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OOC: The Moot.

Posted by RefereeFor group 0
Referee
GM, 6 posts
Mon 27 Dec 2010
at 21:37
  • msg #1

OOC: The Moot

This thread is for Out-of-character discussions.
Referee
GM, 37 posts
Sun 9 Jan 2011
at 04:54
  • msg #2

Re: OOC: The Moot

Some information has been added to the Setting and Background thread.

Additionally, I'll try to get a thread up about the various navies and merchant lines this weekend.

I know I'm putting up a lot to read.  Please don't feel compelled to digest it all, I'm just trying to provide some texture since it is an OTU setting.
Referee
GM, 92 posts
Sun 23 Jan 2011
at 04:20
  • msg #3

Re: OOC: The Moot

Just to give a quick update, five players are well into chargen at this point.  A couple still have to purchase gear and I know the group is still finalizing connections, but we're coming into focus.  I am very pleased with the mix of skills and interesting backgrounds in the group.

As far as crewing the ship, the positions seem pretty clear as most players have skill 2-3 in one position with little direct competition from other players.  We have:

Pilot - Danica
Astrogator - Jack
Purser/Steward - Hayden
Medic - Dr. Jones
TBD - Bertrand

The group will probably need 2-3 redshirts for engineers and gunners, so there will be a hiring opportunity on Alsace.

We have a sixth player as well, but RL is limiting his participation at the moment.  If necessary, we'll start and have him join the group a little later.

Also, players can start looking at the different skill packages in the Core rules (pg 38) and discussing which package the group might want.
Hayden Marks
player, 21 posts
Experienced Trader
Sun 23 Jan 2011
at 10:30
  • msg #4

Re: OOC: The Moot

I'd vote for the Starship Package.  Ship skills seem to be where we are the weakest.  And at these Tech Levels, we can not depend on automation to carry the load.  Running this size ship is going to require a fair number of people with starship skills.
This message was last edited by the player at 08:55, Mon 24 Jan 2011.
Danica Moreau
player, 22 posts
ex-Major, FRA
**** Classified ****
Sun 23 Jan 2011
at 16:11
  • msg #5

Re: OOC: The Moot

Hayden Marks:
I'd vote for the Starship Package.  Ship skills seem to be where we are the weakest.  And at these Tech Levels, we can not depend on automation to carry the load.  Running this size ship is going to require a fair number of people with starship skills.

I'll second the Starship Package.  Danica has 3 of the 8 skills there (all of which we will need if we are spending a lot of time shipboard) at level 1+.  She also has Mechanic/0, but would love to have any of the other skills in the package.  And honestly, even Pilot() and Engineer() as cascades (requiring a specialization) could be taken by her - though it is like more efficient and effective for someone else to take those.

The Starship package is the only one that has Engineer() - so, if we need that, people will either need to spend connection skills getting/boosting that or from the package (the latter is limited, since it is only level 1 (so, probably best as backup).  I believe that a number of us have Engineer (electronics) at level 1 or higher - so, we could be back-up engineers in a pinch.  But only in a pinch.

If not the Starship package, then Explorer and Traveller packages (probably in that order) would like be next on my list as helping to shore up any perceived shortcomings.
Hayden Marks
player, 24 posts
Experienced Trader
Sun 23 Jan 2011
at 16:32
  • msg #6

Re: OOC: The Moot

Why is it so hard to find a good picture on this board!  GRRRRRR...

All I want is a picture of a 38 year old guy, with a nice beard, who looks like he wouldn't get his ass kicked in a belter bar, while also looking like the kind of guy who could serve drinks to a Duke.  Come on people, is that so hard?!

I may go with this... tough looking guy, full but well kept beard, wearing some kind of ship's uniform with formal hat to make him seem trustworthy and respectable.  This may be as good as it's going to get.
Dr. Jim D. Jones
player, 12 posts
Sun 23 Jan 2011
at 16:54
  • msg #7

Re: OOC: The Moot

Both Starship and Traveller have Gunner() 1 - which is probably the most lacking (3 turrets currently).

Other skills are basically backup - starship Engineer specialties being the one we currently have no >0 skill levels, IIRC.  (Doc has +1 Edu/Int)

Dr. Jones is not a fighter (of the injure a sophont type) - so anything that might help in a support role (and unlikely to be wanted by others), in the following order:
  Starship - Astrogation, Pilot(any), Engineer(has Electronics/2)
  Traveller - Stealth, Persuade or Comms (upgrade)



Yeah - finding a pic can be a real pain.  I just wanted a simple doctor... the best matches, the images were fuzzy/dark.  Choose Harrison Ford because of Indiana Jones ("You cheat Dr. Jones...") and seeing him recently as a medical researcher in Extraordinary Measures.

Saw one or two that might fit for you - are you wanting a full beard?

One of the mods has a site that shows all the pics in broad categories (up to a certain date) - I'll try to find the link.
Dr. Jim D. Jones
player, 13 posts
Sun 23 Jan 2011
at 17:13
  • msg #8

Re: OOC: The Moot

Try http://www.revelcity.com/current_-_male_gallery.htm

Naming of portraits is formated like gggNNN where NNN can be used to find the page number = NNN/18 and ggg is an abbreviation for the group (i.e. mmc -> modern male casual or the like).

Hope that helps.
Jacques Keveloh
player, 14 posts
Sun 23 Jan 2011
at 19:22
  • msg #9

Re: OOC: The Moot

I'd vote Starship Package as well - seems we're sorely lacking any Engineering skill.

Jack's got Astrogation and Sensors, with Comms-0.

I'd be willing to burn some connection skills on Engineering. The only thing I feel Jack is missing to round him out is Zero G which isn't available in the packages anyway...

@ Hayden:
yeah, slim pickings in the portraits here... did you try other genres/eras?

For another game here I actually pulled a still from a movie and modified it and tried using rpol's suggestions on 'posting your own pic' but it never worked :(
Referee
GM, 96 posts
Sun 23 Jan 2011
at 20:03
  • msg #10

Re: OOC: The Moot

Hayden Marks:
I may go with this... tough looking guy, full but well kept beard, wearing some kind of ship's uniform with formal hat to make him seem trustworthy and respectable.  This may be as good as it's going to get.


That looks like a picture of actor Jurgen Prochnow as the U-boat Captain from the film Das Boot.  Good choice. :)
Dr. Jim D. Jones
player, 14 posts
Sun 23 Jan 2011
at 20:06
  • msg #11

Re: OOC: The Moot

Astrogation usually doesn't see much use - just the jump plot time...

Logistically, Doc could probably pull double duty on that to be more useful aboard ship if he had Astrogation 1 (+1 Edu).  His other bridge skills include Sensors 1 and Comm 0.  Normal J-2 plot would be a +4 DM - not like he could cause a misjump anyway (that's the Engineer's job! :).

He can also backup Jack with Engineering(Elecrtical) 2/0 and +1 Int/Edu (As can Danica).



  P.S. - don't believe you can use your own pic directly for a portrait (I wish).

  You must submit one via email and wait (see FAQs)
  Done this before and my pic showed up some weeks later.
  Unfortunately, it looks like Shannara updated last month's just today at 9:58
  so it will likely be another month... :(
Referee
GM, 98 posts
Sun 23 Jan 2011
at 20:19
  • msg #12

Re: OOC: The Moot

Dr. Jim D. Jones:
Normal J-2 plot would be a +4 DM - not like he could cause a misjump anyway (that's the Engineer's job! :).


Might want to check the house rules on astrogation.
Dr. Jim D. Jones
player, 15 posts
Sun 23 Jan 2011
at 20:50
  • msg #13

Re: OOC: The Moot

Oops, edited out the disclaimer in that statement, but, missed any house rules on Astrogation (other than Sensors)?

[Figurin' based on Doc with +2 for Astro/Edu, +4 for Easy, -2 for J2...]
Referee
GM, 101 posts
Sun 23 Jan 2011
at 20:58
  • msg #14

Re: OOC: The Moot

In reply to Dr. Jim D. Jones (msg #13):

Referee:
Jump travel.  When preparing for jump (pg 141), plotting the jump is an average task.  Effect links to the jump engineering roll.  The effects of misjump are unpredictable, but never good.

Dr. Jim D. Jones
player, 16 posts
Sun 23 Jan 2011
at 21:24
  • msg #15

Re: OOC: The Moot

Argh - Thanks!

Missed that whole (rather important) section.

Starships don't sink in water with gravitics working?
Hayden Marks
player, 25 posts
Experienced Trader
Mon 24 Jan 2011
at 04:13
  • msg #16

Re: OOC: The Moot

So the guy with Mechanic-1 (or maybe even 2) and Engineering-2, wants to be the Astrogator.

And the guy with Astrogation-2, wants to be the Engineer...

This is why you have to love random chargen.

One thing I've always found useful is to take a look at page 146 (and house rules) and figure out where you want to be when the missiles start flying.
Dr. Jim D. Jones
player, 17 posts
Mon 24 Jan 2011
at 05:06
  • msg #17

Re: OOC: The Moot

Yep - random chargen is a hoot!

Wanted to create a scientist (scholar) - ended up a Medic! (Dammit Jim, I'm a doctor...).

But connection rules means I can still play a scientist. (Not an expert, but I like not having too high skills.)  Turns out to also be a 'fireman' - no fighting skills, but well skilled to repair battle damage from gun turrets to sophonts.  I really wouldn't have thought of that combination.

Now, the package skills make Astrogation a possibly reasonable option...
Bertrand
player, 14 posts
Mon 24 Jan 2011
at 05:42
  • msg #18

Re: OOC: The Moot

Heh, yeah. I ended up with exactly zero shipboard skills myself, so will have to grab the Gunner or something from a skill package to justify my extended presence on the ship.
Jacques Keveloh
player, 15 posts
Mon 24 Jan 2011
at 07:33
  • msg #19

Re: OOC: The Moot

Hayden Marks:
So the guy with Mechanic-1 (or maybe even 2) and Engineering-2, wants to be the Astrogator.

And the guy with Astrogation-2, wants to be the Engineer...


I'm sure Jacques would prefer the bridge to the engine room ;) I guess I was just thinking about drive repairs after combat, not really the day-to-day operation. Kind of a silly idea now that I think about it, since I figured being conveniently seated at his Astrogation console he could also operate Sensors if need be, and be completely useless as an Engineer...

I thought the Ref's crew breakdown made sense, I just meant I'd be willing to fill in the gaps we seem to have - but I obviously read too fast the good Doctor's career overview! Dr. Jim, it would seem you're our strongest candidate for Engineer. Ship's Doctor just took on a whole new meaning ;)
This message was last edited by the player at 07:46, Mon 24 Jan 2011.
Danica Moreau
player, 23 posts
ex-Major, FRA
**** Classified ****
Mon 24 Jan 2011
at 09:42
  • msg #20

Skill Package Discussions

Danica has Pilot() and Sensors at a high level - those alone should warrant her presence as bridge crew.  She does have Mechanic/0 and Engineer (electronics)/1 - but I would not nominate her for Engineer by any stretch of the imagination.  Perhaps backup - in a severe pinch.

From the Starship package, she would most likely find Astrogation or Comms to be most useful.  She can take Medic, but already has that at level/0; someone else may find it more useful.  She could take Gunner - but that would probably be a waste.  Her role as pilot is more suited to helping other line up the shot than to take it herself.

We definitely need gunners - so, that is a good call, Bertrand.  That should likely go to you (assuming that is the package that we take).

By the way, since this is partly an exploration campaign, I suspect that Astrogation (consider boosting it, Jack), will be highly useful and not just for jumps - but all sorts of navigation in space.  Especially, uncharted (or ill-charted) space.

But also looking through the crew rosters for space combat... Does anyone have Tactics (naval)?  Danica has Leadership and Tactics (military); though, both are only level/1.
Hayden Marks
player, 27 posts
Experienced Trader
Mon 24 Jan 2011
at 11:41
  • msg #21

Re: OOC: The Moot

Dr. Jim D. Jones:
Try http://www.revelcity.com/current_-_male_gallery.htm

Naming of portraits is formated like gggNNN where NNN can be used to find the page number = NNN/18 and ggg is an abbreviation for the group (i.e. mmc -> modern male casual or the like).

Hope that helps.


PS: Thanks for this... I didn't know it existed and it's very handy to have.  Beats looking through the pages one at a time!
This message was last edited by the player at 06:53, Fri 28 Jan 2011.
Dr. Jim D. Jones
player, 18 posts
Mon 24 Jan 2011
at 12:19
  • msg #22

Re: Skill Package Discussions

Just some free thinking -
    All these could be critical at the same time:
    Pilot and Engineering for 'getting the hell outta there...'
    Mechanical repair ditto.
    Medic can be time critical for individual survival.
Starship package provides backup for these and gives needed Gunner skill, so sounds like the best - some thoughts on that:
    Pilot - Piloting can only be done from one of the bridge consoles - assume most of the time best pilot would be there. Backup Pilot shouldn't have other critical primary duties.
    Gunner - Bertrand stated interest and Hayden has the equivalent of Gunner 0 plus stat DMs from JoT 3? - if he'd like that role.  That leaves a turret for a RedShirt, Player 5 or whoever.
    Engineer - Currently, Danica and the Doc both have Engineering 0 plus stat DMs (+1 for Doc) for purposes of backing up Engineering as well.
    Mechanic - Doc has Mechanical 2 (plus +1 DM) and no plans for Gunner - so he would be great for repair crew (along with Danica in a pinch) when medical needs aren't a priority (hopefully that would be the case most times).
    Sensors - Whoever doesn't have this or needs a boost (backup pilot?) - probably the other second skill.
    Medic - Two PCs will get 2 skills from package - would be good for non-critical primary role (we definitely need someone who can fixup the Doc ;)
    Comms - Comms can be run from anywhere, but Pilot with Comms allows locking down bridge and external comms with only Pilot on bridge.
    Astrogation - Astrogation and Engineering can be run from any workstation (barring overrides) - Engineer can be physically with engines when need be and also do Astrogation when the two don't overlap. Astrogation from package would be for backup and when Engineering or Piloting must be done simultaneously to avoid multiple task penalties to these critical tasks.
BTW: Anyone have Remote Ops?
Hayden Marks
player, 28 posts
Experienced Trader
Mon 24 Jan 2011
at 15:29
  • msg #23

Re: Skill Package Discussions

Well, perhaps the best thing is to pick what you want when the Ref calls your name and don't worry too much about it.  This is something we can easily overthink if we try hard enough.

In any event, it sounds like we know which package we want.
Jacques Keveloh
player, 16 posts
Mon 24 Jan 2011
at 21:49
  • msg #24

Re: Skill Package Discussions

Here's Jack's shipboard skill set:

Astrogation-2; Vacc Suit-2; Sensors-1; Comms-0; Remote Ops-0

I would go for Comms out of the starship package. Two, if not all three, of my connection upgrades would go to shipboard skills.
Dr. Jim D. Jones
player, 20 posts
Tue 25 Jan 2011
at 05:19
  • msg #25

Re: Skill Package Discussions

I'd like Astrogation for the Doc.

His connection skills will bump up sciences and provide Mechanic 3 (+1 Edu).
Danica Moreau
player, 24 posts
ex-Major, FRA
**** Classified ****
Tue 25 Jan 2011
at 06:24
  • msg #26

Re: Skill Package Discussions

Jacques Keveloh:
Here's Jack's shipboard skill set:

Astrogation-2; Vacc Suit-2; Sensors-1; Comms-0; Remote Ops-0

I would go for Comms out of the starship package. Two, if not all three, of my connection upgrades would go to shipboard skills.

Jack, a piece of advice that you might consider...

Since you already have Comms/0, you may want to let someone else that does not have Comms at all take it.  The benefit between Comms/0 and Comms/1 is only +1 DM to your roll.  Whereas for someone that does not have Comms at all, the difference is much larger (effectively +4 DM, since not having Comms at all means a -3 DM for being untrained).  And letting someone else take Comms, would give (at least) two people that would have some training in that skill.

If you do not have Mechanic or Medic, for example - you might be better served taking those skills instead (at least mechanically).  Or Pilot() or Engineer() cascades - since you not only get level/1 in one of the specialties, but also get level/0 in every other specialty in that cascade - which as I noted above gives you a lot of bang for the buck, since all of those other specialties get their -3 DM for being untrained negated.

Conversely, the benefit of taking Pilot()/1 for Danica (she could do it, and gain Pilot (capital ship)/1 maybe) - would be far less than if someone else took the skill.  She already has level/0 (or greater) in all of the other specialties.  And, in some ways it would defeat the purpose of the package (making sure that more than 1 person in the group has a given skill of some sort, as a back up.

Honestly, I would advise that you take Pilot(), if you don't already have it - it would make you a very solid co-pilot/navigator.  Or maybe Mechanic - the more people that we have to fix things, the better off we are.

Of course, it is up to you - if you really want Comms/1.  Go for it.
Jacques Keveloh
player, 17 posts
Tue 25 Jan 2011
at 21:20
  • msg #27

Re: Skill Package Discussions

Danica, you make a great point about the relative value of 0-level skills... which is exactly why I flat out posted Jack's skill set - sound advice is great.

Seems we don't fit too easily into the ol' standard crew slots! I like that.

You've sold me - Comms is indeed a bigger gain for someone else than for Jack. Jack also gets a Dex bonus so Pilot is probably the better way for him to go.

Barring any objections (or advice!) Jack will take Pilot from the Starship package.

Thanks for the insight!
Referee
GM, 115 posts
Thu 27 Jan 2011
at 01:34
  • msg #28

Re: Skill Package Discussions

In reply to Jacques Keveloh (msg #27):

Package Skills

Alright, pretty much everyone has picked their connection skills, so we'll move on to package skills.  The following will be the order for picking package skills:

1st - Hayden
2nd - Jack
3rd - Bertrand
4th - Dr. Jones
5th - Danica
6th - Danica
7th - Dr. Jones
8th - Bertrand
9th - Jack
10th - Hayden

The package is a slightly beefed up version of the starship skills package.  These are the available skills for selection:

1) Astrogation-1
2) Comms-1
3) Engineer(any)-1
4) Gunner(any)-1
5) Mechanic-1
6) Medic-1
7) Pilot(any)-1
8) (any) Science (any)-1
9) Sensors-1
10) Streetwise-1

Every character will receive two skills.  Player Five, once he joins us, will get package skills separately.  Why the extra skills you ask?  Meh, I'm unpredictable.

Due to the nature of PbP, please don't wait for others before stating your preferences.  The selection order will only be a factor if two players want the same skill and can't find an agreeable solution.
Dr. Jim D. Jones
player, 24 posts
Thu 27 Jan 2011
at 02:14
  • msg #29

Re: Skill Package Discussions

Docs choices would be Astrogation, and Science.  (Engineering(PP) as an alternate.)

Happy to let anyone else take precedence, bearing in mind Gunner and Pilot being spoken for (and undesired), Doc has at least level 0 in all the other skills (and +1 Int/Edu DMs) except Streetwise, which might fit other characters better (RP-wise).
Jacques Keveloh
player, 23 posts
Thu 27 Jan 2011
at 03:30
  • msg #30

Re: Skill Package Discussions

Unpredictable is good, thank you very much!

Jack would like Pilot, and will commit to the Small Craft specialty right now.

I'll go with Streetwise for Jack's second choice.
Bertrand
player, 17 posts
Thu 27 Jan 2011
at 05:11
  • msg #31

Re: Skill Package Discussions

Bertrand needs the Gunner, and one of either Medic, Mechanics or Streetwise.
Danica Moreau
player, 28 posts
ex-Major, FRA
**** Classified ****
Thu 27 Jan 2011
at 07:51
  • msg #32

Re: Skill Package Discussions

If Danica had her druthers, she would prefer to take Astrogation and Comms (as previously stated about the Starship package - before the extra skills were added).

Note, of the skills in the current package...  She cannot take Sensors or Mechanic (she has those at level/1+ already).  Of the remaining skills, she has Pilot(), Engineer(), Medic, and Streetwise at level/0 - so, as I have previously noted, those may not be the best to boost - but, Danica will do so, if that is all that is left.  That leaves Gunner() (which is not much use for a pilot and Bertrand is best suited to get) and (Any) Science().  Danica will take the Science() skill if that all that is left, but it may not be the best match for her (though her INT DM is good - her EDU DM is ... less so).

To me, the pilot is best served with Astrogation and Comms.  But, if the Doc really wants Astrogation, he does pick first.

As back-up/alternative picks - either Medic or Streetwise (though as noted about, Danica already has both of these at level/0).

And if both Medic and Streetwise are gone, as well.  Then Science() and Engineer() would be the picks she would have to take if her first four picks are already taken (which is possible, since she picks fifth and sixth in the list).  As I noted, at that point, Gunner(), Pilot(), Mechanic and Sensors are the only others left, which as I said - the latter two Danica can't take and the first two are better suited for Bertrand and Jack respectively.
Dr. Jim D. Jones
player, 26 posts
Thu 27 Jan 2011
at 11:03
  • msg #33

Re: Skill Package Discussions

Danica - no problem with the Astrogation.

My thoughts are that using Pilot and Astrogation for say calculating an emergency (perhaps even normal at times) jump plot or GG slingshot ends up with negative DMs for multiple actions...

Astro can be run from any workstation, so a backup can assist even if Danica is locked on bridge.  In the extreme event she's solo on the ship a -2 DM to both skills may be worse than a -3 DM to Astro.

Mostly figured Doc could act (+2 DM) as a backup to Jack (more so when Jack talked about Engineering connection skills.)  Shipboard, Doc being mostly a backup, taking an active role when things and other crew get busted.  Of course, even before connection and package skills Hayden is the ultimate fall-to guy with the JoT-3, any package skill just adding +1 for him.

Irregardless of pick order - its yours if you really want it.

(Likewise, if Comms is taken - you are welcome to the Science, Engineering being just +1 for either - but Danica would need be on the bridge more so than the Doc (one hopes).)
Jacques Keveloh
player, 24 posts
Thu 27 Jan 2011
at 17:38
  • msg #34

Re: Skill Package Discussions

Don't forget, we'll all have a few Connection skills as well. Could be a better way to round things out than the Package...
Dr. Jim D. Jones
player, 27 posts
Thu 27 Jan 2011
at 17:43
  • msg #35

Re: Skill Package Discussions

Yep - Package skills are pretty much a bonus for backing each other up... metagame it will help in PbP as well if multiple player PCs have common needed skills.

BTW: Doc connection skills were Mechanic to 3, Survival-1 and Remote Ops-1.
Danica Moreau
player, 29 posts
ex-Major, FRA
**** Classified ****
Thu 27 Jan 2011
at 18:31
  • msg #36

Re: Skill Package Discussions


Anyway, changing tacts, slightly.  I think this list is right (pre-connection and pre-package skill allocations)...

  Astrogation:  Jack/1+, Hayden/0+
  Comms:  Bertrand/1+, Hayden/0+, Jack/0+, Jim/0+
  Engineer:  Danica/0+, Hayden/0+, Jim/0+
  Gunner: Hayden/0+
  Mechanic:  Danica/1+, Jim/1+, Hayden/0+
  Medic:  Jim/1+, Danica/0+, Hayden/0+
  Pilot:  Danica/1+, Hayden/0+
  Science:  Jim/0+ (?)
  Sensors:  Danica/1+, Jack/1+, Jim/1+, Bertrand/0+, Hayden/0+
  Streetwise:  Danica/0+, Hayden/0+

So, only Jack has Astrogation.  And no one else has Gunner (unless they have taken it as a connection skill).  Everyone but Danica has some form of Comms (though only one person has it higher than level/0), and everyone has Sensors of some sort (only Hayden or Bertrand would benefit from taking Sensors/1 in the package).  Of course, Hayden effectively has level/0 in everything ...

Perhaps the Ref would consider replacing Sensors/1 in the package with Gunner()/1 or some such (it seems like we need more Gunner() skill)?

In any case, what about something like the following distribution:

  Bertrand:  Gunner(), Mechanic
  Danica:  Comms, (Engineer() or Medic or Astrogation)
  Hayden:  Sensors, (Medic or Engineer() or Astrogation (?))
  Jack:  Pilot, Streetwise
  Jim:  (Astrogation or Engineer()), Science()

Sorry, Hayden, I don't see a way around not giving you Sensors/1 - I do think that Bertrand would be better served taking Mechanic (as he has no Mechanic skill at all).  And I did not settle the Astrogation/Medic/Sciences()/Engineer() distribution... just limited to a few people.

Of course, I am sure that Hayden has a preference for which skills he wants.  And this has not taken those into account yet.

Sorry about the length of this missive.  I am not sure if we are over-analyzing this, at this point.]

EDIT:  Shortened by request.
This message was last edited by the player at 19:11, Thu 27 Jan 2011.
Dr. Jim D. Jones
player, 28 posts
Thu 27 Jan 2011
at 18:58
  • msg #37

Re: Skill Package Discussions

quote:
...not sure if we are over-analyzing this, at this point.

:)  (I'm generally always a fit for that statement!)

Suggestion - that post would be excellent cut down to just the list under 'I think this list is right (pre-connection and pre-package skill allocations)...' and the 'In any case, what about something like the following distribution:'
Jacques Keveloh
player, 25 posts
Thu 27 Jan 2011
at 19:11
  • msg #38

Re: Skill Package Discussions

I think that Jack's Astrogation-2, Sensors-1 and Comms-0 make him the obvious choice to back up Danica on the bridge and vice versa. So Pilot is a no-brainer for him (yes, it took me a while to realize it, but still ;) ) Makes a lot of sense to give Astrogation to Danica so we have some redundancy on the bridge itself and are not asking someone to back-up astrogate while they're fixing or fighting somewhere else on the ship...

I think everyone's second choice will just be bonus, nothing that we'd want but probably something we could use. So maybe we should focus on our first choice, and let everyone weigh in, then think about second choices.

So, first choices:
Hayden - ????
Jack - Pilot
Bertrand - Gunner
Doc - Astrogation
Danica - Astrogation

Once Hayden weighs in we can see where we're at as far as alternates.
Dr. Jim D. Jones
player, 29 posts
Thu 27 Jan 2011
at 19:42
  • msg #39

Re: Skill Package Discussions

Doc is fine with being last on list - just stated his preferences. :)

Gunner and Pilot being spoken for (two skills I would rather he didn't have), means only streetwise would be not preferred (as a Player), but can deal with that.

EDIT: forgot the not!
This message was last edited by the player at 19:43, Thu 27 Jan 2011.
Hayden Marks
player, 30 posts
Experienced Trader
Thu 27 Jan 2011
at 20:10
  • msg #40

Re: Skill Package Discussions

Sorry, I've got a few questions into the Ref for clarification before I can give an informed answer about skill package choices.  Once I get the info I need, I'll post something ASAP.
Hayden Marks
player, 31 posts
Experienced Trader
Fri 28 Jan 2011
at 04:41
  • msg #41

Re: Skill Package Discussions

Well, there are a couple of things to consider with this type of decision: One is what kinds of skill and experience has my character learned over the years, which the package skill might represent.   The second would be the group needs and what kind of impact would my choice have on someone else.

I can see Hayden learning to patch up a wound (Medic), navigate the starship (Astrogation), or find a smuggler in a back alley (Streetwise).  Fortunately, with J-o-T-3, I already have a game mechanic which helps translate this experince into useful game terms.

As for impact, taking any of these skills, gives Hayden a +1 bump. On the other hand, not taking Streetwise, removes the unskilled penalty for Jack, which is a much greater impact.  It’s the same for whoever ends up with Astrogation.  So while I’m interested in some of these skills, the impact they would have for another character and the redundancy for the group might be much greater if someone else had them.

So with that in mind, here are my choices:

1st Choice: Sensors-1 (no one seems to be interested in this and everyone has it in some form already)

10th Choice: Whatever is left (Likely Engineer, Medic, or Mechanic)
Dr. Jim D. Jones
player, 30 posts
Fri 28 Jan 2011
at 07:20
  • msg #42

Re: Skill Package Discussions

Seems to me the most important skill we acquire from the Package list isn't spelled out - Teamwork!  ;)

Not to speak for anyone else - but I think I'm safe suggesting at this point we simply nominate Danica to make the call on the open choices and list out the package skill disbursements (if her player doesn't mind).
Danica Moreau
player, 30 posts
ex-Major, FRA
**** Classified ****
Fri 28 Jan 2011
at 07:45
  • msg #43

Re: Skill Package Discussions

Well put, Hayden.  I know that I forget those things sometimes.  In this case, I'm going to just say that I believe that Doc Jones and I disagree on what are likely scenarios in which the back-up Astrogator is likely to be most useful and necessary in, especially with this crew.  And I don't think that we are going to convince each other otherwise.  But, ultimately, this shouldn't be that big of a deal.

Note - in almost every case that I can conceive of, our first option is to have Hayden take the place of whoever is down/missing.  That way, everyone else can stay with their proper specialty.  Oh, Danica is missing?  Well, Hayden has Pilot/0, same as Jack  So, Jack remains the astrogator and Hayden become the pilot.  Jack is hurt?   Okay, Doc stays the Medic (and tries to heal Jack?) and Hayden becomes the astrogator...  At least that is my take.

And if two people are missing/down?... Well, when you are down 40% of your original manpower.  I expect there are going to be multiple action penalties no matter what.  Three people are trying to do the job of five - what does one expect?

What I am willing to concede is that Doc seems to want Astrogation more.  So, our chief fixer (of people and things) can and should have it.  Danica wants Comms as her first pick.  And she'll take either Engineer() or Medic - whichever Hayden wants less, given that she has both at level/0 already (not unlike Hayden....:)) and can justify both (not unlike, Hayden again...:)).  I believe that Mechanic is probably best served to either Bertrand (or Jack) who does not have any levels in it at all.  And Bertrand has expressed some interest in it (please correct me if I am wrong, Bertrand - if you would prefer Medic or Engineer(), just say so).

So, I think that the list looks like the following:

  1st  - Hayden     Sensors
  2nd  - Jack       Pilot()
  3rd  - Bertrand   Gunner()
  4th  - Dr. Jones  Astrogation
  5th  - Danica     Comms
  6th  - Danica     Engineer() or Medic
  7th  - Dr. Jones  Science()
  8th  - Bertrand   Mechanic
  9th  - Jack       Streetwise
  10th - Hayden     Engineer() or Medic

Obviously, if anyone feels differently about (or misrepresented in) the list, just let me know - I am merely trying to reflect the preferences that people appear to have stated previously.  If those preferences have changed, then we can try to accommodate that.
Hayden Marks
player, 32 posts
Experienced Trader
Fri 28 Jan 2011
at 07:47
  • msg #44

Re: Skill Package Discussions

I'm ok with Danica working out the skill packages.  The Astrogation skill seems to be the only thing in contention (well, contention might be too strong a word.. perhaps in question is the better way to say it).

Perhaps the Ref might consider splitting it between you... Since under the point buy system, a full skill level (Astrogation-1) is worth 2 points, perhaps it could be split and you could both take level-0 in it (1 pt each).  It seems Astrogation would be something Dani picked up as a pilot and something Jim knows if he has been perusing it as a scholarly interest.

This would let Jim be the primary backup if Jack were off the ship (thanks to Jim's strong Education), but if for some reason, Dani had to single hand the ship, she's at least know to to plot a course to get to the rest of us (if we were off in the launch or something).


I'd say let Bertrand take the extra level-1 skill that would be created out of the process, since he is the only one of us playing a four term character instead of five terms.  Just an idea.
This message was last edited by the player at 08:03, Fri 28 Jan 2011.
Jacques Keveloh
player, 26 posts
Fri 28 Jan 2011
at 07:49
  • msg #45

Re: Skill Package Discussions

I'm fine with Danica allocating; if her player's not up for it, maybe the Ref could advise us.

Regardless, this is where we stand with first choices:

Hayden - Sensors
Jack - Pilot
Bertrand - Gunner
Doc - Astrogation
Danica - Astrogation

Which leaves the following 2nd choices (who's expressed interest):

Comms-1         (Danica)
Engineer(any)-1 (Doc as a third choice, Hayden)
Mechanic-1      (Bertrand, Hayden)
Medic-1         (Bertrand, Hayden)
Streetwise-1    (Jack, Bertrand)
Science (any)-1 (Doc)

Since they both make good arguments we can't really move forward to second choices until Doc and Danica make Opposed Checks for Astrogation ;)

Or we go back to the Ref's original numeric order.
Jacques Keveloh
player, 28 posts
Fri 28 Jan 2011
at 17:49
  • msg #46

Re: Skill Package Discussions

Danica Moreau:
...snip...
So, I think that the list looks like the following:

  1st  - Hayden     Sensors
  2nd  - Jack       Pilot()
  3rd  - Bertrand   Gunner()
  4th  - Dr. Jones  Astrogation
  5th  - Danica     Comms
  6th  - Danica     Engineer() or Medic
  7th  - Dr. Jones  Science()
  8th  - Bertrand   Mechanic
  9th  - Jack       Streetwise
  10th - Hayden     Engineer() or Medic

...snip...


Sorry, Danica, looks like we were all posting at the same time... yeah, this looks good.

I'm down for Hayden's suggestion as well... it's actually quite elegant.

Lastly, if anyone in the queue before Jack wants streetwise, speak up... I'm not going to debate the merits of it, I'll just pick something else ;)
Referee
GM, 124 posts
Sat 29 Jan 2011
at 02:09
  • msg #47

Re: Skill Package Discussions

Danica Moreau:
So, I think that the list looks like the following:

  1st  - Hayden     Sensors
  2nd  - Jack       Pilot()
  3rd  - Bertrand   Gunner()
  4th  - Dr. Jones  Astrogation
  5th  - Danica     Comms


Unless Dr. Jones corrects me, this is my understanding of the top half of the list.

Danica, over to you for the second half:


  6th  - Danica
  7th  - Dr. Jones
  8th  - Bertrand
  9th  - Jack
  10th - Hayden


Engineer (), Mechanic, Medic, Science(), and Streetwise are available.
Danica Moreau
player, 34 posts
ex-Major, FRA
**** Classified ****
Sat 29 Jan 2011
at 16:29
  • msg #48

Re: Skill Package Discussions

Referee:
Danica, over to you for the second half:


  6th  - Danica     Engineer()
  7th  - Dr. Jones
  8th  - Bertrand
  9th  - Jack
  10th - Hayden

Danica will take Engineer(), and substitute Weapon Engineering() (Merc. p. 41)
Referee
GM, 130 posts
Sat 29 Jan 2011
at 17:46
  • msg #49

Re: Skill Package Discussions

In reply to Danica Moreau (msg #48):

Doc takes Science () per previously stated intent.

Bertrand you have your choice of Mechanic, Medic, or Streetwise.
Bertrand
player, 18 posts
Sat 29 Jan 2011
at 18:48
  • msg #50

Re: Skill Package Discussions

Make that Streetwise, then. Doesn't make much sense to have a zero there :)
Jacques Keveloh
player, 31 posts
Sat 29 Jan 2011
at 19:25
  • msg #51

Re: Skill Package Discussions

Jack wrote: I'm not going to debate the merits of it, I'll just pick something else ;)


Easier said than done! ;) Jack takes Medic, so at least he and Hayden both gain a level-1 in something. Hayden's stat bonuses make him a better back-up fix-it man than Jack could ever be! A better medic too, for that matter.
Referee
GM, 135 posts
Sun 30 Jan 2011
at 01:19
  • msg #52

Re: Skill Package Discussions

In reply to Jacques Keveloh (msg #51):

OK, package skills are done.  A couple players have yet to buy equipment and Thera's player is still finalizing connections and backstory, but we'll go ahead and start soon. :)
Referee
GM, 148 posts
Tue 1 Feb 2011
at 00:27
  • msg #53

IC Coming

Yay, chargen is finally complete!

Sorry for the delay, just been wrapping up a few things with chargen (and RL).  Hopefully an IC post coming later tonight.  Thanks. :)
Bertrand
player, 20 posts
Tue 1 Feb 2011
at 05:09
  • msg #54

Re: IC Coming

Man, I get seriously thrown off balance when people mix past and present tense writing! Think we could agree on either form for unity?
Thera Santorini
player, 24 posts
I prefer the term
'performing artiste'.
Tue 1 Feb 2011
at 16:41
  • msg #55

Briefing?


How well do the PCs without connections know each other? How long have they been together and chatting since the escape from the yacht?
Do we know anything about this mission other than what is in the Prelude thread?
Who is this 'woman'? Am I missing something?

Not complaining, just curious so I can play my character right. :)
Dr. Jim D. Jones
player, 45 posts
Tue 1 Feb 2011
at 17:32
  • msg #56

Re: Briefing?

Good questions - Ref left the backstory pretty much to us as far as I can see and then weaved it into his story...

I assume the Doc has met everyone in backstory (even if only just) and he has treated or been involved in treatment of those wounded.  However, at least with the Doc, they aren't good buddies, yet.

Figure its been at least a short while since the yacht ordeal (recover times at least) and mustering out. Ref has provided dates in general, but I don't recall any specific on that one.

'You will each travel there separately...' & '...checked into hotel rooms and joined up to travel to the shipyard.' - we probably said hellos and such, but not much else.

My read on the woman - she appears to be Pathfinder Corps and we are all working for them under cover and probably her.  However, no specific mention as to whether we met/talked to her (or her assistant) has been made (in public threads).

I try to leave wiggle room in my IC posts.  From the prelude, I got that the special secret hospital was probably Facility 1013.  Figure she might have enlisted the Doc herself (he being a cynic of working for FRPC again), or my post could have alluded to a different 'bitch'. ;)

As to the mission - I assume 'contractors for the Scout service of a pocket empire in an underpopulated and relatively unexplored area of space.  Exploration, espionage, and various "odd jobs" will form the bulk of the adventures.' covers it ;)
Dr. Jim D. Jones
player, 47 posts
Tue 1 Feb 2011
at 17:54
  • msg #57

Re: Briefing?

Oh, in case you missed it - suspect mission details are forthcoming IC when we hook up with our 'Handler' at the starport.  The current scene is probably mostly to give a feel for the ship that stats and deckplans don't convey, though keep a keen eye out and your fishing lines baited for other details... (Hayden and Danica are ;)

'Aidensburg downport ... Mr. Newell, the ship's manager, ... go over the codes and such with you then.  He just asked me to show you around ...'

Mr. Newell might or might not be our handler.  We are working for FRPC - and the ship was originally being built for them - now its under 'private ownership'.

Missing something - sure.  We all are. ;)

I believe that is the point - the Ref is providing us with juicy mysteries to unravel.
Referee
GM, 153 posts
Tue 1 Feb 2011
at 21:24
  • msg #58

Re: Briefing?

Thera Santorini:
How well do the PCs without connections know each other? How long have they been together and chatting since the escape from the yacht?
Do we know anything about this mission other than what is in the Prelude thread?
Who is this 'woman'? Am I missing something?

Not complaining, just curious so I can play my character right. :)


Actually I think you're playing your character perfectly.  Of all the PCs, Thera would have the least clue about what is going on.

Thanks for calling me on the presentation, though.  I do get ahead of myself sometimes.

These are the facts each character would certainly know before agreeing to the deal:

1) You will be working as contractors for the Pathfinder Corps to perform a wide-range of tasks as directed.
2) Your cover will be as crew of an independent trader (Gypsy Moth).  Your effectiveness will hinge largely on others not knowing you are Pathfinder operatives.
3) Your pay will be shipboard salary plus shares of 50% of the ship's profit after expenses (no mortgage).
4) Your handler will be a retired Pathfinder named Simon Newell.
5) The term of employment is a minimum of one year.

From Thera's perspective, the pay was probably what attracted her, although if she can't be a pirate maybe mata hari isn't a bad plan B.  Other characters may have joined for other reasons.

As others with more Pathfinder time have pointed out, the woman from the prelude is indeed Petra Zamorin, Deputy Director of the Free Republic Pathfinder Corps.

The point of George Rupert was just to introduce the ship.  We'll progress on to meeting Simon Newell, which is where stuff will start coming together.
Thera Santorini
player, 25 posts
I prefer the term
'performing artiste'.
Tue 1 Feb 2011
at 22:43
  • msg #59

Re: Briefing?

In reply to Referee (msg #58):

Ok, I can run with that, thanks. I'd guessed most of it. I'll assume we all know each other by name and have at least a brief resume of each other's backgrounds from our 'recuperation time'.
Referee
GM, 156 posts
Tue 1 Feb 2011
at 22:58
  • msg #60

Re: Briefing?

Thera Santorini:
In reply to Referee (msg #58):

Ok, I can run with that, thanks. I'd guessed most of it. I'll assume we all know each other by name and have at least a brief resume of each other's backgrounds from our 'recuperation time'.


That and your shared time on the yacht, yes.
Dr. Jim D. Jones
player, 48 posts
Tue 1 Feb 2011
at 23:53
  • msg #61

Re: Briefing?

Good show... and that part about 'She'll make seven light years ...' really got me (though how is she on the Kessel run? :)

Doc's cool with moving on.
Dr. Jim D. Jones
player, 50 posts
Thu 3 Feb 2011
at 22:58
  • msg #62

Re: Briefing?

I had assumed that Hayden would have the title of captain - except when in combat, where I believe Danica would have the leadership role whenever possible.
Hayden Marks
player, 40 posts
Experienced Trader
Fri 4 Feb 2011
at 08:51
  • msg #63

Crew

Please share your thoughts about the crew dossiers when you get a chance.

From a ship operations point of view, we probably need 3 people.  Of course there could be considerable value in having a few folks to assist with 'operational' requirements - getaway drivers, door kickers, and people who blow stuff up in new and interesting ways.  So I'd say let's shoot for a total crew of 12 unless someone's got a better idea.
Thera Santorini
player, 31 posts
I prefer the term
'performing artiste'.
Fri 4 Feb 2011
at 09:53
  • msg #64

Re: Crew

In reply to Hayden Marks (msg #63):

Well, I figure Engineers are good, troublemakers are bad, and a lot depends on the nature of the mission. :)

Meta-game, the Ref did say it was low-violence.

Ref: Does Thera know, or know of, Nino Stern? Since she was people-watching a population of under 2000 on Santander for half a decade or so, I imagine it's likely - unless he left.
This message was last edited by the player at 10:12, Fri 04 Feb 2011.
Dr. Jim D. Jones
player, 53 posts
Fri 4 Feb 2011
at 15:06
  • msg #65

Re: Crew

The Ref has provided us with quite a list!

Agree with Hayden & Thera and suspect we are all pretty much on the same page - though it looks like we have some interesting calls on who of the 11 to choose ( troublemaking engineers? - the good/the bad/the ugly ;).

Plus, Ref has left open further recruiting (and perhaps after our choices we 'test' our selections on our shakedown cruise...)

Anyway, I popped up a 'Recruiting' PM to everyone thinking we could first order and classify (Yes, Maybe, No) our choices using the simple red letter code I gave each one, before we get down to discussing merits.
Dr. Jim D. Jones
player, 55 posts
Fri 4 Feb 2011
at 16:25
  • msg #66

Re: Crew

Figure the ones which we all vote yes for are first candidates* - regardless of our differing reasons.

Remaining openings/exceptional opinions we'd discuss further.

(*- we'll still want to screen 'em - like the too good to be true sounding ones ;)
Dr. Jim D. Jones
player, 58 posts
Sat 5 Feb 2011
at 04:26
  • msg #67

Re: Crew

Hmmm... could be Fassel Ormach (Candidate I) might have some value in knowledge or as a 'bargaining piece' with the Antioch government.
Dr. Jim D. Jones
player, 59 posts
Sat 5 Feb 2011
at 15:08
  • msg #68

Re: Crew

Recruitment tally (guessing Jack's J vote and Hayden's order):
    Nino Stern          K - 6 yes, 0 maybe,     0 no   Eng/Gun/Mech (Trap?)
    Cyril Orcut         H - 5 yes, 1 low maybe, 0 no   Eng/Mech (Health?)
    Dr. Syren Hathorn   E - 3 yes, 3 hi maybe,  0 no   Eng (Trust?)
    Lance Charpentier   C - 3 yes, 3 hi maybe,  0 no   Gun/Melee (Catch?)
    Marie Menkin        G - 2 yes, 4 mid maybe, 0 no   Gun/Mech (Aggressive?)
    
    SRLT Prisa Gadron   D - 2 yes, 3 hi maybe,  1 no   Many Skills (redundant?)
    Dagala Aksina       A - 1 yes, 3 mid maybe, 2 no   Melee/Security (need?)
    Tamara Padabig      J - 0 yes, 5 mid maybe, 1 no   Security (need?)
    Martin Calderon     B - 1 yes, 3 low maybe, 2 no   Explosives (redundant/trust?)
    
    Dr. Deidre Kahl     F - 0 yes, 3 low maybe, 3 no   Medic/CSI (redundant, need?)
    Fassel Ormach       I - 0 yes, 2 low maybe, 4 no   Gun (trouble?)
    

Interesting points of view all around!

For my part: SRLT Gadron (D) is at the top of my list for meta-game reasons - she has all the minimal ship skills and we can probably trust her with the ship - and to come get our asses when all the rest of us, including most hire-ons, are best elsewhere.

Now, I seriously doubt this game will be 'non-violent' ;)  However, tact, legalities and passenger problems may mean melee could be preferable over gun cbt at times - hence my higher status for Dagala Aksina (A).

Some ideas:
Drop Dr. Kahl and we have 10 that can fit in the 5 passenger quarters.

PC's with relevant primary skills do non-IC comm pre-screening (years experience, etc. - task roll for believability?) and invite to in-system trial run to a GG, or other habitats. (Uh - they get searched.  Especially Mr. Calderon!  And stay on passenger deck unless with PCs.)

If nothing else, Deception skilled can do 'truth' checks, Doc can do medicals, and Newell can be asked to do background checks.  And the ship can get a workout.
Jacques Keveloh
player, 38 posts
Sat 5 Feb 2011
at 17:19
  • msg #69

Re: Crew

Dr. Jim D. Jones:
PC's with relevant primary skills do non-IC comm pre-screening (years experience, etc. - task roll for believability?) and invite to in-system trial run to a GG, or other habitats.


Not a bad idea but our first mission seems time-sensitive... maybe it's just a quick run around Alsace's moon? A quick EVA of some sort might be appropriate too, seeing as we'll be looking for a wrecked ship.
Thera Santorini
player, 33 posts
I prefer the term
'performing artiste'.
Sat 5 Feb 2011
at 17:21
  • msg #70

Re: Crew

In reply to Dr. Jim D. Jones (msg #68):

Good points about using Ormach (I) as a bargaining chip, and Gadron (D) as High Guard.

Charpentier (C) can train us in the Melee skills you mention, but under the houserules, it will take him over a year to do it (read as 'never').
Hayden Marks
player, 41 posts
Experienced Trader
Sat 5 Feb 2011
at 17:34
  • msg #71

Re: Crew

Dr. Jim D. Jones:
Drop Dr. Kahl and we have 10 that can fit in the 5 passenger quarters.


Yeah... the only way that's going to happen is if they all pay for passage.  Otherwise a crew of 16 is inconsistent with our cover.

Let's interview Stern, Orcut, Hathorn, Charpentier, and Menkin and pick three out of those.  Looking back at the March Harrier, MGT's Fat Trader entry, and the suggested crewing for a type SA from CT, salaries for a crew of nine will pushing it a bit for a 400 dton merchant ship.
This message was last edited by the player at 17:34, Sat 05 Feb 2011.
Dr. Jim D. Jones
player, 60 posts
Sat 5 Feb 2011
at 17:52
  • msg #72

Re: Crew

By my count we are talking a minimum of 5 week long J-2 hops plus refuel and trade time (maintaining cover) and we aren't in a desperate hurry: "... from the Antioch government earlier this year and reported back to us. ...You are to proceed with reasonable dispatch." - Newell

[BTW: Not sure if this refers to the 'recording', but the background thread has '065 News of the FRPS Consul attack reaches Espiaux.' and we are on day 350.]


Wasn't suggesting a crew of 16 ;) - just that we could 'interview' a bunch at once on a simple shakedown cruise within system (can they make drives perform better? Repair guns? - do the guns work? are the drives up to ratings?)

3 to 4 redshirts sounds about right to me (your original seemed high, but I was game)... would like to see Gadron in the mix (because she is so ship-wide redundant).

And we could interview Ormach - about Antioch.
Thera Santorini
player, 34 posts
I prefer the term
'performing artiste'.
Sat 5 Feb 2011
at 18:23
  • msg #73

Re: Crew

In reply to Dr. Jim D. Jones (msg #72):

I agree that having crew berthed 'downstairs' would blow our cover. There are 6 cabins in the crew quarters, plus the VIP suite. Some of us are going to be two-up no matter what. At a push, we could get 12 in (if we could justify it in our cover).
Dr. Jim D. Jones
player, 61 posts
Sat 5 Feb 2011
at 18:32
  • msg #74

Re: Crew

Ouch! :)  Never meant to suggest crew would be quartered in passenger staterooms.

Just for a trial run - before they are crew! (Sorry, I had trimmed my post too much.)

So they can't kill us in our sleep ;) - or (more likely) sabotage the functional parts of the ship (especially that creepy Martin dude)...
EDIT: Original post sounded too dramatic - bold italic looked like shouting.
This message was last edited by the player at 19:18, Sat 05 Feb 2011.
Dr. Jim D. Jones
player, 64 posts
Sun 6 Feb 2011
at 16:18
  • msg #75

Re: Crew

Well played Hayden.  Expected someone would get around to mentioning registry, but LOL - that is the exact same course I had considered.

Simple interview and provisional employment to next jump sounds good.

I tend to over-complication and over-caution. ;)

In RL, I would never trust giving critical ship access to a bunch of strangers, recommended by a virtual unknown involved in the project, on such a secret mission that was overseen by a board, involved outside investors, and run by managers I'd never really worked with.

My PC, on the other hand, not being a spook - would not give it too much thought.

P.S. - Assume we will all be provided logo patches after Hayden's shopping trip...
Hayden Marks
player, 47 posts
Experienced Trader
Sun 6 Feb 2011
at 20:45
  • msg #76

Re: Crew

Thanks.. no sense getting killed because the wrong flag is painted on the hulll.  ;)



In lieu of trying to fill the ship's locker with a selection of gear that no one will be happy with, I'll be cutting 15,000 to each player character as a locker allowance.  This is to allow you to purchase your own vacc suit, longarm, non-lethal sidearm, 100 rounds of ammo for each, and a radio transceiver.

Because of this, the locker is going to otherwise have a lot of rescue balls, standard tool kits, along with uninspiring weapons (cutlasses and accelerator rifles) plus emergency vacc suits for the rest of the crew and passengers.  If you don't get what you need with this 15,000, you may be SOL if you reach for the locker, so please use this to buy the 4 main items indicated (vacc suit, longarm, non-lethal sidearm, and radio transceiver).  If you already have some or all of these, you can use the allowance for whatever you want.



Item - Mandatory Options
----

1) Vacc Suit - Magnetic Grapples

Recommendation: TL-A Vacc Suit with Magnetic Grapples, TL-A Radio Transceiver, and Vacc Suit Emergency Kit (9,850 total) available as indicated here (Ref's chart):

Tech Level      Protection      Required Skill  Costs   Mass
------------------------------------------------------------
TL-8            4               Vacc Suit-1     7,000   24 kg
TL-A            5               Vacc Suit-1     9,000   18 kg
TL-C            6               Vacc Suit-0     10,000  12 kg

2) Longarm* - 100 rds ammo, Secure Weapon

Example: Accelerator Rifle with Secure Weapon and 7 Magazines (1070 Credits)

3) Non-Lethal Sidearm* - 100 rds ammo, Secure Weapon

Recommendation: TL-A Stunner, with Secure Weapon and Power Pack (1050 Credits)

4) Radio Transceiver -

Recommendation: TL-A Radio Transceiver (50 km range), Negligible Weight, 250 Cr.

Note: Either the longarm or sidearm should appropriate for zero-g combat.  All longarms will be stored in the locker until needed.  Non-lethal sidearms are approved for concealed shipboard carry.

Optional Equipment

1) Handcomp (if needed)

Recommended: TL-B Handcomp (700 Credits)

2) Personal Armor (if needed)

Recommended: Armortec Crew Coat [Protection 5, Emergency Air Supply] (800 Credits)

3) Specialized Tools, Diagnostic Equipment, Tradecraft Items (varies)

Example: EM Probe (1000 credits)

Also;

All crew will be issued the following clothing items (from MGT Compendium):

2 ea Ship's Jumpsuit
2 ea Ship's Underwear
2 ea Ship Socks
2 ea Ship Boots
2 ea Cap
2 ea Belt
2 ea Utility Tabard
2 ea Gloves

2 ea Ship's Uniform
2 ea Ship's Underwear
2 ea Ship Socks
2 ea Ship Shoes
2 ea Belt

The first step in looking like Merchants will be dressing like Merchants... :)
This message was last edited by the player at 20:49, Sun 06 Feb 2011.
Referee
GM, 169 posts
Mon 7 Feb 2011
at 05:47
  • msg #77

Re: Crew

In reply to Hayden Marks (msg #76):

I have added an additional post to the Gypsy Moth thread.  It lists what Hayden has identified for the ship to buy.  The locations are my best guess, feel free to move stuff around.

I figure the equipment will be trickling in over the next few days and each member of the crew will have some role in purchasing it (Jack picks up the vacc suits, Doc the medical supplies, etc).
Hayden Marks
player, 52 posts
Experienced Trader
Mon 7 Feb 2011
at 09:02
  • msg #78

Re: Crew

I've done another tranche of purchasing and sent in a request for things to be shifted around a bit.  So once that is updated (you'll know because the launch will suddenly have stuff in it!), please take a look and let me know if I've missed anything obvious.

For tradecraft gear, I would propose that we keep that separate.  It might be better for our cover if that gear were not stored in the locker or common areas.  It gives us a bit of deniability.  The last thing we want is the ship impounded; we can always come visit you in jail*… lol

*followed by bribing them to get you out, breaking you out, or hiring Jaahnny Cochraan – legendary space lawyer to get you out legally.  Then we all fly away in the non-impounded starship.

Also, for similar reasons, we should not bug passenger rooms… but if we need to bug the luggage that someone stores in their stateroom… well <shrug>.

;) Again, it’s all about deniability.

The smuggling compartment may be the best place for spook gear.  If there is something you need but don’t have the funds for, shoot me a message.  I don't want to give the tradecraft gear short shrift, but at this point, I can't think of anything that's a definate need for what we've been asked to do.  If someone else has, please let me know.

For departure, I'd suggest a date of 357.  Should give us time to get everything arranged.  Plus that's just a cool number.  :)
This message was last edited by the player at 09:09, Mon 07 Feb 2011.
Dr. Jim D. Jones
player, 65 posts
Mon 7 Feb 2011
at 09:55
  • msg #79

Re: Crew

Looks good! (can delete nearly identical scratchpad list† from chargen ;)

Doc will add recommended suit combination (9,850) plus Tactical Video Suite, if available.
[CSC pg153 - TL7, 2kg, 125 Cr w/realtime AV monitoring; +1 tactics for viewer].

As Doc would only likely throw a gun or use it as a crowbar... he'll buy a nice suit and put leftovers in the 'Sickbay Fund'.

†You've probably covered these already:
  Bulkhead Patches (CSC pg157, TL10, 150 Cr)
  Iris Valve Opener (CSC pg162, TL10, 2000 Cr)
  Advanced Welding Kit (CSC pg162, TL10, 5,000 Cr)

Not necessarily now, but for later (wreckage?):
  Laser Cutting Gear (CSC pg162, TL9, 4,000 Cr)
  Thrust Pack (CSC pg157, TL9, 2000 Cr)
  A vehicle.

Writeup only mentions surveillance for passenger common spaces, access airlocks, and cargo hold - may want to add engineering spaces, storerooms, lockers, ammo storage, workshop and sickbay.

*Do we have Jaahnny Cochraan on retainer yet - in case we all get pinched by the man? :)
Hayden Marks
player, 53 posts
Experienced Trader
Mon 7 Feb 2011
at 10:59
  • msg #80

Re: Crew

Dr. Jim D. Jones:
  Iris Valve Opener (CSC pg162, TL10, 2000 Cr)
  Advanced Welding Kit (CSC pg162, TL10, 5,000 Cr)
  Laser Cutting Gear (CSC pg162, TL9, 4,000 Cr)


A quick note about tools:

I asked about using Core rulebook toolkits early on, because a lot of the CSC stuff is just gear for gears sake and quite pricy.

Hayden Marks:
2) For toolkits, can we use the core rules and buy 1 kit per Engineering skill for 1,000 Cr?  Starship engineering toolset is TL-12, so we end up needing a full assortment of tools, with TL-5 metalworking tools costing 3,000 credits.

Referee:
Use core rules.


Plus it breaks things.  For example:

Repair Robot (TL 11): Shipboard repair robots are small crab-like
machines that carry a variety of welding and cutting tools. They
scuttle around tiny access tunnels but also crawl over the exterior
hull to conduct repairs and maintenance. Cr. 10,000.

So consider that for only 1,000 Cr. more than the cost of an Advanced Welding Kit plus Laser Cutting Gear, I can buy a robot that carries "a variety of welding and cutting gear".  And that welding and cutting gear must clearly be designed for working on starships; it's a shipboard repair robot!

If you look at the Repair Robot's writeup in Core rules, it includes a mechanical toolkit as an integral system.  So my take on it is that the Mechanical toolset already includes items capable of performing these tasks, which is how the repairbot ends up carrying welding and cutting tools.

Then we run into various tech level issues - like no "Starship" tools until TL-12... guess TL-9 throught TL-11 ships are SOL. Or end up getting repaired with carpenter and metalwork tools.

Anyway, my preference would be to keep using Core rules for toolkits.  They are heavy enough (12 kg each) to reasonably include a variety of things and it's one part of the rules that I think was reasonably thought out; a one to one toolset to skill ratio.  If the Ref wants to revist the issue, I can add in more gear.  We do need to be able to weld and cut stuff.

But keep in mind that a lot of CSC is just recycled T20 stuff (it’s almost word for word the same as the Traveller’s Guidebook Playtest File for T20 put out in 2004), so there is a lot of weird duplication due to poor editing (like Communicator, Personal, Advanced at TL-9 vice Communicator, Personal (“Comm”) with entrys at TL-6, 8, and 10).

PS: I'm not sure how interested everyone is in the merchant stuff, so I'm trying to line things up and push forward.  Please feel free to jump in and make suggestions, help with cargo, or whatever if you'd like.  I don't want to exclude anyone's interest, but I also recongize that there may be some players who feel - "well if I wanted to play a merchant, I would have rolled a merchant."  I also don't want to assume you aren't interested if you are.  So let me know if there's something that needs to be done that you are interested in.  Cheers!
This message was last edited by the player at 11:50, Mon 07 Feb 2011.
Thera Santorini
player, 36 posts
I prefer the term
'performing artiste'.
Mon 7 Feb 2011
at 13:27
  • msg #81

Re: Crew

In reply to Hayden Marks (msg #80):

We may not intend to get into trouble, but sometimes the best way to stay out of trouble is to be prepared for it. Do we have any portable heavy hardware, such as a machine gun/auto cannon, and/or rocket/grenade launcher. You know, just in case...

A few hand grenades or even flash-bangs can give you an edge and they're light and cheap, though Thera's not the one to think of these things.

I do keep wondering about that CSI's specific forensic skills for forgery detection, though, depends what sort of investigation we'll be carrying out...

Thera will go with the recommended gear, plus 'tradecraft' of Disguise Kit (any theatrical supplies store) and lockpicking kits (if nobody has any contacts for these, she can make enquiries on the street).
That lot should come close to her 15k.

Do we have enough ammo for the turrets?
Dr. Jim D. Jones
player, 66 posts
Mon 7 Feb 2011
at 17:15
  • msg #82

Re: Crew

Hayden Marks:
...Plus it breaks things ... a lot of CSC is just recycled T20 stuff ... so there is a lot of weird duplication due to poor editing

Thanks! 100% Agreed - and that explains things quite well. ;)

Was going by: 'Supplement 4: Central Supply Catalog will be considered authoritative for all equipment, armor and weapons descriptions which conflict with the Core Rulebook' - frankly, think Core makes more sense in most areas - fortunately, so does the Ref.

Funny, had edited out repair robots in a paragraph about possibly waiting on some stuff (assuming jump to Espiaux) for TL reasons and to maximize Hayden's capital.

Re: merchant stuff - I'm game for any roleplay.  Metagame, Doc has no direct 'merchant' skills, but RP may work because of that - as an 'expert', comedy relief, etc.  As to the nitty-gritty details of how much, what, where, when - expect my normal OOC peanut gallery input, but I'm not vested in any of my crackpot ideas/inane rules chatter.  Seriously, we could ship with just TP (mandatory) and a butter knife* - its all good!

(*Who needs vacc suits and stuff - we can just hold our breathes, use the knife in combat and in lieu of toolkits, and the TP is for when we can't hold our breathe..)



Thera Santorini:
We may not intend to get into trouble, ...

Yeah - rrrright! =)

Did think there was some mention of permit level restrictions somewhere, but maybe that's another game... (Cat 3 - paramilitary small arms?).

BTW: Sickbay might be a good spot for 'cosmetic recuperation', uh, kit.  And lockpick tools might blend into medkits/toolkits just fine.

Thera Santorini:
Do we have enough ammo for the turrets?

One never has enough ammo for the turrets! :)
Referee
GM, 171 posts
Mon 7 Feb 2011
at 17:33
  • msg #83

Re: Crew

In reply to Thera Santorini (msg #81):

Tranche 2 of the gear purchase is in the Gypsy Moth thread.

Regarding toolkits, let me preface my comments with the statement: "#$%@!*(& CSC".  Seriously, what's the point of the Electric Welding Kit when the Metalworking Kit on the same page does all the same stuff and more?  I understand there's a price advantage, but is comparison shopping that important in RPGs?

As an old CT hand, I tend to take a broad view on the capabilities of equipment.  Therefore, for basic metalwork, the necessary tools will be in one of the mechanical or engineering toolkits.  By TL-A, what may need a full-scale oxy-acetalene welding rack might be achievable with a handheld "laser torch" that plugs into ship's power and could easily be part of the 12kg of equipment in a kit.

If you want to do heavy-duty welding quickly, then a metalworking toolkit is in order.  You could probably still do it with the basic kits, but it would take longer.

The Laser Cutting Gear seems to be specially designed for intrusion or possibly rescue (jaws of life style).  As such, it will cut through starship hull more quickly than the metalworking kit and much more quickly than the "laser torch" or similar apparatus in the basic kits.

In short, let's say the basic kits are sufficient to get the job done.  More specialized gear listed in the CSC can be purchased and is useful for getting larger-scale or specialized jobs done more quickly, but is not required per se.  To use cutting through an armored starship hull as an example, the basic kits could do it in a few hours, the metalworking kit in 10-60 minutes and the Laser Cutting Gear in a few minutes.  Does that work for everyone?
Dr. Jim D. Jones
player, 67 posts
Mon 7 Feb 2011
at 18:05
  • msg #84

Re: Crew

Referee:
..."#$%@!*(& CSC". ...As an old CT hand, I tend to take a broad view on the capabilities of equipment... the basic kits could do it in a few hours, the metalworking kit in 10-60 minutes and the Laser Cutting Gear in a few minutes.  Does that work for everyone?

Exactly my thoughts/rationalizations. (Especially that first part!)

Figuring, if we are in vacc suits locating a wreck and then trying to cut our way in it might be good to do it before the suits run out of air or the pirates get to us... then again, its more dramatic if we can't. :)


Great outfitting Hayden!

Forgot about Merchant gear (The Wrecker) - The Salvage Suit ain't the Doc's style, but it looks real interesting...

(Of course, the 'Tow Cable' idea is laughable - it should refer to lashing a starship, not 'hauling behind')
Thera Santorini
player, 38 posts
I prefer the term
'performing artiste'.
Mon 7 Feb 2011
at 19:38
  • msg #85

Re: Crew

In reply to Dr. Jim D. Jones (msg #84):

Sorry, I'm limited to the Core Book, what's 'the wrecker'?

Only one HEV suit. I know they're expensive, but the more hazardous the environment, the more useful backup becomes. Do we need another?
Dr. Jim D. Jones
player, 68 posts
Mon 7 Feb 2011
at 20:03
  • msg #86

Re: Crew

From Book 7:
    The Wrecker (TL7): A titanium-alloy piece of hardware used by emergency crews, junkers and other salvage experts, the Wrecker is a multi-task tool. Roughly a half-metre in length, the Wrecker has several different shaped ends designed for prying, cutting, hammering and puncturing metal. The tool adds a +2DM to all Trade (Salvage/Repair) checks as well as a +1DM to Mechanic checks. It can be used as a makeshift weapon with the following statistics.

And, typically, 'the following statistics' are in a table on the next page. ;)
Danica Moreau
player, 47 posts
ex-Major, FRA
**** Classified ****
Tue 8 Feb 2011
at 00:53
  • msg #87

Re: Crew

Sorry, a little late to the party here.  I was fighting a migraine yesterday.

Are TL-C Vacc Suits readily available on Alscace?  Is the main down side that repairing such items would require more than is readily available at any place in the local area (i.e. all of Halowan sector?)?  And therefore would accrue an inherent -ve DM to repairs and such?  Or would such cutting edge items be easily recognizable and therefore flag us as FRE (unlike all of our other items, accents and ship)?
Hayden Marks
player, 55 posts
Experienced Trader
Tue 8 Feb 2011
at 05:02
  • msg #88

Re: Crew

In reply to Referee (msg #83):

This seems reasonable to me.  So basically the more specialized and advanced the tool, the better it performs in its niche.

In reply to Messages #81, #84, #85:

At this point we've spent more than half of the 800,000 Credits on the locker and provisions, not including fueling the ship.  So while it would be great to have every possible contingency item on hand, we should be realistic about what we think we will encounter.  We have to balance what we have on hand with our need for capital to perform speculative trade, purchase fuel, pay port fees, salaries, etc.

I am very comfortable with where we are at with the locker at this point and let me explain why:

1) In the ref’s previous game, which some of us participated in, it was made clear that in his universe, ship’s are resilient enough, that even a older ship, could limp out of port with no tools on board and reasonably expect to make it to her next destination after jump.  So my guess is that given the amount of equipment we have on hand, we may be over equipped compared to most ships in this universe.

2) My understanding is that the game will have a reduced level of violence.  So where as in most games, the ‘O shit we need more firepower moment’ may cause you to call your friend in Battle Dress over, I suspect that the longarms in our locker will serve the same role in this game.  We are unlikely to carry longarms off the ship given the extraterritoriality issues in the game.  Also, almost every population center greater than 1000 people in the two subsectors has a law level of six or higher.  I suspect stunners and brawling will see quite a bit of use and if we need to reach for firepower, a laser or auto-rifle will generally be sufficient.  Again, it’s one of the things I asked about early on, so let me share the exchange.

Hayden Marks:
I guess I'm looking to find out how my peer group of merchant free traders arms and equips themselves on the whole, so I understand what the baseline is.  That way I know if I'm getting too far away from it.  Also, it's helpful to know if this is the kind of game where I can get by with a suit of cloth, a gun, some commo, and a handcomp, or if I should hit CSC hard and make sure I'm well-equipped.

I know you said violence will be de-emphasized for the game, so I'm trying to tone down my natural inclination to stock up on guns, armor, and more guns!  Lol 

Ref:
This is a setting where only certain elite units in the Free Republic have combat armor and only the militaries of the most advanced polities have ACRs or laser weapons.  For most other militaries its flak jackets and assault rifles type armament at the individual level.  So, though there's always the possibility the other side will bring a bigger gun, it isn't as pronounced as in more advanced Trav games.  Also, the size of the gun has to be balanced against the questions it engenders and the risk.  A system trader on the Espiaux-Savigny run may not have any firearms aboard, whereas a trade crew running to Oberon or Santander may have a stash of assault rifles tucked away.

Maybe this will help:

Situation                          Possible Response
cop finds knife on PC in rough area     move along
cop finds handgun on PC in rough area   May I see your concealed carry permit, sir?
no carry permit                         weapon confiscated, night in jail, fine
cop finds serious weapon on PC (SMG, etc) PC taken into custody for questioning
cop finds military weapon on PC         arrest

fisticuffs in bar or alley              cops may be called or not
                                        depending on area and clientelle
knife drawn in bar or alley             cops probably called
shots fired                             cops certainly called, local investigation
attempted murder (target wounded)       investigation, local manhunt
murder                                  big investigation, planetwide manhunt
multiple murder                         interstellar investigation, extradition
                                        of fugitives

Long story short, on most planets with some form of Rule of Law, if deadly force is used by someone other than the police, law enforcement will want to know by whom and why at a minimum.

In short, it all depends on the adventure.  If the group is investigating the derelict fat trader with the oddly shaped acid holes in the hull on a barren planet, having a fair amount of firepower is certainly justified.  Same if the group is conducting a "business deal" with pirates on the surface of a desolate moon somewhere.  Likewise, if the group is meeting a contact in a seedy bar, having a concealed pistol and some discreet armor is also appropriate.  Where characters can get in serious trouble is if they try to take the ACR to the bar, or the bank, or the wealthy businessman's office.

A bit of a mealy-mouthed "it depends" answer, but does that help?


3) The single HEV suit was considered in light of the fact that only 1 planet in either Halowon or Espiaux subsectors has an atmosphere code of A or higher (Winters Gate unless my eyes are getting too old to find another).  So we don’t face the threat of corrosive or insidious atmospheres on any inhabited world in the two subsectors.  And while an HEV suit protects against additional threats, such as radiation, overall, I trust in our ability as players to come up with ingenious solutions to problematic conditions (and I trust the Ref not to put us in a non-win scenario to begin with).  Also, I knew that I’d be selecting a Salvage Suit for Hayden, which has a feature sets that puts it somewhere between a normal vacc suit and an HEV suit.  So I’d say we are shipping out with 1.5 HEV suits.  At some point we will pickup another HEV suit (a full version if someone has the vacc-2 to wear it and the engineering skill to be useful while wearing it), but for now, I think we will be ok.

4) For similar reasons, we will pickup a wider range of tools and cutting gear once we’ve made money, but I’m confident that between the two or three people using the toolsets we have, along with the cutting torch on the Salvage Suit, won’t be trapped anywhere for too long if we run into problems before we make those purchases.

Those caveats aside, I do appreciate the feedback you guys have given.  The bulkhead patches were an ‘oh crap, I forgot those’ moment and was the kind of oversight that makes me appreciate having more than one set of eyes on this.

We could plus up the locker a quite a bit more if you guys would consider working the first three jumps as working passage (i.e. without salary).  Let me know if you are open to this idea.
This message was last edited by the player at 05:05, Tue 08 Feb 2011.
Danica Moreau
player, 48 posts
ex-Major, FRA
**** Classified ****
Tue 8 Feb 2011
at 06:30
  • msg #89

Re: Crew

Hayden Marks:
...We could plus up the locker a quite a bit more if you guys would consider working the first three jumps as working passage (i.e. without salary).  Let me know if you are open to this idea.

That is fine with me - ship's quarters should be reasonable as a base of operations.  We may need a little bit of a petty cash fund ... Especially if we intend to wheel and deal a bit on the first couple of jumps.  Danica has very little cash from muster... *mutter* *mutter* Damned snake eyes...*mumble* *mumble*
Thera Santorini
player, 39 posts
I prefer the term
'performing artiste'.
Tue 8 Feb 2011
at 10:24
  • msg #90

Re: Crew

No arguments from me on the kit, it's just...

Hayden Marks:
...my natural inclination to stock up on guns, armor, and more guns!  Lol 


I think all Traveller players get fidgety when they don't have an armoury at their disposal. :)

Hayden Marks:
We could plus up the locker a quite a bit more if you guys would consider working the first three jumps as working passage (i.e. without salary).  Let me know if you are open to this idea.


That's not a problem OOC, Thera has quite a bit put by, and is unlikely to spend much. Besides, if she got desperate, she could probably earn a month's salary overnight...
IC, OTOH, might be a bit trickier. Thera is proud of her climb from the gutter and, having experienced abject poverty with no desire to return, is quite avaricious.

Perhaps, as you say, we have enough kit already?
If you want to save group cash on transport by having Thera own the TL10 equivalent of a second-hand BMW convertible, let me know.

Edit: Just curious - most of the kit seems to be in fours: 4 cutlasses, 4 snub pistols, etc. There are 6 PCs, 5 if you discount the pacifist Dr Jim, so why 4 of everything? Just to give a spread of kit?
This message was last edited by the player at 10:59, Tue 08 Feb 2011.
Dr. Jim D. Jones
player, 69 posts
Tue 8 Feb 2011
at 14:13
  • msg #91

Re: Crew

Hayden:
At this point we've spent more than half of the 800,000 Credits on the locker and provisions, not including fueling the ship. ...

Outfitting looks great to me - as mentioned, aside from weapons most of this was what I had on a list earlier myself with some nice additions.

Wow, >400 K, is that including non-listed items like 1st months salaries (or ship's ammo, thought that was included)?  Besides the idea of deferring some purchases till Espiaux, I had also edited out in my posts, re: in-system shakedown cruise with potential recruits, the intention that we fuel up for free - Alsace is orbiting a large GG, after all.

Would have figured between those to save ~15% or more for speculative trade - especially considering going form the Ag, Ri world of Alsace to Espiaux.

As to work for passage - Doc is cool with that, but Doc doesn't care about coin. How about deferred salary instead (Thera might be ok with that...)?

P.S. - Danica (and others), Doc has some money to lend for personal acquisitions (P.P.S. - Thera can't know this :)

Hayden:
I suspect stunners and brawling will see quite a bit of use...

Me too - and, excepting what Bertrand might have picked up, I didn't think we had anyone above Melee 0 for non-weapons brawling.

Hence the reason for one of my yes selections:
    Name: Dagala Aksina
    Credentials: 8th Dan blackbelt jiujitsu, smallcraft pilot, paramedic, concealed carry permit, EVA certified, driver’s license


Thera:
I do keep wondering about that CSI's specific forensic skills for forgery detection, though, depends what sort of investigation we'll be carrying out...

I believe the CSI was biological (she was a medic/bio science) - I read her as being useful for identifying remains.  Doc also has these skills (with Investigative), though maybe lower, but also has above average Int/Edu stats.

As to forgery detection - Danica has Investigate and Deception, probably at level 2 I suspect.
Thera Santorini
player, 41 posts
I prefer the term
'performing artiste'.
Tue 8 Feb 2011
at 14:36
  • msg #92

Re: Crew

In reply to Dr. Jim D. Jones (msg #91):

Yeah, I can't see 400k of kit on the list, either, though I don't know how much the cargo drone is. What's that for, BTW? If it's the cargo robot in Core at 75k, I'm thinking we can hire a helluva lot of stevedores for 75k...

Are the listed Vacc suits in addition to the ones we're buying ourselves?

Deferred salary would be a much better proposition to put to Thera, if we need the money. :)
Hayden Marks
player, 56 posts
Experienced Trader
Tue 8 Feb 2011
at 14:55
  • msg #93

Re: Crew

quote:
If you want to save group cash on transport by having Thera own the TL10 equivalent of a second-hand BMW convertible, let me know.


The problem with a vehicle at this point is the opportunity cost.  Say we purchase a 4 dton car that prevents us from taking 4 dton worth of cargo.  Well, if (and it’s a legitimate if, we may not always be full) that displaces cargo from say 5 of our 7 jumps, then that 4tdon car has cost us 24,000 Credits (4 tons x 1,200 credits per ton for a jump 2 trip x 5 trips) , in addition to whatever the purchase price was.

Realistically at some point we will need to carry our own ground transport, but when we do give up that space, it’s probably better to do it for something we can’t easily rent.  Armored-enclosed-sealed-high -performance ground car or air/raft, etc.

quote:
Edit: Just curious - most of the kit seems to be in fours: 4 cutlasses, 4 snub pistols, etc. There are 6 PCs, 5 if you discount the pacifist Dr Jim, so why 4 of everything? Just to give a spread of kit?


These are for hired NPC crew.  PCs are expected to purchase their vacc suit, weapons and ammo using the 15,000 credits they have been given.

quote:
Wow, >400 K, is that including non-listed items like 1st months salaries (or ship's ammo, thought that was included)?


It does not/not include salaries. Ammo was provided with the ship.

quote:
I had also edited out in my posts, re: in-system shakedown cruise with potential recruits, the intention that we fuel up for free - Alsace is orbiting a large GG, after all.


The fueling option at the gas giant is a good idea, depending on the cargo we get.  Getting buffeted about in a gas giant may not be compatible with all cargo.  It’s something we want to ask about.

I know that a lot of the Lanth material has not been reposted here, and perhaps won’t be used.  But it’s a great overview of everything that is needed (and could go wrong) with cargo ops.  For folks who may not have been privy to this earlier, the Ref has put a lot of great thought and consideration into merchant operations.  You may have also seen this on COTI as well.
link to a message in another game

quote:
Me too - and, excepting what Bertrand might have picked up, I didn't think we had anyone above Melee 0 for non-weapons brawling.

Hence the reason for one of my yes selections:
Name: Dagala Aksina
Credentials: 8th Dan blackbelt jiujitsu, smallcraft pilot, paramedic, concealed carry permit, EVA certified, driver’s license


Yeah, it’s not the worse skill set to have.  At a certain point though, we are the PCs and have to step up.  Sometimes you have to fight your own bar room brawls.  Still, if the tradecrafty types want her for snatch and grab jobs, extra security, or whatever, we can contact her.

quote:
Yeah, I can't see 400k of kit on the list, either, though I don't know how much the cargo drone is. What's that for, BTW?


3 tons of life support is 150,000.
15,000 credit locker allowance times six PCs: 90,000
3 tons of spare parts: 30,000.
The cargo drone (taken after the Ref mentioned twice that we might want one) is 30,000.  I assume it will be more reliable than stevedores, who can be slow, careless, prone to pilfering, etc.  The Lanth info above has a bit more on this aspect.
4 Vacc  Suits, 8 Softsuits, 1 HEV suit: 65,075…

Plus all the other ash and trash… it adds up quickly.
Dr. Jim D. Jones
player, 70 posts
Tue 8 Feb 2011
at 15:38
  • msg #94

Re: Crew

Ah - I see why my guesstimate of upto 350 KCr was off - the 150,000 Cr for life support!

I looked at 12 staterooms x 2,000 Cr (per Core) = 24,000 per month (though food is basic) with only 1 month for the first trip (again to defer expenses).

So where does this come from (book?):
  3 tons Luxury Life Support (240 person weeks as of 357-5740)

Hayden:
The fueling option at the gas giant is a good idea, depending on the cargo we get.

As a shakedown in-system hop-about, wasn't expecting we carry cargo (unless we can find a buyer to one of the many moons in system). The whole crew or recruits doesn't have to be involved in this either - though, not saying the 50,000 saved credits might not delay taking on cargo, but again, maybe not prudent to take on cargo before trying a brand spanking new ship out either... ;)

Extra vacc suits for redshirts are a good idea as we need them to function during decompression or in full away-party.  But, they are also something that could probably be deferred a bit especially considering the emergency softsuits listed.

Aside from our cover being blown (and discovering builder shortcuts) - something the PC's probably won't put as much stock in as ourselves ;) - the first half of Hayden's proposed route should be excellent for trade and low risk (again from the PC's point of view).
Jacques Keveloh
player, 42 posts
Tue 8 Feb 2011
at 18:18
  • msg #95

Re: Crew

Sorry, been away for a few days - lots going on here!

RE: crew salaries. Deferral seems like a smart way to go about things, rather than working passage. We could each track our own salaries, to help with book keeping. At least for the first few jumps, and then re-evaluate if need be. But we should probably just pay out the NPC hires to keep things clean and simple.

RE: crew stipend. Thanks Capn! Jack has purchased a lot of his gear out of his muster; after a vacc suit buy, his remaining cash can go back into the ship's kitty if need be. Just waiting on an answer to Danica's astute question re: parts and repairs of TL C vacc suits before I make that purchase.

Now that I think about it, Jack could use some of his stipend to purchase those extra parts and repair items... um, Ref? ;)

RE: ship's vehicle. I've been assuming the launch would be the primary dirtside transport, except where obviously inappropriate/dangerous at which point we would be using local transports - renting most likely. Seems like we should hold off on a ground car or air/raft or whatever for a bit and see what we actually need.
Referee
GM, 172 posts
Tue 8 Feb 2011
at 23:54
  • msg #96

Re: Crew

Dr. Jim D. Jones:
Ah - I see why my guesstimate of upto 350 KCr was off - the 150,000 Cr for life support!

I looked at 12 staterooms x 2,000 Cr (per Core) = 24,000 per month (though food is basic) with only 1 month for the first trip (again to defer expenses).

So where does this come from (book?):
  3 tons Luxury Life Support (240 person weeks as of 357-5740)


House Rules thread.

Also, Gypsy Moth has a full load of fuel onboard (or will by the time she is flown to Aidensburg).  The Shipyard has already billed Blackfin for it so transparent to the group.  I should have worked that into the tour at some point.  Sorry.

Also also, no TL-C vacc suits.  Danica's player is just trying to push me I think under the "doesn't hurt to ask" school of thought. ;)

Also also also, didn't realize I had mentioned the cargo drone twice, but, yeah, might not be bad to have.
This message was last edited by the GM at 23:56, Tue 08 Feb 2011.
Danica Moreau
player, 50 posts
ex-Major, FRA
**** Classified ****
Wed 9 Feb 2011
at 00:42
  • msg #97

Re: Crew

Referee:
...
Also also, no TL-C vacc suits.  Danica's player is just trying to push me I think under the "doesn't hurt to ask" school of thought. ;)
...

*shrug* Just asking for a clarification.  They are in Hayden's listing (that he says he got from you) in msg #76 and have a price (which is, in theory, quite obtainable with our stipend).  As you said, it never hurts to ask.  Though I would not have asked, if the entry hadn't been present...:)
Dr. Jim D. Jones
player, 72 posts
Wed 9 Feb 2011
at 00:50
  • msg #98

Re: Crew

No problems - this is just chatter - the IC details are great!

House rules - doh!  Forgot another one.

P.S. - assume books 2,000 Cr 'per stateroom' should be read as 'per person'.  I like that as it makes High Passage slightly more profitable than 2 Middle.

Seems we could save a sizable 100,000 Cr chunk (for trade) by only buying 80 person weeks up front... that being enough for 20 people for a month (longer if we get middle passengers credits up front :).
Dr. Jim D. Jones
player, 74 posts
Wed 9 Feb 2011
at 04:48
  • msg #99

Re: Crew

Well, gee - see - that sounds low risk... some bullion, a few bank records... what could go wrong? :)

[Thera - you were say'n about those weapons and ammo...]
Dr. Jim D. Jones
player, 78 posts
Thu 10 Feb 2011
at 05:22
  • msg #100

Re: Crew

Congrats on squeezing the bank, Captain!

(Though, maybe you should rough him up a bit... just on principle!

Lets see - bank is investor..bank pays ship..ship pays profits back to investors... Yeah, sounds like a bank - gee, wonder who handled the shipyard financing :)
Thera Santorini
player, 44 posts
I prefer the term
'performing artiste'.
Thu 10 Feb 2011
at 10:09
  • msg #101

Re: Crew

In reply to Dr. Jim D. Jones (msg #100):

I'm confused about Jim's reaction to Marie Menkin at interview. Since Newell showed us the dossiers on the candidates the previous afternoon, surely Jim would have recognised her face and/or name if they met that evening, and wouldn't have embarrassed himself?

I'm not criticizing the player's RP, but rather querying the sequence of events, which presumably has been ok'd by the Ref.
Dr. Jim D. Jones
player, 80 posts
Thu 10 Feb 2011
at 14:33
  • msg #102

Re: Crew

No problem.

Newell offered to 'take the liberty of uploading dossiers' - didn't mean the Doc bothered to take it, much less look at it ;)

IC-wise, Doc's response regarding the list was 'Of course, he figured that dossiers list to be more about potential spies for the top lady than anything else, but that was in Hayden's lap now.'

Thera was RP-ed as not paying attention at that point ;)

Hayden is the only one who accepted Newell's list during roleplay, IIRC. Implicitly it could be presumed, especially as the Ref didn't contest it regarding the bar jaunt, that the other folks either accepted Newell's offer or got the list from Hayden at some point.

Referee's OOC 'roll whatever skill or attribute you think most fits your style for the third one.  Good luck! ;)' at the bottom of msg #57 was in response to a PL regarding Jim hooking up with Ms. Menkin without knowing who she was.  How 'lucky' he truly was remains to be seen :)
Thera Santorini
player, 45 posts
I prefer the term
'performing artiste'.
Thu 10 Feb 2011
at 14:52
  • msg #103

Re: Crew

In reply to Dr. Jim D. Jones (msg #102):

I see. I bet he'll read dossiers next time they're handed out! :)
Dr. Jim D. Jones
player, 81 posts
Thu 10 Feb 2011
at 15:45
  • msg #104

Re: Crew

Probably not - he'll just make sure he can handle the local brew before blowing it with a hot prospect ;)

BTW: Doc's take on things is based on his own perceived 'version of events' (after afore-mentioned brew) - it says nothing whatsoever about Ms. Menkin's 'character' (no pun intended).  He easily could have misunderstood the prior night's encounter - she could be a real sweetheart, or a real the other thing...

Ref should be able to spin that any way he likes.
Referee
GM, 179 posts
Thu 10 Feb 2011
at 19:04
  • msg #105

Re: Crew

Thera Santorini:
In reply to Dr. Jim D. Jones (msg #100):

I'm confused about Jim's reaction to Marie Menkin at interview.


So am I.

Jim, I took your intentions for 350 evening to mean a prediliction for attractive redheads in general.  The supposition that the person you tried to pick up in a city of over a million people would just happen to be the job candidate you're interviewing the next day is Victorian-era novel level coincidence.

Roll d100, if the result is a 100 then it actually was Marie Menkin.  Otherwise the Doctor has made an error of mistaken identity or the post should be retconned.
Dr. Jim D. Jones
player, 82 posts
Thu 10 Feb 2011
at 19:25
  • msg #106

Re: Crew

Sorry - I was too obtuse with the line 'Haha - Jim hasn't seen Newell's list... :)' after the pic and the 'Could be an interesting (re-)meeting!' OOC :(

I mistook the roll request, I too think the odds would be against a chance encounter - conceivable as a Ref call only given her profession, the area they are in, and her being a local available for first thing the following morning.

If you are ok with it, no retcon needed, she's a local and a hot redhead, I set Jim up to not be at his best (purposely, in case Ms. Menkin preferred to deny the incident) - mistaken identity is just as good a roleplay twist.
Bertrand
player, 23 posts
Thu 10 Feb 2011
at 19:32
  • msg #107

Re: Crew

Take the d100 anyway, sometimes extremely unlikely things happen!
Dr. Jim D. Jones
player, 83 posts
Thu 10 Feb 2011
at 19:53
  • msg #108

Re: Crew

Oh sure - 61. ;)

[Appreciate the Ref entertaining something I as a player misunderstood - but don't want to make more work for him because of it (I'm good for that anyway)!]
Jacques Keveloh
player, 46 posts
Thu 10 Feb 2011
at 20:48
  • msg #109

Re: Crew

Ref makes a good point about the split action, so thought I'd rough in what I think Jack is handling the next couple game days to help avoid confusion.

Evening of 350: bar hopping with Thera (Nino Stern?) not expecting this to be a big crazy night, just wanting to help gather some unofficial info on our candidates.

351: join interviews at 1000 (Lance Charpentier)
After interviews spend rest of day/evening examining new vacc suits and EVA gear

352: Morning: available for any crew interviews
Afternoon: attend hyperspace conference, hear/meet Dr. Hathorn if poss, set up interview if appropriate
Evening: continue Vacc/HEV suit inspections or crew interviews

After the vacc/HEV inspections, Jack would probably move on to integrating his personal hand comp with the ship's computer, making sure the ship's databases are as up to date as possible and general readying of the ship as more materials come in. Eventually he'll run another deeper analysis on Newell's distress signal clip.

If Hayden or Danica have a better use of time for Jack, please chime in ;)
Danica Moreau
player, 54 posts
ex-Major, FRA
**** Classified ****
Thu 10 Feb 2011
at 21:51
  • msg #110

Re: Crew

Sorry, a little late to the party on Day 351.  Just posted, IC - I hope I wasn't holding anything up (from the looks of it, Danica was not).

Jack, I don't have much more specific for you (yet).  Danica is pretty much doing those same types of legwork, when we are not interviewing people.
Jacques Keveloh
player, 50 posts
Sun 13 Feb 2011
at 22:05
  • msg #111

Re: Crew

Looks like the gang on the ship has caught up with the night in the bar... if there are no objections, Jack will appear for the Lance interview and we can keep the bar thread running to it's conclusion. If we want to finish up the bar thread before Jack joins the ship interviews, that's cool too.

Just want to make sure everyone's okay with me playing past & present concurrently ;)
Bertrand
player, 25 posts
Tue 15 Feb 2011
at 19:31
  • msg #112

Re: Crew

I seriously can't write a proper post when you alternate between past and present tense. Maybe I'm neurotic, but I can't help trying to match my posts to the narrative flow of the last few replies :(
Hayden Marks
player, 69 posts
Experienced Trader
Tue 15 Feb 2011
at 19:58
  • msg #113

Re: Crew

In reply to Bertrand (msg #112):

Alright, I changed it to present tense (hopefully).  Cheers!
Bertrand
player, 26 posts
Tue 15 Feb 2011
at 20:08
  • msg #114

Re: Crew

No need to go back and change things, but I'd really appreciate it if we could agree on the same style. Present tense third person?
Danica Moreau
player, 60 posts
ex-Major, FRA
**** Classified ****
Wed 16 Feb 2011
at 01:21
  • msg #115

Re: Crew

Sure, third person present, not my personal preference, but if it will get you to post... Let's do it!

You're up, Bertrand!
Danica Moreau
player, 63 posts
ex-Major, FRA
**** Classified ****
Thu 17 Feb 2011
at 23:23
  • msg #116

Parental Units in Town:  Feb 17 - 21, 2001

Just an FYI, I have my dad and stepmum in town through the weekend.  So, my responses may be limited in size and frequency, but I will try to keep up.  Sorry about the short notice.  Bot/NPC Dani as necessary.
Referee
GM, 212 posts
Tue 22 Feb 2011
at 04:15
  • msg #117

Cameras

In reply to Danica Moreau (msg #116):

I've had several questions regarding cameras onboard Gypsy Moth.  To clarify, all spaces have surveillance cameras except:

Crew Staterooms
VIP Stateroom
VIP Office
Passenger Staterooms
Sickbay
the Launch

Crew and passengers are considered to have a reasonable expectation of privacy in their quarters, hence no cameras in those locations.  Same expectation of privacy extends to sickbay.
Thera Santorini
player, 59 posts
I prefer the term
'performing artiste'.
Wed 23 Feb 2011
at 10:23
  • msg #118

Re: Cameras

In reply to Referee (msg #117):

Should I assume that even if Thera isn't present for all of the interviews, she will be able to review video/transcripts and will be involved in the decision making discussions?
Dr. Jim D. Jones
player, 94 posts
Wed 23 Feb 2011
at 10:42
  • msg #119

Re: Cameras

I was originally waiting for Jack and Thera to post in the 351 thread thinking their Nightlife Investigations™ would be over.  Thought I must have missed somewhere stating they weren't planning on attending the interviews or something.

At the very least they should be there for any 'review'...
Hayden Marks
player, 78 posts
Experienced Trader
Wed 23 Feb 2011
at 13:20
  • msg #120

Re: Cameras

Thera Santorini:
In reply to Referee (msg #117):

Should I assume that even if Thera isn't present for all of the interviews, she will be able to review video/transcripts and will be involved in the decision making discussions?


Sure!
Thera Santorini
player, 60 posts
I prefer the term
'performing artiste'.
Wed 23 Feb 2011
at 18:34
  • msg #121

Re: Cameras

Dr. Jim D. Jones:
I was originally waiting for Jack and Thera to post in the 351 thread thinking their Nightlife Investigations™ would be over.  Thought I must have missed somewhere stating they weren't planning on attending the interviews or something.

At the very least they should be there for any 'review'...


Dunno about Jack, but I had Thera state somewhere back that she wasn't too keen on interviews but would probably sit in on (guy from Santander's) interview.
Jacques Keveloh
player, 53 posts
Wed 23 Feb 2011
at 18:36
  • msg #122

Re: Cameras

Yeah, the bar scene is taking longer than I expected but I think we may have some good info to bring home when it's done. The on-board interviews are very quick, over before I can chime in, so Jack will join Thera in the tape review...
Referee
GM, 216 posts
Wed 23 Feb 2011
at 18:52
  • msg #123

Re: Cameras

Jacques Keveloh:
Yeah, the bar scene is taking longer than I expected ...


Yeah, me too.
Thera Santorini
player, 64 posts
I prefer the term
'performing artiste'.
Wed 23 Feb 2011
at 19:36
  • msg #124

Re: Cameras

In reply to Referee (msg #123):

Well, we can fix that. :)
Referee
GM, 218 posts
Wed 23 Feb 2011
at 20:06
  • msg #125

Re: Cameras

In reply to Thera Santorini (msg #124):

Working on it. :)
Jacques Keveloh
player, 56 posts
Wed 23 Feb 2011
at 21:18
  • msg #126

Re: Cameras

I tried, and goofed it up I guess (sorry Thera). But it seems like Gypsy Moth isn't much of a secret, not sure what value there is in being real cloak-and-dagger about our general cover story. The candidates could have just as easily been interviewed on the ship itself with all of us present.
Thera Santorini
player, 65 posts
I prefer the term
'performing artiste'.
Wed 23 Feb 2011
at 23:07
  • msg #127

Re: Cameras

In reply to Jacques Keveloh (msg #126):

Forget it, these things happen. :)
That's why I was playing it cloak and dagger, to try to get the type of info that wouldn't come out at interview, but from the Ref's comment above, I'm not so sure there is any. Maybe these guys are just 2D redshirts after all and looking round the back of them will simply show up the plywood struts.

Maybe the Ref can see where we're going with the bar chat and feed us the results of our evening, if he wants to move on?
Referee
GM, 220 posts
Thu 24 Feb 2011
at 01:28
  • msg #128

Re: Cameras

In reply to Thera Santorini (msg #127):

Uhh, I just meant I was glad to see more posts in that thread. :)
Danica Moreau
player, 69 posts
ex-Major, FRA
**** Classified ****
Thu 24 Feb 2011
at 01:29
  • msg #129

Re: Cameras

Referee:
Uhh, I just meant I was glad to see more posts in that thread. :)

Pshaw... posting is over-rated...;)
Thera Santorini
player, 66 posts
I prefer the term
'performing artiste'.
Thu 24 Feb 2011
at 05:53
  • msg #130

Re: Cameras

Referee:
Jacques Keveloh:
Yeah, the bar scene is taking longer than I expected ...


Yeah, me too.


Sorry, this read to me like "It's taking longer than I expected too, I was only anticipating a couple of posts, then move on," since I figured that's what Jack's player meant.

I see now it can also be read as "It's taking longer than I expected between posts and I have a lot of info to squeeze in there before the interview thread runs out."

I can play it whichever way. :)
Hayden Marks
player, 83 posts
Experienced Trader
Thu 24 Feb 2011
at 06:37
  • msg #131

Re: Cameras

For the rest of 351, I'm going to start working on finding a spec trade supplier, but can someone with good Streetwise, Diplomat, or Investigate please start working on finding a freight supplier?  If we can't line up cargos to buy, we should at least keep the hold from going empty.  We'll have 60 tons total available for spec trade and/or cargo.  Thanks!
Jacques Keveloh
player, 60 posts
Thu 24 Feb 2011
at 19:21
  • msg #132

Re: Cameras

@ Hayden: Jack has two of those three skills so he could take that ball if no one else wants it. Should we wait until the ship has transferred to the downport?
Referee
GM, 224 posts
Fri 25 Feb 2011
at 02:18
  • msg #133

Re: Cameras

In reply to Hayden Marks (msg #131):

I'm going to rule that Broker can be used as well.  I'm not sure what the rationale was for ruling broker could be used to find manufacturers but not freight shippers.

Also, please remember it's in the freight shippers' interest to find you too. :)  After all, they have goods to move.
Dr. Jim D. Jones
player, 97 posts
Fri 25 Feb 2011
at 03:25
  • msg #134

Re: Cameras

'OOC Part One: Please remember the Free Republic has a strong sense of personal liberty.  Conducting credit checks, background checks, medical exams, drug tests, etc without that persons express permission is a violation of their rights and is technically against the law.'

Sorry - I was not aware his credit checks and background checks were against the law!  My character would not generally do something illegal unless he was ignorant of it.

As to the IC squabbling - was just carrying on RPing based on Hayden's response to Jim - as a Player I've no problems.  Just here to have fun - by all means if anyone had a problem with my roleplay/playing I am all ears.
Dr. Jim D. Jones
player, 98 posts
Fri 25 Feb 2011
at 03:47
  • msg #135

Re: Cameras

Sorry - afraid I'm over RP-ing for character development and it looks too much like meta-gaming suspicion of the candidates, which really wasn't my intent.  (Fact is, if there were hidden agendas I'd prefer to find them out the hard way.)

Really meant the news searches/credit checks as fluff to make it sound like Jim was interested in helping out after his initial faux pas.

Given that he shouldn't have done those at all, in character (them being illegal and him being a local), could we perhaps edit that out?
Danica Moreau
player, 70 posts
ex-Major, FRA
**** Classified ****
Fri 25 Feb 2011
at 06:43
  • msg #136

Re: Cameras

Dr. Jones - you?  Meta-gaming?  Say it isn't so!  :)  Only the Referee can say what is appropriate to retcon (it would be pretty painful to excise everything as its mention is interspersed through a number of different posts in the IC thread).  But I would not sweat it at this point.  As you noted, we are all here to have fun.

With respect to checks, I would suggest staying with your strength and going to town on the medical exams (though get those releases first - so, you might want to wait until we offer them a job.  We could/should make the exam a contingency for employment - i.e. they have to pass the physical ... :)).  Whether or not those need to be public and IC is up to you and the Ref.

As for any squabbling, like the Ref, I know that the characters need/want/love to be able to differentiate themselves from each other (and varying opinions are one very good way to do that), but we are all supposed to have some history of knowing each other and working together (heck, Doc, you, Hayden and Danica go back at least 10+ years - I should know I helped write that connection verbiage) ... :)  So, while the players may have some rough edges about their working dynamics with each other (and with getting 'into character' - I know that I still do with Danica, sometimes), the characters should have less (if any) of those left to work out?

And while I know that there are plenty of examples in RL of many working and personal relationships between various people that are based on competition or complaining or overtly aggressive or sarcastic behavior, I am not sure that is entirely appropriate here (unless, of course, you and Hayden have discussed such things OOC privately first as to the IC dynamic that you want to set up - in which case, ignore me and my advice, please).

From my standpoint, too much sniping can be too much sometimes ...  But, obviously, that level of tolerance is different for everyone; so, please take my opinion with a large grain of salt.


Totally switching gears - with respect to finding a freight supplier, Danica has basic Streetwise and some Investigate skill (no Diplomat or Broker skill, though).  And her Int (though not her Edu) modifier is good.  So, she can also help out there as well.

What do you say, Jack?  Should we tag team?  Danica is fine with it either way (i.e. with or without her participating in that task).
Bertrand
player, 29 posts
Fri 25 Feb 2011
at 11:23
  • msg #137

Re: Cameras

Bertrand has both Streetwise and Investigate at acceptable levels, as well as other applicable skills. I can't keep up with your impressive posting rate at the moment, for various reasons, but I'm fine with running Bertrand as more of a supporting character for now so I don't kill your momentum.
Jacques Keveloh
player, 62 posts
Fri 25 Feb 2011
at 18:41
  • msg #138

Re: Cameras

Jack would definitely be down for a tag team situation but I don't want to hog all the prep stuff - Jack still gets to check vacc suits and check the launch - so maybe Bertrand and Danica should handle the freight checks for the maiden voyage ;)
Thera Santorini
player, 70 posts
I prefer the term
'performing artiste'.
Fri 25 Feb 2011
at 21:23
  • msg #139

Re: Cameras

In reply to Jacques Keveloh (msg #138):

Thera has spent half her adult life on the streets - not chasing freight suppliers, but hey, one enquiry's not much different from another - a supplier is a supplier, right? :)


BTW, Thera going it alone with the gunner is purely IC. I'd suggest the tables are close enough that Jack can follow the conversation and she can bring him in later?
This message was last edited by the player at 21:31, Fri 25 Feb 2011.
Jacques Keveloh
player, 64 posts
Fri 25 Feb 2011
at 23:00
  • msg #140

Re: Cameras

Sounds good, Jack will linger and wait for the signal ;)
Referee
GM, 233 posts
Sat 26 Feb 2011
at 00:28
  • msg #141

Re: Cameras

Dr. Jim D. Jones:
Sorry - I was not aware his credit checks and background checks were against the law!  My character would not generally do something illegal unless he was ignorant of it.


In your defense, I didn't make that explicit.  No need to retcon, let's just move on.
Hayden Marks
player, 87 posts
Experienced Trader
Sat 26 Feb 2011
at 04:30
  • msg #142

Re: Cameras

Here's what Hayden has been able to track down for speculative trade.  Before you guys beat the streets too hard, let's see that RSS and Roycan have in mind as well.  With only 1 cargo hold available, we might be able to fill up without looking too hard.  Let's enjoy it while it lasts, I don't think it's going to be the same at a Class C starport...

quote:
Here's what you find:


Tons    Description             "Fair Value"
30      Computer Components     10,000
20      Crystaliron Rods         9,000
50      Garments                 9,000
40      Appliances              10,000
30      Machine Tools           11,000
60      Aluminum Alloy Ingots    5,000
40      Fresh Fruit              1,000
60      Cement                   1,000
20      Gourmet Olive Oil       50,000
30      Chinchilas              10,000
30      Quality Red Wine        20,000
15      Cinnamon Extract        15,000
5       Fresh Basil              3,000
10      Screened T-Shirts        4,000
20      Spun Cotton              3,000
10      Construction Marble     20,000
50      Silver-streaked Marble  30,000
10      Pressed Hardwood Beams   1,000

This message was last edited by the player at 04:31, Sat 26 Feb 2011.
Thera Santorini
player, 73 posts
I prefer the term
'performing artiste'.
Sat 26 Feb 2011
at 08:48
  • msg #143

Re: Cameras

In reply to Hayden Marks (msg #142):

Just as a query, would Espiaux be 'dimly lit' by a Red Giant, even in orbit 9? I would imagine a simmeringly bright light, even if human eyes are not particularly attuned to the wavelength.
I was surprised to learn that light levels on Pluto are significantly brighter than a full moon on Earth, even from our lowly dwarf star.

If it works for the story, though, I don't have a problem with it. There could be all sorts of processes going on in a dying star that could drop its luminosity for generations. :)
Jacques Keveloh
player, 66 posts
Sat 26 Feb 2011
at 22:23
  • msg #144

Re: Cameras

FWIW, my guess is the exotic foodstuffs (olive oil, wine and cinnamon) would offer the most bang for the buck since Espiaux is a water world with an oxygen-poor atmo, and the capital (ie, seat of government = lots of high-SOC soirees...)

Although the construction items (crystaliron, marbles, machine tools) might be good too.
Danica Moreau
player, 71 posts
ex-Major, FRA
**** Classified ****
Sun 27 Feb 2011
at 06:33
  • msg #145

Speculative Trade and Cargos

With respect to trade, it would seem that the more expensive (per ton/unit) materials are the higher margin/profit items - since the trade rules, pretty much abstract down to that level.  Making 10% per ton on 5,000 Cr (base) per ton is not nearly as profitable as making 10% on 50,000 Cr (base) per ton.  And with Hayden's broker and Int DMs I think that it is safe to wager that there will be more than a 10% differential in selling and purchasing prices.  I presume that the 'fair price' is the "base price" to be haggled down from ...:)

And while the trade codes for the various items do affect the prices somewhat, in this case, it seems that with only water planet as the code for Espiaux as our destination (well, besides "Jump Shadow" which I don't actually know how it affects the trade DMs), it makes Hayden's skill is the largest DM for pretty much all of the items listed (at least the most expensive).

Assuming that Hayden can get us about 20% profit margin (which is very conservative, actually, at 10% of purchase price and then 10% higher sale from the base/fair price - he should average actually average 20-25% on each end) - then that 20% needs to be more than the margin from hauling freight (i.e. 1200 Cr/ton here).  So, anything costing 6,000 Cr or less per ton is questionable.  If we go with the 25% on each end, then anything 1,200 Cr/ton or less is not worth it.

So, I guess the only other question is, whether it is optimal to buy the most expensive stuff (as much olive oil as possible and fill the rest with freight - which has very little/no capital cost - but fairly low profit margin as well - 1200 Cr/ton for a 2 parsec run) - or try to maximize the amount of speculative cargo we pack.

The main rules seem to favor the former (carry as much expensive cargo as possible) - then haul freight with the rest just to fill the hold (using tonnage to make something, rather than nothing).  The extreme is carrying 1 ton of radioactives and making a cool quarter-million credits on that alone (totally possible with Hayden's DMs and average rolls - buy at 375,000 Cr  and sell at 625,000 Cr on the other end).  Any margin from hauling 59 other tons of freight will not even touch that type profit (70,800 Cr (59x1200)).

Not that we have the option here - though we can almost approximate that with 10 tons of olive oil, probably...:).  So, I guess that is my short answer (which is not unlike Jack's - though, perhaps for slightly different reasons) - go with the olive oil or the marble (the most expensive items which presumably would have the highest margins).

Of course, the Ref has additional constraints on hauling cargo (especially fragile and perishable things - like say olive oil or marble?...:)) house ruled, I believe (or am I confusing games).

Oh, and Hayden, for the record, Danica is fine with being an 'authorized agent' (I'll post IC to that effect soon) - especially for liaising with brokers and such.  It is reasonable given her role on the ship as First Officer and the fact that hopefully she won't have to make an Broker rolls (which she would fail dismally).
Hayden Marks
player, 90 posts
Experienced Trader
Sun 27 Feb 2011
at 08:55
  • msg #146

Re: Speculative Trade and Cargos

Good analysis on both fronts.  There are several factors at play, so we need a bit more information before we commit to any buying.

1) At what point would we (or even could we) saturate a small market like Savigny, to the point that it would affect sales price.  There are a lot of small markets in this TU and knowing a bit more about any unique aspects of trade due to their size will be important overall.

2) How trade codes compare with planetary descriptions.  Jack’s suggestions regarding Oil, Wine and Cinnamon seem logical to me (outside of the meta-game rules) since all of these require a sizable amount of land to produce, which should be at a premium for Espiaux.   Admittedly, Savigny might be filling some of this need, but that’s secondary to the real issue – Are trade codes the end all be all to positive or negative DMs on the Actual Value Table (or what MGT calls the Modified Price Table), or do write ups, descriptions, and events within the game universe come into play in such a way that they create die modifiers to the AVT/MPT rolls?

3) There was something else but I lost my train of thought.. ARGH!

One thing to consider overall is that trade items that that generate a positive SALES DM should be a priority for us, given the fact that at the top end of the chart, an item can suddenly be worth 200, 300, or 400 percent of its value.  But even with excellent purchase DMs, you never receive a similar effect (it’s not like they pay you at the low end of the scale).

Regarding cost/ton, yes, the system definitely favors taking on more expensive cargos.  The lumber is a non-starter for example; even purchasing it at 25% of market value you would have to sell it at 145% percent just to achieve the same  earnings /ton as Core Rules freight (Merchant Prince rules are a bit different, but the point is the same).

From my point of view, we are probably best served by avoiding extremes when it comes to trade.  5 tons of oil and 55 tons of other speculative cargo would be better than 10 tons of oil and the rest freight, simply because in my experience extreme inputs to most systems generally result in extreme outputs, either good or bad.  A lot can happen between the buying and the selling.  Also, no one has perfect knowledge of a given market; we may show up and be very surprised if we put all of our eggs in one basket.

In effect, we are investing 400,000 or so credits.  If that were your IRA, you probably wouldn’t put it all in one stock.  Or at least I wouldn’t unless I had a time machine (and if you dialed that time machine to March 12 1986 and invested in shares of Microsoft – a $21 dollar share would be worth 7,200 USD today!)… lol

Not to mention that a diversity of cargo allows us to consult the AVT for each item separately.  Probability wise, this is a good thing.  It’s the same reason one of my Battle Tech friends carried 8 LRM-5 racks in his Archer instead of two 20 racks… When you fire off two 20 racks, you have only two chances for a hit or miss.  But rolling 8 times to hit means while you may not see dramatic results like smashing a mech with 20-40 missiles, but you will typically hit with something every combat round.  And I think that may serve us better; a solid stream of dependable income, as opposed to dramatic hits or misses in the market place.  At least at this stage.
This message was last edited by the player at 09:47, Sun 27 Feb 2011.
Jacques Keveloh
player, 67 posts
Sun 27 Feb 2011
at 18:26
  • msg #147

Re: Speculative Trade and Cargos

It occurs to me you guys may be consulting Merchant Prince, which I don't have for MGT yet... hence me sticking to the plot- and local color-based analysis. To be taken with a grain of salt, of course, unless Ref chimes in with a +2DM based on it ;)

To take the local color idea a bit further, Jack is the son of a retired Army officer who is now a gentleman farmer on their homeworld of Alsace... so Jack could have some insight into the quality of the foodstuffs up for sale, or call his father for advice, or work some of the family connections, etc etc. In fact, he has a database of local gourmands and fine wine producers/sellers throughout this region of space on his hand-comp... So I'd be interested to hear how much bearing that role-play/color has on the die rolls. Might only be applicable in a very few instances, but every little bit helps, right?

But anyway I just re-read Trade in the Core rules and looked at the charts and I think Hayden's got the right idea - spreading the risk over several small lots makes the most sense, especially if they are high-value items where 10% could be thousands of credits instead of hundreds, as Danica points out.

We also might qualify for a mail run - if I have it right we have a +2DM plus Rank/SOC bonuses to get it (looks like Hayden and Jack would each make it +3DM for 12+ on 2D). Not excellent chances but that last 5 tons of hold space at Cr5,000 each is not too bad.
Dr. Jim D. Jones
player, 102 posts
Sun 27 Feb 2011
at 22:47
  • msg #148

Re: Speculative Trade and Cargos

Espiaux is the doc's home world, but I doubt he'd have any useful input into what trades well there - commerce not being one of his real interests.

Which I bring up mainly as Doc has about 50K to loan any player who needs something only likely to be available at Espiaux (IIRC it is the highest TL on our route).  Character wise he would likely do that - coming from a wealthy world (arrogant and paranoid too ;) and with medical talent the money doesn't mean much to him.

Also, I believe he's personally well geared (enough Sodium Pentothal I think - just kidding) - assuming the company pays bail and legal expenses ;)
Referee
GM, 241 posts
Mon 28 Feb 2011
at 02:30
  • msg #149

Re: Speculative Trade and Cargos

I'm a bit behind due to not being here yesterday and there's been a bit posted in this thread, but I'll try to cover it as best I can.

Three over-arching thoughts with which to begin:

1) Using the system provided in Merchant Prince is a great starting point, but bear in mind it has its limitations.  It offers a good general baseline, but doesn't cover specific circumstances.  For example, it doesn't offer provisions for population, other worlds in system, existing level of trade and so on.  From the book's persepctive, there isn't much difference between trading to a pop 5 water-world with a farming colony and an isolated pop 10 waterworld.

2) Please remember you have the distinct misfortune of playing in a game where the Ref has a deep and abiding interest in Shipping.

3) Be wary of meta-gaming.  Because of the above two factors, I may decide to alter book DMs without prior notice.

Bearing those things in mind, the common sense approach is certainly valid.

The higher value, higher margin approach is also very valid.  Low value spec cargos are preferrable to an empty hold, but that's about it sometimes.

Hayden Marks:
1) At what point would we (or even could we) saturate a small market like Savigny, to the point that it would affect sales price.  There are a lot of small markets in this TU and knowing a bit more about any unique aspects of trade due to their size will be important overall.


A couple real world examples which bound my thinking:

Bermuda (pop 4 - 68,000) - Not built for resource exploitation or self-sufficiency.  Imports 10,000-14,000tons per month, or 1ton per five inhabitants.  Exports 1/100th of imports, or 1ton per 500 inhabitants per month.  It's also a great example of the effects of level of trade.  It costs significantly more to ship a container to Bermuda than to Antwerp (over three times the distance) because only two ships service Bermuda, compared to hundreds servicing U.S.-Europe. (All figures 2008)

Vorkuta Gulag (pop 5 - 225,000) - Built for resource exploitation using slave labor, not built for self-sufficiency but standard of living in gulag camps very low.  Exported 200,000-250,000tons of coal per month, or roughly 1ton per inhabitant.  Imports unknown but thought to be about 15,000tons per month, or 1ton per 15-17 inhabitants. (All figures 1950)

One thing to remember, especially in this TU where shipping is scarce, is that planets in the Halowon sector have more incentives to be self-sufficient than the examples listed above.  Nevertheless, a planet like Savigny with a pop of just over one million would probably be starved for trade up to at least 10,000tons per month and be able to absorb 100,000tons, or so, of trade per month.

In Savigny's case, the vast majority of trade would be from Espiaux.  A single 95ton cargo shuttle could carry about 1,000tons per month, and much cheaper rates than a starship.  So, you might want to concentrate on items Savigny with its harsh climate and Espiaux covered in water can't provide each other.

In general, though, Gypsy Moth probably won't be able to saturate any planet over pop 3 with goods unless it brings a lot of one specfic, low demand good.  How many washing machines could Troy's Rock absorb?  Probably less than the 1200-2400 the ship could carry.

Hayden Marks:
2) How trade codes compare with planetary descriptions.  Jack’s suggestions regarding Oil, Wine and Cinnamon seem logical to me (outside of the meta-game rules) since all of these require a sizable amount of land to produce, which should be at a premium for Espiaux.   Admittedly, Savigny might be filling some of this need, but that’s secondary to the real issue – Are trade codes the end all be all to positive or negative DMs on the Actual Value Table (or what MGT calls the Modified Price Table), or do write ups, descriptions, and events within the game universe come into play in such a way that they create die modifiers to the AVT/MPT rolls?


Trade codes are a start.  Write ups, descriptions, and events matter.  Grapes, for example, may not grow in Savigny's dry, dusty, windy climate, but some form of wood tree probably does.  Neither Espiaux nor Savigny may have silver-streaked marble, but they probably have some form of aggregate (for cement).  Espiaux may make appliances, but Alsace may have a cost advantage in production due to its larger labor pool and cheaper factory space.  Savigny and Espiaux could each certainly breed household pets, but maybe not chinchilas specifically.  Perhaps chinchilas are in fashion at the moment (if not this might be one trade good where Gypsy Moth could exceed demand - how many Chinchilas per ton anyway?)

Hayden Marks:
3) There was something else but I lost my train of thought.. ARGH!


Don't worry, me too. :)

Hayden Marks:
From my point of view, we are probably best served by avoiding extremes when it comes to trade.  5 tons of oil and 55 tons of other speculative cargo would be better than 10 tons of oil and the rest freight, simply because in my experience extreme inputs to most systems generally result in extreme outputs, either good or bad.  A lot can happen between the buying and the selling.  Also, no one has perfect knowledge of a given market; we may show up and be very surprised if we put all of our eggs in one basket.


Yes, diversification helps mitigate risk.
Referee
GM, 246 posts
Mon 28 Feb 2011
at 04:39
  • msg #150

Re: Speculative Trade and Cargos

Also, for anyone interested in setting "popcorn and chrome", the Svetlanan Royal Navy has been added to the "Militaries and Merchants" thread.
Danica Moreau
player, 73 posts
ex-Major, FRA
**** Classified ****
Mon 28 Feb 2011
at 09:05
  • msg #151

Re: Speculative Trade and Cargos

Hayden and the Ref make great points, I am not trying to be the authority here.  I am sorry, if that appeared to be my intent - it was not.

I will note that I am not sure exactly what the Ref means by "meta-gaming" here - I endeavor to use the rules to inform the RP, and use the OOC to try and hash out ideas that would otherwise not be understood in an IC context (or taken for granted/never questioned - presumably like gravity - or in Traveller, anti-gravity).  In this case, the dictum of "buy low, sell high" is taken to the extreme, undoubtedly.

That said, the trade system in Traveller is very abstract and rudimentary at best, and if the Ref feels the need to beef it up - then that is fine by me.  Not only is it his game and TU, but there is nothing wrong with adding more detail and realism to that aspect.

Hayden's strategy of diversification seems eminently sensible to me.  It also seems to make better RP.  I am all for it.
Hayden Marks
player, 93 posts
Experienced Trader
Mon 28 Feb 2011
at 10:00
  • msg #152

Re: Speculative Trade and Cargos

Thanks, all that info is helpful.  Of course sometimes answers just lead to more questions...

Perhaps now would be a good time to quiz the ref for all the info we can get based on what our characters know of the game world and their experiences!

I'll start, feel free to jump in and remember, the goal is to identify cargo that will make us money!

1) Since Hayden's from Savigny and his folks were free trader/merchants, I'm guessing he has some familiarity with what's grown and traded on Sav.  Are any of the goods offered through the suppliers on Alsace especially rare or common on Savigny?

2) Do I remember olive trees growing on Sav?  Did I climb up trees that smelled like cinnamon in my youth?

3) As a trained and experienced steward, do I know what kind of wine pares well with Cuttlefin?  Redwine goes with lobster, so I've got my fingers crossed on this one.  Does olive oil compliment cuttlefin flavor?

4) I'm incorporating all of Jack's questions to his father by reference!  :)

Also, I plan on hitting the computer nets hard while we are deciding what to pursue; let me know if you want these here or in character:

1) Google the top 10 crops of Savigny and Espiaux.

2) Looking for any trendsetters (celebrities, designers, politicians, etc.) here or there who have Chinchillas as pets.

3) Check where in FRE space silver streaked marble is mined.

PS: When we go to meet suppliers, I'd like for any SME (subject matter expert) to please come.  Jack, you've become the SME for foodstuffs.. lol  And Jim and Dani should come if we check out the computers components, etc.  It might be fun watching Jim try to examine Chinchillas to make sure they are fit enough to transport... :)
This message was last edited by the player at 10:05, Mon 28 Feb 2011.
Thera Santorini
player, 76 posts
I prefer the term
'performing artiste'.
Mon 28 Feb 2011
at 16:15
  • msg #153

Re: Speculative Trade and Cargos

Hayden Marks:
PS: When we go to meet suppliers, I'd like for any SME (subject matter expert) to please come.  Jack, you've become the SME for foodstuffs.. lol  And Jim and Dani should come if we check out the computers components, etc.  It might be fun watching Jim try to examine Chinchillas to make sure they are fit enough to transport... :)


LOL, I can't see us shipping anything that requires Thera's SME...
Dr. Jim D. Jones
player, 103 posts
Mon 28 Feb 2011
at 17:43
  • msg #154

Re: Speculative Trade and Cargos

LOL - thought Chinchillas was some sort of Mexican food!

Meta-game - I'm good with whatever Hayden's player comes up with concerning trade.  During the game I'm more interested in what makes sense (or is at least fun) character and settings wise.

On that note -> Chinchillas definitely get my vote for RP factor!  Maybe Thera (and/or better yet - Danica!) find Chinchillas 'absolutely adorable' :)

Doc might know - or think he knows (arrogance) - whether Espiax-ians find such critters repulsive or not.  Unless they are in cryo or something, someone would have to take care of them.  Doc is generally ok with animals (well better than with people, some might say) and would not be adverse.  Though he'd reserve the right to bitch and belly ache. :)

[Aside: Looking at a web site - maybe ~50 to 75 per dton with supplies?]

IC-wise, 'I'm not a businessman damn-it!', though Hayden may want to ask him about Espiaux tastes and such. I was attempting to RP the doc as someone adverse to taking on other hats, yet easily drawn into doing anything - reluctant and often a pain, but generally tries to be helpful when he can. Having checked out everything that really interests him regarding the ship, Jim would be bored. Might be best if he tagged along with Hayden so he doesn't get into any more trouble and on the off chance he has something useful to contribute being originally from Espiax...
Referee
GM, 248 posts
Mon 28 Feb 2011
at 20:23
  • msg #155

Re: Speculative Trade and Cargos

Danica Moreau:
I will note that I am not sure exactly what the Ref means by "meta-gaming" here - I endeavor to use the rules to inform the RP, and use the OOC to try and hash out ideas that would otherwise not be understood in an IC context (or taken for granted/never questioned - presumably like gravity - or in Traveller, anti-gravity).  In this case, the dictum of "buy low, sell high" is taken to the extreme, undoubtedly.


Sorry, a better word may have been "mechanical".  I would like to RP opportunities in trading, like what Hayden is doing in msg #152 and Jack a few messages before that.  Too often, in my opinion, is trading in Traveller reduced to a series of die rolls, entirely mechanistic.

Even when characters have done their research and are confident in their bargaining, there should always be a slight catching of breath when they hand over hundreds of thousands of credits.  Something like, "When they shook hands to seal the deal, he had to suppress a triumphant smile.  He was sure he had gotten the best possible price and, as long as fashions hadn't changed on n, this would be a very rewarding run."

When it is devolved entirely to the mechanics in the book, it is too often, Player A, "Well I rolled a 16 and there's a +3 Sales DM because x is a Desert world so we'll make at least y profit."  Player B, "We should hire a broker because that adds an additional +4 DM for only 20% commission.  Then we're guranteed at least a z percent profit."

You're right that the rules are a basis for common understanding, but as Ref I want the latitude to reward good roleplaying, especially when it helps make the setting more alive like Hayden's questions about olive trees on Savigny or Jack's father.

Of course, if roleplaying any given activity is too tedious, then we should work together to make sure the game keeps flowing.  If you all feel it's bogging the game down we can curtail the trading and move on.
Referee
GM, 249 posts
Mon 28 Feb 2011
at 21:34
  • msg #156

Re: Speculative Trade and Cargos

Hayden Marks:
1) Since Hayden's from Savigny and his folks were free trader/merchants, I'm guessing he has some familiarity with what's grown and traded on Sav.  Are any of the goods offered through the suppliers on Alsace especially rare or common on Savigny?


Savigny imports all the basic industrial goods listed (computer components, crystaliron, appliances, machine tools) and Alsace products are often competitive as Espiaux products tend to be over-engineered and quite expensive.  Savigny has a modest, but declining apparel industry.  Espiaux does not.

Savigny smelts aluminum, but refinery production is down recently for re-tooling.  Aggregate for cement is common.  Shipping cement to Savigny would be like coal to Newcastle.

Savigny grows dry climate fruits (mostly melons, dates, figs, apples, etc), but not wetter climate fruits (coconut, guava, mango, papaya, banana, oranges, etc).

The climate on Savigny is good for cotton, but the lack of broad plains makes large-scale farming of it uneconomical.  Savigny produces wool while Espiaux produces synthetic fibers.

Hayden Marks:
2) Do I remember olive trees growing on Sav?  Did I climb up trees that smelled like cinnamon in my youth?


Olive groves are a common sight on the wind-sheltered terraces of Savigny.  If the olive oil is to compete it will have to do so on the basis of brand or cost.  Fresh olive prices can be more volatile, depending on the current crop, than preserved olive prices or olive oil.  Cinnamon trees will not grow on Savigny, but cinnamon isn't used much as a spice in Savigny or Espiaux cuisine.

Hayden Marks:
3) As a trained and experienced steward, do I know what kind of wine pares well with Cuttlefin?  Redwine goes with lobster, so I've got my fingers crossed on this one.  Does olive oil compliment cuttlefin flavor?


Red wines do indeed go with cuttlefin.  Olive oil goes very well with cuttlefin and other seafoods and is integral to local cuisine.  Basil is also a commonly used spice.

Hayden Marks:
4) I'm incorporating all of Jack's questions to his father by reference!  :)


According to Jack's father, the wine in question is a bad year of a good wine. I think the other agricultural products are covered above and below.

Hayden Marks:
1) Google the top 10 crops of Savigny and Espiaux.


Espiaux produces no crops other than various varieties of kelp, which are used for vegetable produce, animal feed, and processed as inputs for synthetics.  For protein, there is an extensive fishing industry on Espiaux that covers products from slurry for fertilizer to gourmet cuttlefin.

Savigny's factor endowments tend towards crops and livestock which thrive in dry or mediterranean climes: olives, pepper trees, dry fruits, melons, some hardy strains of wheat, cactus, and barley.  For animals, sheep and goats are most common though other livestock does exist.  Livestock feed tends to be fish-products based where possible.

Hayden Marks:
2) Looking for any trendsetters (celebrities, designers, politicians, etc.) here or there who have Chinchillas as pets.


Chinchilas, and other small animals, are popular as housepets on Espiaux due to limited living space.  They are somewhat trendy at the moment.  Natural fibers such as cotton are also trendy.

Hayden Marks:
3) Check where in FRE space silver streaked marble is mined.


The only commercial silver streaked marble quarry in known space is in the Sunderland province on Alsace.  Fine finishings, polished woods, granite, marble, high quality fixtures etc, are popular on Espiaux.  Since there are limits to how big domiciles can be, people compensate with ornate appointments.  Several types of wood are harvested on Savigny, but long, straight-grain hardwoods are rare.
This message was last edited by the GM at 22:08, Mon 28 Feb 2011.
Referee
GM, 251 posts
Mon 28 Feb 2011
at 21:39
  • msg #157

Re: Speculative Trade and Cargos

The previous post can be considered the result of the collective inquires of the group and will take until the end of Day 353 to accumulate.
Dr. Jim D. Jones
player, 107 posts
Mon 28 Feb 2011
at 21:54
  • msg #158

Re: Speculative Trade and Cargos

Very nice details Ref.

Referee:
...If you all feel it's bogging the game down we can curtail the trading and move on.

It probably doesn't need to be said - but I'm always game for RP. ;)

That said, I'm also fine with whatever everyone else wants or stopping the RP at any point.
Referee
GM, 254 posts
Mon 28 Feb 2011
at 22:32
  • msg #159

Re: Speculative Trade and Cargos

In reply to Dr. Jim D. Jones (msg #158):

On a separate subject, since you're basically moved aboard now (unless anyone specifically wants to remain in a hotel), everyone please choose staterooms:

#1 - in nose, adjacent to bridge
#2 - port side, nearest to nose
#3 - stbd side, VIP stateroom
#4 - port side, adjacent to sickbay
#5 - port side, fwd of ship's locker
#6 - port side, with access to engineering
#7 - stbd side, fwd of engineering
Thera Santorini
player, 79 posts
I prefer the term
'performing artiste'.
Tue 1 Mar 2011
at 10:49
  • msg #160

Re: Speculative Trade and Cargos

In reply to Referee (msg #159):

Well, although Thera would love to luxuriate in the VIP room, she will assume/propose that it will be reserved for the carriage of VIPs or perhaps booked by different crewmembers in rotation or on the basis of 'need'. She is well aware of the importance of a double bed. ;)

She will also assume/propose that the forward cabin should be for the pilot and the rearward one for the chief engineer.

For herself, she figures the sensible choice is ahead of the locker, adjacent to what appears to be a dorsal turret, since she's a gunner. #5 on the list.
Hayden Marks
player, 95 posts
Experienced Trader
Tue 1 Mar 2011
at 12:14
  • msg #161

Re: Speculative Trade and Cargos

I'm all ears for counter proposals on the trade goods list.  If you've got a different take, please don't hesitate to say so.  A rank ordered list (this first, then this, followed by this), would be helpful.  We have to meet with the sellers, and it could take 2-4 hours each.  We don't want our most critical deals to be our last deals.

As for quarters and berths, keep in mind that double bunking will be the norm.  So you girls don't have to sleep together, but you'll have to sleep with someone... :)

Hayden will reserve the #2, #3, and #4 staterooms for passangers.  Depending on how many crew we take on, we'll adjust that later, but for now, best to consider those blocked off.  That puts the crew in either the forward nose compartment, or the reward upper deck compartment just foward of engineering.  Both of those areas are behind hatches, which provide more security than iris valves or standard doors.

Also, with passangers in any of those staterooms (#2, #3, #4), locking out the elevator won't be possible (they will need to go to the galley below, workout room, etc.), so in effect, that area will be part of the passanger space below.
This message was last edited by the player at 12:23, Tue 01 Mar 2011.
Dr. Jim D. Jones
player, 108 posts
Tue 1 Mar 2011
at 20:14
  • msg #162

Re: Speculative Trade and Cargos

List looks excellent to me Hayden!

Aside from profitability/ROI risk addressing - most should ship very well (in the, uh unlikely, event of unusual environmental calamities ;). Excepting maybe 10 tons of Chinchillas.  Perhaps just 1 or 2 of those - and, unless they come with their own life support/self-care, maybe they can be carried in the aft crew section area (fore of engineering).

Assume we will be actively soliciting a VIP or VIP couple for our maiden voyage (with appropriate public announcement and legwork as needed).  IIRC, the crew cabins are of a less posh nature and mixing VIP passenger(s) with lower rent passenger quarters seems kinda odd. It also sounds like we are gonna need them for added crew.

Ship being a nominal 24x7 operation, maybe we should consider cabins role-wise and with that in mind?  Tend to expect the captain should have his own quarters.  Danica and Jack near the bridge as pilot and co-pilot/astrogation, Thera near the VIP quarters (backup Steward), Doc near the Sickbay with easy access to other areas of the ship (for medical and mechanical reasons) and Bertrand near the guns.

Can Hayden on the bridge; Danica/Thera sharing quarters near VIP/Bridge; Doc and Jack sharing near sickbay; Bertrand sharing Engineering accessible (ship security wise) room with chief engineer redshirt.  Added redshirts near engineering and ammo/guns.
Referee
GM, 258 posts
Wed 2 Mar 2011
at 00:15
  • msg #163

Re: Speculative Trade and Cargos

One note: The VIP stateroom is certainly up to high passage standards (or high passage plus with the adjoining office), but the crew staterooms are more middle passage accomodations.


Dr. Jim D. Jones:
Assume we will be actively soliciting a VIP or VIP couple for our maiden voyage (with appropriate public announcement and legwork as needed).  IIRC, the crew cabins are of a less posh nature and mixing VIP passenger(s) with lower rent passenger quarters seems kinda odd. It also sounds like we are gonna need them for added crew.


Just a reminder: the terms of the deal with Dupont bankwere that you wouldn't carry any other passengers this trip.  You can try to skirt the terms of the deal if you wish...
Dr. Jim D. Jones
player, 109 posts
Wed 2 Mar 2011
at 01:32
  • msg #164

Re: Speculative Trade and Cargos

Ah - misread that to mean lower deck passenger quarters only.

Though, that is in line with a recommendation that we might inquire of Dupont if they could make use of the VIP quarters or recommend potential approved travelers and allow their use.  News of our 'escort' should make them happy at any rate...
Jacques Keveloh
player, 72 posts
Wed 2 Mar 2011
at 05:41
  • msg #165

Re: Speculative Trade and Cargos

No real preference on the stateroom, but proposing #5 for Jack (nearest to the bridge possible).

Glad we RP'ed the trade talk - much more interesting discovering Savigny/Espiaux vs Alsace than  -DMs vs +DMs!

List looks good, Hayden.

Couple questions: Are we sure the chinchillas are live animals? If so, do we really want TEN tons of them? As the good Dr mentioned, maybe just a ton or two.

If we drop the chinchillas to a couple tons, should we reconsider the hardwoods? Ref said: Several types of wood are harvested on Savigny, but long, straight-grain hardwoods are rare. Maybe the margin would be higher than we thought?

I hope 'chinchilla' is not Galanglic for 'tribble' :o
Hayden Marks
player, 99 posts
Experienced Trader
Wed 2 Mar 2011
at 06:46
  • msg #166

Re: Speculative Trade and Cargos

Referee:
In reply to Dr. Jim D. Jones (msg #158):

On a separate subject, since you're basically moved aboard now (unless anyone specifically wants to remain in a hotel), everyone please choose staterooms:

#1 - in nose, adjacent to bridge
#2 - port side, nearest to nose
#3 - stbd side, VIP stateroom
#4 - port side, adjacent to sickbay
#5 - port side, fwd of ship's locker
#6 - port side, with access to engineering
#7 - stbd side, fwd of engineering


Can we please use the list above when referring to staterooms.  There are multiple crew berths in the deck plans listed as #5, which is creating a bit of confusion I think.  Again, rooms #2, #3, #4 are blocked until we finalize crewing.

I appreciate the comments about VIPs not being on the same floor with common middle passengers, but real VIPs may have people they want to stick in those rooms; personal assistance, secretary, seneschal, valets, bodyguard, court jester, family dog, whatever.  At the very least, even if we don't use them for passenger at all, assignments to those berths should be made with crew social status and skills in mind.  If you think that a VIP doesn't want to interact with a mid passenger, imagine their horror at an interaction with our curmudgeon of a doctor in the hallway after a night of drinking or before coffee.  ;)  Not to promote 57th century stereotypes, but none of you Scout types need to be hanging out in that hallway; with your odd behaviors, hygiene problems second only to belters, and lack of social skills.  lol

As for our first trip, we won't be carrying any passengers except security personnel that DuPont bank is placing aboard.  That's part of the deal and going back and asking for a chance may open things up to renegotiations, which is not in our interest.  I'm sure part of the 35,000 credits I was able to get on-top of an already good deal, was because we would be leaving passenger space open.  It's a good point to get concessions on.  In any event, from a meta-game perspective the odds of me rolling better than a 10 on any kind of renegotiation are slim.  Given that we may not find a VIP passenger at all, we'd be trading a sure thing (well negotiated and quite lucrative) for nothing in hand.  It's just not good business.  Show me a VIP passenger willing to pay 35,000 Cr for a trip to Espiaux and I’ll grab a pair of die and give it a shot.

Hardwood values are only 1000 per ton, so we are better off taking freight, unless we expect they garner 300 to 400% of their value, which is unlikely.  Even if we pay 25% of the fair value, and achieve a 400% market value on Espiaux, that still only nets us 3,750 Cr/ton, which is basically the same as a 40% net margin on a 10,000 Cr/ton lot of cargo, which is probably a more realistic margin overall.

As for Chinchillas, I'd rather drop all of them or have enough to make it worth our while.  If we are going to have to care for live animals, there's no sense doing so for 1-2 tons.  I expect that this component of our cargo will take a lot of our time and effort to coddle and the input of time won’t correlate directly to the amount.  If someone needs to check on chinchillas 3 times a day, distribute food, water, and clean waste, doing that for 10 ton of Chinchillas is probably not much more onerous than 1 ton.  The real cost is taking someone way from other duties to check on chinchillas at all.  You pay that burden with the first ton of Chinchillas... Might was well achieve efficiencies of scale with additional tons.

Bottom line, from my POV we are either in the Chinchilla business, or we are not.
Danica Moreau
player, 75 posts
ex-Major, FRA
**** Classified ****
Wed 2 Mar 2011
at 07:55
  • msg #167

Re: Speculative Trade and Cargos

Unless Hayden wants it (he is Captain after all), Danica would prefer to have stateroom #1, since it is closest to the bridge and she is pilot.  Barring that, she is fine with any of the staterooms towards the back, they are all pretty much equidistant from the bridge.

And she is pretty much fine with any potential roommates (though Thera may be the best to room with Dani, since they are the only two women).  E.g. if it makes the most sense to have the pilot and navigator bunk in room #1, i.e. all primary bridge crew up front, Dani would be fine with that.  Or she would be fine with doubling with Hayden (assuming he does not want a single - Captain's prerogative) - whatever makes sense.


With respect to speculative trade loads - the list:

  10 tons Silver Streaked Marble
  10 tons Chinchillas,
  10 tons Aluminum,
  10 tons Computer Components,
  10 tons Machine Tools,
  10 tons Spun Cotton (or RSS Tupolev freight lot?)

seems fine.  A great balance, especially given the social, political and economic climates in the Espiaux system.   I am quite enamored with Hayden's ploy to take the RSS freight lot to Tupolev (assuming it is an appropriate size) in lieu of the spun cotton.

P.S. RL, My sister loved her pet chinchilla, Fabio.  I'll have to channel her enthusiasm when we have 10 tons of the fast little blighters on board.  As a I recall, they are actually quite fragile (and very, very skittish) especially when transporting en masse - as many rodents are.
Thera Santorini
player, 81 posts
I prefer the term
'performing artiste'.
Wed 2 Mar 2011
at 09:58
  • msg #168

Re: Speculative Trade and Cargos

From a security viewpoint, Thera and I are not happy with having passengers on the crew deck. A single VIP (and partner?) may be a risk worth taking, for the income and more importantly the kudos, but a VIP with his own security staff on the crewdeck? No way!
If it were my ship, I'd rather do without the extra revenue (except in desperation) than have unknown civvies on the crewdeck. If you want to argue this out IC, we can. :)

Thera isn't prudish about doubling up if it's necessary for staffing levels and skill quotas, but she will view it as an inconvenience, and if it's an inconvenience brought about by what she sees as a security breach rather than crew requirements, she'll be even less happy. Again, this can be discussed IC if you wish.

IC and OOC I'm not really into trade, so I'd prefer to sit out most of the trade negotiations, if that's ok?
Except that Thera will offer to speculate a little from her own pocket if that's helpful or permitted.
Hayden Marks
player, 101 posts
Experienced Trader
Wed 2 Mar 2011
at 10:14
  • msg #169

Re: Speculative Trade and Cargos

Let's make this easy, I'll take the VIP suite, you guys can pick whatever else you want, and we take passengers only on the lower deck.  That's the most secure way to operate since it allows Hayden to keep the ship's paperwork and operating funds in the Captain's or Pursers safe, and keeps all passengers, VIP or not, off the crew deck.
This message was last edited by the player at 16:38, Wed 02 Mar 2011.
Dr. Jim D. Jones
player, 110 posts
Wed 2 Mar 2011
at 17:19
  • msg #170

Re: Speculative Trade and Cargos

The earlier post about celebrities implied you might put it to other uses, but had originally assumed VIP quarters would be the captain's with the attached office our normal 'secure' meeting place, given the redshirts.  It also being good for meetings with our contacts and informers and giving our intelligence types somewhere to keep free of bugs.

Doc will take room #4 - whoever wants the challenge is welcome to be a roommate ;)

Switching to OOC IC comment mode:
    Scratching his chin stubble, "What hygiene problems?  I'm a doctor darn it!"
    Dr. Jones walks away, scratching somewhere else...

Thera Santorini
player, 82 posts
I prefer the term
'performing artiste'.
Wed 2 Mar 2011
at 18:31
  • msg #171

Re: Speculative Trade and Cargos

In reply to Hayden Marks (msg #169):

<checks deckplan> Ah, now there's a possibility for a future alteration - if the VIP room had a door separate from the office, it could be used purely for a VIP/rota and the office could remain an office/stakeholders' den.

As I understand it, we have six 'stakeholders' (PCs) and we're looking to take on three or so hirelings, so by my reckoning, even without the VIP cabin, there should be around three crew in single occupancy and three in double occupancy. Unless I've missed something, which is quite possible.

Thera is still going for #5 on the Ref's shortlist.
Jacques Keveloh
player, 73 posts
Wed 2 Mar 2011
at 20:18
  • msg #172

Re: Speculative Trade and Cargos

Thera Santorini:
Thera is still going for #5 on the Ref's shortlist.


Sorry Thera, missed your original claim to that stateroom, proposing the starboard stateroom forward of engineering for Jack, #7 on the list.
Referee
GM, 262 posts
Wed 2 Mar 2011
at 21:37
  • msg #173

Re: Speculative Trade and Cargos

In reply to Jacques Keveloh (msg #172):

OK, with all players except Bertrand having responded, this is what I have for now:


#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  (empty)
#3 - stbd side, VIP stateroom                    Hayden
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera
#6 - port side, with access to engineering       (empty)
#7 - stbd side, fwd of engineering               Jack


IF you hire 2 NPCs, each of the stakeholders could still enjoy single occupancy.  If you hire 3 or more a PC will have to share.

When you do come across VIPs willing to pay premium prices, Hayden may have to move in with someone else temporarily.  As it stands, though, the ship's office is a nice luxury for conducting discrete business.
Danica Moreau
player, 77 posts
ex-Major, FRA
**** Classified ****
Wed 2 Mar 2011
at 22:02
  • msg #174

Crew's Quarters

Hmmm... as noted before, Danica is more than willing double up with Jack or Thera (or even Hayden - though I honestly think that the Captain should get his own stateroom... - but only him alone, probably).  She has plenty of shared barracks experience and is more than willing to put up with others (as long as they can put up with her).

Although, perhaps for this trip to Espiaux single occupancy is allowed (no passengers anyways).  However, in the future - we are going to have to take on passengers to maintain our cover (aren't we?) and that means some double occupancy...

I would think that the following would be a reasonable arrangement:

  #1 - in nose, adjacent to bridge                 Danica and Jack
  #2 - port side, nearest to nose                  (empty)
  #3 - stbd side, VIP stateroom                    (empty)
  #4 - port side, adjacent to sickbay              (empty)
  #5 - port side, fwd of ship's locker             Thera and Bertrand
  #6 - port side, with access to engineering       (empty) - Chief Engineer and mate
  #7 - stbd side, fwd of engineering               Dr. Jones and Gunner/3rd NPC

Then Hayden can have his pick of the three staterooms that are left (even the VIP one - at least, when it is not occupied).  The Bridge crew can be isolated.  The gunners are nearest to access for at least one of the turrets (though the other turrets are in the nose - so, no way around that).

An alternate would put Danica and Thera together, if it is desirable to have the women 'isolated' from any men (it's not like there are freshers in every stateroom anyways as depicted) in either stateroom #1 or #5 (to give one of them close access to their specialty - the bridge or a turret).  To wit:

  #1 - in nose, adjacent to bridge                 Danica and Thera
  #2 - port side, nearest to nose                  (empty)
  #3 - stbd side, VIP stateroom                    (empty)/Hayden
  #4 - port side, adjacent to sickbay              (empty)
  #5 - port side, fwd of ship's locker             Jack and Bertrand
  #6 - port side, with access to engineering       (empty) - Chief Engineer and mate
  #7 - stbd side, fwd of engineering               Dr. Jones and Gunner/3rd NPC

or:

  #1 - in nose, adjacent to bridge                 Hayden
  #2 - port side, nearest to nose                  (empty)
  #3 - stbd side, VIP stateroom                    (empty)
  #4 - port side, adjacent to sickbay              Dr. Jones and Jack
  #5 - port side, fwd of ship's locker             Danica and Thera
  #6 - port side, with access to engineering       (empty) - Chief Engineer and mate
  #7 - stbd side, fwd of engineering               Bertrand and Gunner/3rd NPC

With a crew of 9 (6 PC's + 3 NPCs (2 engineers and one gunner) we are going to occupy 5 staterooms minimum (out of 7).  I don't see any way around that.  Feel free to throw rocks at the arrangements.  I think that we all need to be.... er... on-board with some sort of cramped arrangement contingency.
Thera Santorini
player, 83 posts
I prefer the term
'performing artiste'.
Wed 2 Mar 2011
at 23:14
  • msg #175

Re: Crew's Quarters

In reply to Danica Moreau (msg #174):

IC, Thera would rather not bunk with a man - any man. It's nothing personal, just mental associations that she doesn't want to dredge up.

She'll do it if she has to, but there'll be friction... ;)
Danica Moreau
player, 78 posts
ex-Major, FRA
**** Classified ****
Wed 2 Mar 2011
at 23:25
  • msg #176

Re: Crew's Quarters

Thera Santorini:
IC, Thera would rather not bunk with a man - any man. It's nothing personal, just mental associations that she doesn't want to dredge up.

She'll do it if she has to, but there'll be friction... ;)

That's fine.  Then go double occupancy with Danica (we even have history - so, that could be fun!).  If we take Stateroom #1 (assuming Hayden doesn't want it) - you'll be close to the forward turrets and close to any VIP's staying in the upper suites (good for your cover, if you are in fact supposed to be Stewardess/Hospitality...).

As I said, I am fine with that as well.

Otherwise, you may have to double up with either Hathorn or Prisa (or, possibly, Tamara or Dagala) if they get hired...
Jacques Keveloh
player, 74 posts
Thu 3 Mar 2011
at 00:16
  • msg #177

Re: Speculative Trade and Cargos

In reply to Referee (msg #173):

Well, for the Espiaux run since #2 is open, Jack would probably be better there as Danica's relief on the bridge. So we would have (before Bertrand's choice):

#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack
#3 - stbd side, VIP stateroom                    Hayden
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera
#6 - port side, with access to engineering       (probably Chief Engineer)
#7 - stbd side, fwd of engineering               (probably Bertrand)

No problem here with double-occupancy, however Hayden and Danica see fit. No prefs/concerns on roommates either, so Danica and Jack could share #1 when the time comes (seems to make the most sense, as an example).

If we hire a third Gunner and an Engineering Mate, we have a crew of nine (!) running a 400-ton ship... seems like a lot to me, but I guess we don't have a lot of skill cross-over either.
Dr. Jim D. Jones
player, 117 posts
Wed 9 Mar 2011
at 21:14
  • msg #178

Re: Speculative Trade and Cargos

FYI: Got a lot of pans in the fire in RL this week, so posting may be sparse till the weekend.

Looks like the hold is filling fast :)

If we get to it, Doc can act as 'expert' regarding Chinchillas, Aluminum, Computers Components and Machine Tools given his various skills.
Hayden Marks
player, 116 posts
Experienced Trader
Thu 10 Mar 2011
at 06:06
  • msg #179

Chinchillas

I'm starting to think Chinchillas might be a problem for us.  Let me know what you guys think, but the risk of quarantine alone means they need to be pretty high on the reward side to make it worthwhile.  And I'm not sure that's going to be the case.  Anyway, I'm thinking this is the first cargo we give a pass to.  We are either in or out, and I'm thinking out given all the factors involved.  Dissenting opinions welcome.
Danica Moreau
player, 89 posts
ex-Major, FRA
**** Classified ****
Thu 10 Mar 2011
at 07:25
  • msg #180

Re: Chinchillas

I'm not going to dissent.  Anything live seems to have special issues.  Besides the risk of quarantine, there is the continual upkeep.  If you roll poorly at one port to sell the marble, it takes up space for the extra time to either find another buyer or jump on, but that is it.  It can be painful and cut into your margin, but not like daily maintenance and the cost (and space) of feed for any livestock.

It seems to me, that not finding a buyer in Espiaux for the chinchillas would be really bad ju-juTM.  Selling them at the port after that, is not really an option - We would have to buy even more feed and spend another 40+ man hours over the 1+ weeks to care for them.  Which, in turn, means, we need an even bigger profit to cover those additional accumulating costs.  Something that seems unlikely the further we travel.  Plus, if we aren't breeding them, then the further we go with them, presumably the less there will be eventually (though maybe that is abstracted out...).

And while I'll admit chinchillas are quite cute (RL, OOC, and probably even IC), I am not sure they are the most prudent investment.
Jacques Keveloh
player, 84 posts
Thu 10 Mar 2011
at 07:30
  • msg #181

Re: Chinchillas

I agree. Dump the chinchillas - too much chance of something going bad somewhere along the way. Live animals could mean heavy inspections and Newell's side of things may not appreciate that. Besides, how do you exercise 5,000 chinchillas for two or three weeks?!

I was thinking up a 'Jack fakes a call and secretly texts the captain PLEASE NO' post for the IC thread as I was reading Ref's lead-in but luckily it moved pretty quick ;)
Thera Santorini
player, 85 posts
I prefer the term
'performing artiste'.
Thu 10 Mar 2011
at 08:39
  • msg #182

Re: Chinchillas

In reply to Jacques Keveloh (msg #181):

One, maybe two, housetrained chinchillas = cute.

10 dT of squabbling territorial chinchillas converting their own body mass of feedstock into dung every day = PITA.
Hayden Marks
player, 117 posts
Experienced Trader
Thu 10 Mar 2011
at 08:52
  • msg #183

Re: Chinchillas

This made me laugh: "He remains silent, willing the chinchillas to transform into aluminum ingots."
Dr. Jim D. Jones
player, 119 posts
Thu 10 Mar 2011
at 19:46
  • msg #184

Re: Chinchillas

Oh, I very definitely think Chinchillas could be a problem! :)

Economically, never saw Chinchillas as viable - they represent a high risk speculative cargo, at best.  From the get go, couldn't see any sane Merchant with options taking them on.

However, they do represent game goodness!

For profit, they make no sense and can't see carrying ten tons eating up precious cargo space - maybe a small number and in the crew spaces.  For fun, and interesting opportunities, they are enticing.  The real question, and PC motivation challenge, is why would this crew carry them?  Some thoughts:
 As cover - what spy ship would want the hassle?
 As gifts - unique, 'luxury' items; bribes?
 As 'spys' - human-like auditory system; trainable; messengers
 As Distractions - keep doc busy; let 'em loose in a starport

One can't help but see lots of opportunities for Referee shenanigans - but there are also interesting PC options as well not to mention RP. ;)
Referee
GM, 295 posts
Fri 11 Mar 2011
at 06:59
  • msg #185

Re: Chinchillas

In reply to Dr. Jim D. Jones (msg #184):

All,
I'm really enjoying this game and think we have a good pace going and some great roleplaying.  Unfortunately, I will be RL traveling for the next two weeks and will not have internet access.

Hopefully this isn't too much of an inconvenience for everyone.  We'll pick back up in two weeks.
Dr. Jim D. Jones
player, 121 posts
Fri 11 Mar 2011
at 07:06
  • msg #186

Re: Chinchillas

Ditto on the game, pace and RP -> add excellent Ref-ing ;)

Have a good trip!
Danica Moreau
player, 90 posts
ex-Major, FRA
**** Classified ****
Fri 11 Mar 2011
at 07:07
  • msg #187

While the cat is away....

Have a safe trip, Ref.  Come back to us when you can.
Thera Santorini
player, 86 posts
I prefer the term
'performing artiste'.
Fri 11 Mar 2011
at 14:01
  • msg #188

Re: While the cat is away....

In reply to Danica Moreau (msg #187):

We'll be waiting. Don't buy any chinchillas... :)
Referee
GM, 296 posts
Fri 11 Mar 2011
at 14:48
  • msg #189

Re: While the cat is away....

In reply to Thera Santorini (msg #188):

All,
Disregard.  Decided boarding a flight to Norita today wasn't a good idea. :(
This message was last edited by the GM at 17:20, Fri 11 Mar 2011.
Danica Moreau
player, 91 posts
ex-Major, FRA
**** Classified ****
Fri 11 Mar 2011
at 15:54
  • msg #190

Re: While the cat is away....

Referee:
Disregard.  Decided boarding a flight to Norita today wasn't a good idea. :(

Good call.  Though, my thoughts and well wishes go out to the victims of the quake and the citizens of Japan...
Referee
GM, 298 posts
Fri 11 Mar 2011
at 17:21
  • msg #191

Re: While the cat is away....

Danica Moreau:
...my thoughts and well wishes go out to the victims of the quake and the citizens of Japan...


Indeed. :(
Hayden Marks
player, 122 posts
Experienced Trader
Sat 12 Mar 2011
at 04:50
  • msg #192

Shadow Fund

Ok, it looks like we are going to have enough working capital funds to make the machine tools purchase, and that's about it.

So if anyone is interested in purchasing computer parts for spec trade, we'll can use a mechanism similar to the shadow fund used in CT The Traveller Adventure to make it happen.

The way it would work is this: those who are interested (it's voluntary) and have the money (it takes capital), can pony up into a kitty, that is then used to purchase the computer components.  The fund is also used to pay all nominal charges (broker fees, stevedore, etc.) and, most importantly, standard freight charges for transport (which keeps the ship’s books happy).  Once the purchase is complete, the sales are distributed on a pro-rata basis (i.e. You put 1/3 of the total monies in, you get 1/3 out).  Of course this means losses and profits are distributed on a pro-rata basis.

It's strictly optional, but I know a few folks mustered out with a good amount of cash and have mentioned that it's available for investments.  This is a good mechanism to put it to work.  Let me know what you guys thing.  If it seems popular, I'll post IC about it.
Thera Santorini
player, 87 posts
I prefer the term
'performing artiste'.
Sat 12 Mar 2011
at 05:38
  • msg #193

Re: Shadow Fund

In reply to Hayden Marks (msg #192):

I'm up for it. I have no idea how good an investment computer parts would be (and to be honest I can't be bothered researching through the setting data to figure it out) but that's realistic, since Thera would have no idea either, she'd rely on her colleagues' knowledge -if experienced traders are investing, it's probably as safe as it gets.
Referee
GM, 303 posts
Sat 12 Mar 2011
at 23:16
  • msg #194

RL Absence

Alright, trying this again, but not routing through Japan.  I'll be back in two weeks.
Hayden Marks
player, 125 posts
Experienced Trader
Sun 13 Mar 2011
at 04:03
  • msg #195

Re: RL Absence

Good luck and travel safe!
Jacques Keveloh
player, 86 posts
Mon 14 Mar 2011
at 19:33
  • msg #196

Re: RL Absence

Indeed, good luck and safe travels!
Jacques Keveloh
player, 87 posts
Wed 23 Mar 2011
at 17:18
  • msg #197

Re: RL Absence

Since we have a little down time, should we discuss the crew hires a bit? I know we have an interview or two still pending but thought we could start getting closer to some final decisions.

I'll throw out Orcutt as Chief Engineer and Gadron as his Second. I think they'd compliment each other well and have most of the Engineering section (except M-Drive) covered between the two of them. The rub here is Gadron's six month time limit but that seems plenty long enough to finish Newell's first assignment at least. Also Orcutt's medical condition may be an issue.

Not feeling that Dr. Hathorn is a good fit at all. Jack's Pathfinder buddies gave him a strong warning about her personality and besides, she'd likely replace Jack on the bridge which would be, ummm... undesirable for Jack ;)

Not sure we need a third gunner. If we do, I think Charpentier is young but could grow into a good crewmate it seems. Menkin seems pretty bland and uninspiring. But I'll wait until we interview Nino Stern before passing judgment on this position.
Thera Santorini
player, 88 posts
I prefer the term
'performing artiste'.
Thu 24 Mar 2011
at 06:42
  • msg #198

Re: RL Absence

In reply to Jacques Keveloh (msg #197):

Good point about using the down time. Why didn't I think of that? :)

Orcutt and Gadron seem ok to me, though I'm more worried about Orcutt's personality than his injuries - you can heal injuries...

I agree about Hathorn, her personality is even worse than Orcutt's. I reckon she'd be a real handful when the chips hit the fan.
All you really want from an NPC is a useful skillset and a willingness to follow orders. I'm not convinced she has either asset.

I've lost the plot a little. Am I right in thinking we have two functional turrets, and two gunners whose skills don't require them to be elsewhere during a space battle? If so, we probably don't need a third gunner right now, but it might be useful to have at least one redshirt we can send in to scout out dodgy situations, and if that redshirt has other useful skills, so much the better...
Danica Moreau
player, 93 posts
ex-Major, FRA
**** Classified ****
Thu 24 Mar 2011
at 07:19
  • msg #199

Re: RL Absence

Thera Santorini:
...
I've lost the plot a little. Am I right in thinking we have two functional turrets, and two gunners whose skills don't require them to be elsewhere during a space battle? If so, we probably don't need a third gunner right now, but it might be useful to have at least one redshirt we can send in to scout out dodgy situations, and if that redshirt has other useful skills, so much the better...

Actually, we have three turrets.  2 turrets on the front chin (railguns) and on top of the ship, I believe.  There is space/a hardpoint for another turret, but that has not been installed/utilized yet.

So, in theory, we could use one more gunner.
Jacques Keveloh
player, 88 posts
Thu 24 Mar 2011
at 07:20
  • msg #200

Re: RL Absence

Last I checked, Gypsy Moth has three operational turrets out of four, one being capped.

EDIT:
From the 'Gypsy Moth' thread:

Turret 1: double turret, two 5.5cm hypervelocity railguns, 30 rounds of ammo
Turret 2: double turret, two 5.5cm hypervelocity railguns, 30 rounds of ammo
Turret 3: plated over hardpoint – no turret or weapons
Turret 4: double turret, one beam laser (accurate), one sandcaster, 20 rounds of ammo
~

So we have gunners for two of three operational turrets.
This message was last edited by the player at 07:24, Thu 24 Mar 2011.
Dr. Jim D. Jones
player, 122 posts
Thu 24 Mar 2011
at 14:10
  • msg #201

Re: RL Absence

IIRC, we don't actually need any NPC's to crew the ship, but having a dedicated Engineer* makes sense and an extra gunner might come in handy.

NPCs to man the ship while we are away, and even able to rescue our asses pilot the ship to us might be nice.

Redshirts can make useful shrapnel catchers lookouts and anyone with decent hand to hand skills might come in handy.


(*At least three of us have the equivalent of Engineer(any)-0, if not Engineer(any)-1 with stat DMs, but it would be preferable if the Captain, Pilot and Doc weren't required in the engine spaces.)
Thera Santorini
player, 89 posts
I prefer the term
'performing artiste'.
Fri 25 Mar 2011
at 09:26
  • msg #202

Re: RL Absence

Thanks, I think it was the third turret being sealed that threw me. I didn't register the fourth at all.
Ok, as I see it we need three gunners, a pilot, a navigator and an engineer simultaneously during combat, plus a couple of gophers for damage control, yes?
And for dirtside adventures we need one or more redshirts and someone to ship-sit / bring in the cavalry?

So I believe we're looking for an engineer and a gunner specifically, and as much muscle and 'yes sir' attitude as we can get.

My shortlist is (reliable) Gadron for engineer / space monitor, (battlewise) Padabig for gunnery / redshirt, and (martial artist) Aksina for engineer / redshirt.
It's just coincidence that they're all female. Hopefully later we could replace Gadron with a more qualified engineer when she wants to leave. We have six months to find one.

I can't see Hathorn and Orcut obeying orders, and the others have fewer useful skills than these three. Even Orcut only has two Eng-1 skills against Gadron's one, and neither of them has M-drive skill. Is it worth putting up with his cynicism 24-7 for the sake of an extra +1 on the odd occasion we get engineering damage in his pet area?

I've put the basic interview information in a single post for us here. Did I miss anyone?




Dagala Aksina arrives punctually at the time of her interview.  She is about 173cm (5'8"), inderterminate weight, angular, and muscular.  Her handshake is firm and hard and her movement is graceful and cat-like.  She seems to have an eye for detail and she pays attention to everyone's name and face as she meets them.

She is wearing dark slacks, flats, a neutral grey blouse and fashionable, short jacket.  Her outfit looks good for "off-the-rack."  Her smile is polite.  She clearly recalls Jack and Thera, if Thera is present, and thanks them for arranging this interview.

A credentials review on Aksina reveals:

Education: Secondary School
Athletics(endurance)-1  (distance runner)
Broker-0
Computers-0
Drive-0
Engineer-0
Gun Combat(slug pistols)-1+
Mechanic-1
Medic-1
Melee(unarmed)-4?
Pilot(smallcraft)-1
Steward-? (presumed)
Vacc Suit-1
Zero G-?




Tamara Padabig is casually dressed, stands about 167cm (5'6"), and appears physically fit.  She smiles and greets the crew, "Wow, nice ship.  A lot better than I'm used to.  Tamara Padabig reporting for interview."

A credentials review indicates:

Education: Secondary school
Athletics-0 (presumed)
Drive-0
Explosives-0
Gun Combat(slug rifles)-1
Gunner(ortillery)-1
Heavy Weapons(launchers)-1
Medic-0
Melee(blade)-1
Recon-1+
Remote Ops-1
Social Science-0
Stealth-0 (presumed)
Tactics-0 (presumed)
Vacc Suit-0

Her combat resume is impressive, with tours on Perseus and Vauclain.  She appears to have worked as a scout (army style) for most of her professional time.




Dr. Syren Hathorn arrives at the ship exactly at 0800.  She is tall, perhaps 180cm (5'11), though her fashionable high heels at at least aonther 7cm to her height.  She is also slender, attractive, and very self-assured.  Her hair is waist length, pulled back neatly, and is indeed platinum blonde.  Her dark blue blouse is high-quality and elegant, as is her knee length skirt.

She gingerly steps over the airlock entrance and steps into the passenger lounge.  She introduces herself smoothly, "Doctor Syren Hathorn, it is a pleasure to meet you."

A credentials review on her reveals:

Education: Doctorate, Master's, 2 Bachelor's
Admin-? (presumed)
Astrogation-2+ (at least)
Comms-0
Computer-1
Engineer(jump)-1
Life Science-0
Navigation-0
Physical Science-0
Pilot(spacecraft)-1
Sensors-1
Space Science-0
Vacc Suit-0




Prisa Gadron is short and trim, about 162cm (5'4") and maybe 50kg.  She does not appear to be much of a physical specimen, but her eyes are alert and intelligent.

She arrives ten minutes before her scheduled interview.  She introduces herself, "Prisa Gadron", but does not extend her hand.

A credentials review indicates:

EDU: Bachelor's
Astrogation-1
Comms-1
Computer-1
Discipline-0+ (presumed)
Engineer(Jump)-1
Gun Combat-0
Mechanic-0
Medic-1
Melee(blade)-1 (presumed)
Navigation-1
Pilot-0
Remote Ops-1
Space Science-0 (her major)
Tactics(naval)-? (presumed)
Vacc Suit-0
Zero G-0

It also appears Ms. Gadron is still in the Navy, but is approved for a one year leave of absence from the service.




Nino Stern arrives five minutes prior to his morning interview time.  Nino stands 185cm+ (6'2") and masses at least 100kg.  His suit looks off-the-rack and doesn't conceal his muscular frame.  He has a small scar below his left ear and his hands are rough, as if he's more used to blue-collar than white-collar work.  Nevertheless, he carries himself professionally.

He introduces himself in a steady, confident voice, "Nino Stern, CETI Lines.  Nice of you to have me.  I understand you may have a job opening in the engine room."


A credentials review indicates:

Education: Secondary school
Engineer(maneuver)-1
Gun Combat-?
Gunner(turrets)-1+
Mechanic-1
Melee-?
Space Science-0
Vacc Suit-0




Marie Menkin. Presumably part of the interview will include a review of her credentials and some specific skill/experience questions.  Rather than trying to roleplay technical questions, I'll list, in game mechanics terms, the candidates skills that you are able to pin down.  This way the interview can concentrate more on the candidate as a person.  For skills like Persuade, Streetwise, Carouse and such, you may get a sense though the interview or not.

Marie Menkin
Education: secondary school with a handful of university general space science courses.
Skills:
Admin-? (she should have some familiarity as a former Admin officer)
Broker-0
Comms-1
Drive-0
Gun Combat-0
Gunner(turret)-1
Leadership-? (most naval officers have some practical experience with this)
Mechanic-1
Melee(blade)-? (again most naval officers know this)
Pilot(spacecraft)-1
Space Science-0
Tactics(naval)-? (only Danica can check this, but Marie seems to know her stuff)
Vacc Suit-0

When Hayden asks about Gargoyle, Marie's lips compress momentarily before she answers.  "It was my first operational deployment, about two years ago.  We were on close patrol here when we had a pop-up inbound.  It wasn't active on sensors or pinging on it's transponder, though they later claimed they were.  I had the watch, so I fired a warning shot and our marines boarded her.  My CO disagreed with how I handled the situation and filed a letter in my service record.  I appealed to the squadron Commodore, but she chose to back my CO.  I resolved at that point that I wouldn't stay with an organization that didn't back it's own personnel."

She adds, "By the way, that inbound was quarantined, searched, and denied a landing permit, so I think that shows who was right."




Lance Charpentier is about 180cm (5'11''), with a wiry build, pale skin common to Espiaux natives, and a military haircut.  He's dressed in dark trousers, a blue dress shirt with no tie, and a black, weatherproof windbreaker.

His grip is strong as he shakes Hayden's hand.  He introduces himself simply, "Lance Charpentier. You were looking for me?"

Credentials review on him confirms:

Education: Secondary school with poor marks ("never been one for book study")
Athletics-0+ (presumed from military service)
Engineer-0
Gun Combat(energy rifles)-1
Gunnery(turret)-1
Heavy Weapons-0
Instructor-? (served as close quarters combat and small unit tactics instructor)
Medic-0
Melee(blade)-1+
Sensors-1
Stealth-0+ (presumed from military service)
Tactics(military)-1+
Vacc suit-0




Cyril Orcut appears to be in his mid-thirties, clean cut, but not military, with dark hair and dark eyes.  You estimate his height at about 185cm (6'0").  He does not move with the same athleticism or grace as Charpentier or Menkin, respectively.  He does seem at ease, though, and unconcerned about the upcoming interview.

As he surveys Hayden, Bertrand, and especially Danica, a slight, possibly cynical smile, traces his face before vanishing.  "Cyril Orcut, at your service."


Cyril Orcut Credentials Review:

Education: Master's (Science) in Metallurgy
Combat Engineer-0+
Computer-0
Discipline-0 (presumed from naval service)
Engineer(Life Support)-1
Engineer(Powerplant)-1
Gun Combat(slug rifle)-1
Mechanic-2
Physical Science-0
Pilot-0
Remote Ops-1
Space Science-0
Tactics(military)-? (presumed from merc background)
Vacc Suit-0
Weapon Engineering(slug weapons)-1
This message was last edited by the player at 09:34, Fri 25 Mar 2011.
Referee
GM, 304 posts
Sat 26 Mar 2011
at 03:11
  • msg #203

Re: RL Absence

All,
I returned from travel early this morning, got a few hours sleep, and am ready to get back into the groove.  Expect updates shortly. :)
Jacques Keveloh
player, 89 posts
Sat 26 Mar 2011
at 07:19
  • msg #204

Re: RL Absence

Ref, glad you're back, welcome home!

Re: crew hires - Thera, thanks for the listing, so much easier than clicking thru a hundred posts! Makes me realize I had forgotten about Stern, and so much easier to compare everyone. Cheers!

Doc brings up a good point, really we're looking for a Chief Engineer and a good gunner/security person. I still think Orcutt makes the best chief engineer, and his weapons engineering skill could keep those railguns working when we're in the ass end of nowhere. Personality-wise, I can put up with a jerk as long as he does his job.

And now reading Stern's reply, he seems the best of both worlds: solid gunner/security and decent back-up engineer.

So I guess right now, pending final interviews, FWIW I'm leaning towards Orcutt and Stern.
Hayden Marks
player, 126 posts
Experienced Trader
Sat 26 Mar 2011
at 11:25
  • msg #205

Crew

If only Nixon could go to China, then perhaps as the Money Worrywart, then I may be the only one who can put forward five candidates to fill two jobs… :)

Some of this is driven by my own game, where a few more NPCs would leave the PC group free to work together, rather than split up, just to meet ship crewing requirements.  While two NPC crew might be all we need, five would give us a lot of flexibility and ensure that we are not beholden to shipboard maintenance and crewing requirements, when we could be adventuring, exploring, and getting into and out of trouble.

Cover wise, I’ve been chatting with the Ref off and on, and it’s clear that we are never going to pass as a tramp trader in this very fine, shiny new ship with our already eclectic crew.  Most of my initial thoughts on crewing were driven by the idea that more crew is suspicious.  Tramp traders operate on thin margins.  But we are going to stand out, that much is clear. So let’s stand out as high value, high stakes speculative traders.  We aren’t simply shuttling freight around so let’s not look like deliverymen.  We are high end merchants, operating a serious starship in search of serious profits.

In real world terms, I've had to shift my thinking from this:

Us -
Crewing this -

To more along the lines of this:

Us -
Crewing this -

Anyway, here is what I propose:

Dagala Aksina (Security) - We are carrying bank bullion for our first mission... If we do it well, we'll lay a nice foundation for future security related jobs.  Having our Dagala's expertise onboard will help with that.  She has a very well rounded skill set and could help in a number of roles.

Lance Charpentier (Gunner) - From my point of view, Lance's turret skill trumps Tamara's Ortillery skill.

Nino Stern (Chief Engineer) - Good attitude and solid skill set make him a good choice for the engineering job.  I expect he'd have no trouble keeping my next candidate in line either.

Cyril Orcut (Engineer) - Controversial - yes.  But this isn’t checkers – its chess.  Consider this: Not only does he have some very useful and specific engineering expertise; he has a Master’s Degree in Metallurgy.

"You are to proceed with reasonable dispatch. Do not compromise your cover, to Antioch.  Your mission tasks are as follows:

2) The data scroll in the transmission should contain location and vector information for Consul.  Attempt to locate the wreckage and collect any information which may prove relevant.

Orcut could prove invaluable for that.  And between Nino on the M-drive and Cyril at the Power Plant, we stand a good chance of getting some nice thrust bonuses if it ever comes down to starship combat.

Prisa Gadron (Engineer) – A good pinch hitter for a few other ship positions, it won’t hurt to have plenty of hands performing maintenance on the ship either.  Comms and computers lets her help out the bridge crew with electronic warfare tasks during starship combat if she's not needed to assist with engineering/damage control.
Dr. Jim D. Jones
player, 123 posts
Sat 26 Mar 2011
at 22:04
  • msg #206

Re: Crew

Indeed, pictured the relatively small, yet upscale and brand new 'Moth along with  our fairly specialized bunch as a niche service vessel.

Security charter fits that image nicely and provides excellent cover for a ship and personnel that are always gonna stand out - and being securities contractors should be good for having permits and such re: weapons and access.

All for having an NPC crew that can handle the vessel while the PC party engages in off-ship activities - with the quarters and the coin, see no reason not to carry a full house.
Danica Moreau
player, 96 posts
ex-Major, FRA
**** Classified ****
Sun 27 Mar 2011
at 05:51
  • msg #207

Re: Crew

I agree with the Doctor and Hayden.  High profile/high margin security transportation (personnel and cargo) seems a reasonable cover.

And to that end, the hires proposed are reasonable.  Nino seems like he has the potential to be a really good chief engineer - he is not there yet, but appears to want to be, which is important.  We'll see how well he works together with Dagala and Cyril.

The only thing we need to worry about with 5 NPCs on-board, is that they could fly away without us...:)  Just joking, they don't have a good astrogator...:)  Other than Prisa... hmmmm.

More seriously, I think that Nino and Lance have great potential.  My initial read of them, is that they are both looking for a crew/Captain/ship to be loyal to.  And if we treat them right, they will be quite loyal.  Dagala is looking to be appreciated and to expand her usefulness.  All three of them, will likely thrive in the directed anarchy that will be the Gypsy Moth, I suspect.  As I understand Hayden's logic, the equalization of compensation goes along with his core concept that everyone on the crew should do everything they can to ensure the proper running/survival/profitability of the ship and the venture.  If you are needed as a gunner and can do the job, do it.  If you are needed as the pilot or astrogator do it.  Your title is irrelevant, in that case - i.e. 'not my job' is not an excuse (though, 'huh?  how do I do that?' is likely a reasonable excuse...:)).

We'll see about Prisa.  She could just be quietly competent and will need to be replaced in 6 months (which would be a bummer... but also could be 10 years RL down the line...:)).

Cyril may or may not be problematic.  While Danica does worry about his ultimate loyalties - he seems a touch too mercenary in attitude.  Though with the way our compensation works, he could be quite satisfied with his lot.  Honestly, there is nothing that screams to me (or Danica) that Cyril will be an inherent problem - in fact, he'll probably be a fine addition (not the most personable, so we may need to limit his face time with customers, but that could be said for Danica, too...:)).
Dr. Jim D. Jones
player, 124 posts
Sun 27 Mar 2011
at 15:43
  • msg #208

Re: Crew

Hayden's roster sounds good to me.

Though I hadn't originally considered her, I'd add we have crew space for Tamara Padabig and she fits the securities slant well with her range and skill specialties.  (If I counted correctly, that would give us fully occupied crew quarters with the captain the only non-double occupancy.)

As to Orcut - love the idea of Nino Stern being his superior - though Orcut might feel differently. ;)  Can see Aksina's maturity and talents making her presence prudent with these two.

RP-wise, my PC doesn't like his perception of Orcut, and his attitudes and motivations seem at odds with the rest of the candidates.  Skill-wise he is a great fit, while plot-wise, a potential Judas.  Thus, I like the added potential for drama and character development.
Hayden Marks
player, 128 posts
Experienced Trader
Mon 28 Mar 2011
at 09:06
  • msg #209

Re: Crew

My only issue with Tamara was that is throws the chick to cabin ratio off, but going back through, it seems like we have the space for it.  Let's finish the interview there and if she's ok, then I'll edit my post to include her in the 'well served hiring' thread.

So cabin wise, I think we will end up with 5 standard staterooms double occupancy, once standard cabin single occupancy, and the VIP cabin with single occupancy.  My first choice with five women on board, would be for Dani as First Officer to have the single occupancy, being the stateroom nearest the bridge.  If we ever get an actually VIP passenger, I'll vacate the VIP suite with the prerequisite "Please Mr. President/Your Grace/Lord Fauntleroy, take my cabin, I insist!" and then bunk with Dani near the bridge.

#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack
#3 - stbd side, VIP stateroom                    Hayden
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera
#6 - port side, with access to engineering       (probably Chief Engineer)
#7 - stbd side, fwd of engineering               (probably Bertrand)

This is the last thing I saw on berths.  So feel free to pick your poison in regards to NPC roommates.
Dr. Jim D. Jones
player, 126 posts
Mon 28 Mar 2011
at 14:20
  • msg #210

Re: Crew

Good plan - I mis-counted, including Simon Newel as a PC, but that works well with your VIP quarters concept.

Tamara's just a suggestion - a Redshirt with recon skill and combat skills relevant to diversions (explosives, launchers) stuck out is all.
Dr. Jim D. Jones
player, 127 posts
Wed 30 Mar 2011
at 22:28
  • msg #211

Re: Crew

Hmmm... Hayden's picture above and Jack's recent comment of 'man has skills we'll wish we had at some point' brought something home for me...

-> Why are we not looking to employ a professional (level-3) engineer?

If I'm not mistaken, all the PCs are professionals in their respective areas and we are offering an above average salary (and above average food)?

IIRC, the Ref stated there could be other candidates - strictly speaking ingame, our current choices all appear to be level-1 greenhorns for what is arguably the most important position we are employing for.  (Metagame, they could have stat DMs, but I'm really thinking ingame logic here...)
Hayden Marks
player, 131 posts
Experienced Trader
Thu 31 Mar 2011
at 12:13
  • msg #212

Re: Crew

I'm going to quote the Ref from a recent PM message to put things in perspective, then just say, if you guys want beat the HR angle to death.. go for it.. without me.


Referee:
I don't want to distract from the redshirt discussions, and no one else seems interested in the cargo stuff, so I'm putting this here.

Give me 2d6 for each the computer components and spun cotton.  We'll abstract these two lots (i.e. not roleplay them), if that's okay with you.  I'd really like to get the group into space and give them something new to roleplay since I feel we've peaked on roleplaying HR for the time being. ;)


I'd prefer to get things moving myself as well.  From my POV, everyone has had a chance to pull pitch on this guy in character, and anything else is just in character posturing to little effect.
Jacques Keveloh
player, 93 posts
Thu 31 Mar 2011
at 18:12
  • msg #213

Re: Crew

Yeah, ready to move on... was real happy to see that Dani wrapped up the Padabig interview ;)
Thera Santorini
player, 95 posts
I prefer the term
'performing artiste'.
Thu 31 Mar 2011
at 20:40
  • msg #214

Re: Crew

Hayden Marks:
I'm going to quote the Ref from a recent PM message to put things in perspective, then just say, if you guys want beat the HR angle to death.. go for it.. without me.

I'd prefer to get things moving myself as well.  From my POV, everyone has had a chance to pull pitch on this guy in character, and anything else is just in character posturing to little effect.


Well, if the Ref wants to move on, sure, although we've played simultaneous threads before...

'in character posturing'? is that a.k.a roleplaying?

Maybe I've missed something, but have we actually made a decision, IC or OOC about which crew we're hiring? I know a few ideas have been put forward, but I don't recall a decision being agreed.
Jacques Keveloh
player, 95 posts
Thu 31 Mar 2011
at 21:06
  • msg #215

Re: Crew

Hayden posted his recommendations OOC a few posts upthread. I'm taking that as his final words on the matter. See IC thread for a review; Hayden, correct me if I'm wrong but I think I got the gist of it.

Maybe we've put too much weight on the crew hires and they should be looked at merely as NPC redshirts. I like the role-playing (in fact I love the scene that just went down in the lounge!) but I figure we're going on a jump to the capital, not somewhere on the frontier so if we make a bad call now we can dump someone at Espiaux and try again.

I guess I think it'll be more fun role-playing the NPCs (dis)proving themselves rather than role-playing us sitting in the lounge, if you know what I mean.
Dr. Jim D. Jones
player, 129 posts
Thu 31 Mar 2011
at 22:48
  • msg #216

Re: Crew

Was rather surprised by IC final candidate selection - but it presented a good RP opportunity.

RPed Doc how I felt he would react IC - but unanimous IC should be subject to player decisions and we can roleplay that out as well - got no problem with Doc changing his mind or the IC group deciding decisions should be more democratic.

As a player, I can take or leave Orcut - especially realizing he only has level-1 engineering skills which we can easily cover with PCs (instead of twiddling thumbs in lounge) and still have enough NPCs to keep the ship available while we PC's play (with a expendible redshirt or two ;)
Jacques Keveloh
player, 96 posts
Thu 31 Mar 2011
at 23:00
  • msg #217

Re: Crew

Same here, as a player I can take or leave any of them... but interested to see what Thera and Danica are going to say IC ;)

I guess we've lost Bertrand for a while?...
Thera Santorini
player, 97 posts
I prefer the term
'performing artiste'.
Fri 1 Apr 2011
at 10:14
  • msg #218

Re: Crew

In reply to Jacques Keveloh (msg #217):

Captain's recommendations - yeah, that's what I thought.

As a player, I don't mind either way. I have confidence that the Ref isn't going to kill us for choosing the 'wrong' redshirt. I imagine that with Orcut we'd face his personality, and without him we'll face the lack of his skills. All good stuff.

Thera's volcanic outbursts are central to her character - I don't suppose that will be the last - or the biggest. ;)
Dr. Jim D. Jones
player, 131 posts
Fri 1 Apr 2011
at 17:27
  • msg #219

Re: Crew

Hope everyone is enjoying their April Fool's day - certainly enjoying everyone's RP.

Also hope Bertrand is still in the game - really liked his character development - plus, Doc needs someone to treat ;)

Regards room-mates, Doc has no problem with anyone - male or female (he's the ship's doctor - he'll see it all anyways).

[P.S. - decided not to add my typical April Fool's RPoL IC post - there's enough IC drama in this game already!]
Thera Santorini
player, 99 posts
I prefer the term
'performing artiste'.
Fri 1 Apr 2011
at 17:46
  • msg #220

Re: Crew

In reply to Dr. Jim D. Jones (msg #219):

Yeah, I hope Bertrand is still with us, though I notice he's the only character without a cast description...

Thera much prefers a female roomie. Her preference would have been for Tamara Padabig as the two of them seemed to have made a promising start at the bar. (and yes, that probably affected her choice of Tamara amongst the redshirts - anyone want to argue the point with her? ;) ) She has no preference between the other two women.
Jacques Keveloh
player, 98 posts
Fri 1 Apr 2011
at 18:54
  • msg #221

Re: Crew

#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack (Dagala)
#3 - stbd side, VIP stateroom                    Hayden
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera (Prisa)
#6 - port side, with access to engineering       Nino Stern (Lance)
#7 - stbd side, fwd of engineering               (probably Bertrand)

How's this for the roomie situation?

Keeps the three "highest-ranked" crew solo until needs dictate otherwise;
Keeps Dani's room a single until we get a VIP on board when Hayden will join her;
Keeps a security person bunked near the bridge;
Puts the engaged woman with a another woman to lessen the Doc's chance of causing trouble ;)

(left Bertrand alone until we hear something from him)

Thoughts?
Dr. Jim D. Jones
player, 134 posts
Fri 1 Apr 2011
at 21:33
  • msg #222

Re: Crew

Doc causing trouble?  :o

Looks fine to me (wait - Jack gets to room with Dagala?  Oh, fine, she'd probably just do some of that kung-fu stuff if Doc made any moves anyway. ;)
Jacques Keveloh
player, 99 posts
Fri 1 Apr 2011
at 22:13
  • msg #223

Re: Crew (and Cargo)

Yeah, figure that's what would happen to Jack too... besides we all know the real action is going to be Thera's show in the passenger lounge! (mumbles about working on the bridge...)

@Hayden: ready to jump back into cargo world; Jack only has a few calls to make on 356 so he's available to call suppliers, monitor shipments, load deliveries, roll dice, etc.
Referee
GM, 313 posts
Sat 2 Apr 2011
at 02:54
  • msg #224

Re: Crew (and Cargo)

In reply to Jacques Keveloh (msg #223):

Alright, some interesting roleplaying for Day 355 in the lounge.  I like how each character is developing and watching the group dynamics evolve.  :)

Bertrand drops by periodically, but hasn't posted in a while.  I'll drop him a note and see how things are going.

Honestly, I don't have any other planned encounters set for Alsace this time around.  Unless anyone has anything they'd like to explore with their past life, I'd like to gloss over Day 356 by saying everyone's busy with loading cargo and getting acquainted with their new ship mates and move on to 357 and liftoff. :)

Admittedly there wasn't a lot of adventure on Alsace, but I figured on the first planet as sort-of a get-the-operation-going-and-sorting-out-logistics scenario before unleashing the super-zombies cyborg-pirates alien menace chinchillas.  Didn't figure on it taking this long, but that's PbP, and as long as it was at least mildly interesting for everyone then I'm not worried.  If anyone doesn't like the flavor of the game please let me know.

I'll hold off for a RL day or so to give everyone an opportunity to post closing thoughts on candidates, rooms, etc, then we'll move on.
Hayden Marks
player, 134 posts
Experienced Trader
Sat 2 Apr 2011
at 04:02
  • msg #225

Re: Crew (and Cargo)

Let me just say, that with OOC crew selection being discussed OOC since the 26th, I made the mistake of thinking that we had reached some sort of general consensus on the issue of hiring.

The IC postings were mostly to provide a clean follow up to the OCC comments and close the thread out.  I did not expect that anyone was looking for an in-depth, in-character discussion about each candidate.

Selecting the 'raise your hand' to vote said crewmember off the island was not an attempt to manipulate anyone.  I was simply searching for a mechanism to provide fast resolution to the issue of hiring the most contentious candidate.  Following Robert's Rules of Order seemed like it would be a bit lengthy and drawn out for this medium.

But if that’s what it takes, that’s what we’ll do.

So... I would like for each player to identify the preferred way in which decisions will be reached in and out of character.  It's evident that the role and title of the various officers aboard is perfunctory at best.  And given the IC rhetoric, clearly we all have to agree to the process first for it to be viewed legitimately.  So we need to identify a mechanism that gives everyone a chance to deliberate and contribute to group decisions.  So if that’s not veto power, what is it?  Is it voting?  Is a simple majority sufficient?  Supermajority?  Unanimous decision?  Are we following parliamentary procedure (motions, seconds, etc.)?  At what level of decision making must we canvas the group for its collective wisdom?  In combat while choosing tactics?  Before small or large spending decisions?  Prior to skill use (hey, I didn’t vote on you shooting that guy… or healing that person)?

I would also like to reach consensus on the amount of time an issue is up for deliberation and discussion, before we move forward.  Do we intend to wait until every player has commented in a given decision no matter how long?  Or is a week sufficient?  Must that be OOC, or does only IC decision making count?  Please note that Bertrand has not commented on the selection of NPCs.  Do we intend to wait for that?
Thera Santorini
player, 100 posts
I prefer the term
'performing artiste'.
Sat 2 Apr 2011
at 07:39
  • msg #226

Re: Crew (and Cargo)

In reply to Hayden Marks (msg #225):

Since I was the one to 'speak out', I suppose I should reply. :)

As a player, my only objection was that I didn't figure we'd arrived at a decision, IC or OOC. Various people had put forward their choices, but AFAIK we hadn't decided which choice or combination of choices we were going with.

Then Hayden walked out of the interview room after making his suggestion.

I made a calm OOC query whether we'd agreed a crew - Thera hit the roof.


I have no objection to deciding OOC and glossing over IC if that's useful, nor have I an objection to thrashing out decisions IC if that's preferred.

We're all here to get fun out of the game. Personally I've no particular desire to reach the end of the game in a hurry - I'm a Traveller, I enjoy the journey, but I'll let the Ref dictate the pace.

It looks like we've arrived at a consensus to go with 4 redshirts now and the Ref has publicly expressed a desire to move on, so I'm happy to move on.


As for future decisions, no need to go to ridiculous lengths, let's just make sure we're agreed, at least OOC, on what is actually happening. A simple majority will do for me, and I'm happy for the Ref to make a 'casting vote' if necessary.

The amount of time we're allowed for a decision, and whether to wait for absent players is up to the Ref, I'd say.
Danica Moreau
player, 102 posts
ex-Major, FRA
**** Classified ****
Sat 2 Apr 2011
at 08:28
  • msg #227

Re: Crew (and Cargo)

Well, like Hayden, I had thought that the OOC discussion had come to a conclusion (or at least most of us had a say).  As I recall, IC and OOC, Danica voiced reservations - but when push came to shove was not ready/willing to vote Orcut off the island.  My sense (which was apparently wrong), was that most others were that way as well.  I happen to think that the veto vote is fine measure for the PC crew on most major things (I think that everyone should be on the same page OOC - IC, is of course, a different matter.

In any case, I would say that OOC discussion and some IC gloss with respect to most situations/decision is warranted.  While, I am not opposed to any RP, in general.  I am cognizant that the pacing of the game (since it is PbP) is essential.  We can get bogged down in the minutiae of every decision IC (which is long and drawn out by the scheduling mismatch inherent in PbP).  Personally, I am deeply opposed to anything that will make decision making IC impossible (which Robert's will... and yes, I know that Hayden was being primarily facetious about that - he is well aware of the consequences of requiring anything approximating parliamentary procedure in a PbP game - he may have even tried some stuff like that himself in some of his games...:)).

It seems that the major failing here was just that the OOC discussion was not conclusive enough for some.

I think that while the timeframe to reach a concensus is ultimately up to the Ref, a certain timeframe can be expected for responses in this game - one day is not reasonable, but one week seems fine.  One week would seem to encompass multiple potentially posting cycles.  If people check in daily (which I pretty much do, at least during the work week), then a week to respond to something that is explicitly asked IC or OOC, is reasonable to expect an answer - even if it is a non-answer ('RL is hosing me, I hope to be able to respond more in-depth in a couple of days').

As another note, Bertrand has not commented (though by the cast listing has checked the boards recently) on the rooming situation as well.  I would hope that if he can check the status of the game, that he can respond if he wants, and is merely choosing not to.  It is all right to have no opinion.  But, since the game must move on eventually, I also think that one has to accept the consequences of not answering (being able to answer) on a timely basis.
Hayden Marks
player, 135 posts
Experienced Trader
Sat 2 Apr 2011
at 08:30
  • msg #228

Re: Crew (and Cargo)

And what is the mechanism in OOC to ensure we are agreed to a particular course of action?

I’d like to formalize a mechanism that satisfies you and Jim.  Because my interpretation of message of OOC messages 207, 208, IC message 11, 12, and 16, were that a simple majority of active character participants (3 of 5) supported the hiring recommendations made in IC Msg #10.  And I interpreted your lack of comment on the other characters as agreement (or at least disinterest).

Clearly, based on your IC and OOC comments, there was some confusion on this issue.  So I think we would be better served with specific and detailed mechanism, agreed to by all parties, to handle this.

I note that neither you nor Jim objected to the decision-making process (Veto removal) when first indicated in IC Msg #11 on the 28th.  It wasn’t until message #18, days later on the 31st, when I attempted to move the game forward  (a message I wrote after the Ref PMed about his desire to get the group into space), that we hear from you and eventually Jim about how unfair the process is.   Again, the lack of comment from you (or Jim) on the veto process for those days (during which you were both active and posting on other issues - IC msgs # 13, 14, 15, OOC #210, #211), gave no indication that either of you found the process unfair at that point.  So I suggest we settle the method now before moving forward.

If we can get some consensus on if a simple majority vote is the preferred mechanism for every player involved, then I would say we move forward with putting each candidate up for vote.
Dr. Jim D. Jones
player, 135 posts
Sat 2 Apr 2011
at 16:04
  • msg #229

Re: Crew (and Cargo)

What decision making process we use for any given situation would, optimally, come about naturally... and I think it will as we all play more together.  I trust the ref to step in as needed and to set the pace as well, but there should really be little need of that.

The key to this is communication.

If anyone is getting frustrated or impatient - just say so.

Trying to 'fix' the problem alone, especially by forcing an issue, will only create more problems. As a team, we can 'fix' things together.

Codifying decision making processes and times will also create more problems.  Situations are too diverse and technical issues like when does a 'week' start and end - my local time or yours - will arise.

More importantly, this is unnecessary when communication and mutual respect are employed, and experience together will provide workable solutions.


@Hayden: I specifically posted OOC to clarify that Doc's hand raising was RP and the outcome would be changed based on Majority decision.  OOC I had stated I could take or leave Orcut and my IC was not changing that stance or changing a vote unless others choose it to - it was never a big issue to me.

I take it as obvious in the RW that a 'veto vote method' is only acceptable when all players have agreed to it or the Referee has declared it - and no such thing had occurred to that point.  My IC was simply RP taking advantage of a nice character development and RP opportunity.
Jacques Keveloh
player, 100 posts
Sat 2 Apr 2011
at 16:43
  • msg #230

Re: Crew (and Cargo)

Here's a vote for "Simple Majority Wins" - but if Bertrand ever votes we have six voices so someday we'll need a tie-breaker mechanism. Persuade (Dex) roll off? ;)

I've really enjoyed the IC stuff in the lounge but I would prefer not to RP every single candidate's interview evaluation. Personally, I'm ready to get the ship moving.
Bertrand
player, 31 posts
Sat 2 Apr 2011
at 17:24
  • msg #231

Re: Crew (and Cargo)

When would you ever roll Persuade(Dex)? Mexican standoff? In any case, Bertrand has no objections. I might get more active in the future, but until then you're free to consider Bertrand an NPC with benefits who doesn't talk a lot.
Dr. Jim D. Jones
player, 136 posts
Sat 2 Apr 2011
at 18:30
  • msg #232

Re: Crew (and Cargo)

Great to know you're still around Bertrand!

'Majority wins' typically works and doesn't preclude unanimous decision, or simple discussions, taking other approaches as needed.

Good communication implies that any assumed outcome also be posted for clarity.

FOR the Record: I am open to Orcut (single post can change). Jim also has 50K for Hayden or anyone else to make use of. (He's indifferent and irresponsible with credits.)

I'll state right now I am happy with cargo, destination, room and crew and ready to move on - or not - as others desire.  I'm here to enjoy RP.

(This is a good example where a simple majority vote may not be best - if 1/3 of the party would like to roleplay HR/Cargo, the Ref can decide and has options to handle both desires so everyone is happy...)
Thera Santorini
player, 101 posts
I prefer the term
'performing artiste'.
Sat 2 Apr 2011
at 20:44
  • msg #233

Re: Crew (and Cargo)

In reply to Dr. Jim D. Jones (msg #232):

I could have written msg #229, from Jim's player myself.

In short: everything's cool, play it by ear, no need to write out the Magna Carta. We've sorted out the crewing question without drawing blood, we've had a play with our characters IC, we're ready to move on - no problem from my POV.
Hayden Marks
player, 138 posts
Experienced Trader
Sun 3 Apr 2011
at 01:59
  • msg #234

Re: Crew (and Cargo)

I'll take the number six stateroom, with Nino, unless there are any objections.  Figure I can bolt in a small safe in the engineering section at some point to hold the ship's books.
This message was last edited by the player at 02:03, Sun 03 Apr 2011.
Referee
GM, 315 posts
Sun 3 Apr 2011
at 03:35
  • msg #235

Re: Crew (and Cargo)

In reply to Hayden Marks (msg #234):

As Hayden's IC post indicates, he does not want to be Captain.  Due to RL constraints, he has stated a desire to be Ship's Purser and have another player take over the Captain's role.
Jacques Keveloh
player, 101 posts
Sun 3 Apr 2011
at 13:59
  • msg #236

Re: Crew (and Cargo)

Bertrand:
When would you ever roll Persuade(Dex)?


Poor attempt at humor.

Wow. So... who wants a promotion?

#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack (Dagala)
#3 - stbd side, VIP stateroom                    Captain's Suite
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera (Prisa)
#6 - port side, with access to engineering       Hayden (Nino)
#7 - stbd side, fwd of engineering               Bertrand (Lance)
Referee
GM, 318 posts
Mon 4 Apr 2011
at 03:04
  • msg #237

Re: Crew (and Cargo)

Jacques Keveloh:
Bertrand:
When would you ever roll Persuade(Dex)?


Poor attempt at humor.


It might be appropriate to Thera's line of work... ;)


Jacques Keveloh:
Wow. So... who wants a promotion?


Indeed.  That is now the question.  Looks like the lounge conversation on 355 has a new topic.

I'd rather not have an NPC as Captain, so I'd prefer it if the group chooses a new figurehead, err, leader.  Hayden and Bertrand are both out due to RL/time/posting constraints, but I'm comfortable with whoever else wants to step up to the plate.

It is possible the Captain's duties could be divided, one player taking care of the business side, another running the ship, and a third being the "figurehead" or "face" when meeting passengers and such.

It is also possible that the ship be run entirely democratically, with only an understanding that in combat one character takes command and that in social situations one character wears the "title".

It's your ship, how do you want to run it?
Dr. Jim D. Jones
player, 138 posts
Mon 4 Apr 2011
at 04:59
  • msg #238

Re: Crew (and Cargo)

My vote is run the ship as a team.

Combat situations naturally deferring to Tactic/Leadership skilled PCs in RP.
Thera Santorini
player, 103 posts
I prefer the term
'performing artiste'.
Mon 4 Apr 2011
at 09:05
  • msg #239

Re: Crew (and Cargo)

Referee:
It might be appropriate to Thera's line of work... ;)


LOL.

Dr. Jim D. Jones:
My vote is run the ship as a team.

Combat situations naturally deferring to Tactic/Leadership skilled PCs in RP.


Makes sense to me. The Purser is usually the 'face' for the passengers anyhow.

Referee:
It is also possible that the ship be run entirely democratically, with only an understanding that in combat one character takes command and that in social situations one character wears the "title".


Works for me. I thought this is what we had before...
Jacques Keveloh
player, 102 posts
Mon 4 Apr 2011
at 21:22
  • msg #240

Re: Crew (and Cargo)

I'm willing to try a democracy as well but I hope we can 'democratize' quickly and keep the game moving.

I would nominate Danica as 'Combat Captain' if she's up for this arrangement. Seems as Purser Hayden would still be 'Face Captain' with passengers, clients, Newell, ship's owners, etc but I'll nominate Jack to handle that if Hayden doesn't want it. Thing is, Jack has no IC skills/experience to justify that (Deception-1, Persuade-1 and Carouse-0 are about it...)

So what exactly will the Purser be handling? And what would remain to do after that? Again, Jack will pitch in to help but again he has no experience to justify much of those kinds of duties.

This could be interesting but I have a feeling Danica might prefer a true Captain arrangement, just seems like her style.
Danica Moreau
player, 104 posts
ex-Major, FRA
**** Classified ****
Tue 5 Apr 2011
at 01:13
  • msg #241

Re: Crew (and Cargo)

Well, I originally thought that Persuade (Dex) was something like an arm-wrestling match, but that is obviously Persuade (Str).  I agree that Persuade (Dex) is likely Thera's domain.

Danica is fine with ground combat lead (thought Nino or Dagala might be better choices there - if they know everything the PCs do).  In space, "Combat Captain" means that she is not going to be piloting very well.  That may be okay in most cases (except when evading is required).  She only has Leadership/1 and Tactics (military)/1 (i.e. effectively Tactics(naval)/0 - which is not very high - and not effective at all, if she piloting at the same time).  Her general recommendation with respect to space combat is to avoid it (much like her player, who will also note that it is really expensive, too).

Jack would be right about Danica preferring a chain of command.  But, if she and the others cannot settle on a Captain (figurehead or otherwise), she will make due.  I do think that a Captain of some sort (figurehead or otherwise) will be needed to conduct any sort of semi-convincing cover.  So, we are going to have to have someone to call "Captain" (you know for when the inbound SDB hails the ship and wants to speak to the "Captain" - likely we should have selected someone before the hail happens).  If necessary, Danica will take the role in port and as necessary - but like Jack, she is not the best equipped to do so.

As a player, I am fine with a more 'democratic' voting system for most issues.  Though to avoid any miscommunication, like what happened previously, I suspect that we will need to be more explicit OOC.  I, personally, think that having to fully hash out everything IC will take far too long (we'd never get off Alsace...).
Dr. Jim D. Jones
player, 139 posts
Tue 5 Apr 2011
at 14:12
  • msg #242

Re: Crew (and Cargo)

Gadron has presumed Tactics(naval)-?, but the best tactic, as you say, is avoidance ;)

RE: cover and comms - how about assuming Newell has Hayden listed as Captain/Purser and the rest of the 'Executive Crew' are titled as Alternate/Assistant Captains/Role (or Captain/Role, Second Captain... whatever works).

That way, any of us can reply as 'Captain' on comms and forms, etc.  (Taking a cue from my Corporate America experience with multiple official titles).

Hire-ons will, of course, be in the un-enviable position of reporting to multiple bosses without clear chain of command (again - taken directly from past, personal Corporate America experience ;).

And, yeah, I love IC, but have never RPed out any of this type stuff in F2F where it would probably have been even faster.  However, as we play together more, I would hope that we'll be able to make group type decisions IC with simple OOC comments as needed just as expeditiously as in an all OOC discussion.

[Aside: is there any worth to Tactics/Leadership level 0?]
Hayden Marks
player, 140 posts
Experienced Trader
Tue 5 Apr 2011
at 14:56
  • msg #243

Re: Crew (and Cargo)

Jacques Keveloh:
I would nominate Danica as 'Combat Captain' if she's up for this arrangement. Seems as Purser Hayden would still be 'Face Captain' with passengers, clients, Newell, ship's owners, etc but I'll nominate Jack to handle that if Hayden doesn't want it. Thing is, Jack has no IC skills/experience to justify that (Deception-1, Persuade-1 and Carouse-0 are about it...)

<quote>
So what exactly will the Purser be handling? And what would remain to do after that? Again, Jack will pitch in to help but again he has no experience to justify much of those kinds of duties.



I'm happy to handle the traditional role of a ship's purser:

From Wikipedia: A ship's purser (also purser or pusser) is the person on a ship responsible for the handling of money on board. On modern merchant ships the purser is the officer responsible for all administration and supply; frequently the cooks and stewards answer to him/her as well.

On modern-day passenger ships, the purser has evolved into a multi-person office that handles general administration, fees and charges, currency exchange, and any other money-related needs of the passengers and crew. The Chief Purser often holds a rank equivalent to that of the Chief Officer (and wears the same three rank rings).


I have no issue being the point person in dealings with NPC clients, passengers, Newell, etc. as well.  That's one of the main reasons I selected the Steward skill as one of my connection skills.
Dr. Jim D. Jones
player, 140 posts
Wed 6 Apr 2011
at 04:02
  • msg #244

Re: Crew (and Cargo)

Excellent!

Sounds to me like we have a general consensus on a democratic style captaincy - with Hayden captain of note, excepting mouse-herding and chain of command duties and Jack and Danica filling in as needed?

If Ref concurs, I'd propose his announcement would provide OOC confirmation?

(My 'Alternate multi-Captains' suggestion being a separate, related issue for Ref and group consideration - mostly allowing RP when key players are notably absent...)
Thera Santorini
player, 104 posts
I prefer the term
'performing artiste'.
Wed 6 Apr 2011
at 07:03
  • msg #245

Re: Crew (and Cargo)

In reply to Dr. Jim D. Jones (msg #244):

So Hayden remains the 'face captain', whoever has the best Tactics skill is the combat captain' (TBD), so AFAIK, all we have to decide is which unfortunate gets pushed forward when the alien (or pirate, or coastguard/customs officer) says 'take me to your leader'.
And don't look at me!

Personally, I can't see that Hayden or his player s going shed much load at all this way - as I said upthread, isn't this effectively what we had already?

Let's play on.
Referee
GM, 321 posts
Fri 8 Apr 2011
at 01:32
  • msg #246

Crew Stations

Jacques Keveloh:
#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack (Dagala)
#3 - stbd side, VIP stateroom                    Hayden
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera (Prisa)
#6 - port side, with access to engineering       Nino Stern (Lance)
#7 - stbd side, fwd of engineering               (probably Bertrand)


This is the most recent berthing list I've seen posted.  Is it still accurate?

I'd like to know (IC or OOC, doesn't matter) where on the ship each PC and redshirt will be for the N-space transit.  I can figure Danica and Jack on the bridge, Gadron lower engineering and Stern upper engineering, but the others are less clear.

Also, please include a brief "what you're wearing and carrying" in IC post.  Thanks. :)
Jacques Keveloh
player, 103 posts
Fri 8 Apr 2011
at 03:42
  • msg #247

Re: Crew Stations

#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack (Dagala)
#3 - stbd side, VIP stateroom                    Captain's Suite
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera (Prisa)
#6 - port side, with access to engineering       Hayden (Nino)
#7 - stbd side, fwd of engineering               Bertrand (Lance)

The above is actually more recent as it includes Hayden's stated desire to bunk with Nino. Nothing changes for Jack, so it works for me. But for appearances sake someone should take the Captain's suite.

Jack will take on any day-to-day captaining that anyone else doesn't want. If anyone feels he oversteps his bounds, just say so... space is calling and Jack is ready to go!
Thera Santorini
player, 105 posts
I prefer the term
'performing artiste'.
Fri 8 Apr 2011
at 08:10
  • msg #248

Re: Crew Stations

In reply to Jacques Keveloh (msg #247):

Looks ok to me.

Why do we need to occupy the VIP room? There is nobody with access to the crew deck to keep up appearances for.
Jacques Keveloh
player, 106 posts
Sat 9 Apr 2011
at 05:07
  • msg #249

Re: Crew Stations

Good point!

So we make the 'Captain's Suite' into a Ship's Office? At least for this trip. So whoever needs a private space for Ship's Biz has that room to conduct it in; but mostly that's where the bridge officers hash out the day-to-day.

Don't actually care one way or another, but yeah - good point. So the roomies of msg #247 still stand, right?
Dr. Jim D. Jones
player, 141 posts
Sat 9 Apr 2011
at 14:04
  • msg #250

Re: Crew Stations

Jacques msg #247 list looks good to me Ref.

RE: N-Space location - assume Doc will be on bridge, operating power boards from one of the 4 bridge workstations.

Note: Doc also has sensor-1 & comm-0, though RP-wise I would presume someone else would enjoy handling those duties...
Dr. Jim D. Jones
player, 142 posts
Sat 9 Apr 2011
at 14:18
  • msg #251

Re: Crew Stations

Re: extra NPC's, I'd think they would be posted in Engineering barring special circumstances.

Dagala and Lance both can act as Engineering backups (0/0) and for first aid (1/0), Dagala damage control and maintenance (1), while both serve a security function in this critical area of the ship, with good chance not requiring weapons discharging in engineering spaces (4?/1+).
Thera Santorini
player, 107 posts
I prefer the term
'performing artiste'.
Sun 10 Apr 2011
at 07:25
  • msg #252

Re: Crew Stations

In reply to Dr. Jim D. Jones (msg #251):

Thera will go wherever she's needed.

Do any of the 'more important' characters intend to take up on Thera's suggestions of Msg#5 day 357 and chat to 'Hard-Ass' about some groundrules of our own? If not, I'll have Thera mosey along and butt in on the conversation... :)
This message was last edited by the player at 07:35, Sun 10 Apr 2011.
Dr. Jim D. Jones
player, 145 posts
Sun 10 Apr 2011
at 18:37
  • msg #253

Re: Crew Stations

Especially given the description of the observed competence of the loaders (Doc wasn't looking), any one of the senior crew would not be out of place pointing out the prudence and reasonableness of the crew insisting on ensuring the proper load out and harnessing of the special cargo.

Ref, who would be competent in this regards? (JoT = a trade skill?; pilot skill?).
Jacques Keveloh
player, 108 posts
Sun 10 Apr 2011
at 20:52
  • msg #254

Re: Crew Stations

I assumed Hayden would be acting cargo master, seems appropriate. Jack can do it in terms of RP but again - no appropriate skill set or experience.
Dr. Jim D. Jones
player, 146 posts
Sun 10 Apr 2011
at 22:52
  • msg #255

Re: Crew Stations

Yep - just checking though.

Think rules ignore/handwave this normally (or maybe Merchant Prince covered?)  For MgT I'd personally probably make it a Trade skill.  I.e. - Hayden's JoT would cover.  However, Pilot, might also be considered applicable.  (So Danica?)  Broker and Steward skills strike me as more people/paper management, but that is just my read.  Ref's could certainly differ ;)
Thera Santorini
player, 108 posts
I prefer the term
'performing artiste'.
Mon 11 Apr 2011
at 07:59
  • msg #256

Re: Crew Stations

In reply to Dr. Jim D. Jones (msg #255):

Re Ref query: I'd keep vid feeds out of the passenger section...
Jacques Keveloh
player, 109 posts
Tue 12 Apr 2011
at 01:15
  • msg #257

Re: Crew Stations

Re video feeds...

yeah, guess I was getting a little carried away ;)

I'm thinking maybe Dagala can oversee reviewing of security footage on the bridge (most secure of Ref's scenarios) with LaFleur any time he requests. That way we control everything, but he'll also have access to everything if he wants it, just after the fact... or perhaps during, I suppose, if he's keeping tabs on someone in particular. 24/7 searchable feeds isn't what Jack meant to offer but it came out sounding that way.

Also, giving that chore to Dagala lets us RP the most interesting bits and keeps day-to-day routines and details in the background.

@Ref: rather than ret-con Jack's post, I can probably RP a suitable transition to something more amenable to the tech/security concerns on board the Moth, if the rest of the gang thinks the above is a good idea.

Also @Ref, the idea of Jack routing things thru his hand-comp to ship displays, etc is just my re-imagining of stuff I do at work a lot, especially now with iPads, Bluetooth and wi-fi everywhere. We routinely set up temp networks and distribute video and documents for review and sharing so I just ran with the idea. If it's not quite possible in this TU, no worries - we'll do it the old-fashioned way ;)
Hayden Marks
player, 143 posts
Experienced Trader
Tue 12 Apr 2011
at 03:35
  • msg #258

Re: Crew Stations

Jacques Keveloh:
Also @Ref, the idea of Jack routing things thru his hand-comp to ship displays, etc is just my re-imagining of stuff I do at work a lot, especially now with iPads, Bluetooth and wi-fi everywhere. We routinely set up temp networks and distribute video and documents for review and sharing so I just ran with the idea. If it's not quite possible in this TU, no worries - we'll do it the old-fashioned way ;)


And how does your Information Systems Security Officer feel about that?  Lol
Referee
GM, 327 posts
Tue 12 Apr 2011
at 04:10
  • msg #259

Re: Crew Stations

Jacques Keveloh:
Also @Ref, the idea of Jack routing things thru his hand-comp to ship displays, etc is just my re-imagining of stuff I do at work a lot, especially now with iPads, Bluetooth and wi-fi everywhere. We routinely set up temp networks and distribute video and documents for review and sharing so I just ran with the idea. If it's not quite possible in this TU, no worries - we'll do it the old-fashioned way ;)


Sure it's possible, but it makes the ship's network more vulnerable to intrusion.  (shrugs) It's your call whether the benefits outweigh the risks.

Similarly, it's your call whether Lafleur is a cautious man trying to do his job or a hijacker and to weigh the risks and benefits of cooperation versus confrontation.
Dr. Jim D. Jones
player, 148 posts
Tue 12 Apr 2011
at 05:04
  • msg #260

Re: Crew Stations

We can expect at least 4 days N-Space transit from 100D Espiaux jump shadow to Box 2 at 3G - right?
Referee
GM, 331 posts
Wed 13 Apr 2011
at 03:01
  • msg #261

Re: Crew Stations

Dr. Jim D. Jones:
We can expect at least 4 days N-Space transit from 100D Espiaux jump shadow to Box 2 at 3G - right?


Correct.  4 days and a few hours from jump emergence in Espiaux to Box 2.

Clearing the gas giant Lusom's jump shadow in the Alsace system will take 12.6 hours at 2G or 10.2 hours at 3G if you decide to leave Express and Gargoyle behind.
Jacques Keveloh
player, 110 posts
Wed 13 Apr 2011
at 07:05
  • msg #262

Re: Crew Stations

Hayden Marks:
And how does your Information Systems Security Officer feel about that?  Lol


Good, of course... I think... wait, who's the InfoSys Sec Officer?!?
Jacques Keveloh
player, 112 posts
Wed 13 Apr 2011
at 16:23
  • msg #263

Re: Crew Stations

Referee:
Correct.  4 days and a few hours from jump emergence in Espiaux to Box 2.

Clearing the gas giant Lusom's jump shadow in the Alsace system will take 12.6 hours at 2G or 10.2 hours at 3G if you decide to leave Express and Gargoyle behind.


Let's not leave them behind. My hope is we'll emerge from jump around the same time and they'll be close enough to respond if we have any surprises. Once we're relatively sure there's nothing going on, we can bump up to 3G and leave them. Sound good?

@Danica - thanks, nice save in the pass lounge ;)
Danica Moreau
player, 113 posts
ex-Major, FRA
**** Classified ****
Thu 14 Apr 2011
at 05:40
  • msg #264

Re: Crew Stations

Jacques Keveloh:
Let's not leave them behind. My hope is we'll emerge from jump around the same time and they'll be close enough to respond if we have any surprises. Once we're relatively sure there's nothing going on, we can bump up to 3G and leave them. Sound good?

That is fine with me.  Danica wouldn't mind an escort the entire way.  But that does not give us a chance to fully test and shakedown the Moth...:)  But safety in numbers, at least initially, is good.

Jacques Keveloh:
@Danica - thanks, nice save in the pass lounge ;)

Hardly, you and Doc were doing fine.  Sorry about the delay in response, I just was clarifying some things with the Ref before I felt I could fully respond.
Dr. Jim D. Jones
player, 150 posts
Sat 16 Apr 2011
at 04:54
  • msg #265

Re: Crew Stations

Probably got missed:
msg #250:
RE: N-Space location - assume Doc will be on bridge, operating power boards from one of the 4 bridge workstations.

Note: Doc also has sensor-1 & comm-0, though RP-wise I would presume someone else would enjoy handling those duties...

msg #251:
Re: extra NPC's, I'd think they would be posted in Engineering barring special circumstances.

Dagala and Lance both can act as Engineering backups (0/0) and for first aid (1/0), Dagala damage control and maintenance (1), while both serve a security function in this critical area of the ship, with good chance not requiring weapons discharging in engineering spaces (4?/1+).

PCs on bridge and manning turrets - with NPCs in engineering?  (Doesn't leave a PC present in engineering - but then we hired a team...)

With Hayden and Doc on the bridge, Sensor and Comms can be delegated when needed - and skill use can be optimized between the 4 PCs (re: the -2 multi-position penalty) - plus they can interact more naturally.

(In various events, Doc would relocate as needed - likely to engineering except when infirmary work required.)
Hayden Marks
player, 145 posts
Experienced Trader
Sat 16 Apr 2011
at 05:31
  • msg #266

Re: Crew Stations

I'll take a workstation in lower engineering with Gadron.  Gives me quick access to the passanger level and cargo hold if needed.
Thera Santorini
player, 110 posts
I prefer the term
'performing artiste'.
Sat 16 Apr 2011
at 06:19
  • msg #267

Re: Crew Stations

In reply to Dr. Jim D. Jones (msg #265):

I think Thera would finish her galley duties on the ground and then head for her turret ready for flight.
Danica Moreau
player, 115 posts
ex-Major, FRA
**** Classified ****
Sat 16 Apr 2011
at 06:55
  • msg #268

Re: Crew Stations

So, I guess we need to hash this out, first ...  In N-space:

          Bridge:  Danica, Jack, Lafleur, Dr. Jones
        Turret 1:  Bertrand
        Turret 2:  Charpentier or Thera
           U Eng:  Stern, Aksina
        Turret 4:  Thera or Charpentier
           L Eng:  Gadron, Hayden
          Launch:  Empty
          Galley:  Empty
Passenger Lounge:  Agoste, Oettinger, Telford, Ziegler
       Stbd Hold:  Diehl, Fletcher, Gomez, Vaughn

To me the main question is which turret do you want to man....er... woman (?), Thera?  Turrets 1 & 2 have only railguns (which are relative short range).  Turret 4 would be the laser (our only long range weapon).  I believe that Thera has the highest Gunner skill and dexterity DMs of all of the PCs and NPCs - so, from that standpoint she'd be best suited to man turret 4.  None of the turrets are that close to the galley or lounges (if she were to attempt to maintain 'cover' or serve in her other capacity as 'hospitality' director).

Secondary question would be do we want to leave the launch empty (which I, personally, believe should be fine).  Jack is next to the hatch access to the launch in the bridge anyways - and he would be the likely driver.
Thera Santorini
player, 111 posts
I prefer the term
'performing artiste'.
Sat 16 Apr 2011
at 13:55
  • msg #269

Re: Crew Stations

In reply to Danica Moreau (msg #268):

Thera will go wherever she's needed. If there's a tactical advantage to putting her in T4, she won't argue.

Whether she'll sit in a turret for hours on end is a different matter. That was the original idea of her cabin being adjacent to the central turret, so she could quickly scramble when she's called to action. Except maybe that's the sealed turret? Whatever...

I imagine the launch will be locked up to prevent hijack, so I don't see a problem with it being empty.
Referee
GM, 336 posts
Sat 16 Apr 2011
at 14:28
  • msg #270

Re: Crew Stations

I should note that the railguns have the long-range mod.  In game-terms, the range modifiers are:

Adj: -1
Cls: -1
Sht: 0
Med: 0
Long and beyond: OOR

Damage is 2d6 and sand does not affect railguns.

In game-speak, the railguns, "have an effective range of ten thousand kilometers."

Since the beam laser and sandcaster are more defensive weapons, the question is whether Thera wants to be in an offensive or defensive turret.

Also, congrats to us for 1000 posts. :)
Dr. Jim D. Jones
player, 151 posts
Sat 16 Apr 2011
at 14:28
  • msg #271

Re: Crew Stations

Looks great! Probably should add workstations to hash...
 Bridge Workstations
         Port-Center (PiC): Danica
   Starboard-Center (*PiC): Jack
                 Port-Side: Dr. Jones
            Starboard-Side: Lafleur

 Engineering Workstations
 Fore-Upper (Power/Damage): Aksina
      Aft-Upper (Manuever): Stern
 Fore-Lower (Life Support): Hayden
          Aft-Lower (Jump): Gadron
  () = Overrides per Gyspy Moth thread.
Port/Starboard arbitrary above; Hayden closest to passengers.
(For combat or damage, Doc would take over Fore-Upper engineering.)

REF -> What software are we running?

Referee
GM, 337 posts
Sat 16 Apr 2011
at 14:37
  • msg #272

Re: Crew Stations

In reply to Dr. Jim D. Jones (msg #271):

Updated the Gypsy Moth thread to reflect the rating capacity of the computer (Model 2) and the programs onboard.  From that thread:

quote:
Ship’s Computer (Rating 10)
Maneuver (0), Jump Control 1 (5), Jump Control 2 (10), Fire Control 2 (10), Evade 1 (10)

Jacques Keveloh
player, 115 posts
Sat 16 Apr 2011
at 23:49
  • msg #273

Re: Crew Stations

The above all looks good to me. Jack indeed considers himself the launch pilot and he's fine leaving it unattended during N-space trips (but certainly on security displays and alarmed to inhibit unauthorized access). In fact, he'll be itching to take the launch out asap since he hasn't flown her yet.

I'd say Thera in Turret 4 and Charpentier in Turret 2 is a good bet. But likely Thera should be ready to move to the most advantageous turret since she's our most advantageous gunner ;)

I figured Jack would run Sensors/Comms and trigger the Astrogation computer for jump. That allows Hayden and Doc to have a hand in the Engineering work and also be available to deal with passengers and damage control if need be (hopefully not!!!).

When I have a bit more time I'd like to post a little daily routine/duty shifts breakdown so we're all on the same page re: who's asleep when and so forth.
Jacques Keveloh
player, 116 posts
Tue 19 Apr 2011
at 16:57
  • msg #274

Re: Crew Stations

So much for extra time. Work has me swamped for the next 6 or 8 days. I'll check in and post if I can but it's not too likely.

Feel free to NPC Jack if need be, he'll likely spend most of his time on the bridge, monitoring Express and the SDB. Once in jump... well, put to him work as you see fit ;)
Dr. Jim D. Jones
player, 154 posts
Wed 27 Apr 2011
at 00:44
  • msg #275

Re: Crew Stations

I'll likely be scarce around these parts for the next week or so...  (puppet as needed)

Danica - Mr. Jinx likes you, that's just the way his face is.  Those are love hisses by the way...  and I'm sure he didn't intentionally pick your bunk to do his business on - he's always gone in his box before.
Jacques Keveloh
player, 117 posts
Wed 27 Apr 2011
at 16:51
  • msg #276

Re: Crew Stations

And I'm back. Nice roll, Ref!
Dr. Jim D. Jones
player, 156 posts
Wed 27 Apr 2011
at 21:37
  • msg #277

Re: Crew Stations

Oddly, today while doing online work related research, I came across this: http://darthsanddroids.net/episodes/0001.html

Had to pop in and share.
Referee
GM, 341 posts
Mon 2 May 2011
at 09:25
  • msg #278

Re: Crew Stations

In reply to Dr. Jim D. Jones (msg #277):

Seems like the absences are contagious.  :)  Sorry I've been out lately, but RL has this odd habit of interfering with my best intentions.  I should have something up in the next couple of days.  Thanks for everyone's patience.
Danica Moreau
player, 120 posts
ex-Major, FRA
**** Classified ****
Tue 3 May 2011
at 15:39
  • msg #279

Danica - Out of Town (May 4th - May 8th)

Referee:
Seems like the absences are contagious.  :)  ...

Hmmm, on that note.... I'll be out of town from tomorrow (the 4th) through this coming Sunday (the 8th) - a nice long weekend...:)  We'll be visiting family in Southern California.

My internet access will be limited (if existent at all).  Sorry, about the short notice and that the timing isn't all that great.  I'll try to keep up - but, feel free to NPC/bot Danica as necessary.

Oh, and great link, Doc.  Funny stuff - better than the original in many ways...:)
Jacques Keveloh
player, 119 posts
Thu 5 May 2011
at 00:23
  • msg #280

Re: Danica - Out of Town (May 4th - May 8th)

So I worked a crew duty roster that's ready to be picked apart ;)

But I'd like to post it as an image (did it as a graph of sorts in Excel) instead of transcribing everything into flowery prose. Figure it's easier to see everyone over a 24hr period that way.

If anyone can help me figure out how to post an image it would be much appreciated.

Cheers!
Dr. Jim D. Jones
player, 157 posts
Sat 7 May 2011
at 02:30
  • msg #281

Re: Danica - Out of Town (May 4th - May 8th)

Excel can export out as fixed text which works well with the pre tag and can be readily copied and edited.  For an image you'll need to upload to a host site and then manually use the img tag (info in FAQs - see upper right).

    Personally, don't see Traveller needing 'ship's watches' - space isn't a terrestrial ocean, LOL.

    It is not only unrealistic, but a PITA when roleplaying (uhm... spreadsheet?).

    Even today, crew aboard our extremely expensive, highly public, and subject to the hazards of near space operations (and no where near as 'advanced' as Traveller) space ships/station share a regular sleep and work period without manned shifts - heck, shuttle crews get woken up with music from mission control (ISS crews use alarm clocks, IIRC)!  Computers would just replace 'manned mission control' for alarms as needed - effectively already do, but most NASA employees are actually contract union workers.

    But, whatever floats your boat space ship! ;)

Jacques Keveloh
player, 120 posts
Sun 8 May 2011
at 18:18
  • msg #282

Re: Danica - Out of Town (May 4th - May 8th)

Fair enough, just wanted to give Ref an idea of who was where when, but we're close to n-space now so nevermind ;)

thanks for the tips tho
Dr. Jim D. Jones
player, 158 posts
Sun 8 May 2011
at 23:16
  • msg #283

Re: Danica - Out of Town (May 4th - May 8th)

Ah - didn't mean to dissuade you, especially after you put in the effort... it could still 'make sense' to have 'watches' for things that happen aboard ship (RPing a little paranoia) or just in general in the Ref's TU!  ;)

For me it feels a bit out of character and unfuturistic, but I gather its rather common in Traveller to treat spaceships like nautical ones (especially if one has those RW experiences to relate to) - don't mean for my little rants to ruin that feel for anyone...
Referee
GM, 343 posts
Wed 11 May 2011
at 01:48
  • msg #284

Watches

In reply to Dr. Jim D. Jones (msg #283):

So, is the group not doing watches in jump space?  What about n-space?
Danica Moreau
player, 121 posts
ex-Major, FRA
**** Classified ****
Wed 11 May 2011
at 04:49
  • msg #285

Re: Watches

Danica votes for watches in both J- and N-space.

She has already promised Lafleur that the Bridge will be manned around the clock (of course, her quarters are essentially on the bridge).  She does feel that for the high-profile, high-security cover that they are seeking to maintain that such measures are warranted - and will implement such procedures for the Bridge crew.

Personally, Dani would prefer that Engineering also maintain some personnel on station at all times.  However, she will acquiesce to Nino's (and Hayden and Prisa) for their preferences on whether manning Engineering full time is necessary.

Doc is already 'on-call' for any Medical issues.  As are the gunners and stewards for their various needs - though gunning in J-space has questionable results.  As does, presumably attempting to board another ship in J-space...:)

That is Dani's take on the matter.

As a player, I am interested in seeing Jack's duty roster.
Dr. Jim D. Jones
player, 159 posts
Thu 12 May 2011
at 00:40
  • msg #286

Re: Watches

Ref - if its relevant in your setting then that is what I think we'd do... ;)

Basically, if characters can't trust and can react faster than the fail-safes in their ships then it would be in character to do so.  In a setting with 'uplifted' household pets and towel wearing wizards 'mentally advanced' sophonts - I'm cool with that.

Trusting passengers and any internal ship security systems is another issue...  (in character, Doc will sleep like a baby - while his neck is being slit - unless someone is appropriately paranoid enough!)
Dr. Jim D. Jones
player, 160 posts
Thu 12 May 2011
at 00:40
  • msg #287

Re: Watches

Ref - if its relevant in your setting then that is what I think we'd do... ;)

Basically, if characters can't trust and can react faster than the fail-safes in their ships then it would be in character to do so.  In a setting with 'uplifted' household pets and towel wearing wizards 'mentally advanced' sophonts - I'm cool with that.

Trusting passengers and any internal ship security systems is another issue...  (in character, Doc will sleep like a baby - while his neck is being slit - unless someone is appropriately paranoid enough!)
Jacques Keveloh
player, 121 posts
Thu 12 May 2011
at 15:52
  • msg #288

Re: Watches

Yeah, the whole duty schedule idea was based on Lafleur's question of whether he would have 24/7 bridge access and I realized we'd need to provide it, as well as 24 hr security and engineering watches.

I haven't had time to explore posting the graph I made (which makes it much easier to see who's where and when) but I'll try to write it out in a separate post.

There's probably a few holes and things I haven't thought of; Thera, Bertrand and Hayden could probably be better used and Dagala and Lance are getting kind of screwed by requiring split sleeping shifts. But hey - them's the breaks when you're an NPC ;)

I'd like to say that this was presented to the crew for review immediately after hitting J-space but I'll let Ref decide if it took longer than that to work out...

EDIT: for clarification
This message was last edited by the player at 02:44, Fri 13 May 2011.
Jacques Keveloh
player, 122 posts
Thu 12 May 2011
at 16:59
  • msg #289

Re: Watches

EDIT : formatting fell apart, trying again...

BRIDGE
0600 - 1600 Danica
1500 - 0100 Jack
0000 - 0700 Doc

ENGINEERING
0600 - 1600 Nino
1500 - 0100 Prisa
0000 - 0700 Bertrand

SECURITY
0600 - 1200 Dagala
1200 - 1800 Lance
1800 - 0000 Dagala
0000 - 0600 Lance

LOUNGE & CARGO
0600 - 1600 Hayden
1600 - 0100 Thera
0100 - 0700 :Patrolled:

~

This allows an hour overlap at Bridge and Engineering during shift changes. All main areas are covered at all times by one person plus there is a Security person on patrol at all times.

It allows eight hours sleep and six hours off for each person working a ten hour shift (except Dagala & Lance, see below). Doc has a few hours where he could be in MedBay and Bertrand has a few hours I think of as "On Call" so there's wiggle room to move things around I suppose.

Concerns:
*This doesn't take in to account the stateroom arrangements, we may need to flip-flop a couple people if someone's trying to sleep when their roomie's trying to 'improve' themselves ;)
*Bertrand - I can't see his skills so wasn't sure what to do with him.
*Thera - I put her shift in the lounge as she'd likely enjoy entertaining the troops ;) But obviously she could cover other areas as well.
*Hayden - Same thing, Hayden spending all his time in the Lounge areas may not be the best use of his skills.
***Security: Under this plan, Dagala and Lance are working 12 hr shifts and their sleep periods are split. Not a great situation.

Thoughts and comments greatly appreciated.
This message was last edited by the player at 17:15, Thu 12 May 2011.
Danica Moreau
player, 122 posts
ex-Major, FRA
**** Classified ****
Thu 12 May 2011
at 17:56
  • msg #290

Re: Watches

I believe that Lance has Engineer/0 (as does Dagala, though we definitely want her on Security detail).  We might consider switching Lance's and Bertrand's duties/shifts.

Though that does place Lance in close proximity to Prisa at regular frequencies.  And put's Bertrand in a not ideal sleeping situation.  I don't recall if Bertrand has any engineering skills.

I am fine with the 10 hours shifts, they seem reasonable.  And as I noted, Danica's quarters mean that she is never that far from the bridge usually.
Jacques Keveloh
player, 123 posts
Fri 13 May 2011
at 03:01
  • msg #291

Re: Watches

We can move things around to make the best situation we can make for everyone, no prob here with that.

My main concern is having three people on duty at all times - Bridge, Engineering and Security. We'll have a few hours here and there of 'Off Duty' personnel, usually 2-3 people throughout a given Bridge shift. So that means we'll have 4-6 crew awake on the vessel at any time, which should be enough to counter any shenanigans until the others' dreams are rudely interrupted... should that ever occur ;)

I created a photobucket account and posted the chart I made in case anyone's interested in the further detail I was exploring. It's labeled 'Jump Space' but I think it actually could apply to the ship in general.

http://s1216.photobucket.com/albums/dd370/Fovean/

I've never done photobucket so look for the user Fovean and the 'Halowon' album if the thing doesn't pop up right away.

Cheers!
Dr. Jim D. Jones
player, 161 posts
Fri 13 May 2011
at 05:53
  • msg #292

Re: Watches

Nice chart Jack.

Suspect Bertrand would fit in with the security detail.

Doc would split time in Engineering.  He would generally only be in the infirmary when needed and 'off' hours studying.  For normal space re-entry I planned on Doc being in Engineering.

    Note: Doc is a fixer - he has +1 Int & Edu DMs which effectively gives him Medic-4, Mechanic-4, and Electrical-3 [so he's pretty darn good at fixing humans and any machine - even installing computers or modifying electrical devices to do new things...]. Bridge-wise, he is effectively Astrogation-2, Sensors-2, Comm-1 and Computer-1. He lacks piloting (and combat) skills.

According to the books, nothing exterior to the ship can generally be expected to interact with the ship while in jump (in fact, MgT states going outside is fatal).  So manning positions would be for monitoring equipment failure and internal security (from crew or passengers or stowaways - no boarders would be expected in Jump space) till it is near time for re-entry.  The only real exception being premature re-entry to normal space.

Is this different for anybody?

From the ship thread - Bridge workstations are capable of monitoring and operating all engineering functions.  So, with the exception of overrides, which we don't have the manpower for physically manning each station 24x7, and physical repairs (its not that big of a ship), I'm not understanding the need for crew in Engineering at all times (especially in jump space).

I can see 'manning' the bridge 24x7 (mostly to appease the clientele) and was assuming we would be doing that from the Lafluer conversation.  I.e., someone sleeping at sitting at a bridge workstation at all times - mostly monitoring PP, Life Support and security. ;)

Security would consist of monitoring security feeds and being available - not really seeing the patrol thing myself...

As crew - I see everyone as basically 'on-call'.  Most of the time there would be little to do. Can see a 24x7 bridge watch of short stints.  Obviously, re-entry to normal space and approaches (landing/docking orbit/other ships) would see more crew manning stations. With NPCs used well (Lance, at least, has sensors all have engineering), this leaves the party to travel to planets without messing up 'sleep' schedules.

I'd refer back to Hayden's visual view (msg #205) of an executive professional crew manning a cargo airliner vs. a large crew of a sea-going cargo freighter...
Referee
GM, 344 posts
Fri 13 May 2011
at 17:03
  • msg #293

Re: Watches

In reply to Dr. Jim D. Jones (msg #292):

Regarding jumpspace, as multiple players have noted, essentially nothing exists outside the skin of the ship while in jumpspace.  Therefore, the only events which can happen are those that originate inside the ship: malfunction, malfeasance, passenger drama, cargo problems, and so forth.

I also note Doc's comments about technology.  Even at current RL tech, many merchant ships have unmanned engine rooms during normal steaming and several commercial pilots have remarked to me that, with modern technology, airliners could fly safely without pilots.  The drawback in their opinion is lack of public acceptance of flying on a plane with no pilot. :O

However, I also note Danica's comments about customer service perception, given that the cargo this trip is bank records and bullion.

MY purpose as Ref in asking the question is just to establish what "normal" is for the group regarding watches.  That way, when at some point in the game, the chinchillas escape or the industrialist is found dead or the alien eggs hatch or whatever, we have a common understanding of where the characters may be/have been when the event starts.

I'm not trying to guide the group one way or another, just trying to build that common consensus.  I will say, though, that it sucks to be Dagala or Lance.  Onthe other hand, for 6,000CR a month an 84-hour work week is probably acceptable.

One last note: Lafleur has made it clear that he expects the security detail to be mostly self-sufficient for meals and general passenger hand-holding and nose-wiping.  For most middle passengers this is probably true.  For high passengers, though, the group may want Hayden and Thera available for all meals.  Dagala and Lance could probably take the passenger off hours as a sort of "duty Steward" type role.  IIRC, Dagala has Steward-0 and Lance could wake someone up if the princess suddenly desperately needs a peanut-butter and jelly sandwich with the crusts cut off at one in the morning.

Another last, last note: Jack's duty roster (which is great by the way) may be exactly what the crew wants for long n-space transits, like the four days from jumpoint to Box 2 in the Espiaux system.  Just a thought.
Dr. Jim D. Jones
player, 162 posts
Fri 13 May 2011
at 19:00
  • msg #294

Re: Watches

Ah Ha! So... there will be more chinchilla opportunities! 

Question - I assumed it would be a given that the characters are evaluating and monitoring the ship operationally - i.e. no special rolls are required for say Doc to be checking out the equipment, etc.

    Saw a show on a luxury cruise ship a few years back - not only was the engine room normally unmanned it was open and bright like one was on the sundeck, more pristine than any reactor control room I've seen, and, most notably, the video was of a normal conversation ongoing while the ship was in motion (it was that quiet)!

    As to pilot-less aircraft - I'd be concerned that the computer might become processing locked by some irrelevant internet task and overfly the destination by several hours.. oh.. er.. nevermind.. that would be humans!  U.S. stealth bombers, several decades ago, could complete their mission - i.e. deploy 'payload' and return to base - sans the organic operational units (pilots).  Not that I'm say'n I'd trust my neck to some blasted computer hack job...


    P.S. - Jack, you forgot to put Jinx on the chart! :)  He would be on 'patrol' duty when not sleeping, feeding, snoozing, snacking, napping or grooming.  He also can pull double duty inspecting and cleaning (you know - those dirty human oil prints adjacent the hidden micro-lens/polished fiber surveillance pickups and such...).  Given his keen senses and agile build, he'd probably also function well in concealed contra-band and ordnance detection roles (not to mention that whole nine-lives thing)!

Jacques Keveloh
player, 124 posts
Sat 14 May 2011
at 04:51
  • msg #295

Re: Watches

This is all great feedback, thanks. Guess I'm in my old Classic Trav mode where as soon as we left a post unmanned, that's where the kinoodling pin sheared off and the bobnob capacitor went haywire! ;)

I'm not pushing an agenda here (as it were) just trying to cover our asses. I think Ref makes the main point, understanding where we're most likely at when - if - something happens. If on-board tech can shorten our work week (as it should) then by all means let's do it. Jack's already made efforts at wireless monitoring and communication thru his hand-comp so I'm more than happy to let that paradigm develop into something that lets us all sleep and study more.

Having said that, I do think there should be someone on duty at all times, jump space or no. I suggest two people on the bridge: one on general systems and one on security feeds during the ship's 'night' hours. They can help keep each other awake and one can watch the other during a patrol or if something mysterious needs to be checked out.

In RL I am routinely contracted for 12 hr workdays on a 6 day week, 72 hrs, not counting travel time. Some gigs pay overtime, some don't. So yeah, I don't want Dagala and Lance to suffer but at the same time there's a commitment to the life that must be made. But I do think we need to take the pressure off Dagala and Lance - Bertrand is a fine candidate, perhaps he'll weigh in.

Or perhaps Jinx could take a shift or two and earn his keep ;)
Hayden Marks
player, 147 posts
Experienced Trader
Sat 14 May 2011
at 09:31
  • msg #296

Re: Watches

Jacques Keveloh:
Having said that, I do think there should be someone on duty at all times, jump space or no. I suggest two people on the bridge: one on general systems and one on security feeds during the ship's 'night' hours. They can help keep each other awake and one can watch the other during a patrol or if something mysterious needs to be checked out.


Wow, this is what I was going to suggest.  A two person bridge watch should meet the majority of our needs.  Everyone else is always on-call anyway ("wake up Stern, there's a weird reading coming from the power plant").

The last thing we want is someone taking over a gun turret in an ambiguous combat situation when he/she is suffering from sleep depravation.  Crew rest is a key planning factor for most modern long duration aircraft missions.  Let's leave the brutal schedules and falling asleep at inconvenient times to the starport traffic controllers (what is the FAA called in this game?).

I can tell you that in the role of steward, my expectation is to be up before the passengers (preparing breakfast, etc.), awake after they go to sleep (to clean up afterward), with a well timed cat nap or two in between.  So don't count on Hayden for any watches.
This message was last edited by the player at 09:32, Sat 14 May 2011.
Dr. Jim D. Jones
player, 163 posts
Sat 14 May 2011
at 17:32
  • msg #297

Re: Watches

This I like - quite plausible given the systems security (limited remote access), our cover approach, and our staffing - not to mention the lack of a head on the bridge. ;)

Right feel of characters being professionally prepared without being on a paranoid war footing. (Yet!)

So Jack - where's the fancy chart already!? :)

    P.S. can hotlink image by pasting the 'Direct link' (from image page) between the quotes like so:
    <img src="http://i1216.photobucket.com/albums/dd370/Fovean/GypsyMothDutyRoster.jpg">
    
    Though be nice if it was smaller (crop the whitespace).

Jacques Keveloh
player, 126 posts
Sat 14 May 2011
at 22:34
  • msg #298

Re: Watches

Screw that over-thought, over-written chart! :)

Two people on duty at all times, a Bridge officer and a Security officer. Note that these hours are Ship's Time and have nothing to do with whatever world we're near (but obviously we're still on Alsace time since we had acclimated to that):

PRIMARY WATCHES:

0600-1400 Danica + Dagala
1400-2200 Jack + Lance
2200-0600 Doc + Bertrand
***feel free to move yourself into a more desirable time-slot; Jack will take whichever shift the others don't want***

ENGINEERING WATCHES:

0600-1400 Nino
1800-2000 Mr. Jinx
2200-0600 Prisa

Hayden is handling primary passenger care (and cargo?) so will create his own schedule based on those changing demands. Thera is a wild card time-wise - which is actually quite suitable to her character, I would think. She'll obviously have turret duty when called for, but could probably be of great use to Hayden in terms of passenger hand-holding.

EVERYONE is always on-call.

This leaves Engineering unmanned (but monitored) for eight hours a day but then it also allows everybody to work eight, goof off for eight and sleep for eight.

How's this work for everyone?


EDIT: changed Prisa's shift per Doc's note

This message was last edited by the player at 07:54, Sun 15 May 2011.
Dr. Jim D. Jones
player, 164 posts
Sun 15 May 2011
at 02:36
  • msg #299

Re: Watches

Good job!  Nice pairing and scheduling IC-wise as well!

Not sure if Bertrand has Pilot skill - if you align Prisa's watch to match Doc's - then we'd have a pilot 'awake' and 'on duty' at all times (she could still be in Engineering, though Helm(Secondary) is less desirable, Danica is quartered nearby).

With Lance's Engineering-0 during Jack's watch, I think we'd technically have full 24x7 coverage skill-wise.

Assume 'security' will be armed with Snub/Tranq (possibly redundant with Dagala ;). [Actually, also assume that 'tranq' rounds are designed to accommodate humans and the equivalent of stun...]
Dr. Jim D. Jones
player, 166 posts
Sun 15 May 2011
at 02:46
  • msg #300

Re: Watches

Hey Ref - jump precip pool cries dice rolling to me! ;)

(IC Note: Figure Jim would always think he's won the pool - he's a doctor after all!)
Jacques Keveloh
player, 127 posts
Sun 15 May 2011
at 07:49
  • msg #301

Re: Watches

Dr. Jim D. Jones:
if you align Prisa's watch to match Doc's - then we'd have a pilot 'awake' and 'on duty' at all times


Done, and yes, figuring Security will carry the snubs (w/tranq rounds) and sport the crew livery per Hayden's post from long ago (when he doled out cash to uniformly equip the crew). But tranq may not be appropriate for all situations (cross that bridge if we get to it ;)).

FWIW, Jack has been sporting a snub throughout this trip when on duty (you know, just in case...)
Thera Santorini
player, 112 posts
I prefer the term
'performing artiste'.
Tue 24 May 2011
at 06:18
  • msg #302

Re: Watches

In reply to Jacques Keveloh (msg #301):

Sorry guys, been without internet connection for several weeks. Just catching up now. :(
Referee
GM, 347 posts
Fri 10 Jun 2011
at 03:39
  • msg #303

Re: Watches

In reply to Thera Santorini (msg #302):

All,
Very sorry for my protracted absence.  I have recently moved cross-country and started a new job.  Honestly, I underestimated how much of my time this move would suck up.  Terribly sorry.  Game updates shall resume shortly.

thank you everyone for your patience.
Danica Moreau
player, 126 posts
ex-Major, FRA
**** Classified ****
Fri 10 Jun 2011
at 04:52
  • msg #304

It lives!!!!!!!  Yeah!

Subject line says it all...  Well.  All except, 'Game on!'
Dr. Jim D. Jones
player, 167 posts
Sun 12 Jun 2011
at 03:51
  • msg #305

Re: It lives!!!!!!!  Yeah!

Hope the new job & location are panning out - and ready to game here as well.
Thera Santorini
player, 113 posts
I prefer the term
'performing artiste'.
Sun 12 Jun 2011
at 07:00
  • msg #306

Re: It lives!!!!!!!  Yeah!

Congrats on the new job. :)
Referee
GM, 348 posts
Mon 13 Jun 2011
at 23:55
  • msg #307

Re: It lives!!!!!!!  Yeah!

In reply to Thera Santorini (msg #306):

Thank you. :)
Jacques Keveloh
player, 131 posts
Tue 28 Jun 2011
at 08:41
  • msg #308

Re: It lives!!!!!!!  Yeah!

Latest IC post says it all - hoping Hayden will chime in soon with plans for Holiday. Hey Hayden - no pressure, buddy! ;)

@Ref - hope the new job and home have settled into awesomeness for you and yours!
Hayden Marks
player, 153 posts
Experienced Trader
Tue 28 Jun 2011
at 11:36
  • msg #309

Re: It lives!!!!!!!  Yeah!

A plan for holiday from a Georgian?  That's easy.  Khash, vodka, and accoutrement before sun rises, followed by a vodka, more vodka, suckling pig, wine, some Khingali, more wine, Khachapuri, all the accessories (cheese, lavash, vegetables, etc.) and brandy, and gozinaki.

Get the IVs and O2 ready Doc... people are going to need some serious help with this hangover.

Remember - in space, no one can hear you party.
This message was last edited by the player at 11:37, Tue 28 June 2011.
Jacques Keveloh
player, 132 posts
Mon 4 Jul 2011
at 23:45
  • msg #310

Re: It lives!!!!!!!  Yeah!

Sorry for the absence, gang - unexpected work and family stuff... I'll be back in the swing in a couple days.

Hayden, great party idea!
Dr. Jim D. Jones
player, 172 posts
Tue 5 Jul 2011
at 18:44
  • msg #311

Re: It lives!!!!!!!  Yeah!

Darn... was gonna post IC, but suddenly I'm too hungry!  ;)
Referee
GM, 353 posts
Wed 6 Jul 2011
at 04:56
  • msg #312

Re: It lives!!!!!!!  Yeah!

In reply to Hayden Marks (msg #309):

Great New Year's post Hayden!  Thanks. :)
Referee
GM, 354 posts
Thu 28 Jul 2011
at 04:57
  • msg #313

Re: It lives!!!!!!!  Yeah!

All,
Terribly sorry.  Thought things would start to get back to normal in the back half of July, but contingency plans for a partial shutdown if the debt ceiling doesn't get raised have kept me pretty busy.  Thank you everyone for your patience and hope to be back in the swing of things within a couple weeks.  Sorry again.
Hayden Marks
player, 156 posts
Experienced Trader
Thu 28 Jul 2011
at 05:01
  • msg #314

Re: It lives!!!!!!!  Yeah!

No worries... just another thing I'm adding to my 100 reasons why the 112th Congress sucks list though.  ;)
Dr. Jim D. Jones
player, 174 posts
Thu 28 Jul 2011
at 14:37
  • msg #315

Re: It lives!!!!!!!  Yeah!

No problem - glad to know you are still around and hopefully in good health!

Keep thinking that 'back to normal' stuff myself! ;)
Danica Moreau
player, 131 posts
ex-Major, FRA
**** Classified ****
Thu 28 Jul 2011
at 17:36
  • msg #316

Yeah !  It lives (again)!!!!!!

I second our good steward's and doctor's sentiments.  Good to know you are okay and sorry that RL is being painful for you.  Come back to us when you can!
Referee
GM, 355 posts
Fri 30 Sep 2011
at 01:41
  • msg #317

Re: Yeah !  It lives (again)!!!!!!

In reply to Danica Moreau (msg #316):

Everyone,
Alright, I am back from the proverbial beyond and am ready to continue if we still have a quorom.  Sorry again for my extended absence, but am back and ready to go.
Danica Moreau
player, 132 posts
ex-Major, FRA
**** Classified ****
Fri 30 Sep 2011
at 04:13
  • msg #318

Re: Yeah !  It lives (again)!!!!!!

Hi Ref,

Good to have you back.  I am around, though life is a bit hectic RL.  My ability to post is limited, but I will endeavor to keep up.
Dr. Jim D. Jones
player, 175 posts
Fri 30 Sep 2011
at 14:04
  • msg #319

Re: Yeah !  It lives (again)!!!!!!

Cheers - ready to game! :)
Jacques Keveloh
player, 134 posts
Fri 30 Sep 2011
at 17:49
  • msg #320

Re: Yeah !  It lives (again)!!!!!!

Cheers - ready here!
Referee
GM, 356 posts
Sun 2 Oct 2011
at 18:09
  • msg #321

Re: Yeah !  It lives (again)!!!!!!

In reply to Jacques Keveloh (msg #320):

OK guys, I'll try to get something up by tomorrow to get the game moving again. :)
Danica Moreau
player, 137 posts
ex-Major, FRA
**** Classified ****
Fri 7 Oct 2011
at 15:52
  • msg #322

Re: Yeah !  It lives (again)!!!!!!

Dr. Jim D. Jones:

OOC: Danica - wondering if you missed: 'Control directs Gypsy Moth to a parking station near the ESL system sloop Holly.'?

Yes, Doctor, I know.  I'll admit to taking some liberties with the timing - partly because the timing is not critical and a lot of time elapsed in that opening post by the Ref and partly because I think it reads better.  I'll edit it, if it really bothers you.
Dr. Jim D. Jones
player, 178 posts
Fri 7 Oct 2011
at 16:17
  • msg #323

Re: Yeah !  It lives (again)!!!!!!

Was just making sure you hadn't missed the line...

Bit confused as it seemed we were docking with the Holly first - so that reads as Danica ignoring control, LaFluer's plans, and what, I presumed, would be a roleplayed docking and transfer with the Holly.

Under the weather so maybe I'm reading things worse than I normally do! ;)
Danica Moreau
player, 138 posts
ex-Major, FRA
**** Classified ****
Fri 7 Oct 2011
at 17:14
  • msg #324

Re: Yeah !  It lives (again)!!!!!!

Interesting, since we are assigned a docking berth, I had assumed that the Holly would be parked (at some coordinates) near by and that the transfer would occur there.  But, I'll modify as necessary.

Since, I also assumed that the docking berth was a station (which I agree in retrospect was a bit assumption)_, then all of the ship to ship talk could still apply in my opinion, but I'll revise as necessary.  Presumably, the Referee will clarify the situation and I can edit it appropriately.
Dr. Jim D. Jones
player, 179 posts
Fri 7 Oct 2011
at 17:55
  • msg #325

Re: Yeah !  It lives (again)!!!!!!

Pounding head, mild fever and difficulty breathing - so I might have things wrong.

I think we are just seeing 'parking station', 'near' and 'space transfer' differently.  I'm picturing that meaning a safe distance from the station and out of the way so others can dock - like planes in a 'parking' racetrack over an airport, except no need to keep moving.

Here's my read:
* Holly is a little ways from the station -'parking station'.
* Moth has been directed nearby Holly - so not near dock.
* LaFluer wants to transfer cargo and Holly doesn't have a dock reserved.
* Ref added that PCs are aware of proficiency in space transfer of cargo.

Moth has Dock 4 reserved, so presume we will go there after.

I thought we had some cargo for Box or might sell something there, but not sure... maybe we don't need to dock on the station if we do a space transfer.

Anyway, no harm - I had to reread your post initially to make sure you weren't talking about docking with Holly, so just as likely I misread refs posts. Easily changed, either way! :)
Referee
GM, 364 posts
Fri 7 Oct 2011
at 18:26
  • msg #326

Clarification on Box Ops

In reply to Dr. Jim D. Jones (msg #325):

Right Jim.  I apologize for the lack of clarity in my posts.

This is something we haven't really gone into much, but my impression of Box 2 is like a "super-highport".  Since it takes most civilian starships about a month to go from the jump point to Chaumeys, and another month back, the Boxes were built.  That way starships can keep earning money the way they were designed to: by carrying goods across interstellar distances and letting the sissy mules do the mundane insystem work.

Starships load, unload, and fuel at the Boxes, while ESL's eight 400ton system ships take care of transferring cargo and fuel from the planet to the Boxes and back.  Of course, the system does give ESL a near monopoly on insystem freight.

As an aside, the concept of a space station so far out in the solar system that the star is essentially invisible, orbiting so slowly that it makes one revoultion around the star every 9,000 years, blows my mind.  I can just picture it hanging in the void, illuminated only by weak hazard lights, the only relief from sheer boredom for the crew being the coming and going of freighters.  A few new faces, some new drinking buddies, and a fistful of gossip every few days. How the crew must immerse themselves in the goings on of the starships, how remote they must feel from happenings back home.  How would they explain their perspective to loved ones dirtside?  It is one of the big attractions of Sci-fi for me, to imagine the human condition in environments to which humans are never subjected on Earth.

---------------------------------------------------------------------------------

At any rate, Box 2 control has directed Moth to the vicinity of Holly, but they also have a docking station on the Box reserved for Gypsy Moth.  There are eight docking ports on Box 2 and only five ships docked.

Also, if the group wants to travel 18 days insystem to Chaumeys and 18 days back out in order to see Espiaux or possibly line up cargos that aren't available on Box 2, then they can.  I'll fast forward through most of those trips.
Dr. Jim D. Jones
player, 180 posts
Fri 7 Oct 2011
at 19:35
  • msg #327

Re: Clarification on Box Ops

Ah - Thanks.

Missed we might use in-system resources and avoid the trip. Unless we have another need than commerce, can't see us not using any available mules.  (Doc's hungover, what does he know! ;)

'Space transfer' conjures something akin to inflight refueling to me, meaning not docked to a station.  Presumed LaFluer wanted to avoid physically docking with Box 2 and any security risks that might entail.

So are we talking Moth docks to station, then Holly docks or ferries to Moth?
Danica Moreau
player, 139 posts
ex-Major, FRA
**** Classified ****
Sat 8 Oct 2011
at 04:56
  • msg #328

Re: Clarification on Box Ops

My bad.  I'll edit my post... we'll be hanging out near the Holly, I guess.  Danica will do what she is directed to do by the Port Authority - ultimately, that is who is in control here, not Lafleur and not her.  I missed that the Moth was directed to park near the Holly first.
Dr. Jim D. Jones
player, 182 posts
Sat 8 Oct 2011
at 05:20
  • msg #329

Re: Clarification on Box Ops

No harm.  (Good RP btw!)

I'll let Hayden or whoever correct the doc on the Moth going to Chaumeys if we use a sissy mule instead.

Speaking of which, haven't heard from Thera's player in a while ... and it looks like Hayden's hasn't checked in for some time (~month in another game) - hope they are doing well.
Jacques Keveloh
player, 135 posts
Sat 8 Oct 2011
at 22:32
  • msg #330

Re: Clarification on Box Ops

Hey gang, sorry I missed the opening of the new scene, got caught up with work for a few days. Will post IC tonight or early tomorrow.

I assumed that we'd attempt to sell our spec here (Box 2) after we were done with LaFleur. So we could do the transfer LaFleur's requesting and drop our own cargo directly at Box 2 for sale (and keep on eye on the Holly after the transfer).

Referee:
Mauro Tung is what you'd expect of a big shot banker.

"We have a few tons of goods we'd like to ship directly to Box Two in the Espiaux system."


That quote says it all from Jacques' point of view. He'd rather stick to the letter of the contract rather than change the plan at the last minute. As high-end couriers we'd be expected to do exactly what was asked.

Too bad Hayden hasn't checked in, he'd probably have some insight here.
Dr. Jim D. Jones
player, 183 posts
Sat 8 Oct 2011
at 23:50
  • msg #331

Re: Clarification on Box Ops

Good to hear from you Jacques!

Yeah, figured the Doc wouldn't care too much, other than his dislike for LaFluer, especially hungover, but the question of whether we are tasked to deliver where LaFluer says or to Box 2 is the question of the moment. :)

If we were to do actual delivery (as per the literal statement from the banker), some contact/transfer information should have been provided, or we can expect to be expected.  If we were simply contracted to do what LaFluer instructs, then no such info would be available.

LaFluer indicated his 'preference' - so I would think its up to us.  He also smiled and was nice to the Doc - don't trust him! (Sorry, couldn't resist.)
Thera Santorini
player, 121 posts
I prefer the term
'performing artiste'.
Wed 12 Oct 2011
at 09:56
  • msg #332

Re: Yeah !  It lives (again)!!!!!!

In reply to Referee (msg #317):

Hi all, I'm in the middle of a two month lack of internet access. :(
If you can NPC me for a few weeks I should be back online around the end of October.
Jonesing...
Jacques Keveloh
player, 139 posts
Wed 12 Oct 2011
at 15:40
  • msg #333

Re: Yeah !  It lives (again)!!!!!!

Just realized I've been using the wrong color for Jack's dialog... editing my posts in the new thread.

Good luck, Thera, looking forward to more of us back in the saddle!
Referee
GM, 369 posts
Thu 13 Oct 2011
at 02:08
  • msg #334

Re: Yeah !  It lives (again)!!!!!!

In reply to Thera Santorini (msg #332):

No worries, great to have you back!
Danica Moreau
player, 145 posts
ex-Major, FRA
**** Classified ****
Wed 26 Oct 2011
at 07:29
  • msg #335

Box 2 tasks...

Danica is fine with continuing the watch rotation while on station - though obviously Hayden will need to sell and buy cargo.  And we likely should have some shore leave for the crew (to network, carouse, whatever).

Whether or not we RP the crew meeting to decide things and/or RP or motor through the stuff on station is fine with Dani's player.  I am willing to hang with whatever the majority decides.
Jacques Keveloh
player, 150 posts
Sat 29 Oct 2011
at 20:57
  • msg #336

Re: Box 2 tasks...

I'm thinking we can roll back to one person on bridge watch while in port, but everyone should get a chance to leave the ship and shop/relax/whatever if they'd like (NPCs as well, of course).

I like jumping right into the meeting with the port director, RP-wise, if everyone's okay with that. Jack of course will want to go - Doc and Shan should join too. Don't see much sense in splitting up the group since the cargo sale, refueling and restocking could be off-screen as it were.

Maybe by the time we've met the port director Hayden will be back and he can take point on the cargo/passenger meetings with the people Jack found out about on the Holly. That would give us an idea of where to head next (though we need to keep heading towards Trinity).

Thoughts?
Dr. Jim D. Jones
player, 189 posts
Sat 29 Oct 2011
at 22:17
  • msg #337

Re: Box 2 tasks...

Oops, must have forgot to post the other day - mirrors my thoughts...
we could leave Hayden on watch and making refueling arrangements while we interface.
Danica Moreau
player, 146 posts
ex-Major, FRA
**** Classified ****
Sat 29 Oct 2011
at 22:24
  • msg #338

Re: Box 2 tasks...

Jacques Keveloh:
I'm thinking ...

... Doc and Shan should join too. ...

Watch who you are calling Shan there, buddy. ;)

I'm fine with the three of us going to meet the Port Director.  Unfortunately, at this point, we only have the three of us as the active players for the moment.
Jacques Keveloh
player, 151 posts
Sun 30 Oct 2011
at 22:05
  • msg #339

Re: Box 2 tasks...

Wow... I cannot believe I did that... <blush>
Jacques Keveloh
player, 153 posts
Tue 1 Nov 2011
at 15:01
  • msg #340

Re: Box 2 tasks...

@ Ref: should someone else roll for the cargo sales on Hayden's behalf or is that done?

Asking because Jack would like to pay out the NPCs (and PCs too, what the hell) for the first jump so they have pocket money on Box 2. And let's pull the trigger on refueling (refined) the ship and launch now, with life support recharging to be done the day prior to jumping out.

Also - can we get ship's livery/patches made here for the NPCs? If so, Jack would like to get that done before the next jump, for any crew member who needs it. Should be an operating/overhead cost.

Lastly - once the sales are done and operating costs deducted, do we deposit the split with Blackfin et al in a local bank? Or do we carry the cash until we're back from Trinity cluster?

Gang - anything else we can have the NPCs do while we're rubbing elbows with the port director? ;)
Danica Moreau
player, 148 posts
ex-Major, FRA
**** Classified ****
Wed 2 Nov 2011
at 04:31
  • msg #341

Re: Box 2 tasks...

Jacques Keveloh:
Wow... I cannot believe I did that... <blush>

Yeah, I can't believe that you confused my two bio-engineered, female pilot/gun-bunnies.  I mean, really...:)  Not that I think that they are the same, but I can see where one might get confused.

Jacques Keveloh:
@ Ref: should someone else roll for the cargo sales on Hayden's behalf or is that done?

Asking because Jack would like to pay out the NPCs (and PCs too, what the hell) for the first jump so they have pocket money on Box 2. And let's pull the trigger on refueling (refined) the ship and launch now, with life support recharging to be done the day prior to jumping out.

Also - can we get ship's livery/patches made here for the NPCs? If so, Jack would like to get that done before the next jump, for any crew member who needs it. Should be an operating/overhead cost.

Lastly - once the sales are done and operating costs deducted, do we deposit the split with Blackfin et al in a local bank? Or do we carry the cash until we're back from Trinity cluster?

Gang - anything else we can have the NPCs do while we're rubbing elbows with the port director? ;)

I think the Ref already rolled (at least, I think that is what all the recent activity on the dice roller means).  As for pay, shore leave, and livery - it all sounds good to me.

As for cash or charge... I am not sure.  How have we been doing it so far?  Did we specify how the initial funds for cargo was allocated back on Alsace?  We likely should have some cash on hand for emergencies, but that should not be that much (unless we plan to obtain ...er... cargo of questionable origin...  Still a couple thousand (maybe up to 10,000 Cr) should probably available on hand - you know, petty cash.

That is, of course, presuming that currency in the subsector is honored in some way shape or form (even if it is not standardized).  Otherwise, we (like everyone else) might have to carry a lot of cash.

Not sure what other trouble the crew can get into that we aren't going to be getting into at the Steel Beach already ... ;)
Dr. Jim D. Jones
player, 191 posts
Wed 2 Nov 2011
at 17:27
  • msg #342

Re: Box 2 tasks...

'Cash' might be risky and hard to use in different locales... since this is Traveller, I would think we would be carrying:

Spoiler text: (Highlight or hover over the text to view)

Traveller's Cheques! :)



[BTW, IMTU (non-OTU), I use Bio-Keyed version of such (instead of signature).  This makes the 'cash' worthless to would be thieves (who don't resort to kidnapping/coercion). Inter-system bank agreements allowing such to be used in most locations and even allowed similar theft/loss protection (upto X amount, the rest when enough time had elapsed for reasonable verification funds had not been 'cashed' - bank risk being somewhat mollified by bio-trace ability).]
Jacques Keveloh
player, 154 posts
Wed 2 Nov 2011
at 17:31
  • msg #343

Re: Box 2 tasks...

Danica Moreau:
Yeah, I can't believe that you confused my two bio-engineered, female pilot/gun-bunnies.  I mean, really...:)  Not that I think that they are the same, but I can see where one might get confused.


Not confused, just posting in two games at once... little freudian slip I guess... or something :)

I'm not aware of any cash/credit handling established back on Alsace, Hayden was in charge of all that and I imagine much of the protocols were set up behind the scenes, if at all. We'll have to see what Ref says re:banking in the subsectors. Jack would like to pay everyone out (mainly the NPCs though) for morale purposes more than anything. Not sure it makes too much of a difference, we seem to have picked some solid crew.

Petty cash is great idea (I'd up it Cr25,000). There's a safe in the VIP office and one on the bridge; there's also the "smuggling compartment" too.

I'm just wondering how we handle the split (50/50 with the ship owners and no mortgage costs IIRC) now that we'll have an influx of money.
Dr. Jim D. Jones
player, 192 posts
Wed 2 Nov 2011
at 18:43
  • msg #344

Re: Box 2 tasks...

Since the merchant aspect is a front, and the 'sponsors' are invested initially, I'd presumed that the profits would be kept to permit ongoing operations (merchant and our real purpose) and dividends/payouts would only occur after some given period or threshold.
Jacques Keveloh
player, 156 posts
Wed 2 Nov 2011
at 21:05
  • msg #345

Re: Box 2 tasks...

Interesting idea, Doc, the bio-keying.

IMTU I'm also using bio-keying, although a person generally carries a 'credit card' as it were, with available balance. Cash/specie is pretty non-existent, these data wafers have replaced them. Some may carry more than one (one for pocket money account, one for the ship account and one for entire portfolio for example).

Banks are generally owned by the governing interstellar polity and exist at least in the main starport and sometimes elsewhere in a given system. Border worlds handle 'currency exchanges' when traveling to a new polity. In some areas a megacorp or two may handle banking but they are generally more expensive and people leave them as soon as they can (these are usually the bleeding-edge frontier areas or war-torn regions).

Anything in the system can be goofed so there is still incentive to be protective of your assets but the days of getting mugged for fifty bucks are pretty much gone... but someone might take a liking to that spiffy crew coat you're wearing...

No problem here holding the profits until a later date ;)

No comment on the travellers' cheques.... ;}
Referee
GM, 382 posts
Fri 4 Nov 2011
at 04:28
  • msg #346

Re: Box 2 tasks...

All, sorry for the delay, busy week.

Jacques Keveloh:
@ Ref: should someone else roll for the cargo sales on Hayden's behalf or is that done?


I took the liberty of making Hayden's rolls for him, sorry.  If one of you guys wants to roll the dice for him for the next batch of cargo you're more than welcome. :)

Jacques Keveloh:
Asking because Jack would like to pay out the NPCs (and PCs too, what the hell) for the first jump so they have pocket money on Box 2. And let's pull the trigger on refueling (refined) the ship and launch now, with life support recharging to be done the day prior to jumping out.


The disbursement of dividends to the owners is quarterly.  Current fiscal quarter ends on Day 91.

Certainly you can pay the crew for the week or eleven days so far, or extend what you want to give them to advance two weeks or even the entire month.  Some of the NPCs would probably appreciate the gesture.

OK, you've told Stern and Gadron to arrange the refueling.

Jacques Keveloh:
Also - can we get ship's livery/patches made here for the NPCs? If so, Jack would like to get that done before the next jump, for any crew member who needs it. Should be an operating/overhead cost.


No problem getting the livery, etc, from Alagash.  Should be done within 24 hours or so.  Charpentier or Aksina can handle it this morning or you guys can place the order yourselves later.  It's a pretty routine thing.

Jacques Keveloh:
Lastly - once the sales are done and operating costs deducted, do we deposit the split with Blackfin et al in a local bank? Or do we carry the cash until we're back from Trinity cluster?


The vast majority of financing should be done with Interbank Letters of Credit (LOC).  This is an electronically secured (virtually impossible to forge) document from your bank stating they gurantee withdrawls up to a given limit.  The local bank on whatever planet you're on then issues you the local cash and charges your bank.  LOCs were very common in commerce before the advent of modern communications and are still widely used in international shipping today.  As a Ref, I like the LOC as it allows me to sidestep a lot of the mundanity of book-keeping.  If you have 831,000Cr in your account when you leave Espiaux, then I can just assume you've got an LOC up to maybe 900,000Cr or so when you leave and that you'll be able to use that money at your next port of call.

That said, if the ship goes to any truly primitive planets, Vauclain, Caliban, beyond known space, etc, then it's cash, precious metals, or barter.

Despite the LOCs, you should have petty cash onboard too.

Also, agree with Doc that DNA/retina/whatever coded "cash cards" have made muggings for cash obsolete for most "civilized" worlds.  Actual cash still exists as there are some transactions for which people would prefer no electronic records, but it is used infrequently.  Once you get below TL8, though, cash makes a comeback.
Jacques Keveloh
player, 160 posts
Wed 9 Nov 2011
at 20:30
  • msg #347

Re: Box 2 tasks...

Dr. Jim:
OOC: Petra is from the first thread?


Yes, Petra is one of our handlers, a high-ranking mucky-muck in the Pathfinders. Jack served with her back in the day, on a FRPC vessel in Aslan border space. Pretty sure she put Jack up for this job, and I'm almost positive she is in contact with Simon Newell (who gave us the Trinity mission) as well as the Blackfin gang of financiers.
Dr. Jim D. Jones
player, 196 posts
Wed 9 Nov 2011
at 20:55
  • msg #348

Re: Box 2 tasks...

Thanks!

Couldn't find the post, but IIRC, she was the one who recruited Jim for the mission and assumed she was the one in the 'Prelude' thread who addressed Simon Newell.
(-'They'll need a doctor, she thought, and something else besides, but those arrangements would be minor.  She keyed her comm, "Simon, come in here.  I need you for something."')
Jacques Keveloh
player, 161 posts
Wed 9 Nov 2011
at 22:12
  • msg #349

Re: Box 2 tasks...

@ Ref, thanks for the info above re: money, banking, livery, etc. No probs at all with you rolling for the cargo sales, etc, except if you start to feel overwhelmed, just shout out and I'll help out with it best I can :)

If no one has any issues with it I'd say we could:

1) Let Charpentier handle picking up livery & ship patches for everyone on board that still needs them.

2) Assume that Hayden (when he wakes up) pays out the crew to date plus to the end of this week (Day 007 I presume) in cash or bank cards as is their preference.

That would pretty much clean up the mundane port ops stuff that I can see, except for recharging life support supplies. Obviously personal recharge needs are, well, personal... ;)
Referee
GM, 390 posts
Sat 19 Nov 2011
at 04:24
  • msg #350

The Nagel Job

In reply to Jacques Keveloh (msg #349):

So, shoul I interpret the silence as a lack of interest/enthusiasm in the Nagel job?
Danica Moreau
player, 153 posts
ex-Major, FRA
**** Classified ****
Sat 19 Nov 2011
at 04:57
  • msg #351

Re: The Nagel Job

Actually, I just have not had the chance to respond - sorry about that.  RL, we are still in the throes of house buying here; so, life is still a little hectic.  I will try to respond tonight.

I cannot speak for the others, but Danica is fine with taking the Nagel job.  Of course, she still thinks that Nagel (or his associates) should approach and solicit their services and not Athena (especially since the latter has no credible threat to thwart or specific business to contract them on) ... :)  I mean, wouldn't it be unseemly... er... unprofessional for us to go soliciting clientele for their business. ;)
Dr. Jim D. Jones
player, 200 posts
Sat 19 Nov 2011
at 05:58
  • msg #352

Re: The Nagel Job

Oops, I thought I posted the other day, but must have forgot to hit the Post Message button...  then when I went to hit the Post Message button just now, a breaker tripped!

Ironic, given I decided not to move a UPS for the Mac I'm using till tomorrow and its the first day I used that particular computer without one and probably the first time I've used one of my desktop systems without a UPS in over a decade - Arghh!

As to the Nagel job - I figured Xiu was simply giving us a heads up and a little enticement and that Nagel's people would contact us.  Though, being a small outfit in a small port, I could also see us soliciting such a customer on the Director's recommendation/referral, especially given our 'elite' security angle.
Referee
GM, 391 posts
Sat 19 Nov 2011
at 07:04
  • msg #353

Re: The Nagel Job

In reply to Dr. Jim D. Jones (msg #352):

OK, no worries, just checking.  Maybe Xiu is jumping the gun by contacting the group before Nagel, but the Moth has only been in port about ten hours, most of them at night.  Perhaps Nagel's group were waiting to speak to you guys in person rather than comming the ship before your arrival?
Dr. Jim D. Jones
player, 201 posts
Sat 19 Nov 2011
at 22:12
  • msg #354

Re: The Nagel Job

Well, her position was described as being ambitious - so actually seems quite in character to me ;)
Jacques Keveloh
player, 164 posts
Sat 19 Nov 2011
at 22:46
  • msg #355

Re: The Nagel Job

The Nagel job sounds dandy. Hoping Director Xiu will help us find a few tons of highly prized goods to Vauclain as well... ;)
Dr. Jim D. Jones
player, 203 posts
Sun 20 Nov 2011
at 15:09
  • msg #356

Re: The Nagel Job

Ref: where the @#$%! is Ozawa?!

I'm cool with whatever anyone else wants to do with cargo and dest.  Presume we would head for Svetlana next and towards Halowon for Nagel...
Referee
GM, 393 posts
Sun 20 Nov 2011
at 19:41
  • msg #357

Re: The Nagel Job

In reply to Dr. Jim D. Jones (msg #356):

In the Vauclain system.  It is a moon of the large gas giant Fortin and has been leased by Ozawa Lines from the government of Vauclain.  About 20,000 people, most employed either directly or indirectly by Ozawa.
Dr. Jim D. Jones
player, 204 posts
Mon 21 Nov 2011
at 01:12
  • msg #358

Re: The Nagel Job

Thanks!

Ah, one of the systems where augments are prohibited (a worry for anyone on the crew?), but it is more directly in route to Halowon Empire.
Jacques Keveloh
player, 165 posts
Mon 21 Nov 2011
at 01:25
  • msg #359

Re: The Nagel Job

Augments prohibited? Hmm, maybe Danica better stay on the ship if we head there... ;)

I think we should head that way though, since we have a deadline on the Tupolev freight we're carrying, IIRC. It's leaving Tupolev that'll be the rub, nothing but crappy ports for parsecs in the direction of Trinity.
Dr. Jim D. Jones
player, 205 posts
Mon 21 Nov 2011
at 04:13
  • msg #360

Re: The Nagel Job

Good points.
Danica Moreau
player, 156 posts
ex-Major, FRA
**** Classified ****
Wed 23 Nov 2011
at 08:06
  • msg #361

Re: The Nagel Job

Jacques Keveloh:
Augments prohibited? Hmm, maybe Danica better stay on the ship if we head there... ;)

I have no idea what you are talking about.  Dani has had light sensitivity since she was young.  Yeah, that't it.  That's the ticket.

And she is just naturally good at piloting all types of craft...
Jacques Keveloh
player, 168 posts
Wed 23 Nov 2011
at 19:10
  • msg #362

Re: The Nagel Job

Copy that, light sensitivity... ;)

I think you're right about letting Nagel contact us, rather than the other way around. Xiu said he'd be likely do so and she'll certainly mention us to him.

Hope the others show up soon, I sense some juicy roleplay opportunities coming...
Danica Moreau
player, 157 posts
ex-Major, FRA
**** Classified ****
Thu 24 Nov 2011
at 17:26
  • msg #363

Happy Thanksgiving, everyone

Even for those that don't celebrate it.  Have a wonderful day.  I am thankful for all of the fun this game has supplied (and I hope continues to supply).

Time for turkey and food coma, now...:)
Thera Santorini
player, 122 posts
I prefer the term
'performing artiste'.
Fri 2 Dec 2011
at 10:54
  • msg #364

Cold Sleep Revival

Hi guys, I'm back and caught up on the story.
Sorry, I had a lot of RL to attend to.

I'm happy to lurk for a while as Thera attends to cargo duties - I have other games to catch up on. I'll de-lurk as required by the story.
Dr. Jim D. Jones
player, 208 posts
Fri 2 Dec 2011
at 14:47
  • msg #365

Re: Cold Sleep Revival

Great to have you back, hope RL takes it easier on ya!
Referee
GM, 398 posts
Sat 3 Dec 2011
at 05:13
  • msg #366

Re: Cold Sleep Revival

In reply to Thera Santorini (msg #364):

Yay!  We're getting closer to full strength. :)
Jacques Keveloh
player, 172 posts
Sat 3 Dec 2011
at 06:16
  • msg #367

Re: Cold Sleep Revival

Welcome back, Thera! And... what the Doc said! ;)
Referee
GM, 400 posts
Wed 7 Dec 2011
at 17:54
  • msg #368

Re: Cold Sleep Revival

In reply to Jacques Keveloh (msg #367):

Sorry for the delay, changed ISP over the weekend and internet connection has been ... troublesome at home the last couple of days.  Internet gremlins willing, should have something up tonight.
Referee
GM, 408 posts
Wed 21 Dec 2011
at 18:56
  • msg #369

Help, the Captain's a Bot!

In reply to Referee (msg #368):

Everyone,
Hayden's player hasn't logged on since early August.  I hope he's still well, I know he's in a job and a location where internet access is problematic.

Point is, it appears I'll be bot'ing his character for the foreseable future, so please keep expectations for contributions from him low.

I'll bot'ing Hayden for "tactical" type stuff - haggling over prices and rates for freight and passages, or deciding which of similar cargo lots to carry, doing the book keeping that Hayden's player had been doing for the group, etc.

But, I think the group should make the more "strategic" decisions - which jobs to take, which routes to take, which passengers to take, whether to carry freight or spec.

Of course, Hayden will advise on any strategic decisions from a commercial standpoint and the group will still benefit from his impressive business skills, but I don't want him to drive the direction the group goes or what jobs you all take.

I don't want to write his character out of the story, but if Hayden's absence continues into the new year,the group may want to choose a new captain and have Hayden just be the purser.
Dr. Jim D. Jones
player, 214 posts
Thu 22 Dec 2011
at 08:38
  • msg #370

Re: Help, the Captain's a Bot!

Thought Jack was taking on the role of 'face captain' as needed.  (But things like booking passengers and cargo is not a Captain's role, IMO.)  Based on the business model, any PC can fill the role of 'acting captain' in so far as addressing official inquires, signing contracts, etc. that bind the Moth?

In game, decisions can be referred to as 'pending executive committee approval' or some such, if necessary.



So, we have some strategy to lay out?

#1 - Where to next?
    factor 1st: What cargo commitments do we have outstanding?*
    factor 2nd: Usefulness to our true mission.

    options: Anything within J2.  Svetlana and Vauclain.

    opinion: Either can be enroute to Tupolev and our final dest.  Svetlana may be a good place given our intel remit.  Followed by Vauclain/Ozawa.

    note: re: factor 1st - What is the Tupolev frieght deadline?
    *Ref - can we get a cargo list thread or cargo added to the Moth thread?

#2 - What are we taking along?
    factor 1st: Our cover is an elite (high security, posh) transport.
    factor 2nd: Income is for cover and secondary to mission.

    options: Passengers, Spec cargo, Freight, Contract.

    opinion: Passengers are relevant to cover and possibly mission - take if inline with mission route.  Spec cargo fits cover well and is most flexible - take any reasonable deal (even if potentially lowers profits).  Freight fills space, but can add commitments - avoid the latter regardless of profit - such is not in line with true mission.  Contract is situational.

#3 - How long can Doc make use of the VIP Quarters?
    factor 1st: Must get Casey aboard.
    factor 2nd: Might need to get her drunk.

    options: Everyone else become 'busy' station-side; Bed; Couch; Table.

    opinions: <sensored>

Thera Santorini
player, 126 posts
I prefer the term
'performing artiste'.
Fri 23 Dec 2011
at 09:36
  • msg #371

Re: Help, the Captain's a Bot!

In reply to Dr. Jim D. Jones (msg #370):

OOC I don't have a particularly tight grip of the plot of this game just at the moment. I know roughly where we're going and why, but I couldn't tell you what cargo or passengers we have lined up, or where the next port of call ought to be.

OTOH, that's not necessarily a problem as it is in character for Thera. She's looking for a life of adventure and is singularly uninterested in bean-counting and small-talking passengers. She's much happier tailing Mr X, shooting down ship Y or repairing vital component Z. She'll do her bit on the corporate side, but she's unlikely to be proactive.

One point - we have been told that our rivals for Mr Nagel's business can get him to Tupolev in 7 weeks...
Referee
GM, 411 posts
Fri 23 Dec 2011
at 17:44
  • msg #372

Re: Help, the Captain's a Bot!

Thera Santorini:
OOC I don't have a particularly tight grip of the plot of this game just at the moment. I know roughly where we're going and why, but I couldn't tell you what cargo or passengers we have lined up, or where the next port of call ought to be.

OTOH, that's not necessarily a problem as it is in character for Thera. She's looking for a life of adventure and is singularly uninterested in bean-counting and small-talking passengers. She's much happier tailing Mr X, shooting down ship Y or repairing vital component Z. She'll do her bit on the corporate side, but she's unlikely to be proactive.


Thera, your timing is, as always, impeccable. :)


Also, I added a passenger and cargo post to the Gypsy Moth thread.  Right now the only cargo onboard is 10tons of farm equipment for Tupolev, due by Day 045.
Dr. Jim D. Jones
player, 216 posts
Fri 23 Dec 2011
at 19:16
  • msg #373

Re: Help, the Captain's a Bot!

Thanks!

So 6 weeks to deliver the farm equipment to Tupolev (assuming we see that as a priority).  Plenty of time for a detour, but seems like we should see about the director's meeting before making plans...
Danica Moreau
player, 165 posts
ex-Major, FRA
**** Classified ****
Fri 23 Dec 2011
at 19:28
  • msg #374

Re: Help, the Captain's a Bot!

Referee:
... Thera, your timing is, as always, impeccable. :)

I was going to say the same thing about you Ref.  I was composing my post when you posted (and then I got called away to an impromptu meeting).

Sorry, Thera, Dani was going to try and join you to talk with Julianna - but apparently that was not in the cards...

As for Doc's items:
  1. Dani (and her player) do not have a strong opinion on destination.  Vauclain/Ozawa is the shorter route (only 1 jump away from Tupolev), but is not very tolerant of augments.  Svetlana is the longer route (not that timing is that much of an issue, currently).  Visiting either Ozawa and/or Svetlana is likely to be inline with ours longterm goals of establishing our cover and getting the Moth registered/on the books in the various principalities of the area before any potential hostilities may occur.  Though it is circuitous - we could go to Svetlana and then to Vauclain, though that might be a bit more difficult to justify (though neither Zeitlin, Troy's Rock, or Jung look all that appetizing out of Svetlana).
  2. Cargo - we can try to track stuff down.  I willing to try and do some of the OOC bookkeeping (though honestly, people may not want me to do most of the rolling - the RPoL dice roller and I have an understanding; it owns me) if necessary.  I am sure that there should be plenty of cargo going via either route.
  3. Dani (and her player) are not strategizing about Doc's personal conquests at this point.  She'll likely be in her quarters or setting up cargo and passengers (obtaining or doing logistics) as necessary to get the Moth going again.  Social skills are not necessarily her strong point (unless you count Interrogation (torture ...er... physical coersion) as a social skill, but the crew has been tasked with being professional.

Dr. Jim D. Jones
player, 217 posts
Fri 23 Dec 2011
at 19:50
  • msg #375

Re: Help, the Captain's a Bot!

Meant to add this - if we venture to Ozawa - what is the 'known' nature of the aversion to augments with regards to Danica?

Is it no problem if she remains on ship?  Are we talking social aversion, or imprisonment if she gets discovered?
Referee
GM, 412 posts
Fri 23 Dec 2011
at 20:21
  • msg #376

Stuff

In reply to Dr. Jim D. Jones (msg #375):

For Thera's benefit, even though Wylins said bridge crew, no one in Station Ops would be able to question Thera's presence if she also wants to go.

Regarding augments, on Vauclain they are regarded as an abomination by large segments of society.  This is a world that consciously rejected the information age.

Ozawa, though, is a different world, despite being in the same system as Vauclain.  Even though Ozawa Lines leases the moon Ozawa from the government of Vauclain, Vauclain has no ability to impose its laws or values on the people on Ozawa.  Ozawa colonists are drawn mainly from Alsace, Tupolev, Savigny, and Svetlana, so attitudes are more tolerant.  (I know its an odd departure from Traveller tradition to have essentially two independent, different worlds in one system).

For cargo, there's enough to fill the holds for the jump from Espiaux either route.  Rates will be better to Ozawa as there's less competition on that route, but cargo from Svetlana to Tupolev might be better than Ozawa to Tupolev due to the higher population on Svetlana.  Again, though, there might be more competition on that route even though it is longer, three parsecs vs. two.
Dr. Jim D. Jones
player, 219 posts
Fri 23 Dec 2011
at 22:13
  • msg #377

Re: Stuff

So not so much a legal aspect, as a cultural one - but we'd probably be well advised avoiding Vauclain proper and the local color...

Which means we wouldn't be making planetside anytime soon going directly to Ozawa.
Referee
GM, 414 posts
Sun 25 Dec 2011
at 21:24
  • msg #378

Re: Stuff

In reply to Dr. Jim D. Jones (msg #377):

Merry Christmas all!  I'll do an IC update tomorrow.  Hope everyone is enjoying their holiday. :)
Danica Moreau
player, 166 posts
ex-Major, FRA
**** Classified ****
Mon 26 Dec 2011
at 06:42
  • msg #379

Happy Holidays, Everybody!

A very Merry Christmas (or Kwanzaa, Chanukkah, Winter Solstice as required) and a Happy New Year.  I am looking forward to RPing with all of you in the New Year (and, if possible, beyond).
Dr. Jim D. Jones
player, 221 posts
Mon 26 Dec 2011
at 06:53
  • msg #380

Re: Happy Holidays, Everybody!

Indeed - I hope everyone is well and enjoying whatever they celebrate!
Thera Santorini
player, 128 posts
I prefer the term
'performing artiste'.
Tue 27 Dec 2011
at 10:30
  • msg #381

Re: Happy Holidays, Everybody!

Season's greetings to all. :)
Danica Moreau
player, 168 posts
ex-Major, FRA
**** Classified ****
Wed 28 Dec 2011
at 08:29
  • msg #382

Re: Happy Holidays, Everybody!

Sorry all about the edit IC ... I have corrected the timing on Dani's post, having been set right by the Ref about what needs to get done and when.
This message was last edited by the player at 08:30, Wed 28 Dec 2011.
Jacques Keveloh
player, 182 posts
Wed 28 Dec 2011
at 18:56
  • msg #383

Re: Happy Holidays, Everybody!

Happy Holidays everyone! Nice Xmas present, Ref!!
Dr. Jim D. Jones
player, 223 posts
Wed 28 Dec 2011
at 20:27
  • msg #384

Re: Happy Holidays, Everybody!

Hope everyone's holiday was great!

Excellent game Ref!
Nino Stern
NPC, 2 posts
Chief
Engineer
Wed 28 Dec 2011
at 20:33
  • msg #385

Re: Happy Holidays, Everybody!

In reply to Dr. Jim D. Jones (msg #384):

About time something happened in this game!  #@$&ing Ref.
Dr. Jim D. Jones
player, 224 posts
Wed 28 Dec 2011
at 20:51
  • msg #386

Re: Happy Holidays, Everybody!

Hehe - "Don't worry Sterno, my boy, I've got a bar fight all lined up for later..."
Thera Santorini
player, 129 posts
I prefer the term
'performing artiste'.
Wed 28 Dec 2011
at 21:29
  • msg #387

Re: Happy Holidays, Everybody!

In reply to Dr. Jim D. Jones (msg #386):

I think this game's going great. Good Ref, good players. :)
Danica Moreau
player, 169 posts
ex-Major, FRA
**** Classified ****
Thu 29 Dec 2011
at 00:39
  • msg #388

Um... I think that we need to refuel...

By my calculations - we have used (at least) 11 (7 in jump space and 4 getting to the Boxes - plus possibly 1 in transit from Alsace to the jump point there) of 28 days of powerplant fuel (and all of our jump fuel - having just done a jump-2).

Since the current estimate for the rescue is five days out and fourteen (or more) days back, then we are out of fuel two days away from returning (11+5+14=30).  To be safe, we should fuel up - I know that timing is critical, but if the ship is already set to start fueling, then we should let them do some, at least...

Of course, that is unless the jump time doesn't count as requiring the powerplant fuel (i.e. it is already factored in or some such) - which may be possible (since the Free Trader only has two weeks of operation + jump-1 fuel and it is supposed to have up to two weeks of transit time potentially between destinations).  Dunno.  *shrug*
Dr. Jim D. Jones
player, 226 posts
Thu 29 Dec 2011
at 00:47
  • msg #389

Re: Happy Holidays, Everybody!

Diddo!

Re: cargo - hey, we might be able to use that Farm Equipment! =)

Re: fuel - I think we have enough (actually, I know we don't by the ops guy's estimates - but who's he anyway - Jim's the Engineer)! ;)



Sorry about cluttering the IC thread with OOC stuffs...

Re: Plot - No plausibility problems here - I'm just nit-picky on math (good to know my mental estimates aren't too far off!)
    [Anyway, sans embedded telemetry, a radio signal not returning a ranging signal presents lots of problems, especially if the baseline must come from a single ship - guessing the right frequency octave would be challenging, especially if detected by a ship accelerating (which in Traveller is generally always), though voice actually helps narrow it down (doppler - using expected range for average persons), and 40 minutes is a while, but regardless... one can invoke poor analysis skills by the receiver and the fact (RW) that range and doppler can be affected by charged particles in path (typically solar plasma)... :)

    As to detection, I've seen a lot of arm-chair 'scientists' on Traveller forums make too much out of detecting ships based on IR against a 3 kevin background - they are ignoring the fact that IR is not coherently beamed like a laser, thermal detection requires integration time, and resolving areas present fundamental signal to noise issues which make this actually worse than optical reflection and obscuring detection when it comes to stellar scales...

    Irregardless - its a game and I'm all on board to 'believe' what my Ref makes up!]

Re: The small craft idea works best if 3G+ small craft with > 1 week (or less depending on Gs) durations were available [taking it they are not, of course].  Poor analogy, (crew in water instead of spaceship; minutes instead of days; water instead of space) but consider:
    Problem: stranded crew in cold water within a wedge suspected location (calm seas)

    Assets: Commercial cargo ship capable of 30 knots, but several 30-60 knot pleasure craft are available.  (CG is busy with refugee issue or some such ;)

    Approach: Send the small craft ahead with blankets, to increase odds of spotting and, rescuing from exposure, the endangered crew.  They may not have enough fuel to guarantee a round trip, just enough to rescue the crew from exposure and provisions to stay on station long enough to be picked up.  Of course, this may mean the cargo ship has to 'rescue' several ships - but as long as pleasure craft aren't otherwise endangered, that is ok.  Granted, pleasure craft would lack the cargo ships radar, but the search region would still be enlarged, along with odds of earlier contact.


EDIT: Danica's post beat mine... 'diddo' is to Thera's, but I agree with Danics's estimates, not the idea of delaying for fuel... ;)
This message was last edited by the player at 00:49, Thu 29 Dec 2011.
Dr. Jim D. Jones
player, 227 posts
Thu 29 Dec 2011
at 05:29
  • msg #390

Re: Happy Holidays, Everybody!

Note - I probably should have stated this outright - RP'ed Jim leaving the room after 'giving orders' specifically to accommodate what others may choose to do.

Its a 'rescue mission' - something Jim is trained to handle - and such training  says take action ('charge') when others fail to 'adequately' do so.  Jim's a Medic/Mechanic/Engineer(elec), so he's gonna be a bit cocky - not to mention he's got to be a bit sloshed at this point (so his 'estimates' might be a bit over-optimistic as well)!

Meta-game, up to anyone else what we actually do.  Jim will bitch, of course, if there are delays - but that is just RP ;)

quote:
As an aside, the ship has 15 tons (of 104) of fuel and 210+ personweeks of life support (of 240 initially) remaining.  Stern has placed the ship on minimal powerplant usage while docked.  You'll burn two tons per week, so no worries about powerplant fuel, but you'll definitely need to fuel for jump.

If you're using the M-drive at 3G you're not on minimum powerplant.  Moth will burn 0.86 tons per day (6tons per week).

Cool* ;)

So... 5 days out/5 days back, at 0.86 per day for 3G (assuming we return at 3G), leaves over 6 tons for on site use.  That's 3 weeks more at minimal PP - obviously less for some maneuvering.

Don't see a problem with the fuel being more than adequate for a rescue mission?

Not saying its not nice to be fully fueled up for all contingencies - but in RL, I wouldn't stop for added fuel not directly needed for a rescue when a clock is ticking that increases non-linearly (search space) regards peoples lives... of course, I'm not a trained professional!  (Though, I have, in fact, taken it upon myself to 'order' >100 people out of a corporate building and taken charge of delegating during various 'emergencies'...)

*P.S. - Ref, what's the rate of fuel usage for 1, 2, and 4 Gs?

quote:
The rescue mission will take 19+ days.  Of course, you may want to carry some fuel to salvage Suzain, or not as you choose.

Help me out here - I thought the intent was a rescue mission (with a bit of intelligence gathering)?  Salvage work seems out of character?  (Maybe in a merchant game - but even our cover doesn't seem to extend well to this...)

With that in mind, and the data given (5 days outbound), not getting the 19+ days?
Danica Moreau
player, 170 posts
ex-Major, FRA
**** Classified ****
Thu 29 Dec 2011
at 06:09
  • msg #391

Re: Happy Holidays, Everybody!

Dr. Jim D. Jones:
With that in mind, and the data given (5 days outbound), not getting the 19+ days?

Well, Laraque was quite explicit that the return would take 14 days back.  That is where I presume that the (5+14=) 19 days estimate comes from.

I assume that the 14 days actually encompasses the search and rescue in the cone (that the 5 days would only encompass arrival at the nearest point to the Boxes in the search cone), which will take us further out (I believe that it was explicitly stated that the Suzain was travelling at high speed and probably not towards the Boxes.

It could take less than 14 days to complete the search/rescue/return portion of the mission, but I suspect that we would not want to take a chance.  Not when it is 30 minutes out of 7200 (=5x60x24) to even get to the search area.  It would be ironic to have to be rescued ourselves when out on a rescue mission...

In any case, loading of extra personnel and gear will take at least that long, I suspect.  Hell, we may not get back to the ship for at least 10-15 minutes...:)

Tangentially, I am not the doctor of the group (though Dani does have basic medical training - Medic/0), which is why I am asking this OOC first.  Do we have enough Slow, Medicinal Slow and Fast Drugs (with their respective antidotes) to potentially treat any survivors (or at least suspend them and/or their metabolisms or aid in healing)?  I see only two doses of Medicinal Slow and two cryoberths listed in the ship's inventory.  Fast drug can be a poor man's cryoberth when coupled with a vacc suit potentially: Self contained oxygen supply that lasts 60 times longer (due to the slowed metabolism) => 360 hours (15 days) instead of the standard 6 hours...
Referee
GM, 420 posts
Thu 29 Dec 2011
at 08:05
  • msg #392

Re: Happy Holidays, Everybody!

Dr. Jim D. Jones:
So... 5 days out/5 days back, at 0.86 per day for 3G (assuming we return at 3G), leaves over 6 tons for on site use.  That's 3 weeks more at minimal PP - obviously less for some maneuvering.


No.  There is no deceleration component in the outbound leg.  You are going to have a very large velocity vector when you reach Suzain.  To return to Box 2 you will have to correct that vector by decel/re-acel or by turning, both of which take considerable time and thrust.

So, if you just do a straight shot out, straight shot back, no time spent searching, no matching for intercept, no time spent investigating the other ship, etc, 15 days minimum.

Matching vectors alone, assuming you find the target may take several hours of maneuvering, during which you are continuing to travel away from Box 2.  19+ days is an estimate, but not an unreasonable one.

Dr. Jim D. Jones:
*P.S. - Ref, what's the rate of fuel usage for 1, 2, and 4 Gs?


Well, MGT doesn't use EPs, so the following figures might have to be adjusted based on what else the ship does during that time (firing energy weapons, active sensor sweeps, extensive use of long range comms, etc), but, as a baseline:

1G - 2tons per week (0.28pd)
2G - 4tons per week (0.57pd)
4G - 8tons per week (1.14pd)*

* = 4G is assuming you could sustain it, which would be difficult as it requires two successful skill checks every turn, and, since it exceeds the engine and powerplant's designed output, may cause drive failure if attempt over sustained periods of time (i.e. longer than a few hours).

Also, bear in mind the ship was built to fly with a certain amount of thrust available and the electrical system was designed with the assumption of a certain amount of amps or kw (depending on your preference) available.  By reducing powerplant functioning, you are essentially intentionally crippling the ship.  Any unexpected change in load could cause the powerplant to trip offline.

Dr. Jim D. Jones:
quote:
The rescue mission will take 19+ days.  Of course, you may want to carry some fuel to salvage Suzain, or not as you choose.


Help me out here - I thought the intent was a rescue mission (with a bit of intelligence gathering)?  Salvage work seems out of character?  (Maybe in a merchant game - but even our cover doesn't seem to extend well to this...)


What help do you need?  The wording of the quoted passage is explicit in stating that salvage, if even possible depending on what you find, is a PC decision. (of course there happens to be a missing comma near the end in the quoted passage.  damn grammar.)

To layout the pros and cons, as all members of the group are experienced spacers and would know this, or at least have an "instinct" about it:

No fuel = departure in 15-30min.
Fuel = departure in 45-60min. (assumes rush job fueling, 1-2 hours normally)

Station ops has estimated cone will be about 500,000km across when you arrive, assuming ship leaves one hour from now.  If ship left NOW cone would be about 490,000km across five days from now when you arrive.

It is entirely up to the group whether to fuel or not:

"Fortune favors the bold" - Virgil, and be on a tight clock in the search zone,

OR

"Luck favors the prepared" - old military saying, and have a 2% larger area to search.

Every minute in the search zone will cost you three on the way back (decelerate, accelerate towards Box, decelerate again OR turn, less energy, more distance and time, effect about the same fuel wise).  On the other hand, distress call referenced crew being in suits already, so every minute may be important.

(shrugs) Your call.  Ref will adjudicate impartially either way.
Jacques Keveloh
player, 184 posts
Thu 29 Dec 2011
at 08:24
  • msg #393

Re: Happy Holidays, Everybody!

Weird, we're all posting at the same time - sort of...

I've no probs with the fuel math - mainly because I have not done any - but I do know refueling ops started pretty quickly after we hit the station (I'll find the post but I know Ref confirmed the ship had begun refueling under the NPC engineering staff). So it shouldn't be too long before our tanks are pretty full, if not topped off. Jack's comment about freight in the hold was some chrome that didn't pay off so don't think he's turning into a belter or something ;)

re: salvage, I rather like the sudden turn events have taken. Without Hayden in charge we're all sharing decisions that our characters aren't really suited for - ie, cargo, freight and passengers. This side trip gives us all a chance to excel at what we're good at. Not really concerned with salvaging a ship, more about saving the crew.

I'm considering editing my IC post now that I've read all this (sorry, can't help it, gotta post then catch up ;) ) but maybe not.
Dr. Jim D. Jones
player, 229 posts
Thu 29 Dec 2011
at 18:50
  • msg #394

Re: Happy Holidays, Everybody!

The RP is all great, please don't change a thing - roll with it!

(BTW - Jack's post was at 3:24 in the AM my time ;)


When I posted IC, I was unaware of the Ref's reduced fuel consumption options or how he figured his numbers.  I knew, and Jim would know, that the Moth is at least 2 days short of fuel by the Ops guy's estimate.   As a player - that makes things more interesting!  As for my PC...
    Jim's perspective, a RW analogy:
      Jim's an emergency responder (ambulance) just given the location of a potential cardiac arrest.  Time of response is critical - once resuscitated, further medical treatment can be delayed quite a bit - just like this scenario. Right now the less experienced and concerned folks around him want to delay for gas because they might run out on the way back! ;)
I RP-ed Jim leaving the room to give others the option (IC and meta-game) to over-ride his 'orders' - heck, the Director is likely to be thinking in terms of her career as much as the lives at stake.  And having to rescue the rescuers she endorsed, especially if the Navy is required, is not going to go over big...  Not having an explicit Captain, its easier for PCs to overrule each other in character and it work (or backfire) with NPCs.  Can definitely see Danica overriding Doc's call - and Doc 'blaming' her if they fail to reach anyone in time!

As a player - I like the challenge and drama (and don't care about the director saving face ;).. but I leave the call up to you guys and how you feel your PCs would react.


As to the mechanics - that's all tangentially related OOC (hence here) - it doesn't change my RP of Jim.

Thanks Ref - that clarified the 19+ days!
    Sorry, didn't catch that you stated 3G for 5 days to match velocity, not make distance. :(

    In large part because 3G for 5 days is a hell of a lot of delta-V! :O

    If Laraque had said 'anything less than X velocity' I would have got it, but Traveller plays loose with, er, travel - the numbers given play very nicely into typical Traveller 3G constant acceleration (constantly accelerating, just changing direction half way), since 7 AU would, I figured, take a bit over 4 days doing such, and I could see 5 days factored in, to account for the ship's delta-V.  (But not that much freak'n delta-V! :)

    The 'billionth of a degree' thing not-withstanding, I didn't figure you made any math mistake, just that the extra days, might be accounting for the Moth hauling the Suzain back at some reduced G (even before mention of salvage) - not a concern for the good doctor.

    Anyway, your post was excellent - just my interpretation was wrong, thanks for correcting it!  And sorry guys, for any confusion.
As to the 2%:
    <in the voice of Maxwell Smart>
    Uhm, we're real sorry mamm, we missed saving her by 'that much' ... your sister's dead.  Joe here had to take a shit before we could leave, 'cause he was worried we wouldn't find a shitter on the way back to the station...


The 'help me' question was to start the metagame discussion of whether our PC's consider salvage... (Got the 'PC decision thing' - no prob with damn grammer!)

As a player, I see the option to study the 'remains' of the ship of potential value in reference to the mission (i.e. could it be related to the debris we are heading to investigate).  But, don't think my PC would really be giving any serious thought to this.  Jim is emotionally involved, and his priorities will always be about people first - other PCs may have more 'clinical' priorities ;)

Re: medical supplies...  Doc has 2 full medkits, Moth has another, plus various other kits and a 'well stocked' sick bay, so I think we are set.
Jacques Keveloh
player, 185 posts
Thu 29 Dec 2011
at 20:43
  • msg #395

Re: Happy Holidays, Everybody!

Right on, I'm digging the RP too - dramatic moments call for dramatic words and actions! Love that everyone's staying true to character - nice.

When I have more time I'll review the fuel/math/velocity stuff just so I can muck it all up ;) but I think that too much of a microscope on it will reveal Traveller's inherent deficiencies here - ie, mass is not taken into account for one thing. So I think less is more here - counting our available fuel in days, then down to hours, etc would be better for play than tons of math and bookkeeping. YMMV :) Funny, I've been tinkering with an energy point system for MGT but it's pretty far away from playable right now.

I have to admit this situation does shine a light on our lack of an 'acting Captain' - good for roleplay but it makes me a little wary of pissing off my fellow players (NOT their characters) when Jack pops off with his Bridge Officer routine... as long as you guys know he's reluctantly stepping up to the plate in Hayden's... absence?...

BTW I did edit my post last night - because Jack was saying a lot of what Dani already had said. But I think I got the point across. At 12:30 AM my time, that was actually quite a feat ;)
Danica Moreau
player, 172 posts
ex-Major, FRA
**** Classified ****
Fri 30 Dec 2011
at 00:52
  • msg #396

Re: Happy Holidays, Everybody!

Dr. Jim D. Jones:
...
    Jim's perspective, a RW analogy:
      Jim's an emergency responder (ambulance) just given the location of a potential cardiac arrest.  Time of response is critical - once resuscitated, further medical treatment can be delayed quite a bit - just like this scenario. Right now the less experienced and concerned folks around him want to delay for gas because they might run out on the way back! ;)
...

I am not sure that this analogy holds, however, here.
  • The thirty minutes less than is 1/240 (less than 0.5%) of the time it will take to get to the intercept zone (not even the time to actually get to the Suzain.  In a five minute rescue time, you are talking about less than a second. *shrug*  Yes, every second counts.  Of course, they complain if they had to get their partner out of bed or have to remind them more than once in a given call to stop chatting up a cute nurse...:)  But, no EMT complains that it took two seconds to finish stowing equipment or that it took extra seconds to dodge traffic or deal with transit issues or pulling the gas nozzle from the tank to put it back in the pump housing (which would take the required two seconds, potentially).  The latter are part of the job - the former less so.

    When response time is measured in minutes, I agree, 30 minutes is too long.  When it is measured in days, then shaving those minutes (which he has already conceded along, since it will take them that long to get to the ship and get underway) is much less compelling.  To Dani (and her player), refueling is in the stowing of equipment bin and not the unnecessary bin.  Of course, that is only Dani's (and her player's) opinion.  Doc feels differently, of course.

    Given the transmission, the five days to get there is already 24 hours (1440 minutes) too long to save the woman who has explicitly state she only has four days.  I think that Doc will be hard pressed to make a case that the 15-30 minutes would have mattered then.  As for the others on board - we don't have any information.

    And actually, as far as I know, that is why RL, EMTs and paramedics (and firefighters and police as first responders) endeavor to ensure that their fuel tanks are never anywhere near empty on their vehicles. :)  And why they travel to get food, &c. in their vehicles, while on call.

  • Also given the estimates - we will run out of gas on the way if we don't get more fuel.  If we full burn to accelerate and then decelerate there and back again, then we will be either stationary two days out.  Or we will shoot past the Boxes at relatively high velocity (like 2-3 days worth of 3G acceleration that we would be unable to bleed once the power ran out).  That seems like hard physics to me...

    The only way that I can see that there might be slush is if we can meet up with the Suzain after only four days.  Only the Ref can tell us if that is reasonable and that Laraque's estimates may be off by more then 20%.  And even then, it is still a big gamble.  Personally, I would think that the error bars would not be that big, but maybe I am not visualizing the problem correctly either.  Lord knows that I have been wrong before.

Dr. Jim D. Jones:
Re: medical supplies...  Doc has 2 full medkits, Moth has another, plus various other kits and a 'well stocked' sick bay, so I think we are set.

And like your real world scenario above, the 'further medical treatment' assumes that the facilities are available in their big kits or in the back of the ambulance.  Remember, the fortnight it takes to get home, means that either the cryoberth (or the Fast Drug/vacc suit) is pretty much triage, which means they need to be on-board the Moth (which is the ambulance).  I am not sure if the drugs explicitly listed in the CSC as separate line items are automatically included in the TL-A Medkit (they definitely are not explicitly listed).  That is why I asked the question OOC and IC.  It would be sloppy of doc to rush everyone to leave and then realize two weeks out that he doesn't have what he thought/needs for triage in his 'well-stocked' sick bay.  Of course, if you have the Ref's assurance (or are fine with things) then that is cool.  IC, Dani trusts the Doc to have done the right thing with respect to medical equipment.

As a player, I am merely noting that Medicinal Slow is explicitly listed in the ship's inventory.  And that Slow and Fast Drugs are not (at least as of the writing of this missive).  We do know that three people may very well need medical attention, if not possibly more - though maybe only two, if the woman transmitting is more than likely dead by the time we get there.  We know that we have only two cryoberths.  I think that we cannot say as players that we didn't know what was available.

But, I know that is the way that Doc is: passionate.  So, I guess when one of his patients dies due to 'lack of medical attention or supplies,' then Danica can hold him responsible for that. :)  I'm pretty sure that a high roll with a Medical check sans the right equipment will be (just like a Piloting roll without the right controls) - very, almost excruciatingly, insightful narration of whatever unavoidable disaster that is about to befall. ;)

Salvage:  We likely will want to investigate something on the Suzain.  If all the people are dead then crew interviews will be impossible and it does become a sort of salvage/recovery/investigation mission.  Hopefully, there are records or logs or something that we can get.  We are expected to hopefully be able to offer some insight as to what the Suzain encountered and what might have happened.  Given that strong possibility, likely we should make sure we have Wreckers (Bk 7, MP: page 113, 114) and other salvage type equipment on-board.  You never know who or what will be trapped where...  (EDIT: inventory lists say we have one wrecker - do we have/need a docking tube of some sort?  Is that the portable airlock?  I don't have my CSC with me, so I am unsure of what might be useful in this case.  Transferring injured personnel by towline or some such between ship's, even when the velocities are matched may not be the best idea...)

Jack:  Oh, don't worry about taking charge; you won't piss Dani or her player off.  Far from it.  The PCs are a herd of cats anyways...:)
This message was last edited by the player at 01:13, Fri 30 Dec 2011.
Dr. Jim D. Jones
player, 230 posts
Fri 30 Dec 2011
at 05:42
  • msg #397

Re: Happy Holidays, Everybody!

Jack, the character you've developed is perfectly suited to the 'reluctant' captain role...

I'd only have 'cause' to be 'pissed off' if a) someone intentionally had their PC force a group action despite an agreed opposing decision, or b) intentionally made an important binding decision for the group knowing it needed discussion.  In both cases, the 'intentionally' means it wouldn't be my first assumption that a player was trying to do such.  Even then, its just a game.  TBH, I might be mildly annoyed, or bored, but 'pissed' would be way to strong an emotion.

At any rate - keep on doing the 'bridge officer thing'!

I probably should have put a disclaimer in my post that I (as a Player) didn't care if we refueled.  I hope its apparent that my style of 'dramatic' PC roleplay is specifically (and carefully) intended to be 'non-binding' to the group.  I try to keep the RP wide open when it overlaps group decisions.  That way things can 'flow' towards a natural group decision IC (or be discussed OOC as needed).

This actually works well with no official 'captain'.  Otherwise, pre-consultation is more often in order... sometimes turning the RP into a boring forgone conclusion.


Danica - it was just an analogy - and its Jim's perspective. ;)

Sadly, there are plenty of RW cases of ambulances running out of gas at a critical time - and as an EMT, my brother complained more than once about getting 'shafted' by a prior shift leaving an ambulance nearly empty :(.  I know quite a few emergency responders and they most definitely do complain about traffic delays and other parts of the job that are 'inevitable'.

Sure 2%, 0.5% (yes that math is obvious - its also 1D while the problem domain is not), regardless of percents, a 30 minute delay is a 30 minute delay ... nearly there only counts in horseshoes, hand grenades and thermo-nuclear weapons!  (Its a saying - no need to over-analyze it ;)

Bottom line - we have enough fuel to potentially get to the survivors who are on limited O2, so that would be Jim's first priority (Passion, or not).  There are lots of potential ways the Moth could be fueled after a rescue.  Yes, they may have more serious injuries.  But, without O2 (and heat) in time, such is really a mute point.

That is how my PC will 'see things'.  What we do is entirely up to you guys, my roleplay is just part of the character.  (I.e. - he's not gonna start ripping out fuel lines, or locking the hold, or anything...)

BTW: yeah, I can still do simple math - there are 86,400 seconds in a day and 604,800 in a week, yep, can do that in my head while typing :)- ... and, the lady said her suit only had 4 days, but others had longer - so presuming she would just die and they would not try to share O2 might be a bit cynical.

Ref indicated to me previously that the Moth's sick bay was adequately stocked by our benefactors - and she has a fair sized crew.  It would make no sense for a doctor to not have noticed that for our first voyage.  Doc has 2 extra medkits which come with drugs according to the rulebooks, IIRC.  However, if the Ref states Jim lacks what he needs, that's fine.  If Danica wants to hedge the bets, that's fine to (and seems in character). *shrug*

Its a roleplay game, and I'm here to have fun roleplaying.

If Danica wants the Moth stocked up with fuel, specific gear, extra fuel in the cargo holds, drugs, e-berths, battledress, nuclear missiles, whatever - go for it.  Not saying that in a bad way - whatever you feel is in character.  In RL, I'm a preparedness freak - shoot, I have 3 fire extinguishers in my car (and like to keep gas topped off) and a list of other paraphernalia longer than my arm...  So no need to try to 'rationalize' it to me - I've no intent to hamper your fun. :)
Danica Moreau
player, 174 posts
ex-Major, FRA
**** Classified ****
Fri 30 Dec 2011
at 08:34
  • msg #398

Re: Happy Holidays, Everybody!

I agree Doc.  It is just a game.

And as a player, I definite can see your point.  In fact, if the Moth finds the Suzain, then on the way back, they can likely set up a rendezvous with the Naval SDB also searching the adjacent intercept cone to either transfer fuel to the Moth or take the rescued off the Moth to get them to the Boxes, leaving the Moth to limp home on its own reduced power later.

Referee:
...
To layout the pros and cons, as all members of the group are experienced spacers and would know this, or at least have an "instinct" about it:

No fuel = departure in 15-30min.
Fuel = departure in 45-60min. (assumes rush job fueling, 1-2 hours normally)
...

Ref, can we only get a partial refuel?  And if so, how much time would that take (i.e. could it save us any time?)?

In theory, since we don't intend to jump, having only, say, 10 tons would likely be adequate (and give us an extra 12 days or so).  But, of course, if most of the time is spent hooking and unhooking then whether we load 1 ton or 90 tons may be pretty much irrelevant.  But, I figured I would ask to see if it is a viable option.
Dr. Jim D. Jones
player, 231 posts
Fri 30 Dec 2011
at 15:49
  • msg #399

Re: Happy Holidays, Everybody!

Ah, my word vomit is mainly to try and convey that my PC has a valid point of view for his character - and, more importantly, that my 'dramatic' RP is not intended to manipulate or override group decisions.  I really want everyone to know that my RP is not ever intended to restrict another Player's freedoms.  The OOC discussion probably confused the issue as when I initially posted it was only with the idea that we had enough fuel to potentially make the rescue.  The return trip being another issue that my PC put as a lower priority.  As a player I just assumed: a) other PCs would question (hence Jim 'leaving') and probably override; or, b) we'd 'figure' something out.

I don't intend to RP Jim as stupid, or a drama queen (well, not always) - but he will be impulsive, opinionated, and disagreeable at times.  He likes his drinks and women (but 2 1/2 weeks with Casey 'I want to be a colonist' wouldn't exactly be what he had in mind -hehe).  He loves space, but he lacks zero-G skill. ;)

Sure, the Navy may be a 'refuel' option (wouldn't that make the Navy guys 'happy' ;), or maybe they're not.  There are other ships on the station that might meet us halfway back, perhaps.  Maybe we'd have to get a lot more *creative*.  Or, maybe its just a really bad idea, and we all die! ;)  Heck, maybe we fuel all the way up, but the station guys screw up or something happens in space and somehow we end up short of fuel anyway...  And maybe in-space refueling is a very risky business in the Ref's setting. ['Realistically', once they match velocity and are electrically grounded together, none of which is all that big of a deal today in space (DARPA's Orbital Express - been done autonomously!).  Arguably its more difficult in atmo, where one must maintain velocity against variable opposing forces, yet it is still done 'routinely'.]

Most importantly, though, is how you want your PC to handle things.  Sure, I as a player may have a 'valid' point, but are we to expect that Danica, Jack or Thera would see this the same way based on their backgrounds and the limited time to think or question Jim?


As to salvage: meta-game I'm all for it as a Player - IC, Jim's probably not.  But, Danica having IC reasons covers that!

I left it open to the Ref (sorry, should have been more explicit) - do we need specialized 'salvage gear' to effect a medical rescue, or would normal ship gear (welding cutters, hydraulic cutters/jacks, etc. implied by kits) be considered reasonable by the PCs?  (This affects Jim's initial level of 'passion' if he sees such extra equipment being loaded <grin>...)
Referee
GM, 421 posts
Fri 30 Dec 2011
at 19:43
  • msg #400

Re: Happy Holidays, Everybody!

In reply to Dr. Jim D. Jones (msg #399):

OK, lots of questions.  I'll try to cover them all, apologies if I miss any.

Velocity,
Jim, my bad, I can see where you got confused.  Laraque made one reference to Suzain "coming in hot", but nowhere did I detail exactly how much V she had.  For the record, she is moving.  Her velocity is several million meters per second.  At her present velocity, she would have overshot the Boxes and had to double back, even if she had power and was on course.

As an aside, even though the probability of collision is extremely small, it is considered, ITTU, rather bad form to enter system with excess velocity.

Math,
Jacques, if you start doing math you'll quickly realize the GM was a liberal arts major... :)

Fueling,
About half the 30 minutes listed is set up and disconnect, the remainder is pumping.  Depending on the station's pumps you may only get a partial load anyway.  They should be able to pump about 5 tons per minute, but the station is getting pretty old...

Medical Gear,
This is, of course, tough.  On the one hand, I don't want to turn medical supplies into "Inventory day at City General", but on the other hand, a well-stocked sickbay isn't equipment carte blanche either.  So, Gypsy Moth's sickbay has everything you need to treat extremely sick and extremely wounded personnel.  However, medical slow drug and fast drug are not included in the general inventory of the sickbay or the medical kits.

Here's why: fast drug is not for healing.  It slows the metabolism to a near suspended animation state.  It reduces food and oxygen needs only, it does not aid the healing process in any way.  Medical slow drug dramatically increases healing speed, but won't stabilize a patient who needs immediate medical attention.  If you want to put a severely injured person, who is already stable, back to work the next day, medical slow drug is your answer.  If you want to keep them alive, it is entirely unnecessary.  If someone is in immediate need of stabilization, medical slow drug won't help save their life and may make things worse.

Salvage Gear,
You can forcibly access a locked hatch or iris valve (assuming a ship asking to be rescued has locked the doors) using the equipment in the mechanical tool kit, but it will take a while.  If you want fast access, you need a laser cutter (CSC, 161), plasma torch (installed equipment on a boarding tube), or boarding cutter (Scoundrel, ?88?).  You do not have the gear needed to cut directly through an armored starship hull.  The laser cutter, plasma torch, or advanced welding equipment (CSC, 161) would be needed for that.  I'm sure there are other pieces of eqt that would do the job scattered through the various MGT sourcebooks as well.

Docking,
You can use the portable airlock between Gypsy Moth and Suzain, dock Gypsy Moth on Suzain directly (maybe after you've checked it out), use the ship's launch, or jump/tetherwalk as you desire.
Dr. Jim D. Jones
player, 232 posts
Fri 30 Dec 2011
at 20:38
  • msg #401

Re: Happy Holidays, Everybody!

Referee:
Velocity,
Jim, my bad, I can see where you got confused. ...

Nay, the posts were great, and technically sound - I mis-interpreted 'constant acceleration'.  If the numbers had been different I would have questioned sooner or figured it out.  My Bad.

Re: Medical Gear... my feeling is that aboard a starship that spends weeks 'alone', there has to be enough supplies and equipment to handle an emergency for a 'reasonable' portion of Moth's compliment.  But, I wouldn't expect them to be unlimited - Doc will have to make do at times, or make hard decisions.  My view on fast/slow drugs is almost identical to what you posted (why I wasn't worried about them). :)

Re: Salvage Gear... this is the part that would 'soothe' the Doc and his 'time is of the essence' mentality.  I knew we had a 'wrecker', but was wrong in thinking we had a laser cutter.  Of course, there's more than one way to skin a cat breach a hull - Thera's skills and Turret #4, come to mind <grin>
Thera Santorini
player, 133 posts
I prefer the term
'performing artiste'.
Sat 31 Dec 2011
at 11:08
  • msg #402

Re: Happy Holidays, Everybody!

Referee:
Wylins doesn't have DC experience, but the station engineer that shows Thera around the damage control station does


Thanks Ref. :)


Referee:
She introduces herself as Casey Keefe, station doctor.


Er, can I have a male character please...? ;)
Dr. Jim D. Jones
player, 234 posts
Sat 31 Dec 2011
at 15:10
  • msg #403

Re: Happy Holidays, Everybody!

Doh!  Waited till end of day yesterday to give others a chance to post - then must have posted withing seconds of Ref!  Realized it fits still, so left it with Jim turning off his comm to avoid any need to respond.

The '7 minute' thing plays well against the Ref's 6 minutes top off option ;)


Plague!?

Awesome - Jim will be famous!
(I did mention, though, he has no Zero-G skill?  Oh, and his suit has a funny smell...)


Had to look through this thread - found my old post about Laser Cutters (nice to know the memory ain't completely shot, but we hadn't purchased them) - was looking to find crew accommodations.  Think these are it:

msg #247 :
#1 - in nose, adjacent to bridge                 Danica
#2 - port side, nearest to nose                  Jack (Dagala)
#3 - stbd side, VIP stateroom                    Captain's Suite
#4 - port side, adjacent to sickbay              Dr. Jones
#5 - port side, fwd of ship's locker             Thera (Prisa)
#6 - port side, with access to engineering       Hayden (Nino)
#7 - stbd side, fwd of engineering               Bertrand (Lance)

So, yeah, as I thought, Casey will just have to bunk with the Doc. <grin>

Thera:
Er, can I have a male character please...? ;)

Jim returned to the Moth and wasted no time...

Spoiler text: (Highlight or hover over the text to view)
...he changed into his suit, changed the sheets in the VIP room, setup candles and prepped a bottle of chilled wine.  He was waiting at the airlock when Casey arrived, "Sorry for all the excitement, let me show you to our your quarters so we you can relax for a moment..."

Referee
GM, 423 posts
Sun 1 Jan 2012
at 01:24
  • msg #404

Re: Happy Holidays, Everybody!

Thera Santorini:
Referee:
Wylins doesn't have DC experience, but the station engineer that shows Thera around the damage control station does


Thanks Ref. :)


Hey, don't sell Thera short!  She's knows which end of a spanner is which too. :)

Thera Santorini:
Er, can I have a male character please...? ;)


Yeah, it's a good picture, maybe a little too good...  but if I take it down Doc's player will kill me. ;)


Along those lines: Happy New Year Everybody!
This message was last edited by the GM at 01:31, Sun 01 Jan 2012.
Thera Santorini
player, 134 posts
I prefer the term
'performing artiste'.
Sun 1 Jan 2012
at 09:06
  • msg #405

Re: Happy Holidays, Everybody!

In reply to Referee (msg #404):

Thera might know what's needed to scour a starship, but her player was struggling a bit.

Besides, I noted that she got her Mech skill from the Skill Package, and I was trying to RP when in her career she would have gained that knowledge. I figured her youth was the most likely time, so I thought she might be thrown temporarily by a sudden request for rusty skills, and might struggle with undeserved guilt from her past.
I'm sure it'd all come flooding back when she needs it - like riding a bike. Within seconds, she would have been chatting knowledgeably with the station engineer. :)

Happy New Year everybody. :)
Danica Moreau
player, 176 posts
ex-Major, FRA
**** Classified ****
Sun 1 Jan 2012
at 09:11
  • msg #406

Happy New Year, Everyone!

I'm looking forward to a great year of RPing with all of you!
Dr. Jim D. Jones
player, 237 posts
Sun 1 Jan 2012
at 18:36
  • msg #407

Re: Happy New Year, Everyone!

Yes - Happy New Year Everyone!

Hey, it also looks like this game is going on a year now!
Dr. Jim D. Jones
player, 238 posts
Mon 2 Jan 2012
at 00:54
  • msg #408

Re: Happy New Year, Everyone!

Very nice Ref!

'(sorry, no zombies)' - seriously, thanks!

(Ok, no offense to any Zombie lovers out there (that's sick), but despite the plot sugar coating some movies add, its still just Fantasy Horror genre to me - which generally falls flatly into the slapstick comedy or just bad fiction category for me as well.  Not that such isn't entertaining in its own right...;)

P.S. - a good candidate for a plague contagion (story fluff) would be malformed proteins... Prions (sp?), IIRC - ala 'Mad Cow'.  They are very hard to sterilize, even against ionizing radiation (due to their size and simplicity as opposed to a viral or cellular agent).  [Note: Not sure if they've been 'proven' or not... they could just be an effect, not a cause, but the theories had some backing in the research community in recent years and the messed up proteins and their direct effects are well known...]
Dr. Jim D. Jones
player, 239 posts
Mon 2 Jan 2012
at 17:22
  • msg #409

Re: Happy New Year, Everyone!

Nice deckplans and backstory, Ref!

quote:
OOC: a really, really good astrogation check might spot a minor error or two in the station's plot and shave a little off the intercept time.

Just Jack (assume he's best astro) check, or should we do one for each (with skill)?

[*cough* Not even gonna ask how 'just under five days.' became 8 - will blame it on the Navy ;) ]
Jacques Keveloh
player, 187 posts
Mon 2 Jan 2012
at 17:30
  • msg #410

Re: Happy New Year, Everyone!

Dr. Jim D. Jones:
[*cough* Not even gonna ask how 'just under five days.' became 8 - will blame it on the Navy ;) ]


Cause we're half way thru Day 3 ;)

Everyone's welcome to do astrogate checks if they have the skill, far as I'm concerned. Jack will be doing one shortly.

What we really need is a back-up pilot - if something happens to Dani we're screwed!
Dr. Jim D. Jones
player, 240 posts
Mon 2 Jan 2012
at 20:16
  • msg #411

Re: Happy New Year, Everyone!

Hehe - meant that as a joke against myself not interpreting what the Ref is saying... surely you don't think I would have dropped it that fast! (People will die damnit!) <grin>

However, speaking of potential mis-interpreting...

Jack, your IC announcement impacts a meta-game issue that involves Player decisions - Ref had us decide last time, and having just re-read that, I don't want to go through the 'pick a room' thing again! ;)

IC-wise, Jack's announcement doesn't have any RP making an issue apparent (especially with Jack and Dagala already sharing), and crew are located near their action stations.  However, if Jack was intentionally trying to yank Jim's chain <grin>, announcing Casey will be bunking with Dagala would do the trick without crossing the player/PC decision line.

IC-wise, Jim, of course, actually never suggested sharing his stateroom (though it would be on his otherwise per-occupied mind), not to mention he'd have nothing to suggest Jack would be aware of this as an issue - meaning Jim would make his own announcement based on his medical and shipboard judgement... ;)

FYI: Just for the record, as a Player, my RPoL Mature line is drawn at 'hell', 'damn', and innuendos ala prime time U.S. TV shows (Well, before Two and a Half Men and the like...).



As to astro check, I should have explicitly stated I was asking the Ref if such was valid in the setting...

Prisa was our backup pilot (IIRC, this was a rational for hiring her) and Jack our emergency? (Pilot-0?)
Jacques Keveloh
player, 189 posts
Tue 3 Jan 2012
at 00:12
  • msg #412

Re: Happy New Year, Everyone!

No chain-pulling intended, the 'no sharing' thing was meant to be taken at face value - there's enough space for single-occupancy, we've only been off the ship for a few hrs (some of the NPCs not at all) after what, eleven days in transit from Alsace? Now we're looking at another ten days, possibly more. So, just a crew morale/lack of privacy thing.

I do see your point about making choices for the other players but the assumption on my (Jack's) part would be that the hired hands would move to open staterooms and the core group could stay where they're at (ie, near duty stations). Again, acting as 'acting Captain' may not be in Jack's best interest... :/

I'm with you, I don't want to reassign/re-choose rooms, just thinking guys like Nino (and all the gals) might appreciate some privacy - at least until we get to the Suzain. Besides, that's all IC stuff - call Jack out if you dare! ;)

Prisa and Hayden both have Pilot-0, Jack only has Small Craft skill, so our back-up pilot is basically an NPC at this point. Unless Bertrand has some Pilot experience (can't see his page in The Cast section)... but I guess he's pretty much an NPC too.

Whatevs, Dani's a bad-ass - what could go wrong?!
Referee
GM, 429 posts
Tue 3 Jan 2012
at 01:11
  • msg #413

Re: Happy New Year, Everyone!

In reply to Jacques Keveloh (msg #412):

I just want to remind everyone to please keep the firewall between player knowledge and character knowledge intact.  My first reaction reading Jack's last IC post was that it was in response to Doc's unusual berthing plan, of which Jacques character would have no knowledge, the only people being there at the time being Doc, Keefe, and Lance.

Since Jacques player says it wasn't, fine, role with it and please consider this a friendly reminder.

Regarding piloting skill, please remember cascades work differently in MGT than CT.  Hayden, Jacques, Dagala, and Prisa could all pilot the ship (well, one at a time not simultaneously) if needed.

Regarding the astrogation roll, combining skills seems to make more sense to me where different skills overlap or where there is time or situational awareness pressure.  In this case, someone else could make an independent astrogation check, but not add to Jack's roll.
Jacques Keveloh
player, 191 posts
Tue 3 Jan 2012
at 03:58
  • msg #414

Re: Happy New Year, Everyone!

Referee:
In reply to Jacques Keveloh (msg #412):

I just want to remind everyone to please keep the firewall between player knowledge and character knowledge intact.  My first reaction reading Jack's last IC post was that it was in response to Doc's unusual berthing plan, of which Jacques character would have no knowledge, the only people being there at the time being Doc, Keefe, and Lance.


Now that you say that, combined with what Doc said earlier, I can see where I should have been more specific. That post was patently not in response to anything the Doc did or said, it was meant to be Jack making a "Captain's" decision he thought would help the crew - but now I see where the wording implies something I didn't intend and it certainly reads as a reaction to Doc.

My apologies to everyone - I'll be more clear in the future. But I don't want to edit the post because I love where this is going RP-wise...
Referee
GM, 433 posts
Wed 4 Jan 2012
at 06:33
  • msg #415

Welcome Back!

In reply to Jacques Keveloh (msg #414):

Welcome back Hayden! :)
Danica Moreau
player, 178 posts
ex-Major, FRA
**** Classified ****
Wed 4 Jan 2012
at 06:35
  • msg #416

Re: Welcome Back!

Yay!  Hayden!  *hugs*  Welcome back!
Jacques Keveloh
player, 193 posts
Wed 4 Jan 2012
at 20:31
  • msg #417

Re: Welcome Back!

It is Hayden! Nice!!
Dr. Jim D. Jones
player, 243 posts
Fri 6 Jan 2012
at 02:05
  • msg #418

Re: Welcome Back!

Great to have you back Hayden!

Sorry guys - about calling 'a meeting' and then disappearing ..  just pulled a 60+ hr 'workday' and even after a heck of a lot of sleep, feel like I got a bad roll coming out of a low berth (getting old sucks!) :(

Jack:
...wording implies something I didn't intend and it certainly reads as a reaction to Doc.

Hey, my first reaction was 'Sweet - a little PC interaction, perfect for what I had in mind...' - actually just figured there's lots of ways Jim would either have overheard (security feeds) or observed (sickbay/doc's down the hall...) - or just figured Doc would 'make a move' ;)

I hope my IC post is ok, as I'm not quite firing on all fours.  Actually had some pics (no gruesome stuff), but didn't get around to hosting them anywhere. :( Jim is recommending 14, 22, and 23 be set aside with some kind of decontamination at the hatch leading to area 26.  Jim would move down all essential stuffs he reasonably could from sickbay, without functionally compromising the sickbay.

None of this has to do with 'The Plague' - which Doc is unaware of as a warning (and  I wouldn't figure it would be natural for him to even think about a 100+ year old plague).  I presume even the Doc would bow to reason there - no Plague could be allowed onboard...
Dr. Jim D. Jones
player, 244 posts
Fri 6 Jan 2012
at 04:46
  • msg #419

Re: Welcome Back!

PM
Dr. Jim D. Jones
player, 246 posts
Mon 9 Jan 2012
at 00:03
  • msg #420

Re: Welcome Back!

Nice roll Hayden, and liked the pressure tent idea!
Jacques Keveloh
player, 195 posts
Mon 9 Jan 2012
at 21:25
  • msg #421

Re: Welcome Back!

Dr. Jim D. Jones:
Nice roll Hayden, and liked the pressure tent idea!



+1 !
Dr. Jim D. Jones
player, 247 posts
Tue 10 Jan 2012
at 18:21
  • msg #422

Re: Welcome Back!

Darn - sounds really good!

I'm gonna be swamped and unable to access RPoL for a bit - maybe a couple months :(

Please bot Jim as needed (remember, he thrives on occasional alcohol and temperamental outbursts ;).  Oh, and don't forget to feed Mr. Jinx and change his litter...

I'll try and pop in to keep up.  Keep well!
Jacques Keveloh
player, 197 posts
Wed 11 Jan 2012
at 05:03
  • msg #423

Re: Welcome Back!

Hell, Doc, we didn't finish our dust-up! ;)

Best of luck in RL, hope you can make it back soon!
Hayden Marks
player, 163 posts
Experienced Trader
Fri 13 Jan 2012
at 09:05
  • msg #424

Re: Welcome Back!

FYI, for this Hayden's putting on his Salvage Suit, taking a Wrecker, his Laser Pistol, and a Boarding Shield.  I'm happy to take point with the boarding shield (figure we can set it to the side if we need to clear wreckage).  Someone with a long arm right behind me might be good - we'll try to move and fight as a unit if something pops up.  Good old D&D tower shield tactics... assuming the mag grapples in our vacc suit boots cooperate... :)
This message was last edited by the player at 09:18, Fri 13 Jan 2012.
Danica Moreau
player, 182 posts
ex-Major, FRA
**** Classified ****
Fri 13 Jan 2012
at 09:11
  • msg #425

Re: Welcome Back!

Hayden Marks:
FYI, for this Hayden's putting on his Salvage Suit, taking a Wrecker, his Laser Pistol, Handcomp, and a Boarding Shield.  I'm happy to take point with the boarding shield (figure we can set it to the side if we need to clear wreckage).  Someone with a long arm right behind me might be good - we'll try to move and fight as a unit if something pops up.  Good old D&D tower shield tactics... assuming the mag grapples in our vacc suit boots cooperate... :)

Dani has her TL-A vacc suit, her dataglove, p-comm, laser carbine and a cutlass.  So, I suspect that she is your back up, Mr. Marks - if necessary.

I assume that Doc (or at least someone other than us) will be carrying medical and trauma kits... ;)
Jacques Keveloh
player, 199 posts
Fri 13 Jan 2012
at 17:48
  • msg #426

Re: Welcome Back!

As launch pilot, I guess Jack can play rear guard - vacc suit, personal comm, hand comp, laser rifle w/HUD, personal snub pistol.

We should bring Dagala as well, to keep an eye on the launch if nothing else.

So marching order (D&D again! ;)) would be:

Hayden w/Shield
Dani w/carbine
Doc w/med supplies
Jack w/rifle

and Dagala would remain with the launch, probably with a combat snub and a shotgun.

Sound about right?
Danica Moreau
player, 183 posts
ex-Major, FRA
**** Classified ****
Sat 14 Jan 2012
at 06:43
  • msg #427

Re: Welcome Back!

Jacques Keveloh:
...
Dani w/carbine
...

Sorry, I misspoke, Dani also has a laser rifle (not a carbine as previously stated)...
Thera Santorini
player, 142 posts
I prefer the term
'performing artiste'.
Sat 14 Jan 2012
at 07:26
  • msg #428

Re: Welcome Back!

Referee:
If Thera's character isn't coming, her player can control Doc or Dagala for the boarding so no one is left out of the fun. :)


Thanks Ref. I don't think it would be appropriate for me to take over the Doc - botting another player's character is the domain of the Ref. I'll take Dagala - I don't mind being on the fringes of the action, Thera's had her moment of glory and SNAFU'd it. ;)

Incidentally, talking of botting, what happened to Bertrand? I can't see his skills cos he never put up a description, but IIRC he had some security/investigative type skills?
Dr. Jim D. Jones
player, 249 posts
Sat 14 Jan 2012
at 18:31
  • msg #429

Re: Welcome Back!

Damn - missing all the fireworks (rail-works?)! :(

Just popping in while I have a breather... RL is going well, but almost no real free time.  I've no private internet onsite, so I'll be popping in infrequently.

quote:
OOC: well, somebody had to say it. ;)

Hah!  Doc definitely would have while suiting up ;)

FYI: Doc is probably the mechanical (Professional) go to guy if need be, plus electronics skill for getting the Suzain grav and other systems online...  'course, sounds like Thera may have made re-pressurizing a bit more of an, er, chore, if that dorsal turret hatch took damage... :)

Some plan for transferring fuel may also be appropriate.

Doc, of course, will be armed with Med Kit, the launch's Geiger counter and a Cold Lantern.  Expect the 'away' team to bring a mechanical kit (for opening sealed doors) and something to provide O2 to any survivors...

More importantly, he would have recommended use of his Personal Drone (with X-Ray Outlining Aid CSC p54). ;)
Jacques Keveloh
player, 201 posts
Sat 14 Jan 2012
at 19:14
  • msg #430

Re: Welcome Back!

Dr. Jim D. Jones:
More importantly, he would have recommended use of his Personal Drone (with X-Ray Outlining Aid CSC p54). ;)


Hmmm.... Jack has Remote Ops... didn't realize we had a drone onboard... I think Jack would have seconded that suggestion.
Dr. Jim D. Jones
player, 250 posts
Sat 14 Jan 2012
at 20:36
  • msg #431

Re: Welcome Back!

Hehe.. yep, IIRC, just briefly mentioned it with the various gear (skis and cat included) when Doc was initially boarding the Moth. ;)

Jim had quite a bit of creds from muster, so he has a nice collection of survival gear.  His equipment was selected more for dirt-side activities, that being in character with his ambitions.

The drone is controlled via Personal HUD (Monocle; wifi) which also ties to his comm (Aslan translator) and his pocket computer (expert medical).  His Vacc suit also sports RT AV Monitoring (+1 tact) CSC p153.  More from character details:
    His monocle is generally on necklace and not in place; Comm is strapped to inside forearm and hand computer pocketed; Knife and laser scalpel are affliction that come in handy (like opening packages, cutting sandwiches, etc.) and part of his 'Boy Scout' ways, not for self defense.

Jim would let anyone borrow his stuff (though might be hesitant with knife and scalpel)...  and he also has Remote-1 (skill list on cast page - each level grouped from ~3 to 0 reading down) and character abilities to support 'surgeon' tasks. ;)

Hoping to be online Saturdays, though if it gets rough, I don't know.  (Client operations are 24x7...).
Dr. Jim D. Jones
player, 252 posts
Tue 17 Jan 2012
at 07:19
  • msg #432

Re: Welcome Back!

Jim's probe is just a 1/3 meter unhardened personal type designed for remote AV/comms with holographic projector and added TL-B X-ray outlining-aid.  Purchased mostly with the intent of supporting terrestrial exploration, specifically some advanced warning/scare protection from local fauna.

CSC states TL-B X-ray device can do ~3 meter thick 'material'.  The combat part, though, seems to imply x-rays can't penetrate metal - which is patently absurd, as I've personally used non-destructive testing devices specifically for that purpose - and with thru detection, full cargo containers are routinely checked using Linac based devices. ;)

Without thru detection, one is relying on photonic backscatter, which lowers the resolving detail normally associated with X-ray devices.  Basically, I'd expect a crude 3D imaging ability for game purposes (actually not so crude in RL, but backscatter techniques are rarely necessary).

Up to Ref, of course, as to actual capabilities (i.e. seeing thru interior walls, exterior hulls, etc.).
Jacques Keveloh
player, 205 posts
Tue 17 Jan 2012
at 07:27
  • msg #433

Re: Welcome Back!

Just read up on the X-Ray device... perhaps by "metal" they meant lead?

I wonder where crystaliron falls on the density scale?
Dr. Jim D. Jones
player, 253 posts
Tue 17 Jan 2012
at 07:46
  • msg #434

Re: Welcome Back!

LOL - attaching too much intelligence to CSC writings is a slippery slope...

Even barring some handwavium shielding, ship hulls would likely provide some inherent rad shielding (and densities ala tungsten - which is more effective than lead, better structural alloy and less toxic ;) - so I would presume 'see-thru' x-ray devices would be generally ineffective.
Thera Santorini
player, 143 posts
I prefer the term
'performing artiste'.
Tue 17 Jan 2012
at 08:52
  • msg #435

Re: Welcome Back!

In reply to Dr. Jim D. Jones (msg #434):

Does the term 'X-ray' in the rule book even mean X-band radiation, or are they using it as a generic term for 'radiation that can see through solid objects', such as the new millimetre band stuff?

I'm not sure mm-rays can be used with backscatter in RL, but I've seen it used that way in movies. A Schwarzenegger one comes to mind, can't recall the title...

However, for game purposes, I'd imagine ship exterior hulls and bulkheads are opaque to most forms of radiation as a matter of safety. My disbelief suspenders were twanging a bit when the Ref mentioned being able to see (human) IR from an area at the front of the ship.

Interior partition walls would be a different matter.
Referee
GM, 442 posts
Wed 18 Jan 2012
at 04:22
  • msg #436

Re: Welcome Back!

No chance the probe can see through bulkheads and exterior hull surfaces of an armored starship.  According to the Space Combat rules, starship armor provides pretty significant protection from radiation.

As far as interior walls, maybe, but it's anyone's guess what the properties of a not yet invented material (crystaliron) are.  Expect the drone to be useful, but don't expect an all-seeing "magic ball of clairovoyance".

Thera Santorini:
My disbelief suspenders were twanging a bit when the Ref mentioned being able to see (human) IR from an area at the front of the ship.


I don't recall saying any such thing (harrumphs loudly).  I did mention there was a bit of ambient heat in the forward port portion of the ship, but no where did I make any reference to human or any other source. (mumbles something to self about "wandering damage").
Thera Santorini
player, 144 posts
I prefer the term
'performing artiste'.
Wed 18 Jan 2012
at 06:25
  • msg #437

Re: Welcome Back!

Referee:
I don't recall saying any such thing (harrumphs loudly).  I did mention there was a bit of ambient heat in the forward port portion of the ship, but no where did I make any reference to human or any other source. (mumbles something to self about "wandering damage").


<grin> Hmm, yes, an assumption on my part (note to self - have more faith in this Referee). However, I imagine the others made a similar assumption, otherwise somebody would have suggested a deeper analysis of the data to find out what was causing it. Perhaps creating unfounded assumptions was part of the Ref's cunning plan...? :)
Dr. Jim D. Jones
player, 255 posts
Wed 18 Jan 2012
at 12:36
  • msg #438

Re: Welcome Back!

Well, didn't at all assume human IR - in fact, assumed it the other way around, that it was simply a vague heat reading that could be from any number of sources and sensors provided nothing extra and would be unable to detect human IR inside a hull.

quote:
Does the term 'X-ray' in the rule book even mean X-band radiation,

CSC used the proper name in capitalized form - 'X-Ray' ;)

I was put off by the statement that 'metal' objects make it totally ineffective for negating cover and concealment.  The 'shielded' and meter thick parts being fine and well covering (pun) the situation.

Assumed the X-Ray feature would be of relatively limited use in tech structures (and worthless against hulls).  Figured it might tell one there's something within five to ten feet of a (interior wall) door - maybe its an armed sophont, maybe its a coat rack.  Now, if within upto maybe 10~30 cm, it might allow discerning a weapon from a dresser or the details of a lock mechanism.  To me, that would also require the probe have an equally limited field of view.

In this particular situation, figured its usefulness would simply be in scouting out areas that are open - like down a hall with open doors, or into a lab or hold.

Hehe - 'Space bugs be damned, a good Pathfinder HEV suit was valuable.', reminded me of http://www.darthsanddroids.net/episodes/0369.html
Thera Santorini
player, 145 posts
I prefer the term
'performing artiste'.
Thu 19 Jan 2012
at 04:49
  • msg #439

Re: Welcome Back!

Just as a matter of curiosity, do we have video feedback of the exploration fed back to Gypsy and Gypsy2, or just audio? Need to know what my PCs can react to. :)
Jacques Keveloh
player, 208 posts
Fri 20 Jan 2012
at 16:06
  • msg #440

Re: Welcome Back!

I always assumed video streams were part of any suit feeds, just a tiny lens on the helmet showing a little wider than the wearer's point of view. Also assumed an internal recorder for the same amount of time as a given suit's air tanks. Maybe cheaper/older/more generic suits have less functionality but even TL9 suits should have this capability in my opinion.

Also assumed SOP for airlocks would be a 'close the door behind you' mandate, both sides of the lock, as soon as possible, so ships/vehicles can depart and the chance of losing atmo is minimized.

So unless someone said otherwise, Jack will have closed both airlocks once everyone was in Suzain and safe. Internal hatches on the other hand...
Referee
GM, 446 posts
Sun 22 Jan 2012
at 04:43
  • msg #441

Re: Welcome Back!

In reply to Jacques Keveloh (msg #440):

One of the character's sheets specifies a video feed on their vacc suit, but I don't remember which one off hand.  Might have been Hayden, but I'll have to check to be sure.  Anyway, I think a small side-of-the-helmet mounted camera could be pretty standard equipment on vacc suits at this tech level, given how light, small, and cheap digital video cameras have become.

Short answer, Gypsy Moth has first person video view for each member of the boarding party.  Feed is optical only (no IR) and is fixed to point directly in front of the helmet, not where the suit wearer's eyes may be looking.  Also, you can't train the camera, you're at the mercy of whatever direction the wearer's helmet is pointing.  Does that make sense?
Thera Santorini
player, 146 posts
I prefer the term
'performing artiste'.
Sun 22 Jan 2012
at 06:47
  • msg #442

Re: Welcome Back!

In reply to Referee (msg #441):

Makes sense to me. :)
Dr. Jim D. Jones
player, 258 posts
Sun 22 Jan 2012
at 16:57
  • msg #443

Re: Welcome Back!

JIm's has multiple AV around his suit so viewer can pickup environment (Tactical Video Suite from CSC p 153.  Provides +1 Tactics DM to viewer).  Of course, watching the feeds from someone with no Zero-G skill might be like viewing a low budget grade B thriller. ;)

Figured with his total lack of combat skills he'd make a good eyes and ears for someone who has such skill - plus it might help for rescuing his butt...
Dr. Jim D. Jones
player, 260 posts
Sun 22 Jan 2012
at 18:39
  • msg #444

Re: Welcome Back!

@Ref: since the party has entered by way of engineering - is there a way in your TU for gaining access to the computer logs, such as power back feed from docking port/launch extension cord, to engineering stations... I presume that authorities provided access codes for the Suzain to the rescue/salvage party.
Referee
GM, 450 posts
Wed 25 Jan 2012
at 03:18
  • msg #445

Re: Welcome Back!

In reply to Dr. Jim D. Jones (msg #444):

You could certainly rig some form of power source, via extension cord or battery backups brought over from Gypsy Moth or such.  Whatever logs may be on the computers in engineering is yet to be seen.
Danica Moreau
player, 196 posts
ex-Major, FRA
**** Classified ****
Thu 2 Feb 2012
at 18:33
  • msg #446

Sorry, just a bit confused (OOC) here...

Dr. Jim D. Jones:
...Adding for Hayden's sake, "Including not interfacing comps."...

Did Jack actually do more than just start recharging the handcomp and turning it on?  Is it now tied into the common crew network?  My impression was that it was not based on Jack's IC post, but of course I could be wrong.

If the powering up of the system automatically ties it to our common network, then we may have problems accessing the computer logs irrespective, if there is a computer virus involved.
Jacques Keveloh
player, 216 posts
Thu 2 Feb 2012
at 18:42
  • msg #447

Re: Sorry, just a bit confused (OOC) here...

Jack only plugged into his suit to recharge the hand comp, no interfacing with any other active computer systems. In fact, that's why the IC post was vague regarding that hand comp - since nothing tasty popped up right away, he figures it would be best to finish searching the ship as quickly as possible, then start examining the hand comp and workstations for further clues.

Of course I screwed up by referencing low berths (for some reason I missed the fact there aren't any on the ship :( ). I can wriggle out of that I think but by no means in this situation would Jack tap into the Moth's computers or any others. Not yet anyway.
Dr. Jim D. Jones
player, 271 posts
Thu 2 Feb 2012
at 19:17
  • msg #448

Re: Sorry, just a bit confused (OOC) here...

Hayden simply mentioned we shouldn't while eye-ing the hand comp and Jim concurred - implying it is standard isolation protocol (biological and systems). ;)  As to reading the journal, normally I would presume personal comps would be access protected, but in this case, probably not - we haven't tried yet. ;)  Since Thera and Danica have both encouraged Jack, saw no sense in the Doc adding to it.

No problem on the Low Berths - thought I might have missed something not on the deckplans.  Splitting up the search (er, storm trooper dungeon crawl boarding ;) party doesn't work too well if only one person can open hatches - and Jim would see no point sitting in Engineering sans power.

In RL, its not unusual for military nautical ships and jets to be readily equipped to be externally powered and/or provide external power (even to local power girds), however that is up to the Ref's TU.  I gathered from the response above they may have to rig things (open panels, force trip breakers, rip out wiring) to safely provide backfeed. Ref indicated possibility of batteries, which would maintain complete physical isolation from the Moth (expect no grav and probably limits to other systems, especially at the same time).
Referee
GM, 459 posts
Fri 3 Feb 2012
at 05:55
  • msg #449

Re: Sorry, just a bit confused (OOC) here...

In reply to Dr. Jim D. Jones (msg #448):

At this point Eubanks' handcomp hasn't been connected to any of the players' information systems, just recharged and looked at stand-alone.
Danica Moreau
player, 198 posts
ex-Major, FRA
**** Classified ****
Fri 3 Feb 2012
at 17:19
  • msg #450

Re: Sorry, just a bit confused (OOC) here...

The Ref can arbitrate/clarify, but presumably the Suzain should have one (or more) manual valve openers.  It is pretty standard equipment.  Likely it would be either in the ship's locker, one of the airlocks, or next to Eubanks (or elsewhere in the Launch) I would expect.

The Moth (or Gypsy 2 perhaps) might also have another valve opener.  Of course, accessing the Moth herself right now is not really a quick option.
Dr. Jim D. Jones
player, 273 posts
Sat 4 Feb 2012
at 07:16
  • msg #451

Re: Sorry, just a bit confused (OOC) here...

Sorry, not familiar with the canonical ship doors - suspect that's something DGP introduced and has been carried forward.

So all the H are hatches with latches (or something) and the X lower deck are iris valve (er hatches?) along with the between deck hatches (and turret hatches)?

Is there some significance, other than opening nature, to an X vs H - ala pressure/bulkhead/security aspects?
Jacques Keveloh
player, 219 posts
Sun 5 Feb 2012
at 17:01
  • msg #452

Re: Sorry, just a bit confused (OOC) here...

The X are airlocks. The H are bulkhead iris valves or hatches which are supposed to withstand a hull breach. The little lines in front of staterooms and so forth are Star Trek-style sliding doors in partition walls (ie, blown away during decompression).
Referee
GM, 462 posts
Sun 5 Feb 2012
at 17:41
  • msg #453

Re: Sorry, just a bit confused (OOC) here...

In reply to Jacques Keveloh (msg #452):

The "X" are iris valves, the "H" are hatches.  Hatches open and close manually, iris valves are powered and automatic.  Hatches are more reliable and more easily secured, iris valves are more convenient but can be forced open more easily than hatches.

Iris valves as originally described, as I recall, in CT Adv 1 Kinunir.  According to that, they were something like the shutter of a camera with several separate pieces that slide and rotate in or out to open or close.  This, and some bad artwork in some 80s era Traveller, pubs has led to the iris valve being derogatorily referred to as a "space anus".  When there is no power, iris valves may be cranked open or forced open, though the latter may damage the valve.

Unless they are locked or barred in some way, hatches are a simple twist and push or pull.

Once Jack states what he is doing now we'll proceed.
Dr. Jim D. Jones
player, 276 posts
Sun 5 Feb 2012
at 20:55
  • msg #454

Re: Sorry, just a bit confused (OOC) here...

Thanks!

TBH, I didn't really cotton to the idea that 'iris valve' meant the whole door, rather I was conjuring up some fancy door/hatch latching mechanism.  DOH.

(Also, just realized I don't think I ever played an actual published Traveller adventure!)


@ref: Just so I'm on the same page
 - are iris valve and hatches air/water tight?
 - airlock doors normally won't open when pressures are different?
 - lift doors are like normal interior doors?

IMTU, only see interior (non-bulkhead/airlock) doors 'blowing away' when decompression is powerful enough due to a large opening to vacuum without other volumes to draw from (or from the overpressure and sudden release of an explosion)  - since such doors aren't air-tight so would leak (probably fast - thus negating the pressure difference).
Referee
GM, 463 posts
Fri 10 Feb 2012
at 04:28
  • msg #455

Re: Sorry, just a bit confused (OOC) here...

In reply to Dr. Jim D. Jones (msg #454):

Guys,
Sorry for the delay, RL has been a bear this week.

Jim,
On same page on all the previous except lift provides airtight seal between decks also.
Dr. Jim D. Jones
player, 278 posts
Fri 10 Feb 2012
at 15:28
  • msg #456

Re: Sorry, just a bit confused (OOC) here...

Life happens - glad to have you back!
Jacques Keveloh
player, 222 posts
Mon 13 Feb 2012
at 02:57
  • msg #457

Re: Sorry, just a bit confused (OOC) here...

Re: Doc's last IC post, I thought Jack was somewhat stuck in the bridge area, from waiting to see what was in the diary, to turning back to the launch to find the valve opener, and then heading back to the upper deck. So when Hayden opens the vehicle bay I kind of thought Jack and Doc were near rooms 6/7/8.

Not to dispute anything, just felt like we wouldn't have made it too far by the time the atmo crystallizes.

Some day we'll learn not to split the party up ;)
Dr. Jim D. Jones
player, 281 posts
Mon 13 Feb 2012
at 13:51
  • msg #458

Re: Sorry, just a bit confused (OOC) here...

Didn't see Jack making it that far, either.  Doc, on the other hand, has a propensity of wandering away on his own (till he is motivated not to). ;)

One of the great things about Sci-Fi RPGs, with RT AV, party splits aren't play wrecking, nor a real GM burden.  Its the totally disconnected splits that leave players unable to interact in the game world - those are the worst.
Jacques Keveloh
player, 224 posts
Mon 13 Feb 2012
at 20:43
  • msg #459

Re: Sorry, just a bit confused (OOC) here...

So wait a sec - where exactly is Doc trying this power rig thing?

My understanding was we'd need to run an umbilical from the launch to do anything, which Jack was on the way to do until Hayden opened the vehicle bay. Jack's probably a good candidate for that (Zero-G skill, so should be fairly quick) so if that's necessary he could continue on.

Jack doesn't have any engineering skill (Computer-1 could help perhaps?) but he does have Remote Ops-0 so could maybe help with Doc's drone while Doc keeps working on power. That would put another laser weapon in the workshop area as well, which may not be a bad idea...

Sorry, just need some clarification here so I can stop banging around like a pinball and actually help out ;)
Dr. Jim D. Jones
player, 282 posts
Tue 14 Feb 2012
at 00:31
  • msg #460

Re: Sorry, just a bit confused (OOC) here...

Doc never went back to the upper deck.  Godmodding issues aside - (Hayden's Player does not control my PC ;) - at the time of Jack's suggestion, the door issue hadn't been resolved.

In Msg# 82 Jim is checking out the lounge and in Msg #85 I explicitly have him heading to the launch (Gypsy 2).  Sorry, in Msg #93 I got confused about which 'launch' Jack was at - not catching it was Suzain's instead of Gypsy's - otherwise I would have made no mention of Doc looking at Jack (could still work <shrug>).

EVA (if needed) or coordination difficulties might require Zero-G checks and 'carefully manage providing power' looks like Computer (Jim L0 - Jack L1, IIRC).  From Ref's Msg #80, 30~60 min 'setup' of electrical power sounds like Elect/Mech, not just accessing plug ports (Jim has L2/L3 not that it helps when rolling 1s&3s ;)  I rolled to save time, but left the RP totally open (Jim's cursing could be about anything) as the Ref hasn't explicitly clarified regards the requirements.

Jack could certainly help Jim out (or succeed at what Jim screws up!) - I would think there may also be opportunities for Chained Task DMs...
Jacques Keveloh
player, 225 posts
Tue 14 Feb 2012
at 16:25
  • msg #461

Re: Sorry, just a bit confused (OOC) here...

Okay, thanks for the clarifications.
Danica Moreau
player, 203 posts
ex-Major, FRA
**** Classified ****
Tue 14 Feb 2012
at 16:49
  • msg #462

Re: Sorry, just a bit confused (OOC) here...

Thera Santorini:
OOC: Is it possible to load some rapid search software from Gypsy 2 onto that handcomp (rather than transferring the handcomp data to our machines) so that we can extract info from it rapidly? If so, Thera suggests doing so.

I'm thinking that a pathfinder who is in life-threatening danger from an attacking entity, and having called for rescue, will, over the following week with nothing better to do, describe the danger to her rescuers somewhere. I would have painted a warning on the wall! There's got to be some description of the problem somewhere.

Along those lines, would the on-board external or internal sensor logs from the Suzain contain more information about the state of the ATV (and the potential presence of whatever might be with it)?  Should we try to access those first (since we are already pulling power over) before opening up the vehicle bay?  Are the sensor logs in some central repository only (like the computer core) or do they have their own (potentially short term) buffers that we can independently access?  Or will that be too time consuming?  Or have I missed something, and the Ref has already ruled on that?
Dr. Jim D. Jones
player, 283 posts
Tue 14 Feb 2012
at 17:25
  • msg #463

Re: Sorry, just a bit confused (OOC) here...

Ref mentioned (Msg #80) that launch power could provide for computer .. suspect the answer about logs (and to some extent, timing) would be contingent on actually trying.

Had Jim advocating this in most posts since Msg #73 ;)  But, rather than take a unilateral approach (i.e. just have Jim try) or push IC/OOC, figured let the team RP decide, especially as Jim's strength isn't computer.  (Opening doors being more of an excuse ;)

In all my non-Traveller RPoL games, IC is almost exclusively used for party decisions - but Traveller is a little more technical and has a lot more history, which leads to more to discuss in PbP :(
Dr. Jim D. Jones
player, 285 posts
Tue 14 Feb 2012
at 17:54
  • msg #464

Re: Sorry, just a bit confused (OOC) here...

P.S. - since Doc failed to plug in a cord and flip a switch ;) - now might be a good opportunity to prioritize on computer access...  just say'n.

@Ref - Doc wouldn't have opened the iris valve - only hooked up power, if such were possible...  assume the breaker would just provide power to an electronic switch?
Jacques Keveloh
player, 227 posts
Tue 14 Feb 2012
at 20:28
  • msg #465

Re: Sorry, just a bit confused (OOC) here...

@Dani: I've definitely been wanting to examine the onboard logs, both for engineering and the sensor arrays but until we get power running...

@Doc: computer access would require power as well...


Jack could try an unskilled attempt at getting power up but I'm sure he'll flub it. At this point maybe Hayden should give it a shot. Once we do get power up, however, Jack's TL B hand comp is running Security and Intrusion and should help us get into and control whatever systems we need to without undue risk to our own computers.
Danica Moreau
player, 204 posts
ex-Major, FRA
**** Classified ****
Tue 14 Feb 2012
at 20:57
  • msg #466

Re: Sorry, just a bit confused (OOC) here...

Well, my take is that PbP exacerbates certain issues with RP - one is the IC/OOC split.  Around the table, there are plenty of visual and auditory cues that help people determine what is IC and what is OOC.  Most of those are not present PbP, which is (to me) one of the main reasons why there are often OOC and IC designated threads - Players can give more information that their characters may not be able to.

I am fine with discussing this IC, with two caveats:
  1. Danica's Computer skill is only level/0; so her ability to suggest some of this might be limited.  The sensor feeds she agrees with if we are going to draw power (which it appears that we are going to do).
  2. Such discussion, technical or not, like all things in PbP take at least one, if not two orders of magnitude, as long.  The actual IC interchange that may take only a couple of minutes face to face - but ican take weeks given the varied schedules and timezones of participants in PbP.  For pacing purposes, my limited experiences has been that some IC discussion of topics can be nice, but most decisions are more effectively enacted by having the discussion OOC first to hash out most details, and then an IC post as necessary by people - more for flavor and to help settle and establish things.  Otherwise, fatigue sets in and eventually people stop responding IC.  Just my limited experience - and of course, that limit varies from group to group.

The Ref can weigh in with what he is most comfortable with.  My major issue with detailed strategy IC discussion here that I suspect that it will take a long time.  The RP is good, but expect us to be in the same place three RL weeks from now, where IC only 2-3 minutes of game time having elapsed - since in that time people may have had up to 10+ responses - but, that may not be enough to cover everything that we want.  That can kill pacing - but, when everyone is on-board it can be fine.

Honestly, at this point, I am not sure that I want to spend the next three weeks discussing our course of action IC - but, I am up for it if others are.  Okay, three weeks may be excessive, but - I suspect a decision making IC discussion right now will take at least a week (and no, I don't intend for that to be a challenge either way - Dani's player would not purposefully slow down just to prove a point...:)).

As for getting power up: Is that an Engineer(electronic) or Engineer(P-plant) roll?  Danica can try either, but is probably slight better at the former than the latter, and I suspect that all of the PCs would know that about her.

Which to my original point, can be much more concisely conveyed by me OOC than IC - again, that may just be me...

EDIT:  I see that IC, Doc has tapped Danica (figuratively speaking already)...  I'll try to get an IC post up ASAP, though it may not be until later this evening.

EDIT 2:  IC post is up...  Another swing and a miss! :)
This message was last edited by the player at 23:29, Tue 14 Feb 2012.
Dr. Jim D. Jones
player, 287 posts
Wed 15 Feb 2012
at 01:55
  • msg #467

Re: Sorry, just a bit confused (OOC) here...

Hey, I'm onto your plan - saving the good rolls for combat! :D

Jim's been saving 'em up for raising the dead!



My take on the RAW is that Jim and Dani could try again (just more time/failure potential), but I prefer not to myself, in situations like this taking the first roll as indicative of future tries, at least when nothing else is changed...

@Dani: Sorry, I wasn't actually trying to advocate all technical discussions and group decisions in IC.  Traveller games seem different than my other PbP experiences - lots of history and more details - requiring more use of an OOC thread.

In the current case I think we could have honed into concerted action plans based mostly on IC, except my confusion on the iris valves and the location confusion (not to mention my earlier confusion re the bridge). :(

I should have mentioned that Jim pushing for power wasn't really so much about what I thought we should do as a Player, but more about figuring Jim would be highly uncomfortable in a totally unpowered ship and keep bringing it up (which he'll continue to do, even after giving up).  Just as my rationale for Jim having a drone being Jim would desire nearby tech even in the great outdoors.  (No reason it can't come in handy, though.)

Generally, I try to convey my intent in RP (limiting to role) and get feedback the same - but I'm quite open to OOC feedback and discussion.
Thera Santorini
player, 151 posts
I prefer the term
'performing artiste'.
Wed 15 Feb 2012
at 06:41
  • msg #468

Re: Sorry, just a bit confused (OOC) here...

In reply to Dr. Jim D. Jones (msg #467):

Ref, Thera has Mechanic and basic Engineering skills. Can she apply either of those to the power task by means of observation and advice?

06:36, Today: Thera Santorini rolled 8 using 2d6+1. Rig power by proxy.

06:38, Today: Thera Santorini rolled 8 using 2d6. Rig power by proxy.

(Not trying to get two attempts here, just rolling for both skills so the Ref can choose either or neither as he sees fit - and rolling here to save time).

If proxy assistance is permitted, Dagala has skills too. I'll wait to roll them. As a NPC she'll wait to follow Thera's lead.
Dr. Jim D. Jones
player, 288 posts
Wed 15 Feb 2012
at 17:32
  • msg #469

Re: Sorry, just a bit confused (OOC) here...

Hey ... just realized we don't need to use Doc's drone - we have something even more expendable we can use!  (Player controlled NPC!) <grin>

Just kidding ... though was thinking Askina could start trying to power one of the Enginnering consoles (if that would help anything).
Danica Moreau
player, 206 posts
ex-Major, FRA
**** Classified ****
Sun 19 Feb 2012
at 03:53
  • msg #470

Re: Sorry, just a bit confused (OOC) here...

Referee:
OOC: ...  What do you guys want to do now?

Danica is ready to try the drone if the others are.  She will stand ready with her laser rifle.
Thera Santorini
player, 152 posts
I prefer the term
'performing artiste'.
Mon 20 Feb 2012
at 06:55
  • msg #471

Re: Sorry, just a bit confused (OOC) here...


Dagala Aksina:
I assume from the mention of torches that there is no light spill from the Launch airlock because the outer hatch is re-closed? Dagala would close it as a matter of course, unless instructed to leave it open.
Don't want Queenie rushing in, do we? :)


I knew it!
Dr. Jim D. Jones
player, 292 posts
Mon 20 Feb 2012
at 14:26
  • msg #472

Re: Sorry, just a bit confused (OOC) here...

We'll see if the creature wants to play fetch the ball thing...  wonder if anyone will be able to hear Doc above the sounds of concentrated fire?

Oh btw, Thera, if you blast my drone into the bulkheads, you owe me! :)
This message was last edited by the player at 14:29, Mon 20 Feb 2012.
Danica Moreau
player, 209 posts
ex-Major, FRA
**** Classified ****
Tue 21 Feb 2012
at 06:29
  • msg #473

Silly Hayden...

In the IC thread...
Hayden Marks:
"Holy shit!" Hayden says, looking at the vicious looking creature.  He glances up quickly to see if Dani or Jack look like they will fire. He's prepared to crank the iris valve shut, but not if it means getting a laser in the back.

Dani would never shoot you in the back.  Of course, the richochet off of the closing iris valve would hit you in the front... ;)
Dr. Jim D. Jones
player, 293 posts
Tue 21 Feb 2012
at 11:19
  • msg #474

Re: Silly Hayden...

Drat, the iris valve is still open, so much for triggering the low-yield tactical nuke hidden in the drone (just kidding!)...

Hope we brought lots of Vacc Suit patches.
Hayden Marks
player, 192 posts
Experienced Trader
Wed 22 Feb 2012
at 11:22
  • msg #475

Re: Silly Hayden...

One of the rare times when swords in space would have made sense (let's fight through a 30 cm opening at close range) and I leave my blade back on the ship...
This message was last edited by the player at 11:25, Wed 22 Feb 2012.
Thera Santorini
player, 154 posts
I prefer the term
'performing artiste'.
Wed 22 Feb 2012
at 14:24
  • msg #476

Re: Silly Hayden...

In reply to Hayden Marks (msg #475):

I wouldn't worry about it. With MgT melee rules, you'd never hit the thing anyway. Am I right, Doc? ;)

(Doc's player and I playtested Mgt melee a while back - it was like an episode of the Keystone Kops: slash, slash, slash, slash, have we hit anything yet? No? Slash, slash, slash, slash...)
Dr. Jim D. Jones
player, 294 posts
Wed 22 Feb 2012
at 15:47
  • msg #477

Re: Silly Hayden...

Nah - as long as the thing is dead and laying fully prone and not under any sort of cover or partial cover, one should be able to fall on it with a blade and succeed at least 1 in 3 times of doing some damage... to one party or the other.  ;)

Actually, we mostly tested equal pistol firearm combat starting from range - though the melee with knives was as spectacularly uni-inspiring (in fact, IIRC, most damage was self-inflicted during grapple).  We started in the equivalent of a parking lot (i.e. no cover) with gun, knife and a smoke grenade and the combat lasted well over 10 rounds winding up in a ridiculously comical melee where bullets and knives were about useless.

The flexibility of having all kinds of DMs comes up against the reality that 2d6 lacks the range for such complexity (probably why GURPS is 3d6).  My gut feel is that the rules work best when a bit of munchkin-ism is in play with high stats/weapon DMs and unbalanced parties to boot.

While the DMs reflect the difficulties - they will probably over-exaggerate and, because the task check starts on the downside of the linear 2d6 probability curve, leads to a very drawn out and boring combat.

Let's see, assuming a cutlass:
low light conditions -1 DM
full cover (pillbox) -4 DM
personal range (large blade) -1 DM

Hitting ain't looking too good, even if one ignores what should really be the bigger hindrances: that we are in suits (-1/-2 DM?) and zero-G (ouch) and a creature with large claws (and teeth) obviously intrinsic of a deadly fighter should have good melee (parry with claws = Melee skill) and reflexes (dodge behind cover = -2 DM), not to mention, possibly speed (out of range/-1 DM).

All told - Hayden's probably better off with his weapon - or the iris valve tool ... besides, scabbards look funny on vacc suits!
Hayden Marks
player, 193 posts
Experienced Trader
Wed 22 Feb 2012
at 16:10
  • msg #478

Re: Silly Hayden...

Seems there's a lot of math required to ignore the fact that approaching a 12 inch hole in which a cutlass blade is being repeatedly thrust in and out of it is inherently dangerous. ;)
Dr. Jim D. Jones
player, 296 posts
Wed 22 Feb 2012
at 17:08
  • msg #479

Re: Silly Hayden...

Approaching or even handling a blade is inherently dangerous, sure - any kind of assured attack or defense, is the real question.

CT lacked that level of math - with more realistic results, IMO.  (Of course as a Ref making the calls, that would be my opinion!).  Handling this via the combat mechanic is questionable, but, arguably, that is what is directly supported by the RAW. <shrug>

Actually, having been 'attacked' by a knife blade thrusting thru a chain link fence (a matter of scale) - not to hard to neutralize that form of an attack <hard grin>.  Thrusting a blade thru a restricted space with restricted vision, and with free access all around on the other side, could potentially be to the benefit of an opponent.
Jacques Keveloh
player, 232 posts
Wed 22 Feb 2012
at 23:05
  • msg #480

Re: Silly Hayden...

Funny, because the 2D6 curve is so coarse as it were, you'd think a +4 or +5DM would be pretty darn lethal. Guess nothing beats snake-eyes though...

Haven't done much melee in MGT. Not really looking forward to it in this encounter, that's fer sure!

@Ref - thanks for going easy on me! ;)
Referee
GM, 472 posts
Thu 23 Feb 2012
at 01:46
  • msg #481

Re: Silly Hayden...

In reply to Jacques Keveloh (msg #480):

Good thing we're not playing Runequest 3e, critical failures were notorious for killing self or mate in that system, IIRC.
Danica Moreau
player, 211 posts
ex-Major, FRA
**** Classified ****
Thu 23 Feb 2012
at 09:26
  • msg #482

Game map?

Ref, do we have a map?  I am having trouble visualizing where (what is left of) the ATV is in the vehicle bay.  If I understand the Suzain schematics correctly, there are three ways into that vehicle bay (section 16):
  1. The workshop (section 22)
  2. The hallway from the Mission Storage (section 27) and one bank of Labs (section 28)
  3. The outside
Is that correct?  And do we know what the status (open, closed, other) of the iris valve from the Mission Storage/Labs is?  Can we see that with the drone currently?
Danica Moreau
player, 213 posts
ex-Major, FRA
**** Classified ****
Fri 24 Feb 2012
at 16:48
  • msg #483

How far out are we?

Dr. Jim D. Jones:
OOC: ^ - don't recall how many AU's we are out (>5?), but comms would be delayed by a round trip that takes ~8 1/3 minutes per AU each way (IIRC, ~500 light-seconds per AU).

From the 'IC: Box 2 (Espiaux) 1200 Day 003/5742' thread, msg #10:

The Referee:
...As Doc is speaking, Laraque is also saying, "Station ops will forward deck plans, crew manifest, and mission brief for Suzain to your ship enroute.  At the intercept area, you'll be about six light hours away, so comm support will be time-lagged."

So, pretty far out (and getting further all the time).  It will be at least 12 hours round trip for a response...  So, don't expect any real tactical exchange.  It is primarily informational, letting Box 2 know ...
Dr. Jim D. Jones
player, 301 posts
Fri 24 Feb 2012
at 20:53
  • msg #484

Re: How far out are we?

Thanks!

Yeah, figured Suzain was over 40 minutes out to start with (and 7 AUs is over an hour) and under 6 days @3G would put us around 3 1/2 hours out (~25 AUs).  Reims gave up a day and half earlier - so @5G they'd have made ~25 AUs as well, but on a different vector and with velocity to kill, they could still be several AU away. (So the Suzain is all ours! - oh, and some creatures'... ;)
Referee
GM, 475 posts
Sat 25 Feb 2012
at 04:40
  • msg #485

Re: Game map?

Danica Moreau:
Ref, do we have a map?  I am having trouble visualizing where (what is left of) the ATV is in the vehicle bay.  If I understand the Suzain schematics correctly, there are three ways into that vehicle bay (section 16):
  1. The workshop (section 22)
  2. The hallway from the Mission Storage (section 27) and one bank of Labs (section 28)
  3. The outside
Is that correct?  And do we know what the status (open, closed, other) of the iris valve from the Mission Storage/Labs is?  Can we see that with the drone currently?


Despite the damage, the ATV is whole, not in pieces or anything.  By far the most significant damage is to the tires.  The grey oblong in the vehicle bay on the deck plans is indicative of the relative size of the ATV.  IT is just floating off the deck and canted to port so the left front corner is against the port bulkhead.

Clearances normal (now):

above - 1.5m (1m)
left 1.5m (2 to 0 from back to front)
right 1.5m (1 to 2 back to front)
behind 1.5m (<1m)
in front 1m (1.5ish)

Those three access points are correct.  You do not know if the aft iris valve is open or not, but could see it if the drone turned that way.  Right now the drone is facing the creature atop the ATV.
Thera Santorini
player, 158 posts
I prefer the term
'performing artiste'.
Sat 25 Feb 2012
at 16:41
  • msg #486

Re: Game map?

In reply to Referee (msg #485):

quote:
Jack pulls up the journal entry immediately prior to the hits on key word "attack" and the journal entry immediately afterward.


Should I assume from this (my emphasis), and the dates 322 and 324, that you have excluded the primary entry that contains the word 'attack', and that this entry is dated 323? If so, I'm sure Jack would have pulled that up too.
Referee
GM, 477 posts
Sat 25 Feb 2012
at 21:52
  • msg #487

Re: Game map?

In reply to Thera Santorini (msg #486):

No, just poor wording on my part in the original.  No missed entries.  The two day gap is because Claudette was a bit busy to be posting in her diary for a little while.
Thera Santorini
player, 160 posts
I prefer the term
'performing artiste'.
Wed 29 Feb 2012
at 06:32
  • msg #488

Re: Game map?

In reply to Referee (msg #487):

Ref, what do we know about the capabilities of the ATV for withstanding hard vacuum, fire, explosion, etc? I'm sure the characters know more than their players.
Dr. Jim D. Jones
player, 307 posts
Wed 29 Feb 2012
at 16:54
  • msg #489

Re: Game map?

Good question re: hard vacuum.  I'd just assumed an ATV for exploration (especially considering atmo 0 worlds) could handle all these with for at least some duration, but that may be wrong in this setting.  However, this one is torn up, so unless our PCs have some methods of doing remote comprehensive NDI on the thing... all we really know is that it seems to be able to maintain in 0.1 atmo (and how long its been in that state we only have a maximum) ;)



Dani, not getting parts of your non-verbalized IC:
  • We have eyes - a drone (as long as it lasts), and at least one boroscope that (those requires a small hole).
  • We've already partially exchanged atmo - and a hole is pretty easy to control.
  • Things like cables and grapples can obviate any need for magic ;)
  • And we seem to have a once tested method to lure the creatures (anyone remember a shot up Trill?).

Of course, it would make no sense for Jim or any other PC to respond to that stuff IC, so I have to assume your were integrating discussing things OOC.



So, what do we want to do.

Not asking what makes sense - as a player I could care less about any survivors or 'realism', but I do care about wasting RP. ;)

We can, of course, continue the dungeon crawl ship search - IC some action to support 'rescue' operations could be going on (connecting ship power...).

I'm open to the Doc working on power options separate from the rest (one of you guys take a medikit for first aid) - if we bring the Moth over (not necessarily docked), Thera can be actively involved.  Thing is, probably best to have Dani do that piloting, so maybe just the launch?

Ref has given us various power options as I read it:
  • Launch extension cord
  • Moth external hookup
  • Batteries (from Moth, I gathered)
Powered bay door opening may or may not work (given journal entry - not just my lousy rolls!).
From the description, the bay doors can be opened manually (normally at least) - and, maybe, atmo vented manually.
The former would obviously put someone at risk... ala Hayden and the iris valve (though field of fire should be larger ;)
Given we have the resources of 4 space ships and lots of able bodied hands, there are plenty of other options, but I can't see us working them out in PbP. :(

Of course, we can just shoot up the ship and loot it - claiming the damage was already there and appears to be from 'the enemy'! (It shouldn't take much to transform our PC's into psychopaths - heck, in the larger story arc, maybe we aren't patriots at all - maybe we want these governments to go to war!) <grin>
Danica Moreau
player, 217 posts
ex-Major, FRA
**** Classified ****
Wed 29 Feb 2012
at 19:40
  • msg #490

Re: Game map?

Obviously, as players and characters we view things a bit differently, Doc.  In a general sense, I think that we need to leave it at that.  With respect to your points:
  • Drone: As reconnaissance eyes it is fine.  For directing a firefight - especially if we intend to have multiple holes.  Good luck managing that.  In addition, weren't you the one that said using a weapon with a limited range of motion and field of view was both game-mechanically and realistically disadvantageous and easy to circumvent for the one being attacked.  The Trill have proven to move fast (much faster and agile than we are in vacc suits and magnetic grapples) - and we have anecdotal evidence that they can punch through the vacc suits (the skipper was stabbed, presumably fatally  - especially given the atmosphere - retreating into the ATV).
  • Punching holes:  Again I beg to differ.  Opening and closing the iris valve is one thing.  Holes cut in the walls are completely different.  It may be semantics - but, I would not call stuffing the holes full of <whatever> control.  Esepcially with hostiles on the other side willing and able to readily poke whatever it is out.  Welding the holes shut again is not really a viable re-use mechanism either.  If you are going to install seals and hinges (and locks) - we might as well spend the time getting the ship powered up and gassing the Trills with oxygen instead.  That will be faster.
  • Exchanging atmosphere:  The Referee can correct me if I am wrong, but the atmosphere in the rest of the ship (workshop included) is frozen out (it's going to be much closer to 0.0 bar - ideal vacuum, which is not real, obviously), than the 0.1 bar in the vehicle bay.  I don't think that we have exchanged anything.  We have effectively, exposed the workshop to vacuum.  As far as I am aware, the boarding party has been operating in (effective) vacuum and microgravity.  We have bleed some of the methane atmosphere into the workshop - so, that might be fun when the oxygen that is frozen out mixes with it - but, we will cross that bridge when we come to it.
  • Cables and Grapples:  And how do you propose we get those in there and anchored?  If done from a distance, Dani and her player can't see that not further destroying the integrity of the ATV nor do we have a real mechanism to do so (as far as I can tell).  I don't believe that we have a grapnel launcher sufficient to launch and anchor a cargo line.  And then we still have to pull the thing.  If we have to get up close and personal - are you proposing a frontal assault again?  If so, Dani has stated her opposition to that idea.  If the others do not trust her tactical sense (which I believe it is known that she has the highest tactic (military) skill of the group), then that is their prerogative - as you noted, no one but Jim's player controls Jim.  My understanding of the group dynamics is that these characters have known each other quite long and worked together a fair bit in the past.  Dani's tactical experience was gained by her well before she met any of the others; so, it would have been apparent then when they first met and worked together as well.  So, I believe that it is reasonable for the others to be aware of it (though they may not have noticed it if desired by their players).
  • Lures:  And in Dani's IC and her player's OOC opinion that initial encounter did not go very well (bad dice rolls aside) and I believe that was emoted as well.  If you are offering to use people as bait, then Dani has emoted and vocalized opposition to that idea to putting the crew of the Moth in danger that way.  Ergo, as emoted and stated previously by her, we don't have an effective lure.  Unless, of course, Doc is volunteering himself; Dani can't really stop that - and we'll have to deal with that as it comes.


As for moving forward, Dani has stated her opinion - that once the ship is secured, to her the most effective method for exchanging the atmosphere is getting the Suzain up and running.  The hose to the Launch is likely to restricted by the ability to force the atmosphere through it - the pump will fight the delta-P, especially with a longer hose.  The ventilation system in the ship is designed and sized for efficiently and effectively circulating the atmosphere (and scrubbing it as necssary).  Once it is up, Dani (and her player) think that would be the best.  I suspect that using the hose will take just as long (a couple of hours to exchange/evaculate the whole bay) and thus we are better off spending that time getting the Suzain running (i.e. spend hours spinning up the power plant and life support online and then minutes/tens of minutes cycling atmosphere in the bay).

She actually still thinks that it is the safest for her crew and any survivors.  The Trill are less likely to attack anyone until it is too late for them.  I suppose, they could destroy the ATV in their death throes or as a final act of retribution.  But, I don't see that as a strong possibility or a way to really stop the latter.  If they really have the power to do that, we can't stop them without seriously endangering ourselves.

To me, only opening the bay doors is the only much faster course of action (if we are really time constrained).  Any jury rigged pump will not be nearly as effective (i.e. fast) as we are hoping.  The vehicle bay is pretty large and consequently will be much slower to pump out using almost any portable hose.

Opening the bay doors (if even possible) manually, will likely incur less risk from the Trill for the person opening them (assuming they are on the outside - if we have to fight our way to the inner controls, that is a completely different story).  I think that primary danger is the EVA required (and, unfortuantely, I think that falls to Jack, he has the highest facility with Vacc Suit, though Dani could also likely do some stuff as well - her zero-g is woefully lacking though).  It differs from the iris valve in that they will no longer be in their environment (or at least that environment is evacuating quickly) - likely they will have other things to deal with.  Of course, the Trill might grab onto the person near the doors on their way out in an effort to remain.  Although, I actually doubt that 0.1 bar will create enough of a significant a 'wind' to physically dislodge them; likely they will remain attached to the ATV until they suffocate and then either just free float or anchored/wedged-in wherever after that.

I am still under the impression that cabin of the ATV is intact (i.e. pressurized).  Otherwise, the people in there have been in sealed vacc suits for the last 8 weeks or some such as well and have been at 0.1 methane atmosphere for some time now.  And that bodes poorly for them, even with the ATV's fusion plant running.  Again, I could be wrong, but it would seem highly random for the integrity to have failed recently (unless we inadvertantly caused it - like shooting the thing somehow...:)).

Still, given the possibility of survivors, Dani won't broach the topic of using the ship's weapons to spray the bay, as well.  Of course, if Thera does it anyways, we'll deal with that as well...:)  Dani doesn't have the history with the Pathfinders that Doc and Jack do, so there is that.  She may be more dispassionate and distant about the situation than them - her loyalty is to the crew of the Moth first.  Losing any of them to save the rest of the crew of the Suzain (of which it sounds like there are only two, potentially) would be a Pyrrhic victory at best, if a victory at all.
Dr. Jim D. Jones
player, 308 posts
Thu 1 Mar 2012
at 01:01
  • msg #491

Re: Game map?

Different viewpoints and opinions can be a good thing - I respect yours, just trying to understand them ;)
  • Drone: I assume a personal drone has a pretty decent FOV, given its purpose.  Waving a blade through a 1 foot opening is a whole different tactical situation to putting an inch or so of a barrel attached to a weapon, that can't fit through the hole to be pulled through and used against you, and has no where significant to go if struck, except back (in which case - shoot! ;).
  • Holes: We have hull patch, for starters.  In RL, I've more than once patched, adhoc, differential pressure holes, even underwater, both directions, so I see no exceptional difficulty.
  • Atmo: Bleeding atmo from the bay into the workshop I consider exchanging atmo, even if there wasn't much of anything to enter the bay.
  • Cable: I routinely jury rig a stick, line and hook to throw and snag things at a distance - usually in restricted environments (attics/crawl spaces and typically dozens of !@#$% feet - but I usually mange first try).  As described, there are plenty of things to snag on the wheeled ATV - and while I wouldn't even bother trying to pull a tractor with a single run strand of 12 gauge wire - we are in microgravity!
  • Lures: Didn't suggest an identical approach... that would be rather silly. ;)

Hence, I don't relate to Dani's internal monologue.  Which I don't need to, except your IC seemed to be debating options that could use OOC discussion.

Given the journal and events seem to imply any survivors might be in the ATV, no evidence of alien lifeforms in the core of the ship, and the nature of the attack not being BD wearing pirates - I can't see Jim having Dani's same priorities.  But regardless of how much sense that makes to me, if the party wants to search and thinks Doc should be with them, then I will do that.

Most of the suggestions regards addressing the ATV involve the Moth and/or the launch and multiple members of the party.  Moving the ship or removing the launch seemed to be a player concern earlier.  I wouldn't have my PC act unilaterally on such things, unless nobody cares.
Danica Moreau
player, 218 posts
ex-Major, FRA
**** Classified ****
Thu 1 Mar 2012
at 02:03
  • msg #492

Re: Game map?

I am sorry that you don't relate to the IC monologue.  Given that I don't have much of Doc IC monologue, I can't relate to that either.  Would you prefer that I not supply it?

In any case:
  • Drone: And a chain-link fence doesn't limit visbility like a wall.  I think that we are not discussing the same point.  I am not worried about the field of view, but the controller being able to direct multiple people's actions with it.  Or are you expecting to have holes large enough to direct fire and allow people to view things through them?   That doesn't seem very effective either.  If they are only large enough for the laser rifle barrel (which seems to be what you are espousing), then the drone and it operator are controlling/directing the action - which I don't see being very effective - especially if they are also trying to lure the Trill.  And to be honest, I can't see anyone being that accurate with a longarm stuck through a hole listening to some one else tell them which way to shoot.  Their certainly is a limit to how much skill and experience they can bring to the party.  At least, initially.  The procedure can be refined over time, but do we have that luxury right now?
  • Holes: That still doesn't address the presence of the Trill.  Unless you are assuming that we are only going to need to patch them once the enemy is gone.  And how permanent are the patches (or easily removed)?  Are they reuseable?  If we can only open the holes once and them close them shut, it is of limited usefulness.  And they won't be sealed while we have the rifles in it.  So, the exchange of atmosphere in those cases is hardly controlled (or, at least from a tactical advantage, hardly ideal).   Again, perhaps semantics.
  • Atmo:  Once again, it is semantics then.  Fine, we can exchange cash by you giving me all of yours (or at least half so, that we are equal).  I'll grant you that the pressures will equalize (and that if allowed to freely flow will be in dynamic equilibrium) eventually.
  • Cable: And we expect the Trill to remain both oblivious and inactive while all of the is activity is going on?  We open the iris valve, hope like hell that we can hook the ATV quickly, reclose the valve mostly and hope that we can pull the hatch on the ATV close enough that the Trill can't attack while we open the valve, enter the ATV and then extract the occupants?  As far as I can gather, they can fit into some pretty tight spaces.  We assume that the occupants are in vacc suits?   And that we'll be able to easily get them out?  We, obviously, can't have assumed that the Trill are neutralized or eliminated at that point, since if they were already gone, we would not need to pull the ATV at all.
  • Lures: Then what are you suggesting?  The Trill have sort of responded to your drone and noise.  But nothing that I would call a lure.  Your only example of effectively drawing them in a given direction was to offer them a hole with people in it.  We don't know if it was the hole or the people that drew the Trill.  Dani and her player have their suspicions about what attracted them, but what exactly are you proposing, Doc?

I agree OOC that all the players being (sort of) on the same page is good.

I also agree that Dani is paranoid about anything else that might be on the ship (or in the ductwork), etc.  The nature of a quasi-military mindset; one that others in the crew, like the Doc, may not share.  Dani doesn't expect much to come of the sweep, but she won't forgo it.

She knows that Jack is occupied and so is Doc; so, she has not asked them to accompany her.  Nor has she acted on their behalf as far as I am aware.  If they want her to pilot the Moth or the Suzain, all they need to do is ask and she will be there.  But she knows that the engineering part of getting the power and/or life support restored is not her forte.  So, she is leaving that to others.

We have yet to get any additional drone recon information, so without more of that, she can't contribute any additional tactical assessments.  Maybe the holes and firing under the direction of the drone operator is the right thing to do, but she can't see that being a viable option at the moment.
Hayden Marks
player, 200 posts
Experienced Trader
Thu 1 Mar 2012
at 03:33
  • msg #493

Re: Game map?

Cutting holes in the wall to direct longarm fire via a drone?  Really?  Has no else one here zeroed a firearm before?

It would be one thing if we had automatic weapon with a tracer mix and we could walk them on to target.  Even then coordition issues abound ("walk it left, no my left!")

But firing single shot weapons via drone with no point of aim point indicator (never mind that you have not established that the point of aim will be the point of impact by zeroing the weapon system) - it strains the imagination to think you would hit something.
Dr. Jim D. Jones
player, 309 posts
Thu 1 Mar 2012
at 03:52
  • msg #494

Re: Game map?

quote:
I am sorry that you don't relate to the IC monologue.  Given that I don't have much of Doc IC monologue, I can't relate to that either.  Would you prefer that I not supply it?

I've been avoiding IC monologue - but please RP whatever way you like!  Our styles are different, but that hasn't stopped me from enjoying yours.

In this case I didn't have enough of a handle on what your intent was (totally aside from understanding any POV) - it seemed to have OOC overtones, especially as a monologue I couldn't respond to IC.

I am quite willing to discuss points as long as you are willing, so we can better understand each other as players and teammates.  My preference being not to include this much follow on text IC, is all.
  • Drone: My understanding from the Ref is that everyone can directly view the drone's feeds.  Doc may be the only one who can operate it, but I'd think it would hamper shooting operating it at any rate.
  • Holes: Concept is explicitly drilling holes - not cutting openings.  A 2~3 cm with a weapon bore in it doesn't strike me as a serious leak or Trill intrusion risk.  More damning, from my POV, is the possibility of damaging the ATV.
  • Cable: Yes those issues and risks certainly exist - wasn't promoting it as a risk free or even viable idea.  Certainly nothing more than an incomplete thought (see IC).  Just pointing out here that it doesn't involve magic, er, psionics. ;)
  • Lures: The concept of a lure is just that - a concept.  The image of a human from the drone didn't attract them, nor did the sounds - whether from circumstances or because they were attacked to the valve for completely different reasons we don't know (atmo escaping?)...


Throwing out ideas IC is about how I picture characters interacting - not necessarily what I think we as players should do (otherwise I would have my PC act), but it can inform that.

In the current scenario - my read is that the ATV is why the PCs have done everything up to this point.  The challenge of investigating will involve risks that the characters would face, avoid or run from.  Dani being paranoid and having other priorities is perfectly in character, most certainly if that is your desire for her (and perhaps a wiser course of action).

I certainly didn't see, nor intend to imply (apology's if I appeared to), that you had Dani act on behalf of anyone else nor forced an action.  Dani addressing her priorities is great RP.

If others want to move the Moth - then if you want Dani to pilot, that's cool either way.  I stated IC objections, but I'm cool if Jack wants to try opening the bay door and extracting the ATV.  If Thera wants to shoot the bay's ceiling to expose the bay to hard vacc without risking any of us - my PC would certainly vocally object due to the risk to the ATV - but as a player, I'd be cool with that.

My want is to address the ATV - and without other's buy-in, I think I'd be out of line acting on that.  I try not to plan it all out - that would preclude the input of others.  I merely suggest possibilities and RP objections for drama or to bring up cons IC.
Referee
GM, 480 posts
Thu 1 Mar 2012
at 05:02
  • msg #495

Re: Game map?

Thera Santorini:
In reply to Referee (msg #487):

Ref, what do we know about the capabilities of the ATV for withstanding hard vacuum, fire, explosion, etc? I'm sure the characters know more than their players.


You would expect an ATV to be able to operate in a vacuum as part of its' job description.

Fire and explosion?  More resistant than a car, less fire resistant than an asbestos lined airport fire truck and less explosion resistant than a tank.  Yes, the ATV is pretty rugged, but there are limits.
Thera Santorini
player, 162 posts
I prefer the term
'performing artiste'.
Thu 1 Mar 2012
at 06:13
  • msg #496

Re: Game map?

In reply to Referee (msg #495):

Ok, with that ATV info, my player vote and character vote are both to haul the ATV out of the bay and deal with any remaining creatures in open space where we have the advantage.
Danica Moreau
player, 219 posts
ex-Major, FRA
**** Classified ****
Thu 1 Mar 2012
at 06:37
  • msg #497

Re: Game map?

Dr. Jim D. Jones:
  • Cable: ... Just pointing out here that it doesn't involve magic, er, psionics. ;)

Understood.  And even Dani understands that IC.

Given that she has stated previously that she didn't want to necessarily open the iris valve again.  She presumed that any method to pull the ATV towards the valve would have to involve magic psionics or at least 'action at a distance'.  Mea culpa, probably an inappropriate IC and OOC reference.

As for what the best course of action is, presumably we need the others to chime in either here in OOC or in IC (most have postulated stuff), but since we don't really have a chain of command IC, we may find it difficult to come to a quick consensus there ... :)
Hayden Marks
player, 201 posts
Experienced Trader
Thu 1 Mar 2012
at 06:46
  • msg #498

Re: Game map?

Yeah, I vote other characters to haul the vehicle out of the bay and deal with any remaining space creatures as well. ;)

Because I'm not volunteering my merchant character for that... :P
Jacques Keveloh
player, 239 posts
Thu 1 Mar 2012
at 15:08
  • msg #499

Re: Game map?

Danica Moreau:
since we don't really have a chain of command IC, we may find it difficult to come to a quick consensus there ... :)


This is why I've been holding off a bit on posting IC (well, that and my recent knack of posting too quickly ;) ) But really, in this situation I think the captain would hear everyone's concerns, weigh them, and make a choice - hopefully a mildly dangerous and exciting one, but a choice nonetheless.

Without that we'll just talk in circles while our survivors quietly die, or split up and get picked off by space-bugs in dark little places.... :0
Dr. Jim D. Jones
player, 311 posts
Thu 1 Mar 2012
at 23:21
  • msg #500

Re: Game map?

Danica:
Given that she has stated previously that she didn't want to necessarily open the iris valve again.

Neither does Doc - that's what Haydens for! :)


Sorry Hayden, I missed this last night!
Hayden Marks:
Cutting holes in the wall to direct longarm fire via a drone?  Really?  Has no else one here zeroed a firearm before?

It would be one thing if we had automatic weapon with a tracer mix and we could walk them on to target.  Even then coordition issues abound ("walk it left, no my left!")

But firing single shot weapons via drone with no point of aim point indicator (never mind that you have not established that the point of aim will be the point of impact by zeroing the weapon system) - it strains the imagination to think you would hit something.

Ye of little imagination!  Give me a similar room with a camera feed and I'm pretty sure I could nick something stationary within 5 shots! (Like the wall!)

LOL!  Yes, I've zeroed a firearm before - though I'm better off just shooting from the hip, otherwise a target has absolutely nothing to fear (got astigmatism - I swear)!

Just in case this got missed (re: "walk it left, no my left!")
    Ref - Msg #111: OOC2: Yes, drone video feed can be sent to other suits and to Gypsy Moth.
    Jim - Msg #121: He'd setup up a feed from the drone's AV, with the X-ray outlining feature active.

Seeing as Dani has a +5 DM, i.e. an experienced pro with above average Dex, so maybe she could do it.  However, were I Ref, her first shots would suffer major DMs.  But heck, if the creatures can't get out, 'ammo' doesn't run out, and collateral damage wasn't a concern, maybe it would actually work <shrug>

Jim being Mechanical-3/no Gun and not wanting to see Hayden shot at again (no really!), it seemed a pretty in-character thing to suggest, but, I did not consider firing at creatures through holes a reasonable option if for no other reason than the risk of hitting the ATV.  I used the IC to bring up the notion of making use of holes - one, possibly overlooked, low exposure (pun) technique relative to the whole 'fragile box within a box filled with hostiles' thing.

Which segues rather nicely into my IC... ;)



Opening the bay door seems a popular next objective - though not a risk free one, as Hayden points out. Good thing we have a couple of NPCs that could be well suited (pun) for the purpose. <grin>

However, as we might find them useful for other things (and it took a bit to acquire them) - and manually opening the cargo bay door has risks to any PC not to mention exposes the ATV not only to hard vacc, but to rapid decompression - Doc has other ideas [and this is where 'holes in walls' and 'cables' come in ;)]

Ultimately, it would be desirable to get into the ATV, hopefully without risking life and limb or parties outside and potentially inside.

I'll be weaving this into IC - but welcome OOC when I bunger it all up!
Hayden Marks
player, 202 posts
Experienced Trader
Fri 2 Mar 2012
at 03:38
  • msg #501

Re: Game map?

In reply to Dr. Jim D. Jones (msg #500):

Yes, I can see the library entry now...

Jim D. Jone’s Space Crabs:  Jim’s Space Crabs are a methane breathing life form found in the Halowon Sector.  Most notable because they possess the martial prowess to disarm melee combatants with ease.  However, if Jim's Space Crabs are subjected to repeated laser fire, they become quite still and stationary and are thus easily eliminated.
This message was last edited by the player at 03:40, Fri 02 Mar 2012.
Thera Santorini
player, 165 posts
I prefer the term
'performing artiste'.
Fri 2 Mar 2012
at 04:21
  • msg #502

Re: Game map?

In reply to Dr. Jim D. Jones (msg #500):
quote:
and manually opening the cargo bay door has risks to any PC not to mention exposes the ATV not only to hard vacc, but to rapid decompression


I disagree. If the bay door is manually cranked open like we did with the iris valves, it should be slow enough to allow for gentle decompression.
Referee
GM, 483 posts
Fri 2 Mar 2012
at 05:19
  • msg #503

Re: Game map?

Thera Santorini:
I disagree. If the bay door is manually cranked open like we did with the iris valves, it should be slow enough to allow for gentle decompression.


Please note, no way to crank the vehicle ramp open from outside, but it could be forced open or a hole made from outside.
Danica Moreau
player, 220 posts
ex-Major, FRA
**** Classified ****
Fri 2 Mar 2012
at 06:22
  • msg #504

Plan of action, moving forward.

So, am I to take it that powering up the Suzain and then opening in the bay doors (either remotely from a bridge or engineering console, presumably - or from the outside, once power is restored (Ref, I presume this is possible)) or flushing atmosphere into the vehicle bay has been voted down by the collective?  Are both considered too time consuming, i.e. not fast enough?  Or are there other issues with either of those plans?

I will say, that though it is not a guarantee, all of our Terrestrial experience with methane metabolizing life-forms is that they use methane in lieu of oxygen (which is a better oxidizer - at least in terrestrial climate zones).  And but not in the presence of oxygen.  And that oxygen as an alternate oxidizer is fatal to their metabolisms - it (effectively) irreversibly locks the methane binding sites.  As I understand it, and I'll admit that my understanding is limited, it is not unlike carbon monooxide poisoning in oxygen metabolizing terrestrial life-forms.

If the Suzain scientists are correct (an assumption, undeniably) the Trill should die of lack of methane pretty quick.  Especially if we get the atmosphere up to 1.0 bar - or ten times their normal pressure (or at least the pressure that presumably the ATV entered the hold at, which should have been equilibrized with the outside at the time, I would think).  Oxygen uptake should be ten times as fast.  Maybe they will hyperventilate, then suffocate ... :)

Another thing that I guess we could consider.... If/once the power is up, what if we increased the gravity in the hold?  Would that negate their quickness advantage (more than ours)?  At least in our atmosphere, we have the advantage of not requiring bulky suits to remain active.  Injuries still suck, but can be treated much more readily.
Referee
GM, 484 posts
Fri 2 Mar 2012
at 06:45
  • msg #505

Re: Plan of action, moving forward.

Danica Moreau:
So, am I to take it that powering up the Suzain and then opening in the bay doors (either remotely from a bridge or engineering console, presumably - or from the outside, once power is restored (Ref, I presume this is possible))


Here are the ways to open the vehicle bay door/ramp (that I can think of):

Electrically - either locally in the bay (though the controls have been damaged) or remotely from any workstation.  Requires power.

Manually - release brake on electric motor above the door by hand and push the door open.  Has to be done from inside the vehicle bay.

Forcibly - By using weapons, cutting, punching holes, prying, whatever.  Bear in mind this is a big door made of crystaliron starship hull, so it's pretty tough.  Can be done from outside.
Danica Moreau
player, 221 posts
ex-Major, FRA
**** Classified ****
Fri 2 Mar 2012
at 06:55
  • msg #506

Re: Plan of action, moving forward.

Referee:
Here are the ways to open the vehicle bay door/ramp (that I can think of):

Electrically - either locally in the bay (though the controls have been damaged) or remotely from any workstation.  Requires power.

So, there are no controls (even secure ones) for the bay doors on the outside of the ship?  This is in contrast to airlocks, correct?

That would seem unusual to me, as I would think that a secure key/control pad or some such would exist on the outside), but of course, I may be missing something.  If there is nothing on the outside, I presume that it is standard that the vehicles that use the bay must have remotes to open and shut the bay doors when they approach?
Hayden Marks
player, 204 posts
Experienced Trader
Fri 2 Mar 2012
at 09:54
  • msg #507

Re: Plan of action, moving forward.

Sadly the vehicle crew had the means to self-rescue the entire time.  It was clipped to the drivers sun visor... lol






I'm fine with refueling and restarting everything myself.  If the windows of time for rescue expires during refuel and restart, then so be it.  While tragic, at least we've didn't lose any of our crew.  We are a merchant/intel ship pressed into service for a rescue.  Mounting an offensive EVA operation to breach and retake a vehicle bay infested by an alien species would be reasonable for Navy/Marine crew, but a bit beyond our capabilities IMHO.

Next time, send in the PGMP's I say...



Son, we live in a galaxy that has aliens, and those aliens have to be shot by men with guns. Who's gonna do it? You? You, Hayden Marks? Marines have a greater responsibility than you can possibly fathom! You weep for Pathfinders and you curse the Marines. You have that luxury. You have the luxury of not knowing what I know: that Pathfinder deaths, while tragic, probably saved lives. And my existence, while grotesque and incomprehensible to you, saves lives! You don't want the truth, because deep down in places you don't talk about at parties, you want me fighting aliens! You need me need me fighting aliens!

We use words like "honor", "code", "loyalty". We use these words as the backbone of a life spent defending something. You use them as a punchline! I have neither the time nor the inclination to explain myself to sophonts who rise and sleep under the blanket of the very freedom that I provide, and then question the manner in which I provide it! I would rather you just said "Thank you," and went on your way. Otherwise, I suggest you pick up a weapon, and kill some aliens. Either way, I don't give a damn if you think we used too much force!
This message was last edited by the player at 09:56, Fri 02 Mar 2012.
Dr. Jim D. Jones
player, 312 posts
Fri 2 Mar 2012
at 13:22
  • msg #508

Re: Plan of action, moving forward.

Hayden:
...It was clipped to the drivers sun visor

ROFL!

Did you order the Code Red? ;)


RE: Opening bay doors
    Quote Ref:
    Electrically - either locally in the bay (though the controls have been damaged) or remotely from any workstation.  Requires power.
    Quote Ref IC msg #147
    ...The external door won't open and I can't cycle the air in the bay.  I've tried

That last sounded to me like power alone won't allow the door to open (along with the more recently described fire in the bay evidence...).

Only expected the drone with cable to pull it open, not force it...

If door can't be manually opened from the outside ala the airlocks (assumed unlikely), assumed The Wrecker could manage it (with Doc's Mechanic-3 knowledge to help speed).  This would endanger the opener - since door would likely open when released that way.  Solution is to punch a hole and pin latch the door (small gap) before releasing - then use drone to pull makeshift latch pin and cable attached to door...


    Quote Dani
    ...If the Suzain scientists are correct (an assumption, undeniably) the Trill should die of lack of methane pretty quick.

Vacc should do this - quick (hopefully)?  Hence holes, even interior ones.  If it doesn't work, then push O2 in.

We could bring the Moth over and try to pump in atmo (cognizant of contamination risks) ...


@Jack: Doc has Cold Light Lantern (CSC pg162; 3 day fuel cell, cone 6m@18m to 1m@36m)

    OOC Msg #429
    Doc, of course, will be armed with Med Kit, the launch's Geiger counter and a Cold Lantern.  Expect the 'away' team to bring a mechanical kit (for opening sealed doors) and something to provide O2 to any survivors...

Jacques Keveloh
player, 242 posts
Fri 2 Mar 2012
at 20:34
  • msg #509

Re: Plan of action, moving forward.

"Give me that light, Doc."

Jack takes the cold lantern and then slowly cranks open the bay iris a few centimeters. He begins steadily flashing SOS at the ATV's windshield. If he can't hit the windshield itself he'll aim for an area of the bay that would be visible from inside the vehicle.
Dr. Jim D. Jones
player, 313 posts
Fri 2 Mar 2012
at 22:14
  • msg #510

Re: Plan of action, moving forward.

Nice post ... even better in the IC thread ;)

Thing outta have a good chance of attracting some attention...

BTW: Doc will let Jacques have the lantern ;)
Jacques Keveloh
player, 243 posts
Sat 3 Mar 2012
at 02:58
  • msg #511

Re: Plan of action, moving forward.

That's what I get for posting by phone!

<blush>
Referee
GM, 485 posts
Sat 3 Mar 2012
at 05:07
  • msg #512

Re: Plan of action, moving forward.

Danica Moreau:
So, there are no controls (even secure ones) for the bay doors on the outside of the ship?  This is in contrast to airlocks, correct?


You don't know.  There are no external access controls to the cargo doors on Gypsy Moth.

Airlocks on Gypsy Moth do have secure access controls.

Danica Moreau:
That would seem unusual to me, as I would think that a secure key/control pad or some such would exist on the outside), but of course, I may be missing something.  If there is nothing on the outside, I presume that it is standard that the vehicles that use the bay must have remotes to open and shut the bay doors when they approach?


Maybe.  Access vs. security is always a design consideration.  Whether or not a vessel is built with some sort of secure access control outside a vehicle bay depends on the needs and perspectives of the owner.  Utility, risk, manning policy for the vessel, mission, are all factors.

Sure, remote secure access is a possibility.
Hayden Marks
player, 205 posts
Experienced Trader
Sat 3 Mar 2012
at 05:14
  • msg #513

Re: Plan of action, moving forward.

Referee:
You don't know.  There are no external access controls to the cargo doors on Gypsy Moth.


And for that, the Chief Purser is very grateful!  ;)
Dr. Jim D. Jones
player, 314 posts
Sat 3 Mar 2012
at 13:49
  • msg #514

Re: Plan of action, moving forward.

quote:
Thera is still going through options until something sticks.
"Doc, if there's a brake on the bay door motor, can the probe nudge it off? Once the brake's off it'll be a lot easier to open the door."

@Ref - what's the answer?

If the manual brake release is for emergencies, yet unlikely to cause safety and security issues, I could see it - but otherwise I'd expect such a thing to require demonstrable intent (i.e. dexterous action).

[In the 70's, some incompetent folks who followed on after my Dad left a job at a shipyard, incorrectly released the motor brake on a cargo container crane shortly after he left - this not only sent a multi-hundred ton cargo container crashing to the dock, it spewed pieces of the motor through multi-inch thick plate steel and a good fraction of a mile out onto ships in the channel!]

I picture the drone as a fairly smooth ball, with only minor perturbances... designed to withstand occasional bumping into walls and such, and though gravitic, likely to have a velocity governor - to prevent consumers from doing undo harm to the device and other things likely to result in litigious actions...

As far as I know, its not armed (in either sense of the word) ;)
Dr. Jim D. Jones
player, 317 posts
Mon 5 Mar 2012
at 23:10
  • msg #515

Re: Plan of action, moving forward.

Jack:
.. route to open vacuum


Just in case that is unclear - mean to open the ship to vacuum (area 26 & airlock 18) and the workshop hall/workshop and we can release ATV bay 0.1 atmo via iris valve (slowly and with small opening, of course).

(Technically, just by opening the iris we've been releasing the ATV bay atmo... however, as there are ice crystals, there is still minimal pressure in the areas of the ship we've been in - compared to hard vacc.)
Jacques Keveloh
player, 246 posts
Tue 6 Mar 2012
at 06:25
  • msg #516

Re: Plan of action, moving forward.

Okay, but that will mean Gypsy 2 will have to disconnect (in order to open airlock 18 to void). Maybe we wait til Hayden & Dani are done then all of us can linger in the launch while the hold decompresses.
Dr. Jim D. Jones
player, 318 posts
Tue 6 Mar 2012
at 06:51
  • msg #517

Re: Plan of action, moving forward.

No - fore #18 airlock ;)

Which conveniently brings us near where Dani & Hayden are at the moment...  and we only need to have the airlock, area 26 and the hall to the workshop 'open'.

We also need to be in the Workshop to 'control' the ATV decompression (manually via the iris valve).
Jacques Keveloh
player, 248 posts
Tue 6 Mar 2012
at 07:46
  • msg #518

Re: Plan of action, moving forward.

See IC post <blushes again>

thanks for the clarification ;)
Dr. Jim D. Jones
player, 319 posts
Tue 6 Mar 2012
at 08:06
  • msg #519

Re: Plan of action, moving forward.

Sure thing!

Maybe it will even work...
Referee
GM, 487 posts
Thu 8 Mar 2012
at 05:06
  • msg #520

Re: Plan of action, moving forward.

All,
Sorry for the delay, personal matters.  back now.

Dr. Jim D. Jones:
quote:
Thera is still going through options until something sticks.
"Doc, if there's a brake on the bay door motor, can the probe nudge it off? Once the brake's off it'll be a lot easier to open the door."

@Ref - what's the answer?


Extremely unlikely the smooth, orb-shaped drone could disengage the motor brake.
Dr. Jim D. Jones
player, 321 posts
Fri 9 Mar 2012
at 20:52
  • msg #521

Re: Plan of action, moving forward.

quote:
It looks like a cross between a tarantula and a horseshoe crab.

Sounds tasty!

Trill steaks anyone?  Hmmm... maybe we should reconsider Hayden's Methane Ignition proposal - wonder if Moth's galley goods extend to BBQ sauce?
Dr. Jim D. Jones
player, 323 posts
Sat 10 Mar 2012
at 19:14
  • msg #522

Re: Plan of action, moving forward.

Thanks Jack - I meant to put something in about the ship comm status!

And Expert Mechanic/Doctor Jim D. 'No Zero-G' Jones may indeed need a hand... ;)
Thera Santorini
player, 171 posts
I prefer the term
'performing artiste'.
Wed 21 Mar 2012
at 08:22
  • msg #523

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #522):

Rant mode on.

See, this is what I hate about MgT combat rules.

That workshop is a little over ten feet across. I'm no expert (maybe skill-1) but at that range, I'd have a fair chance of hitting a 1cm x 4cm Double Top with a dart - let alone hitting something the size of a grapefruit with a laser rifle incorporating an electronic HUD graticule!

IMO, anything short of a snake-eyed FUBAR ought to be a guaranteed hit!

Full marks to the Ref for the +3 bonus, but a Ref shouldn't have to fix broken rules.

/rant.
Jacques Keveloh
player, 258 posts
Wed 21 Mar 2012
at 15:21
  • msg #524

Re: Plan of action, moving forward.

I'm just happy to have hit the thing - the rolls really are crap lately. Witness my previous attempt - snake-eyed FUBAR ;)
Thera Santorini
player, 172 posts
I prefer the term
'performing artiste'.
Wed 21 Mar 2012
at 16:33
  • msg #525

Re: Plan of action, moving forward.

In reply to Jacques Keveloh (msg #524):

I'm sure the Ref will answer for Prisa when he's ready, without Thera's intervention, but if it's an IC necessity, Thera will oblige.
Dr. Jim D. Jones
player, 332 posts
Wed 21 Mar 2012
at 17:19
  • msg #526

Re: Plan of action, moving forward.

Does Thera have comms, by chance?  (IIRC, I asked Prisa originally as she has comms and is on the ship.)

Re: the Dice Roller.  Don't worry - it all balances out... in my roll-under games I always get high numbers! ;)


One of the glaring problems with MgT combat is the RAW simply can't handle target shooting. :)

The accommodating DMs are also tricky to administer and often unbalanced.  Re the recent scenario:  The Trill is certainly mostly concealed and behind 'cover'.  However, considered only as a target Jack can clearly see the target (i.e. not concealed) and it could not reasonable move where it wouldn't be vulnerable (i.e. make use of cover).  The rules really don't accommodate this - Ref has to do all the work.

MgT combat's base metric for success isn't general enough, a pretty inevitable side effect of only having 2d6 range and approaching each DM separately.  An attractively simplistic approach to an intrinsically complicated problem.  GURPS style simulation-ism crammed into 11 random outcomes.  To make it 'work' in numerous situations (mostly non-munchkin overkill, IMO) relies on the Ref making house rules and corrective spot calls.
Thera Santorini
player, 173 posts
I prefer the term
'performing artiste'.
Wed 21 Mar 2012
at 17:46
  • msg #527

Re: Plan of action, moving forward.

Dr. Jim D. Jones:
Does Thera have comms, by chance?


Nope.
Jacques Keveloh
player, 260 posts
Wed 21 Mar 2012
at 18:46
  • msg #528

Re: Plan of action, moving forward.

Thera, I just started thinking that maybe something was wrong with Prisa, for example the 'keening' may have caused her to pass out or some such. Unlikely, I know, but also wanted to give you a chance to get in the mix some more.

Play it as it lays. I agree, Ref will have Prisa respond when he's ready.
Dr. Jim D. Jones
player, 333 posts
Wed 21 Mar 2012
at 20:49
  • msg #529

Re: Plan of action, moving forward.

Thought your logic went something like that (on all points!) - seemed good RP as well.

In hindsight we should have had Thera along, even if she just remained in the launch.  Its harder coming up with in-game rationalizations that would bring her aboard. :(

On a somewhat related note...  IMTU, I always combined Zero-G and Vacc Suit - sure, some worlds might involve vacc suit in normal G or Zero-G life in a station without a suit.  But, typically, worlds without atmo would be lower G, and career use of suits would often involve Zero-G training if nothing else.  With Jim I intentionally chose no Zero-G, but I could have RPed that without having the skills separated.  Didn't realize so many of the PCs lacked it as well.
Jacques Keveloh
player, 261 posts
Wed 21 Mar 2012
at 21:59
  • msg #530

Re: Plan of action, moving forward.

Interesting, here's what I do IMTU:

Vacc Suit-0 = no Zero G Skill
Vacc Suit-1 = Zero G-0 (no STR or DEX bonus, ie DEX 11 = +0DM but DEX 6 = -1DM)
Vacc Suit-2 = Zero G-0 (STR/DEX bonus applies, if any)
Vacc Suit-3+= Zero G-1 (max available in this fashion)

Players take the most advantageous situation, so if they have Vacc-1 and roll Zero G-0 they don't suffer the stat penalties above.

Seems to work. Also goes the other way - gaining Zero G-2 will give a character Vacc Suit-0 with stat bonus applicable. It's good background fluff ("Nope, never been trained, just been wearing a frakkin' vacc-suit my whole life...")

Since Jack has Zero G training (only level 1, but hey ;) ) I've been playing up his movements as a foil to Doc's er, fumblings... if Jack had level 2 he'd probably pull the magnets out of his boots and fly everywhere!
Dr. Jim D. Jones
player, 334 posts
Wed 21 Mar 2012
at 23:54
  • msg #531

Re: Plan of action, moving forward.

Ah - that is a really good tradeoff.  A very CT style conditional definition. ;)

Mongoose was my first encounter with the 'Universal Task System' - and I jumped on it like a starving man finding a keg of beer in a desert... and just like the analogy - one can get too much of a good thing.
Thera Santorini
player, 174 posts
I prefer the term
'performing artiste'.
Thu 22 Mar 2012
at 05:49
  • msg #532

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #531):

If Thera has reason to believe Prisa is not responding to communications, she will investigate. I'm sure she would be more awake than her player - Thera doesn't have a Ref whom she assumes will take care of NPC actions when RL permits. :)

As a player, I'm still comfortable on the sidelines. And the rest to the team might be better off that way - Thera tends to be a little - gung-ho. ;)

I like that take on Vacc suit and ZG, Jack. Might just borrow that. :)
This message was last edited by the player at 05:50, Thu 22 Mar 2012.
Jacques Keveloh
player, 263 posts
Thu 22 Mar 2012
at 18:43
  • msg #533

Re: Plan of action, moving forward.

Cool, glad to offer something that might see use elsewhere...

So - rescue balls (RB). As lifelong spacers, what's our protocol here? Open the ATV and quickly as possible jam the occupants into the balls? Try to slip the unopened RB into the ATV and preserve as much atmo as possible, letting the occupants do it themselves?

I've never used RB in a game before <gasp> - just wondering how everyone else handles them.
Dr. Jim D. Jones
player, 336 posts
Fri 23 Mar 2012
at 00:19
  • msg #534

Re: Plan of action, moving forward.

No experience here either... my players only ever rescued inanimate objects (mostly of the cashee money variety ;)

Figured we close the bay (er, with the iris Jack just shot up :D ), access the interior of the ATV - preferably via its airlock, if that works.

If not, then via whatever expedient way.  The ATV depressurizing within the confines of the bay (jury rigged iris cover if need be ;) exposing whoever to temporary low pressure...

Then pull the vict survivors free if need be (to fit out of ATV, if ball would be too large), into the bags, seal and pressurize?
Thera Santorini
player, 176 posts
I prefer the term
'performing artiste'.
Fri 23 Mar 2012
at 06:01
  • msg #535

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #534):

The best way would be to access the ATV via its own airlock. There must be space in the bay to access it, otherwise the crew couldn't use it. You might need to lever the vehicle into a better position to do that (while using something to prevent it from blocking the workshop iris when you move it) but ten tons should be easy enough to lever in zero g.

Then maybe don't completely fill the ball yet to aid getting it through narrow spaces, if need be.
Dr. Jim D. Jones
player, 338 posts
Fri 23 Mar 2012
at 20:24
  • msg #536

Re: Plan of action, moving forward.

Ha - just realized we have extra balls [oh I kill me]...

We could use one while holing the ATV if need be.  (Leaving one for if one of us gets holed.)
Dr. Jim D. Jones
player, 342 posts
Sun 25 Mar 2012
at 05:36
  • msg #537

Re: Plan of action, moving forward.

Nudge the Trill with the drone - or should we try to push the ATV?

BTW: Jim lacks Recon, so I won't be rolling for that.
Hayden Marks
player, 213 posts
Experienced Trader
Mon 26 Mar 2012
at 17:48
  • msg #538

Re: Plan of action, moving forward.

Dr. Jim D. Jones
player, 346 posts
Mon 26 Mar 2012
at 20:04
  • msg #539

Re: Plan of action, moving forward.

Ha!

I'd add Mosquitoes and http://www.ca.uky.edu/entomology/entfacts/ef416.asp to the list (since its not limited to animals)!
Thera Santorini
player, 180 posts
I prefer the term
'performing artiste'.
Sat 31 Mar 2012
at 21:51
  • msg #540

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #539):

I'm not sure if I should be having Thera ask this, or whether it's a game artifact, but if the occupants of the ATV are hoping for rescue and trying to eke out their power, why the hell have they left the gravity on? I dunno how much power grav units consume, but surely it'll reduce the time the atmosphere recyclers will keep going?
Dr. Jim D. Jones
player, 352 posts
Sat 31 Mar 2012
at 23:27
  • msg #541

Re: Plan of action, moving forward.

Given their predicament, I've taken a rather poor view of these NPCs' survival skills! :)

That said - don't recall any mention that the ATV was short of power (possibly months of operation?) - just the ship...

Power might outlast life support (filters, O2 generators, scrubbers, whatnot) regardless of grav or other systems... and grav might be advisable for the human body considering extended durations (especially 'sleeping').

Or maybe these guys are just stupid! :)
Referee
GM, 510 posts
Sun 1 Apr 2012
at 03:37
  • msg #542

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #541):

quietly whistles La Paloma...
Thera Santorini
player, 181 posts
I prefer the term
'performing artiste'.
Sun 1 Apr 2012
at 06:03
  • msg #543

Re: Plan of action, moving forward.

In reply to Referee (msg #542):

I'm not familiar with La Paloma, and Google is no help. If it's not a game artifact, Thera queries it.

Edit: well, the Ref's last post seems to have determined that power is important...
This message was last edited by the player at 06:06, Sun 01 Apr 2012.
Referee
GM, 512 posts
Sun 1 Apr 2012
at 07:02
  • msg #544

Re: Plan of action, moving forward.

In reply to Thera Santorini (msg #543):

I'm whistling it now, but that's no good.  If it's any help, I almost posted "Why indeed...", instead.
Dr. Jim D. Jones
player, 354 posts
Sun 1 Apr 2012
at 10:28
  • msg #545

Re: Plan of action, moving forward.

http://en.wikipedia.org/wiki/La_Paloma

Arguably one of the most played tunes in the world... but culturally its context varies widely.

The Astrogator screwed the jump, so how many days till they hit the sun on their current trajectory?
Referee
GM, 513 posts
Mon 2 Apr 2012
at 03:37
  • msg #546

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #545):

I'm not sure they will.  I think they'll probably miss it, but I'm not really inspired enough to do the math to find out at the moment.  Espiaux's star is rather big.  Either way, it would be several months to never before another rescue could be attempted.
Dr. Jim D. Jones
player, 356 posts
Mon 2 Apr 2012
at 05:47
  • msg #547

Re: Plan of action, moving forward.

Ah, thought I recalled mention of a sun intercept earlier - no worries.

Hayden - good to have you back!

Doc should be able to revive them just fine.  But, stuffing them in rescue bags and transporting to Moth might be better with them sedated...

There's some unexplored ship left - should we bring over Moth to make transfer easy and get power restoration started?
Thera Santorini
player, 183 posts
I prefer the term
'performing artiste'.
Mon 2 Apr 2012
at 17:19
  • msg #548

Re: Plan of action, moving forward.


quote:
We can revive them on the Moth under more controlled circumstances.


Player shakes head slowly and starts muttering about face-huggers and John Hurt's stomach.
Danica Moreau
player, 235 posts
ex-Major, FRA
**** Classified ****
Mon 2 Apr 2012
at 17:29
  • msg #549

Re: Plan of action, moving forward.

Hey!  At least the pretty NPC doc will get it first...:)
Dr. Jim D. Jones
player, 357 posts
Mon 2 Apr 2012
at 21:35
  • msg #550

Re: Plan of action, moving forward.

LOL - the thought might have occurred to me... (whistling La Paloma).

Oh, hey - that reminds me, the Moth doesn't have any nukes!
Which segues nicely into the 'what are we gonna ask for our services?' question.
Hayden's done well in negotiations so far! :)

Hmmm... seriously does make me think (ouch) - why bother waking these chumps at all.  I mean we can just leave them be and fire up the ship (we've got enough pilots).  If they need more serious medical care, Box 2 would be better equipped.  With the ship fired up we can seek more info, but really we're pretty set as far as mission objectives go...
Thera Santorini
player, 184 posts
I prefer the term
'performing artiste'.
Tue 3 Apr 2012
at 04:06
  • msg #551

Re: Plan of action, moving forward.

In reply to Dr. Jim D. Jones (msg #550):

I agree. Since we seem set on a salvage mission, why bother moving them? Their doc is a bit under the weather, but presumably has been in that state for several weeks and may last several more. We can monitor his condition constantly, and since IIRC we have no cold berths, Fast may be the best thing for them until we get back to Box 2, where full quarantine can be set up.

I'd suggest we add fuel to the ATV, use that as a quarantine ward, keep Suzain under ZG vacuum conditions as we power up the rest of her systems, and maintain her in that state all the way back, just in case anything wakes up. If we fuel their launch, we can use that as a detachable panic room for our prize crew if anything goes wrong (we still don't know why they've left the grav on in the ATV).

As for payment, it's traditional in RL that rescue missions ask no cost, except perhaps expenses (fuel etc), but salvage should recoup a fat fee from the insurers.
Dr. Jim D. Jones
player, 359 posts
Tue 3 Apr 2012
at 14:17
  • msg #552

Re: Plan of action, moving forward.

In-game, figure decon is no small task and Suzain's already mostly open to vacc - so that extra caution is justified...

Like to get Thera aboard (she can be contaminated with the rest of us!) - and we've got guns (well, everyone else does!), so I'm all for restoring grav and waking the hosts survivors ;)

[Two launches = 1 for our escape; 1 for 'stellar sanitation'; and, the Suzain free for target practice. :D]
Jacques Keveloh
player, 274 posts
Sat 7 Apr 2012
at 18:18
  • msg #553

Re: Plan of action, moving forward.

Sorry I haven't posted, my girlfriend rescued the sorriest looking dog you've ever seen and she's been a handful (the dog I mean ;) )... will post tonight or early tomorrow.

Woof!
Referee
GM, 517 posts
Wed 11 Apr 2012
at 05:28
  • msg #554

Re: Plan of action, moving forward.

In reply to Jacques Keveloh (msg #553):

Apologies guys, update Thursday.  Sorry.
Jacques Keveloh
player, 276 posts
Wed 18 Apr 2012
at 02:44
  • msg #555

Re: Plan of action, moving forward.

Does Pilot (Small Craft)-1 or greater act as Pilot (Spaceraft)-0 or vice versa? Or are they mutually exclusive?

IMTU they overlap a bit (never more than skill-0 + stats) but can't recall if I house-ruled that. MGT rules don't seem to forbid it but don't support it either...

I'm realizing Jack volunteered to fly Suzain and may not be able to! Genius.
Danica Moreau
player, 238 posts
ex-Major, FRA
**** Classified ****
Wed 18 Apr 2012
at 03:08
  • msg #556

Re: Plan of action, moving forward.

Jacques Keveloh:
Does Pilot (Small Craft)-1 or greater act as Pilot (Spaceraft)-0 or vice versa? Or are they mutually exclusive?

IMTU they overlap a bit (never more than skill-0 + stats) but can't recall if I house-ruled that. MGT rules don't seem to forbid it but don't support it either...

I'm realizing Jack volunteered to fly Suzain and may not be able to! Genius.

Page 51 of the Core Rules in the grey box insert.  Skills that have specialties force you to select specialties, but also give you level=0 in all of the other specialties not selected.  You are fine.  You have Pilot (spaceship)/0 and Pilot (capital ship)/0 from getting Pilot (smallcraft)/1+.
Referee
GM, 519 posts
Wed 18 Apr 2012
at 05:25
  • msg #557

Re: Plan of action, moving forward.

In reply to Danica Moreau (msg #556):

Yes, what she said.
Jacques Keveloh
player, 279 posts
Thu 19 Apr 2012
at 22:01
  • msg #558

Re: Plan of action, moving forward.

Great, thanks.
Referee
GM, 522 posts
Sat 21 Apr 2012
at 06:11
  • msg #559

Fast drug

In reply to Jacques Keveloh (msg #558):

The IC may not be Traveller canon, but I have to imagine there are some negative physiological effects to having one's body shut down for several weeks.  Also, in all the various iterations of Trav, there has never, to the best of my knowledge, been a "fast drug passage".  If fast drug were a walk in the park, wouldn't merchants want their passengers to take it?  Lower life support costs, less risk of hijacking, less risky than low berths (in CT at least), etc.  It seems to be largely overlooked in books and adventures, maybe because it's really unpleasant for the user.
Dr. Jim D. Jones
player, 364 posts
Sat 21 Apr 2012
at 14:41
  • msg #560

Re: Fast drug

Sounds good - hmmm, this remind anyone else of Mr. T?
Jacques Keveloh
player, 280 posts
Sun 22 Apr 2012
at 02:24
  • msg #561

Re: Fast drug

I think it's an excellent interpretation. From the other point of view, what passenger would want to endure 7+ days with people they don't know/like if they could blissfully soma their way to the next world?

Sorry Doc, not getting the Mr. T reference - despite being an avid A-Team fan when I was a kid...
Thera Santorini
player, 186 posts
I prefer the term
'performing artiste'.
Sun 22 Apr 2012
at 05:50
  • msg #562

Re: Fast drug

In reply to Jacques Keveloh (msg #561):

Cos they needed to knock him out to get him on a plane.

The interpretation makes sense to me, btw.
This message was last edited by the player at 05:52, Sun 22 Apr 2012.
Dr. Jim D. Jones
player, 366 posts
Sat 28 Apr 2012
at 17:18
  • msg #563

Re: Fast drug

@REF:

    ...Slaving Suzain to Gypsy Moth's helm is possible, but would require full access to Suzain's computer system to achieve.  Asher should have the requisite system access, Sargant probably wouldn't, based on their jobs onboard.  Alternately, you could try to hack the system or ask that the code be transmitted to you.  Getting the code from Pathfinder authorities would involve significant time lag.  ...


Uhmmm... excuse my suspenders of disbelief - but given there was no reason to believe survivors existed nor whom, is there any non-cheesy, non-fiat reason why we would not have been given access codes for the computer (remote slaving or any other)? ;)

Referee
GM, 525 posts
Sat 28 Apr 2012
at 21:15
  • msg #564

Computer Codes

In reply to Dr. Jim D. Jones (msg #563):

True, good point.
Dr. Jim D. Jones
player, 368 posts
Sat 28 Apr 2012
at 21:26
  • msg #565

Re: Computer Codes

Just checking - cheesy and fiat work for me as well ;)

[Authorities ignored request/forgot/Naval guy absolutely refused request, no Scout authorities to grant, etc... or it just is!]

So, asking the follow-on question I should have posted - assuming we get power, do we have to hack into the computer, or do we have access and if so, to what degree?
Referee
GM, 526 posts
Sun 29 Apr 2012
at 03:40
  • msg #566

Re: Computer Codes

In reply to Dr. Jim D. Jones (msg #565):

You can access the computer.

The real question for the group now is how much roleplaying everyone wants to do on the remainder of this adventure.  To be blunt, we've kind of reached the "loose ends" stage.  You've killed the aliens, rescued the survivors, and more-or-less explored the derelict.  Yes, there are still a couple mysteries to unravel, but those could be glossed over.

So, I guess I'm looking for a vote.  The options are: a) cut scene to Box 2 and get the ship moving towards the next adventure, b) speed through the rest of the rescue/salvage, or c) continue to roleplay "real-time" as it were.

Any preferences?

PS - Yeah, I realize there wasn't any climatic fight scene or dramatic battle against the alien mother, but you guys came up with a good plan to kill of the trills.  If Traveller were an XP based game, rewards would have been given for that (as well as for some good roleplaying).
Thera Santorini
player, 187 posts
I prefer the term
'performing artiste'.
Sun 29 Apr 2012
at 05:31
  • msg #567

Re: Computer Codes

In reply to Referee (msg #566):

I'm easy on the options - provided players find answers to the questions one way or another - particularly, why the risky double jump? What do the 'experts' think triggered the Trill attack (you never know, we might meet them again)? Why was the power-consuming grav left on in the ATV? Why wasn't the Suzain aimed better for Box 2, why the high delta V? And no doubt I/we will think of more...
Hayden Marks
player, 218 posts
Experienced Trader
Mon 30 Apr 2012
at 09:15
  • msg #568

Re: Computer Codes

My vote would be a)!
Dr. Jim D. Jones
player, 369 posts
Mon 30 Apr 2012
at 10:05
  • msg #569

Re: Computer Codes

I'm cool with a).

Or b) where we fast forward to cover any mysteries/aspects relevant/actionable to us understanding and operating in your TU/storyline.

Story, dialog and rationales are all great - and I got no problem with you operating my PC (pun) in fast forward mode.  Ex: .. while returning Doc did X and failed, or discovered Y, etc.
Danica Moreau
player, 241 posts
ex-Major, FRA
**** Classified ****
Mon 30 Apr 2012
at 16:09
  • msg #570

Voting!

My choice would be b) very followed closely by a).  Either is fine, especially if we have passed/reached the denouement and are getting into (what is effectively) the epilogue.  I don't think there is any need to fully RP through the return to the Boxes, particularly if pacing dictates that we should move on.

Like Thera, it would be nice to have some summary to answer some questions hopefully.  I am sure that there will be full debrief of some sort (though we don't have to RP - a summarization is fine).

As a tangent (and complete speculation) ... Unfortunately, I suspect that Asher is going to be a basket case.  From what I can tell, he really liked Claudette (perhaps romantically, perhaps not) - or maybe felt attachment since she was the only one left.  But since she/they could have done what we did to kill the trill - i.e. open the ship to vacuum - and done it much sooner (and even, potentially, in system), the rush to get back to Espiaux would have been abated and all three of them could have been saved (though the rest of the crew is gone, of course).
Jacques Keveloh
player, 282 posts
Tue 1 May 2012
at 00:21
  • msg #571

Re: Voting!

I'd vote for a) provided we get answers to the questions still floating about. Like Dani said, a summarized debrief would do it for me.
Referee
GM, 527 posts
Sun 20 May 2012
at 16:03
  • msg #572

Delay

In reply to Jacques Keveloh (msg #571):

Everyone,
I apologize my prolonged absence.  We (my family and I) found out a couple weeks ago that we'll be moving overseas on short notice.  So, (deep breath) the last few weeks have been hectic to say the least.

I hope to have an update up in the coming week.  Thanks for your patience.
Dr. Jim D. Jones
player, 370 posts
Sun 20 May 2012
at 16:42
  • msg #573

Re: Delay

Thanks for the update.

Glad to know things are otherwise well and hope the move goes good.
Jacques Keveloh
player, 283 posts
Tue 22 May 2012
at 19:28
  • msg #574

Re: Delay

No worries, and best of luck with the move.
Danica Moreau
player, 243 posts
ex-Major, FRA
**** Classified ****
Thu 24 May 2012
at 05:26
  • msg #575

Re: Delay

*hugs the Referee*  Good to know you are still alive!  Good luck with the move - take care; it seems like only yesterday that you were moving to California... ;)

I hope that you can continue here, but if not... it's just a game.  RL always trumps RPoL.  We'll be around, whenever you can get back to us, I suspect.

*waves to everyone else*  Back from Hawaii, All.  Good to see you!
Jacques Keveloh
player, 284 posts
Thu 24 May 2012
at 19:32
  • msg #576

Re: Delay

Hey Dani!

Funny how travellers seem to be travelers in RL too... I just got back from Montreal.
Referee
GM, 528 posts
Fri 25 May 2012
at 05:43
  • msg #577

Re: Delay

Danica Moreau:
it seems like only yesterday that you were moving to California... ;)


That's because it WAS only yesterday (seriously it was just about a year ago). ;)
Referee
GM, 531 posts
Sun 23 Sep 2012
at 14:27
  • msg #578

Epilogue

In reply to Referee (msg # 577):

OK, epilogue is up.  Please feel free to provide open feedback.

The backstory was meant to be somewhat tragic in the sense that a lot of suffering could have been avoided had they made better decisions.  Stephen King's The Mist and a book, The Wreck of the Medusa, about a French frigate that ran aground off the coast of Africa around 1800, and in which several hundred people died because of a total breakdown in any sort of order or effective response, provided the inspiration.  Some bits are, of course, contrived, like the aliens chewing on the fiber optic cable.  But, no more contrived than 95% of published/aired SF.  That's my defense and I'm sticking to it. ;)

And of course, there were a couple details completely overlooked, e.g. gravity being left on in the ATV.

At any rate, hope the adventure was enjoyable and looking forward to continuing. :)
Dr. Jim D. Jones
player, 371 posts
Sun 23 Sep 2012
at 20:15
  • msg #579

Re: Epilogue

Great to see folks are still around - hope Jacques makes an appearance and we'll be complete when Hayden gets back from vacation.

Excellent read Ref!  Tied things up very nicely, too.  Certainly enjoyed the adventure to date.

I'll let others chime in before asking questions re: going forward.


Spoiler text: (Highlight or hover over the text to view)
BTW, you're probably aware that rats gnawing on fiber cables (well, any old thing, actually) is a known RW problem... but for a true 'glass eater' (well silica glass spines in sea sponges) I would refer you to Eretmochelys imbricata. ;)

Referee
GM, 532 posts
Tue 25 Sep 2012
at 12:45
  • msg #580

Enough of the Past, into the Future

In reply to Dr. Jim D. Jones (msg # 579):

So, I guess the logical question at this point is: where do the players want to go?  Investigate the trills?  continue with the original mission of investigating the destruction of a Pathfinder courier?

We could certainly roleplay this decision, but have a basic idea of people's leaning would help me set the stage, so to speak.
Dr. Jim D. Jones
player, 372 posts
Tue 25 Sep 2012
at 13:35
  • msg #581

Re: Enough of the Past, into the Future

Original mission gets my vote.
Danica Moreau
player, 246 posts
ex-Major, FRA
**** Classified ****
Tue 25 Sep 2012
at 16:17
  • msg #582

Re: Enough of the Past, into the Future

Danica's player and the character herself would be most inclined to continue to try and fulfill their original mission (they still have standing orders, as far as she is concerned).

Of course, if the Pathfinders behind Blackfin deem contact with the Trill to be a more immediately pressing of an issue and revise the Moth's mission/charter, then that is fine as well.  Neither Dani nor her player would argue against that...:)  Yeah, I'm kind of easy that way.

Sorry, not much of an answer, though... ;)

In the latter case, it seems to me that we are not really set up for a first second contact mission though.  Would the Gypsy Moth have to take on more crew and get fitted with more specialty equipment to really go and investigate (or is that nuke ... ;)) the Trill?  Hmmm ... Is the Referee trying to tell us something about the (PC and/or NPC) crew roster?

For example, Prisa signed on with a fairly firm six month contract deadline (if I recall, correctly); so, would she be inclined to join us in astra incognita (which I would see as being more long term than that - though I could be wrong)?  I know, I know that the issue is quite minor.  And now would be a good time, game-wise, to potentially do that shakedown, I suppose.

Or is that the type of 'stage setting' that the Ref is talking about?
Dr. Jim D. Jones
player, 373 posts
Tue 25 Sep 2012
at 17:15
  • msg #583

Re: Enough of the Past, into the Future

Yeah, seems unlikely this group would be tasked with further Trill hunting investigating - but I'm certainly game for it, or even, 'Your new mission, should you choose to accept it...' ;)

Speaking for myself only, but with a pretty sure bet on behalf of everyone, any tangent or even entirely new direction you might want to pursue I'm for.

Seeing as how the Moth enterprise just made good with government and military, is in orbit around the seat of government (IIRC?), and with enough time elapsed that folks could have moved between systems - seems like things are well positioned for anything...
Jacques Keveloh
player, 285 posts
Thu 27 Sep 2012
at 16:09
  • msg #584

Re: Enough of the Past, into the Future

Like the others, I could go either way but I'm leaning toward the original mission. There's a lot of ports between where we are and where we would need to go to investigate the destroyed scout... lots of room for detours and side trips.

As far as IC considerations, seems the Trill thing would be handled now by a heavy research vessel or two with big military support. The Moth at best would be a courier or maybe some sort of command/CIC vessel in that kind of mission. Which, while interesting, would seem to relegate us to being pawns in a larger structure. Besides, I would imagine the Trill mission to be a several more weeks away from starting at best, allowing for specimens to be examined and tissues tested more thoroughly, deeper interrogation of the survivors, corralling the appropriate and available vessels, etc etc.

The original mission is still there, hinting at military aggression against us - pretty heavy implications that should not be left hanging. And the Moth is perfect for that job.

Just my interpretation anyway ;) Wherever we go, game on!
Dr. Jim D. Jones
player, 374 posts
Thu 27 Sep 2012
at 17:58
  • msg #585

Re: Enough of the Past, into the Future

@Ref: what's the disposition of the medic Doc we picked up?  She stay behind/head for Box II, or still aboard?
Referee
GM, 533 posts
Fri 28 Sep 2012
at 11:24
  • msg #586

Re: Enough of the Past, into the Future

In reply to Dr. Jim D. Jones (msg # 585):

I agree with everything that you guys have said about being better suited to the original mission than contact, just wanted to check before proceeding.

Female medic was in quarantine with you, but will be heading back to Box 2 shortly.  You do have time for a final romantic weekend in a 5 star, deep-sea hotel, though. :)
Dr. Jim D. Jones
player, 376 posts
Thu 4 Oct 2012
at 00:07
  • msg #587

Re: Enough of the Past, into the Future

Will be out of pocket for perhaps a week... sock puppet Jim as needed!
Dr. Jim D. Jones
player, 378 posts
Thu 17 Jan 2013
at 06:07
  • msg #588

Re: Enough of the Past, into the Future

Hope everyone's New Year is going well!
Danica Moreau
player, 249 posts
ex-Major, FRA
**** Classified ****
Thu 17 Jan 2013
at 06:50
  • msg #589

Re: Enough of the Past, into the Future

Dr. Jim D. Jones:
Hope everyone's New Year is going well!

Right back at ya!  Happy 2013 everyone!

Oh, and Post #1900 is mine!  Muahahahahahahaahhhhhhh!
Thera Santorini
player, 189 posts
I prefer the term
'performing artiste'.
Thu 17 Jan 2013
at 15:30
  • msg #590

Re: Enough of the Past, into the Future

Happy 2013 all!
Anyone heard from the Ref elsewhere? How's he doing in his new job/country?
Jacques Keveloh
player, 290 posts
Sat 19 Jan 2013
at 19:01
  • msg #591

Re: Enough of the Past, into the Future

Happy 2013 and best of luck to everyone in the new year!

No word on the Ref from my end...
Referee
GM, 536 posts
Mon 11 Feb 2013
at 12:55
  • msg #592

Re: Enough of the Past, into the Future

In reply to Jacques Keveloh (msg # 591):

Happy belated New Year to All!

To months on, I guess it's safe to come out of my Mayan calendar bunker now.

Seriously, though, I think I'm suffering from Kilgs disease lately.  Every time there's a brief respite at work I get the urge to re-start the game, but then I realize that it would just be false hope ala Gateway Drift.

I haven't given up yet though!

One thing I want to ask is how everyone would feel about fast forwarding to Tupolev, where the next adventure will begin.  Between Espiaux and Tupolev would be nice for color and building connections and such, but isn't strictly necessary. Thoughts?
Danica Moreau
player, 250 posts
ex-Major, FRA
**** Classified ****
Mon 11 Feb 2013
at 18:01
  • msg #593

Re: Enough of the Past, into the Future

Hi Ref.  Good to know that the Apocalypse™ didn't swallow you up!  That all of my constant fighting against the Darkness™ has paid off. ;)

As for the game, I'd love to see it startup again, but be careful and don't get burnt-out.  As a player, it is always easy for me to say 'Yeah, of course I am still here!' - which is true, and I am still here - but, I understand how hard it is to make and sustain a game.  And if RL is too hairy, I'm sure that everyone would understand.  As GM, you definitely have the largest amount of effort invested (and to be invest) - as players we can help, but only you know whether the primary burden is manageable.  Pushing through the inertia and cobwebs to restart is always hard.  If you are up for it, I am not going to say 'No'.  I quite enjoyed the action in this game.

Anyhoo.  To answer your specific logistical question:  I am fine with fast forwarding to Tupolev.  There will be plenty of chances to RP moving forward; so, if a fast forward is in order to kick start stuff, then I am all for it.

A fast forward just gets me that much closer to bumping stats through personal improvement....:D
Hayden Marks
player, 219 posts
Experienced Trader
Tue 12 Feb 2013
at 21:15
  • msg #594

Re: Enough of the Past, into the Future

Back in DC on medevac right now, but I'm up for this.  I might ask for a less central role until this gets resolved, but I'd enjoy playing in Halowon again.
Jacques Keveloh
player, 291 posts
Thu 14 Feb 2013
at 05:02
  • msg #595

Re: Enough of the Past, into the Future

Welcome back, Ref!

I'd love to see the game keep going and jumping ahead is not a problem for me. But yeah if your heart's not in it I'd rather we let it go... Mine certainly is but I don't have to do any work! ;)
Referee
GM, 537 posts
Fri 15 Feb 2013
at 14:12
  • msg #596

Re: Enough of the Past, into the Future

In reply to Jacques Keveloh (msg # 595):

Great!  We have a quorom.  I will try to get something up in the next week or so to explain why Simon Newell is happy and wrapup Espiaux.  Then we get get on with introducing Tupolev and further adventuring. :)
Thera Santorini
player, 190 posts
I prefer the term
'performing artiste'.
Sat 16 Feb 2013
at 16:17
  • msg #597

Re: Enough of the Past, into the Future

I'm still here. I missed your red flag - too many unused games on my Rpol home page, must clear it sometime.

As Danica says, whatever you feel you can cope with, I'm easy either way, continuation or restart. If it's too much just now, I'll probably still be here next year, too. ;)
Dr. Jim D. Jones
player, 379 posts
Sun 17 Feb 2013
at 04:53
  • msg #598

Re: Enough of the Past, into the Future

Good to go here!

Certainly concur with everyone else - advance the storyline however works for you Ref.  No rush and no pressure.

My F2F games tend to a few connected marathon sessions played out as scenes with me summarizing and fast forwarding as appropriate during and between sessions - so I'm quite comfortable with this.
Referee
GM, 539 posts
Sun 24 Feb 2013
at 14:29
  • msg #599

Re: Enough of the Past, into the Future

In reply to Dr. Jim D. Jones (msg # 598):

Still alive, getting close to a real update.  I did just put up the system profile for Vauclain and Ozawa, through which the group jumped to get to Tupolev.  If you like chrome, mmm chrome, feel free to read, if not, no need.

Hope to have the system profile for Tupolev up in the next couple days, then the scenesetter for the group arriving on Tupolev by the end of the week.

Thanks for everyone's patience.
Dr. Jim D. Jones
player, 380 posts
Wed 27 Feb 2013
at 01:34
  • msg #600

Re: Enough of the Past, into the Future

Great chrome Ref!
Referee
GM, 542 posts
Sat 2 Mar 2013
at 01:52
  • msg #601

Game On!

In reply to Dr. Jim D. Jones (msg # 600):

Thanks, as always, anyone here is free to plagiarize anything that doesn't suck for their personal use.

In other news: game on!

In other, other news, I've become REALLY disappointed with the quality of MGT products lately.  As a wargamer who migrated into RPGs, I've always appreciated that Traveller tried to keep that scalability from individual adventures up to "big strategery stuff".  As a ref, the bigger rules sets help me scope stuff in campaigns and keep things in persepctive.  I also enjoy the wargame aspects for their own sake.  For example, I have played and reffed several TCS tournaments and an Islands cluster campaign or two in my time.

Why am I blathering on about this you ask?  Well, I recently purchased MGT's TCS on DrivethruRPG and was deeply disappointed.  Paul Stauder made several changes to the campaign rules which, cumulatively, make a TCS campaign unplayable (tax rates, maintenance charges, Esperanza pop) and which make the rules internally inconsistent (ordinary).  I have no problem with different creative direction, hell I'd love something original from Mongoose, but rules should at least fit into the larger Trav universe and not contradict themselves.

I'm also a bit peeved that, yet again, there are several pages of weapons included.  They feel tacked on, they invalidate previous designs (missile pack = bye bye bomber for example), and the consequences of the new weapons aren't even factored in to the new ship designs in the supplement.  For example, none of the new ships has radiation shielding to protect them against EMP torpedoes, a weapon which can be one hit one kill.  My favorite, though, is the battle rider that mounts a railgun spinal mount yet makes no provision to carry ammo for said spinal mount.

In short: 1) no effort to improve gameplay over the original, 2) no playtesting or critical thought applied to the changes which worsened gameplay, 3) no thought to how the new "whiz-bang" weapons they included would change ship to ship combat, and 4) now refs have to contend with yet another publication that has a few pages of stuff in it.

In summation, if you've bought it, sorry, if not, don't.

Sorry about the rant guys, just had to get that off my chest. ;)
Danica Moreau
player, 251 posts
ex-Major, FRA
**** Classified ****
Sat 2 Mar 2013
at 04:42
  • msg #602

Re: Game On!

Yeah!

Sorry to seem obtuse here, Simon did not accompany us to Tupolev, correct (he would be the nineteenth person on board)?  Did he leave us after the debriefing and then the dinner or did he stay on board for a few days afterwards?

Also, I will try have an IC response done asap, though, it probably will not be today/tonight - it will more likely be over the weekend for me (it is Friday evening for me, right now).
Referee
GM, 543 posts
Sat 2 Mar 2013
at 12:53
  • msg #603

Re: Game On!

In reply to Danica Moreau (msg # 602):

Correct, you haven't seen Simon since the day after the dinner.
Dr. Jim D. Jones
player, 381 posts
Sat 2 Mar 2013
at 18:26
  • msg #604

Re: Game On!

Excellent IC writeup!

? - know we had contacts listed somewhere, but can't seem to locate them... :(

As an aside, wanted to add that the initial rumors were a nice touch... (just future reference - no intent on adding to the ref burden!)

Not surprised re:TCS.  Considering the absolute crap that HG combat is, and its never been officially acknowledged, much less addressed - I held little hope for TCS.  Mechanics, editing and continuity are not MgT's strong suite, IMO.
Thera Santorini
player, 191 posts
I prefer the term
'performing artiste'.
Sat 2 Mar 2013
at 19:28
  • msg #605

Re: Game On!

My contacts are at the foot of my character sheet, I dunno if the Ref has put everyone's there - I can't remember now whether I built it or the Ref.

I have at least one contact on Tupolev, but probably not someone I'd comm from orbit.

Can someone remind me if we have specific business on Tupolev or are we just passing through and making a bit of cash en route to elsewhere?
Jacques Keveloh
player, 292 posts
Sat 2 Mar 2013
at 22:15
  • msg #606

Re: Game On!

Yes! Game on! Nice background, Ref...

Jack does not have any contacts on Tupolev. Don't recall we have any specific duties on Tupolev other than maintaining our cover and keeping on the move toward the destroyed scout ship. I seem to recall it was in system 1618 (hex 0808) but I'm not sure at the moment.

Too bad about TCS, yet another fail :(

IC post soon, glad we're back!
Referee
GM, 546 posts
Sun 3 Mar 2013
at 00:37
  • msg #607

Re: Game On!

Dr. Jim D. Jones:
As an aside, wanted to add that the initial rumors were a nice touch... (just future reference - no intent on adding to the ref burden!)


Funny you should mention that, I was just looking over my list of rumors last night.  Since I'm a little behind the curve, I was going to present them in a "by the way, while on Ozawa you overheard..." type format.

I also need to post a GNA news clip or two, just for additional flavor.

Dr. Jim D. Jones:
Not surprised re:TCS.  Considering the absolute crap that HG combat is, and its never been officially acknowledged, much less addressed - I held little hope for TCS.  Mechanics, editing and continuity are not MgT's strong suite, IMO.


You know I've done MGT space combat, and I actually think it's not bad.  I've never tried the capital ship combat and, honestly, have no real urge to.  It just looks like a massive PITA.

-----------------

Thera and Jack are correct about Tupolev, no official orders.  Make some money, do a side job if something worthwhile presents itself, move on.

Destroyed scout is in the Antioch system 1619.
Dr. Jim D. Jones
player, 383 posts
Tue 5 Mar 2013
at 05:42
  • msg #608

Re: Game On!

Sounds great - no pressure though!

(Yeah, HG capital ship rules are unplayable as written, and that's the nicest thing I can think to say... the TMB space combat is, however, okay - quite enjoyed your BCr tournament the other year!)
Referee
GM, 548 posts
Fri 8 Mar 2013
at 09:19
  • msg #609

Re: Game On!

In reply to Dr. Jim D. Jones (msg # 608):

All ridiculously busy week, will have something up this weekend.  Thanks for patience.
Dr. Jim D. Jones
player, 386 posts
Fri 8 Mar 2013
at 23:56
  • msg #610

Re: Game On!

No problem!

Re: current IC - Assume we are talking Antioch via Wellesley to 1618 baring revelations at Tupolev (and assuming PCs have handle on refueling).

Got my vote.  (Krim detour was just IC fluff ... as a Player I'm also not opposed to Santander ;) )
Jacques Keveloh
player, 295 posts
Sat 9 Mar 2013
at 04:13
  • msg #611

Re: Game On!

As a player not opposed to any course of action but IC Jack will push to get to 1618 sooner rather than later.

No worries re busy week, same here!
Jacques Keveloh
player, 297 posts
Tue 26 Mar 2013
at 05:38
  • msg #612

Re: Game On!

sorry, kinda lame IC post but just wanted to give Hayden and Thera a chance to chime in...
Dr. Jim D. Jones
player, 390 posts
Tue 26 Mar 2013
at 14:16
  • msg #613

Re: Game On!

Eh, nothing wrong with that IC!

As to the 'Captain' bit, this is no different than RW enterprises where 'The Owner of Note' is actually several parties - or a military vessel with multiple 'Captain' ranked officers aboard, but only one 'Ship's Captain' (certainly a quandary for civilians who lack knowledge of military conventions).

    Belligerent official - 'I demand to speak to the captain!',

    'Captain Jim speaking.'

    'Captain, your ship is parked in an illegal orbit in violation of 9 counts of local orbital ordinances.  You will come with me!'

    'Oh, you want 'The Captain'. I'm just Captain of Medicine, Doctor Jim D. Jones. I told him not to park there.  Believe you will find him at the Matador. Now, I'd love to go with you, but I've a patient in urgent need, so just page me if you have problems finding the good Captain...'

Jacques Keveloh
player, 298 posts
Wed 27 Mar 2013
at 05:10
  • msg #614

Re: Game On!

Yeah, definitely all good with the rotational captain title. I just felt compelled to create some business that would occupy Thera and Hayden so we could keep going; of course Thera posted immediately after that... Sorry, Thera! Not trying to railroad anyone, just trying to keep moving logically - at least logically in my head. Anyway I didn't mean to step on anyone's toes.

But yeah, "Captain" is pretty amorphous at this point, whoever wants to wrangle the encounter / has the best chance to succeed should take the Capt role, totally down with that.
Thera Santorini
player, 195 posts
I prefer the term
'performing artiste'.
Wed 27 Mar 2013
at 06:41
  • msg #615

Re: Game On!

No offence taken here. I was taking a back seat while things developed on the bridge, but thought I'd post after your friendly nudge, just to show I'm still here.
It was meant to be quick rather than curt. :)
Hayden Marks
player, 221 posts
Experienced Trader
Sun 28 Apr 2013
at 18:40
  • msg #616

Re: Game On!

Sorry guys, I'm not really in a place IRL to get my ass chewed by some NPC, so I've not responded to this.  I'm heading home in mid June, so I'll post in character then.  Quite frankly, I'm surprised the Ref has any time for this, all things considered.  I've been where he is, and I'm not sure I'd have time.  ;P
Dr. Jim D. Jones
player, 392 posts
Mon 29 Apr 2013
at 03:54
  • msg #617

Re: Game On!

Sorry to hear RL is being contrary, hope that gets better - get home safe!

NPCs can wait. ;)

No worries on the game - hope everyone is well!
Jacques Keveloh
player, 300 posts
Mon 20 May 2013
at 18:15
  • msg #618

Re: Game On!

Agreed, no worries here and hope everyone is well!
Thera Santorini
player, 196 posts
I prefer the term
'performing artiste'.
Mon 9 Sep 2013
at 15:34
  • msg #619

Re: Game On!

Glad to see you're back, Ref. :)

It may take me a little while to catch up and get this game back into my head.
Dr. Jim D. Jones
player, 393 posts
Mon 9 Sep 2013
at 15:59
  • msg #620

Re: Game On!

Just popped in after months(?) to check on RPoL and this game is back on - Excellent!

Glad to see our Ref back - and hope everyone is doing well!
Dr. Jim D. Jones
player, 395 posts
Mon 9 Sep 2013
at 17:04
  • msg #621

Re: Game On!

Looking at the writeup for Tupolev - employing one or more guards from Hunter Enterprises might be useful re: cover story/mission as we travel within the Halowon Sector...
Danica Moreau
player, 258 posts
ex-Major, FRA
**** Classified ****
Tue 10 Sep 2013
at 06:12
  • msg #622

Re: Game On!

Good to have you back, Ref.  Glad to know that you are still alive and kicking.  And glad to know that the game is back!

With respect to security from Hunter Enterprises.  Dani can take it or leave it.  She takes the rumors about backing from the DSS quite seriously - but, of course, can identify with the adage about 'keeping enemies closer' as well.
Dr. Jim D. Jones
player, 396 posts
Tue 10 Sep 2013
at 14:45
  • msg #623

Re: Game On!

Hello again Hayden & Danica - great to have you guys back - and nice posts!

Hope Jacques and Bertand are still around!
Danica Moreau
player, 260 posts
ex-Major, FRA
**** Classified ****
Tue 10 Sep 2013
at 15:35
  • msg #624

Re: Game On!

Nice to see you as well, Dr. Jones.

I'm glad that Hayden is back as well.  It has been too long since the Traveller gang was playing together.

BTW, I've edited Dani's IC post slightly to make the stunner less conspicuous (there seems little reason to blatantly advertise).  Though the service knife is still visible.  I know that the Republic isn't super popular in Tupolev, but she often wears it out and about thinking of it more as a useful ship-board tool than anything else.  Dani will remove the knife (or the stunner for that matter) if asked/prompted.
Jacques Keveloh
player, 301 posts
Wed 11 Sep 2013
at 15:34
  • msg #625

Re: Game On!

Wow, welcome back everyone! Joy...
Hayden Marks
player, 225 posts
Experienced Trader
Wed 11 Sep 2013
at 21:28
  • msg #626

Re: Game On!

Insha'allah I'll keep having more time for RPOL now that things are settling down from my move.

09:46, Today: Hayden Marks rolled 9 using 2d6+2. Skill Check.
Hayden Marks
player, 226 posts
Wed 11 Sep 2013
at 21:28
  • [deleted]
  • msg #627

Re: Game On!

This message was deleted by the player at 21:28, Wed 11 Sept 2013.
Dr. Jim D. Jones
player, 397 posts
Thu 12 Sep 2013
at 01:38
  • msg #628

Re: Game On!

Hello again Jacques!

For anyone else looking, the original mission brief starts with Msg #29 in the IC: Kurth & Sons Shipyard (Alsace) 350-5741 (group 0) thread.  (link to a message in this game)
Dr. Jim D. Jones
player, 400 posts
Sun 15 Sep 2013
at 09:10
  • msg #629

Re: Game On!

@Ref:
  • Assume 'credit' card - or cash-y moneys only?
  • Local accessible 'mobile network/data web' unless otherwise stated?
  • Remote comms to ship generally available?

Also, I might have missed this, but I presume in line with unloading, etc. that topping off the tanks is routine and NPCs are managing these niggling details?
Referee
GM, 561 posts
Mon 16 Sep 2013
at 12:20
  • msg #630

Re: Game On!

In reply to Dr. Jim D. Jones (msg # 629):

We can assume a currency exchange or bank rep came by the ship during the day so you all have appropriate local currency, pre-loaded debit cards, etc.

Global, more or less, data web, and comms with ship no problem.

The NPCs can be assumed to be scheduling refueling and reprovisioning.  Freight and passengers are offloaded, but there are still 60tons of spec goods onboard needing to be sold.  Also, probably tomorrow (game time), you'll want to select a destination so you can start scouting out prospective cargo and passengers.
Dr. Jim D. Jones
player, 401 posts
Tue 17 Sep 2013
at 04:51
  • msg #631

Re: Game On!

Thanks Ref!

Re: next stop -
Jack suggested Wellesley in current IC Msg #6 - Doc's on board with that (and Danica and Thera, too, if I read correctly).
Jacques Keveloh
player, 304 posts
Tue 17 Sep 2013
at 06:16
  • msg #632

Re: Game On!

Hey Doc!

Yeah, probably best left for IC but if prompted Jack will push to get to Consul asap.
Dr. Jim D. Jones
player, 403 posts
Wed 18 Sep 2013
at 03:53
  • msg #633

Re: Game On!

And Wellesley was Jack's suggestion (via prior IC in current thread) as most direct route to Antioch, which was last reported location of Consul and where we are to 'authenticate' the visual recording?

Or have I misread?

(Doc was, in character based on his desire to 'see the sights', wanting otherwise - but acquiescing to most directly pursuing their mission as Jack had suggested...)

[Cool - we're @ Msg 2000 :)]
Danica Moreau
player, 265 posts
ex-Major, FRA
**** Classified ****
Wed 18 Sep 2013
at 05:26
  • msg #634

Re: Game On!

Yay, my IC post was number 2001!  Which seems incredibly auspicious for a space-faring game...

IC (and OOC) Danica (and her player) are fine with Wellesley.  I believe that was the way that Hayden had originally proposed we go through since stopping in most of the major polities before any potential open hostilities broke out was going to be worthwhile.  As well as being the least number of jumps (or at least equal to the alternate).
Thera Santorini
player, 200 posts
I prefer the term
'performing artiste'.
Wed 18 Sep 2013
at 05:49
  • msg #635

Re: Game On!

Thera will go with the flow.
Referee
GM, 566 posts
Fri 20 Sep 2013
at 20:19
  • msg #636

Re: Game On!

In reply to Thera Santorini (msg # 635):

On a completely separate subject: anyone have any interest in a small-scale (50BCr-ish annual initial budgets) MGT TCS campaign?

As much as certain parts of MGT TCS annoy me to the very core of my being, I think the advancing tech rules might be worth a spin (they completely break the OTU, but for a tournament what the hell).  For those that don't have TCS, here are some selective quotes from pg 20:

quote:
Initial Technology Level: Instead of the standard initial worlds,
planets that players begin in control of should have a maximum
Tech Level 8. This leaves them with prototype jump-1 drives,
low tech fusion plants and a limited selection of shipboard
armaments.


quote:
Technology Marches Onward: The centre point of the
advancing technology campaign is that a civilisation can
enhance itself by increasing its Tech Level or the Tech Level in
specific areas of its fleet...


quote:
...option for developing empires is to research
advanced technology using up shipyard space and budget that
could otherwise be spent on fleet construction and maintenance.
Developing a single aspect of a civilisation’s technology
(see the previous table) takes up shipyard space equal to a
10,000 ton vessel. This space is used for the construction of
experimental systems, small test bed hulls and prototyping. The
research and implementation of developments in the chosen
line of technology takes the same length of time as constructing
a 10,000 ton vessel, a matter of 96 weeks. The major problem
of research is its cost as the weekly cost of pursuing a line of
technological development is MCr. 1,000. This gives a total cost
of MCr. 96,000, an amount often more costly than an entire
battleship.


The table alluded to above lists the following areas that can be researched: drives, hull, armor, sensors, internal systems (computers, command, etc), and of course weapons.

If a majority of players are amenable (assuming there's any interest at all in this type of game), a seventh line of research, ground forces, could be added and we could tinker with some planetary invasion rules.

My initial thought is that a ten year "pre-hostilities buildup" would give each player the chance to make some strategic resource decisions: how much research and which areas vs building ships vs improving starport/shipyard capacity that could lead to some interesting gameplay differences in fleets.  Do you go for J-2?  Or maybe for better computers or crystaliron armor?  Perhaps a player goes hard on weapons, trying to discover meson guns before anyone else,  or maybe someone decides Lenin was right that, "quantity has a quality all its own" and just builds the biggest TL-8/proto TL-9 fleet possible in that span.

I think four, max five, players would be ideal in terms of balancing the burden of reffing versus gameplay possibilities.  As I am very comfortable with everyone in this game (like, trust, respect, etc), I thought I'd bounce the idea off you guys first.
Dr. Jim D. Jones
player, 405 posts
Sat 21 Sep 2013
at 12:29
  • msg #637

Re: Game On!

Sounds real interesting - quite enjoyed your first MGT tourney (and all the RPoL games, of course).  Unfortunately, RL is a real bear this month.  :(

If it takes a bit to recruit folks, I might be in a better place and able to commit.

(Visiting relatives leave next week, will finish build of disability ramps for a relative who shattered a femur, and, hopefully, the cleaning crew of a major client has learned not to wash network equipment!)
Thera Santorini
player, 201 posts
I prefer the term
'performing artiste'.
Sat 21 Sep 2013
at 13:50
  • msg #638

Re: Game On!

I'm pretty well gamed out at present, and this would mean learning an entire rule set from scratch so, sorry, I'm not going to be able to join you. Thanks for the offer, though. Have fun with it. :)
Hayden Marks
player, 232 posts
Experienced Trader
Mon 23 Sep 2013
at 16:49
  • msg #639

Re: Game On!

I'd be interested in a TCS game later in the year, when it's dark and cold there's little reason to go outside, but right now I don't have a whole time to devote to give it the focus it would need.  I'm supposed to be studying for CISSP - my test date is Nov 2nd, yes somehow getting back on RPOL is where my free time has been ending up.  :P
Jacques Keveloh
player, 305 posts
Mon 23 Sep 2013
at 17:18
  • msg #640

Re: Game On!

Love the idea but relocating plus a writing project on the side means this is the only game I've got time for... perhaps like Hayden, later in the year...
Referee
GM, 568 posts
Thu 26 Sep 2013
at 18:32
  • msg #641

TCS

In reply to Jacques Keveloh (msg # 640):

Thanks all for the feedback.  Let's let the TCS idea percolate for a bit.  I'll bring it up again in mid-November or so and we'll see how folks feel about it then.
Dr. Jim D. Jones
player, 410 posts
Thu 26 Sep 2013
at 22:52
  • msg #642

Re: TCS

Sounds good Ref!

OT - for anyone who's seen the 2009 Star Trek movie, check out http://www.youtube.com/watch?v=OTfBH-XFdSc ;)

[I've enjoyed quite a number of those Honest Trailer clips.]
Hayden Marks
player, 234 posts
Experienced Trader
Thu 26 Sep 2013
at 23:16
  • msg #643

Re: TCS

J.J. Abrams can keep the Trek reboot - I'm waiting for Ender's Game myself: http://www.youtube.com/watch?v=2UNWLgY-wuo

PS: I contend she's playing the jealousy/hard-to-get card.  ;)
This message was last edited by the player at 23:17, Thu 26 Sept 2013.
Dr. Jim D. Jones
player, 411 posts
Fri 27 Sep 2013
at 02:31
  • msg #644

Re: TCS

I think the Honest Trailer clip nailed it - but then I still like the original series best (campy salt & pepper effects included)!

Enders game sounds interesting - I remember reading some of the novels a long time ago.

[Hah - Harrison Ford is in that one - how ironic.  Almost met him once to discuss a recycling project (he was interested in fence posts for his Wyoming ranch).]

Yeah, Jim would definitely think Dayani was playing, but he wouldn't admit it. ;)
Danica Moreau
player, 269 posts
ex-Major, FRA
**** Classified ****
Fri 27 Sep 2013
at 04:35
  • msg #645

Re: TCS

BTW, Doc.  You might have gotten your bars mixed up, IC.  We are in the BBC right now, I believe.  Dayani invited Jack to the Flat Tail, I believe...

Oh, and both trailers were quite good - for different reasons.

I loved Ender's Game for what it was (whatever OSC's politics and the personality might be) - though the movie looks like it might take some serious liberties (as is likely necessary as parts of the book may not translate well to the big screen).

As for the Star Trek reboot...  It wasn't bad.  It wasn't good (though it was flashy), but it wasn't bad.  The second one was okay, as well; predictable, but enough shout outs to the old serious/universe to make it fairly entertaining.  Again, it was visually quite nice.
Dr. Jim D. Jones
player, 412 posts
Fri 27 Sep 2013
at 23:05
  • msg #646

Re: TCS

Danica Moreau:
BTW, Doc.  You might have gotten your bars mixed up, IC.  We are in the BBC right now, I believe.  Dayani invited Jack to the Flat Tail, I believe...


Oops, yeah, screwed that up - thanks!

I enjoyed the movies for what they were - though the lens flares were hard to watch ;)
Dr. Jim D. Jones
player, 416 posts
Mon 7 Oct 2013
at 14:01
  • msg #647

Re: TCS

Speaking of movies - caught Gravity this weekend... its not for everyone, but if you enjoyed the likes of Contact, 2001/2010, or Solaris, its right up your alley.

Highly recommend the 3D version - it was excellent in this film (wish I had a close by IMAX).  Very few technical nits, the acting was excellent, and the 'sets' were spectacular. ;)
Jacques Keveloh
player, 311 posts
Mon 7 Oct 2013
at 15:03
  • msg #648

Re: TCS

Agreed, just saw it in 3D IMAX last night - stunning. Cuaron is a master and he had all his best collaborators with him on this one.

It's amazing to me how fragile yet how resilient our current space tech is.
Hayden Marks
player, 236 posts
Experienced Trader
Mon 7 Oct 2013
at 22:00
  • msg #649

Re: TCS

I definitely want to see this!  Of course the closest IMAX is Udvar Hazy which is shutdown.  Grrr....
Referee
GM, 573 posts
Tue 8 Oct 2013
at 07:35
  • msg #650

Gravity

In reply to Dr. Jim D. Jones (msg # 647):

Top on my list of movies to go see in the near future as well.  Will definitely try to catch it on IMAX
Referee
GM, 575 posts
Tue 15 Oct 2013
at 08:25
  • msg #651

Re: Gravity

In reply to Referee (msg # 650):

Unfortunately didn't catch it on IMAX, but saw Gravity yesterday and really enjoyed it.
Hayden Marks
player, 238 posts
Experienced Trader
Wed 16 Oct 2013
at 01:04
  • msg #652

Re: Gravity

In reply to Referee (msg # 651):

I finally managed to get home and I saw it in 2D since my mom can't handle 3D.  We also saw Captain Phillips, so.. yeah... TL-8 Space Pirates might be my next Traveller game.  :)
Hayden Marks
player, 240 posts
Experienced Trader
Tue 22 Oct 2013
at 10:48
  • msg #653

Re: Gravity

Hayden uses his lifeline to call John Fredrickson and discuss risk pricing for commercial shipping.  :)
Referee
GM, 579 posts
Tue 22 Oct 2013
at 13:36
  • msg #654

Re: Gravity

In reply to Hayden Marks (msg # 653):

Nice reference!

Try 3-5 times legitimate rates.

You could also argue that, because he's taking the whole ship off her planned route, even though he only needs 40tons + 4 mid psg, that Mario should pay full charter rates plus a risk incentive.  Either way, Cr200,000 - Cr275,000 for the trip would be a reasonable ballpark, with up to Cr350,000 if you want to bargain hard or think he's desperate/short other options.

Unless of course you want to show solidarity with the poor, downtrodden working-class wildcatters... ;)
Thera Santorini
player, 207 posts
I prefer the term
'performing artiste'.
Wed 23 Oct 2013
at 05:39
  • msg #655

Re: Gravity

Their cargo must be pretty valuable if a quarter mil is preferable to paying tax on it...
Referee
GM, 580 posts
Wed 23 Oct 2013
at 12:40
  • msg #656

Re: Gravity

In reply to Thera Santorini (msg # 655):

It's not the cargo they're worried about, it's the operation.  Every gram of ore they produce is at risk of being taxed if they're found out.
Thera Santorini
player, 208 posts
I prefer the term
'performing artiste'.
Wed 23 Oct 2013
at 13:50
  • msg #657

Re: Gravity

Ah, that's a different matter.
Hayden Marks
player, 242 posts
Experienced Trader
Wed 23 Oct 2013
at 18:40
  • msg #658

Re: Gravity

In reply to Referee (msg # 656):

Which suggests to me that just as important as getting supplies in to the site surreptitiously, so might be getting the metals out to a market.  At least an initial amount which would allow them improve their logistics situation.

The last thing these guys probably want is a major corp or the Halowon government getting wind of this.  A foreign ship and crew are probably highly attractive, since they have to be worried about being double-crossed at some point.  A local tramp could easily work some back room deal once they know the location of the mine.  "Hey, major Halowon Corp - I'll let you where a great belt-strike is if you get me 2% of the output for the rest of my life.  All you have to do is go in and deal with some pesky miners."  or "Hey, give me tax relief for 20 years Halowon IRS and I'll tell you about some MAJOR tax evaders."

Or for the particularly viscous tramp crew, just kill them all yourself (vacuum is a dangerous place) and make a claim in your name.

Since we are not Halowon citizens, we wouldn't be able to make a claim on the strike, any information we wished to deal in with a Halowon corporation would have a lower level of trust and increased suspicion (at best), there's considerable risk that the Halowon government would throw us under the bus if we went to them (FRE agitators corrupt upright belting community), etc.

Maybe they haven't hit pay dirt yet, but there's potential for this to be more than a supply run.  Much more.

From an intel reporting perspective, the chance to establish ties with a dissident group of a rival government should be very attractive.  At the very least substantial insight into how these belters operate, communicate, and avoid detection by government interests, may be gleaned during the mission.  Dissidents are ripe for recruitment and nothing beats reliable HUMINT.  Once we are out of Halowon space, we pass the information we learn from this mission back to the FRE intelligence apparatus and let them handle the approach.

Who knows what they are pulling out of that mine, but from my POV, the intelligence and recruitment opportunity is pure gold.
This message was last edited by the player at 18:41, Wed 23 Oct 2013.
Dr. Jim D. Jones
player, 423 posts
Wed 23 Oct 2013
at 23:05
  • msg #659

Re: Gravity

So far my PC will likely not be in favor of this 'opportunity'...
    - We are on a specific mission which this would appear to do nothing for
    - There is a risk of not completing the mission for what Doc, given his background, will perceive as merely a capitalist opportunity
    - The guy seems an rank amateur - playing in a field that could be worth lots of credits and clout to officials (for the op - and in terms of impounding a starship) - more risk!
I am all in favor of it - Doc only gets one 'vote', so he'll just have to grumble (and say 'I told you so!'). ;)

As an aside, I recall that the Moth is not registered with the Free Republic - so how does this man know they are 'freeks'? *(IC I would not bring this up, since its not in character for Jim and they did come from Espiaux, though I'm not sure that would be public info).
Referee
GM, 581 posts
Thu 24 Oct 2013
at 13:24
  • msg #660

Re: Gravity

In reply to Dr. Jim D. Jones (msg # 659):

Sorry guys, wiped, update tomorrow
Jacques Keveloh
player, 316 posts
Sun 27 Oct 2013
at 02:52
  • msg #661

Re: Gravity

Hayden I think you've nailed it as far as the backstory and needs of Mario's camp are and it's enticing. As a player I'm ready for it especially because I feel the simmering of a civil (or not so civil) war in the news threads and reading between the lines of Mario's statements. But as a character Jacques would push to stay on track for Consul despite the possible intelligence gains to be made by making the run.

Then again, what's a week?

Oh, decisions, decisions...
Referee
GM, 583 posts
Sat 2 Nov 2013
at 16:29
  • msg #662

Traveling

In reply to Jacques Keveloh (msg # 661):

All, just got back from one trip, depart on another tomorrow.  Update probably Thursday.  Thanks for your patience!
Dr. Jim D. Jones
player, 425 posts
Sat 2 Nov 2013
at 19:12
  • msg #663

Re: Traveling

No problem - Have a safe trip!
Dr. Jim D. Jones
player, 426 posts
Fri 8 Nov 2013
at 22:30
  • msg #664

Re: Traveling

Sounded like a one-way trip, what with the 'one week off schedule' and 'single jump' - but, he did say 'relief crew'?

Regardless, nothing wrong with pricing as a round trip charter and its good 'cover'! :D
Thera Santorini
player, 209 posts
I prefer the term
'performing artiste'.
Fri 6 Dec 2013
at 08:33
  • msg #665

Re: Traveling

I’m going on an extended trip this weekend and won’t be back until the new year. Internet access will probably be sketchy. I should still be able to get online once or twice a week, and it may be daily, but no guarantees.
Danica Moreau
player, 277 posts
ex-Major, FRA
**** Classified ****
Fri 6 Dec 2013
at 08:36
  • msg #666

Re: Traveling

Have a fun and safe trip, Thera!  See you in 2014! ... :)
Thera Santorini
player, 210 posts
I prefer the term
'performing artiste'.
Fri 6 Dec 2013
at 08:38
  • msg #667

Re: Traveling

Thanks. :)
Dr. Jim D. Jones
player, 427 posts
Fri 6 Dec 2013
at 22:33
  • msg #668

Re: Traveling

Yeah, have a good one!

Hope everyone is doing well.
Danica Moreau
player, 278 posts
ex-Major, FRA
**** Classified ****
Wed 25 Dec 2013
at 07:28
  • msg #669

Happy Holidays, Everybody!

I hope that everyone has a safe and happy holiday season.  And I hope that the items left under your non-denominational holiday shrub are to your liking!  Best wishes from my family to yours.

Eat plenty of turkey (and ham and stuffing and pie).  I hope to RP with all of you in the New Year (and also beyond, if possible)!
Jacques Keveloh
player, 317 posts
Thu 26 Dec 2013
at 17:20
  • msg #670

Re: Happy Holidays, Everybody!

Thanks, Dani! The same to you and yours, looking forward to a new year of adventure!

And to everyone, best wishes in the new year!

cheers
Thera Santorini
player, 211 posts
I prefer the term
'performing artiste'.
Sat 28 Dec 2013
at 16:06
  • msg #671

Re: Happy Holidays, Everybody!

Season's greetings to all. :)
Referee
GM, 584 posts
Sat 8 Mar 2014
at 23:05
  • msg #672

Update

In reply to Thera Santorini (msg # 671):

Hope all had a great holiday season and are enjoying peace, health, and prosperity in 2014.

Wish I had a positive update, but don't see any break in my work schedule before May.
Thera Santorini
player, 212 posts
I prefer the term
'performing artiste'.
Sun 9 Mar 2014
at 00:27
  • msg #673

Re: Update

Good to hear from you Ref, We'll keep our fingers crossed for May. :)
Dr. Jim D. Jones
player, 428 posts
Sun 9 Mar 2014
at 03:28
  • msg #674

Re: Update

Yeah, great to hear from you - hope things are going well!
Danica Moreau
player, 279 posts
ex-Major, FRA
**** Classified ****
Mon 10 Mar 2014
at 04:34
  • msg #675

Re: Update

Doing fine here in 2014!  Hope that things are less hectic for you soon RL, Ref.  Take care of yourself and your family and come back to us when you can!
Jacques Keveloh
player, 318 posts
Mon 10 Mar 2014
at 05:06
  • msg #676

Re: Update

Thanks for thinking of us, Ref! Hope all is well for everyone!
Hayden Marks
player, 244 posts
Experienced Trader
Mon 10 Mar 2014
at 23:59
  • msg #677

WE GET SIGNAL!


Referee
GM, 585 posts
Fri 25 Jul 2014
at 07:36
  • msg #678

Re: WE GET SIGNAL!

In reply to Hayden Marks (msg # 677):


This message was last edited by the GM at 07:37, Fri 25 July 2014.
Danica Moreau
player, 280 posts
ex-Major, FRA
**** Classified ****
Fri 25 Jul 2014
at 08:04
  • msg #679

Re: WE GET SIGNAL!

Huzzah! :D
Referee
GM, 587 posts
Sat 26 Jul 2014
at 06:48
  • msg #680

Let me explain... no, there is too much

In reply to Danica Moreau (msg # 679):

So, to sum up where I think we left off, the group was negotiating with Mario Gazdik and his companion Dayani about a job taking life support supplies (40tons) and relief personnel (4 passengers total)  to an unlicensed mining site somewhere within a one parsec jump range from Tupolev.

Hayden has suggested Mario and Dayani prepare manifests and other paperwork showing Ozawa as the destination (where he has an ally who can cover any loose paperwork tracks).  Mario and Dayani seem open to the idea, but also reference having used Perseus or Oberon as fake destinations in the past.

Hayden has proposed a price of about Cr256,000 for a two week job, there and back.  Next IC post will be Mario’s response.

Some group members have been thinking creatively about faking a misjump or breakdown as justification for the missing time and presence at the mining site, if discovered.

Did I miss anything?
Hayden Marks
player, 245 posts
Experienced Trader
Sun 27 Jul 2014
at 01:22
  • msg #681

Re: Let me explain... no, there is too much

In reply to Referee (msg # 680):

Looks good to me.

A few questions for Team Moth:

Do we have anyone who knows anything about Prospecting or Geology?

There was some resistance to the initial idea of taking these guys on as passengers.  The easiest way to avoid the issue is to keep our price high and just not come to agreement on the terms.  If we start negotiating in earnest, we need to commit to doing it if we end up on a final price.  Is there still any hesitation in doing this job?
Jacques Keveloh
player, 319 posts
Mon 28 Jul 2014
at 21:40
  • msg #682

Re: Let me explain... no, there is too much

First off, very glad to see this game back on!!

Traveling today so just wanted  to touch base and say Jack would be down for this job if we can sort out the price.

IC post soon, welcome back everyone!
Referee
GM, 589 posts
Tue 29 Jul 2014
at 00:40
  • msg #683

Re: Let me explain... no, there is too much

The gang's all here, almost :)

Hayden Marks:
In reply to Referee (msg # 680):

Do we have anyone who knows anything about Prospecting or Geology?


Doc has both physical and space sciences at 0, and Hayden has his JOT.
Danica Moreau
player, 281 posts
ex-Major, FRA
**** Classified ****
Tue 29 Jul 2014
at 07:19
  • msg #684

Re: Let me explain... no, there is too much

Sorry about the delay in response.  The weekend was a bit hectic and I'll admit that (as a player) I am more than a bit rusty on the details of the situation IC (even though I have reread things reasonably recently).

I believe the IC reasons for any hesitation was timing primarily.

As a player, I am a little hesitant since we don't know much about the colonist or their motives (of course, they could be their own worse enemy).  I suspect that IC, Danica is not really worried about that at all - a sort of 'the enemy of my enemy...' logic (though we know in real life how well that is policy going in Middle East like Iran and Syria...:D).  Well, that and Dani trusts Hayden (and his player...:)).

It is a bit of a catch-22 with respect to the monetary compensation.  They should pay the roundtrip since they know their destination is unlike to have return freight to cover that leg, but since it is all under the table - it's not like we are advertising the remoteness of the destination.  Guess we will have to see what happens...

And as the Ref noted, Danica has no physical or space sciences or prospecting skill whatsoever.  So, no love for her on that topic.
Hayden Marks
player, 246 posts
Experienced Trader
Mon 4 Aug 2014
at 00:36
  • msg #685

Re: Let me explain... no, there is too much

So I'm not sure what to do at this point.  The 150,000 for a one way trip, dropping off the 4 person crew and not taking 4 people back is tempting.  I was going to suggest that they give us 40 tons of semi-valuable ore (1000 cr/ton or so.. nothing super valuable - hence the need to evaluate it though to make sure we don't end up with garbage) for the outbound leg, so we wouldn't be leaving with 40 tons of empty hold after we drop off the resupply gear.

We've got them on the hook for a full charter now (256K), but in the interest of time, we might want to revisit Mario's proposal for a single drop off and then we move on to our original mission.  What does everyone think?
This message was last edited by the player at 01:05, Mon 04 Aug 2014.
Thera Santorini
player, 213 posts
I prefer the term
'performing artiste'.
Mon 4 Aug 2014
at 06:21
  • msg #686

Re: Let me explain... no, there is too much

The less time we spend doing illegal stuff, the less chance there is of getting caught. A one way trip means less exposure and reduces the risk of our primary trail going cold.
Danica Moreau
player, 283 posts
ex-Major, FRA
**** Classified ****
Mon 4 Aug 2014
at 06:24
  • msg #687

Re: Let me explain... no, there is too much

One way is fine with Danica as well.  There is no reason to push the return charter.
Referee
GM, 591 posts
Mon 4 Aug 2014
at 11:14
  • msg #688

Not trying to push

In reply to Danica Moreau (msg # 687):

Not trying to push the group one way or the other, just clarifying because I don't think I explained it well (or at all) IC.

The four person relief crew Mario wants you to take along with the supplies is to spell some poor sods who have been "on shift" for an indeterminate period of time, probably months.  That's why he wants the second leg, be it return to Tupolev or continuing service to another world, almost any other world, so the guys/gals can come "off shift".  A modern day analogy might be oil rig workers.  I've never been one, but I'm given to understand the one number a "rig pig" knows better than any other is the number of days until the helo comes to take him off the rig for some down time back in the world.

Of course, if you want, there's no reason for the group not to tell him you'll do the supply drop, nothing more.  If his compatriots are low on life support supplies, like he says, you've got him over a barrel.

IMHO, all three paths (1 - deliver supplies and exchange workers, 2 - deliver supplies only, and 3 - tell Mario to sod off) are completely justifiable paths and can be plausibly RP'ed in-character.

Without pulling back the curtain too much, yes, as Hayden caught, this could introduce the party in advance to a group they may see again down the road.  But, the group could also bypass this job and move along.  The campaign (such as it is) won't collapse without this encounter.

------------------------------------

On a mostly unrelated, but apropos to the topic, I think, note, it really is something to consider isn't it?  Remote station workers in the modern world, be it on oil rigs, weather stations in Greenland, Antarctica, wherever, even the ISS, have a lot of amenities a belter would kill for.  If something disastrous happens, survival is theoretically possible, through immersion suits/medevac/etc.  Internet/e-mail/radio connect them to their loved ones and humanity in general. Life (a connection to Terran life) can intrude in minor ways (sea birds, aurora borealis, the view from NEO, etc) to remind the individual that it is there and link him/her to a whole.

A belter working in deep space has... nothing.  Truly nothing.

Makes one all philosophical just thinking about it.

For what's it's worth, to me that's a large part of what sci-fi is about.  Take a bit of science (bodies in space may be rich in minerals), extend a reasonable hypothesis (if people could get to those bodies you're damn right they'd mine them), and them consider what that hypothesis means to "being human" in those conditions.

Not that this means Mario's miners have become reavers, just pondering.
Jacques Keveloh
player, 321 posts
Mon 4 Aug 2014
at 15:06
  • msg #689

Re: Not trying to push

Didn't expect Mario to cave so easily ;)

I'd be fine with a one-way trip and getting back on track to Consul, the original mission. Hopefully it would be someplace trailing we'd be headed and therefore going in the right direction. Hayden, the idea of getting some ore from Mario is a good one - keeps the hold full, provides a cover story and also is likely to sell on the frontier-ish worlds we're surrounded by.

My neighbor works as a pilot's mate on a construction vessel, stationed off Brazil. Four weeks on, three weeks off. He's young and likes the travel but you can tell it gets to him, the first week back he goes crazy with all the toys he just bought on amazon, drinks more than he should and generally parties before settling back into his routine.

What's fascinating is the divers his vessel supports. Three full shifts of deep sea divers building the sea floor infrastructure for a new drilling rig - one shift in hyperbaric compression for a few weeks prepping to dive, one shift actually diving and working and one shift decompressing. Those guys must go nuts when they're off the boat!
Hayden Marks
player, 248 posts
Experienced Trader
Wed 6 Aug 2014
at 01:01
  • msg #690

Re: Not trying to push

My experience with people serving in isolated conditions (cultural isolation typically) is that you see a dramatic increase in personal idiosyncrasies and some extreme behavior.  Some people rise to the occasion and some fall apart.

Given how unforgiving working in a vacuum would be, I would think they would either be fairly dysfunctional and dialing it in (familiarity breeds contempt), or something akin to LRRP/Ranger/SEAL team - high functioning, cocky, unwelcoming of outsiders, and tightly integrated.
This message was last edited by the player at 01:03, Wed 06 Aug 2014.
Hayden Marks
player, 250 posts
Experienced Trader
Mon 11 Aug 2014
at 15:03
  • msg #691

Cooking the Books

Looking this over, we may need two or three forged manifests, but either way, being one jump away from the system we want to go to is defiantly in our favor, as is dropping these guys off at Perseus with its six independent states.

The first challenge is jumping to the target system and perhaps getting inspected.  We use forgery #1 (inbound crew) and claim a misjump if asked.  The key if this happens is to lose the cops/navy and make it to the site undetected - lost on the way to refueling or something along those lines.

On the way out, we use forgery #2 (outbound crew) if checked.  Same excuses if needed.

Jumping into Perseus, it's possible that a Jump-3 courier could have made it from Tupolev in time to provide a copy of our manifests and flight plans.  That presumes there's any level of cooperation between the Halowon empire and all of the six polities on Perseus.  We just need one who doesn’t have an law enforcement information sharing agreement with Halowon – that would be our port of call for these belters.  Otherwise we need a third forgery.

A bit of research on this before we leave Halowon space could be in order.  Who wants to pour through all titles in the H.E.C. (Hallowon Empire Code) and review all of their treaty obligations, commitments, and agreements?  :P
This message was last edited by the player at 16:28, Mon 11 Aug 2014.
Danica Moreau
player, 284 posts
ex-Major, FRA
**** Classified ****
Mon 11 Aug 2014
at 15:17
  • msg #692

Re: Cooking the Books

Cover story sounds reasonable to Dany (and her player).

Hayden Marks:
... A bit of research on this before we leave Halowon space could be in order.  Who wants to pour through all titles in the H.E.C. (Hallowon Empire Code) and review all of their treaty obligations, commitments, and agreements?  :P

*looks innocently at the guy with JoAT/3*  Dany has Investigate/1, but no Admin or Advocate skill to speak of.  So, she can likely aid another in researching, but I suspect would not be the best to take the lead on such matters...

Still, just let me know if you want to her try and roll something.
Jacques Keveloh
player, 323 posts
Mon 11 Aug 2014
at 20:17
  • msg #693

Re: Cooking the Books

Jacques is in the same boat as Dani, Investigate but no Admin or Advocate. Willing to do the work, tho. He does have Deception and Persuade so that may help if we do get questioned.

@Ref: before we pick up the miners, Jacques will hit the Tupolev shops, try to find a nice Cr100 bottle of wine, something a bit hard to get hold of out here but not too extravagant. That might help too ;)
Hayden Marks
player, 251 posts
Experienced Trader
Thu 14 Aug 2014
at 00:10
  • msg #694

Re: Cooking the Books

Uh... nothing to see here!
This message was last edited by the player at 00:16, Thu 14 Aug 2014.
Hayden Marks
player, 254 posts
Experienced Trader
Sun 17 Aug 2014
at 21:21
  • msg #695

Re: Cooking the Books

Qorom seems like a good bet to me for a destination, what do you guys think?
Danica Moreau
player, 286 posts
ex-Major, FRA
**** Classified ****
Sun 17 Aug 2014
at 21:23
  • msg #696

Re: Cooking the Books

Qorom sounds fine to me.  Danica has been to Perseus before - though that was during a pacification campaign almost 20 years ago.  We may even see Newell there...:)
Jacques Keveloh
player, 325 posts
Mon 18 Aug 2014
at 05:03
  • msg #697

Re: Cooking the Books

+1 for Qorom
Thera Santorini
player, 215 posts
I prefer the term
'performing artiste'.
Mon 18 Aug 2014
at 19:46
  • msg #698

Re: Cooking the Books

It'll do for me.
Referee
GM, 598 posts
Mon 25 Aug 2014
at 09:34
  • msg #699

Re: Cooking the Books

In reply to Thera Santorini (msg # 698):

Busy week with travel recently.  Expect to have something up tomorrow night.
Hayden Marks
player, 255 posts
Experienced Trader
Tue 4 Nov 2014
at 01:00
  • msg #700

Sometimes you gotta go back to move forward...

T minus 4 days to the release of Interstellar.  I'm pretty stoked for a movie where Matthew McConaughey pilots a Lincoln through a wormhole in order to find a new world.  Hope you are all doing well!


This message was last updated by the player at 01:01, Tue 04 Nov 2014.
Jacques Keveloh
player, 326 posts
Thu 6 Nov 2014
at 20:05
  • msg #701

Re: Sometimes you gotta go back to move forward...

Agreed, can't wait! Cheers, all!
Hayden Marks
player, 256 posts
Experienced Trader
Fri 14 Nov 2014
at 00:49
  • msg #702

Re: Sometimes you gotta go back to move forward...

I saw it today at the IMAX at Udvar-Hazy.  I really enjoyed it and thought the visuals were just incredible.  My take was that the tech is just a bit short of 2300 AD.  A must see for Sci-Fi aficionados.
Danica Moreau
player, 287 posts
ex-Major, FRA
**** Classified ****
Thu 25 Dec 2014
at 07:22
  • msg #703

Happy Holidays, Everybody!

No matter what you celebrate, have a good one!  Best wishes from my family to yours!

And perhaps we might even get a chance to see the Gypsy Moth fly again next year!  *fingers crossed*
Hayden Marks
player, 257 posts
Experienced Trader
Thu 25 Dec 2014
at 15:00
  • msg #704

Re: Happy Holidays, Everybody!

Merry Christmas and Happy Holidays everyone!  Not sure how many of you follow MM on Facebook, so I'll repost this bit of holiday Traveller eye-candy.


Jacques Keveloh
player, 327 posts
Thu 25 Dec 2014
at 18:59
  • msg #705

Re: Happy Holidays, Everybody!

Happy Holidays everyone! Best wishes for health, wealth and happiness in the new year.

Cheers!!
Thera Santorini
player, 216 posts
I prefer the term
'performing artiste'.
Wed 31 Dec 2014
at 10:34
  • msg #706

Re: Happy Holidays, Everybody!

All the best for the new year, folks.

At this time of thinking of absent friends, has anyone heard from Doc's player? He dropped out of a game with worrying suddenness in July and I've not seen nor heard anything since...
Danica Moreau
player, 288 posts
ex-Major, FRA
**** Classified ****
Thu 1 Jan 2015
at 08:04
  • msg #707

Happy New Year, Everybody!

No word from Doc on my end.

Hope everyone (including Doc) is doing well (RL and online).  Have a happy, fun and safe New Years.  And I hope to RP with all of you in the coming year (and beyond)!
Hayden Marks
player, 258 posts
Experienced Trader
Fri 10 Apr 2020
at 17:00
  • msg #708

Wash your hands!

Thinking of all of you and hoping everyone is safe.  I can't tell if Covid more or less dangerous than Trills, but for now, just avoid both.  Take care Travellers!
This message was last updated by the player at 17:00, Fri 10 Apr 2020.
Danica Moreau
player, 289 posts
ex-Major, FRA
**** Classified ****
Fri 10 Apr 2020
at 19:53
  • msg #709

Wash your hands!

Sheltering in place here!  Spousal unit is an ICU nurse - so, always a touch stressed about the job, but thankfully (*fingers crossed*) supplies are currently adequate (we are not in NYC).  Our 12-year old (7th grade now... zoinks!) is distance learning - although this week was Spring Break (which just means no classes... go figure).

A month into the sheltering and we are finally starting to run low on paper products.  The run on TP all around the country (here as well, is just crazy)... though I guess it is more a reallocation of consumer versus commercial paper products (the latter of which are usually slightly lower in comfort/quality) is the bottleneck.  Apparently, single ply napkins and TP are abundant (if you can find a distributor)...

Travel on!  Er... Shelter in Place for now - then travel on!  Stay safe everyone (and wash your hands and continue to socially distance for now, it really is working.  Oh, and cover your face in public, at least where you cannot maintain at least six feet of distance - like inside any stores)!

Oh, and my vote is that Covid-19 is more dangerous than Trills (especially to old guys like Hayden ...:D).  Just saying.
Hayden Marks
player, 259 posts
Experienced Trader
Mon 13 Apr 2020
at 16:45
  • msg #710

Wash your hands!

ICU nursing these days is the front line of this craziness.  Please thank your spouse for me.  I was an EMT-Paramedic for two years after I left the Army and the whole HIPAA thing drove me to a career in IT (wait, what?  A patient spits on me and now I have to get tested for hepatitis for the next six months because you can't tell me about their blood-borne pathogens?  Screw that).  I'm happy to report that no keyboard or monitor has ever bled on me.  Though in Warsaw we did have a Marine Security Guard discharge his Beretta into an HP Monitor and CPU at point blank range (he was bored at Post One and practicing 'fast drawing' late one night - can you say tinnitus?  Can you spell NJP?  I knew you could!).  Still, no blood in that PC either - which was not the case with all the people I picked up in Fayettenam who got shot. :(  Anyway, I have a lot respect for people who still deal with.. ahem... humans... I was really hoping to be working with more robots by 2020 myself.
This message was last edited by the player at 17:15, Mon 13 Apr 2020.
Jacques Keveloh
player, 328 posts
Sat 16 May 2020
at 13:30
  • msg #711

Wash your hands!

Cheers, Team! Glad to hear others are taking this seriously but also keeping spirits up and getting on as best as can be. I need to check this board more often ;)

Here in New Orleans today is the first day of Phase 1, which for us means certain businesses reopen at 25% capacity, masks and social distancing required, contact tracing implemented and a looming threat by the mayor to shut everything down if people don’t behave. I expect the next few days to be rough as people push the limits but generally everyone has taken this very seriously and we never hit our max hospital capacity (if you count the converted convention center’s 1000+ beds and so forth as “capacity”).

Danica please do thank the spousal unit. One of my closest friends of some 30 odd years is a VA nurse in Chicago and well, please just say thanks. And don’t forget to do something nice for yourself every once in a while!

Man, I can’t wait to get back to work but my industry is currently considered Phase 4 (late July/early August). As a cinematographer I am blessed to have the coolest job in the world but of course my last project was a film that had a lot of making out and action fight scenes. Can’t really social distance our way through that so we’ll see. Le sigh...

It’s nice to see some life in these threads. Hopefully others will take a spin thru and chime in as well.

Stay strong everyone. And heed Danica’s advice!
Hayden Marks
player, 260 posts
Experienced Trader
Wed 13 Sep 2023
at 01:46
  • msg #712

Mustered Out in Arlington

Just submitted my retirement papers.  Will muster out with:

Admin-2
Advocate-0
Carouse-0
Deception-1
Diplomat-1
Drive (Wheeled)-1
Electronics (Computer)-3
Electronics (Comms)-2
Gun Combat-0
Investigate-0
Jack of All Trades-1
Language-0
Leadership-1
Mechanic-1
Medic-1
Recon-0
Steward-1
Streetwise-1
Survival-0

Now the adventures can begin!
Danica Moreau
player, 290 posts
ex-Major, FRA
**** Classified ****
Wed 13 Sep 2023
at 02:18
  • msg #713

Re: Mustered Out in Arlington

Woot!  Congrats, Hayden!  That is awesome news.  Still a fair few years here before I can muster (assuming I am not forcefully severed).

So, Arlington will be the home base from now on?  I presume that there is still a lot of travelling to be done (where to first.. er ... next?); so ...

Stay safe (everyone), unfortunately, a fall surge is still on the horizon!  Be careful out there amongst them English!
Hayden Marks
player, 261 posts
Experienced Trader
Wed 13 Sep 2023
at 22:17
  • msg #714

Re: Mustered Out in Arlington

We'll stay in Arlington for another year or two.  Wife would like to get another overseas gig, so we'll see if that works out.  I'll run the household and let her work since that's what she wants... :)

After that, who knows.  We've got some family in Oklahoma, so we might retire to the midwest somewhere, where we can reach them in a day.  We don't want to be too close though... ha!
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