[gurps] [Vehicles] Streaking back from the past
Rick Thomas
b5dorsai at kascable.com
Sat Nov 15 07:40:02 CST 2008
Thanks! The ship looks great. I figured that would be the answer about
ringworld, too. It is a setting not a vehicle. :-)
Rick
-----Original Message-----
From: gurpsnet-l-bounces at sjgames.com [mailto:gurpsnet-l-bounces at sjgames.com]
On Behalf Of Onno Meyer
Sent: Thursday, November 13, 2008 2:25 PM
To: The GURPSnet mailing list
Subject: [gurps] [Vehicles] Streaking back from the past
Rick wrote:
> How about the Dolphin Ship from David Brin's Uplift saga? I don't have
> the
> GURPS Uplift available so I do not know if it was listed there but I
> thought
> that it was a cool ship with a very special liquid defense. :-)
Been there.
Done that.
Found the file.
Started to despair because OpenOffice doesn't do MS Word 5.0.
Found an ASCII file.
Vehicles 1st edition designs, with something much like the modules
from later starship design rules to keep things readable. Copyright
1994-1995 by me for my work that can be copyrighted, and to the
best of my knowledge the use of Brin's ideas in this way doesn't
violate his rights - GURPS Uplift and GURPS Vehicles are supposed
to be used this way ...
Note that it predates the rules from GURPS Uplift 2nd and even the
second trilogy. An update goes onto the to-do list, but I'll have to
read all six books (all eight counting Contacting Aliens and GURPS
Uplift 2nd ed) with a notepad beside it, so it might take quite some
time.
Modified Snarkhunter-class exploration craft v1.0 (TL 9 and higher)
BACKGROUND:
This is the design of of the _Streaker_ from "Startide Rising" and
the
collection of subcraft. You probably have to know the Uplift books or
GURPS
Uplift to understand the design. The ship is described as it left the
yards
(e.g. with a gig and without the niss machine).
{number} is a reference to a page from _Startide_Rising_, Bantam
Spectra
paperback, 1983.
THE STREAKER:
The size of the ship is not very clear. There are clues {440} that
the
ship is several times bigger than 40,000,000 cf / 1,500,000 cy. I
decided to
go for a mere 5,000,000 cf / 185,000 cy, and it was difficult to fill
the
hull. The outlock size and the picture {0} might justify this.
The ship is a cylinder {79} with the "Outlock" in the nose {84}. On
top
of the cylinder there is the "Bridge Pod". Somewhere are the "Weapons
Pods"
{55}. The "Dry Wheel" {79} rotates around the cylinder to generate
gravity.
The crane in the outlock in not "exposed" equipment since it lifts
subcraft within the dry dock. The other crane serves the cargo holds.
I'm
not sure the torpedoes are justified, but if the sleds had them, why
not?
Without further information, I purchased the library branch like any
other
C6 computer, but the software budget should cover the difference.
The power plants recharge the cells at 613 KWh/s even if all systems
are
running. The ship can't enter overdrive with a load over 100,000 tons
(or a
payload over 51,500 tons).
I listed two payloads of 1,500 tons and 21,500 tons. 1,500 tons are
crew, luggage and equipment, 20,000 tons are water in various
compartments
(fen _can_ live without it).
Some people might ask why I use GURPS Vehicles for a design of this
size, but diving ships are not covered in Space.
SUBCRAFT:
I included mass & cost of one TAASF Gig, one TAASF Longboat, one
TAASF
Skiff and fifty TAASF Sea-Sleds in the design. Those vehicles have their
own
entries. The outlock is big enough for a more sleds, but the three
spacecraft can only be replaced by smaller craft (e.g. no more than one
longboat, but a second gig could repace the skiff).
TECHNOLOGY:
The technology used on Terragens/TAASF vehicles is a mixture of
selfmade
and imported technology, but everything over TL9 costs valuable
GalCoins. I
decided to add 50% to the cost per TL over 9 (compare V52).
Unless noted, everything is TL9 vehicle technology [Dec. 93 errata
sheet]. I imported pieces of equipment from GURPS Uplift and GURPS
Space.
Structure: 5,000,000 cf standard heavy body (HT 400,000), max. load
150,000
tons, good streamlining, sealed body, ten skids (DR 300, HT 13,333
each), submersible hull with average hydrodynamics, two indpendent
TL12
contragrav units (DR 5, HT 4,000) {178}.
Propulsion: Two {178} TL11 25,000-ton reactionless engines (DR 5, HT
15,000)
and 1,000 TL10 B-level hyperdrive generators (DR 5, HT 75 each) from
Uplift.
Power: Five TL10 1,600 MW large fusion plants (DR 5, HT 2,000 each) and
1,400 MWh rechargeable power cells (DR 5, HT 1,000).
Accomodation: 200 roomy quarters, no windows.
Crew Requirements: A typical crew are 150 fen {14} and a few humans.
Armor: 9,000 points expensive armor, F6/1,500 B6/1,500 R6/1,500 L6/1,500
T6/1,500 U6/1,500.
Accessories: 1,000 bilge pumps, heavy compartmentalization, 100
dischargers,
10 sonar decoy launchers with 100 reloads, compact fire extinguisher
(500 units), laser sensors, three 500-person full lifesystems, heavy
deceptive jammer (jam 12, DR 3, HT 25, electronics), radiation
shielding, 10 large airlocks, 10 automeds (DR 5, HT 75, equipment)
{203}, 100-ton crane (DR 10, HT 400, exposed equipment),
entertainment
complex, 2,000 units of provisions, eight searchlights (DR 5, HT 8,
exposed equipment), 16 spotlights (DR 5, HT 2, exposed equipment),
five
sickbays (DR 5, HT 200, equipment) {32}, five heavy tractor beams
(DR 5,
HT 75, equipment), five workshops (armoury, 3*mechanic, engineer, DR
5,
HT 200, equipment).
Accessories from GURPS Uplift: Oxywater units for 50,000 cy with 10
loads
(each 500 units) of chemicals, TL11 psi shield (power 16) {445},
TL11
stasis field {31}, TL11 reality anchors.
Modules: One bridge module, one dry wheel module, one outlock & subcraft
module, two sensor modules, one software module, two weapons pod
{55}
modules.
Weaponry: The pods and three heavy torpedo tubes (DR 5, HT 70) with 60
ALH
torpedoes.
Cargo: 500,000 cf (and 1,064,244.9 cf access space {13, 80}).
Statistics: Cost $2,000,000,000, design mass 48,500 tons, max. payload
101,500 tons, max. cargo 15,000 tons, current load 1,500/21,500
tons,
loaded mass 50,000/70,000 tons, size modifier +13, radar signature
+13
(+1 if jamming), IR signature +18, acoustic signature +5.
Ground Performance: Speed factor 20, top speed 200/175 mph, acceleration
15/13.125 mph/s, deceleration 5 mph/s, MR 0.5, SR 7.
Water Performance (surface): Speed factor 18, top speed 180/157.5 mph,
acceleration 5/4.375 mph/s, deceleration 12.5/12.1875 mph/s, MR 1,
SR 8,
draft 25/27 yards.
Water Performance (submerged): Speed factor 14, top speed 140/122.5 mph,
acceleration 5/4.375 mph/s, deceleration 12.5/12.1875 mph/s, MR 1,
SR 8,
max. submerged depth 1,500 yards, rising or diving at 2.5/2.1875
yard/s.
Air Performance: Speed factor 80, top speed 800/700 mph, acceleration
20/17.5 mph/s, deceleration 40/37.5 mph/s, MR 5.25, SR 7, ceiling
unlimited.
MODULE Bridge
(This is the "administrative home" of gadgets deep in the body, too).
Structure: 4,000 cf standard superstructure (HT 2,000).
Accomodation: 20 roomy seats.
Armor: 10,000 points expensive armor, SF6/2,000 SB6/2,000 SR6/2,000
SL6/2,000 ST6/2,000.
Accessories: Compact fire extinguisher, laser sensors, radiation
shielding,
four optical mainframes (C6, DR 3, HT 60, electronics), 5 INS (DR 3,
HT
6, electronics), 10 TL10 interface jacks, five secure long-distance
radios (DR 3, HT 4, electronics), 5 IFF, 5 terrain-following radars,
two
communications buoys (DR 3, HT 100, electronics).
Accessories from GURPS Uplift: TL14 A-level hyperspace radio, five
man-made
datastations, P-class library branch {1}, PSI augmenter web (3
users,
sense, shield, telesend and telereceive) {20}.
Cargo: None, but 3,117 cf access space.
Statistics: Cost $10,433,500, mass 463,800 lbs., takes 773 cf in the
body.
MODULE Dry Wheel
Structure: 100,000 cf standard full-traverse turret (HT 15,000).
Accomodation: 40 roomy quarters {79}.
Armor: 5,000 points expensive armor, all sides PD 6 / DR 1,000.
Accessories: Compact fire extinguisher (10 units), laser sensors,
radiation
shielding, entertainment complex, 5 workshops (armoury,
3*electronics,
engineer, DR 5, HT 200, equipment).
Cargo: 20,000 cf (and 35,980 cf access space).
Statistics: Cost $19,420,000, mass 2,295,500 lbs., uses 30,000 cf, uses
10,000 KW.
MODULE Outlock & Subcraft:
Accessories: 300-ton crane (DR 10, HT 800, equipment), dry dock for
200,000
cf of vehicles.
Included Subcraft: Longboat, skiff, gig, 50 sea-sleds.
Statistics: Cost $77,740,000, mass 9,021,000 lbs., volume 301,200 cf,
uses
600 KW.
MODULE Sensor Suite
Accessories: Extreme-range sonar (scan 24, DR 3, HT 150, electronics),
advanced long-range geophone (scan 21, DR 3, HT 75, electronics),
TL11
extreme-range gravscanner (scan 30, DR 3, HT 125, electronics) {21},
extreme-range hydrophone (scan 26, DR 3, HT 150, electronics),
extreme-
range thermograph (scan 24, DR 3, HT 20, electronics), TL10 extreme-
range xadar with rangefinder (scan 30, DR 3, HT 60, electronics),
long-
range multiscanner (scan 18, DR 3, HT 30, electronics),
extreme-range
air-search radar with rangefinder (scan 31/25, DR 3, HT 60,
electronics), long-range sound detector (scan 22, DR 3, HT 30,
electronics), ALLTV (+6).
Statistics: Cost $8,660,000, mass 17,250 lbs., takes 405 cf, uses 40 KW.
MODULE Software
Ship operations: Autonomous operation (C6, IQ 11), computer navigation,
datalink, sonsor operation (C6, skill 18 or +7), 4*gunner (C5, skill
14
or +4), tactical vehicle operation air (C6, skill 17), tactical
vehicle
operation sea (C6, skill 17), 4*gunner (C5, +7).
Science/technology: TL11 translation (C6, VH), damage control (C2),
electronics repair (C2) with 50 GB, engineering (C2) with 50 GB,
environmental analysis (C3).
Basics: Accounting (C2), word processor (C2).
Expert systems/databases: Just about everything possible for
$14,612,300.
Cost $15,480,300.
MODULE Weapons Pod:
Structure: 2,000 cf standard superstructure (HT 1,000).
Accomodation: Two roomy seats.
Crew Requirements: Two gunners.
Armor: 10,000 points expensive armor, SF6/2,000 SB6/2,000 SR6/2,000
SL6/2,000 ST6/2,000.
Accessories: Compact fire extinguisher, laser sensors, radiation
shielding,
TL10 medium xadar with rangefinder (scan 24, DR 3, HT 10,
electronics),
two optical microframe TCs (C5, DR 3, HT 10, electronics). Programs:
2*Gunner (C5, skill 14 or +4), 2*targeting (C5, +7).
Weaponry: Tl13 XH A-PAWS (DR 5, HT 250) in autostabilized cyberslave
mount
and 6 linked heavy missile launchers (DR 5, HT 40) with 100 HVGM.
Cargo: None, but 393 cf access space.
Statistics: Cost $21,745,250, mass 261,000 lbs., takes no volume, uses
10 KW
and 5 MWh/shot.
TAASF Captain's Gig v1.0 (TL 9 and higher)
This is a subcraft of the _Streaker_, a modified Snarkhunter class
exploration vessel. If you don't read that entry, the numbers make
little
sense.
The Captain's Gig was lost prior to the story, but I assumed that it
is
just a smaller copy of the Longboat and the Skiff (with less range and
more
speed). It is known that it could carry 10 fen {87}.
Structure: 5,000 cf expensive heavy body (HT 4,000), max. load 150 tons,
very good streamlining, sealed body, submersible hull, two TL12
contragrav units (each DR 5, HT 40).
Propulsion: Twin TL11 150-ton reactionless engines (DR 5, HT 500 each).
Power: Two TL10 20 MW large fusion plants (DR 5, HT 100) and 5 MWh
rechargeable power cells (DR 5, HT 24).
Accomodation: 10 seats.
Crew Requirements: Pilot, possibly more.
Armor: 1,200 points advanced armor, F6/200 B6/200 R6/200 L6/200 T6/200
U6/200.
Accessories: Compact fire extinguisher, basic IR cloaking, laser
sensors,
two 8-person full lifesystems, radiation shielding, partial stealth,
medium sonar (scan 18, DR 3, HT 10, electronics), medium hydrophones
(scan 20, DR 3, HT 10, electronics), long-range thermograph (scan
22, DR
3, HT 10, electronics), TL10 long-range xadar with rangefinder (scan
26,
DR 3, HT 20, electronics), medium multiscanner (scan 16, DR 3, HT 6,
electronics), TL10 long-range radar with rangefinder (scan 28, DR 3,
HT
20, electronics), ALLTV (+6), airlock, four optical mainframes (C6,
DR
3, HT 60, electronics), two INS (DR 3, HT 6, electronics), two GPS,
two
TL10 interface jacks, two secure long-distance radios (DR 3, HT 4,
electronics), two IFF, spotlight (DR 5, HT 2, exposed equipment),
two
terrain-following radars. Programs: Database (56.8 GB starmaps and
recognition guides), datalink, sensor operation (C6, skill 18 or
+7),
gunner (C5, skill 14 or +4), tactical vehicle operation (C6, skill
17),
targeting (C5, +7).
Accessories from GURPS Uplift: Oxywater pack for 100 cy with
5*chemicals,
vehicular PSI detector.
Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front
cyberslave.
Cargo: 100 cf (and 8.2 cf waste space).
Statistics: Cost $13,000,000, design mass 50 tons, max. payload 100
tons,
max. cargo 4.5 tons, current load 10 tons, loaded mass 60 tons, size
modifier +6, radar signature +1, IR signature +10, acoustic
signature
+3.
Ground Performance: None.
Water Performance (surface/submerged): Speed factor 8/4, top speed
136/68
mph, acceleration 8.5 mph/s, deceleration 14.25 mph/s, MR 1.25, SR
7,
draft 8 feet, max. submerged depth 1,000 yards, diving speed 4.25
yards/s.
Air Performance: Speed factor 120, top speed 2,040, acceleration 34
mph/s,
deceleration 54 mph/s, MR 5.5, SR 8, ceiling unlimited.
TAASF Longboat v1.0 (TL 9 and higher)
This is a subcraft of the _Streaker_, a modified Snarkhunter class
exploration vessel. If you don't read that entry, the numbers make
little
sense.
The Longboat was the biggest subcraft. It is longer than the 20m
outlock
{84}. It would have been capable of prolonged spaceflight.
Structure: 16,000 cf expensive XH body (HT 12,000), max. load 720 tons,
very
good streamlining, sealed body, submersible hull, two TL12
contragrav
units (each DR 5, HT 125).
Propulsion: Twin TL11 360-ton reactionless engines (DR 5, HT 1000 each).
Power: Two TL10 50 MW large fusion plants (DR 5, HT 175) and 5 MWh
rechargeable power cells (DR 5, HT 24).
Accomodation: 10 cramped quarters.
Crew Requirements: Pilot, co-pilot, possibly more {295}.
Armor: 3,600 points advanced armor, F6/600 B6/600 R6/600 L6/600 T6/600
U6/600.
Accessories: Compact fire extinguisher (2 units), basic IR cloaking,
laser
sensors, two 10-person full lifesystems, radiation shielding,
partial
stealth, long-range sonar (scan 20, DR 3, HT 30, electronics), long-
range hydrophones (scan 22, DR 3, HT 30, electronics), long-range
thermograph (scan 22, DR 3, HT 10, electronics), TL10 long-range
xadar
with rangefinder (scan 26, DR 3, HT 20, electronics), long-range
multiscanner (scan 18, DR 3, HT 30, electronics), TL10 long-range
radar
with rangefinder (scan 28, DR 3, HT 20, electronics), ALLTV (+6),
optical microframe TC (C5, DR 3, HT 10, electronics) {443}, two
{353}
airlocks, four optical mainframes (C6, DR 3, HT 60, electronics),
two
INS (DR 3, HT 6, electronics), two GPS, two TL10 interface jacks,
two
secure long-distance radios (DR 3, HT 4, electronics), two IFF,
three
spotlights (DR 5, HT 2, exposed equipment), lab (same as sickbay, DR
5,
HT 200, equipment) {355}, two terrain-following radars. Programs:
Database (523.85 GB starmaps and recognition guides), datalink,
sensor
operation (C6, skill 18 or +7), 2*gunner (C6, skill 15 or +5),
tactical
vehicle operation (C6, skill 17), 2*targeting (C5, +7).
Accessories from GURPS Uplift: Oxywater pack for 200 cy with
10*chemicals,
vehicular PSI detector, TL11 PSI shield (power 16), TL11 stasis
fields
{353}, TL11 reality anchors.
Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front
cyberslave {431} and a medium missile launcher (DR 5, HT 20) with 30
HVGM {431}.
Cargo: 1,000 cf (and 564,6 cf access space).
Statistics: Cost $30,000,000, design mass 200 tons, max. payload 520
tons,
max. cargo 45 tons, current load 50 tons, loaded mass 250 tons, size
modifier +7, radar signature +2, IR signature +11, acoustic
signature
+3.
Ground Performance: None.
Water Performance (surface/submerged): Speed factor 8/4, top speed
112/56
mph, acceleration 7 mph/s, deceleration 13.5 mph/s, MR 1.25, SR 7,
draft
12.6 feet, max. submerged depth 3,000 yards, diving speed 3.5
yards/s.
Air Performance: Speed factor 120, top speed 1,680, acceleration 28
mph/s,
deceleration 48 mph/s, MR 5.5, SR 8, ceiling unlimited.
TAASF Skiff v1.0 (TL 9 and higher)
This is a subcraft of the _Streaker_, a modified Snarkhunter class
exploration vessel. If you don't read that entry, the numbers make
little
sense.
The Skiff was the third subcraft. It is just under 20m {84} long and
capable of transfer-point-travel. Again, I assumed that the subcraft are
similar.
Structure: 8,000 cf expensive XH body (HT 7,500), max. load 360 tons,
very
good streamlining, sealed body, submersible hull, two TL12
contragrav
units (each DR 5, HT 75).
Propulsion: Twin TL11 180-ton reactionless engines (DR 5, HT 600 each).
Power: Two TL10 30 MW large fusion plants (DR 5, HT 125) and 5 MWh
rechargeable power cells (DR 5, HT 24).
Accomodation: 8 cramped quarters {196}.
Crew Requirements: Pilot, gunner {293}, possibly more.
Armor: 3,000 points advanced armor, F6/500 B6/500 R6/500 L6/500 T6/500
U6/500.
Accessories: Compact fire extinguisher, basic IR cloaking, laser
sensors,
two 8-person full lifesystems, radiation shielding, partial stealth,
long-range sonar (scan 20, DR 3, HT 30, electronics), long-range
hydrophones (scan 22, DR 3, HT 30, electronics) {325}, long-range
thermograph (scan 22, DR 3, HT 10, electronics), TL10 long-range
xadar
with rangefinder (scan 26, DR 3, HT 20, electronics), long-range
multiscanner (scan 18, DR 3, HT 30, electronics), TL10 long-range
radar
with rangefinder (scan 28, DR 3, HT 20, electronics), ALLTV (+6),
airlock {249}, four optical mainframes (C6, DR 3, HT 60,
electronics),
two INS (DR 3, HT 6, electronics), two GPS, two TL10 interface
jacks,
two secure long-distance radios (DR 3, HT 4, electronics), two IFF,
two
spotlights (DR 5, HT 2, exposed equipment) {385}, two
terrain-following
radars. Programs: Database (1,389.45 GB starmaps and recognition
guides), datalink, sensor operation (C6, skill 18 or +7), 2*gunner
(C5,
skill 14 or +4), tactical vehicle operation (C6, skill 17),
2*targeting
(C5, +7).
Accessories from GURPS Uplift: Oxywater pack {196} for 100 cy with
10*chemicals, vehicular PSI detector, TL11 stasis fields.
Weaponry: Tl13 gatling A-PAWS (DR 5, HT 20) in an autostabilized front
cyberslave and a medium missile launcher (DR 5, HT 20) with 15 HVGM.
Cargo: 1,000 cf (and 189.9 cf access space).
Statistics: Cost $20,000,000, design mass 100 tons, max. payload 260
tons,
max. cargo 45 tons, current load 25 tons, loaded mass 125 tons, size
modifier +6, radar signature +1, IR signature +10, acoustic
signature
+3.
Ground Performance: None.
Water Performance (surface/submerged): Speed factor 8/4, top speed
112/56
mph, acceleration 7 mph/s, deceleration 13.5 mph/s, MR 1.25, SR 7,
draft
10 feet, max. submerged depth 3,000 yards, diving speed 3.5 yards/s.
Air Performance: Speed factor 120, top speed 1,680, acceleration 28
mph/s,
deceleration 48 mph/s, MR 5.5, SR 8, ceiling unlimited.
TAASF Sea-Sled v1.0 (TL 9 and higher)
This is a subcraft of the _Streaker_, a modified Snarkhunter class
exploration vessel. If you don't read that entry, the numbers make
little
sense.
The Sea-Sled has one open seat (the same sled can be used by humans
and
fin {66}). The user is expected to wear diving gear {10}, but the sled
can
provide air. The hardpoints might carry robots {118} or a pair of light
torpedoes {313}. In addition to the generic exploration sled described
here,
the ship had cargo and ambulance sleds.
Structure: 50 cf expensive XH body (HT 300), max. load 4,500 lbs.,
sealed
body, submersible hull (flotation 2,750 lbs.) with fine
hydrodynamics.
Propulsion: 75 KW screw (DR 5, HT 30).
Power: 75 KW fuel cell (DR 5, HT 15) with 45 gallons hydrox
(self-sealing,
DR 5, HT 25, fire on 10) for 60 hours.
Accomodation: One open seat.
Crew Requirements: One operator with Piloting (sea-sled).
Armor: 600 points advanced armor, F6/100 B6/100 R6/100 L6/100 T6/100
U6/100.
The top armor protects only the sled, not the user.
Accessories: Laser sensors, radar locator, short-range sonar (scan 16,
DR 3,
HT 4, electronics) {8}, short-range hydrophone (scan 18, DR 3, HT 4,
electronics) {9}, short-range MAD (scan 10, DR 3, HT 4, electronics)
{14}, mini-cam, optical midget computer (C3, DR 3, HT 2,
electronics),
GPS, TL10 interface jack, secure tactical radio with ELF receiver
{23},
IFF, two spotlights (DR 5, HT 2, exposed equipment) {115}. Programs:
Database (2.42 GB recognition guide), datalink, sensor operation
(skill
14 or +3), routine vehicle operation (skill 13). The sled contains
three
artificial gill units (S50) linked to external seats in a standard
superstructure serving as airdomes {43}, I assumed the gills are 1.2
cf.
Weaponry: Two hardpoints.
Cargo: 2 cf (and 0.648 cf waste space). Among the standard payload will
be
several breathers {48} and handlers {11} from GURPS Uplift.
Statistics: Cost $90,000, design mass 1,620 lbs., max payload 1,130
lbs.,
max. cargo 180 lbs., max. hardpoint load 1,130 lbs., current load
380
lbs., loaded mass 1 ton, size modifier +2, radar signature +2, IR
signature +2, acoustic signature +1.
Ground Performance: None.
Water Performance (surface/submerged): Speed factor 14/10, top speed
56/40
mph, acceleration 2 mph/s, deceleration 1 mph/s, MR 0.75, SR 3,
draft 2
feet, max. submerged depth 500 yards, diving at 1 yard/s.
Air Performance: None.
> Have you ever done large objects like a dyson sphere or ringworld? Or are
> those outside this category?
>
> Rick
Those are way beyond the rules. If something happens to blow a hole
into a ringworld, would the GM really roll dice to determine the size of
the hole or the fate of the ringworld?
In the same vein, stats for the Titanic would be pointless. If she shows
up in a game, her survival might hinge on the ability of the PCs to
fast-talk the captain, not on her MR ...
Onno
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