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Organic Ships

Hello Granpafishy.
1 - plant the seed.
2 - water the plant.
3 - harvest.
4 - reem out the middle.
5 - mount the engine,weapons,lifesupport and everything else you need.
6 - boost into space and leave.
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In all seriousness i have no idea.
Bye.
 
The Tahavi designers that work with us had done a few experiments along this line, an offshoot of artificial reef construction... the few example I had seen started with a concrete form, conducive to coral growth... the end result is not too dissimilar from having a planetoid ship. Transition into space kills the outer layers of the hull, making a very hard surface... they then added aftermarket drives and support gear... buffing of the surface gives a luminous shell-like quality to the hull that is quite striking...
 
Why do you want "organic" ships? Supersteel hulls and electronics not good enough for you? Be advised that "organic" ships don't go *BOOM!* they go *squish.*
 
Originally posted by Baron Saarthuran von Gushiddan:
The Tahavi designers that work with us had done a few experiments along this line, an offshoot of artificial reef construction...
Do they Showcase modles that I could look at?
 
Originally posted by stofsk:
Why do you want "organic" ships? Supersteel hulls and electronics not good enough for you? Be advised that "organic" ships don't go *BOOM!* they go *squish.*
Point noted. ;)

The main reason is I'm looking for designs that could reapair itself (with enough time) that isn't Anceint or extreme Handwavium technology.
 
There are rules for the pentapod starships which are organic in the traveller's digest (not sure which issues but in the low 10s). Its for T2300 rules but thats close to TNE rules.

Cheers
Richard
 
It's numbers 12 and 13, if that helps ;)

I used an organic ship in an adventure once. It had to waste space much like a planetoid hull but it had several advantages.
1. It was sentient, with a computer rating equal to its intelligence (I used the same formula as that in book 8 robots, max Int=TL-3).
2. It required no crew.
3. It could generate energy through a photosynthesising hull (equivalent to a power plant 1 in the inner system, in the outer system it could only produce a tricle to keep it alive).
4. It could heal hull damage over a few days/weeks.

It did have machinery such as a fusion power plant, maneuver drive, jump drive, and limited weapons. It could heal one level of damage to each (representing the organic components) but multiple hits would cause a permanent reduction. If a component was completely destroyed then it couldn't be healed.

Its main disadvantage was requiring nutrients equal to 1% of its displacement per month. If starved it would canibalise itself, reducing its armour rating by one per month, then its drives by one per month, and finally its intelligence would degrade by one per month until it died.

My players found it with hull and power plant damage (and starving) in the outer system. They investigated and then rigged a power feed from their ship to try and restore maneuverability. Of course it wanted nutrients...
 
Sigg, you have given me one more way to totally gross out and embarass my players; a heart felt thank you!
 
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