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[Warp] Modelling warp travel
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Topic: [Warp] Modelling warp travel (Read 1022 times)
Heimdallr
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Posts: 71
Lost Jarl
[Warp] Modelling warp travel
«
on:
April 05, 2008, 11:22:01 PM »
Well this might belong in the RPG or Rogue Trader section, but anyways:
What I envision is that the Warpdrives would take care of the "transition" to and from the Warp (regardless of Navigators). After that a Navigator can basically guide the ship to a desired destination;
GURPS Powers
comes to mind here with the usage of a "Warp-Travel" Power with "Jumper" or "Warp" as it's main ability. In this case the Power (Warp Travel) only has one Ability (Jumper/Warp) with enough limitations to bring it beyond the -80% threshold: Psionic [-5%]; Special Portal (WarpDrive) [-50% to -60%]; Traveling in space past "Warp Jump-Point [-40%]; etc. In the end you get:
Warp Navigation [20 points] +5 points/level
Each level would give you a +1 on your IQ test to succeed the jump. Standard preparation-time for a jump would be 8 hours+ (giving a +10 bonus), while negative mods would be -17 for 1 ly, -18 for 10 ly, -19 for 100 ly, etc. In this case high levels of Talent (minimum of level 7) will be essential for successful Warp Navigation, bringing the standard cost to ~55 points. Now the
Warp Coefficient
would come into play by adding additional negative modifiers (Warp 0 is -0, Warp 0.1 is -1, Warp 0.2 is -2, etc).
...just some basic thoughts here of-course
«
Last Edit: April 06, 2008, 05:59:38 AM by Kage2020
»
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #1 on:
April 06, 2008, 07:13:40 AM »
Treating it as a
Power
gets my vote, Heimdallr. Originally I was going to suggest that they might be better if integrated with the psyker rules, but Navigators certainly do deserve to get some breaks from the psyker crutch.
With that said, I'm not sure that you've "nailed it" with your description and breakdown. Both "Jumper" and "Warp" seem to imply an active ability to open portals that, despite the implications in
Farseer
, do not seem part and parcel of the abilities of a Navigator. Thus I would lump the ability of the Navigator to guide a ship through the warp to be a part of the Clairsentience ability. As you say, though, it needs some fairly hefty modifications.
In essence, the
effect
is not that different, but the journey to that effect is. Rather than implying that the Navigator is the engine, you imply that they are the
eyes
, or perhaps the headlights (
).
Additional abilities would include an Innate Attack and, perhaps, Affliction. Whether the abilities of the Heir Apparent are modeled here or not is another question.
Kage
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Heimdallr
Novice
Posts: 71
Lost Jarl
Re: [Warp] Modelling warp travel
«
Reply #2 on:
April 06, 2008, 06:06:16 PM »
Well I went to my old
Rogue Trader
"40k bible" and Clairsentience seems more appropriate indeed; In this case you could use the base Clairsentience Advantage with the -10% psionics limitation, plus a -70% Navigator (Warp-only & needs starship) limitation; then a distance multiplier enhancement (levels 45-60) +450% to +600% giving:
Warp Navigation [185] +10 points/level
Base level gives a “view-distance” of 1 light year; level 2 gives 2 light years; level 3 is 5 light years; level 4 is 10 light years; level 5 is 20 light years; and so on in an exponential increase, up to level 16 which gives a distance of 100,000 light years! Each level would also act as a talent bonus giving +1 per level to the skill roll; alternatively you could separate distance and talent levels (each being 5 points per level), to differentiate between raw-power and skill level. Naturally a Navigator could extend his base range with increased fatigue costs.
Quote from: Kage2020
Additional abilities would include an Innate Attack and, perhaps, Affliction.
From the original source (Rogue Trader) it states that Navigators only have one-and-only special ability (Warp Navigation)... not that we should be limited to that of-course
Other non-psionic abilities could include
Sanitized Metabolism
[1], and possibly up to several levels of
Unnatural Features
[-1/level] (transparent skin, large eyes, large hands/feet, webbed-fingers); but each Navigator would be different and only the most exotic ones will have all these features. And of-course this is not counting all the appropriate social disadvantages, such as
Social Stigma (Navigator) [-5]
or
Reputation
for instance.
«
Last Edit: April 06, 2008, 06:42:31 PM by Heimdallr
»
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #3 on:
April 06, 2008, 07:12:37 PM »
Quote from: Heimdallr
In this case you could use the base Clairsentience Advantage with the -10% psionics limitation, plus a -70% Navigator (Warp-only & needs starship) limitation; then a distance multiplier enhancement (levels 45-60) +450% to +600% giving... [snip]
I don't think that you need the "Warp Only" and "Needs Starship" limitation, since to see into the warp this is not necessary (
c.f.
Vitali Googol from Watson's
Inquisitor
, and more appropriately
Harlequin
). With that said, "Warp based" meaning that they can only use their ability for those distances in the warp is definitely an 'in,' which is probably what you were talking about in the first place.
Range...
Yowzers, that increases price of the ability rather sharpish. Perhaps not unreasonably, but in meta-gaming terms it is a rather expensive ability for something that is going to have little impact on most peoples' games. Hmmn... Of course, that's just a GM consideration (i.e. what to allow "for free") rather than a
GURPS Powers
modelling issue.
Talent and Skill...
I'm very keen on the idea of the use of "Astrography" as the skill, with the Talent being, well, native wit/talent. I know that
GURPS
discusses this as an option and I've been exploring the possibility with reference to the GRT psyker system (which progresses beyond what I have been bothered to type up on the forums!).
Quote from: Heimdallr
Base level gives a “view-distance” of 1 light year; level 2 gives 2 light years; level 3 is 5 light years; level 4 is 10 light years; level 5 is 20 light years; and so on in an exponential increase, up to level 16 which gives a distance of 100,000 light years!
Hmmn... I would cap it at 5 or so myself...
Quote from: Heimdallr
From the original source (Rogue Trader) it states that Navigators only have one-and-only special ability (Warp Navigation)... not that we should be limited to that of-course
We do, however, have additional information from Graeme McNeill's version of Navigators from the
Inquisitor
article. The idea that they can be a bit more like "psychic vampires" does have some interesting implications...
Quote from: Heimdallr
Other non-psionic abilities could include
Sanitized Metabolism
[1], and possibly up to several levels of
Unnatural Features
[-1/level] (transparent skin, large eyes, large hands/feet, webbed-fingers); but each Navigator would be different and only the most exotic ones will have all these features.
That would definitely be interesting to explore...
Kage
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Heimdallr
Novice
Posts: 71
Lost Jarl
Re: [Warp] Modelling warp travel
«
Reply #4 on:
April 06, 2008, 09:54:08 PM »
Quote from: 'Kage2020'
With that said, "Warp based" meaning that they can only use their ability for those distances in the warp is definitely an 'in,' which is probably what you were talking about in the first place.
Well I'm starting to question the use of "range" at all... after all, simply being able to see into the Warp might be sufficient to navigate in it. In any case this would reduce the limitations to
psionics -10%
and
Navigator (Warp-based) -60%
, and getting rid of the
distance multiplier
enhancement.
Now, as you suggested,
Astrography
(a VH skill I would presume) would be used to navigate proper in the Warp with
Warp Navigation
as a prerequisite; appropriate DRM could then be applied for distance, Warp coefficient, base Power level, and distance from Astronomican (or Psychic Beacon)...
«
Last Edit: April 06, 2008, 09:56:04 PM by Heimdallr
»
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #5 on:
April 06, 2008, 10:08:01 PM »
Quote from: Heimdallr
Well I'm starting to question the use of "range" at all... after all, simply being able to see into the Warp might be sufficient to navigate in it.
Exactly
! It is a passive, rather than active, ability. It is one of the reasons that I posted this little ditty in the "warp travel" article:
Quote from: Kage2020
"How does one describe the Astronomican and our relationship to it? I have heard many explanations for it, but it is from an archaic, pre-Imperium poem that provided me the most accurate statement:
'Music heard so deeply that it is not heard at all, but you are the music while the musics lasts.'
We can see with our pineal eye, true, but it is the feel of the Astronomican that truly guides us. We are mutants, they say, but we are more truly touched by the spirit of the Emperor than by those that slander against us."
Quote from: Heimdallr
In any case this would reduce the limitations to
psionics -10%
and
Navigator (Warp-based) -60%
, and getting rid of the
distance multiplier
enhancement.
Is it a limitation or an enhancement, though? I can see a justification for it breaking even.
Quote from: Heimdallr
Now, as you suggested,
Astrography
(a VH skill I would presume) would be used to navigate proper in the Warp with
Warp Navigation
as a prerequisite; appropriate DRM could then be applied for distance, Warp coefficient, base Power level, and distance from Astronomican (or Psychic Beacon)...
With the caveat, of course, that Astrography can also be used by cogitators...
Kage
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Heimdallr
Novice
Posts: 71
Lost Jarl
Re: [Warp] Modelling warp travel
«
Reply #6 on:
April 06, 2008, 10:59:52 PM »
Quote from: 'Kage2020'
Is it a limitation or an enhancement, though?
Well without the range enhancement that would indeed make sense, giving the ability a base cost of 45 points. But how about using
Scanning Sense (Warp-Vision)
instead; somewhat akin to
Para-Radar
it would enable a Navigator to simply "see" the Warp as an innate function, since it is basically a mutation (no
psionics
limitation). Cost would be 60 points assuming the
No Intercept
enhancement, 40 points otherwise.
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #7 on:
April 07, 2008, 02:01:47 AM »
My initial reaction is that does make a whole lot more sense. I'll take a gander at
Characters
and
Powers
...
This is not a one line post.
Edit:
Seriously, this is not a one line post, even if it took me a bit of time to get there.
Scanning Sense is far more active than I would personally have it. I'm going to take a gander through the advantages to see if something else pops out at me. Possibilities include:
3D Spatial Sense w/Requires Signal (Astronomican).
Clairsentience (again, ick).
Detect at the 20 point level.
Oracle, coupled with Acute Sense (Vision)?
Penetrating Vision might be appropriate in places...?
Scanning Sense w/Para Radar (but see above).
Wild Talent (a
huge
stretch).
Kage
«
Last Edit: April 07, 2008, 04:21:35 AM by Kage2020
»
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Heimdallr
Novice
Posts: 71
Lost Jarl
Re: [Warp] Modelling warp travel
«
Reply #8 on:
April 08, 2008, 02:43:41 AM »
3D Spatial Sense w/Requires Signal (Astronomican):
maybe a special enhancement
extra-dimensional +100%
would work?
Detect at the 20 point level:
looks promising... would need the
Precise
&
Signal Detection (Astronomican/Psychic Beacon)
enhancements.
Oracle, coupled with Acute Sense (Vision):
seems too lengthy, more suited to a ritualistic interpretation.
Scanning Sense w/Para Radar (but see above):
nod, however the
No Intercept
enhancement makes it "un-active" (in that it cannot be intercepted).
...naturally we are just playing with point costs at this point
But it is nice to keep things consistent.
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #9 on:
April 08, 2008, 04:33:42 AM »
Quote from: Heimdallr
...naturally we are just playing with point costs at this point
But it is nice to keep things consistent.
Well, that's true. I wonder which one you prefer, though?
Kage
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Heimdallr
Novice
Posts: 71
Lost Jarl
Re: [Warp] Modelling warp travel
«
Reply #10 on:
April 09, 2008, 02:06:46 AM »
I'd go for the most expansive one, simply because it is a pretty unusual trait
...or couple it with
Unusual Backgroun
d if the Advantage used seems "cheap". Overall though I'd be happy using either
Clairsentience
(making it more mystical), or
Scanning Sense
(making it more "mundane", as in a mutation); both are appropriately expansive.
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Jorgard
Kage2020
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Re: [Warp] Modelling warp travel
«
Reply #11 on:
April 09, 2008, 02:51:46 AM »
Then it comes down to implications, in which case "Scanning Sense" seems to the be most obvious one. I'll take a gander and see what I might come up with...
Kage
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