• Welcome, Guest. Please login.
 
Apr 28, 2024, 04:38 AM

News:

Welcome to RPG.avioc.org!! If you have a story to tell or want to join one, you have come to the right place!


Paulson Nebula Mechanics

Started by tomcat, May 01, 2005, 06:22 AM

Previous topic - Next topic

tomcat

May 01, 2005, 06:22 AM Last Edit: Dec 23, 2005, 04:40 AM by tomcat


The following information is given for game mechanics purposes only:

Paulson Nebula

Location: in the area of Zeta Alpha and Sentinel Minor, which registers 82 percent dilithium hydroxyls, with magnesium and chromium as well.

Type: Class-C

Hazards: The nebula can be both benign or dangerous to starships; within it ships have been known to register sensor ghosts or to have no sensor function at all; communications are limited to relative short ranges; warp fields can deteriorate within its gases causing ships to drop out of subsapce, sometimes with disastrous results; and Ion  Storms may rage at times within its bounds.

Notes: For a long time the nebula has been a hide out for pirate ships and rogue merchants moving contraband. From Star Trek canon, the U.S.S. Enterprise NCC-1701-D took refuge there in 2370 within its sensor-confusing material from the renegade Borg.

Mechanics: The following will be necessary if the Columbia enters the Paulson Nebula:
1- Engineering will need to make a TN 13 Systems Reliabilty test for Warp Propulsion for every 6 hours of warp travel; failure will bring the ship crashing out of subspace with results to be determined
2- Communications are limited to 200,000 KM range and require a Sys Ops TN 15 test to achieve
3- Shields will require a Sys Ops TN 13 for each 3 rounds of Starship combat or each 5 hours of travel to activate and maintain
4- Sensors will be erratic and sensor 'ghosts' are prevelant; any sensor tests will require an additional +5 to the required TN

Note: The Paulson Nebula is 4 light years across where you guys are passing... so at the new speed of Warp Factor 2, that will equate to over 4 months to cross.

The following time will be required by Warp Factor:

WF 4- 5.4 Days (22 RT*)
WF 5- 4.8 Days (19 RT)
WF 6- 4 Days (16 RT)
WF 7- 2.4 Days (10 RT)
WF 8- 1.6 Days (6 RT - but this speed will require more Reliabilty tests for the ship)

*Reliability tests

The Reliabilty TN will not change for the Warp Field integrity, but the potential hazards that may occur will be based on the speed of the ship. higher speeds will obviously cause greater harm to ship and crew if the ship 'falls' out of warp.

Degree of Success will also play a factor in the tests. A series Marginal Success (only) results will reduce the propulsion reliabilty in the following manner.

MS 1: No change
MS 2: -1 To Reliability Test
MS 3: -2 To Reliability Test
MS 4: -3 To Reliability Test
MS 5: -5 To Reliability Test
MS 6: -7 To Reliability Test
MS 7: -9 To Reliability Test
MS 8+: Decrease negative modifier by -2


Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]