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[M&M 2e] Red Sands Chronicles. (OOC)
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<blockquote data-quote="Binder Fred" data-source="post: 5360702" data-attributes="member: 63746"><p>How about this for the Astrolabe and the Balloon (1 PP total cost, figure I'll trade in a rank of Luck for it)?</p><p></p><p><span style="color: Orange">Clockwork Astrolabe (tells precise time and counts as 'proper tools' for Survival\navigation, Only when stars or sun are visible, 5min activation -3) 1/8 ep.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Overwatch Balloon (Medium sized vehicle) 3.6 EP</span></p><p><span style="color: Orange">Str 10, Speed 0, Tough 5, Defense 10, Crew 1, Communication: wireline to Heavy Crawler</span></p><p><span style="color: Orange">Powers: Air bladder: Flight 1 (10MPH, Levitate -1, 1/2 PP)</span></p><p><span style="color: Orange"> The High View: Super Sense (Extended sight X1000 (-1 Notice per 10 000 feet), Radius, 4 PP)</span></p><p></p><p>I would also like to buy a searlight for the balloon, as it could come in very handy in case of night raids, etc. Would ANYBODY like to contribute a single PP to this worthy cause?</p><p></p><p><span style="color: Orange"> Search Light: Environmental Control Light 2 (10' radius Daylight, PF Improved Range 1 (2 000' max range), Standard, Sustained, 5 PP) 1PP in vehicle</span></p><p></p><p></p><p>Alright, I think I'm grasping the basics now. Just the bit above still puzzling me though: I can understand the Transportation Guild going for a strict non-interventionist policy (I take it they always travel their own routes and don't rent out airships for missions outside these routes, right?), but if the stranded caravan IS under one of their routes, doesn't it break their non-interventionist policy to REFUSE to carry (air-dropped) cargo and personnel to a spot along their route? That seems to be their entire <em>raison d'etre</em>. Or is the next scheduled trip along that route so far into the future as to make it useless?</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 5360702, member: 63746"] How about this for the Astrolabe and the Balloon (1 PP total cost, figure I'll trade in a rank of Luck for it)? [COLOR="Orange"]Clockwork Astrolabe (tells precise time and counts as 'proper tools' for Survival\navigation, Only when stars or sun are visible, 5min activation -3) 1/8 ep. Overwatch Balloon (Medium sized vehicle) 3.6 EP Str 10, Speed 0, Tough 5, Defense 10, Crew 1, Communication: wireline to Heavy Crawler Powers: Air bladder: Flight 1 (10MPH, Levitate -1, 1/2 PP) The High View: Super Sense (Extended sight X1000 (-1 Notice per 10 000 feet), Radius, 4 PP)[/COLOR] I would also like to buy a searlight for the balloon, as it could come in very handy in case of night raids, etc. Would ANYBODY like to contribute a single PP to this worthy cause? [COLOR="Orange"] Search Light: Environmental Control Light 2 (10' radius Daylight, PF Improved Range 1 (2 000' max range), Standard, Sustained, 5 PP) 1PP in vehicle[/COLOR] Alright, I think I'm grasping the basics now. Just the bit above still puzzling me though: I can understand the Transportation Guild going for a strict non-interventionist policy (I take it they always travel their own routes and don't rent out airships for missions outside these routes, right?), but if the stranded caravan IS under one of their routes, doesn't it break their non-interventionist policy to REFUSE to carry (air-dropped) cargo and personnel to a spot along their route? That seems to be their entire [I]raison d'etre[/I]. Or is the next scheduled trip along that route so far into the future as to make it useless? [/QUOTE]
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