A new player in my campaign wants to play a neo-dolphin, first player to play an uplift in my group. He wants to have a dolphin morph also. As we are currently playing in Locus he shouldnt have to much trouble with discrimination, but would appreciate any advice on how the morph would be treated on the whole. Also can a dolphin "swim" in zero g or does he need the sled to get around? The book says they can go a long time before their skin dries out, but how long? Did i miss that somewhere? Any ideas would be great. thanks
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Neo-Cetaceans
Mon, 2014-04-14 16:28
#1
Neo-Cetaceans
Mon, 2014-04-14 18:48
#2
In micrograv, dolphins could
In micrograv, dolphins could use their swimming body motions to move through air. It would not be particularily quick, mind you. I would recommend a neo-cetacean walker for easy micrograv travel (Panopticon, p158 & 159). It is a combination walker-thrust vector sled that is worn (with a smart suit, the neo-dolphin could also move around in vacuum as long as his oxygen tank doesn't run out). I'd also recommend cybernetic arms for using things.
Skin drying out isn't that big of a deal, and is mentioned once (Panopticon 110). If you want to play it hard, then have your neo-dolphin take vacuum sealing (and the armour required) or a smart skin to keep moisture in.
Remeber, there is no swimming in empty vacuum, just habs.
Mon, 2014-04-14 20:18
#3
The character did take the
The character did take the cybernetic arms, I just wondered if he would have to use the walker everywhere or could get by in microgravity without it. Thanks for the page references.
Mon, 2014-04-14 20:50
#4
EtherExsurgent wrote:The
So, in micrograv pigeons are able to fly without much trouble and maintain speeds equivalent to that on Earth. Seems reasonable. But your dolphin is meant for propelling itself through water, not air. Air is 784 less dense than water, so your dolphin is going to have 784 times the trouble swimming in air. Suffice to say, it would take a very long time and take a lot of energy to move anywhere, and EP does not have that sort of scale in its movement rules.
With cyberarms, the dolphin could pull and push itself around, but the additional four 'leg' limbs and cold-gas thrust vectors from the walker are extremely useful for any micrograv environment.
Mon, 2014-04-14 22:06
#5
On occasion I've toyed with
On occasion I've toyed with the idea of an "air whale" biomorph. Essentially to cover that exact difference in low gravity environments. Never did get to stats or anything,just sketches which are of no professional level whatsoever!
You could perhaps have a reverse wetsuit that keeps the dolphin comfortable and has swim fins to extend the flukes and flippers to where they would move enough air to swim normally.
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Tue, 2014-04-15 06:29
#6
Dolphins are fun
In my group, a player decided to play the dolphin space ship pilot.
I think as far as the action is kept in microgravity enviroments, that kind of morph can be really fun to play.
We had a problem when the campaign bought the group on Venus. The dolphin player decided to resleeve in an humanoid morph, leaving a beta fork inside the original neo dolphin, in orbit inside the spaceship.
Unfortunately, they left the beta alone and without messages for too long, so he decided to be free and joined a scum swarm.
Well, the players were not happy about that :-D
Ciao
Luca
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il NeRo
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The blog about the adventures of 4 Italian Sentinels
Tue, 2014-04-15 14:18
#7
Chernoborg wrote:You could
You would have to give the dolphin the beluga's ability to swim backwards to decelerate or it would bump into a lot of surfaces.
Tue, 2014-04-15 21:52
#8
Depends on how much room
Depends on how much room there is:). Still ,adding much more takes us away from the simple solution and then you might as well get the walker.
You'd think they would have added backwards swimming during the uplift. Given the amount of genemodding done to avians, pigs, and octopi this would seem to be a relatively easy addition.
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Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Tue, 2014-04-15 21:57
#9
And I left out that the
And I left out that the solution of creating flipper-extensions large enough to efficiently propel the dolphin through micrograv air would be very large and unwieldily (or just have a smaller dolphin).
Tue, 2014-04-15 22:33
#10
I think not too much larger.
I think not too much larger. In full pressure and microgravity even a human could generate enough force to fly with reasonably sized wings.
Not quite the same, but a good example: http://m.youtube.com/watch?v=jPGgl5VH5go
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Current Status: Highly Distracted building Gatecrashing systems in Universe Sandbox!
Tue, 2014-04-15 23:08
#11
@nerol
@nerol
You've just touched on something that seems like it could wreck gaming groups. You seem amused, but if my GM had my fork run away "because it was funny" it'd piss me off to no end. Taking control from me after it's diverged a bit, ok. Doing something completely out of character? GM bullshit.
As for the topic - it seems like the best idea is just to mount cold thrusters on the dolphin. It's not like there's much of a reason -not- to do it.
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Wed, 2014-04-16 03:13
#12
Thanks for all the
Thanks for all the suggestions. Going to talk over some of this with my player. And my player character went with lots of fame as a musician. We are still working out the exact way he combines dolphin sounds and technomusic together. We are thinking it will have different layers to it depending on the level of hearing someone has.
Sun, 2014-04-20 13:07
#13
The big problem is going to
The big problem is going to be one of inertia. It really wouldn't be too much trouble to slowly build up quite a lot of momentum by "swimming" through air -- but the problem is steering and stopping. Your dolphin morph had better get a nose bumper.
Or gas steering jets.