage, aiding in any relevant rolls.
Hangar: The ship may carry a number of smaller vehicles of Scale 1 and 2, with a combined total value of up to the ship's own Scale. (E.g. if the ship is Scale 6, it could carry six Scale 1 vehicles, three Scale 2 vehicles, or some other combination.)
Improved Reaction Control: Whenever a task to move the ship increases in Difficulty due to obstacles or hazards, reduce the Difficulty by 1.
Redundant System (Sensors): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.


Multirole

Departments
Command 2
Conn 2
Security 2
Engineering 2
Science 2
Medicine 2

Talents
Dedicated Personnel: The ship gains one additional Crew Support.
Redundant System I (Any): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.
Redundant System II (Any): Treat the ship's Scale as 2 higher for the purpose of determining if this System is Damaged or Destroyed.
Rugged Design: Reduce the Difficulty of all tasks to repair the ship by 1 (minimum 1).
Secondary Reactor: The ship’s maximum Power is increased by 5.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
13-10-2018 13:24:16
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SageGenesis Online
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Post: #24
RE: Infinity
(13-10-2018 12:18:20)goldylox Wrote:  Question for Arik:
What are the differences in stats between the scale 4, 5 and 6 frigates?
The amount of systems and departments are equal between the scales, but I assume there will be differences in HP/defenses/dmg?

Scale:
* Determines the amount of Breaches a System can take. Breaches are like injuries on a person, so bigger ships are a bit tougher.
* Provides bonus damage dice for non-missile attacks.
* Your ship's armor soak is equal to your scale.
* Your ship's crew support is equal to your scale. Crew support allows you to call in minor NPCs and play as them for a while instead of your normal PC. Maybe you want to split up and tackle two things at once, but you don't want half the players to do nothing for half an hour? Just call in some NPCs and make two "full" parties, allowing each player to contribute to each scene. Or maybe you really need a certain kind of skill right now but nobody has it. Time to call in some crew and make them earn their pay.

What you need to understand about the apocalypse is that you aren't Mad Max. You're part of the skull pyramid in the background.
13-10-2018 13:39:53
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goldylox Offline
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Posts: 1.979
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Post: #25
RE: Infinity
Hmmm, that is a lot of information which changes quite a lot in the way I looked at things Tongue
I previously thought the departments stated at the frigate list were the only departments on the ship you could use for adding bonusses....

In that case I'd like the Delphi scale 5 frigate most, with a Combat ops or Emergency response Mission profile.
With the Hades scale 6 frigate as close second.

I think the Oracle or Stealth features are nice game-mechanically, and also role-play wise <Who wouldn't want to play Data for a session Grin>.

As for the scale 4 frigates: The fact that they are much weaker in combat (and I assume that WILL happen at some point, or at least we'll be shot at), and that there is not enough crew to split the party in two make it a less favourable option for me.

Also: the Hangar talent from Mobile HQ and Emergency Response is something I like a lot Smile

Miew mriewiew mrrr mriew prrrr!!!
(This post was last modified: 13-10-2018 17:56:49 by goldylox.)
13-10-2018 14:26:28
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