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23:46, 2nd May 2024 (GMT+0)

Traveller's Aid Society (Q&A/OOC)

Posted by StarMasterFor group 0
StarMaster
GM, 4 posts
Mon 4 Aug 2014
at 16:46
  • msg #1

Traveller's Aid Society (Q&A)

If you have any questions or comments that might be of interest to everyone, this is the place to post them.

If you feel it would be better dealt with in private, then use a PM.
Anachronist
player, 3 posts
Mon 4 Aug 2014
at 21:52
  • msg #2

Re: Traveller's Aid Society (Q&A)

Hey guys, looking forward to playing with you all.

Storyteller, would you prefer that we try to build characters as a group?  or would you prefer we build them individually without worrying about cohesiveness/skill distribution?
gillisle02
player, 5 posts
Mon 4 Aug 2014
at 21:54
  • msg #3

Re: Traveller's Aid Society (Q&A)

Good question, I echo that.
StarMaster
GM, 10 posts
Tue 5 Aug 2014
at 01:14
  • msg #4

Re: Traveller's Aid Society (Q&A)

I think I'd rather characters are generated separately, just to see how it goes.

I prefer to give players free reign, and then tailor the game to the characters, rather than the other way around.
Anachronist
player, 4 posts
Tue 5 Aug 2014
at 01:22
  • msg #5

Re: Traveller's Aid Society (Q&A)

Sounds good
gygax101
player, 2 posts
Tue 5 Aug 2014
at 18:00
  • msg #6

Re: Traveller's Aid Society (Q&A)

I think that we need to try to keep a "balanced" party in mind, with at least the basics...2 spacecraft types (Pilot/Engineer/etc), 2 combat types (Marine/Army/etc)and 3+ others... maybe a spy type, a people's person, a noble, and the JoT guy....

I volunteer as the noble (dilettante).

Thoughts?
Ixal
player, 2 posts
Tue 5 Aug 2014
at 18:06
  • msg #7

Re: Traveller's Aid Society (Q&A)

I just want to say hi to everyone.
Lets have a great and enjoyable game.

About my character, I follow StarMasters idea and let myself be surprised how the groups look. I think we will have enough chance to smooth out any imbalances with the campaign package.
phorcys
player, 1 post
Tue 5 Aug 2014
at 18:16
  • msg #8

Re: Traveller's Aid Society (Q&A)

Just a hello, myself.  I'll be working on a character this evening, but wanted to say "hi".
StarMaster
GM, 25 posts
Tue 5 Aug 2014
at 18:52
  • msg #9

Re: Traveller's Aid Society (Q&A)

And keep in mind that there will be a 'group package' once all the character's meet that they can they choose a skill from to 'fill in the gaps'.

Also, the Connections link could give you a missing skill.
Quinzella
player, 9 posts
Tue 5 Aug 2014
at 18:53
  • msg #10

Re: Traveller's Aid Society (Q&A)

Good news, I understood half of that!!
phorcys
player, 2 posts
Tue 5 Aug 2014
at 18:57
  • msg #11

Re: Traveller's Aid Society (Q&A)

I'm aiming my character at Corporate Agent to begin, then following the dice from there.  I'm wondering whether I'll end up young or old, but *might* be able to fill in the role of spy, depending.
This message was last edited by the player at 18:57, Tue 05 Aug 2014.
Ixal
player, 3 posts
Tue 5 Aug 2014
at 19:01
  • msg #12

Re: Traveller's Aid Society (Q&A)

Do people know of some good character sheet pdfs?

Currently I use Santys Traveller
https://docs.google.com/file/d...rktSJdEhqTDh3c0Z2Yzg
StarMaster
GM, 26 posts
Tue 5 Aug 2014
at 19:04
  • msg #13

Re: Traveller's Aid Society (Q&A)

Hahaha. Yeah, even as I was pressing the Post Message button, I wondered if I'd need to explain those a little more.

Although there are a few 'group packages' suggested in the book, I can make up one that suits the group more. The way that works is that there are usually a number of skills offered, and each player chooses one that he feels would be useful for his character. Once choosen, however, that skill is now off the table for the rest of the group. I can set up a thread where you can discuss who will take which skill, so it's not any kind of 'first-come, first-served' kind of situation.

I'm still pondering how many skills I should offer. Of course, it'll depend on how many players I wind up with.


The other option is Connections. Once every has generated their character, you can then try to make connections with each other's background. Suppose, for instance, that two of you were in the Marines at the same time. You both agree to make that a connection with the other character, and then you can exchange skills. So if you wind up without Stealth but want it, you essentially learn it from the other character... i.e. 'We were on an infiltration mission together.'

Hope that makes it clearer.
phorcys
player, 3 posts
Tue 5 Aug 2014
at 19:05
  • msg #14

Re: Traveller's Aid Society (Q&A)

Oh, a couple of questions, mighty StarMaster.
- Have you collected the Central Supply Catalog and/or cybernetics?
- Are the various supplements available during character creation or ought we stick to just the core rulebook?

One thing I found with my previous group is that Mongoose Traveller easily allows the party to work around skill limitations with computers and cyberware.  It *may* even do better CyberPunk than CyberPunk.

Thanks!
phorcys
player, 4 posts
Tue 5 Aug 2014
at 19:06
  • msg #15

Re: Traveller's Aid Society (Q&A)

Connections!  These can make the game! :)
StarMaster
GM, 27 posts
Tue 5 Aug 2014
at 19:09
  • msg #16

Re: Traveller's Aid Society (Q&A)

Not sure how useful a character sheet will be. Obviously, if you want to fill one out and print it so that you have it for quick-and-easy reference when you post, that's fine.

On-line, however, it'll just be your UPP, a brief description of your character, a list of skills, and equipment. The character sheet has way too much wasted space to make it useful on-line tool.

I'll see what the site has to offer, and then probably make one up on my own.


Nope, don't have CSC yet. Probably next week (payday and all that).


Yes, supplements are usable during CharaGen.
gygax101
player, 4 posts
Tue 5 Aug 2014
at 19:21
  • msg #17

Re: Traveller's Aid Society (Q&A)

phorcys:
Oh, a couple of questions, mighty StarMaster.
- Have you collected the Central Supply Catalog and/or cybernetics?
- Are the various supplements available during character creation or ought we stick to just the core rulebook?

One thing I found with my previous group is that Mongoose Traveller easily allows the party to work around skill limitations with computers and cyberware.  It *may* even do better CyberPunk than CyberPunk.

Thanks!

I agree about the computers/software/cybernetics...with the right tech and money.
Ixal
player, 5 posts
Tue 5 Aug 2014
at 19:44
  • msg #18

Re: Traveller's Aid Society (Q&A)

StarMaster:
Not sure how useful a character sheet will be. Obviously, if you want to fill one out and print it so that you have it for quick-and-easy reference when you post, that's fine.


I mainly use it to quickly write down stuff during character generation.

Well, Initial generation finished, now on to careers. Wish me luck that I qualify. I am kinda scared to press the roll button.

Edit: Made it (right on target)!
And that was the closest I have ever gotten to getting a relationship during character creation.
This message was last edited by the player at 20:27, Tue 05 Aug 2014.
gygax101
player, 5 posts
Tue 5 Aug 2014
at 23:20
  • msg #19

Re: Traveller's Aid Society (Q&A)

Do you have a hopeless character clause, as in, if 1/2 your stat rolls are at a -1 DM?
 4,9,5,8,4,7
This message was last edited by the player at 23:55, Tue 05 Aug 2014.
Walter Zeller
player, 5 posts
Wed 6 Aug 2014
at 00:57
  • msg #20

Re: Traveller's Aid Society (Q&A)

I will second that 2 5's and a 3. I would like to keep the 10 and 9. Maybe a reroll on the 3
gygax101
player, 7 posts
Wed 6 Aug 2014
at 01:01
  • msg #21

Re: Traveller's Aid Society (Q&A)

Must be a cursed stats dice-rolling...
Ixal
player, 9 posts
Wed 6 Aug 2014
at 01:05
  • msg #22

Re: Traveller's Aid Society (Q&A)

I had rather good rolls (in a sense that I made several hard key rolls). My stats are in my opinion a bit above average and skills are, like always, all over the place (No skill above 1).

I just botched my last Term spectacularly. Luckily I have enough money to pay the medical bills.
This message was last edited by the player at 01:05, Wed 06 Aug 2014.
Ixal
player, 10 posts
Wed 6 Aug 2014
at 18:01
  • msg #23

Re: Traveller's Aid Society (Q&A)

One question, how will we handle our spaceship and ship shares?
phorcys
player, 9 posts
Wed 6 Aug 2014
at 18:11
  • msg #24

Re: Traveller's Aid Society (Q&A)

I thought it might be interesting to see if we could use those as a way to connect the PCs with each other.

Do we think we'll have the skills to pilot and maintain a ship?  Do we have enough broker/persuade/diplomat/admin to keep a business venture in the black?  Or, will we fall into piracy and smuggling as an easy way to make money, getting on the wrong side of the law, and subsequently meet a bad end?

If we do, who owns the rest of our ship?
Walter Zeller
player, 12 posts
Wed 6 Aug 2014
at 18:17
  • msg #25

Re: Traveller's Aid Society (Q&A)

(The DM blessed me with good rolls, only for me to lose some of them due to age)

I have the business/flying skills (Merchant) but was not as lucky in getting a ship.

I have 4 ship shares so if anyone else has shares, we can pool them together. That might be the connection.
Walter Zeller
player, 13 posts
Wed 6 Aug 2014
at 18:18
  • msg #26

Re: Traveller's Aid Society (Q&A)

I did get access to TAS so we doe have a source of information.
Ixal
player, 11 posts
Wed 6 Aug 2014
at 18:22
  • msg #27

Re: Traveller's Aid Society (Q&A)

At best I can bring a single Ship Share. Or a Contact. Not sure which one yet.
Walter Zeller
player, 14 posts
Wed 6 Aug 2014
at 18:26
  • msg #28

Re: Traveller's Aid Society (Q&A)

Need one more share and we can start off with a Free Trader. (Just have to get some good cargo)
Quinzella
player, 16 posts
Wed 6 Aug 2014
at 18:56
  • msg #29

Re: Traveller's Aid Society (Q&A)

I honestly thought we were going with the GM on this and not sharing character info until we started the game....
Ixal
player, 12 posts
Wed 6 Aug 2014
at 18:59
  • msg #30

Re: Traveller's Aid Society (Q&A)

Sorry.
I was just talking about Ship Shares. Do we use/need them?
Walter Zeller
player, 15 posts
Wed 6 Aug 2014
at 19:26
  • msg #31

Re: Traveller's Aid Society (Q&A)

Looks like at this time gygax101 and I are done rolling up a character.

www.mongoosepublishing.com/pdf/Traveller%20Playtest%20Doc.pdf

has the play test rules that can at least get you started.
Ikram
player, 18 posts
Wed 6 Aug 2014
at 19:27
  • msg #32

Re: Traveller's Aid Society (Q&A)

Also more or less done and ready to go.
phorcys
player, 10 posts
Wed 6 Aug 2014
at 19:36
  • msg #33

Re: Traveller's Aid Society (Q&A)

How about a Venture Class Frontier Courier?

http://rpg.drivethrustuff.com/...ass-Frontier-Courier

3 Crew + 3 Passenger Staterooms, cargo, jump 2, 150 tons.  39.18MCr.
Ixal
player, 13 posts
Wed 6 Aug 2014
at 19:37
  • msg #34

Re: Traveller's Aid Society (Q&A)

I am also nearly finished.

I still have one decision to do about benefits and then only need to write up a small backstory and the most difficult thing during character creation, a name.

phorcys:
How about a Venture Class Frontier Courier?

http://rpg.drivethrustuff.com/...ass-Frontier-Courier

3 Crew + 3 Passenger Staterooms, cargo, jump 2, 150 tons.  39.18MCr.



Its probably best to wait until the characters are unveiled so that we can see if we are actually able to use a space ship, how much resources we have and what StarMaster has to say about it.
This message was last edited by the player at 19:41, Wed 06 Aug 2014.
gygax101
player, 13 posts
Wed 6 Aug 2014
at 19:45
  • msg #35

Re: Traveller's Aid Society (Q&A)

Walter Zeller:
Looks like at this time gygax101 and I are done rolling up a character.

Actually, I've thought about it and going to try for the full 6 terms..of course, the dice-roller might stab me with a crappy aging roll...only time will tell.
phorcys
player, 11 posts
Wed 6 Aug 2014
at 19:50
  • msg #36

Re: Traveller's Aid Society (Q&A)

Wasn't sure on that point.  Are we holding to a six term limit?
StarMaster
GM, 39 posts
Wed 6 Aug 2014
at 20:23
  • msg #37

Re: Traveller's Aid Society (Q&A)

Ship shares could well be a Connection, either as owning shares of the same ship (somehow), or else meeting at the broker when trying to acquire a ship. I've also got a few options in mind, since everyone seems to want a group ship.


Yes, I think six terms as a max is probably a good idea. However, if you have a character background (other than just rolling more careers), I'll consider allowing more. I mean, even now, it's not unreasonable for people to still be active into their Eighties. That far in the future, living to be 150 should be possible, even without anagathics.

"I'm a 107, sonny, and I can still kick your butt... for about 2 minutes, then I have to take a nap."


Anyway, still waiting for a few players to finish up, and then I need to extract the pertinent information from the characters and distill into something coherent, which I should be able to do today, so hopefully tomorrow we'll have a nice barroom brawl or something...
gygax101
player, 16 posts
Wed 6 Aug 2014
at 20:45
  • msg #38

Re: Traveller's Aid Society (Q&A)

As I predicted...term 6 was a bust, but, at least my aging was fine (by a sliver)...

My 2 cents on +6 terms, you start getting into that risky catastrophic failed age roll...I suppose if you have really good physical stats...it might be worth it.

I'm hoping to get the finishing touches done today (maybe).
Ixal
player, 14 posts
Wed 6 Aug 2014
at 20:48
  • msg #39

Re: Traveller's Aid Society (Q&A)

I am also finished (I think). Just need to tie everything into a backstory and of course do connections if we can find any suitable event. But I guess that has to wait till everyone has finished their character.
Walter Zeller
player, 16 posts
Wed 6 Aug 2014
at 21:22
  • msg #40

Re: Traveller's Aid Society (Q&A)

Makes me wish I had stopped at term 6. Oh well.
phorcys
player, 12 posts
Wed 6 Aug 2014
at 21:24
  • msg #41

Re: Traveller's Aid Society (Q&A)

Me, too.  Rework tonight. :(

And I *definitely* had some failed aging rolls.  Still, I was starting to like the gentleman. :)
Ikram
player, 19 posts
Wed 6 Aug 2014
at 21:26
  • msg #42

Re: Traveller's Aid Society (Q&A)

I stopped after term 4, my character may be the odd man out
Ixal
player, 16 posts
Wed 6 Aug 2014
at 21:34
  • msg #43

Re: Traveller's Aid Society (Q&A)

Ikram:
I stopped after term 4, my character may be the odd man out


Me too.
I planned a 5th at first, but the events fitted my planned backstory perfectly and so I stopped.

StarMaster, should we post the final stats in a special format in out generation threads or do you want to piece it together on your own?

I am kinda anxious to see how the group finds together.
This message was last edited by the player at 21:40, Wed 06 Aug 2014.
gygax101
player, 18 posts
Wed 6 Aug 2014
at 22:01
  • msg #44

Re: Traveller's Aid Society (Q&A)

There's a couple of things I still need to work out with GM, then I will finish up my guy...for the most part...it might take me a bit for the buying of equipment.
phorcys
player, 13 posts
Wed 6 Aug 2014
at 23:00
  • msg #45

Re: Traveller's Aid Society (Q&A)

Are we sticking with the standard 2k Cr buying limit?
Kheaiftouaw
player, 17 posts
Wed 6 Aug 2014
at 23:07
  • msg #46

Re: Traveller's Aid Society (Q&A)

phorcys:
Are we sticking with the standard 2k Cr buying limit?


Riiight, I knew I forgot something.
Looks like I have to undo some of my purchases.
StarMaster
GM, 43 posts
Wed 6 Aug 2014
at 23:15
  • msg #47

Re: Traveller's Aid Society (Q&A)

No, I wasn't going with that Cr2,000 limit. Once the game starts, you could buy those things anyway (unless the tech on the planet didn't support it).
gygax101
player, 20 posts
Thu 7 Aug 2014
at 01:13
  • msg #48

Re: Traveller's Aid Society (Q&A)

I never understood that 2K thing...Keep in mind, you've "lived" those 20(-/+)years, and other than what "mustering out" items you have, does that mean you can now only buy a pitchfork and an ugly dog?

Doesn't make sense.
gygax101
player, 23 posts
Thu 7 Aug 2014
at 17:46
  • msg #49

Re: Traveller's Aid Society (Q&A)

quote:
I concur, though as far as you gather from what others have said, was I the only one disregarding the others skill chats based on what the GM said we had to build our characters separate, not with the group.


I don't think the GM's goal was to not have us discuss working out our skills as a group, only for us to do our own character generation separately (as in individual threads)....
StarMaster
GM, 55 posts
Thu 7 Aug 2014
at 17:52
  • msg #50

Re: Traveller's Aid Society (Q&A)

Yes, I'd rather see you generate a character based on what you want to play rather than have to choose a skill because it fills a group need.

The Connections and the Campaign skills are intended to fill that function.

Besides, it's more fun if the characters can't do EVERYTHING!
Quinzella
player, 22 posts
Thu 7 Aug 2014
at 17:54
  • msg #51

Re: Traveller's Aid Society (Q&A)

Connections are??
Kheaiftouaw
player, 22 posts
Thu 7 Aug 2014
at 18:15
  • msg #52

Re: Traveller's Aid Society (Q&A)

In reply to Quinzella (msg # 51):

When two players decide to tie the backstory of their characters together, for example they met during an event one of them rolled, pooled ship shares together or had the same career at the same time and it is at least plausible that they could have met they get a free skill

At least thats how I read it (both the rulebook and the discussions in here).
StarMaster
GM, 58 posts
Thu 7 Aug 2014
at 18:44
  • msg #53

Re: Traveller's Aid Society (Q&A)

Couldn't have said it better.

That's exactly what Connecions are. For instance, two of the characters were in the Merchant Marine at the same time, so that's a possible Connection. You can only have two such Connections, though.

Also, the free skill you each get doesn't have to be the same skill, nor does it even have to be a skill that either of you have. You can also increase a skill that you do have, though not past rank 3.

It's not only a way to establish knowing one of the other characters before the first adventure, the skill is intended as a reward for doing so.
Quinzella
player, 25 posts
Thu 7 Aug 2014
at 20:14
  • msg #54

Re: Traveller's Aid Society (Q&A)

so like what systems such as Burning Wheel say you have to have
Kheaiftouaw
player, 24 posts
Thu 7 Aug 2014
at 22:04
  • msg #55

Re: Traveller's Aid Society (Q&A)

Out of interest, how many people will we be in the group?
Quinzella
player, 26 posts
Thu 7 Aug 2014
at 22:19
  • msg #56

Re: Traveller's Aid Society (Q&A)

Cast List has like niner.
Kheaiftouaw
player, 25 posts
Thu 7 Aug 2014
at 23:32
  • msg #57

Re: Traveller's Aid Society (Q&A)

Quinzella:
Cast List has like niner.


Hmm.
If we are all playing in the same group we need one of the bigger ships (big for me is >200 ton) unless we like it cramped (I call dibs on the single stateroom!)

I looked to the books I have for suitable ships and came up with some designs, but before we discuss that we should finalize our characters, including the Campaign Package and Connections to see what we can afford and crew, decide what we want the ship to be capable and also what we can justify in game to have.
This message was last edited by the player at 23:33, Thu 07 Aug 2014.
StarMaster
GM, 60 posts
Fri 8 Aug 2014
at 01:42
  • msg #58

Re: Traveller's Aid Society (Q&A)

We've already lost one player. He had to bow out. So we're down to 8. I'm still on the fence whether I should split everyone up into two separate groups. It's sometimes difficult to come up with something for everyone to do.

Already took that into account with a ship. The concensus was that the group needed its own ship, so I've got some ideas lined up.

With only 5 characters complete, there are already over 10 shares available, so getting a ship shouldn't be an issue. That may depend, though, on whether everyone can agree on the type of ship.

I have no idea what you mean by 'systems' or what Burning Wheel is.
Quinzella
player, 28 posts
Fri 8 Aug 2014
at 01:51
  • msg #59

Re: Traveller's Aid Society (Q&A)

other game system, like D&D or Shadowrun or Traveller.  Burning Wheel is a very low fantasy game system, has a skill level up and training system that is a step above most like it, but when you have to spend months in bed after combat that is the harsh spot of the system.
Walter Zeller
player, 20 posts
Fri 8 Aug 2014
at 02:09
  • msg #60

Re: Traveller's Aid Society (Q&A)

On the one or two groups, whatever works for you. If you do have two groups, they could be part of the same shipping line or independents.
gygax101
player, 26 posts
Fri 8 Aug 2014
at 04:12
  • msg #61

Re: Traveller's Aid Society (Q&A)

Quinzella:
other game system, like D&D or Shadowrun or Traveller.  Burning Wheel is a very low fantasy game system, has a skill level up and training system that is a step above most like it, but when you have to spend months in bed after combat that is the harsh spot of the system.

You do realize that traveller is a complete RPG?
Quinzella
player, 30 posts
Fri 8 Aug 2014
at 04:15
  • msg #62

Re: Traveller's Aid Society (Q&A)

You do realize that is what I said??

Even if you find someway to say "no you didn't say that." you can't say I opposed that thought at all.

All systems in existence are complete role playing games.
gygax101
player, 27 posts
Fri 8 Aug 2014
at 05:43
  • msg #63

Re: Traveller's Aid Society (Q&A)

Ok.

No worries, I must have misunderstood.

With that said, Some thoughts....

There's currently 8 players, just figuring to run a spaceship takes at least 4 and that's if nothing special is happening (and gunners/sensors/etc) and leaves little room for replacement.

And, that doesn't really include the support folks.

By and large, within 2 months we'll lose a player so, it makes sense, in a larger sense...to keep the group together?
StarMaster
GM, 61 posts
Fri 8 Aug 2014
at 07:28
  • msg #64

Re: Traveller's Aid Society (Q&A)

Haha. That's pretty much what I'd decided. One group so that there's built in attrition. Of course, if everybody hangs around... it's that pesky RL stuff that usually does it.

It just means I'll have to work a bit harder to make sure everyone has something to do.


Here's something to think about. With every jump, the ship spends a week in jump space. Should we just do a fade to black, and then fade in when the week has passed? Or is there something characters can/want to do during that time?

I mean, just how long does it take to sharpen your knife? (Or your wits?) I suppose if everyone takes up knitting, you could start your own cottage industry.

Any ideas on this?
Walter Zeller
player, 23 posts
Fri 8 Aug 2014
at 12:15
  • msg #65

Re: Traveller's Aid Society (Q&A)

The one week in jump might be the time to work on cross training or bringing the level 0 skills to 1. If we only have one that can work the sensors and they ended up in sick bay...

Besides, we do not want to put the high pop worlds out of business.
Quinzella
player, 32 posts
Fri 8 Aug 2014
at 12:58
  • msg #66

Re: Traveller's Aid Society (Q&A)

Jump time would depend on the current mission on how it is spent.  Skill training is good, but say we have a passenger to be interogated, jump is a perfect opportunity to do so.
gygax101
player, 28 posts
Fri 8 Aug 2014
at 14:37
  • msg #67

Re: Traveller's Aid Society (Q&A)

Walter Zeller:
The one week in jump might be the time to work on cross training or bringing the level 0 skills to 1. If we only have one that can work the sensors and they ended up in sick bay...

That's a great idea, and something we should organize as soon as possible, it can take a long time to gain skills and the sooner we start, the better.

Unless there's something "special" going on, J-time can be abstract, but, perhaps we get 24 hours realtime to think about it once we actually jump...just in case, somebody comes up with an idea that might affect us/ship at our destination (of course, we should have thought of that before jump ;-) ).
gygax101
player, 30 posts
Fri 8 Aug 2014
at 16:18
  • msg #68

Re: Traveller's Aid Society (Q&A)

To get ahead of the 8-ball, perhaps we should discuss ship shares...

I have 5 shares in a luxury yacht, or 2 towards any other ship.
StarMaster
GM, 66 posts
Fri 8 Aug 2014
at 17:21
  • msg #69

Re: Traveller's Aid Society (Q&A)

As I mentioned, there are enough ship shares combined to go well over 10, so acquiring a ship should be fairly easy.


Anyway, I finally threw together a character sheet for this game, and just added it to everybody's Character Detail thread. If you get a chance, I'd be helpful if you could fill it out. If not, I might get to do it later today.


Which brings up another point... posting final character stats. In my other game, the players thought it'd be helpful to post all the final character stats in one thread for ease of reference. Naturally, anything you wanted to keep 'secret' could be left out.

Another option is to post final character stats under Character Description. I'm not as keen on that, but since you can access it from the thread your posting in, I can see the benefit.

Anyone have any thoughts on this either way?
Quinzella
player, 34 posts
Fri 8 Aug 2014
at 17:27
  • msg #70

Re: Traveller's Aid Society (Q&A)

Personally I have always liked the realism added when you do not share stats.  If the game world was a real world would your character really know that my character has a heightened charisma when they have never spoken??
Walter Zeller
player, 24 posts
Fri 8 Aug 2014
at 17:48
  • msg #71

Re: Traveller's Aid Society (Q&A)

We can do it that way and some stats are going to be obvious "Sir, Duke, etc" For skills, someone with a 2+ in the area is going to be pretty good and 4+ might be a local legend.
gygax101
player, 32 posts
Fri 8 Aug 2014
at 17:57
  • msg #72

Re: Traveller's Aid Society (Q&A)

I also agree about the realism of not knowing the stats.

But, concerning skills, it comes in handy knowing who can do what.

Once we are all introduced, then we could put in our skill lists through IC (and create a master list somewhere)?
Kheaiftouaw
player, 27 posts
Fri 8 Aug 2014
at 18:04
  • msg #73

Re: Traveller's Aid Society (Q&A)

About the jump time. Unless something happens or some issue is unresolved I think we can skip it except maybe the first time, assuming that the group has just formed. I think we can use that time let the characters get to know each other more.

That brings me to the stats, I agree that stats should not be public. Skills should only be made known in game (so a character says that he is a good medic, etc. instead of posting the skill level).
Although when debating who should get a skill from the package and when forming connections (when can/so we start with that by the way?) it probably is unavoidable to be a bit more specific about certain skills.

Edit: Are we supposed to use imperial or metric measurements for the character sheet? At least my book is all in metric.
This message was last edited by the player at 18:22, Fri 08 Aug 2014.
StarMaster
GM, 67 posts
Fri 8 Aug 2014
at 18:34
  • msg #74

Re: Traveller's Aid Society (Q&A)

You can change the sheet to metrics. It's a British company. And while it's an argument that eventually the whole world will be metric, I still don't THINK metric, but I convert fairly easily in my head (for rough estimates).


I think the point about shared skill knowledge is that the characters could have files in the computer that 'assessed' their skill ratings. And the not knowing part was more relevant in fantasy games, but SF has ways of rating things, such as IQ.
Sharik Kaagira
player, 7 posts
Fri 8 Aug 2014
at 18:37
  • msg #75

Re: Traveller's Aid Society (Q&A)

To be honest, with respect to revealing stats, I believe that we are all adults here and can play well with others.  If other players know what my character should be able to do that is fine with me.

Obviously, some characters may know more than others about certain aspects (especially those that have connections) of Sharik - and that is good, too.  To me, it is easier to ignore something than to manufacture it or infer it (Sharik's player will admit that they are not the most perceptive in RL).  Of course, on the other side of it, people are allowed to keep all secrets they want;  if don't want others to know something, then that is fine.

But as Kheaiftouaw's player (and others) have noted that veil breaks down where both connections and package skills come into play.  To that end, I am fine with others knowing my characters stats (or at least having a fairly concrete idea of them), for while they do inform some (or much) of Shar's personality, they aren't everything...:)  And how else are we going to know if there are potential connections?  I prefer to make connections (and the added skills are a nice bonus) and so to that end, I will be posting plenty of term/event/skill information in the hopes that someone might be willing to form a connection or two.
Quinzella
player, 35 posts
Fri 8 Aug 2014
at 18:43
  • msg #76

Re: Traveller's Aid Society (Q&A)

By the way: How do we establish connections??
Kheaiftouaw
player, 28 posts
Fri 8 Aug 2014
at 19:05
  • msg #77

Re: Traveller's Aid Society (Q&A)

In reply to Quinzella (msg # 76):

I guess we just discuss among each other where we can establish them.

For example, I come form a rich trading world and went into a space career (trade, but the career is not specific). During this I had a life event where I met a unspecified contact.

This contact could be one of the other characters, assuming someones careers allowed him to be in the Keiar subsector (preferably in or near the Hierate).
Quinzella
player, 36 posts
Fri 8 Aug 2014
at 19:11
  • msg #78

Re: Traveller's Aid Society (Q&A)

Quinny has a mind set heavily on secretive and explorative, she is eager to find new things, but if she can't she has become rather good at the espionagey stuff.
gygax101
player, 34 posts
Noble
Retired actor
Fri 8 Aug 2014
at 19:15
  • msg #79

Re: Traveller's Aid Society (Q&A)

Contacts (+allies/enemies/rivals/patrons) are usually an NPC (pg76), but, that's up to the GM.
Quinzella
player, 37 posts
Fri 8 Aug 2014
at 19:22
  • msg #80

Re: Traveller's Aid Society (Q&A)

Yes, I was referring to the point the GM made that some contacts would likely be set up between players.
Kheaiftouaw
player, 29 posts
Fri 8 Aug 2014
at 19:28
  • msg #81

Re: Traveller's Aid Society (Q&A)

In reply to gygax101 (msg # 79):

I left the contact open because the example character uses this exact circumstances (contact through event) to gain a connection and lists the player character as contact on his character sheet instead of an NPC.
gygax101
player, 35 posts
Noble
Retired actor
Fri 8 Aug 2014
at 20:01
  • msg #82

Re: Traveller's Aid Society (Q&A)

I see what you mean now.

In that case, Served Terms 2-6 Celebrity/Actor (Noble), on term 4...Birth or Death (life event)...anyone available for a funeral/baby shower for a mutual friend.
StarMaster
GM, 69 posts
Fri 8 Aug 2014
at 22:17
  • msg #83

Re: Traveller's Aid Society (Q&A)

I just realized... if you play your cards right, you could all wind up knowing each other through another character! Shades of Six Degrees of Kevin Bacon!

It's one of the reasons I was wanting term by term 'details'... I've put everybody into a grid by term, so that I can tell when a Connection was likely to be made.

And remember, you can have up to two Connections.
Quinzella
player, 38 posts
Fri 8 Aug 2014
at 22:23
  • msg #84

Re: Traveller's Aid Society (Q&A)

huh, and huh??

Do we know of said grid??  meaning visually.
Kheaiftouaw
player, 30 posts
Fri 8 Aug 2014
at 22:26
  • msg #85

Re: Traveller's Aid Society (Q&A)

In reply to gygax101 (msg # 82):

That reminds me, with 6 Terms being the limit its probably best to start with the last term and count backwards. That way the timeline fits even for younger characters.

So my life event contact was in term 3, not 1.
StarMaster
GM, 70 posts
Fri 8 Aug 2014
at 22:31
  • msg #86

Re: Traveller's Aid Society (Q&A)

That's what I was doing... and one player went to 7 terms, so it gets bumped even one more.
Kheaiftouaw
player, 31 posts
Fri 8 Aug 2014
at 22:37
  • msg #87

Re: Traveller's Aid Society (Q&A)

I guess its no sense to try to keep the careers secret when we want to make connections.

So what do the others think? Should we make them all public after all characters are finished and we move to connections and the skill package?
Sharik Kaagira
player, 9 posts
Fri 8 Aug 2014
at 22:53
  • msg #88

Re: Traveller's Aid Society (Q&A)

Quinzella:
Do we know of said grid??  meaning visually.

We do now!  Too bad no one who has completed their character (sans connections and package skills, of course) has really given a timeline of their character events (in reverse, as Kheaiftouaw, has suggested).  I would have filled in Sharik's entries... but well, she's not done yet...

TermDarrel
Cromwell
IkramKheaiftouawQuinzellaSharik
Kaagira
Vonon
Ronkunu
Walter
Zeller
(NickB)
Last TermCelebActorMarineSpaceNavyAgent NavyNoble 
Two Terms AgoCelebActorMarineSpace NavyAgent NavyNoble 
Three Terms AgoCelebActorDriftBarbSpaceNavyAgent NavyNoble 
Four Terms AgoCelebActorDriftBarbSpaceNavyAgent NavyMerMar 
Five Terms AgoCelebActor  MerMar NavyMerMar 
Six Terms AgoDilettante  Scout  MerMar 
Seven Terms Ago+      MerMar 

This message was last edited by the GM at 01:16, Sat 09 Aug 2014.
Quinzella
player, 39 posts
Fri 8 Aug 2014
at 23:01
  • msg #89

Re: Traveller's Aid Society (Q&A)

I wouldn't know what to give??
StarMaster
GM, 71 posts
Sat 9 Aug 2014
at 00:10
  • msg #90

Re: Traveller's Aid Society (Q&A)

Filled in the table with what I have. If something isn't right, let me know and I'll fix it.


While there are some clear areas where a Connection could be made, here's another approach to consider.

Connections can be made through events, but events don't always cover it. So, you can always look at some skill that you might want to gain, and match that up with another character who wants the same skill. The Connection then becomes where you both gained the skill--summer camp, summer stock, gun club, the party-to-end-all-parties, etc.
Quinzella
player, 40 posts
Sat 9 Aug 2014
at 00:40
  • msg #91

Re: Traveller's Aid Society (Q&A)

Didn't I have a scout somewhere in there??  That is if I am interpretting right.
Sharik Kaagira
player, 10 posts
Sat 9 Aug 2014
at 01:13
  • msg #92

Re: Traveller's Aid Society (Q&A)

Quinzella:
Didn't I have a scout somewhere in there??  That is if I am interpretting right.

There... is that better?  *points back to msg #88*
StarMaster
GM, 72 posts
Sat 9 Aug 2014
at 01:19
  • msg #93

Re: Traveller's Aid Society (Q&A)

Yes, you had Scout as your first term, Quinzella. I just put it into the wrong slot. It's a bit hard to read the table in its crude form.

Also, Sharik's first term was Scout, but until she finishes her character, she doesn't know how many terms she's going for.
This message was last edited by the GM at 01:35, Sat 09 Aug 2014.
Quinzella
player, 41 posts
Sat 9 Aug 2014
at 01:27
  • msg #94

Re: Traveller's Aid Society (Q&A)

Late Dinner, then I will do up my char sheet.

Anyone interested in Confabulious me for a togethery thing??
Quinzella
player, 42 posts
Sat 9 Aug 2014
at 02:19
  • msg #95

Re: Traveller's Aid Society (Q&A)

Love the char sheet Starmaster.  Though where do I add money and/or debt??
StarMaster
GM, 74 posts
Sat 9 Aug 2014
at 03:11
  • msg #96

Re: Traveller's Aid Society (Q&A)

You can put it with Gear.
Quinzella
player, 43 posts
Sat 9 Aug 2014
at 03:21
  • msg #97

Re: Traveller's Aid Society (Q&A)

Made a spot for Rivals too :D
Sharik Kaagira
player, 12 posts
Sat 9 Aug 2014
at 05:43
  • msg #98

Re: Traveller's Aid Society (Q&A)

Table of Term Events and Careers:
TermDarrel
Cromwell
IkramKheaiftouawQuinzellaSharik
Kaagira
Vonon
Ronkunu
Walter
Zeller
(NickB)
Last TermCelebActorMarineSpaceNavyAgentGift from
Relative
(Dilettante)
NavyNoble 
Two Terms AgoCelebActorMarineSpace NavyAgentGift from
Relative
(Dilettante)
NavyNoble 
Three Terms AgoCelebActorDriftBarbSpaceNavyAgentEfforts
Noticed
(Dilettante)
NavyNoble 
Four Terms AgoCelebActorDriftBarbSpaceNavyAgentUndercover:
Pirate
(Corp. Agent)
NavyMerMar 
Five Terms AgoCelebActor  MerMarTravel!
(Navy Crew)
NavyMerMar 
Six Terms AgoDilettante  ScoutDiscovery!
(Scout Courier)
 MerMar 
Seven Terms Ago+    Prep School
(Gaargir)
 MerMar 


Sharik Kaagira:
Year Range: T-0 to T-4 Years (last term)
Career: Nobility/Dilettante
Event:  [4,1] Gift from relative
Skills:  Jack of All Trades, Carouse
Advancement  Promoted to Rank 3 (Ingrate)

Year Range: T-5 to T-8 Years (two terms ago)
Career: Nobility/Dilettante
Event:  [2,3] Gift from relative
Skills:  Flyer (grav)
Advancement  none

Year Range: T-9 to T-12 Years (three terms ago)
Career: Nobility/Dilettante
Event:  [6,6] Efforts noticed (um... serious parties?) - automatic promotion
Skills:  Deception, Flyer (grav), Carouse
Advancement  Promoted to Rank 2 (Ingrate)

Year Range: T-13 to T-16 Years (four terms ago)
Career: Agent/Corporate
Event:  [3,5] Undercover - Pirate (Gained Ally)
Skills:  Streetwise, Deception, Stealth, Vacc Suit
Advancement  Promoted to Rank 1 (Agent)

Year Range: T-17 to T-20 Years (five terms ago)
Career: Imperial Navy (drafted)/Line/Crew
Event:  [1,6] Life event [4,5] Travel
Skills:  Astrogation
Advancement  none (remained Able Spacehand)

Year Range: T-21 to T-24 Years (six terms ago)
Career: Imperial Interstellar Scout Service/Courier
Event:  [6,6] Discovery of world, item or information - automatic promotion
Skills:  Jack of All Trades, Vacc Suit
Advancement  Promoted to Rank 1 (Scout)

Year Range: Prior to T-24 Years (prior to six terms ago)
Sharik was born on Gaargir, which has a relatively low population (~7000), and her parents are minor nobility; so, it is very likely that if you are from Gaargir that you have met her.  Much of the planet is a frontier nature preserve for the subsector nobility (think... faux safari, perhaps); so, if you have passed through the system on vacation, you probably would have met Sharik and her family.  Also, Sharik would have boarded off-planet for some schooling; so, it is possible that one might have met her during those travels as well, especially if approximately the same age.

So, just spit-balling here to get the brainstorming going:

@Vonon:  Five terms ago, we were both in the Navy.  Sharik travelled a lot (it's in her life event ... :D); so, if you are inclined we can connect.  She was Imperial Navy, but perhaps a diplomatic envoy or some such.  She actually has Language/0 - so, it may be that she was tapped as one of the junior grade escorts since she knew a smattering (a really small smattering) of AslanVargr (Mea culpa, Vonon).

@Walter Zeller and/or Darrel Cromwell:  We were all nobles for (at least) the past/last three terms.  And at least three terms ago, Sharik must have gained some notoriety.  If you (either or both of you, together - GM allowing - or separately) care to connect, we can do so.  Perhaps something happened (if one of your events coincides) at a party she was hosting or we were all present at or some such.

@Quinzella:  We were both scouts (Sharik was Imperial, were you IISS also?) five terms ago.  Sharik was obviously travelling a fair bit as a courier (probably both inside and potentially outside of the Imperium).  Perhaps we met during her travels?  Or perhaps you were also present/privy to whatever she may have discovered.  Either (or both) of those sound like a reasonable jumping off point for further discussion?


EDIT: Lastly, Sharik has either 4 Ship Shares or 3 Ship Shares and an air-raft (if we need such a thing).  If we are going to pool our resources for a ship, given our starting location we probably want a J-2 ship (even if the starting local cluster had 10 systems or so) - or at least a J-1 Ship with two jump capability (like the Yacht in the core rulebook).  Oh, one really nice thing about the Yacht is that it has it's own Ship's Boat (a Maneuver-6 in-system craft is nothing to sneeze at)!
This message was last edited by the player at 07:04, Sat 09 Aug 2014.
Walter Zeller
player, 25 posts
Sat 9 Aug 2014
at 06:31
  • msg #99

Re: Traveller's Aid Society (Q&A)

Hey, I planned on retiring on term 7, the nobles just helped me out the door faster once my patron retired. Anyone else have TAS? That can be a connection.
Sharik Kaagira
player, 14 posts
Sat 9 Aug 2014
at 07:10
  • msg #100

Re: Traveller's Aid Society (Q&A)

Walter Zeller:
... Anyone else have TAS? That can be a connection.

Sharik received the TAS benefit (twice, actually) from her Dilettante stint.
Vonon Ronkunu
player, 4 posts
Vargr
Sat 9 Aug 2014
at 08:41
  • msg #101

Re: Traveller's Aid Society (Q&A)

Vonon wasn't in the Imperial Navy, he was a member of the Cassandra Space Patrol. He was "Coast Guard" ^_^

The Patrol is both Law Enforcement and "Military" for Cassandras Belt. However, Cassandras Belt is, in everything but name, an Imperial Client. The Imperial Navy routinely travels through Cassandras Belt on a J-2 route between Garrison and Outpost.

I had intended to stop after 4 Terms, but rolled a 12, and was "persuaded" to stay for a 5th ^_^

Vonon was CSP for all 5 Terms. Technically, Sharik & Vonon could have bumped into each other during any of those Terms -- Terms 1-3, Sharik could have been in Cassandras Belt for any reason, and we could have met each other.  Here's what was happening with Vonon:

TERM 1: Vonon Enlisted in the CSP. Spent that first Term as a lowly Crewman. He did, however, have a Life Event, where he established an (undetermined) strong attachment to somebody. That could have been you, as a Scout, visiting Cassandra.  Wanna be Pack Mates? Just spit in yer palm and hold out yer hand ^_^

TERM 2: Vonon starts the Term with a promotion to Able Spacehand, but his natural leadership qualities are finally recognized, and he gets sent to Officer Candidate School and becomes a shiney new Ensign. Another Life Event happens, this time being an (as yet undetermined) Good Fortune. Again, Sharik, now in the Imperial Navy, could have met Ensign Ronkunu as she passed through The Belt.

TERM 3: This one has an interesting possibility. Vonon, while still an Ensign, participates in a notable military action -- a CSP fleet action called "Assault on Rogars Rock". Interestingly enough, this is when Sharik was a Corporate Agent, and was undercover with some pirates.  Now, if you haven't, yet, defined that mission, your Pirates could have been on Rogars Rock. Vonon was a Chief Signals and Detections officer on a CSP cruiser; maybe you slipped him some vital info. maybe you manipulated him to be the "hero" so your cover wouldn't be blown. Maybe you and Vonon became friends -- he may not even know you were an Agent! He might know you only by your cover name.

This is also a possibility for a connection with Quinzella.  Or maybe even all three of us.

Any of you Merchant Marine types could have met Vonon at any time during your travels. Cassandra Belt has a Class B starport and a Tech 12 infrastructure. A fine place to visit.

Oh, right!

TERM 4: Newly promoted Lieutenant Ronkunu uncovers a scheme by a corrupt Quartermaster Officer to replace older, condemned supplies for the new stuff, then sell the new supplies on the black market. The primary Officer involved managed to escape, however.
This is a place where Vonon could encounter an Agent, or a Navy type, or even a Merchant Marine.

TERM 5: Commander Ronkunu is given a prime assignment, he's made CO of a Space Fighter Squadron, charged with protecting the capital of Rockport. Vonon would have been spending much of his free time in the Capital, participating in the social life required of a CSP Commander.  He could meet anyone, that way.

Vonon could have met Ikram in any of his Drifter years, or maybe in his early Marine career.

The CSP is more of a Police force than a Military force, Vonon could have been assigned to Mr. Cromwells security, when the actor passed through The Belt, as part of his subsector-wide stage tour, and the two became friends ^_^

The hard one, for me, is Khea. I suppose that, maybe, a ship she was serving on might have passed through Cassandra on a Treaty Verification mission -- making sure that those sneaky Imperials don't go grabbing up any more of the systems in the subsector.  Or maybe a Subsector-wide Conference, with representatives of several interstellar polities meeting on Duncinae (or someplace central).  I dunno...Cats & Dogs...maybe we should skip it ^_^
Sharik Kaagira
player, 16 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sat 9 Aug 2014
at 08:47
  • msg #102

Re: Traveller's Aid Society (Q&A)

Vonon Ronkunu:
TERM 3: This one has an interesting possibility. Vonon, while still an Ensign, participates in a notable military action -- a CSP fleet action called "Assault on Rogars Rock". Interestingly enough, this is when Sharik was a Corporate Agent, and was undercover with some pirates.  Now, if you haven't, yet, defined that mission, your Pirates could have been on Rogars Rock. Vonon was a Chief Signals and Detections officer on a CSP cruiser; maybe you slipped him some vital info. maybe you manipulated him to be the "hero" so your cover wouldn't be blown. Maybe you and Vonon became friends -- he may not even know you were an Agent! He might know you only by your cover name.

This is also a possibility for a connection with Quinzella.  Or maybe even all three of us.

I like this (and the way you think), Vonon!  Sounds like we could make really good bridge crew together. :D  You're the pilot and Sharik can be the co-pilot/astrogator...

Anyways, let me see what I can do with the scenario to flesh it out on Shar's side and I'll pass it by you.  And if Quinzella wants in (and StarMaster is fine with a threesome connection), I am all for it...
Vonon Ronkunu
player, 6 posts
Vargr
Sat 9 Aug 2014
at 08:55
  • msg #103

Re: Traveller's Aid Society (Q&A)

Vonons Character Sheet is up.

Still a work in progress...still needs some editing...a few more tweeks...but the basic essence is there.
Kheaiftouaw
player, 32 posts
Sat 9 Aug 2014
at 13:59
  • msg #104

Re: Traveller's Aid Society (Q&A)

Making connections with Khea will probably be rather difficult considering the culture gap. Also the events I rolled were rather bland and don't have much connection potential except the Life Event Contact during the first term

Here the updated list with my events (and career names)

Table of Term Events and Careers:
TermDarrel
Cromwell
IkramKheaiftouawQuinzellaSharik
Kaagira
Vonon
Ronkunu
Walter
Zeller
(NickB)
Last TermCelebActorMarineSpace Officer
(Disaster)
AgentGift from
Relative
(Dilettante)
NavyNoble 
Two Terms AgoCelebActorMarineSpace Officer
(Gained Territory)
AgentGift from
Relative
(Dilettante)
NavyNoble 
Three Terms AgoCelebActorDriftBarbSpacer
(Promotion)
AgentEfforts
Noticed
(Dilettante)
NavyNoble 
Four Terms AgoCelebActorDriftBarbSpacer
(Life Event Contact)
AgentUndercover:
Pirate
(Corp. Agent)
NavyMerMar 
Five Terms AgoCelebActor  MerMarTravel!
(Navy Crew)
NavyMerMar 
Six Terms AgoDilettante  ScoutDiscovery!
(Scout Courier)
 MerMar 
Seven Terms Ago+    Prep School
(Gaargir)
 MerMar 

Aslan do not have separate careers for merchant marine and navy, but in my background she is a trader.

I do see potential Connections with Walter through the Trader Career and Life Event, maybe both doing trading in the small empires between the Hierate and Drexilthar and getting grounded because of politics or solar activity for some time and holed up in the same space port hostel.

A connection with Sharik or Quinzella could be possible through their Agent background.
Or is somebody willing to lose some territory to me in a business deal (It doesn't have to be much territory. A single house with garden would be enough)? That would probably fit more for our rich characters like (again) Walter, Sharik or Darrel.

She is also a member of the Brotherhood of Stars, the Aslan version of the ToS. No idea how useful that will be.
This message was last edited by the GM at 21:12, Thu 21 Aug 2014.
Quinzella
player, 48 posts
Sat 9 Aug 2014
at 14:19
  • msg #105

Re: Traveller's Aid Society (Q&A)

I have TAS as well, leading me to believe Sharik and I have compatability.

Otherwords some of this connection stuff is beyond me, but I am eager to work with any that I qualify with.
Darrel Cromwell
player, 39 posts
Noble
Retired actor
Sat 9 Aug 2014
at 14:25
  • msg #106

Re: Traveller's Aid Society (Q&A)

Nobles should hang together (get it?) ;-)

Myself, Walter and Sharik...There's a number of things that could have brought us in contact, one of them being a ship, the yacht "Golden Fleece" (noun or verb?)...even if we decide not to get it, it's plausible that we were in the showroom (do they have those?).
Kheaiftouaw
player, 33 posts
Sat 9 Aug 2014
at 14:38
  • msg #107

Re: Traveller's Aid Society (Q&A)

By the way, should we format our posts in a certain way and use specific color codes?
Kheaiftouaw
player, 35 posts
Sat 9 Aug 2014
at 20:42
  • msg #108

Re: Traveller's Aid Society (Q&A)

One word about the Central Supply Catalogue, I read in a other Traveller game thread that this book introduces a lot of ways to bypass armor (some sort of super armor piercing round) without giving a way to counter it which makes the game a lot more lethal.
But I can't speak from experience.
This message was last edited by the player at 20:42, Sat 09 Aug 2014.
StarMaster
GM, 84 posts
Sat 9 Aug 2014
at 23:18
  • msg #109

Re: Traveller's Aid Society (Q&A)

I've gotten used to using color for dialogue, and I find it's easier to read. But, while I prefer it, I'm not a stickler for you using it. It also gets confusing if more than one player uses the same color.

I tend to use an NPC's eye color for his dialogue color... so it's easy to remember. I also use colors based on race, such as brown for Dwarves because they earthy.

It's really up to you.



As for AP rounds and weapons without any defense, that's pretty much been true since the invention of armor. Every armor development quickly produced a weapon to counter it. At a guess, I'd say one TL higher would produce armor to stop the earlier TL weapons, but not weapons of the same TL.
Quinzella
player, 52 posts
Sat 9 Aug 2014
at 23:30
  • msg #110

Re: Traveller's Aid Society (Q&A)

I do not even understand this catalogue bit, but AP??
Walter Zeller
player, 27 posts
Sat 9 Aug 2014
at 23:34
  • msg #111

Re: Traveller's Aid Society (Q&A)

AP=Armor piercing
StarMaster
GM, 86 posts
Sat 9 Aug 2014
at 23:39
  • msg #112

Re: Traveller's Aid Society (Q&A)

Sorry for the fanboy speak...

Central Supply Catalogue is Mongoose Traveller's Supplement 4. It goes into more detail about equipment, permits, tech levels, and has a lot more equipment.

AP stands for Armor Piercing when it comes to weapons. Weapons geek-speakers know this, of course, but it's fairly common usage when dealing with any RPG system that uses firearms.
Quinzella
player, 54 posts
Sat 9 Aug 2014
at 23:41
  • msg #113

Re: Traveller's Aid Society (Q&A)

I was an Ammo Specialist in the US Army, but for RPGs I use only a few abreviations ever.  So if the right context was absorbed I might have understood that.
Walter Zeller
player, 28 posts
Sat 9 Aug 2014
at 23:55
  • msg #114

Re: Traveller's Aid Society (Q&A)

Funny, I worked in Bn Ammo (6/10 FA) as the clerk, when there was a West Germany.
StarMaster
GM, 88 posts
Sat 9 Aug 2014
at 23:56
  • msg #115

Re: Traveller's Aid Society (Q&A)

Ah, well, I was referencing Khea's post just before mine. No biggy.

Kind of makes me think of the infamous 'thermonuclear handgrenade' that has a 2-mile blast radius and a 1-mile delivery system. Can you say Achmed?
Quinzella
player, 55 posts
Sat 9 Aug 2014
at 23:57
  • msg #116

Re: Traveller's Aid Society (Q&A)

huh Walter??
Walter Zeller
player, 29 posts
Sun 10 Aug 2014
at 00:00
  • msg #117

Re: Traveller's Aid Society (Q&A)

I use to work as the Battalion Ammo clerk for 6/10 Field Artillery stationed in Bamberg, West Germany. It was an 8" Howitzer unit. (Unit no longer exists)
Quinzella
player, 57 posts
Sun 10 Aug 2014
at 00:08
  • msg #118

Re: Traveller's Aid Society (Q&A)

I was in Germany too.  Grafenwoer.  Not too fond of my military experience.
Walter Zeller
player, 30 posts
Sun 10 Aug 2014
at 00:21
  • msg #119

Re: Traveller's Aid Society (Q&A)

Went to Graf twice a year for training.

After two years in Germany, to this day I do not like most American beers.
Quinzella
player, 60 posts
Sun 10 Aug 2014
at 00:30
  • msg #120

Re: Traveller's Aid Society (Q&A)

Kinda disliked most American alchohol always so....

But beer in  general to me is dry and kinda bland....
Vonon Ronkunu
player, 9 posts
Vargr
Sun 10 Aug 2014
at 05:25
  • msg #121

Re: Traveller's Aid Society (Q&A)

Okay, Vonon swapped out the Education Background Skill of Carouse-0 with Language (Imperial Anglic)-0, so's I kin speaka da anglish mit chew awl ^_^
Sharik Kaagira
player, 19 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 06:14
  • msg #122

Re: Traveller's Aid Society (Q&A)

Vonon Ronkunu:
Okay, Vonon swapped out the Education Background Skill of Carouse-0 with Language (Imperial Anglic)-0, so's I kin speaka da anglish mit chew awl ^_^

Vonon, a p-comm with TL-10 Translator/1 might be most helpful for you.  It shouldn't cost too much (relatively speaking)...

Also, Sharik has Language/0 as well; so, presumably the two of them together should be able to understand every third word that the other utters!
This message was last edited by the player at 08:39, Sun 10 Aug 2014.
Sharik Kaagira
player, 22 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 08:39
  • msg #123

Re: Traveller's Aid Society (Q&A)

So, do we have an engineer for the ship?  I am not volunteering Sharik (she only has Mechanic/0, really), but can probably cover some damage control or routine engineering task in a pinch - but we are going to need a dedicated engineer (either PC or hired NPC or perhaps drones in a pinch), if we are going to have our own ship...

Also, do we have medical personnel?  Here, Sharik isn't going to be much help either, but we also have the possibility of acquiring, say, an autodoc for the ship/group, if needed (though nothing replaces a real person in a crisis - which required medical attention, usually is).

Which does beg the question... Are we going to try to set up a 'shared/general ship fund' of some sort?  Either for group expenses and/or speculative trade, &c?
Kheaiftouaw
player, 37 posts
Sun 10 Aug 2014
at 11:38
  • msg #124

Re: Traveller's Aid Society (Q&A)

In reply to Vonon Ronkunu (msg # 121):

I thought you only get specializations at skill level 1?


I can take over the engineering role. Although I do not know what skill levels would be considered to be good at it.
NickB
player, 12 posts
Sun 10 Aug 2014
at 12:02
  • msg #125

Re: Traveller's Aid Society (Q&A)

In reply to Sharik Kaagira (msg # 123):

Sam has Medic 0 so could probably patch you up a bit.

AS for connections, waiting to hear back from Gm on a coupla things, but may be able to make some. If so I could up medic skill in part of that - ie I am happy for Sam to become the "Doc" as well as whatever else she does (essentially shes a pilot Small Craft primary/Security officer secondary).

As for an engineer, we should have some way of patching ourselves up well enough to get to space dock at least.
Kheaiftouaw
player, 38 posts
Sun 10 Aug 2014
at 13:25
  • msg #126

Re: Traveller's Aid Society (Q&A)

Coming back to the starship question, how will we handle it in this game?

Will we pool our Ship Shares and have someone (I guess the one who contributed the most) start with the ship or do we have to get us a ship in game?

Also, what kind of ship do you think we should get (either way)?
Jack of all trades or can we ignore some aspects?
Darrel Cromwell
player, 42 posts
Noble
Retired actor
Sun 10 Aug 2014
at 13:42
  • msg #127

Re: Traveller's Aid Society (Q&A)

I have engineering-0, but, I'm thinking that a count (not being snobby) wouldn't be found in the bowels of a ship...unless that where they made the best hooch...

I've been thinking about things, going back to one of the earlier issues.

Stats/skill lists; we need a specific thread for that, otherwise we run into several "system" problems...kinda of like we are having now in relation to group skill package...nobody knows what the other knows...it's making it haphazard and is wasting time.

Secondly, what about when it comes time for skill training? We'll be blathering on for days,

"Well, I'm good at recon, so I can train someone"
"I'm good at recon too, but, I want to get better, are you really good at recon?"
"I guess so, depends on how good you are at recon"
"I'm pretty good, but not great."
"I'm not great, uhhh, so I'm not sure..."
"On a scale of 1 to 10, are you better than a 5?"
"Uhhhmmm, agghhh, hhhmmmmm..maybe a 5?
"Ok, I figure I'm a 4, so, it's possible."
"OH for FRAK's sake, I have recon-1!!!"

Get my point?

And the same goes for stats...

Life in traveller is hard, and we as players should be smart about how we approach the game, not making it more difficult than it needs to be.

Example, when we need to send someone to buy/sell cargo, we want the person with the highest INT and broker skill..not wasting time with some conversation like above..

Therefore I recommend a UPP/skills thread.

There's 2 things to consider when you're in a game, realism and ease of play, both for players and GMs...The GM's job is hard enough without having to spend time bouncing around different PM/threads/posts to find information. And it's a headache for players also.

So, with that said, here's my stats/skills
STR:6
DEX:7
END:6
INT:12 +2 DM
EDU:8
SOC:14 +2 DM

Advocate-0
Art-0
Broker-1
Carouse-2
Comms-1
Computer-0
Diplomacy-1
Engineering-0
Medic-0
Persuade-3
Streetwise-0
This message was last edited by the player at 14:24, Sun 10 Aug 2014.
Kheaiftouaw
player, 41 posts
Sun 10 Aug 2014
at 15:29
  • msg #128

Re: Traveller's Aid Society (Q&A)

After thinking a bit about it I have to change my opinion on it and agree with Darrel that it is a lot less complicated to simply post stats. Otherwise even taking the campaign skills will take forever.
Quinzella
player, 65 posts
Sun 10 Aug 2014
at 15:34
  • msg #129

Re: Traveller's Aid Society (Q&A)

why doesn't the GM just pick one of us and then roll a die with the number of skills.  That person gets the rolled skill.  Pick another person and repeat.  Go around twice it covers everyone for two skills as was originally said.  And requires nothing, disagreements or not, from us.
Darrel Cromwell
player, 45 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 15:47
  • msg #130

Re: Traveller's Aid Society (Q&A)

I'm good with that...
Kheaiftouaw
player, 43 posts
Sun 10 Aug 2014
at 15:51
  • msg #131

Re: Traveller's Aid Society (Q&A)

In reply to Quinzella (msg # 129):

For that everyone has to post the skills he wants first.

Also, the Skill Package is supposed to be a group decision to get a party which can cover all required skills. Normally as I read the roles, the skills only give you rank 1 and can not be used to raise it higher than that. Only here our GM houseruled that they could be used as a skill increase.

That out group is large enough to pick every skill from the list is just a coincidence. Normally everyone picks 2 skills and the leftovers are discarded.
Samantha Kilgore
player, 13 posts
Sun 10 Aug 2014
at 16:34
  • msg #132

Re: Traveller's Aid Society (Q&A)

TBH if we're supposed to be working as a team but can't sort the skills package out thats not a good sign!

I am not in favour of the random GM roll for that reason.

I think post your top 4 skills in the order you want. the GM can allocate them according to that - and draw attention to any conflicts which people can then discuss - there may be fewer than you think.

This is not just about optimizing the group, but also character development. SO the argument that A may end up with more of a score is secondary to B saying it fits in well with their character story in my view.

This is all likely a lot easier SATT, as it would take a few minute chatting to sort, as opposed to days of PBP
This message was last edited by the player at 20:46, Sun 10 Aug 2014.
Darrel Cromwell
player, 46 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 16:47
  • msg #133

Re: Traveller's Aid Society (Q&A)

Personally, I'm for whatever speeds up the process...going back to that PBP mentality.

And for my part, I'll take whatever is left over...
Kheaiftouaw
player, 44 posts
Sun 10 Aug 2014
at 17:04
  • msg #134

Re: Traveller's Aid Society (Q&A)

In reply to NickB (msg # 132):

I think it will get faster if we simply post our skills like Darrel said and then simply go round and round. But I want to wait on everyones, including StarMaster's opinion on that before I post them.
Sharik Kaagira
player, 24 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 17:11
  • msg #135

Re: Traveller's Aid Society (Q&A)

I am fine with posting stats (I effectively did so, previously when giving connection information).  To wit, Sharik's summary is as follows:
    UPP: 576C9A
    Animals/0, Comms/0, Drive/0, Gun Combat/0, Investigate/0, Language/0, Mechanic/0,
      Medic/0, Pilot/0, Recon/0, Survival/0, Zero-G/0
    Astrogation/1, Melee (blade)/1, Stealth/1, Streetwise/1
    Deception/2, Flyer (grav)/2, Vacc Suit/2
    Carouse/3, Jack of All Trades/3


I think that if we post our top 4 (as we have been doing - I think a lot of people have put down their prioritized list already), the GM can effectively allocate the two skills that you get from the package.

If we are considering other options, I have also seen other games where the GM simply posts a priority order for choosing (usually based on lowest number of terms first/perceived need (as chosen by the GM) as a tie breaker, but can be randomly assigned) and then people simply pick round-robin style until the skills are gone (it defeats the purpose of the package if only some are taken, in some ways).

Honestly, I am fine with almost any method; though admittedly my least favorite would be the random assignment (as both a player and a character...:)), but it would be find really.  Of course, this is coming from the character that got JoAT/3 - so, she'll be fine with adds to any of her skills.

Note, that with random assignments, it is possible that people may get skills assigned stuff that they cannot raise (Darrel's Persuade is an example), if it is already at level 3+.
Quinzella
player, 67 posts
Sun 10 Aug 2014
at 17:12
  • msg #136

Re: Traveller's Aid Society (Q&A)

I already posted my skills AND my top four
Walter Zeller
player, 34 posts
Sun 10 Aug 2014
at 17:22
  • msg #137

Re: Traveller's Aid Society (Q&A)

Here we go
Sir Walter Zeller
455AEB Merchant/Noble (4/3 terms) 46 yrs old \
Broker-4,Admin-1, Astrogation-1, Carouse-1, Computers-1, Diplomat-1, Engineering (J-Drive)-1, Investigate-1, Mechanic-1, Melee (Blade)-1, Pilot (Spacecraft)-1, Social Science (Economics)-1, Streetwise-1 Zero-G-1, Comms-0, Drive-0, Medic-0, Persuade-0, Space Science-0, Steward-0, Vacc Suit-0,

1:Diplomat 1
2:Persuade-1
3:Avocate-1
4:Gun Combat (laser)-1
Kheaiftouaw
player, 45 posts
Sun 10 Aug 2014
at 17:29
  • msg #138

Re: Traveller's Aid Society (Q&A)

Kheaiftouaw
976892 Spacer/Space Officer (2/2) 30 years old
Admin-0, Animals-0, Broker-1, Carouse-0, Comms-0, Drive-0, Engineer (Power)-1, Engineer (J-Drive)-1, Language-0, Mechanic-1, Pilot (Smallcraft)-1, Steward-1, Trade-0, Tolerance-1, Zero-G-0

1: Gun Combat (Machine Pistol)
2: Sensors
3: Advocate
4: Persuade

Looks like I am the groups low life. Not surprising, I never got high soc on an Aslan.
Do we actually have anyone with Gunnery?

Also, can/should we get another thread about ship discussion? Or do we do that in game? Or has someone already got a ship through benefits?
This message was last edited by the player at 17:38, Sun 10 Aug 2014.
Darrel Cromwell
player, 48 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 17:48
  • msg #139

Re: Traveller's Aid Society (Q&A)

In reply to Sharik Kaagira (msg # 135):

JoAT-3, that is impressive...you're hired...
Quinzella
player, 68 posts
Sun 10 Aug 2014
at 17:51
  • msg #140

Re: Traveller's Aid Society (Q&A)

Yes it is, why I have Jane of all Trades at the same.  Remember me??  that listed mine already.
Darrel Cromwell
player, 50 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 17:53
  • msg #141

Re: Traveller's Aid Society (Q&A)

In reply to Quinzella (msg # 140):

Ok, you're hired also...;-)
Quinzella
player, 69 posts
Sun 10 Aug 2014
at 17:54
  • msg #142

Re: Traveller's Aid Society (Q&A)

Thank you.
StarMaster
GM, 101 posts
Sun 10 Aug 2014
at 18:12
  • msg #143

Re: Traveller's Aid Society (Q&A)

A. Only one character has access to a ship, a Scout, at the outset, so unless everyone wants to cram into a small ship, you'll need to gain a ship in-game.


B. I'll put up a UPP thread later, but I'll put up the stats, rather than have to keep adding to the thread.


C. It isn't a coincidence that the Campaign Skills list has just enough skills to go around twice. I started with the standard Traveller's list and expanded it.


D. At this point, I didn't feel that choosing Campaign Skills was a waste of time simply because not everyone was done generating their character yet. I'll throw choices together into a table and then repost the list.
Darrel Cromwell
player, 51 posts
Noble (Count)
Retired actor
Sun 10 Aug 2014
at 18:18
  • msg #144

Re: Traveller's Aid Society (Q&A)

Although the video is a D&D thing, this is how I view character creation...;-)

http://www.youtube.com/watch?v=_i5Yw4ZoDO0

this guy is funny...
Kheaiftouaw
player, 46 posts
Sun 10 Aug 2014
at 18:20
  • msg #145

Re: Traveller's Aid Society (Q&A)

Thanks.

A scout isn't that bad. Just a bit vulnerable and we can't fit cargo and passengers.
We could try to get a Far Trader in game or maybe a Corsair. There are also several Aslan designs which look interesting, although I probably have to use all my connections I have left to the Hierate to get access to a Shipyard there. And it is several months away from where we are now, so that is rather unlikely to happen.

But I guess we should discuss either in a different thread or in game what we want from a starship like if we actually need to have weapons on it or a launch, which jump range we consider a minimum, how luxurious the ship needs to be and so on.
Sharik Kaagira
player, 25 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sun 10 Aug 2014
at 18:34
  • msg #146

Re: Traveller's Aid Society (Q&A)

StarMaster:
A. Only one character has access to a ship, a Scout, at the outset, so unless everyone wants to cram into a small ship, you'll need to gain a ship in-game.

Hmmm... I thought that two people had access to Yachts as well?  Sharik only has generic ship shares.  Are we to assume that any ship shares represent investments and that a ship is to be purchased (either second hand or through a dealership)?
Quinzella
player, 81 posts
Sun 10 Aug 2014
at 23:49
  • msg #147

Re: Traveller's Aid Society (Q&A)

Gah!!  GM posted my character's real age!!  I am on analgathics (sp?) for gosh sakes.

And what is "UPP"??
Kheaiftouaw
player, 56 posts
Sun 10 Aug 2014
at 23:52
  • msg #148

Re: Traveller's Aid Society (Q&A)

Quinzella:
And what is "UPP"??


Universal Personality Profile

Basically all of your attributes written in hex (10 = A, 15 = F) next to each other
Quinzella
player, 82 posts
Sun 10 Aug 2014
at 23:55
  • msg #149

Re: Traveller's Aid Society (Q&A)

hex??

Btw I am 30 IC
Kheaiftouaw
player, 57 posts
Sun 10 Aug 2014
at 23:58
  • msg #150

Re: Traveller's Aid Society (Q&A)

Quinzella:
hex??


Writing numbers in base 16.
So you count 0-9 to normal, but instead of going to 10 you write A. B stands for 11 and so on till F for 15. Only then you write 10 (for 16).

That way you can represent the entire range of possible attribute values in Traveller in a single digit.

For example Walters UPP 455AEB means

STR 4
DEX 5
END 5
INT 10
EDU 14
SOC 11
This message was last edited by the player at 00:01, Mon 11 Aug 2014.
Quinzella
player, 83 posts
Mon 11 Aug 2014
at 00:05
  • msg #151

Re: Traveller's Aid Society (Q&A)

*me crosses fingers*

Ah!!  Math!!  Curses to math!!  Evil!!
Quinzella
player, 95 posts
Tue 12 Aug 2014
at 04:06
  • msg #152

Re: Traveller's Aid Society (Q&A)

RE: Classifieds: Where is this posted??  Is this prep for when the full game is running or are we to respond now??
StarMaster
GM, 118 posts
Tue 12 Aug 2014
at 04:56
  • msg #153

Re: Traveller's Aid Society (Q&A)

CLASSIFIEDS is a separate thread that only Group 7 should have access to at this point. Once the common thread for everyone is set up, I'll change it so everyone can see it.



Anyway, Connections are almost done for everybody. Here's what I've got so far. Correct me if I'm wrong.

Darrel --> Walter, Ikram
Ikram --> Darrel, Vonon???
Kheaiftouaw --> Walter, ???
Quinzella --> Sharik, Samantha???
Samantha --> Quinzella, ???
Sharik --> Quinzella, ???
Vonon --> Ikram???, ???
Walter --> Darrel, Kheaiftouaw

The Ikram-Vonon connection isn't confirmed yet.
The Quinzella-Samantha connection isn't confirmed yet.

Kheaiftouaw can make a connection with Samantha, Sharik or Vonon.
Samantha can make a connection with Kheaiftouaw, Sharik or Vonon.
Sharik can make a connection with Kheaiftouaw, Samantha or Vonon.
Vonon can make a connection with Kheaiftouaw, Samantha or Sharik.

Some of these may have been suggested or discussed, but I'm not aware of any confirmation on them.
Quinzella
player, 96 posts
Tue 12 Aug 2014
at 05:03
  • msg #154

Re: Traveller's Aid Society (Q&A)

I have offered for everyone at one point or another, and if we can connect (more than y'all having met me when under an Alias) then I am willing if gm allows.

Sorry gm about the thread, din see the group number.
StarMaster
GM, 119 posts
Tue 12 Aug 2014
at 05:53
  • msg #155

Re: Traveller's Aid Society (Q&A)

The problem I have is that, as the GM, I see ALL the threads, not just specific groups. So my board is a lot more cluttered than yours because I have 9 character generation threads, plus the 3 game threads. You can only see one charagen thread (yours) and the game thread you are in. Plus all the 0 group threads.

In other words, I can't tell what you can see and what you can't. If everything is working properly, then only 3 of you should be able to see the CLASSIFIEDS at this point. Gives you a slight head start.
Quinzella
player, 97 posts
Tue 12 Aug 2014
at 06:01
  • msg #156

Re: Traveller's Aid Society (Q&A)

Then I should read them after I get up in the morning ;)
Samantha Kilgore
player, 17 posts
Tue 12 Aug 2014
at 12:02
  • msg #157

Re: Traveller's Aid Society (Q&A)

StarMaster:
Samantha can make a connection with Kheaiftouaw, Sharik or Vonon.


If any of you guys are interested PM me - I can take one more connection I could make
StarMaster
GM, 120 posts
Tue 12 Aug 2014
at 16:53
  • msg #158

Re: Traveller's Aid Society (Q&A)

Sharik and Vonon finalized and agreed on their last Connection, so that leaves only Kheaiftouaw and Samantha. Since Khea was in the Space Navy and Samantha was in the Space Patrol, it would seem reasonably that they met during some joint 'maneuvers'. Since the Aslan don't like anyone, it probably wouldn't have been a training exercise, but it might have been a 'cooperative-effort-by-necessity' against some upstart state or pirates.
Samantha Kilgore
player, 18 posts
Wed 13 Aug 2014
at 07:29
  • msg #159

Re: Traveller's Aid Society (Q&A)

Not sure where to post this but

Gonna be working away for a few days, so probably no posting till the weekend
Quinzella
player, 99 posts
Wed 13 Aug 2014
at 12:44
  • msg #160

Re: Traveller's Aid Society (Q&A)

Is this thread to become the OOC??
Kheaiftouaw
player, 62 posts
Wed 13 Aug 2014
at 21:07
  • msg #161

Re: Traveller's Aid Society (Q&A)

StarMaster:
Since the Aslan don't like anyone, it probably wouldn't have been a training exercise, but it might have been a 'cooperative-effort-by-necessity' against some upstart state or pirates.


Well to clarify, its not that Aslan don't like anyone. They just think of people who do not follow their way of life (or something close to it) as barbarians. But when you behave honorably (to them) you can be best friends with the Aslan and there are several planets out there which have very good relations with Aslan.

The problem are the Ihatei. Those are non inheriting Aslan males who are given equipment, ranging from a simple weapon and a low passage to a capital ship with small army, depending on the wealth of the family, and are expected to find their own territory, preferably outside of Aslan space as to keep the peace.
That can take the form of surveying and colonizing, but considering the complete lack of technical and economic skills of Aslan males most often Ihatei band together and try to conquer.

By the way, the Classifieds are pure genius.
This message was last edited by the player at 21:10, Wed 13 Aug 2014.
StarMaster
GM, 125 posts
Wed 13 Aug 2014
at 23:50
  • msg #162

Re: Traveller's Aid Society (Q&A/OOC)

Unless people think a separate OOC thread is necessary, I don't see why this can't function as that.


The idea for the Classifieds came from a Gamelords booklet called Wanted: Adventurers. I made up my own, though. These are (mostly) recycled from an ftf game. There are more!
Quinzella
player, 102 posts
Thu 14 Aug 2014
at 00:09
  • msg #163

Re: Traveller's Aid Society (Q&A/OOC)

Are the classifieds supposed to be general IC info, or just the ones available to each of us when we sit at our comp and check them??
StarMaster
GM, 126 posts
Thu 14 Aug 2014
at 03:25
  • msg #164

Re: Traveller's Aid Society (Q&A/OOC)

I changed the Group to 0 for the Classifieds, so that now everyone can see them. Since Quinzella was the first to ask about a job, I made available to her first. That's all.

But, yes, they are intended for everyone.
Quinzella
player, 104 posts
Thu 14 Aug 2014
at 03:29
  • msg #165

Re: Traveller's Aid Society (Q&A/OOC)

Nah, I was trying to be more specific, are they for general "you know this when you come to this world automatically" or are they"You will know this when you read/listen/watch the classifieds or news IC"??
StarMaster
GM, 127 posts
Thu 14 Aug 2014
at 03:34
  • msg #166

Re: Traveller's Aid Society (Q&A/OOC)

You know this only when you read the classifieds. I suppose a few of them are long-standing enough that it could have made it offworld.

If you want to assume you read these before getting here, that's fine.
Quinzella
player, 105 posts
Thu 14 Aug 2014
at 03:50
  • msg #167

Re: Traveller's Aid Society (Q&A/OOC)

Okays!!  Sounds good.
Kheaiftouaw
player, 63 posts
Thu 14 Aug 2014
at 21:48
  • msg #168

Re: Traveller's Aid Society (Q&A/OOC)

A bit quiet here.
I guess everyone who hasn't already should wrap up their individual bar threads and move into the all together now.
Quinzella
player, 106 posts
Thu 14 Aug 2014
at 21:49
  • msg #169

Re: Traveller's Aid Society (Q&A/OOC)

Right now is a flux time, mass reunion and time for people to go to uni in the US.
Darrel Cromwell
player, 71 posts
Noble (Count)
Retired actor
Thu 14 Aug 2014
at 22:55
  • msg #170

Re: Traveller's Aid Society (Q&A/OOC)

Actually, i thought everyone was meeting with a Count, a knight and an Aslan...
Quinzella
player, 107 posts
Thu 14 Aug 2014
at 22:57
  • msg #171

Re: Traveller's Aid Society (Q&A/OOC)

um, huh??
Darrel Cromwell
player, 72 posts
Noble (Count)
Retired actor
Thu 14 Aug 2014
at 23:03
  • msg #172

Re: Traveller's Aid Society (Q&A/OOC)

No worries...It's just we were at the other side in an earlier thread...i thought everyone was joining that...my confusion...continue on...
StarMaster
GM, 128 posts
Thu 14 Aug 2014
at 23:09
  • msg #173

Re: Traveller's Aid Society (Q&A/OOC)

Sorry for the confusion. There are three group threads that I started to get characters involved when they finished chara gen. It wound up being 3, 3 and 2. There's no reason you can't continue in those for a bit, but as soon as everyone was finished, you should move to the All Together Now thread, which is for eveybody.


Also, as an update, I added a Swimming skill to the Brief Rules thread. Since you guys are on a wet world, it might be helpful if someone could actually swim.
Quinzella
player, 108 posts
Thu 14 Aug 2014
at 23:13
  • msg #174

Re: Traveller's Aid Society (Q&A/OOC)

And on that note I mention....my second Connection was never confirmed, nor was that duel ever finished (I do not even remember the skill anymore).
Darrel Cromwell
player, 73 posts
Noble (Count)
Retired actor
Thu 14 Aug 2014
at 23:29
  • msg #175

Re: Traveller's Aid Society (Q&A/OOC)

That's because your opponent swam away... ;-)
Quinzella
player, 109 posts
Thu 14 Aug 2014
at 23:43
  • msg #176

Re: Traveller's Aid Society (Q&A/OOC)

Not sure that pun was applicable, not sure....
Darrel Cromwell
player, 74 posts
Noble (Count)
Retired actor
Thu 14 Aug 2014
at 23:54
  • msg #177

Re: Traveller's Aid Society (Q&A/OOC)

Well, the GM introduced swimming skill, so, being clever, he swam away...get it.. ;-) by the way, dead pan humor is not my strong point...
Quinzella
player, 110 posts
Fri 15 Aug 2014
at 00:07
  • msg #178

Re: Traveller's Aid Society (Q&A/OOC)

Yes I got your pun, hence the comment, but we had an established skill we were dueling for, hence the confusion about why adding something to the mix.
Darrel Cromwell
player, 75 posts
Noble (Count)
Retired actor
Fri 15 Aug 2014
at 00:18
  • msg #179

Re: Traveller's Aid Society (Q&A/OOC)

Don't worry, it'll get sorted out...the GM has it all in his cerebral hard-drive...
Quinzella
player, 111 posts
Fri 15 Aug 2014
at 00:26
  • msg #180

Re: Traveller's Aid Society (Q&A/OOC)

we hope ;)
StarMaster
GM, 129 posts
Fri 15 Aug 2014
at 00:46
  • msg #181

Re: Traveller's Aid Society (Q&A/OOC)

Walter had posted that he was taking a different skill than Persuade, so I took that to mean Quinzella won 'the duel'. So she gets Persuade. He took Comms.

That's the way I read it anyway.
Walter Zeller
player, 42 posts
Fri 15 Aug 2014
at 01:01
  • msg #182

Re: Traveller's Aid Society (Q&A/OOC)

Yep, I took Comms.
Darrel Cromwell
player, 76 posts
Noble (Count)
Retired actor
Fri 15 Aug 2014
at 01:09
  • msg #183

Re: Traveller's Aid Society (Q&A/OOC)

Sorted...
Quinzella
player, 112 posts
Fri 15 Aug 2014
at 01:10
  • msg #184

Re: Traveller's Aid Society (Q&A/OOC)

Fixed up my sheet.
Kheaiftouaw
player, 65 posts
Sat 16 Aug 2014
at 17:45
  • msg #185

Re: Traveller's Aid Society (Q&A/OOC)

Who is still in their own bar thread and who has already joined the combined one?
Maybe we need some event in the bar to bring everyone together?
Quinzella
player, 113 posts
Sat 16 Aug 2014
at 17:51
  • msg #186

Re: Traveller's Aid Society (Q&A/OOC)

Well a few of us have switched over to the communal thrread, I know I for one am planning a second post in that thread later today.
Kheaiftouaw
player, 66 posts
Sat 16 Aug 2014
at 20:33
  • msg #187

Re: Traveller's Aid Society (Q&A/OOC)

A little off topic, but had anyone here the chance to play the free Pirates of Drinax campaign?
Vonon Ronkunu
player, 17 posts
Vargr
Sun 17 Aug 2014
at 03:09
  • msg #188

Re: Traveller's Aid Society (Q&A/OOC)

Star*Master has asked me to pass along word that he's having some temporary internet trouble -- something about lightningbolts and living in the Lightning Capital of South Florida and flux capacitors and exploding routers. I dunno, the text message he sent was was a little confusing ^_^

Anyway, he hopes to get it cleared up in the next day or so, and that he'll try to "do lunch" at a nearby Burger King that has free wi-fi, as often as he can, if he can.
Quinzella
player, 115 posts
Sun 17 Aug 2014
at 03:35
  • msg #189

Re: Traveller's Aid Society (Q&A/OOC)

I wish him the best and hope for his safe return.
StarMaster
GM, 131 posts
Tue 19 Aug 2014
at 19:43
  • msg #190

Re: Traveller's Aid Society (Q&A/OOC)

I'm baaaaaack!

If you haven't heard...

A thunderstorm swept through the area Thursday night and a lightning strike took out the router so that I didn't have any internet connection. Due to the vagaries of schedules and errands and whatnot, I wasn't able to replace it till today!

Barring any other problems, I should get caught up on my posts this evening.
Walter Zeller
player, 46 posts
Tue 19 Aug 2014
at 19:49
  • msg #191

Re: Traveller's Aid Society (Q&A/OOC)

You had better run down the street looking for a lucky penny when you say that.

Where in South Florida are you? (Up at the norther end, near Gainesville)
StarMaster
GM, 132 posts
Tue 19 Aug 2014
at 19:52
  • msg #192

Re: Traveller's Aid Society (Q&A/OOC)

Down the Gulfcoast in Fort Myers.
Walter Zeller
player, 47 posts
Tue 19 Aug 2014
at 19:55
  • msg #193

Re: Traveller's Aid Society (Q&A/OOC)

"Welcome to Florida, the Hurricane Speed bump."
Quinzella
player, 117 posts
Wed 20 Aug 2014
at 05:12
  • msg #194

Re: Traveller's Aid Society (Q&A/OOC)

Who is Quintus??
Quinzella
player, 118 posts
Thu 21 Aug 2014
at 19:57
  • msg #195

Re: Traveller's Aid Society (Q&A/OOC)

So the NPC fully circulates the room??  Cause the dance floor is not the norm for solicitors.
Darrel Cromwell
player, 80 posts
Noble (Count)
Retired actor
Thu 21 Aug 2014
at 20:05
  • msg #196

Re: Traveller's Aid Society (Q&A/OOC)

Unless you're looking for qualified breakdancers...
StarMaster
GM, 138 posts
Thu 21 Aug 2014
at 20:55
  • msg #197

Re: Traveller's Aid Society (Q&A/OOC)

No, the NPC won't approach anyone on the dance floor. She'll wait until you leave the dance floor.
Quinzella
player, 119 posts
Thu 21 Aug 2014
at 20:58
  • msg #198

Re: Traveller's Aid Society (Q&A/OOC)

Okay, I believe that was me and Sharik, thankies GM.
Quinzella
player, 120 posts
Thu 21 Aug 2014
at 22:01
  • msg #199

Re: Traveller's Aid Society (Q&A/OOC)

We do have an OOC to ask questions about the NPC that are well, Out of Character.

Like if she left the table, which the GM said in post she was circulating the room, leaving each table.
Darrel Cromwell
player, 84 posts
Noble (Count)
Retired actor
Thu 21 Aug 2014
at 22:59
  • msg #200

Re: Traveller's Aid Society (Q&A/OOC)

Quinzella:
We do have an OOC to ask questions about the NPC that are well, Out of Character.

Like if she left the table, which the GM said in post she was circulating the room, leaving each table.

Generally, when it's something specific to a thread, OOC is used there...the "Main" OOC thread is for things in general...at least that's how I've always done it, and so do the vast majority of players/GMs...
Quinzella
player, 121 posts
Thu 21 Aug 2014
at 23:02
  • msg #201

Re: Traveller's Aid Society (Q&A/OOC)

The way I have run it for years and seen it done for more yeas and heard others from around the globe doing it: there is no such thing as a topical OOC unless the GM wants to create one, an OOC thread is for any and all OOC chatter (except dice rolls and such) unless the GM says otherwise.
Darrel Cromwell
player, 86 posts
Noble (Count)
Retired actor
Thu 21 Aug 2014
at 23:08
  • msg #202

Re: Traveller's Aid Society (Q&A/OOC)

Be that as it may, if there's say 10 threads running, with alot of interactions going on, requiring constant OOC information...trying to put 10 threads worth of OOC into the main thread would cause chaos and things would slip between the cracks...

In any case, I'll proceed as I've done until the GM corrects me.

On a conciliatory note, we're probably both right... ;-)
This message was last edited by the player at 23:16, Thu 21 Aug 2014.
Quinzella
player, 122 posts
Thu 21 Aug 2014
at 23:16
  • msg #203

Re: Traveller's Aid Society (Q&A/OOC)

hence that I keep saying things like "Until GM says"

be that as it may, we have access to PMs, quotes, replies, and more, often these are used (as well as just changing the subject line before your post) to alleviate confusion.
Darrel Cromwell
player, 89 posts
Noble (Count)
Retired actor
Thu 21 Aug 2014
at 23:39
  • msg #204

Avoiding player conflicts.

Something like this?
Quinzella
player, 123 posts
Fri 22 Aug 2014
at 00:35
  • msg #205

Re: Avoiding player conflicts.

yups!!

I saw a free exchange of points, awaiting GM intervention, no real conflict though, but ah wells.
StarMaster
GM, 140 posts
Fri 22 Aug 2014
at 04:29
  • msg #206

Re: Avoiding player conflicts.

As far as I'm concerned, you are both right. It depends on the game, the nature of the game and the actual comment, really. I've always felt it evolve organically.

In this case, for instance, I thought Quinzella was right in posting her OOC here because it would have been disruptive to the regular thread. But that's because it was a stand alone question. If would have been appropriate in the main IC thread if she'd actually included a post.

In any case, if you add an OOC post in with your IC post, I prefer you post it in orange.
Kheaiftouaw
player, 81 posts
Sat 23 Aug 2014
at 10:26
  • msg #207

Re: Avoiding player conflicts.

Just out of interest, which books do you have access to?

I have the core book and the Aslan and Vargr Alien Modules.
Quinzella
player, 130 posts
Sat 23 Aug 2014
at 14:08
  • msg #208

Re: Avoiding player conflicts.

is that a general question??  For us all??

Just base book as far as I know.
This message was last edited by the player at 18:04, Sat 23 Aug 2014.
StarMaster
GM, 142 posts
Sat 23 Aug 2014
at 17:06
  • msg #209

Re: Avoiding player conflicts.

Alas, don't have any of the supplemental books other than from the Classic Traveller.
Darrel Cromwell
player, 97 posts
Noble (Count)
Retired actor
Sat 23 Aug 2014
at 20:20
  • msg #210

Re: Avoiding player conflicts.

I have most of the books...and/or pdfs....so, if there is something in particular, between us, I imagine we can find it.
Sharik Kaagira
player, 44 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Sat 23 Aug 2014
at 21:18
  • msg #211

Re: Avoiding player conflicts.

I have all of the books through Book 9: Robot and all of the supplements except for the last three (12 (Dynasty) - 14 (Space Station)).  Everything is a paper copy (except for my copy of the Main Rules which I have on both Paper and PDF), unfortunately; so, copying information for dissemination can be a bit painstaking.

I also own pretty much every version of Traveller (though not many of the d20 or GURPS Traveller supplements); so, if there are questions about comparisons between the original (Classic) Traveller, Mega-Traveller or Traveller: the New Age, I can likely find it somewhere.  Though it make take a while, most of it is packed away in basement storage.  Having all of the different versions also can contribute to confusion on my part - you never know what bleeds from one version to the next.
Samantha Kilgore
player, 28 posts
Pilot and Security expert
With more hidden talents
Sun 24 Aug 2014
at 10:32
  • msg #212

Re: Avoiding player conflicts.

As hard copy have
core rule book,
CSC
Robots
Traders & gunboats
Civ vehicles and a few Spinward Marches, Spinward Encounters and Crowded hours (Some of which i hope to run with my RL group soon).

as PDFs have
Core rulebook
CSC
Starports
Robot
LBB 9 Library Data
Careers book 1 & 2
Mercenary
Highguard
Psion
Dilettante
Cybernetics
And lots of scenarios type stuff

The list is fairly random, as I just bought what was in the shop when I first started getting into Traveller - am now being a bit more focused on what I am likely to use as a GM at my rl club
Quinzella
player, 134 posts
Sun 24 Aug 2014
at 19:09
  • msg #213

Re: Questionable actions

Uh, Darrel, what newcomers??
Darrel Cromwell
player, 101 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 19:24
  • msg #214

At my table

Right now, as far as I know...it was only me and Walter talking at our table after Kheaiftouaw left...there was alot of different character's actions....and then she returned or was returning with a number of new faces....

From a GM perspective, the sooner the "group" organizes itself...the better, I'm just trying to facilitate that....

I put out the "newcomers" comment, to allow everyone to gather together...

Look, the idea, since we ALL have arrived here, let's get ourselves on the same sheet of music...these are the basics...
Quinzella
player, 135 posts
Sun 24 Aug 2014
at 19:36
  • msg #215

Re: At my table

to me that is/was the GM's job.  Which the GM also did with connections and Cerulean.  From there it just takes time, which to my understanding he also gave.

I know IC he will have near no problem motivating my character to find work, or fun.

All in all, you meant the newcomers to your table then??
This message was last edited by the player at 19:37, Sun 24 Aug 2014.
Darrel Cromwell
player, 102 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 19:41
  • msg #216

Re: At my table

Quinzella:
to me that is/was the GM's job.  Which the GM also did with connections and Cerulean.  From there it just takes time, which to my understanding he also gave.

I know IC he will have near no problem motivating my character to find work, or fun.

All in all, you meant the newcomers to your table then??

Yes.
Quinzella
player, 136 posts
Sun 24 Aug 2014
at 19:42
  • msg #217

Re: At my table

Okay, all I sought was clarification on that one point, thankies though.
Walter Zeller
player, 57 posts
Sun 24 Aug 2014
at 19:46
  • msg #218

Re: At my table

Which was why Walter had suggested that we gather in a private room in order to get everyone together and get organized.
Darrel Cromwell
player, 104 posts
Noble (Count)
Retired actor
Sun 24 Aug 2014
at 19:55
  • msg #219

Re: At my table

Well...I've been trying to herd the cats... if we can't get them at a table...good luck with them getting to a room....

It's on them at a certain point.
Kheaiftouaw
player, 89 posts
Mon 25 Aug 2014
at 22:46
  • msg #220

Re: At my table

It might be a bit early for that considering that we are still grounded, but can we get a thread to track our skill training? Or has someone a different idea how to do that comfortably?
Quinzella
player, 138 posts
Tue 26 Aug 2014
at 14:52
  • msg #221

Re: At my table

Well that backfired, I was gonna update this and other games last night, but the migraine making me lose my balance said otherwise, we shall hope for tonight yes??
Kheaiftouaw
player, 90 posts
Tue 26 Aug 2014
at 17:45
  • msg #222

Re: At my table

We should probably decide if we want to bring the two groups together before the meeting or just fast forward to it, just so that everyone has the same expectation.
Quinzella
player, 139 posts
Tue 26 Aug 2014
at 18:15
  • msg #223

Re: At my table

Sharik just sorta IC hinted at that.
Samantha Kilgore
player, 31 posts
Pilot and Security expert
With more hidden talents
Wed 27 Aug 2014
at 10:42
  • msg #224

Re: Avoiding player conflicts.

In reply to Sharik Kaagira (msg # 211):

Whats a squid - in MGT terms - I know in RL ; )
StarMaster
GM, 147 posts
Wed 27 Aug 2014
at 19:14
  • msg #225

Re: Avoiding player conflicts.

As opposed to meaning she used to be a cephalopod sea creature, she's referring to her being ex-navy albeit Space Navy rather than the actual aquatic navy.
Walter Zeller
player, 61 posts
Wed 27 Aug 2014
at 20:20
  • msg #226

Re: Avoiding player conflicts.

And they have the Marines to keep the squids from holding hands.
Sharik Kaagira
player, 47 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Thu 28 Aug 2014
at 07:47
  • msg #227

Re: Avoiding player conflicts.

Oh, in case anyone is interested in more detail with respect to Sharik's name usage:

  http://www.freelancetraveller....ustoms/vilnames.html

If you haven't poked around the Freelance Traveller site, you should!  It has a lot of very cool fan-generated resources...
Darrel Cromwell
player, 107 posts
Noble (Count)
Retired actor
Thu 28 Aug 2014
at 15:19
  • msg #228

Admin stuff

Before we get too far along IC, (because we may need the skills), I noticed that our UPPs haven't incorporated the skills from PM/connections/group packages...
Kheaiftouaw
player, 92 posts
Thu 28 Aug 2014
at 18:59
  • msg #229

Re: Admin stuff

One thing we also might discuss first a bit OOC to not stall the game too much, payment/splitting of profits.
StarMaster
GM, 148 posts
Fri 29 Aug 2014
at 00:47
  • msg #230

Re: Admin stuff

I thought I'd updated the skills in the UPP thread... I did some, but was apparently still waiting for final choices.

Updated now, but you each should check to make sure I got it right.
Quinzella
player, 142 posts
Fri 29 Aug 2014
at 00:50
  • msg #231

Re: Admin stuff

mine has a few errors GM.  or rather skills missing.
StarMaster
GM, 149 posts
Fri 29 Aug 2014
at 00:57
  • msg #232

Re: Admin stuff

Just finished adding the Campaign Skills... did that fix it?
Darrel Cromwell
player, 108 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 01:02
  • msg #233

Re: Admin stuff

Never mind...read it wrong
This message was last edited by the player at 01:03, Fri 29 Aug 2014.
Quinzella
player, 143 posts
Fri 29 Aug 2014
at 01:06
  • msg #234

Re: Admin stuff

looks like you got all the skills now GM, just the wrong ranks.  If we all care about that, might I suggest copy pasting from my character sheet GM, keeping them in all alphabetical format.
Walter Zeller
player, 62 posts
Fri 29 Aug 2014
at 02:15
  • msg #235

Re: Admin stuff

Concerning money/profits, that might be tough but maybe one share per person, an additional share for each ship share used to purchase the vessel, one share for ship maintenance/overhead (landing fees), and one for expenses (Bar tabs). Divide the income by total shares and any remaining credits go to the overhead

Example             Shares
Count Darrel Crowell   6(if we get a yacht, 3 if other vessel selected)
Ikram                  1
Kheaiftouaw            2
Quinzella              1/3 (We could all pile in the scout but not much space)
Samantha Kilgore       1
Sharik Kaagira         4
Vonon Ronkunu          7
Sir Walter Zeller      5
Ship Overhead          1
Expenses               1

Quinzella
player, 144 posts
Fri 29 Aug 2014
at 02:28
  • msg #236

Re: Admin stuff

depending on pilot and "owner" (or rather who claims captainship to docking authorities) there are more than a couple TAS memberships among us, possibly helping us to waylay a few of those fees.

Also I like scouts.
Darrel Cromwell
player, 109 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 02:33
  • msg #237

Re: Admin stuff

Kheaiftouaw:
One thing we also might discuss first a bit OOC to not stall the game too much, payment/splitting of profits.

Profits?..I like your optimism.  ;-)

NOTE: I was preempted by Walter...actually, I have a strong feeling it'll be him and I working with the Gm to keep the finances straight...

I've been looking over the numbers (using the core rule book), barring some stellar role-playing, good dice-rolls, and no mishaps..running a ship of any size (within our ship options), don't look forward to any big paydays.

However, with that said....

Trying to keep this simple, fair, and realistic...

AFTER all monthly maintenance, debt, fuel, berthing and all the other miscellaneous costs(and please don't have to pay for repairs!!!) is paid for.

Then, we can start talking credits to the characters...

It would be difficult to pay characters by their position, since, it's likely in our type of work (whatever that might be), nobody holds a "set in stone" job. I would like to think that we'd be "multitasking" amongst ourselves.

So, forget that.

Here's the basic plan, at least as far as I can see it...

All bills paid...

25% of remaining credits go into the "ship funds", to be explained later.

THEN

20% of remaining credits divided evenly amongst the crew.

THEN

Payout by ship shares.

Beyond that, some deeper issues, which should be covered later...

For Example;

MOST importantly, a ship(not it's crew) needs "credits on hand", to cover bills...

Realistically, just to cover the monthly bills, a small starship might need 40+ KMr handy, and that's not covering what if we want to buy cargo....

So, I'm thinking we need to give deep thought to how we approach this.

Anyways...something to discuss amongst ourselves/DM and interested parties....
Walter Zeller
player, 64 posts
Fri 29 Aug 2014
at 03:18
  • msg #238

Re: Admin stuff

Maybe to modify your suggestion a bit

After expenses are paid
25% to Crew (divide by # of players/ 12.5% per person currently)
25% to Ship funds
50% divided by the share holders of the vessel

As for seed money, after the ship is purchased, if we can all chip in 5,000 credits each, that would allow us some starting money.

As an example, we earn 40,00 after expenses 10,000 divided by the players, 10,000 to the ship funds, 20,000 divided by the ship owners.
This message was last edited by the player at 03:20, Fri 29 Aug 2014.
Darrel Cromwell
player, 111 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 04:37
  • msg #239

Re: Admin stuff

In reply to Walter Zeller (msg # 238)

That works for me...although Guinness has removed my higher brain functions.
Sharik Kaagira
player, 49 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 05:59
  • msg #240

Re: Admin stuff

I am fine with whatever, profit sharing scheme is devised as reasonably equitable for the crew (it is play money after all...:D).

Just a side note, Walter, Sharik actually has 4 ship shares to contribute (she'll forgo the air-raft as a 1% off pretty much any ship will worth more to her - and overall to the crew and their costs, as well.

EDIT:  And besides the maintenance fund, are we planning to try to pull together some sort of speculation fund (which is the probably the best way to actually make a real profit - especially with Walter's excellent Broker skill)?  Sharik might have some cash to contribute to that...
This message was last edited by the player at 06:02, Fri 29 Aug 2014.
Samantha Kilgore
player, 33 posts
Pilot and Security expert
With more hidden talents
Fri 29 Aug 2014
at 08:28
  • msg #241

Re: Admin stuff

In reply to StarMaster (msg # 232):

UPP Looks right for Sam

What do the asterisks etc mean

I am guessing * is basic skill and ** is Package skill?
Samantha Kilgore
player, 34 posts
Pilot and Security expert
With more hidden talents
Fri 29 Aug 2014
at 08:36
  • msg #242

Re: Admin stuff

In reply to Walter Zeller (msg # 238):

Hard to comment having not played this game before ie how much should go on what!

BUT

Sam is skint (ie she doesn't have enough to chip in the full 5K seed fund) so whatever is decided from her side she would only sign up to a ship that gave her some money regularly (as training costs money so does gear and realistically - everyone needs an income of some sort).

So with that in mind, what about the option of paying everyone a salary of some notional figure (doesn't have to be high), adding that into the running costs, and then the profits going to the owners/ship sharers - with the option for other character to "buy into" the profits pool at a later date?

It seems a bit unrealistic to have everyone start a business together which doesn't include a basic wage as part of the expenses

Not sure if that would work - but Sam needs cash - she didn't muster out with money to spare
StarMaster
GM, 150 posts
Fri 29 Aug 2014
at 09:17
  • msg #243

Re: Admin stuff

Yes, that's what the asterisks mean... just a bit of reference to use for background role-playing.


Yes, it does seem odd that the game allows characters to start out on such an uneven basis. While there's a certain 'realism' to it, it's also a game, so why should it be so unfair to some characters?

I just don't see how that makes for a playable game.
Walter Zeller
player, 65 posts
Fri 29 Aug 2014
at 14:31
  • msg #244

Re: Admin stuff

They have an option to use a Wealth Characteristic in the equipment section. Maybe that could be what can be obtained as a loan (as a thought, use INT DM to reflect what you saved in the bank/credit cards during your career). If you have a pension, maybe you can get a loan up to 50% of what you draw.

Now if we can use one of the ship shares as seed money (1Mcr?) then we will have plenty of money and not need the 5Kcr per player.
Samantha Kilgore
player, 36 posts
Pilot and Security expert
With more hidden talents
Fri 29 Aug 2014
at 15:04
  • msg #245

Re: Admin stuff

In reply to Walter Zeller (msg # 244):

Not sure what you mean by use a wealth characteristic? can you explain a bit more

And to be clear (probably wasn't before) - Sam didhave money - she just spent a chunk of it so has little left on hand
Walter Zeller
player, 67 posts
Fri 29 Aug 2014
at 15:09
  • msg #246

Re: Admin stuff

In the equipment section, they have a blurb concerning wealth. Looks like it is a way of showing a credit score. It uses you social level and +1 for each cash roll when you mustered out.
Darrel Cromwell
player, 112 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 15:29
  • msg #247

Re: Admin stuff

StarMaster:
Yes, that's what the asterisks mean... just a bit of reference to use for background role-playing.


Yes, it does seem odd that the game allows characters to start out on such an uneven basis. While there's a certain 'realism' to it, it's also a game, so why should it be so unfair to some characters?

I just don't see how that makes for a playable game.

Using the CRB(Core rule book), there are certain careers, drifter comes to mind,  that with bad luck...it's possible to start with literally no credits...That's a tough break, but, also, going back to the realism thing, which I think traveller originally was based on...the dark, dirty, nitty-gritty coldness of reality.

However, if you're a 1 term drifter with no money, what do you expect?

One thing that does make sense, IF a player gets to 5th term (retirement) when they muster out (other than Scout, Rogue or Drifter), they should get the credits from the chart on pg. 36
Darrel Cromwell
player, 113 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 15:51
  • msg #248

Re: Admin stuff

Walter Zeller:
In the equipment section, they have a blurb concerning wealth. Looks like it is a way of showing a credit score. It uses you social level and +1 for each cash roll when you mustered out.

Book and page?
Walter Zeller
player, 68 posts
Fri 29 Aug 2014
at 15:56
  • msg #249

Re: Admin stuff

Not sure as I have a draft copy of the main book but it looks to be at the beginning section for equipment. Next to Currency in the Third Imperium.
Sharik Kaagira
player, 50 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 16:43
  • msg #250

Re: Admin stuff

Darrel Cromwell:
Using the CRB(Core rule book), there are certain careers, drifter comes to mind,  that with bad luck...it's possible to start with literally no credits...

You can also opt to start with medical debt (Core Rules p.37), if you (for example) get injured and do not have enough mustering cash to start with to pay for the characteristic recovery.

With respect to the loans that Walter mentioned ... like Darrel, I have the 'release' version of the Core Rules on PDF.  And I do not see on p.86 near the Currency section anything dealing with credit scores and their game-mechanics.  My PDF goes from "Credits" to "Living" expenses sections and then directly onto "Armour" on page 87.

Perhaps the loan thing was excised during playtesting?
Darrel Cromwell
player, 115 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 17:34
  • msg #251

Re: Admin stuff

In reply to Walter Zeller (msg # 249):

Must have been changes from the draft to the finished product, I'm not seeing that either...

Concerning a "minimum wage"...

quote:
It seems a bit unrealistic to have everyone start a business together which doesn't include a basic wage as part of the expenses

quote:
25% to Crew (divide by # of players

Well, what we could do, everyone gets 1000Cr per month or their percentage, whichever is higher?

I might be able to come up with all the needed seed money, but I have to confirm this with the GM.

It would be like a loan (with interest of course ;-)).
Sharik Kaagira
player, 51 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 18:25
  • msg #252

Re: Admin stuff

Darrel Cromwell:
Concerning a "minimum wage"...

quote:
It seems a bit unrealistic to have everyone start a business together which doesn't include a basic wage as part of the expenses

quote:
25% to Crew (divide by # of players

Well, what we could do, everyone gets 1000Cr per month or their percentage, whichever is higher?

There are also standard crew salaries on p.137 of the Spacecraft Operations section.  Though those aren't always equitable either...  And I am not sure that this crew itself lends well to the standard crew positions, necessarily.

And, of course, if Darrel or Vonon (or whoever the 'Captain'/primary owner of the ship becomes) is feeling magnanimous and fostering esprit de corps then then he may just settle on a standard/base consulting/operator fee for the individual crew members.
Kheaiftouaw
player, 93 posts
Fri 29 Aug 2014
at 19:17
  • msg #253

Re: Admin stuff

Sharik Kaagira:
Darrel Cromwell:
Using the CRB(Core rule book), there are certain careers, drifter comes to mind,  that with bad luck...it's possible to start with literally no credits...

You can also opt to start with medical debt (Core Rules p.37), if you (for example) get injured and do not have enough mustering cash to start with to pay for the characteristic recovery.


Oh yes, I know that too well :(

Maybe the merchant book has more about loans?
Anyway, I hardly have any credits left (thanks to the above reason) and I would like to get paid rather sooner than later.

Btw, in my UPP Diplomat-1 from my 4th Term is missing.
This message was last edited by the player at 19:26, Fri 29 Aug 2014.
Darrel Cromwell
player, 118 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 20:44
  • msg #254

Re: Admin stuff

In reply to Sharik Kaagira (msg # 252):

I thought about that basic salary by job position, but, as you mentioned, this isn't likely going to be a "standard" crew.

The 1000Cr was just a number I threw out there...

One thing to keep in mind, the advantages to having a set percentage instead of a wage, when times are good, everyone gets a fair share... when times are bad, everyone feels the pain...

quote:
Maybe the merchant book has more about loans?

Not sure about that, I'll look into that...

I've been talking to the GM, and he's made a good point about not getting bogged down by the numbers, which makes sense.

We're here to adventure, not to whinge about credits...however, can anyone loan me 3.5 MCr, I need a new suit of Battle Dress (TL 14) armor. ;-)
Kheaiftouaw
player, 95 posts
Fri 29 Aug 2014
at 20:46
  • msg #255

Re: Admin stuff

In reply to Darrel Cromwell (msg # 254):

I would already be glad to get a vacc suite (where do I even get Aslan armor and ammo so far from the Hierate?). And having enough credits to actually buy anything in the bar we are in would be nice, too.
Sharik Kaagira
player, 52 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 20:48
  • msg #256

Re: Admin stuff

Darrel Cromwell:
... however, can anyone loan me 3.5 MCr, I need a new suit of Battle Dress (TL 14) armor. ;-)

*shrug* Battledress is over-rated.  It can be fun; but, I can think of better things to do with those 3.5 MCr.
Kheaiftouaw
player, 96 posts
Fri 29 Aug 2014
at 20:53
  • msg #257

Re: Admin stuff

Sharik Kaagira:
I can think of better things to do with those 3.5 MCr.


Like buying 3 Aslan TL14 Battle Dresses ;)

Of course to make up for that price difference, Aslan Flex armor is seriously overpriced :(
Sharik Kaagira
player, 53 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 21:42
  • msg #258

Re: Admin stuff

Kheaiftouaw:
Like buying 3 Aslan TL14 Battle Dresses ;)

Of course to make up for that price difference, Aslan Flex armor is seriously overpriced :(

*another shrug*  Honestly, Sharik is the wrong character for a merc game.

I would have said that with right cargo (which a Broker/4 character with good INT, EDU and SOC rating can easily find *ahem* Zeller *cough*), ideally a compact, high margin cargo - something like pharmaceuticals or radioactives - we can buy at 70% and in one jump, likely sell at 130% (very possible for a character that can manage +5 or +6 to his Broker rolls).  That is a ~85% return on 3.5 MCr in something like 2 weeks.

Loan Walter that money, and within a couple of months, he could potentially net us all 3.5 MCr each.  In Traveller, as in Real Life, it takes money to make money...:)

Just my take.  If we were running a trade game.
Kheaiftouaw
player, 97 posts
Fri 29 Aug 2014
at 21:45
  • msg #259

Re: Admin stuff

In reply to Sharik Kaagira (msg # 258):

Well, lets see what that job offer is about. And I don't think we have decided on a ship yet (still waiting on the explanation of all the Safari Ship gadgets).
Sharik Kaagira
player, 54 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 21:52
  • msg #260

Re: Admin stuff

Well, you four are in a different room now.  Seems that neither of the two in our group that had links to you four felt that the other four should have tried to link up... *shrug*
StarMaster
GM, 154 posts
Fri 29 Aug 2014
at 21:57
  • msg #261

Re: Admin stuff

Well, Ikram has been busy with work. He may get a chance to post later tonight, or else tomorrow. He's likely to recognize Darrel as the Count walks across the room.

Likewise, Quinzella could also spot and recognize Samantha now.
Darrel Cromwell
player, 119 posts
Noble (Count)
Retired actor
Fri 29 Aug 2014
at 21:59
  • msg #262

Re: Admin stuff

In reply to Sharik Kaagira (msg # 260):

I was trying to do an abstract, "Hey you guys, go get your friends and bring them to the private room." thingy... Just trying to streamline getting everyone together... ***HINT***
Walter Zeller
player, 69 posts
Fri 29 Aug 2014
at 22:10
  • msg #263

Re: Admin stuff

Sharik Kaagira:
</quote>
I would have said that with right cargo (which a Broker/4 character with good INT, EDU and SOC rating can easily find *ahem* Zeller *cough*), ideally a compact, high margin cargo - something like pharmaceuticals or radioactives - we can buy at 70% and in one jump, likely sell at 130% (very possible for a character that can manage +5 or +6 to his Broker rolls).  That is a ~85% return on 3.5 MCr in something like 2 weeks.

Loan Walter that money, and within a couple of months, he could potentially net us all 3.5 MCr each.  In Traveller, as in Real Life, it takes money to make money...:).

Also add in source/destination factors for a higher profit margin, which is why I have been pushing for a freighter ;)
Quinzella
player, 145 posts
Fri 29 Aug 2014
at 22:11
  • msg #264

Re: Admin stuff

Yes we were sort of going in the supposed directions.  As long as the [private] room is not too private, ie bouncer and locked door.  We shall still be able to follow, after we see and decide so is in the right place.
Kheaiftouaw
player, 98 posts
Fri 29 Aug 2014
at 22:16
  • msg #265

Re: Admin stuff

And as a last resort, someone just needs to bother Khea. I have payed her rather nice so far, but Aslans are rather touchy.
It certainly will draw the attention of the others when she demands a duel right there on the dance floor.
Sharik Kaagira
player, 55 posts
Unemployed: ex-IISS,ex-IN
Serious about recreation
Fri 29 Aug 2014
at 23:51
  • msg #266

Re: Admin stuff

Walter Zeller:
Also add in source/destination factors for a higher profit margin, which is why I have been pushing for a freighter ;)

Absolutely, but my point is more that even without seeking favorable trade codes (which we definitely should pander to the local source and destination population and trade codes, don't get me wrong), Walter's skill makes speculation highly lucrative, by default.

Honestly, though, my experience with speculation in MgT is that it isn't the space that is the primary issue.  It is the capital cost; that is why I haven't really forced an agenda with respect to a ship's cargo size.  If we have 20 tons (which pretty much any of the designs that have been postulated have in some way shape or form) - then we can probably make a fair bit regularly (20 tones of 30KCr/ton cargo - say, basic electronics or vehicles or precious metals) is already 0.5 - 1.0 MCr to fill.  If we were lucky enough to get pharmaceuticals (or Ifni forbid, radioactives) we probably wouldn't even fill the 20 tonnes before we ran out of cash - nor would the lot size be that large, necessarily).

That is my take on the available cargo size versus speculative fund importance, anyways.
Walter Zeller
player, 70 posts
Sat 30 Aug 2014
at 08:04
  • msg #267

Re: Admin stuff

Agree with you 100%. Making sure that we do not fly with an empty space in the cargo bay is a start. So the plan might be, locate cargo for speculation. Buy what we can afford. Select our next stop and locate cargo that is going there to fill up whats left. Off we go and hear the moaning of the merchants when they find out that Walter speaks haggle, real well.
Darrel Cromwell
player, 122 posts
Noble (Count)
Retired actor
Sat 30 Aug 2014
at 16:04
  • msg #268

Re: Admin stuff

All good points, it's this part that's the problem...
quote:
0.5 - 1.0 MCr

That's alot of credits, so, it's likely we're going to have to start on a much smaller scale...even if we went with the easy to obtain basic raw materials (5000cr-broker stuff)to fill a 20t hold, that's 100K in speculation funds.


Something I've been thinking about, from what perspective are we looking to have the game flow...

Is having a mission frosting on the cake while we concentrate on buying/transporting/selling cargo or vice versa, IE, a "trade game" vs "mission game"...or some hybrid combination? Know what I mean?

Personally, I do have a habit (for good or ill) of getting caught up in the numbers, this probably stems from when I played the original traveller game, every credit counted and there weren't many to go around.

So, I do want to apologize if it sounds like it's all about the credits...

Cash should be a means to an end; everyone being able to afford (if they want), the best armor, weapons, clothing, purple gcarrier, whatever...any ship we have is decked out to it's utmost potential, and plenty of credits in the bank...

Although there's truth in the saying it's all about the struggle, well, it's also true there's a sense of accomplishment when you can walk around and see a new shiny Lt. Fighter (18MCr), "We could use a couple of those aboard the ship." and actually have the cash to buy it.

With that said, of course that is far down the line, and I'm sure there will be many adventures (or misadventures) between now and then...
Quinzella
player, 146 posts
Sat 30 Aug 2014
at 16:06
  • msg #269

Re: Admin stuff

I like lots :D
Darrel Cromwell
player, 124 posts
Noble (Count)
Retired actor
Sat 30 Aug 2014
at 21:55
  • msg #270

Re: Admin stuff

One thing to point out, although it's prudent to "pre-plan" and discuss things, until we've actually all linked up, heard what Ms. Blue has to say...we might be getting  ahead of ourselves.

She might give us the Millennium Falcon and ask us to recover some crazy princess off of a deathstar...
StarMaster
GM, 157 posts
Sun 31 Aug 2014
at 00:00
  • msg #271

Re: Admin stuff

You do know you're not supposed to give the Referee ideas, right?

Besides, that's the second adventure...
Darrel Cromwell
player, 126 posts
Noble (Count)
Retired actor
Sun 31 Aug 2014
at 00:25
  • msg #272

Re: Admin stuff

StarMaster:
You do know you're not supposed to give the Referee ideas, right?

Besides, that's the second adventure...

Luke: [about Princess Leia] They're gonna execute her! Look, a few minutes ago you said you didn't want to just wait here to be captured. Now all you want to do is stay?
Han Solo: Marching into a detention area is not what I had in mind.
Luke: But they're gonna kill her!
Han Solo: Better her than me!
....
Luke: She's rich.
Han Solo: [interested] Rich?
Luke: Rich, powerful. Listen, if you were to rescue her, the reward would be...
Han Solo: What?
Luke: Well, more wealth than you can imagine!
Han Solo: I don't know, I can imagine quite a bit.
Samantha Kilgore
player, 38 posts
Pilot and Security expert
With more hidden talents
Sun 31 Aug 2014
at 14:30
  • msg #273

Re: Admin stuff

Gonna be away for a few days so won't be posting again till Wednesday evening GMT
Darrel Cromwell
player, 135 posts
Noble (Count)
Retired actor
Tue 2 Sep 2014
at 23:10
  • msg #274

Re: Admin stuff

if it seems like I'm trying to "slow down" the IC, that's because I am...I'd like for everyone to be together before we start discussing things that will affect us all.

So, in other words...if you're not at the private room, please, work your way towards there...

As a side-note, I'm not trying to take over, my one goal, is to get everyone together, and on the same sheet of music, that's all.

Anyways, rock and roll.
Quinzella
player, 149 posts
Tue 2 Sep 2014
at 23:16
  • msg #275

Re: Admin stuff

I reacted to the situation IC.
Darrel Cromwell
player, 136 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 00:03
  • msg #276

Re: Admin stuff

true, but, it was to remain alone while the rest of the group consolidated...

Look, I'm not here to "steamroll" players, I'm just working as hard as i can, to get all the characters together in one place/time so that we can move forward...as a group. Understand? I'm trying to help you.

With that said, I've done what I can...I'm over care-taking...

Rock and roll.
This message was last edited by the player at 00:14, Wed 03 Sept 2014.
Quinzella
player, 150 posts
Wed 3 Sep 2014
at 01:05
  • msg #277

Re: Admin stuff

I am just saying, if there is no IC reason for me to "make my way there", especially considering it is a room with a bouncer, I will play it as thus.
Darrel Cromwell
player, 137 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 01:30
  • msg #278

Re: Admin stuff

Ok.
Darrel Cromwell
player, 141 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 04:54
  • msg #279

Re: Admin stuff

Quinzella:
I am just saying, if there is no IC reason for me to "make my way there", especially considering it is a room with a bouncer, I will play it as thus.

You did see both your "connections" go there...just saying....
Quinzella
player, 151 posts
Wed 3 Sep 2014
at 04:59
  • msg #280

Re: Admin stuff

yes and IC, there is enough trust to know there will be a call if it is important.  IC Quin would see it as their business.  Just sayin'.
Darrel Cromwell
player, 142 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 05:11
  • msg #281

Re: Admin stuff

Fair enough, then technically, whatever long term discussions, plans, and whatnot we figure out...you not being there...well...that's on you.
Quinzella
player, 152 posts
Wed 3 Sep 2014
at 05:14
  • msg #282

Re: Admin stuff

No it is not.

It is on the character, it is a part of rp, playing the character.  It is on those that quite literally ran off into the room leaving my character confused and lacking any possible motivation to enter.  But it is not on me.
Darrel Cromwell
player, 143 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 05:28
  • msg #283

Re: Admin stuff

EDit....
This message was last edited by the player at 05:31, Wed 03 Sept 2014.
Darrel Cromwell
player, 144 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 05:34
  • msg #284

Re: Admin stuff

Quinzella:
No it is not.

It is on the character, it is a part of rp, playing the character.  It is on those that quite literally ran off into the room leaving my character confused and lacking any possible motivation to enter.  But it is not on me.

Your character, which is someone that should always be on top of their toes, is surprised by her companions moving off to a private room????

Ok.
Darrel Cromwell
player, 145 posts
Noble (Count)
Retired actor
Wed 3 Sep 2014
at 05:39
  • msg #285

Re: Admin stuff

OK...NO MORE arguments on my part....over...it!

Sorry it even got to this point.
Quinzella
player, 153 posts
Wed 3 Sep 2014
at 05:49
  • msg #286

Re: Admin stuff

Oh, thank you for apologizing now

after I spent a half hour typing that BS in PM and am now considering dropping the only game I truly can say makes me feel eager anymore.
Darrel Cromwell
player, 148 posts
Noble (Count)
Retired actor
Fri 5 Sep 2014
at 23:15
  • msg #287

Re: Admin stuff

Quin, clever move with the call.
Quinzella
player, 159 posts
Fri 5 Sep 2014
at 23:22
  • msg #288

Re: Admin stuff

Thank you. *smiley*
This message was last edited by the player at 23:26, Fri 05 Sept 2014.
Walter Zeller
player, 76 posts
Merchant/Noble
Sun 7 Sep 2014
at 14:30
  • msg #289

Re: Admin stuff

Now that I have the book, there is a big difference in the final version and what they had for in the draft. The funny part is that the ship shares increase, the bigger the vessel, rather than 1 Mcr each (a fixed rate) like they had in the draft version. And they changed the trade table so WOW, Um, better that I expected. As an example, say we picked up a cargo load of wood at Yarhfahl, (Ag) on average with all the factors,(Broker-4, SOC +1, +6 for agricultural world, 10 on 3d6) we can get get it for 250 cr a ton (25%) and take it to Grendal, selling it for about 150% (or 6 times our investment).
Vonon Ronkunu
player, 40 posts
Vargr
Sun 7 Sep 2014
at 19:36
  • msg #290

Re: Admin stuff

In reply to Walter Zeller (msg # 289):

And I got an idea for a deal that should (I think) reap an even greater profit. Tho, now that I think about it, my idea is based more on Societal Factors, than the Books Trade Factors....

Maybe I should actually run the Books numbers...

^_^
Walter Zeller
player, 77 posts
Merchant/Noble
Sun 7 Sep 2014
at 19:52
  • msg #291

Re: Admin stuff

Looking at the data, what they did is adjust the number of goods that are available between tech levels (-1 DM per TL difference) However, what they should have done is factor in the type of cargo/world economy for the prices rather than the cargo. Petrochemicals are not going to care where they are coming or going but electronics will. No use bringing an electric toaster to a TL 3 world. It will be much easier to unload a large load at a high pop world and not one with a population in the thousands.

(Textiles are looking real nice with a +7 mod for agriculture world)
Vonon Ronkunu
player, 41 posts
Vargr
Mon 8 Sep 2014
at 01:25
  • msg #292

Re: Admin stuff

In reply to Walter Zeller (msg # 291):

Okay, Sir Walter, check the numbers on my idea, here...

Water.

Not "just" water, but Spring Water.  Here's my logic...

Vonon comes from Cassandras Belt, an Asteroid Community, but one that has a lot of things going for it:

Trade Classifications:
Class B starport
Asteroid (As)
High Technology, Level C (Ht)
Non-Industrial (NI)
Rich (Ri)
Vacuum (Va)

Now, taking into account a Tech-12 infrastructure, moderated by the non-industrial qualifier, I'm still thinking that the asteroid life in Cassandras Belt is pretty comfortable; technology provides for all the basic needs. So, I got to thinking what would a Rich, High-Tech society WANT, that they weren't already getting. In the case of a fully artificial environment like an asteroid colony, the answer I came up with was - anything "natural".

Their technology can simulate any product - plastics that feel like wood, spun-glass fibers (as well as more plastics) that can feel as soft as silk, vat-grown meats, greenspaces under domes - including lakes! - and, of course, water. Lots and lots of absolutely pure water, nothing in it but Hydrogen and Oxygen...blah.

The fact that Wood is on the Trade tables kinda reflects this; folks who don't have "natural" materials WANT them.

Now, like I said, most technologies can produce filtered/distilled/irradiated water. And absolutely pure water has no taste. In fact, I would go so far as to say that pure water does have a taste, and it's the very definition of "blah".

So that's why I figured Spring Water. To folks on an Asteroid, the appeal of some water that's bubbled up through the crust of a planet, in a natural environment, containing a random mix of harmless minerals, could almost be considered a "gourmet" item.

So I was thinking, go to a planet where water is plentiful -- and maybe costs .5 or 1 credit, or less, a bottle -- find a bottler of actual "spring water", then ship it to Cassandras Belt, and sell it for 5-6 Credits a bottle as "Natural Spring Water". Fancy stuff.

But then I kinda fell into a -- loophole? error? -- in the Trade rules. On Grendal, say, water is probably considered a Basic Consumable. But, as I just explained abouve, on Cassandras Belt, water could be considered a Luxury Consumable.

I guess my issue, here, is this: am I over thinking the system? Do the Trade Rules allow for us to BUY something as a Basic Consumable, but SELL it as a Luxury Consumable?
Walter Zeller
player, 78 posts
Merchant/Noble
Mon 8 Sep 2014
at 02:19
  • msg #293

Re: Admin stuff

If you have access to book 7, Merchant Prince, they may have rules on manufacturing items. I can see if we were to go to an uninhabited system and got pure water there, it might work. More so if we brand it.  (Ok, that was from when I was taking Business Administration classes)

However, due to the size of the vessel, there might be a problem. Figure 1,000 Liters per ton of cargo space, at 5 cr a 1L bottle, it is not cost effective compared to the more expensive items that run 50kcr-100kcr a ton.
StarMaster
GM, 168 posts
Mon 8 Sep 2014
at 07:45
  • msg #294

Re: Admin stuff

Actually, Book 7 deals more with the Trader career, and barely touches on cargo, but that's because it's intended to be a simplified system.

The MgT tables aren't meant to be used in that manner (base consumables to base luxuries), but there's no reason it can't be.


Also, I think you are over-thinking the issue with a cargo of water. You are going into detail that the game was never designed to deal with. You pick up a ton of source cargo that costs Cr1,000 and then sell it at destination for Cr10,000. As far as the tables go, it's irrelevant that it's water, or that it's branded, or however many bottles of it there are. That's just chrome.

On the other hand, if you go with the consumables-to-luxuries route, you can conceivable get Cr25,000 or more for the cargo because it's a luxury.
Quinzella
player, 165 posts
Mon 8 Sep 2014
at 17:53
  • msg #295

Re: Admin stuff

I never said anything about the bouncer IC.
StarMaster
GM, 169 posts
Tue 9 Sep 2014
at 02:05
  • msg #296

Re: Admin stuff

Nope, you didn't. That's what I get for posting when I'm falling asleep. Fixed.
Quinzella
player, 167 posts
Tue 9 Sep 2014
at 02:15
  • msg #297

Re: Admin stuff

Its okay hun, just sorta threw me off a sec.
Walter Zeller
player, 81 posts
Merchant/Noble
Tue 9 Sep 2014
at 05:58
  • msg #298

Re: Admin stuff

Ikram, are you in the private room or the bar?
Kheaiftouaw
player, 105 posts
Tue 9 Sep 2014
at 21:31
  • msg #299

Re: Admin stuff

Something I wondered about for some time, how will nobility be handled in this game, especially as we have a rather high ranking noble with us?
Darrel Cromwell
player, 156 posts
Noble (Count)
Retired actor
Wed 10 Sep 2014
at 02:12
  • msg #300

Re: Admin stuff

Kheaiftouaw:
Something I wondered about for some time, how will nobility be handled in this game, especially as we have a rather high ranking noble with us?

Grovelling, lots and lots of it... ;-) Joking, but, well...think about it.

Here's where I get caught up in the "You're not the GM" thing..or accused of something... Our characters are there, and I have a fairly sure idea of how that would work.

For my part and it's only my opinion (It's sad that I have to preface my statements!)

Just like in our reality, anyone with "cultural" upbringing, tends to respect those with a title...

If you happened to bump into Mr. Obama today, would it be expected you say President Obama?

Or if you were getting some fish and chips in London, and you bumped into the Queen, what would you say?

Player mechanics!!!

It's understood, at least as I see things, I knew the upside/downside of being nobility, especially anything beyond a knight.

Honestly, A Count is not someone you'd expect to see in these circumstances, traveling around.

However, who knows, going back to the original question....

quote:
especially as we have a rather high ranking noble with us?


Perhaps with a modicum of respect, which would be returned?
Vonon Ronkunu
player, 43 posts
Vargr
Wed 10 Sep 2014
at 02:38
  • msg #301

Re: Admin stuff

In reply to Darrel Cromwell (msg # 300):

Yeah, I'd agree with that. Until/unless someone with a Title proves otherwise, they should be treated with personal & professional respect. SUBJECT, or course, to how you have built/play your character to respond to Authority Figures.

For example:

As an American, if I met the Queen of England, I would be very respectful, I would address her as "Your Majesty", but I probably wouldn't bow (maybe a little nod of the head).

If I met the President of the US, I would be "casually respectful" (less formal) and I would address him as "President Obama", or "Mr. President" (in respect for the Office, if not for the man). To simply call him "Mr. Obama" is disrespectful (even though the Media does it all the time).

If I met Donald Trump -- or Lee Iacocca, or Rupert Murdoch -- on the street, and had a need to adress him, I would call him "Mr. Trump", not "Hey, Donald!".

All these are persons of Position and Authority. Even if you think the individual is fairly worthless as a Person, you should still show respect for the Position/Title that they hold.

In the case of "our" Count, that would hold true, as well. Until we get to know him well enough that HE feels comfortable enough with US, to say "just call me Darrel", then we should show the proper respect for his TITLE, if not for him.

Except for Sam ^_^
Walter Zeller
player, 85 posts
Merchant/Noble
Wed 10 Sep 2014
at 03:19
  • msg #302

Re: Admin stuff

Which is why Walter still refers to Darrel as "Your Excellency" even we were told that there was no need. Guess it is the bureaucrat in him (Or dealing with someone three ranks higher than him).

As for Ms Blue, I wonder what here offer is but I guess, that it would be starting at a vessel free and clear for the group. If we were to charge her just for the number of pilots, it can get rather expensive.
Samantha Kilgore
player, 41 posts
Pilot and Security expert
With more hidden talents
Wed 10 Sep 2014
at 07:34
  • msg #303

Re: Admin stuff

I think Sam has been formally polite, if not fawning to the rank.

However, I take the general point about how nobility should be addressed and think Your Excellency is a bit OTT (see http://en.wikipedia.org/wiki/Style_(manner_of_address) for example - its more reserved for higher ranks eg Presidents of Republics)

From what I can work out from googling, a Count would be "Count" or "My lord" or even just "Sir"

I am not brilliantly familiar with the background of the OTU - not played MGT much at all - this is only my second game and the first one RPOL one folded fairly quickly- so am happy to be corrected. BUT I am playing this that Sam does not really know who the Count is (as an actor) so is only going what other people are suggesting he is, and that she is not that keen on Nobles, so is giving a perfunctary respect to his rank - not being rude (at least she wasn't meant to be being rude - that may not be how it came across)but not overly in awe of the title.

It could be that in the OTU she would be paying more respect because that's the culture - happy to be corrected.
Darrel Cromwell
player, 157 posts
Noble (Count)
Retired actor
Wed 10 Sep 2014
at 14:19
  • msg #304

Re: Admin stuff

Actually, no problem on my part, it was just brought up, and I expressed what I believe to be the case...there sure exists nobility that aren't noble or deserving of respect...King Joffrey comes to mind...
Darrel Cromwell
player, 158 posts
Noble (Count)
Retired actor
Wed 10 Sep 2014
at 14:44
  • msg #305

Re: Admin stuff

PM
Kheaiftouaw
player, 106 posts
Wed 10 Sep 2014
at 18:43
  • msg #306

Re: Admin stuff

Luckily Khea has the excuse of Aslan not having noble titles, so for her you are just someone owning large estates.

I just asked because I bought myself Spinward Marches, among other things, and there is some more stuff about nobility in the 3I in it including how important counts are.
Quinzella
player, 169 posts
Wed 10 Sep 2014
at 23:48
  • msg #307

Re: Admin stuff

There are dice to "charm"??
Darrel Cromwell
player, 160 posts
Noble (Count)
Retired actor
Wed 10 Sep 2014
at 23:48
  • msg #308

Re: Admin stuff

1st IC roll, snake eyes...LOL, well, it can only go up from here. ;-)
Darrel Cromwell
player, 161 posts
Noble (Count)
Retired actor
Wed 10 Sep 2014
at 23:50
  • msg #309

Re: Admin stuff

In reply to Quinzella (msg # 307):

I was going with persuade (+3 skill for me), obviously, my attempt to persuade her that I was charming, was less than spectacular...;-(
Quinzella
player, 170 posts
Wed 10 Sep 2014
at 23:59
  • msg #310

Re: Admin stuff

Why not just use roll play.

It is assumed that the GM understands good rp, so our good rp would likely be able to sway the NPC according to how they were written.  For all you know Ms Blue detests nobles and is turned off by you from the start and you would fail on a 100, on the other side maybe she likes your money and is impressed by your 1.
Darrel Cromwell
player, 163 posts
Noble (Count)
Retired actor
Thu 11 Sep 2014
at 00:16
  • msg #311

Re: Admin stuff

Good point, but, rolls are to quantify events, as an example, no matter how well I roleplay lining up a shot in combat, there still needs to be a result, which is based on skills/gear/circumstances, and of course, situational roleplay...however, in the end, dice can and should, IE the random factor, must have it's affect.

Sadly, although I can't find the rule (it might have been in a previous edition), snake eyes indicate a automatic failure?, I'm looking...
Quinzella
player, 171 posts
Thu 11 Sep 2014
at 00:20
  • msg #312

Re: Admin stuff

Well as I see it if there is no mechanical reasoning for the persuasion attempt there is no need for the roll.

IC and OOC none of us know of any later reason why we would benefit from being on her good side.
Kheaiftouaw
player, 108 posts
Thu 11 Sep 2014
at 00:26
  • msg #313

Re: Admin stuff

I have to agree. So far we do not try to persuade her at all and I don't see why one needs to roll for being nice.
The core book also does not seem to have a reaction table like the alien modules so just role play it.
This message was last edited by the player at 00:27, Thu 11 Sept 2014.
Darrel Cromwell
player, 164 posts
Noble (Count)
Retired actor
Thu 11 Sep 2014
at 00:37
  • msg #314

Re: Admin stuff

I probably didn't need to roll, but, I wanted to influence future dealings with her.

Say if I succeed with "charming/persuading" her (she's an NPC), then perhaps there are benefits to that?

And, if I fail, then, there might be a downside to it.

I didn't "expect" to roll so crappy.

Another issue you brought up, having given it greater thought, yes, the GM might have already decided on an NPC disposition, then he would apply a DM to whatever I rolled, for example, if she hates Nobles, then he would adjust the task's difficulty level.

In any case, I thought it would help us and so I acted accordingly.
Darrel Cromwell
player, 166 posts
Noble (Count)
Retired actor
Thu 11 Sep 2014
at 01:27
  • msg #315

Making things happen

I've been pondering this...

You know, one of the ways, we as characters are going to affect things, is to apply ourselves...which generally means players rolling for results..sometimes they're excellent and sometimes garbage...

I realize I was the 1st roller and it's wasn't up to snuff...but as a player, you have to try...fault me if you want to, but, I was actively trying to help, just because it sucked, doesn't make it wrong.
Quinzella
player, 172 posts
Thu 11 Sep 2014
at 01:32
  • msg #316

Re: Making things happen

No one said you did wrong, just that the general framework of the rp did not make it seem necessary.
Darrel Cromwell
player, 167 posts
Noble (Count)
Retired actor
Thu 11 Sep 2014
at 01:44
  • msg #317

Re: Making things happen

In reply to Quinzella (msg # 316):

You're correct. I was trying, for lack of a better word(s), enhance/expand, our options when it came to dealing with her...

Sadly, it's likely my efforts (roll) were unsatisfactory.

If I was successful, then, maybe she pays for the booze consumed... ;-)

I don't know, it seemed like a great idea, if it worked...great, if not..not so great...

I bet if the roll had come up with 17, outstanding success, we wouldn't be having these conversations...would we?
This message was last edited by the player at 01:49, Thu 11 Sept 2014.
Quinzella
player, 173 posts
Thu 11 Sep 2014
at 01:55
  • msg #318

Re: Making things happen

Nah, cause I would still wonder about the necessity.  IC Nothing has said we would have any further dealings with her after this initial hiring.
Darrel Cromwell
player, 168 posts
Noble (Count)
Retired actor
Thu 11 Sep 2014
at 02:21
  • msg #319

Re: Making things happen

Quinzella:
Nah, cause I would still wonder about the necessity.  IC Nothing has said we would have any further dealings with her after this initial hiring.

Ok. Here's how I look at it, just to help you understand my method to the madness. ;-) What if I charmed Ms. Blue, think about the ramifications of that.

Seeing beyond this current meeting? Long term, which is how I tend to think. Would that not be beneficial?

Does it not make sense to be cultivated friends, when it costs us nothing? And there will likely be contacts, services, etc..that might not be otherwise available to us?

This is her planet. It is wise to cultivate a contact on each planet we visit, I'm sure you understand this.

I'm just going about this task in my manner; I am a Count, normally persuasive and charming...Fate screwed me this time, it's unlikely to happen again. Honestly, even with the F*d roll, I'm confident of things.
Quinzella
player, 174 posts
Thu 11 Sep 2014
at 02:29
  • msg #320

Re: Making things happen

no that makes sense, but it is OOC thinking to me.  My character would try to actually let her words, actions, deeds get her hired rather than the charm she has practiced for uses when it seemed more prudent.  We seem at an impasse, I am trying to stress this is a difference of opinion, and you seem to be wanting to squash my opinion, please let it lie as is.
Darrel Cromwell
player, 172 posts
Noble (Count)
Retired actor
Sat 13 Sep 2014
at 01:21
  • msg #321

Re: Making things happen

No worries, carrying on, water under the bridge...i agree.
Quinzella
player, 176 posts
Sat 13 Sep 2014
at 01:33
  • msg #322

Re: Making things happen

In reply to Darrel Cromwell (msg # 321):

Thank you

*sigh* my kindle is beyond messed up
Darrel Cromwell
player, 173 posts
Noble (Count)
Retired actor
Sat 13 Sep 2014
at 01:42
  • msg #323

Re: Making things happen

In reply to Quinzella (msg # 322):

Being a used bookstore owner, I suggest placing your Kindle, next to the kindling... ;-)
Quinzella
player, 177 posts
Sat 13 Sep 2014
at 02:42
  • msg #324

Re: Making things happen

In reply to Darrel Cromwell (msg # 323):

I bought my kindle while living inGermany.  It was my only source of books for a while.
Kheaiftouaw
player, 110 posts
Mon 15 Sep 2014
at 19:23
  • msg #325

Traveling

Just for information, I will be traveling the next month, but I will have Internet access most of the time in the hotel.
Quinzella
player, 179 posts
Mon 15 Sep 2014
at 19:35
  • msg #326

Re: Traveling

have fun out there!!
Walter Zeller
player, 91 posts
Merchant/Noble
Tue 16 Sep 2014
at 03:33
  • msg #327

Re: Traveling

Ok, Walter is doing a 180 as the player just got the data concerning the AcquireCorp and Ondrac BioCorp.

I suggested the half cash and half stock to get more money in the deal.  It might seem like a change of what Walter had talked about but it does get hard currency in our pockets at this time.
Darrel Cromwell
player, 178 posts
Noble (Count)
Retired actor
Tue 16 Sep 2014
at 22:59
  • msg #328

Re: Traveling

Things are looking good. There are a couple of things that should be mentioned...

As much as we want to know everything about what we're going into, I seriously doubt our intel would be all inclusive, so, at a certain point, accept what we have and go forward from there.
Vonon Ronkunu
player, 49 posts
Vargr
Sun 21 Sep 2014
at 23:45
  • msg #329

Re: Traveling

In reply to Darrel Cromwell (msg # 328):

Does anyone else have the Skill...

Tactics
This skill covers tactical planning and decision making, from board
games to squad level combat to fleet engagements. In combat,
the Tactics skill level of a unit’s commander gives a boost to the
initiative scores of everyone in his unit. See Combat, starting on
page 60, for more details.

Specialities:
• Military Tactics: Coordinating the attacks of foot troops or
vehicles on the ground.
• Naval Tactics: Coordinating the attacks of a spacecraft or fleet.

Action:
Planning tactics for attacking an enemy base: Intelligence,10–60 hours, Average (+0).

Vonon has Naval Tactics, which might help in getting us to the dome, but not much use once we're inside.

If anyone else has Military Tactics, or more Naval Tactics, since the time element is 10-60 hours, we can always say that we're doing this plannjng as we travel out to the island.

I know that we're relying, primarilly, on ROLE-Playing, here, but maybe a decent ROLL, here, might get us some extra insight into this mission. Keep your paws crossed ^_^
Quinzella
player, 180 posts
Mon 22 Sep 2014
at 00:01
  • msg #330

Re: Traveling

My character worked in small groups in her past, or alone.  If she needed to have an order followed she had other means, that skill never made sense to grab.
Walter Zeller
player, 97 posts
Merchant/Noble
Mon 22 Sep 2014
at 00:27
  • msg #331

Re: Traveling

Since you have Tactics (Naval)-1, you can use it as a regular roll (Tactics-0) to help plan the attack. You might use it as a roll to know what kind of data that we would need to get in there or possible weak points. Maybe the training in small unit tactics was for boarding a vessel and it might help in where we need to go (thinking of the dome as being a spacecraft, water instead of a vacuum)
Kheaiftouaw
player, 114 posts
Mon 22 Sep 2014
at 07:45
  • msg #332

Re: Traveling

Sorry, no Tactics skill at all. Luckily we have our Jack/Jane to cover skills we do not have. Oterwise we likely could not use a submarine er all (or does someone have Seafarer?).

One other questions, what skill is used for diving? Zero-G? In either case, my lack of Vacc Suite skill now hurts.

By the way, are we going for a violent solution? I hope not. After all we just need to prevent the destruction of the research data, not steal them.
Quinzella
player, 181 posts
Mon 22 Sep 2014
at 13:04
  • msg #333

Re: Traveling

To dive I would immagine we can use swim and pilot.
Walter Zeller
player, 98 posts
Merchant/Noble
Mon 22 Sep 2014
at 13:50
  • msg #334

Re: Traveling

Not use to underwater adventures in Traveller. The Hostile environment suit can do high pressure but requires Vaccsuit 1 or 2 depending on the TL of the suit.

As for a violent option, depends on how they get in to the dome and if it is open 24 hours/7 days a week type of facility. If they have a shift change by sub, we can try stowing away on it, or pretend we are the cleaning crew. Cargo shipment? Stow away there.  Pretend to be naval officers and "rescue" them if there is a power failure. Maybe an unexploded mine,bomb,torpedo was discovered nearby requiring them to evacuate until it is removed. Bureaucrats wanting see where their permits are for operating the place. Maybe have one of us acts as the Count's agent and his entourage needs to "research" the dome for an upcoming role with him. (one or two does the dirty work, the rest play the role)

We need more information on the place and to come up with a plan.
Kheaiftouaw
player, 116 posts
Tue 23 Sep 2014
at 07:18
  • msg #335

Re: Traveling

In reply to Walter Zeller (msg # 334):

Having a well known noble actor could work in our favor (btw, I looked into the UPP thread and he has no rank in acting?). Sadly we are not in the imperium so we can't use his noble status quite as much to gain entry.

Maybe a pleasure cruise in a submarine got wrong and we need to send an SOS near the dome so that they hopefully rescue us?
We would get inside, but would be under close surveilance. Maybe also a faked medical emergency? That would get us into the medic ward. To bad we do not have a doctor to help setting it up.
Vonon Ronkunu
player, 51 posts
Vargr
Thu 25 Sep 2014
at 05:07
  • msg #336

Re: Traveling

Walter Zeller:
Since you have Tactics (Naval)-1, you can use it as a regular roll (Tactics-0) to help plan the attack. You might use it as a roll to know what kind of data that we would need to get in there or possible weak points. Maybe the training in small unit tactics was for boarding a vessel and it might help in where we need to go (thinking of the dome as being a spacecraft, water instead of a vacuum)


Oooh--I did not know I could do that. Yeah, now that you point it out, I guess, since Military Tactics is just another Specialty of Tactics, yeah, I could use it at a lower level as simply another application of the overall Tactics skill.

Cool.

Yeah, that was my thinking; that "Naval" Tactics was the tactics of "ships", and that Vonon would have a clue about the many ways that a mobile vessel can approach a static facility. Sub approaching a Seabase...Spaceship approaching an Asteroid Base...basically the same thing, yeah.

Plus I've found that my buddy Ikram -- the former Imperial Marines Captain -- has Military Tactics, so he'll be useful for (hopefully) coming up with various methods of gaining entry and securing the facility.

And I'm with you, Khea -- hopefully we'll keep the violence, if any, to a minimum.

Okay, folks, are we all agreed to do this -- even if we need more info? Is anyone NOT gonna do this?

Cuz I'm kinda getting a vibe from Mz Blue that she ain't got any more info to give us. In fact, it sounds like my old drinking buddy, Sharik, may have more info than Mz Blue!  All our colourful Headhunter knew was that the Baddies were in an underwater dome off a certain island. And that's all she knows, I'm thinkin!

Sharik found out the model of dome -- Blue didn't even know that! So. Sharik has (generic) data on the dome. Mz Blue knows the general location, which data from Sharik has narrowed down. She has a guess as to how many people the dome can support. At minimum we should expect a crew roster of...

1 Evil Scientist
1-6 Lab Assistants
1-6 Dome Operations (Techs & Admin who keep the dome running)
1-6 Housekeeping (Janitors & Maids)
1-6 Commissary (Kitchen Staff & Supply Officers)
1-6 Security (at least! maybe more)

So, at minimum, I'm guessing we'll be facing 6 people. Maybe more. Maybe we'll bust in and find only the Doc and a pair of Assistants.

So. Mz Blue says the Sub is ready to go, so, let's tell her we're doing this, sign what we have to, then go get any of our gear we need to get -- I know that I don't have my HEV with me at the club! -- then go to the sub.

It's gonna be "a few hours" travel to the island, and we can continue our roundtable discussion aboard the sub, as easilly as we are doing here, at the club.

What say y'all?
Walter Zeller
player, 99 posts
Merchant/Noble
Thu 25 Sep 2014
at 05:14
  • msg #337

Re: Traveling

I have no problem but Walter is not a fighter. He can help with getting info on the place or the company. As an engineer/mechanic, he might be able to help with anything dealing with the dome itself, leaving the more "battle hardened" to deal with the others..
Quinzella
player, 182 posts
Thu 25 Sep 2014
at 05:25
  • msg #338

Re: Traveling

Besides, if all else is wonky we still have the Jack and Janes of all trades among us
Walter Zeller
player, 100 posts
Merchant/Noble
Thu 25 Sep 2014
at 05:48
  • msg #339

Re: Traveling

Also if anyone needs it, Walther as a laser rifle but that is back at the spaceport security office.
Samantha Kilgore
player, 49 posts
Pilot and Security expert
With more hidden talents
Thu 25 Sep 2014
at 08:31
  • msg #340

Re: Traveling

I'm thinking fire arms in a an underwater dome are a no-no - if you miss and puncture the skin....

So Hand to Hand weapons if needed. But hopefully we can shock and awe them into submission quickly without getting into a fight

We could ask the previously employed people there about personnel numbers? And also layout info etc .

If theres some non actioneers perhaps they could stay behind data gathering whilst the action team move to the dome, and relay us any information they gather?

But Sam's in, we jus need to work out what to do on the way I think
Kheaiftouaw
player, 117 posts
Fri 26 Sep 2014
at 09:03
  • msg #341

Re: Traveling

At first I think we do need to decide what we actually intend to do. Do we want to steal the data and samples, or do we only try to prevent them from destroying it?


Btw, to keep myself entertained on my flights I bought myself the rest of the Alien Modules. Now an uplifted dolphin would come in handy...
This message was last edited by the player at 09:28, Fri 26 Sept 2014.
Quinzella
player, 183 posts
Fri 26 Sep 2014
at 13:56
  • msg #342

Re: Traveling

*sneaks in to steel post 1k*
Walter Zeller
player, 101 posts
Merchant/Noble
Fri 26 Sep 2014
at 15:43
  • msg #343

Re: Traveling

While Walter is not the "secret agent " type, get in and get out would be a good idea. They can not say something was stolen if they denied in court that they had it in the first place. Maybe record what we find as a back up.
Quinzella
player, 184 posts
Fri 26 Sep 2014
at 15:44
  • msg #344

Re: Traveling

of course!!

And that is me, the secret agenty type.
Samantha Kilgore
player, 51 posts
Pilot and Security expert
With more hidden talents
Fri 26 Sep 2014
at 15:55
  • msg #345

Re: Traveling

Something to note - Ceruleanne said we need to secure the project - not extract it - splitting hairs I know. But if we stop anyone destroying it for long enough for Ceruleanne et al to legally come and collect it - then we have succeeded.

The point being, that means that we don't have to worry about moving the project, just get in , stop anyone from triggering a self destruct, and round them up and keep them safe till 10 am has gone.

Not sure if that is easier - but it does mean less things to consider.

Personally - I like the idea of tranq gas in the air supply, and then us going in to check all the people are ok and securing them. Depends if we can deliver that though (ie tranq gas) - so a key question is - where is the air supply in the dome? Does it come from outside, or is it shipped in?
Walter Zeller
player, 103 posts
Merchant/Noble
Fri 26 Sep 2014
at 16:15
  • msg #346

Re: Traveling

Maybe cause them to have to evacuate the dome, leaving the materiel behind. Trigger an evacuation alarm, with some non-essential areas getting flooded to help hasten them out.
Samantha Kilgore
player, 52 posts
Pilot and Security expert
With more hidden talents
Fri 26 Sep 2014
at 16:50
  • msg #347

Re: Traveling

In reply to Walter Zeller (msg # 346):

Maybe - but if they evacuate - I think they may take the project with them - or some of it.

I think we're looking at sealing them in and neutralizing them double damn quick before they can act in any way.
Quinzella
player, 185 posts
Fri 26 Sep 2014
at 16:51
  • msg #348

Re: Traveling

Are these thoughts you are sharing, are they IC??
Walter Zeller
player, 104 posts
Merchant/Noble
Fri 26 Sep 2014
at 17:20
  • msg #349

Re: Traveling

player to player. Just exploring options
Quinzella
player, 186 posts
Fri 26 Sep 2014
at 21:50
  • msg #350

Re: Traveling

okay, just curious.
StarMaster
GM, 183 posts
Sat 27 Sep 2014
at 03:20
  • msg #351

Re: Traveling

Unless it is dealt with in one of the other books, it would seem as if Swimming doesn't exist in the Traveller game. You'd think it'd at least be covered by Athletics, but it isn't, except as an oblique reference.

While I suppose it could be covered by Athletics, it has its own specialties, so it would be rather convoluted to put it there. So it needs to be its own skill.

I started out just thinking it should be a background skill for the Water World designation, but then realized that anyone could reasonably know how to swim. On the other hand, not everyone CAN swim. So I came up with this system to determine if anyone has the Swim skill: 12+ DM = your homeworld's hydrographic rating.

Subtract 8 from the result to get the Effect.

Effect: 0-3 = Swim-0
        4-5 = Swim-1
        6+  = Swim-2
Vonon Ronkunu
player, 53 posts
Vargr
Sat 27 Sep 2014
at 03:47
  • msg #352

Re: Traveling

In reply to StarMaster (msg # 351):

Is Homeworld Hydrographic, or can we add in Strength and/or Agility DMs?
Walter Zeller
player, 105 posts
Merchant/Noble
Sat 27 Sep 2014
at 04:49
  • msg #353

Re: Traveling

I have a feeling that is why Walter does not like the idea of going with the rest to the dome as he does not know how to swim. (Gee a barren home world along with the first 4 terms in the merchants)

Athletics makes more sense as it has been a requirement for commando/wet navy types to know how to swim as part of their training. The specialization skills in Athletics also cover most of the requirements in order to swim. Coordination, to swim correctly. Strength/endurance for long distance swimming

00:38, Today: Walter Zeller rolled -1 using 2d6-8. Swimming 0% hydro homeworld.
Walter Zeller
player, 106 posts
Merchant/Noble
Sat 27 Sep 2014
at 05:03
  • msg #354

Re: Traveling

"Athletics
The character is a trained athlete and is physically fit. The Athletics
skill effectively augments a character’s physical characteristics:
there is never an untrained penalty for not having the Athletics skill,
you just use your Strength, Dexterity or Endurance DM as normal.
Likewise, where a situation might call for a Strength, Dexterity or
Endurance check you can always use the appropriate Athletics
specialty to boost your roll"

I think that swimming is covered under Athletics, they just did not make it a specialization.
Kheaiftouaw
player, 120 posts
Sat 27 Sep 2014
at 08:40
  • msg #355

Re: Traveling

In reply to StarMaster (msg # 351):

I think I have seen Athletics (swimming) in Alien Module 5. Let me check...

Edit: Looks like I was mistaken.

Edit2: I just realized something, aren't we on the planet with those big and aggressive amphibean animals/savages? That might complicate things a bit more.
This message was last edited by the player at 11:47, Sat 27 Sept 2014.
Quinzella
player, 187 posts
Sat 27 Sep 2014
at 14:28
  • msg #356

Re: Traveling

what if we ride a grendel??
StarMaster
GM, 184 posts
Sat 27 Sep 2014
at 15:19
  • msg #357

Re: Traveling

As I said, while Athletics could cover Swimming, it still strikes me as a major oversight in NOT mentioning it when there are serious water worlds all over the place.

Sure, Strength, Endurance and Agility can all MODIFY Swimming, depending on what you are doing, but none of them reflect whether you ever learned to swim in the first place. You can live on a reasonably normal Earth-like world... in the desert... and never learn how to swim. There are also people living in slums and jungles and other odd locales that never learn how to swim.

I suppose an argument could be made that it's instinctual, but there were many sailors in the heyday of sailing ships that couldn't swim, and drowned if they fell overboard.

As for acquiring Swimming during character generation, you can substitute Swim for Athletics any time you get that skill.

Reminder: I added the skill along with a definition and specialties in the Brief Rules thread up top.
Vonon Ronkunu
player, 57 posts
Vargr
Fri 3 Oct 2014
at 11:35
  • msg #358

Re: Traveling

In reply to StarMaster (msg # 357):

I think I remember Mz Blue saying that it would take an hour for the submersible to get us "to the island".

I'm just guessing, here, but in my/Vonon's mind I'm assuming it'll take about 2 hours to go question the ex-employee at the marina. Hopefully no more than 3.

Again, relying on my (often) shaky memory, I think that the cards Ceruleanne gave us had a note on the back that mentioned a meeting at 8. I think. And then she walked into the room Darrel arranged and said, since we were all there, she'd start the meeting "early". Again, I think.

I dunno about the rest of you, but I'm gonna have Vonon pay a service to get some of his "heavy luggage" from the storage locker it's in, at the Starport, then deliver it to the pier where the submersible is. That way I don't have to go get a man-sized crate, myself, and maybe save some time. I'm thinking/hoping this'll cost a couple hundred credits. maybe a bunch of us who need some "heavy equipment" brought in from lockers at the Port could pitch in money, and have all our stuff picked up at the same time?
Kheaiftouaw
player, 123 posts
Fri 3 Oct 2014
at 11:49
  • msg #359

Re: Traveling

We still need to agree on a plan before bringing in "heavy" equipment, or not.

By the way, it is possible that I won't have net access for the next 2-3 days.
Vonon Ronkunu
player, 58 posts
Vargr
Sun 5 Oct 2014
at 23:19
  • msg #360

Re: Traveling

In reply to Kheaiftouaw (msg # 359):

Actually, I wasn't using any kind of code when I said "heavy equipment". I actually meant heavy equipment -- Vonon's sending for his HEV vacc suit, which he's gonna use as a diving suit. A vacc suit isn't, exactly, beach wear, so it's in a locker at the port, rather than in the cloak room of the club.
Kheaiftouaw
player, 124 posts
Tue 7 Oct 2014
at 03:27
  • msg #361

Re: Traveling

In reply to Vonon Ronkunu (msg # 360):

Ok. But we still need to figure out a plan so that we know if we actually need a "diving suit" or if we go in by sub only and what other equipment we might need.
Vonon Ronkunu
player, 59 posts
Vargr
Tue 7 Oct 2014
at 08:31
  • msg #362

Re: Traveling

In reply to Kheaiftouaw (msg # 361):

Well....

The dome is on the bottom of the ocean.

We have to assume that the dome has some sort of sonar/sensor system covering the immediate area around the dome. If for no other reason than to assist in guiding their submersible into the secondary dome/vehicle bay, which we know they have.

It is reasonable to assume that, since the dome, itself, is nothing more than a civilian-grade commercial facility, that the sonar/sensor system will (most likely) also be such.

Assuming that, such a sonar/sensor would likely detect the approach of something the size of a submersible. However, it might not detect the approach of something the size of a person (or several people), even if they are wrapped in metal and composites.

Finally, nobody living in a dome on the seabed would expect someone to suddenly come knocking at their side door/airlock.

So. We go to the island. We locate the dome. The sub takes us close to the dome, but stays outside the dome's detector range. We walk over to the dome. We force our way in (hopefully) surprising the occupants. We secure the data.

Once we've done all that, then we can decide if we need to either take the data with us, and leave the dome, or sit on the data, in the dome, until after the Judge renders his Decision, and we can be relieved by official forces from our employer.

I, personally, vote for the grab and run, but we can discuss that once we're on the sub, and on our way.
Samantha Kilgore
player, 54 posts
Pilot and Security expert
With more hidden talents
Tue 7 Oct 2014
at 09:44
  • msg #363

Re: Traveling

I favour sitting on the project and waiting.

I also favour using a submersible - on the basis that none of us will have any skill in diving operation (I expect), and even if nearest skill is vacc suit I would expect to suffer a penalty - so there may well be problems on the approach.

You point about sonar is relevant though - perhaps we could get some jamming/false signals set up to confuse them.

For example, what about trying to confuse their sonar with the signals of Grendals or masking the sub so it appears as one? That is more likely to be in our skill set than diving skills.

And lets be clear - if you get things wrong diving, you can die or get the bends.

Whilst risk is not something Sams adverse to, reducing it by avoiding doing something you have no training in unless really necessary would seem a better option
Quinzella
player, 188 posts
Tue 7 Oct 2014
at 11:45
  • msg #364

Re: Traveling

Strawberry!!
Walter Zeller
player, 108 posts
Merchant/Noble
Tue 7 Oct 2014
at 12:20
  • msg #365

Re: Traveling

The marina that the former employee is working at is 3 miles away from where we are. I should be able to have some additional info in about a half hour or less.
Samantha Kilgore
player, 55 posts
Pilot and Security expert
With more hidden talents
Sat 11 Oct 2014
at 17:11
  • msg #366

Re: Traveling

Full of ocld, so apolgies if this comes out fluffy

to be able to extract we need to know what we're extracting - and Ceruleanne has been vague on that.

and though, again Ceruleanne hasn't answerred this, assuming the guy is on site (which i think is very likely) the only way he can destroy the project is to commit suicide - and we don't know how likely that is

finally

what are we all doing for the 2 hours in between - or more to the point, what needs to be done in those two hours and who is goign to do them. Sam has no significant amounts of gear to collect - so she is pretty much free - are there other angles to cover?
Quinzella
player, 189 posts
Sat 11 Oct 2014
at 18:33
  • msg #367

Re: Traveling

Sounds like you have an IC question, among the many the others have had, for your IC mercenary friend.
Samantha Kilgore
player, 56 posts
Pilot and Security expert
With more hidden talents
Sun 12 Oct 2014
at 08:51
  • msg #368

Re: Traveling

Point is I have asked these questions IC and had no answers - from players or GM
Quinzella
player, 192 posts
Wed 15 Oct 2014
at 03:32
  • msg #369

Re: Traveling

Before this retrieval bit happens shouldn't we leave the current room??  Finish the current discussion??
StarMaster
GM, 187 posts
Wed 15 Oct 2014
at 03:38
  • msg #370

Re: Traveling

Sure, take as long as you want.

I just put up the new posts to indicate there was somewhere to go. No rush on posting to it.
Quinzella
player, 193 posts
Wed 15 Oct 2014
at 03:40
  • msg #371

Re: Traveling

My notice was that there arlready has been a post to it.  So effectively one of the "team" is now in two places.
StarMaster
GM, 189 posts
Wed 15 Oct 2014
at 03:52
  • msg #372

Re: Traveling

No, he's in two threads, not in two places. The R&I thread takes place after the meeting breaks up.
Quinzella
player, 194 posts
Wed 15 Oct 2014
at 04:14
  • msg #373

Re: Traveling

That is my point, the meeting has not broken up.
Walter Zeller
player, 113 posts
Merchant/Noble
Wed 15 Oct 2014
at 04:33
  • msg #374

Re: Traveling

Voron is fast forwarding so that once we go and visit the security guard at the marina, the rest of the group does not need to wait around for us, that is my take.
Vonon Ronkunu
player, 63 posts
Vargr
Wed 15 Oct 2014
at 04:58
  • msg #375

Re: Traveling

In reply to Walter Zeller (msg # 374):

Close...

As far as I'm concerned, Ceruleanne has given us every bit of info she has available to her, and she has answered every question we have asked her. That her answers to most of our questions was "I don't know", and the fact that most of this group refuses to believe that answer, doesn't invalidate her answer. She only has limited information -- she said that at the start -- and I now believe it is time for us to go and find the remaining info for ourselves, not discuss "what might be's".

Sharik, on her own initiative, found out more info on the Dome in 60 seconds than Ceruleanne had in her entire briefing -- and that was to find out the undersea dome is the equivalent of a modular "cabin in the woods". With the exception of not being sure we can approach the dome in something the size of whatever that submersible is without being detected, I, myself, am pretty much sure that getting into that thing won't require D-Day level planning.

And non of this matters, anyway. The most important thing that ceruleanne told us was that they don't know exactly where the dome is! At this point in the game, locating the dome is up to us, and while I'm not saying that sitting around in the back of a dance club, doing some more computer searching to help narrow down the possibilities for where the dome might be, isn't a good idea (I actually think it will help), what I am saying is that we now need to begin other methods of information gathering.

And that's what I'm doing. And I'm taking you along with me, kicking and screaming if I have to ^_^

And P.S. -- I'll bet that at least half of you think that, when we get to the marina where our submersible is, you think we're gonna find a Seawolf-class nuclear attack submarine waiting for us.

C'mon, admit it! ^_^

My money, however, is that we'll find something closer to the submarine ride at Disney World; maybe a glass-nosed excursion craft.
Quinzella
player, 195 posts
Wed 15 Oct 2014
at 05:43
  • msg #376

Re: Traveling

quote:
And that's what I am doing


Sorry such a finite question should really have some meaning.  You summed up everything and said that is what you were doing, a statement with use of pronouns, no explanation.  And it has no answer to the initial question asked, how can you be two places at once??  You have not left the club, the meeting has not ended, heck you never even said you were in for the hall you just let us assume it, in fact only two of us by my count (0038 memory might be off) have actually said they are in for this event.  An agreement, something needed in business, part of the reason I was sitting out of most the conversation (other than ignored IC, and having gotten most of what was needed to agree for my character) was that I had already stepped in and was waiting to hash out the details of the actual event after we all had agreed or those that were not interested had left the meeting as apropos.

But what I asked and still ask, how can you be in two places at once??  Those threads represent a similar timeline (the GM has not said otherwise), and locations rather far away.
Vonon Ronkunu
player, 65 posts
Vargr
Wed 15 Oct 2014
at 07:07
  • msg #377

Re: Traveling

In reply to Quinzella (msg # 376):

Oh....
Answers. You want answers.

Okay. I got yer answers.

The following Posts provide all the answers. Maybe you should read them.

"Re: A Meeting of Minds (Private Room)" dated Sat 13 Sept, 2014, at 02:49 hours.
Vonon gives a long-winded speach where he agrees, basically, that Ceruleanne Blue is not asking the group to do anything illegal; implying that he's prepared to take the job, but not, actually, saying it.


"Re: A Meeting of Minds (Private Room)" dated Tues 16 Sept, 2014, at 21:43 hours.
Vonon specifically said "...Oh, and just in case anyone didn't get it, I'm in..."


"Re: A Meeting of Minds (Private Room)" dated Thur 25 Sept, 2014, at 01:25 hours.
For a second time, Vonon said, and I quote, "...Well, I'm in, like I said..."


"Re: A Meeting of Minds (Private Room)" dated Sat 11 Oct, 2014, at 20:13 hours.
Vonon makes yet another long-winded, half-drunk assessment of the current situation, mentioning his planned involvement; again, implying that he will be involved, if not ourright saying it.  In this same post, it is written that Vonon begins to head for the door, with the intent to leave the room. This action is not, actually, completed in this, specific, post.


"Re: A Meeting of Minds (Private Room)" dated Mon 13 Oct, 2014, at 01:42 hours.
In this post, Vonon opens to door for Ceruleanne, as she does exit the room. The implication is that Vonon will be following her out, but that he's also waiting for Sir Walter. It is not, yet, established that Vonon has left the room in this post, but he is left holding the door open, as if to leave.


At this point, in anticipation of a potential "splitting" of the group, Star*Master created 2 new threads; one for the sub-group that's going to the marina to check out the submersible, and another for the sub-group, Vonon and Walter, who are going to ask questions of a former Ondrac employee. Currently, both Vonon and Walter are interacting on both the new thread, as well as still engaging in the eternal debate back in the club. Now, for you, me, and the computer screens we are both looking at right now, those events appear to be happening "simultaneously". But within the chronology of the STORY, the "R & I" thread with Vonon and Walter is happening after they leave the club. It is what they will do, once they leave the club. It takes place after they leave the club.


Even though we both might continue to contribute to the goings on in the "Meeting of Minds" thread, everything that happens in the "R & I" thread happens AFTER we leave the club. Each thread represents a different time chronology.

 What's happening in "R & I" RIGHT NOW, is actually "in the future".  And, at some point, probably after y'all have gone to the submersible, our "R & I" thread, and your "Marina Bound" thread will meet up.

So, just to provide the seemingly mandatory beating of a dead horse, here, the events in the "R & I" thread are happening "20 minutes into the Future". Got it?


Also, you seemed to have a question about this, as well...

"Re: A Meeting of Minds (Private Room)" dated Tues 14 Oct, 2014, at 22:59 hours.
After being directly adressed by Ikram, Quinzella barely responds, and makes the claim in the post that she had been "disincluded" up to this point, and even questions whether anyone other than her 2 friends even knew her name.

The answer, of course, is...

"Re: A Meeting of Minds (Private Room)" dated Wed 10 Sept, 2014, at 00:40 hours.
Ceruleanne Blue entered the Private Room, followed by Quinzella. In a statement to the group Ceruleanne Blue indirectly identified you when she said "...As I said to Quinzella..."

Since everyone else in the room had already had the manners to introduce themselves to everyone else, then by implication, the only unknown person in the room must be the mentioned "Quinzella". That would be you. The only person who has not, ever, actually said what her name was. To anybody. Ever.



OOC: "20 minutes into the Future". Anybody? C'mon! Anybody? I can't be so old nobody remembers this ^_^
Quinzella
player, 196 posts
Wed 15 Oct 2014
at 07:25
  • msg #378

Re: Traveling

So in not leaving the meeting, note the GM said the thread you were in and others were for AFTER the meeting (nothing about posting in them before you actually step away from the meeting) you have stepped in a limo that is nowhere to be seen and arrived at another location.  All while still at the meeting??  And do me a favor STOP doing what keeps happening here, I treat people around here with GD respect, only getting hostile when things happen like me getting condescended to repeatedly (see vonon's last two OOC posts), so lets not make this a contest to see who is the biggest GM here (esp since the cast list says there is one), and lets not do something, get asked about it, and then great the question with such condesension....

You know what, you're not worth it.

GM remove me or the others that have consistantly disrespected me and others, beyond the point of including you (GM).  I came to this game to have fun, NOT to be treated as filth and watch others treated the same.
StarMaster
GM, 192 posts
Wed 15 Oct 2014
at 16:44
  • msg #379

Re: Traveling

Time out!

Seriously, everyone should just take a deep breath and calm down.

We all seem to have slightly different posting styles, and certainly not all of us have a steel-trap memory (I know mine's been rusted shut for years), so if someone doesn't remember an exact post or wording, no need to get snippy.

This is supposed to be Friendly Sandbox. Please, let's keep it that way.
Darrel Cromwell
player, 185 posts
Noble (Count)
Retired actor
Thu 16 Oct 2014
at 02:32
  • msg #380

Re: Traveling

I concur...
Kheaiftouaw
player, 128 posts
Mon 20 Oct 2014
at 20:25
  • msg #381

Re: Traveling

One question, considering that Beowulf is not part of the empire, who owns the starport and what are its law level compared to the rest of the planet?

I am just asking because, as we do not own a ship, there might be some legal trouble if we have outlawed weapons. They have to be stored somewhere after all.
Quinzella
player, 199 posts
Mon 20 Oct 2014
at 20:38
  • msg #382

Re: Traveling

well as for a starship, and storage of a wee few things go, do not count us scout types out.
Quinzella
player, 201 posts
Mon 20 Oct 2014
at 22:54
  • msg #383

Re: Traveling

Zeller, good thought about them for depth charges, I had not thought of that.  When I next IC post though I have a few thoughts about Marina joys.
Walter Zeller
player, 117 posts
Merchant/Noble
Tue 21 Oct 2014
at 01:57
  • msg #384

Re: Traveling

Glad you liked it.
Quinzella
player, 202 posts
Tue 21 Oct 2014
at 02:09
  • msg #385

Re: Traveling

Well in theory it sounds fantastic.
Quinzella
player, 203 posts
Tue 21 Oct 2014
at 18:46
  • msg #386

Re: Traveling

Sharik and I have the same Jane of All Trades rankings of +3.  Though I also have a Drive of 0, Sam.
Sharik Kaagira
player, 81 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 21 Oct 2014
at 19:54
  • msg #387

Re: Traveling

Quinzella:
Sharik and I have the same Jane of All Trades rankings of +3.  Though I also have a Drive of 0, Sam.

We both have Drive, Flyer and Pilot skills of 0+, Q.  But, the rules are fairly explicit (Core Rules, p.57), submersible is a specialty under Searfarer.  So, it sounds like JoAT usage, it is!
Quinzella
player, 204 posts
Tue 21 Oct 2014
at 19:58
  • msg #388

Re: Traveling

So it seems if no one wants to suffer the penalty it might be Sharik or I driving the sub.
Samantha Kilgore
player, 61 posts
Pilot and Security expert
With more hidden talents
Wed 22 Oct 2014
at 07:09
  • msg #389

Re: Traveling

Well if either of you want to swap with Sam that's fine, or we can stay as we are - also fine - just thought I'd bring it up
StarMaster
GM, 195 posts
Thu 23 Oct 2014
at 03:08
  • msg #390

Re: Traveling

Unless a starport has been 'nationalized', it is owned by the corporation that built it, but functions under the SPA guidelines in order to attract interstellar trade. As such, the starport is still extra-territorial, regardless who actually owns it.
Quinzella
player, 207 posts
Thu 23 Oct 2014
at 22:16
  • msg #391

Re: Traveling

Is there a limo thread??
Darrel Cromwell
player, 190 posts
Noble (Count)
Retired actor
Fri 24 Oct 2014
at 00:00
  • msg #392

Re: Traveling

Good question...although, I'm thinking the limo is a lead into the other threads, kind of like an abstract method to get from where everyone was before, to the task that they are accomplishing...
Quinzella
player, 208 posts
Fri 24 Oct 2014
at 00:05
  • msg #393

Re: Traveling

Well then what thread am I expected to segue into??
Sharik Kaagira
player, 84 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 24 Oct 2014
at 00:09
  • msg #394

Re: Traveling

Quinzella:
Is there a limo thread??

That is the R&I thread, I am pretty sure.  That is when Vonon, Walter and I (and you, if you like) got into the car.

Feel free to interject yourself there (we aren't exclusionary).  Do you need to get anything from the TAS hostel?  We did stop there...
Quinzella
player, 209 posts
Fri 24 Oct 2014
at 00:14
  • msg #395

Re: Traveling

Just to get the gear I had in my locker.

Still do not understand how you can be driving around in a limo while in the backroom at a club.  To me I guess it would compare to if I stayed at the bar for the "meeting" but at the same time posted in the backroom thread.
Darrel Cromwell
player, 191 posts
Noble (Count)
Retired actor
Fri 24 Oct 2014
at 00:31
  • msg #396

Re: Traveling

At this point, we're in a "transitory" stage, alot of moving parts, characters, locations, doing different things, time becomes somewhat relative/subjective/abstract, as long as it makes sense in the long run....

Over-analyzing it, well, it's like watching a great movie, but, at a certain point you say, "well, that's not possible"...suspension of disbelief....
Quinzella
player, 210 posts
Fri 24 Oct 2014
at 00:35
  • msg #397

Re: Traveling

I have been to film school and likely been RPing longer than you.  Yes I over analyze, but not when it comes to actual RP and I have asked before if we can respect one another here please, that directly translates to condescending to other people and treating them as if they know nothing, esp about themselves.

And to say we are in an "abstract" state, says you think we should all walk around in some chaotic format, all you have said is a reinforcement to the idea of adding more chaos.
Walter Zeller
player, 120 posts
Merchant/Noble
Fri 24 Oct 2014
at 00:58
  • msg #398

Re: Traveling

Having never been to film school nor knew that you had done so, it is kind of hard to fault Darrel for his post unless you had told him already. As for who has been RPGing longer, it is like the old joke, its not the size of the wand but the power behind the wand that counts.

Gang, lets wrap up this part of the story so we can move along. FYI, I am not use to sandbox mode that often and find that at times it drags. I guess everyone has their own style of playing. Some DM's are hands on, others let the group power the train but he gets to move them in the direction he wants them. Right now it is more like herding cats and no one is at the wheel.
StarMaster
GM, 199 posts
Fri 24 Oct 2014
at 02:24
  • msg #399

Re: Traveling

I realize that Darrel and Quinzella have clashed in the past here, but, in this case, I don't feel Darrel was being condescending or in any other way disrespectful.

You've asked the question about the timeline before, and we've answered it six ways to Sunday. We've just run out of ways to explain it to you so that you understand.

Nobody is in two places at once. The R&I timeline takes place AFTER the A Meeting of Minds timeline. The characters aren't in two places at once because they are different timelines. One was now, one was slightly in the future. Players are posting at the same time, but the characters aren't doing things at the same time.


To answer your other question, about which thread you should be in, that's up to you. You decide which one you want to join. Just make sure you post what your character is doing. If Quinzella is going to join Walter, Vonon and Sharik in the limosine, which is the R&I thread, you need to post that that is what she is doing so that the rest of us understand that's what she is doing.
Quinzella
player, 211 posts
Fri 24 Oct 2014
at 03:06
  • msg #400

Re: Traveling

StarMaster:
Nobody is in two places at once. The R&I timeline takes place AFTER the A Meeting of Minds timeline. The characters aren't in two places at once because they are different timelines. One was now, one was slightly in the future. Players are posting at the same time, but the characters aren't doing things at the same time.


Which is a large part of my questioning, they just went and posted, some of us (namely myself) did not even know that was the appropriate thread to be in until, well, I was ready to threadswitch and thus asked if that was where I needed to be, now I have no idea what is going on in that thread as I have avoided reading the thread my character was not in so as to avoid further confusion.
Quinzella
player, 213 posts
Fri 24 Oct 2014
at 23:13
  • msg #401

Re: Traveling

Yes, gm, I said I was picking up the gear (my inventory) from my storage locker.
Darrel Cromwell
player, 195 posts
Noble (Count)
Retired actor
Mon 3 Nov 2014
at 20:51
  • msg #402

Re: Traveling

Just a notice, we're going to have to consolidate things/events/equipment...soon.

Keep that in mind as we proceed.

I'm guiding my actions towards that, I suspect the rest of us are doing so?
Quinzella
player, 221 posts
Thu 13 Nov 2014
at 07:47
  • msg #403

Re: Traveling

Sorry for long absence, been sickish, that and this month is the month of holidays (two bdays, Tday, Vday, and an anniversary)
StarMaster
GM, 221 posts
Thu 13 Nov 2014
at 08:36
  • msg #404

Re: Traveling

No problem. Been having my share of RL stuff, too. As Christmas approaches, posting can slow down. I know some games put a sort of moritorium on posting till after the New Year, but I don't see that as being necessary here. If things slow down, then they slow down. A few will plod along
Darrel Cromwell
player, 199 posts
Noble (Count)
Retired actor
Fri 14 Nov 2014
at 00:20
  • msg #405

Re: Traveling

quote:
Also - I forget the details - but we exchanged Comm numbers within the team I believe /hope? So I could comm the count.


Although it was never specifically mentioned(?), I would safely assume, unless someone didn't want to share, everyone has exchanged comm codes. Going back to the abstract concept.
Darrel Cromwell
player, 202 posts
Noble (Count)
Retired actor
Fri 21 Nov 2014
at 15:30
  • msg #406

Re: Traveling

quick question, concerning credits, are we traveling around with cash, or account cards or a combination of the 2.
StarMaster
GM, 228 posts
Sat 22 Nov 2014
at 03:41
  • msg #407

Re: Traveling

I've always been assuming account cards, because the game never really dealt with coins/bills. But you can have it anyway you want.
Darrel Cromwell
player, 203 posts
Noble (Count)
Retired actor
Sat 22 Nov 2014
at 15:45
  • msg #408

Re: Traveling

In reply to StarMaster (msg # 407):

Alright, it just happened to enter my mind (although I shouldn't be giving the gm ideas), as I was watching some program, how they tracked people through their purchases....
Sharik Kaagira
player, 98 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 25 Nov 2014
at 05:33
  • msg #409

Re: Traveling

Darrel Cromwell:
Alright, it just happened to enter my mind (although I shouldn't be giving the gm ideas), as I was watching some program, how they tracked people through their purchases....

Isn't that just a variation on the old (Classic/LBB) Traveller Book 0: Example of Play?  They just use the cab dispatcher to find out the destination of the guy they are trying to follow.  And have the same done to them...
Walter Zeller
player, 127 posts
Merchant/Noble
Fri 28 Nov 2014
at 06:01
  • msg #410

Re: Traveling

Argh!,I had made a post two days ago but it did not go through. I will have to do it over the weekend.
Walter Zeller
player, 132 posts
Merchant/Noble
Mon 15 Dec 2014
at 05:08
  • msg #411

Re: Traveling

Vonon Ronkunu:
OOC: Oh!  Oh!! That is...that is...that's just Evil! I like it ^_^


Glad you liked it. I have a feeling that Sir Walter would have been voted in his training class "Most likely to start galactic war and make a bundle off of it."
Darrel Cromwell
player, 207 posts
Noble (Count)
Retired actor
Wed 17 Dec 2014
at 14:40
  • msg #412

Re: Traveling

I think there's a piece of the puzzle we're missing, or perhaps we're over-analyzing/complicating things when it should be something fairly straight forward....

Maybe there's a reason for the red herrings, or not.

Perhaps we should try for simple and not read into it too much...Get the item, give it to our patron, buy(lease) a ship and get out on our own...we'll have money, transport and a clean slate to pick our next task.
Quinzella
player, 227 posts
Wed 17 Dec 2014
at 14:52
  • msg #413

Re: Traveling

So went to a convention, now I have the con-plague :P

when the little things living in me will let me post I am trying to do all I can around the house.  Posting as soon as I can though.
Walter Zeller
player, 133 posts
Merchant/Noble
Wed 17 Dec 2014
at 15:36
  • msg #414

Re: Traveling

Darrel Cromwell:
I think there's a piece of the puzzle we're missing, or perhaps we're over-analyzing/complicating things when it should be something fairly straight forward....

Maybe there's a reason for the red herrings, or not.

Perhaps we should try for simple and not read into it too much...Get the item, give it to our patron, buy(lease) a ship and get out on our own...we'll have money, transport and a clean slate to pick our next task.


Starting to get a feeling that we should have just got a ship and took off to the stars.

I have no idea for the next step.
Darrel Cromwell
player, 208 posts
Noble (Count)
Retired actor
Wed 17 Dec 2014
at 16:02
  • msg #415

Re: Traveling

I'm thinking we're reading into it too much, to me, it has spiraled into something overly complex, though our own fault, into us becoming distracted from our goal.

We've taken some clues and have ran with them without really understanding the background or what it is we're trying to accomplish based on limited intel.

With that said, I'll follow-up with the guy at the tropic, perhaps getting some intel about what it is exactly we're supposed to be snatching (IE is it a computer program, a device, an elephant). Plus, it might be handy to have a contact here for future adventures.

Then hightail it to the link-up point.
Darrel Cromwell
player, 210 posts
Noble (Count)
Retired actor
Thu 18 Dec 2014
at 02:43
  • msg #416

Re: Traveling

Just for my own knowledge (and the Count), Khea, what references are you using for Aslan stuff.
Samantha Kilgore
player, 72 posts
Pilot and Security expert
With more hidden talents
Thu 18 Dec 2014
at 08:28
  • msg #417

Re: Traveling

Yeah, I'm not sure how much my suspision of this job is created from lack of intel, or from the fact that theres a few hints, but not  enough to be clear.
StarMaster
GM, 246 posts
Thu 18 Dec 2014
at 18:33
  • msg #418

Re: Traveling

As far as I can tell, it seems as if you are all looking at it from the point of view of experienced gamers and/or experienced Traveller players. For me, though, the adventure is directed at the equivalent of '1st level' characters. This is aimed more at a new GM with new players as well as the players haven't all gamed with each other before. So the adventure is really on the simple side, rather than some elaborate scheme.
Darrel Cromwell
player, 211 posts
Noble (Count)
Retired actor
Fri 19 Dec 2014
at 02:38
  • msg #419

Re: Traveling

In complete agreement, and it has shown in our "diverse" and somewhat uncoordinated courses of action.

We're a new group posed with a mission, we gather clues both from our patron and from what we gleam from our limited sources...and off we go.

There was to a certain extent, a plan, the problem, at least as I see it, we never had the full picture...and to get that full picture would probably encompass an entire adventure in and of itself.

In other words, beyond our purview (cool word, look it up), we started acting like we knew what was going on, and obviously, that's not the case.

With that said, let us all return to the original task at hand.

Unfortunately, I've already committed myself to this Tropic thing, which might be of interest, but boring to the group. I'll try to make it short.

One thing, I think, if circumstances go right(dice rolls) and I'm as smart as I normally am (stop snickering), this guy, might be a conduit of information...he's already rich, this corrupt corporation thing might be an embarrassment? There are honest people in the universe.
Sharik Kaagira
player, 107 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 25 Dec 2014
at 06:56
  • msg #420

Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Here's to hoping that you and yours have a safe, fun and festive holiday season, whatever you choose to celebrate!  Best wishes from my family to yours.

I look forward to RPing with all of you in the coming year (and, hopefully, beyond)!
Quinzella
player, 228 posts
Thu 25 Dec 2014
at 14:47
  • msg #421

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

The same back to you Sharik and extended to all.
Darrel Cromwell
player, 213 posts
Noble (Count)
Retired actor
Thu 25 Dec 2014
at 14:53
  • msg #422

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Ho ho ho and all that jazz...and yes, the site might make an epileptic go into shock.
Kheaiftouaw
player, 147 posts
Thu 25 Dec 2014
at 15:39
  • msg #423

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Merry Christmas to all of you.
Vonon Ronkunu
player, 80 posts
Vargr
Thu 25 Dec 2014
at 16:08
  • msg #424

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

In reply to Kheaiftouaw (msg # 423):

Happy Holidays to you and yours! Best wishes from me and mine!
Walter Zeller
player, 134 posts
Merchant/Noble
Thu 25 Dec 2014
at 16:29
  • msg #425

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Merry Christmas everyone
StarMaster
GM, 250 posts
Thu 25 Dec 2014
at 18:44
  • msg #426

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Happy Christmas to all and to all a good night! (When you're tired of playing with your Christmas presents, of course!)
Darrel Cromwell
player, 215 posts
Noble (Count)
Retired actor
Wed 31 Dec 2014
at 00:19
  • msg #427

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

I've been thinking about this, we were hired for a simple snatch/grab/transfer job.

In our desire to gather more information about our task, we've uncovered things aren't what they originally appeared to be.

The question boils down to, does this change the mission? How does it concern us, or even, should it?

Obviously, there's things going on that we're clueless about, but, frankly, and this is my personal (player) opinion, I don't care as long as it doesn't influence the mission parameters.

This is our 1st mission together. Let's knock it out and move on.

We have bigger fish to fry in getting our group organized, getting caught up in some deep industrial espionage/cover-up/conspiracy should be the least of our concerns, at least for now.

Of course, I might be way off base here, but, I've come to the conclusion...let's finish this mission and we'll be much better prepared next time.

We're juggling too many balls, and this is a mess we ourselves have created, it's becoming convoluted.

Note to GM: Hats off to all the background/environment, well thought out stuff, probably alot of improvisation...outstanding.
Kheaiftouaw
player, 149 posts
Wed 31 Dec 2014
at 10:28
  • msg #428

Re: Merry Christmas (Kwanzaa, Hanukkah, &c.), Everyone!

Its a bit early but I wish everyone a happy new year.

If you want to partake in a little German new year tradition watch this:
http://www.dailymotion.com/vid...er-90-geburtstag_fun (2 minutes German explanation, then it continues in English)

I have no idea why watching this on New Years Eve is a tradition, but it is.
StarMaster
GM, 259 posts
Fri 2 Jan 2015
at 01:13
  • msg #429

Happy New Year!

Hope everyone had a happy holiday and didn't get too drunk last night!


Everyone read to get back to gaming now?
Quinzella
player, 229 posts
Fri 2 Jan 2015
at 02:33
  • msg #430

Re: Happy New Year!

After the weekend I will be back to my regular posting review and writing schedule, hopefully.  Though now I have a laptop that desires to be reset regularly.
Sharik Kaagira
player, 109 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 2 Jan 2015
at 08:20
  • msg #431

Re: Happy New Year!

StarMaster:
...Everyone read to get back to gaming now?

Roger that Control.  Awaiting further instructions ... (well, that and some task resolution results ;))
Justev Wreedav
player, 13 posts
Scientist/Medic
Fri 2 Jan 2015
at 12:45
  • msg #432

Re: Happy New Year!

Eagerly awaiting my time to join in
Kheaiftouaw
player, 150 posts
Fri 2 Jan 2015
at 13:49
  • msg #433

Re: Happy New Year!

Always ready.
Walter Zeller
player, 136 posts
Merchant/Noble
Fri 2 Jan 2015
at 15:35
  • msg #434

Re: Happy New Year!

ready to rock
Darrel Cromwell
player, 216 posts
Noble (Count)
Retired actor
Sat 3 Jan 2015
at 14:53
  • msg #435

Re: Happy New Year!

Yep.
Darrel Cromwell
player, 219 posts
Noble (Count)
Retired actor
Fri 9 Jan 2015
at 23:33
  • msg #436

Re: Happy New Year!

I was just re-reading my post...and realized that it can easily be misconstrued.

Men used to being in position of power, generally, don't get offended by quips...If they are where they are, it's by wits and intelligence.

I just wanted to point that out...if you've ever sat around a table of intelligent/witty/world-wise folks....things like this is par for the course.
StarMaster
GM, 271 posts
Sat 10 Jan 2015
at 00:52
  • msg #437

Re: Happy New Year!

Oh, c'mon! We're all playing an on-line RPG! Why would you even think any of us have ever sat around a table with a bunch of intelligent/witty/worldly-wise folks?

Unless this site counts...
Darrel Cromwell
player, 220 posts
Noble (Count)
Retired actor
Sat 10 Jan 2015
at 01:48
  • msg #438

Re: Happy New Year!

StarMaster:
Oh, c'mon! We're all playing an on-line RPG! Why would you even think any of us have ever sat around a table with a bunch of intelligent/witty/worldly-wise folks?

Unless this site counts...

I'd never imagine. ;-)

Honestly, my only point was that what I had written might have been taken in the wrong context.

Perhaps if you mean in a separate matter, I have no doubt within this group of it's skills/potential. That is without question.
This message was last edited by the player at 02:09, Sat 10 Jan 2015.
Darrel Cromwell
player, 221 posts
Noble (Count)
Retired actor
Mon 12 Jan 2015
at 16:25
  • msg #439

Re: Happy New Year!

Sorry for delay, some important RL business dealing going on...with luck, maybe a post later today.
Darrel Cromwell
player, 222 posts
Noble (Count)
Retired actor
Tue 13 Jan 2015
at 22:56
  • msg #440

Re: Happy New Year!

I have a number of IC things to discuss with Mr. Del Vinian, however, from an OOC perspective, given that we're approaching this meeting on the fly, is there any recommendations...I know what I want to talk about, but, I'd like to the group's opinion on this.

Keep in mind, let's not get overly complicated, we've already seen how that has not worked out for us.
Quinzella
player, 235 posts
Tue 13 Jan 2015
at 23:05
  • msg #441

Re: Happy New Year!

Unless you have an IC way to contact everyone (a phone or radio) I would venture to ask those travelling with you.
Darrel Cromwell
player, 223 posts
Tue 13 Jan 2015
at 23:10
  • [deleted]
  • msg #442

Re: Happy New Year!

This message was deleted by the player at 23:28, Tue 13 Jan 2015.
Darrel Cromwell
player, 225 posts
Noble (Count)
Retired actor
Tue 13 Jan 2015
at 23:25
  • msg #443

Re: Happy New Year!

Took your message to heart and IC things.
Darrel Cromwell
player, 226 posts
Noble (Count)
Retired actor
Fri 16 Jan 2015
at 00:07
  • msg #444

Re: Happy New Year!

Ok, there seems to be some misunderstanding here...or perhaps it's just an IC thing....Aslan thinking?

I was not insulting Mr. Del Vinian. 1st, that would be stupid and 2ndly arrogant....definitely not my traits.
Kheaiftouaw
player, 154 posts
Fri 16 Jan 2015
at 00:20
  • msg #445

Re: Happy New Year!

Yes, Aslan thinking. You were quite rude (in an Aslan way) but as Del Vinian did not respond to it he loses face.
Darrel Cromwell
player, 227 posts
Noble (Count)
Retired actor
Fri 16 Jan 2015
at 00:51
  • msg #446

Re: Happy New Year!

In reply to Kheaiftouaw (msg # 445):

Ok...I was getting a bit nervous there...and perhaps rightly so...I'm the guy with the Aslan. ;-)

;-) I love working with Khea and I like it, but, have to temper my mindset...and that is how bonds are formed...
Darrel Cromwell
player, 228 posts
Noble (Count)
Retired actor
Fri 16 Jan 2015
at 01:01
  • msg #447

Re: Happy New Year!

2ndly....I have completely no idea why I am talking to this guy, unless it's to discover the specifics of what we are looking for...other than that???????????

This has got to be registered as the most F'd up operation in our history....ahhh yea, our 1st...get a grip.
StarMaster
GM, 278 posts
Fri 16 Jan 2015
at 02:54
  • msg #448

Re: Happy New Year!

As you said, it's the group's first outing. So if it's about role-playing rather than action and combat, all the better!

As long as you all want to continue with the role-playing, I'm jiggy with that! No reason to rush things, unless people are starting to get impatient.
Darrel Cromwell
player, 230 posts
Noble (Count)
Retired actor
Fri 16 Jan 2015
at 13:47
  • msg #449

Re: Happy New Year!

No problem with the roleplay stuff, I'm fine with everything...but, I am a bit frustrated that we're asking alot of questions and not getting the answers we want to hear, but, I think that is based more bad assumptions on our part.

It's a case of us not knowing the script and not getting the memos....;-) no worries.
Darrel Cromwell
player, 231 posts
Noble (Count)
Retired actor
Fri 16 Jan 2015
at 23:36
  • msg #450

Re: Happy New Year!

1st, I realize my postings recently has been sporadic, off the cuff and short.

What happened is my work computer (9am-5pm) stopped working about 3(?) weeks ago, meaning, my regular posting schedule has shifted to my at home computer...and after having a full day's worth of work... I'm generally tired, irritated, and basically not up for great mental brain-stuff.

I know these are excuses, but, it is what it is.

Aggghhhh...no worries, optimism springs eternal.

I'll be posting later tonight barring a nuclear war, a zebra chewing my internet cable or a meteorite striking my keyboard...although, a Pepsi was spilt on it early....keys being sticky. F'd up.

Rock and Roll... ;-)
Darrel Cromwell
player, 232 posts
Noble (Count)
Retired actor
Sat 17 Jan 2015
at 00:38
  • msg #451

Re: Happy New Year!

Let me vent for a moment....

I spent about an hour writing up a really good IC conversation...and then, i realized there was a mistake at the beginning...and so, I went back and hit the delete button...and being sticky.....it deleted my entire conversation.

I am ENRAGED.

No further posting from me tonight.
Sharik Kaagira
player, 116 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 17 Jan 2015
at 00:42
  • msg #452

Re: Happy New Year!

Ugh, sorry, to hear that, Darrel.  To bad there was no Ctrl-Z to Undo...

A good night's rest will hopefully help.
This message was last edited by the player at 01:03, Sat 17 Jan 2015.
Darrel Cromwell
player, 234 posts
Noble (Count)
Retired actor
Sat 17 Jan 2015
at 00:47
  • msg #453

Re: Happy New Year!

You're right, I'm just sick about it...sometimes when you're inspired and things are flowing, and then some stupid shit like that happens...have to take a deep breath...;_0, my backspace key isn't working now...par for the course.
StarMaster
GM, 281 posts
Sat 17 Jan 2015
at 04:33
  • msg #454

Re: Happy New Year!

Alas, that happens to me a lot lately, as I'll be composing a post on the board and then IE crashes and loses it all. Most of the time, I can remember the post and reconstruct it, though not quite the same as the first draft. Once in awhile, the second post turns out better than the first would have.
Sharik Kaagira
player, 117 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 17 Jan 2015
at 04:37
  • msg #455

Re: Happy New Year!

Honestly, I usually compose in Notepad and then add any extra text mark-up either by hand or last (once pasted in the compose window - but that is the last stuff).  Since the primary draft is copied then pasted, I usually have Crtl-V (or at worst Ctrl-Z) to try and restore it if something strange happens.  I generally don't delete the Notepad window until the draft is posted (and verified by clicking back through).

Too many lost posts previously for me to completely trust the browser to persist it properly.
StarMaster
GM, 284 posts
Sat 17 Jan 2015
at 04:49
  • msg #456

Re: Happy New Year!

Yep. Common sense. I'm just lazy. It's the lengthy posts that mysteriously vanish. If it have to do it a second time, I control-c the content of the compose window when I'm ready to post just in case it disappears, so that way I still have it out there on the clipboard.

If I know there needs to be a lengthy post, I'll do it in Word.
Justev Wreedav
player, 19 posts
Scientist/Medic
Sat 17 Jan 2015
at 13:51
  • msg #457

Re: Happy New Year!

And here I thought it was bad my W key only works half of the time. Sorry to hear you're having so much trouble.
Kheaiftouaw
player, 155 posts
Sat 17 Jan 2015
at 15:29
  • msg #458

Re: Happy New Year!

A few days ago I had to recycle my whole keyboard because of an tea accident.
My problem is rather that my PC sometimes decides to do a spontaneous reboot...
StarMaster
GM, 285 posts
Sat 17 Jan 2015
at 20:32
  • msg #459

Re: Happy New Year!

My laptop has keyboard issues now, too. The 'B' key pops off. The 'F' and 'T' keys stick, and the 'E-D-C' column of keys stopped working. Although it'd cost around $100 to get the keyboard replaced (not currently in the budget), I went to a Goodwill store and bought a standard keyboard for $5. It's a bit of a pain, but it gets the job done.

High tech is great when it works, but a real pain when it doesn't.
Quinzella
player, 238 posts
Sat 17 Jan 2015
at 21:13
  • msg #460

Re: Happy New Year!

I have had to use an external keyboard for my laptop for a year or so now as my keyboard died long ago, on my laptop.

Note, kittens and laptops on the floor with drinks beside them do not always mix.
Darrel Cromwell
player, 235 posts
Noble (Count)
Retired actor
Sat 17 Jan 2015
at 22:37
  • msg #461

Re: Happy New Year!

I suppose misery loves company. ;-) Using an old keyboard from an old computer...but, everything seems to work now....With that said, hope to have a post up sometime soon (and keeping any liquids far for the working area.).
Darrel Cromwell
player, 239 posts
Noble (Count)
Retired actor
Sun 18 Jan 2015
at 02:36
  • msg #462

Re: Happy New Year!

I hope I'm not holding everyone up.

This is one thing I thought about as our group split up...different locations, circumstances, time frames...

As I'm sitting here BSing with the guy, I'd hate to make you guys in RL time, sit around waiting for a result.
This message was last edited by the player at 03:15, Sun 18 Jan 2015.
Darrel Cromwell
player, 241 posts
Noble (Count)
Retired actor
Wed 28 Jan 2015
at 12:26
  • msg #463

Re: Happy New Year!

Will get a post in around dinner time...crazy busy right now.
Samantha Kilgore
player, 85 posts
Pilot and Security expert
With more hidden talents
Sun 1 Feb 2015
at 21:31
  • msg #464

Absence

Hi Guys

as of Thursday next week am going to be away for almost two weeks, with unknown levels of internet access, but am assuming it will be intermittant at best
Kheaiftouaw
player, 162 posts
Sun 1 Feb 2015
at 21:37
  • msg #465

Re: Absence

Good luck with the Internet thing. Have fun, whatever you do.

@Darrel
I have nothing to add so from my side we can arrive at the Marina.
Darrel Cromwell
player, 247 posts
Noble (Count)
Retired actor
Mon 2 Feb 2015
at 13:09
  • msg #466

Re: Absence

Just wondering should i post it up or the GM?
Quinzella
player, 241 posts
Mon 2 Feb 2015
at 14:07
  • msg #467

Re: Absence

In reply to Samantha Kilgore (msg # 464):

have a goof time wherever, be safe,
Darrel Cromwell
player, 249 posts
Noble (Count)
Retired actor
Thu 5 Feb 2015
at 00:16
  • msg #468

Re: Absence

Ok, from an ooc standpoint, I cant find anything I've said IC that meets this statement...

quote:
"I suppose there's a submersible in the marina, two, in fact, considering they're here in the shop. I've not heard of any others, but who knows? And, yes, one of mine has been reserved by Count Cromwell."


I'm just trying to figure this out?

Trying to put the pieces of the puzzle together and this confuses me..Help?
Darrel Cromwell
player, 250 posts
Noble (Count)
Retired actor
Thu 5 Feb 2015
at 00:19
  • msg #469

Re: Absence

Samantha Kilgore:
Hi Guys

as of Thursday next week am going to be away for almost two weeks, with unknown levels of internet access, but am assuming it will be intermittant at best

No worries, no doubt we'll be just as confused with or without you.... ;-) Be well, get in contact with us ASAP, your counsel is appreciated.
Vonon Ronkunu
player, 90 posts
Vargr
Thu 5 Feb 2015
at 06:01
  • msg #470

Re: Absence

In reply to Darrel Cromwell (msg # 469):

My dear Count, the answer is obvious...^_^

At the meeting in the back room of the club, Mz Blue obviously recognized you as the "leader" of our little group, and thus rented the submersible in your name, rather than her own.

Also, if anyone were watching the people Mz Blue might meet with, her renting the submersible in her own name would be a give away that anyone getting aboard said submersible must be working for her.

On the otherhand, some rich, offworld boy-toy goes and rents a submersible big enough to carry himself and his brain-burned entourage of party idiots...well, you see how that would be a better cover story ^_^
Walter Zeller
player, 141 posts
Merchant/Noble
Fri 6 Feb 2015
at 03:59
  • msg #471

Re: Absence

And here I suggested that we get some fishing gear.
Darrel Cromwell
player, 251 posts
Noble (Count)
Retired actor
Fri 6 Feb 2015
at 22:31
  • msg #472

Re: Absence

All good points, I was just worried somewhere that I had made some sort of deal in IC that I didn't recall, you never know. ;-)
Tolman Jackstadt
player, 12 posts
Tue 10 Feb 2015
at 11:31
  • msg #473

Re: Absence

I guess I should introduce myself. Hello everyone!
Quinzella
player, 243 posts
Tue 10 Feb 2015
at 15:47
  • msg #474

Re: Absence

Hiya
Justev Wreedav
player, 21 posts
Scientist/Medic
Tue 10 Feb 2015
at 18:29
  • msg #475

Re: Absence

Hey there, welcome
Walter Zeller
player, 143 posts
Merchant/Noble
Wed 11 Feb 2015
at 01:42
  • msg #476

Welcome

Cool, more players
Sharik Kaagira
player, 121 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 11 Feb 2015
at 07:06
  • msg #477

Re: Welcome

Hi Justev and Tolman!  Looking forward to RPing with you!
Kheaiftouaw
player, 164 posts
Wed 11 Feb 2015
at 19:11
  • msg #478

Re: Welcome

Welcome.
Darrel Cromwell
player, 252 posts
Noble (Count)
Retired actor
Wed 11 Feb 2015
at 23:34
  • msg #479

Re: Welcome

Welcome to the foremost traveller game in RPOL.

Looking forward to the gaming.

Rock and Roll.
Vonon Ronkunu
player, 94 posts
Vargr
Sat 14 Feb 2015
at 10:15
  • msg #480

Re: Welcome

In reply to Darrel Cromwell (msg # 479):

So...the submersible is....an underwater bulldozer, but without a 'dozer blade? So, it crawls along the sea bottom.

But it can also surface and submerge, yeah? You said water jets, so it can move on the surface of the sea, yes? And what about floating free while submerged; can it run underwater like a submarine?

It performs just like a submarine, except it has the option to also crawl along the sea bottom, is that it?

That's kinda cool, actually....
StarMaster
GM, 314 posts
Sat 14 Feb 2015
at 16:27
  • msg #481

Re: Welcome

It primarily functions as a submarine. Its fastest speed is underwater, but it could function on the surface, though the water jets wouldn't function well in rough seas as the intakes wouldn't get a constant supply of water.

The track drives are independent of the water jets, so it can crawl along the ocean bottom or maneuver on land as an ATV.
Sharik Kaagira
player, 122 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 14 Feb 2015
at 17:06
  • msg #482

Re: Welcome

StarMaster:
Interesting idea... if you link to a private thread, is it now visible?

As far as I am aware, permissions for a thread are enforced upon attempt to load that thread.  So, the link may be valid, but the page is not viewable by those that do not have permissions.  You will either need to give everyone in the game permissions or make the thread public for it to be viewable to everyone else in the game.
Darrel Cromwell
player, 260 posts
Noble (Count)
Retired actor
Mon 16 Feb 2015
at 20:42
  • msg #483

Re: Welcome

OK...hhhhmmmm....I think there's a large amount of confusion amongst us....either in misreading things, or miscommunication, misinterpreting...or a large factor of all of these.

Let's have a good pause and re-read the threads to get a better idea of things.


I know we're doing things f'd up...and we need to slow down and look at things.
Sharik Kaagira
player, 123 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 17 Feb 2015
at 00:06
  • msg #484

Re: Welcome

I'll admit to being quite confused by the overall situation.  It seems to me that there is/was a lot of speculation and hypothesis floating around in many different threads, but I am unsure of exactly what our working hypothesis is (and the disparate threads are not helping me collate the information).

Can someone with a bigger brain and more wherewithal give me a summary of what the working theory is for what we expect to find at the dome?  Or what we believe to be the political/corporate situation we've gotten ourselves into?  Have our plans changed drastically (or is that what we are trying to decide?) from what we tentatively started with at the meeting room in the nightclub?
Justev Wreedav
player, 22 posts
Scientist/Medic
Tue 17 Feb 2015
at 00:38
  • msg #485

Re: Welcome

As the one down there it might be easiest for me to just say it, mostly since some of it is so hard to convey in code. Without giving too much away, there is a research facility that needs to be prevented from being destroyed. Expect armed resistance. Justev isn't 100% sure where the the facility is, just that he's trapped and it's underwater.
Quinzella
player, 245 posts
Tue 17 Feb 2015
at 01:53
  • msg #486

Re: Welcome

Confusion is very easy to find in this all.
StarMaster
GM, 319 posts
Tue 17 Feb 2015
at 06:13
  • msg #487

Re: Welcome

Ultimately, it seems to me as if everyone thought they were just given the 'small picture' at the meeting, and then spent a lot of time trying to see the 'big picture', only to find out that the 'big picture' really was the 'small picture'. There were no smoke and mirrors: what you see is what you get.
Samantha Kilgore
player, 88 posts
Pilot and Security expert
With more hidden talents
Tue 17 Feb 2015
at 17:51
  • msg #488

Re: Welcome

I think part of the problem is different posting rates of players. What Justev summed up is pretty much what Sam was going to expound on IC, but poor internet access had prevented me from doing that, and now everyones bouncing around all over the place.

i suggest we all get on the Submersible and have a team meeting. IC, so we can swap ideas (which may recapitulate other threads, bth if I'm not in them I rarely read them as dilligently due to RL constraints) and come up with our plans.
Walter Zeller
player, 146 posts
Merchant/Noble
Wed 18 Feb 2015
at 04:26
  • msg #489

Re: Welcome

Kind of the same here. i did not read the other posts since I was not part of the conversation. Someone summing things up from what each group found would work.
Vonon Ronkunu
player, 97 posts
Vargr
Wed 18 Feb 2015
at 05:27
  • msg #490

Re: Welcome

In reply to Walter Zeller (msg # 489):

Exactly, I agree with Walter.
Darrel Cromwell
player, 262 posts
Noble (Count)
Retired actor
Tue 24 Feb 2015
at 18:21
  • msg #491

Re: Welcome

I'm tight for time, but, with lck, I'll get a summary up either tonight or early tomorrow.
Darrel Cromwell
player, 263 posts
Noble (Count)
Retired actor
Sun 1 Mar 2015
at 01:55
  • msg #492

Re: Welcome

RIP Mr. Nimoy (He will always be Spock). :-(


Sharik Kaagira
player, 128 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 11 Mar 2015
at 23:07
  • msg #493

Re: Welcome

Walter Zeller:
OOC:Not sure if there is an aid function but it might help increase her chances. ...

FYI, Aid Another rules are on page 50 of the Traveller main rulebook.  Perhaps, Sharik should have aided Walter...:D  Mr. Zeller definitely rolled better.
Walter Zeller
player, 151 posts
Merchant/Noble
Fri 20 Mar 2015
at 13:35
  • msg #494

Re: Welcome

We might want to swim in first and secure the sub docking area. That way we can take what we find back with us in the sub if it is too bulky to swim out with. (Drawers full of paper files and electronic equipment vs just a CD or two)
Kheaiftouaw
player, 175 posts
Fri 20 Mar 2015
at 20:31
  • msg #495

Re: Welcome

In reply to Walter Zeller (msg # 494):

Agreed.

I guess that would require Computer and Electronics to hack it open and probably some Intimidating guys to keep possible guards in line, but I doubt that with just 9 persons in the dome there will be much resistance. Most will be researchers.

Unless of course they have send "clean up" teams down there and we happen to stumble upon them.
Kheaiftouaw
player, 176 posts
Mon 23 Mar 2015
at 00:15
  • msg #496

Re: Welcome

I assume Tarl has left again or are we discussing our plan to break into the dome in front of him? I assume he left again, otherwise I have to edit my post.

By the way, do the diving lessons take place before we leave or do we do them on route?
This message was last edited by the player at 00:20, Mon 23 Mar 2015.
StarMaster
GM, 328 posts
Mon 23 Mar 2015
at 18:07
  • msg #497

Re: Welcome

Tarl will leave the room if you don't want him to hear what you say.

Diving lessons will be en route, though stopping at some point to give an extra-vehicular lesson.
Kheaiftouaw
player, 178 posts
Tue 24 Mar 2015
at 21:57
  • msg #498

Re: Welcome

So who is all taking diving lessons?
Unless our plan requires me to go into water I rather pass.
Samantha Kilgore
player, 101 posts
Pilot and Security expert
With more hidden talents
Sun 29 Mar 2015
at 13:48
  • msg #499

Re: Welcome

Sam is not diving, she is more interested in piloting the sub and staying dry, though shes happy to go into the dome.

Also; As of Wednesday, I am going away for a week. I should have internet access, but don't know if I'll have time to post as regularly. Back to normal around the 9th April. As thats also over Easter not sure if things would slow down anyway?
Kheaiftouaw
player, 182 posts
Fri 3 Apr 2015
at 17:43
  • msg #500

Re: Welcome

A question to any divers among us. Do we even need  vacc or other pressurized suite at the depths we are expecting to dive? Or do we just need a breather, mask and normal diving clothes?
StarMaster
GM, 331 posts
Fri 3 Apr 2015
at 20:23
  • msg #501

Re: Welcome

You can snorkel that deep... about 50 feet. Swimsuit, mask, snorkel and fins will get you down there, but you can't stay down for more that a minute or two.

The waters are warm, so no wetsuit is really needed. SCUBA or rebreather will work. SCUBA training includes using the rebreather. It sounds straight forward, but it does require a bit of training.
Kheaiftouaw
player, 185 posts
Wed 8 Apr 2015
at 19:34
  • msg #502

The plan

To avoid having to discuss this over and over again IC, here the plan as I understand it

Team 1 swims to the dome, makes contact with our passenger and gains access and unlocks the docking bay
Team 2 stays at the sub, wait for Team 1s signal and joins with the submarine.

After that any leftover security will be overwhelmed, we can grab our objective and flee with the sub. At least when all goes well.

Who will be in which team? Obviously the larger Team 1 is the better.

Also, how do we even recognize what we need to steal? Or do we simply (in addition) kidnap everyone so that they can't delete anything we missed until the court order is in effect?
Vonon Ronkunu
player, 105 posts
Vargr and Spacer
ex-Patrol Commander
Thu 9 Apr 2015
at 02:39
  • msg #503

Re: The plan

In reply to Kheaiftouaw (msg # 502):

I think I recall somebody asking that same question back when Mz Blue hired us -- how will we know what's what?  I don't remember what the answer was -- but I would like to believe that she either gave us exact details, or a list, or something, by which we'd know what stuff we needed to take.
StarMaster
GM, 333 posts
Thu 9 Apr 2015
at 03:29
  • msg #504

Re: The plan

There are two domes: one is the living quarters, and the other is the 'garage'. If the assault team can open the garage door, then the submersible can dock in the garage, purge the water, and everyone just walks out.


No, Ceruleanne didn't give you any specifics on what you needed to 'secure' because she had no idea what you would find. At the very least she was expecting you to retrieve any on-site data... any flashdrive would be sufficient, or any comm or computer, though that might require a hardwired connection. It isn't unreasonable that their computers could have extensive wifi capabilities, because it wouldn't link to the outside, but you shouldn't assume that they will.

You also don't know how many computers they may have. There could be several that aren't linked.

In addition, she was hoping that any samples, if there were any, would be secured. If there is specialized equipment, you were to keep it from being destroyed.
Darrel Cromwell
player, 278 posts
Noble (Count)
Retired actor
Thu 9 Apr 2015
at 23:29
  • msg #505

Re: The plan

Based on what I got out of Del Vinian, I had a feeling it was an experiment involving the grendals, and had something to do with longevity of the species. The problem, at least as I interpreted it (and only in my mind based on previous information), the grendals were sentient beings. Which under many laws, are protected from said experimentation...Or something along those lines.

So, Any computer data and possible bio-samples...will likely be our objective. Computer skills are going to be premier I think.
Kheaiftouaw
player, 186 posts
Fri 10 Apr 2015
at 20:20
  • msg #506

Re: The plan

If we have bad luck we have to drag a live Grendel out there.

So what skills does the diver team likely need?
My guess is:

2x Combat ability                       - Vonon, Quinzilla
1x Persuation ( for intimidation)       - Vonon
1x Computers (Hacking)                  - Sharik
1x Mechanic (Opening locks, etc. Or does that require Engineering: Electronics?)
                                        - Sharik

Medic should hopefully not be necessary but cant hurt. And of course a character can cover multiple skills.
Does someone have Investigation and Life Science? That should make searching for the relevant data easier.
This message was last edited by the player at 18:12, Tue 21 Apr 2015.
Vonon Ronkunu
player, 106 posts
Vargr and Spacer
ex-Patrol Commander
Sat 11 Apr 2015
at 11:18
  • msg #507

Re: The plan

In reply to Kheaiftouaw (msg # 506):

Vonon is all about Intimidation and Tactics. And smacking you pinkskins around. I built him that way. He's also good with sensors. He only just barely has the skills to try and ka-jigger the airlock controls. It would be better if someone else opens the door for us. His Zero-G and Vaccsuit skills, as well as his gear, are good enough to get the job done.
Walter Zeller
player, 156 posts
Merchant/Noble
Mon 13 Apr 2015
at 20:29
  • msg #508

Re: The plan

Walter has a rather odd skill set but can do the computer, mechanic and investigate tasks. Toss in Persuade for good measure. He has only one combat skill so you all are on your own in that matter.
Kheaiftouaw
player, 187 posts
Mon 13 Apr 2015
at 21:40
  • msg #509

Re: The plan

I must admit Khea isn't that focused and considering the high Int and Edu scores some of you have someone else would have a higher Mechanic score.
Still, she is the only one with Engineering as far as I can see in the UPP thread, but I don't think getting a door to open would require that.
Walter Zeller
player, 158 posts
Merchant/Noble
Mon 13 Apr 2015
at 21:46
  • msg #510

Re: The plan

Walter also has engineering but is for J-drive so he can use it at 0 rank.
Kheaiftouaw
player, 189 posts
Fri 17 Apr 2015
at 19:10
  • msg #511

Re: The plan

You know what, is there actually a reason why we don't all scuba into the dome? I mean its not that we can do anything useful in the sub and I guess its also easier to not split the party, especially if combat happens.
Darrel Cromwell
player, 279 posts
Noble (Count)
Retired actor
Sat 18 Apr 2015
at 03:10
  • msg #512

Re: The plan

To a certain degree, I agree, however, the more people involved in that, the greater chance of a mishap, especially if you factor in all the negatives....you have to keep in mind, the vast majority of the group aren't trained and/or "mind-set" for breaching operations.

No...there should be the initial breach group, open the dock, and then we go from there.
Walter Zeller
player, 159 posts
Merchant/Noble
Sat 18 Apr 2015
at 14:05
  • msg #513

Re: The plan

Concur
Sharik Kaagira
player, 136 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sun 19 Apr 2015
at 06:34
  • msg #514

Re: The plan

Sharik has Swim/2 and Vacc Suit/12 (and a TL-14 tailored vacc suit to boot), so I suspect that she is fine without a scuba lesson/refresher (one of the benefits of having grown up on a safari resort planet with lots of open water).  This coupled with her Security/2, Engineer/0, Mechanic/0, Expert programs, and fairly good Int modifier (and a positive Edu modifier) make her a reasonable candidate for the initial infiltration team.  She does have a wrecker (from the Book 7: Merchant Prince), which can also help with Mechanic tasks.

She doesn't have great combat skills - but that is what Vonon is there for...:D

Neither Sharik nor her player have strong druthers about the size of the initial team.  Though since we have the submersible and some are not taking the scuba lesson - it makes sense to split the team - some are going to be required to stay with the sub anyways.

EDIT:  Shar actually has Vacc Suit/2... i.e. she is rated to operate the equivalent of a bulky, low-tech HEV suit, if necessary (which I presume is like a JIM suit - http://en.wikipedia.org/wiki/JIM_suit ).
This message was last edited by the player at 05:57, Fri 24 Apr 2015.
Kheaiftouaw
player, 190 posts
Sun 19 Apr 2015
at 16:27
  • msg #515

Re: The plan

Okay, so we have all the utility we will likely (and hopefully) need. Only a 2nd muscle (or at least someone that looks like it) would be nice.
Samantha Kilgore
player, 106 posts
Pilot and Security expert
With more hidden talents
Mon 20 Apr 2015
at 07:29
  • msg #516

Re: The plan

Sams semi muscle, or at least security so could be persuaded to swim if needed (she has Vacc suit 1 and Zero g 0) but would rather stay dry unless needed. I think the break in team just need to worry about getting the sub in, from there we'll have plenty of people and all our options.
Quinzella
player, 246 posts
Mon 20 Apr 2015
at 13:31
  • msg #517

Re: The plan

As was known, I am capable with a rifle, and have many of the "utility" skills as well as JOAT.
Samantha Kilgore
player, 109 posts
Pilot and Security expert
With more hidden talents
Wed 22 Apr 2015
at 16:49
  • msg #518

Re: The plan

As of Friday I am away for a week no idea what my internet accessibility will be - I expect it to be pretty much none though
Sharik Kaagira
player, 137 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 22 Apr 2015
at 17:01
  • msg #519

Re: The plan

Travel safely, Sam!  And hopefully you don't suffer too many withdrawal symptoms!  I know that after a couple of days of no internet, I get the shakes pretty bad ... :D
Walter Zeller
player, 162 posts
Merchant/Noble
Thu 23 Apr 2015
at 13:25
  • msg #520

Re: The plan

I would at this time suggest we sort who is where before we start the battle.

Team A. Entering the small dome to open the dock.
Leader:
#1:
#2:
Team B. Get inside to stop the scientists from destroying anything else.
Leader:
#1:
#2:
Team C. On the sub.
Leader:
the rest of the players:
Does this sound like the plan of action?
Quinzella
player, 247 posts
Thu 23 Apr 2015
at 14:39
  • msg #521

Re: The plan

On the dock??
Vonon Ronkunu
player, 111 posts
Vargr and Spacer
ex-Patrol Commander
Thu 23 Apr 2015
at 14:58
  • msg #522

Re: The plan

In reply to Walter Zeller (msg # 520):

It has always been Vonon's intent to enter the dome and make straight for the lab to protect the data, so I guess he's Team B.
Walter Zeller
player, 163 posts
Merchant/Noble
Thu 23 Apr 2015
at 16:58
  • msg #523

Re: The plan

Where the subs dock.
Sharik Kaagira
player, 138 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 24 Apr 2015
at 06:23
  • msg #524

Re: The plan

Well, Sharik will work on whichever lock is deemed higher priority.  I guess that is Team B and getting into main dome.  But if, helping get the sub and the rest of the peeps into the field of battle is more important, then Team A is fine with her, instead...
Vonon Ronkunu
player, 112 posts
Vargr and Spacer
ex-Patrol Commander
Fri 24 Apr 2015
at 07:39
  • msg #525

Re: The plan

In reply to Sharik Kaagira (msg # 524):

I just want to point out that, according to the description of the two domes that we got, there are only 2 "doors" -- a small one for personnel, and a big one for subs.

Now, I ain't saying I know this for certain, but I just don't think that the sub door is gonna have external controls -- what I mean by that is that I don't think we can open it from outside except by trying to manipulate some kind of remote open signal -- and that could be detected. I just really don't think there's gonna be a "Open Sub Door" button on the outside of the dome. Not even a code-locked one.

Again, I'm not saying I know this for certain, it's just what I believe we're gonna find, over there. It's my belief that we've got to get in through the small airlock, and then we can split up with one team securing the data, and another opening the sub bay -- from the inside.
Samantha Kilgore
player, 111 posts
Pilot and Security expert
With more hidden talents
Fri 24 Apr 2015
at 10:10
  • msg #526

Re: The plan

I think Vonuns right - and that makes sense in light of what our inside man did - disconnecting the alarm on the small airlock.
Walter Zeller
player, 164 posts
Merchant/Noble
Fri 24 Apr 2015
at 13:46
  • msg #527

Re: The plan

Sorry, misread it, my mistake. So much for safety if there is no emergency exit on the smaller dome.
Kheaiftouaw
player, 192 posts
Fri 24 Apr 2015
at 21:44
  • msg #528

Re: The plan

So it looks that in order to get the sub in the team has to go through the whole dome including the airlock choke point.

Do you think two small teams are enough to do that?
Samantha Kilgore
player, 112 posts
Pilot and Security expert
With more hidden talents
Sun 26 Apr 2015
at 15:31
  • msg #529

Re: The plan

In reply to Kheaiftouaw (msg # 528):

I think that changes the plan. The aim should be to get everyone subdued first and then worry about getting the sub in. So with that in mind Sam would be wiling to tag along if needed. But she hasn't had the scuba training so it could be risky.
Vonon Ronkunu
player, 113 posts
Vargr and Spacer
ex-Patrol Commander
Sun 26 Apr 2015
at 20:24
  • msg #530

Re: The plan

In reply to Samantha Kilgore (msg # 529):

Survival ball, and we "tow" you along?  'Course, then you'd be isolated until we got inside the dome ... but it could work. Unless you have your own spacesuit with you ...?
Kheaiftouaw
player, 193 posts
Sun 26 Apr 2015
at 20:53
  • msg #531

Re: The plan

The dome is just 30 ft. below water and even if it is another 30 ft. high (is it?) I doubt that specialized equipment besides a breathing mask is needed.
Kheaiftouaw
player, 194 posts
Tue 28 Apr 2015
at 22:32
  • msg #532

Re: The plan

So what is the plan now?
Darrel Cromwell
player, 282 posts
Noble (Count)
Retired actor
Wed 29 Apr 2015
at 01:20
  • msg #533

Re: The plan

A number of you (not sure who?) go in. Depending on circumstances....some go to get data, some go to open the gate...or some mishmash of the above.

Got it. ;-)   ;-(
Quinzella
player, 248 posts
Wed 29 Apr 2015
at 15:39
  • msg #534

Re: The plan

How about throwing a party??
Walter Zeller
player, 165 posts
Merchant/Noble
Sat 2 May 2015
at 16:07
  • msg #535

Re: The plan

No map 1. Nice starship, not6 sure of how much cargo space it has.
StarMaster
GM, 340 posts
Sun 3 May 2015
at 02:38
  • msg #536

Re: The plan

Oops. Forgot to change everyone's Group access. Done. Now you can see Map 1.
Kheaiftouaw
player, 196 posts
Sun 3 May 2015
at 22:11
  • msg #537

Re: The plan

It looks like that in order to open the submarine door people have to go through the main lab either because the controls are there or to get through to the room next to the submarine bay.

I don't think this can be done quietly so the team which goes in has to do all the work without backup from the ones staying in the sub.
Sharik Kaagira
player, 140 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 4 May 2015
at 01:14
  • msg #538

Re: The plan

I agree with Khea on this one.  The lead team is going to have to do it all - strike hard and fast.  Shar is still in that first group (along with Vonon, Q and Tolman, I believe).

Anyone else want to be in the invading group now? :D  A chance to see the underwater world up close and personal.  And to meet new and interesting natives!  And potentially kill them!
Quinzella
player, 249 posts
Wed 6 May 2015
at 14:51
  • msg #539

Re: The plan

OOooooh I am "up".

What for though??  Just open the hatch??  Thought we wanted to be stealthy if it is "antiquated" it is likely to be noisy.
Sharik Kaagira
player, 142 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 6 May 2015
at 16:05
  • msg #540

Re: The plan

Quinzella:
OOooooh I am "up".

What for though??  Just open the hatch??  Thought we wanted to be stealthy if it is "antiquated" it is likely to be noisy.

*shrug*  You can just wait for Shar and Vo to get there, if you prefer.
Quinzella
player, 250 posts
Wed 6 May 2015
at 17:23
  • msg #541

Re: The plan

I am just curious, the first time in a while I was acknowledged IC, I been reading, I just have no idea what is expected as none have detailed that.
Vonon Ronkunu
player, 119 posts
Vargr and Spacer
ex-Patrol Commander
Thu 7 May 2015
at 03:15
  • msg #542

Re: The plan

In reply to Quinzella (msg # 541):

Knowing that I'm gonna get my head chewed off for even speaking, I'm once again going to try....

I think that what Star*Master meant by saying "you're up" to Quinzella is that of the 4 people headed towards the door, the 2 fastest are Quin and Tolman ... you two arrive at the door first ... ahead of Vonon and Sharik ... with time to take actions if you want to.

Let me further refine that statement by pointing out that I'm pretty sure Tolman is an NPC, and I think that that is why Star*Master gave Quinzella the choice of either doing something, or waiting for Vonon and Sharik to catch up.

A recap of The Plan, which has been the focus of almost all discussion in multiple threads, is that Team A -- that would be Quinzella, Tolman, Vonon and Sharik -- approach the dome, then Team A -- again, that would be Quinzella, Tolman, Vonon and Sharik -- will enter the dome, together or in as large a group as the airlock will let in at one time. Or "guy inside" has told us he's disabled the alarm that would sound when the airlock is being used; maybe we can trust him, maybe not.

But, as Quinzella has very correctly pointed out, the airlock mechanism is an old-fashioned type, and it may make considerable noise while functioning.  I would consider off-setting that, however, by the data Sharik found that indicated that the dome, here, was purchased and assembled not too many months ago. What I mean by that is that while the mechanism of the airlock may be of an older design, it is not "old"; it was manufactured not too long ago.

So, to wrap up, Quinzella -- being the first PC at the airlock -- has been given a choice by the GM; do you start opening the airlock now, trying to be as quiet as possible, or do you wait for the others in your Team to catch up. That choice is yours.
StarMaster
GM, 342 posts
Thu 7 May 2015
at 03:52
  • msg #543

Re: The plan

That's mostly correct, except that Tolman isn't an NPC now (though he started out as one); a new player gratiously offered to take over the character.

I knew Quinzella has been watching the game (she told me so) and was more-or-less waiting for a chance to jump in again, so I was just letting her know that THIS IS IT!

The airlock control isn't likely to be noisy, but the water filling up the airlock still could be. It's one of the reasons the 'man inside' was going to cause a distraction. She can start cycling the airlock so it'll be full of water and the door open by the time Vonon and Sharik get there. The airlock is big enough to hold all four of you at once.

Once inside and the door closed, the airlock has to have the water forced out before the inner door will open.

So Quinzella's job is to go in as fast as she can and take out any potential threat, and maybe keep the people inside from destroying important data files or items.
Samantha Kilgore
player, 116 posts
Pilot and Security expert
With more hidden talents
Thu 7 May 2015
at 09:08
  • msg #544

Re: The plan

Hi guys

off again from Friday, for two weeks this time. Hopefully will have internet access, but not sure until I get there, so may be out of contact. Likely to be intermittent at points as I am training and some of it involves working nights.
Quinzella
player, 251 posts
Thu 7 May 2015
at 13:51
  • msg #545

Re: The plan

Even if the mechanism makes no noise the flowing water still will, that is undoubted.

Have fun Sam.
Vonon Ronkunu
player, 120 posts
Vargr and Spacer
ex-Patrol Commander
Thu 7 May 2015
at 23:04
  • msg #546

Re: The plan

In reply to Quinzella (msg # 545):

Really? How did I miss Tolman being taken over by a PC? Sheesh!

Vonon must have been drinking, then... ^_^
Walter Zeller
player, 167 posts
Merchant/Noble
Fri 8 May 2015
at 01:28
  • msg #547

Re: The plan

Khea, in msg 7 Cpt Grev said it would take 2 minutes to cover the distance and it would take 5 to 10 minutes to flood the dock (guessing 1d6+4 minutes?) faster if it is a military system
Sharik Kaagira
player, 145 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 15 May 2015
at 20:12
  • msg #548

Re: The plan

StarMaster:
...There are four doors out of this central room, plus the airlock. The two that are shown on the map, plus there's a door to the right where the second window would be, and there's another door behind the desk on the right.

Quinzell and Tolman can hear arguing through the door behind the right side desk...

Sorry to seem obtuse here, GM.  You saying that there are two more doors off the central room, correct?  And that their positions are in the 2 o'clock and 3 o'clock positions on the map (if the double doors are in the 12 o'clock position - or close enough).  Or am I missing/misinterpreting something?

And are Q and T standing next to door by the desk (3' o'clock) or the 'kitchen' door (8 o'clock position)?  It sounds like they are next to the 3 o'clock door.  I'm fine with that positioning, but I will shift Shar's place (either edit IC or new post) to place her next to 8 o'clock 'kitchen' door to ensure no one comes out of it (unhindered).  I just hadn't realized that there was more than the two stock portals (+airlock)...
Quinzella
player, 255 posts
Wed 20 May 2015
at 20:07
  • msg #549

Re: The plan

Tolman is an NPC right??  Does he post even or should I just post ahead of him??
Darrel Cromwell
player, 284 posts
Noble (Count)
Retired actor
Thu 21 May 2015
at 01:27
  • msg #550

Re: The plan

He was an NPC of mine, I think the GM incorporated him and/or a player stepped in?

Not sure.
StarMaster
GM, 348 posts
Thu 21 May 2015
at 03:25
  • msg #551

Re: The plan

When I was drawing the dome about 6 months ago, actually modifying it from an online download, I ran out of time to finish putting the extra doors in, and forgot to go back to it.

So, Door #1 is in the 8 o'clock position.

Door #2 is the double doors in the 12 o'clock position.

Door #3 is in the 3 o'clock position.

Door #4 is in the 5 o'clock position.

So Quinzella and Tolman are behind the right side desk, so they are near Door #3.


Tolman started out as a PC, the players dropped out so I turned him into a 'convenient' NPC. Then a new player joined and said he'd play Tolman, so at that point he became a PC again. However, he hasn't checked the board in two weeks now, so he may be gone, too.

Quinzella can post ahead of him.

I had a rough weekend. Things got straightened out today finally, but now I've picked up a bug or something. Upset stomach.
Quinzella
player, 258 posts
Fri 29 May 2015
at 13:22
  • msg #552

Re: The plan

With A2F this weekend I will be spotty at best.
Walter Zeller
player, 169 posts
Merchant/Noble
Fri 29 May 2015
at 15:50
  • msg #553

Re: The plan

A2F?
Quinzella
player, 259 posts
Fri 29 May 2015
at 16:34
  • msg #554

Re: The plan

A local Anime festival.

http://arkansasanimefestival.com/a2fwp/
Quinzella
player, 260 posts
Mon 1 Jun 2015
at 14:32
  • msg #555

Re: The plan

Back, but having trouble keeping my eyes open.
Sharik Kaagira
player, 149 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 4 Jun 2015
at 14:09
  • msg #556

Gah! Riot gun!

Sorry, Shar's player cannot read.  I misinterpreted the 'riot gun' reference, which Sharik would not have done.  I've edited my IC post to reflect her assessment - though it doesn't change her actions...
Vonon Ronkunu
player, 130 posts
Vargr and Spacer
ex-Patrol Commander
Fri 5 Jun 2015
at 01:40
  • msg #557

Re: Gah! Riot gun!

In reply to Sharik Kaagira (msg # 556):

No problem, I just assumed it was a "heat of the moment" mistake -- that, or you were roleplaying some kind of failed "what are they packing?" perception roll ^_^
Samantha Kilgore
player, 122 posts
Pilot and Security expert
With more hidden talents
Wed 10 Jun 2015
at 16:27
  • msg #558

Re: Gah! Riot gun!

off the net for the next 4 days due to training - wont post again till Monday
Kheaiftouaw
player, 201 posts
Thu 18 Jun 2015
at 20:05
  • msg #559

Re: Gah! Riot gun!

Just giving a ping that I am still here. Khea just hasn't anything to say currently as she is waiting for the sub to finally dock and to see what mess the team has made out of the dome.
Darrel Cromwell
player, 291 posts
Noble (Count)
Retired actor
Fri 26 Jun 2015
at 12:20
  • msg #560

Re: Gah! Riot gun!

Just a friendly reminder of the gear Darrell bought for the mission.

4 stun grenades(Darrell has one)
6 stunsticks
2 sonic stun carbines (Darrell has one)
4 teargas grenades (Darrell has one)
2 tranq rifles with ammo  20 rounds for each

So, keep it in mind.
Walter Zeller
player, 174 posts
Merchant/Noble
Fri 26 Jun 2015
at 14:44
  • msg #561

Re: Gah! Riot gun!

Walter has a stun stick.
Sharik Kaagira
player, 153 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 27 Jun 2015
at 06:32
  • msg #562

Re: Gah! Riot gun!

Hmmm... So, what skill is appropriate for throwing a grenade?  Athletics (Dex)?

EDIT:  If so, then Samantha might be the most suitable for actually succeeding in lobbing a grenade (stun or tear gas) at our opponents...  But, Sharik will try it, if necessary...
This message was last edited by the player at 06:33, Sat 27 June 2015.
Samantha Kilgore
player, 129 posts
Pilot and Security expert
With more hidden talents
Sat 27 Jun 2015
at 09:54
  • msg #563

Re: Gah! Riot gun!

Forgot we had that

GM is it too late to say Sam picked up a tranq rifle and a stun grenade, or does she need to go back to the sub to get them?

BTW Tear gas in an enclosed dome which probably recycles its air = bad idea to me!
StarMaster
GM, 359 posts
Sat 27 Jun 2015
at 18:31
  • msg #564

Re: Gah! Riot gun!

Yes, it's Athletics (Dex) for thrown items.

And Sam grabbed a tranq rifle as part of her preparing to exit the submersible.
Walter Zeller
player, 182 posts
Merchant/Noble
Sun 12 Jul 2015
at 16:20
  • msg #565

Re: Gah! Riot gun!

Do we want to make it looks like we are working for someone else? I was thinking that we need to interrogate the prisoners to find out what they know. Make it look like we are working for an off planet organization. Have a com-link broadcast that Master Keizo wants the place secured and the prisoners interrogated before the boss arrived so we can misdirect them as to who we are working for.
Kheaiftouaw
player, 209 posts
Sun 12 Jul 2015
at 18:45
  • msg #566

Re: Gah! Riot gun!

What is the size of the oven and is it attached to the floor/other machines or can it be tipped over?
StarMaster
GM, 376 posts
Sun 12 Jul 2015
at 22:09
  • msg #567

Portable Lab

The oven is part of a portable lab; although it's integral to the whole device, it can be removed (with tools) and replaced with a different unit.

With effort (a Strength check), the whole unit can be tilted over, though that might not actually shut it off.
Samantha Kilgore
player, 140 posts
Pilot and Security expert
With more hidden talents
Thu 16 Jul 2015
at 15:17
  • msg #568

Re: Portable Lab

Just to let you know, I am working away from Friday for a week. I have been there before so I know I will have WI fi, but workload might dictate how often I can post.
StarMaster
GM, 384 posts
Sun 19 Jul 2015
at 20:57
  • msg #569

Computer Crash

My computer just gave up the ghost today. The screen stopped displaying anything, though it's lit up, so I'm figuring it's either the  monitor that somehow burnt out or else the videocard went out. Or maybe the hamster died.

Anyway, I can use my friend's computer on a more sporadic basis until I can get mine fixed or replaced.

Anyway, I'm still around; I just may not be able to stay on top of things all that quickly.
Kheaiftouaw
player, 215 posts
Thu 6 Aug 2015
at 22:06
  • msg #570

Re: Computer Crash

Whew, this game now runs longer than a year. A record for me on Rpol


As we are kinda fuzzy about what we actually have to do I guess it is best to discuss it here. I read the "Meeting of Minds" topic and it can be interpreted either way, stealing the project or safeguarding it till the authorities arrive.

Still I do not want to be there when the authorities arrive. After all we did break into the facility and attacked the guards without court order (and even with a court order we would not be allowed to do that).
Darrel Cromwell
player, 295 posts
Noble (Count)
Retired actor
Thu 6 Aug 2015
at 22:16
  • msg #571

Re: Computer Crash

I'm all for knocking this mission out and then work on getting a ship and onto things at our leisure....like leaving this planet, I have a feeling things might get pretty hot for us...
Vonon Ronkunu
player, 141 posts
Vargr and Spacer
ex-Patrol Commander
Fri 7 Aug 2015
at 04:57
  • msg #572

Re: Computer Crash

In reply to Darrel Cromwell (msg # 571):

Right. Think of us as Automobile Repo men -- we have authority to go on these premesis ONLY to recover the data we're after.  We take anything else and it's stealing, and if we stick around it's trespassing.

The only issue now is, which data is the stuff we gotta recover, and which legitimately belongs to the doctor....and that ain't Vonon's field of expertise.
Sharik Kaagira
player, 168 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 7 Aug 2015
at 07:26
  • msg #573

Re: Computer Crash

Vonon Ronkunu:
...The only issue now is, which data is the stuff we gotta recover, and which legitimately belongs to the doctor....and that ain't Vonon's field of expertise.

Heh, honestly, that is one of the reasons that Sharik wanted to take Vanager.  But then that might be considered kidnapping, I suppose.  But then, given her activities (and whether she really wants them public, it is possible that she can't or won't actually go to the authorities on the matter...).

I still say we nuke the site from orbit.  It is the only way to be safe...  Oh.  Did I say that out loud?  o_O
Darrel Cromwell
player, 296 posts
Noble (Count)
Retired actor
Fri 7 Aug 2015
at 12:39
  • msg #574

Re: Computer Crash

In reply to Sharik Kaagira (msg # 573):

;-) We'll need a ship to nuke from orbit....The main point, the sooner (in both real time and game time)we finish this mission, the sooner we can start doing our own thing...which in my opinion is preferable over doing other peoples' dirty work....

From an ooc perspective, this mission was to get some much needed capital, get the group bonded and working together...sort of an introductory thingy.

Given how the past has gone, it might take us months (RL) to figure out which ship we all agree on... ;-/
This message was last edited by the player at 12:53, Fri 07 Aug 2015.
Quinzella
player, 274 posts
Fri 7 Aug 2015
at 16:33
  • msg #575

Re: Computer Crash

Wow where in the IC is my latest post??!!

Oh way up there, so scenes move around me again??
Darrel Cromwell
player, 297 posts
Noble (Count)
Retired actor
Fri 7 Aug 2015
at 22:03
  • msg #576

Re: Computer Crash

Quinzella:
Wow where in the IC is my latest post??!!

Oh way up there, so scenes move around me again??

We're just discussing ways to proceed, there was a massive lag for a bit about how best to accomplish the mission and move on from there.

For my part, looking forward to getting this initial operation out of the way and concentrating on "group" objectives.
Quinzella
player, 276 posts
Sun 9 Aug 2015
at 16:15
  • msg #577

Re: Computer Crash

Well according to my last post I am still crouching behind a lab tech, the final one to be found.
Samantha Kilgore
player, 147 posts
Pilot and Security expert
With more hidden talents
Sun 9 Aug 2015
at 18:10
  • msg #578

Re: Computer Crash

In reply to Quinzella (msg # 577):

so update your actions?

As far as I can tell in this game, the "turns" are loosely defined, with the GM only updating if he needs to rule on something, otherwise its less turn based.
StarMaster
GM, 390 posts
Sun 9 Aug 2015
at 19:26
  • msg #579

Re: Computer Crash

I could be wrong, Quinzella, but I thought I saw you check the board over a week ago but then you didn't post.

It's not fair to the others to hold things up waiting for you to post, so I had to move things along.

The man that was hiding was the last remaining scientist who was deleting files. Quinzella had no trouble stopping him from doing that. And he didn't put up any resistance.

After that, everyone regrouped out in the central room.
Quinzella
player, 277 posts
Mon 10 Aug 2015
at 21:03
  • msg #580

Re: Computer Crash

I can only log in usually every few days, unfortunately I also get curious, so when not able I do check the game, not actually reading posts unless they are in the OOC.

For the most part it looks like, yes, the GM moved me, but I need to know to were and what info I have been privy too and whether I am involved or again excluded.
Walter Zeller
player, 185 posts
Merchant/Noble
Wed 12 Aug 2015
at 01:59
  • msg #581

Re: Computer Crash

Darrel Cromwell:
Given how the past has gone, it might take us months (RL) to figure out which ship we all agree on... ;-/


I will be the easiest to please as long as it has plenty of cargo space to make money.
Darrel Cromwell
player, 301 posts
Noble (Count)
Retired actor
Thu 13 Aug 2015
at 01:13
  • msg #582

Options

Folks, I'm torn between certain courses of action and I'd like to discuss them here, because I know if it was done in IC....we would take FOREVER.

And yes, I know, this is a bit out of the envelope, but, trust me, I think we all realize, much of what Justev mentioned in IC (MSG#218 ) concerning the various scientific things...could/will cause serious debate amongst us.

Which is why I am doing an OOC thing, let's try to hash this out...because honestly, from my character's perspective (Darrel Cromwell), this "research" is somewhat reprehensible, however...being a business man, ethics must give way sometimes to the numbers...understand? Walter would understand this.

HOWEVER....

With that said, here's my proposal ...we gather ALL data/material concerning project Shenarra and turn it over to MS. Blue, keeping a copy for ourselves.

Once we have our ship, and ready to leave system, we send ALL info concerning that AND ALL other projects to every publication, including the authorities and the Imperial ambassadorship.

It's fine to be a mercenary, but, if it involves selling your soul and values for credits....Count Cromwell isn't interested. He's already rode that donkey and isn't happy with it's outcome.

NOTE: GM can modify as needed, anything above is subject to his prevue.
This message was last edited by the player at 02:15, Thu 13 Aug 2015.
Samantha Kilgore
player, 151 posts
Pilot and Security expert
With more hidden talents
Thu 13 Aug 2015
at 07:44
  • msg #583

Re: Options

What in particular is reprehensible to you?

Theres various strands here. Aging drugs? Psi Boosters? Psi dampeners? Which of those is it you find reprehensible? Or is it the Grendal experiment aspect? Or all of it?

tbh, Sam is a lot less squeamish about this. If your a mercenary, then your morals are irrelevant. If that's an issue - don't be a mercenary.

Also, if you start selling out your employer, you'll be out of business very quickly, [and possibly a target for their revenge...)

Finally, if we make a name that our morals are more important than honouring a contract, that means a lot of work will be out of our reach.

That's not to say you have no morals, but Sam has no problems with this job really.

Point to note as well - we are recovering stuff that is due to industrial espionage, so our employer has an interest in developing at least one of these products. So we will be pissing them off royally if we "out" them.

So Sam would say, suck it up buttercup, that's part of this deal, like it or lump it, but its too late to do anything else without serious repercussions she doesn't think are worth it. : )
Walter Zeller
player, 187 posts
Merchant/Noble
Thu 13 Aug 2015
at 14:13
  • msg #584

Re: Options

Funny, in all the times of playing Traveller, the players did not roll high enough to get psionics or the GM did not allow it. We are not in the empire so we have little to fall back on. We could use it as a bargaining chip if needed but it would paint a big ol' target on us.

Lets finish this up and quickly get off planet. Worse comes to worse, we can point the Imperial authorities in their direction but who is to say that they might not already be involved one way or another.  Grey areas are always a problem. If it means more profits for a business and the risk is worth it, they will do so, even at the risk of a fine as long as the return is greater then the investment.
Kheaiftouaw
player, 221 posts
Thu 13 Aug 2015
at 15:07
  • msg #585

Re: Options

As Aslan do not have psionics Khea considers research into it silly wishful thinking which of course means that she has no problem with this line of research.
Best to get paid and leave the planet before the raid comes back  to bite us.
Besides, we do not even know if this kind of research is illegal in this system and the imperium has no authority here

From an OOC view, doing this would just make us targets. Keeping a copy would be a good idea as blackmail material to keep them off our backs in case this isn't quite as legal as we were made to belive and they want to tie up loose ends. But we should only make it public when we are targeted or sure that we are out of their reach  and we get something out of it.
Don't forget that if we do that our stock we got as payment wont be worth much any more.
This message was last edited by the player at 15:24, Thu 13 Aug 2015.
Sharik Kaagira
player, 171 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 13 Aug 2015
at 19:09
  • msg #586

Re: Options

Keeping a copy of the data we've confiscated is fine (though Vanager may have already destroyed or kept separate/in her head crucial parts) and, actually, probably prudent in Sharik's opinion.  Though it has its own dangers associated with it.

Psionics may not be explicitly illegal on Grendal, but the system is close to the border, there is an IISS base in system, and Grendal is an Imperial client state (according to the planetary profile, if I read it correctly).  At TL-10, it is not much better off than we are here on Earth in the 21st century - and while psionics are a known phenomenon in the Third Imperium (unlike here and now), I would suspect that for a frontier planet like Grendal II that they don't permeate everyday life and so, may not be regulated more out of simple ignorance/lack of experience than anything else.

The client state status is what worries me particularly.  Especially if we broadcast the information.  There is no way that the IISS base won't receive and then forward the information, if we make it public.  It is only a J-4 to Imperial Space (Hope, though it is amber zoned and a J-6 to Diablo which is a more stable Imperial world).  Which means it is only a couple of weeks at best before there is some sort of response.  Honestly, I would be surprised if the Imperium didn't send agents (at minimum) or a garrison (at worst) to investigate - we have reasonably substantiated evidence that willful psionics research is going on.  It may be alarmist, but my understanding of the canon with resepct Imperial attitude towards psionics is that they are extremely phobic ... unless we are not playing the standard TU timeframe (and/or where the Psionic Suppressions didn't happen in the 800's).

I (Sharik's player, though I quite certain that Sharik feels similarly) think we bug out, like the others said.  I'm pretty much on the side of not advertising what we have.  I am not sure that firing a parting salvo like that is prudent.  We don't have the capability to deflect the return flak, I suspect (hell, I don't even know what ship, if any, we have at this point....:D).
Kheaiftouaw
player, 222 posts
Thu 13 Aug 2015
at 20:18
  • msg #587

Re: Options

Even insde the Imperium the Iridium Throne doesn't have all that much control over the individual planets. So even if the Imperium reacts to this information it will likeoy only be through political pressure and maybe a covert ops if the research is very advanced.
Nothing which would shield us from harm at least as long as we are not inside the imperium where the individual companies can be sanctioned.
And if we decide to release the information we should at least find out how much reach the company our employer is working for has.

PS: Post 2000!
This message was last edited by the player at 21:26, Thu 13 Aug 2015.
Darrel Cromwell
player, 302 posts
Noble (Count)
Retired actor
Thu 13 Aug 2015
at 22:16
  • msg #588

Re: Options

OK, we make copies and keep silent....I was just looking at it from the standpoint of being an "Imperial" Count...that tends to lean to a narrow minded outlook, for better or worse ;-)
Vonon Ronkunu
player, 143 posts
Vargr and Spacer
ex-Patrol Commander
Fri 14 Aug 2015
at 19:38
  • msg #589

Re: Options

In reply to Darrel Cromwell (msg # 588):

I've been playing/following this game since 1978 (God, I suddenly feel old), and a lot of the material I've read on the subject of Psionics in the Imperium goes kinda like this...

There WAS an anti-Psionic hysteria in the Imperium just a couple of centuries ago, called the Psionic Suppressions.  The degree of hysteria varied in different parts of the Imperium -- some places there were wholesale slaughters of even suspected Psions, while in other places it was simple arrests and exile.  However, the end result for the Imperium, as a whole, was that "officially" the practice and development of psionic abilities was made illegal.

But, as Khea pointed out, the Imperium (and most of the other stellar nations) only claim to control the space between the member worlds, the Imperium does not maintain direct control of individual planets.  Add to all this the Imperium making contact with the Zhodani -- a society founded around a psionic leadership caste -- and there are folks in the Imperial establishment who are rabidly paranoid about psionics.  But, given the sheer size of the Imperial establishment, there are also folks -- usually in the military and "shadow" organizations -- who are interessted in the "edge" that psionics can give them.

So, what all this boils down to is that "raving paranoia" over psionics no longer exists; individual opinions concerning psionics vary widely across space.

BUT.

Illegal is Illegal.  And for you Imperial Nobles, you were either raised in a Noble Family to "support the Imperium", or you were awarded your Title because somebody higher up felt that you were the kind of person who would "do what's right for the Imperium".

Which brings us back to the "Illegal is Illegal" thing.  No matter what your personal feeling may be, in the Imperium practicing or supporting Psionics is Illegal.

AND FINALLY ^_^, as has been pointed out, this planet is a Client State -- probably an Imperial Client State, but given the high percentage of Caledonians in the populace, it could be a Caledonian Client State -- so, even if we do "report" this "illegal" psionics research facility to Imperial authorities, I'm betting that whatever action the Imperium would take would be of a surreptitious nature.

Hell, given we got two (or is it three?) Imperial Nobles in our group, the Imperial Ministry of Justice might even task US with following up on this situation ^_^
Darrel Cromwell
player, 303 posts
Noble (Count)
Retired actor
Fri 14 Aug 2015
at 22:58
  • msg #590

Re: Options

In reply to Vonon Ronkunu (msg # 589):

quote:
I've been playing/following this game since 1978

I played the original LLBs in plastic bags, so I feel the creaking of bones together brother.

Everything you said about Psionics, at least in general, and not based on emphasis is correct.

From a simple sort of perspective, nobles DID NOT want anyone around that could read minds/intentions....especially the higher up you go the chain. Going back to what I mentioned earlier....Being an "Imperial Noble", from birth, you are raised with the idea that someone entering your mind was immoral, dirty, and basically inconvenient. Frankly, it's self serving, but this is OOC.

Anyways, like I mentioned earlier, being a "Noble" carries it's own pro/cons, but, I'd like to think that Darrell is a bit progressive in his demeanor.  ;-)
Walter Zeller
player, 188 posts
Merchant/Noble
Sun 16 Aug 2015
at 16:47
  • msg #591

Re: Options

Walter sees it as a two edged sword. Take trade, knowing that you are not getting ripped off inspires confidence in making the deal but can give too much of an edge if you know the maximum they are willing to pay. They might even have laws against the use of psionics during trade negotiations that may or may not be followed.

(Also joining the creaking bones club having played it in 1980 or so)
Kheaiftouaw
player, 223 posts
Sun 16 Aug 2015
at 18:04
  • msg #592

Re: Options

I am pretty new to Traveller.
As for psionics, I play Khea as not believing in psionics (when she gets confronted with them it depends on the situation how she reacts).

Reasoning is that Aslan do not have psionics and the border to the Zhodani is very far away so she wouldn't have contact with them.
Kheaiftouaw
player, 224 posts
Thu 20 Aug 2015
at 17:10
  • msg #593

Re: Options

In order to not spam the Aftermath thread with OOC lets move it here.

What have we actually got?
Walter Zeller
player, 189 posts
Merchant/Noble
Thu 20 Aug 2015
at 18:48
  • msg #594

Re: Options

I guess the question would be, how much did we prevent them from destroying and how mush of the rest is usable data?
Darrel Cromwell
player, 305 posts
Noble (Count)
Retired actor
Thu 20 Aug 2015
at 23:40
  • msg #595

Note to GM

After looking at posts, based on our IC stuff (liberally), without knowing what we might have been late to get and/or missed....we "should" have several actual computers, numerous hard-drives, mem-sticks, books, notes and other informational flotsam...and a grendal.

HOWEVER!!!!

We didn´t really cover the trip from the dome to the dock...and in that time, figure out our best courses of action....

I am all for abstraction, as long as it is to our benefit, which, in this case, I think the group needs time to ponder and not automatically show up at the the dock and Ms. Blue is there...Understand?

Note: Probably my fault, pushing towards a quick resolution of the mission, I apologize to the GM and players...

The group needs some time to evaluate what we have and how best to deal with that...a slow sub trip can help us out...not so much IC, but, here.
StarMaster
GM, 395 posts
Fri 21 Aug 2015
at 01:49
  • msg #596

Re: Note to GM

Taking the dead Grendel would have been difficult, and not much point to it. Hunting grendels is illegal, but nothing on the books yet against using them for research.

You took the three semi-portable consolidated biochem labs. These were the three large machines (one in each lab) that had a built in computer. It would have taken too much time and effort to remove the computer/hard drive from the machine.

You only have 2 mem-sticks--one that Dr. Vanager had, and one that Justev had. If either of the other two scientists had any kind of flashdrive, you didn't find it.

The only samples you were able to salvage were the three boxes. Each of these boxes had a dozen doses of the drug that each of them were working on. Justev can tell you that when each lab produced a dozen doses, they were shipped out on the submersible right then.

There are 12 doses of an anagathic, 12 doses of Suppressadon (psionic suppressant), and 12 psi-boosters.
Samantha Kilgore
player, 152 posts
Pilot and Security expert
With more hidden talents
Fri 21 Aug 2015
at 10:07
  • msg #597

Re: Note to GM

Didn't spell it out, but Sam would have grabbed the samples she "saved" from the oven too, unless they're already counted.
StarMaster
GM, 397 posts
Fri 21 Aug 2015
at 14:48
  • msg #598

Re: Note to GM

The oven was part of portable lab unit, but Sam removed those samples and brought them along. They were in the first lab, so they would have been Suppressadon, unless Dr. Vanager was doing something else.
Kheaiftouaw
player, 225 posts
Fri 21 Aug 2015
at 18:26
  • msg #599

Re: Note to GM

Sounds like a pretty good haul.
I guess the labs together with the samples would allow for easy reproduction of the current formula. Understanding and improving it will take a bit longer.

But the more important question is, how many of the samples do you want to keep? I don't have an interest in any, but I am sure some of you have.
Darrel Cromwell
player, 306 posts
Noble (Count)
Retired actor
Sat 22 Aug 2015
at 03:22
  • msg #600

Re: Note to GM

Sorry if it sounded like an alarm, my concern is that we don´t have a plan, because, any prudent group of adventurers like ourselves dealing with unknown circumstances, well, should...Have a plan, correct?
StarMaster
GM, 398 posts
Sat 22 Aug 2015
at 05:49
  • msg #601

Re: Note to GM

What he's really saying is that he can't work without a script...
Walter Zeller
player, 190 posts
Merchant/Noble
Sat 22 Aug 2015
at 07:32
  • msg #602

Re: Note to GM

...or a director? ;)
Kaengarr Ruzokh
player, 2 posts
Vargr
Sat 22 Aug 2015
at 08:18
  • msg #603

Re: Note to GM

  If only he'd been writing those movies instead...

  But a plan is good. Until you make contact with the enemy. ;)
This message was last edited by the player at 08:32, Sat 22 Aug 2015.
Darrel Cromwell
player, 307 posts
Noble (Count)
Retired actor
Sat 22 Aug 2015
at 15:58
  • msg #604

Re: Note to GM

Ok...at this point, we would have copied all the data on the memsticks, and we plan on giving her the stick that pertains to only Prject Shannara....does everyone agree with that?
Walter Zeller
player, 191 posts
Merchant/Noble
Sat 22 Aug 2015
at 16:05
  • msg #605

Re: Note to GM

That is correct. Per message 77 in A Meeting of Minds (Private Room), she did not care about anything else we found, other than Project Shannara.

Ceruleanne Blue:
"We have no interest in anything else you find,"</blue> she adds, though it seems as if there's an undertone that smacks of deniability rather than any firm disinterest.

"So, does that mean you'll take the offer?"

Kheaiftouaw
player, 226 posts
Sat 22 Aug 2015
at 16:25
  • msg #606

Re: Note to GM

In reply to Darrel Cromwell (msg # 604):

Agreed, but I think the dampener samples would also be part of the contract.

As for the rest, maybe we should offer her that data too for purchase. Its not as if we can use the data on Psi Boosters anyway.

Coming back to the samples again. How many of them do we give her, even the ones drom Dr. Shannara's research? She never needs to know that we got 12 vials and not, for example 8.

Anagathics have their obvious use and Psi dampeners could come in handy if we ever have to deal with one.
Of course assuming that the samples we have actually work and are not just dangerous and unstable prototypes.
StarMaster
GM, 399 posts
Sat 22 Aug 2015
at 17:50
  • msg #607

Re: Note to GM

The stolen data was the anagathic research. Ceruleanne (and presumably her client) were only interested in that. Justev is pretty sure that the psionic research is unknown to Ceruleanne's client as it was derived from the anagathic research which involved plants that the grendels fed upon.

Looking over the box from the third lab, you discover that the other scientist was doing a side project, producing MAD (mind-altering drug). This is a kind of high-tech version of LSD. It works on non-psionics only, but has random unpredictable results.
Samantha Kilgore
player, 153 posts
Pilot and Security expert
With more hidden talents
Sat 22 Aug 2015
at 18:13
  • msg #608

Re: Note to GM

So we give Ceruleanne the Anagethics info/samples, and keep the Psi drugs and info, and possibly sell it to the Imperium?

Sam might have a contact that we could use along those lines for the second part.
Kheaiftouaw
player, 227 posts
Sat 22 Aug 2015
at 18:22
  • msg #609

Re: Note to GM

Sounds good to me.

Do we keep some of the anagathic doses or do they all go to Ceruleanne?
Walter Zeller
player, 192 posts
Merchant/Noble
Sun 23 Aug 2015
at 04:35
  • msg #610

Re: Note to GM

Now that we know what we found, maybe a check to see what the laws are concerning psionics/research on the planet? (This might have been covered already but I do not remember)
Kheaiftouaw
player, 228 posts
Tue 25 Aug 2015
at 18:49
  • msg #611

Re: Note to GM

In reply to Walter Zeller (msg # 610):

A good idea. Should we make this query in game or is OOC enough (Khea does not really have enough grasp over how Laws with the Humaniti work to make such a inquiry)?
Samantha Kilgore
player, 154 posts
Pilot and Security expert
With more hidden talents
Wed 26 Aug 2015
at 07:30
  • msg #612

Re: Note to GM

In reply to Kheaiftouaw (msg # 611):

I think ooc would be ok - so can Starmaster let us know?
StarMaster
GM, 402 posts
Thu 27 Aug 2015
at 08:32
  • msg #613

Re: Note to GM

There are extensive public records available on Psionics. The gist of debates, rhetoric and legal status is that there really isn't anyway to prove someone is psionic or was using psionics. On occasion, you can reasonably infer it by circumstances, but legal cases have never been able to conclusively prove it.

During the Psionic Suppression 200 years ago, paranoia ran so high that vigilantism became common place, even by the law. Any accusation of psionics often resulted in instant execution without evidence or trial.

Fortunately, that level of persecution simply couldn't be maintained for more than 10 years, though there were a few scattered incidents afterwards.

In the end, some legislation was passed. Psionics were outlawed, but it's been over a hundred years since there have been any prosecution. Even the last one resulted in plea bargaining for a hefty fine and exile from the planet.

More recent legislation was aimed at psionic research and psionic proponents. You can't do research on it--not physical research or academic research; the penalty for the former is MCr1 fine and imprisonment for not less than 5 years, with heftier penalties for repeat offenders, including lobotomy. Academic research has a Cr10,000 fine and possibly 1 year imprisonment. Certain historical research can be done with the government's permission and control.
Darrel Cromwell
player, 308 posts
Noble (Count)
Retired actor
Thu 27 Aug 2015
at 13:57
  • msg #614

Re: Note to GM

Since we have copies of data, we should keep at least 1 sample of the Project Shannara (anagathic)...just for our own safety. And perhaps for "mercenary" purposes.

I suppose the question is, should we even mention the other stuff, especially the psi-stuff?

Given it's illegal status, or at least the "research" of it, we might be setting ourselves up for problems...although technically, if it's a finished product...it's not illegal?
Walter Zeller
player, 193 posts
Merchant/Noble
Thu 27 Aug 2015
at 17:53
  • msg #615

Re: Note to GM

If we keep this up, we might want to hire a lawyer-4 for the party to keep us out of trouble :)

Lets keep everything but what we have on the Shenarra Project as she tasked us with. A copy of the data but no mention that we have it. She had mentioned that the Shenarra Project data had been stolen from another company, making their research illegal.
Kheaiftouaw
player, 229 posts
Thu 27 Aug 2015
at 20:09
  • msg #616

Re: Note to GM

Thats quite some hornets nest. This information is prime blackmail material and would also fetch a good price from anyone who wants to destroy the company.
But that also means having it makes us a target.

I would say that for now we keep quiet about the psi research. If they decide to retaliate for the raid we can use it as blackmail material and in my opinion we do not know enough about Ceruleanne that we should simply give it to her.
Samantha Kilgore
player, 155 posts
Pilot and Security expert
With more hidden talents
Fri 28 Aug 2015
at 07:19
  • msg #617

Re: Note to GM

In reply to Kheaiftouaw (msg # 616):

Agreed. But anyone with Advocate skill might want to check to see how culpable handling the illegal material makes us. As that's something to consider - someone could blackmail us with the threat of revealing we have the illegal data.

Sam's first instinct is to flog it quick, as the less time we have it the better.
Vonon Ronkunu
player, 146 posts
Vargr and Spacer
ex-Patrol Commander
Fri 28 Aug 2015
at 07:40
  • msg #618

Re: Note to GM

In reply to Samantha Kilgore (msg # 617):

Yeah. Give it all to Ms. Blue, get our money, and get gone. Remember, going into the dome to "grab the data" is semi-legal, here. Somebody makes an issue about what we "know", and all we gotta do is claim we never looked over the data, we just grabbed everything and ran! Which has the extra benefit of being partially true -- we did grab everything!  We just also happened to have discussed the data with the doctors who worked with it...
Sharik Kaagira
player, 172 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 28 Aug 2015
at 07:52
  • msg #619

Re: Note to GM

Samantha Kilgore:
... But anyone with Advocate skill might want to check to see how culpable handling the illegal material makes us. As that's something to consider - someone could blackmail us with the threat of revealing we have the illegal data...

According to the skills posted, that would be Quinzella and Darrel that have any official levels in Advocate...:D  Sharik, of course, can make a roll for Advocate at no penalty... but, that is a different issue.

Sharik is fine with giving what we have to Ceruleanne - especially if we made copies of any data we could find.  Shar wouldn't mind keeping samples of the anagathics, but that isn't necessary either really (especially if we have the research to potentially replicate).  She isn't completely comfortable with keeping the psi-drugs, but she also has no real use for them (we only have boosters and suppressors - so, those only work on active psions, which Shar is not).

If we give Blue and her employers all three computers/biochem labs, then they will likely know what types psi research was going on there (eventually).  And keeping those computers/portable labs with us could be problematic - we still don't have any place to really put/keep them ...
Samantha Kilgore
player, 156 posts
Pilot and Security expert
With more hidden talents
Fri 28 Aug 2015
at 07:58
  • msg #620

Re: Note to GM

It would be useful to know what we have, so we can ask a price, so during the journey back, Sam will document it - ie go through and make a list of all the items we have
This message was lightly edited by the GM at 08:11, Fri 28 Aug 2015.
StarMaster
GM, 405 posts
Fri 28 Aug 2015
at 08:10
  • msg #621

Re: Note to GM

Technically, both Darrel and Walter are 'officers of the court' by virtue of their Social Standing. While not officially recognized as such, only because neither have tried to do that, they could claim that they were confiscating the equipment and research in that capacity.

As far as you know, neither Ceruleanne nor her client have any knowledge about the psionic research that was going on. On the other hand, she did make a point of not being interested in anything else you found.

The anagathics were being derived from a seaweed that grows in the oceans here, so you aren't likely to be able to make any use of the data once you leave the planet.

The psionic drugs were being produced from chemicals in the grendels, so same thing applies to them. Once off planet, the research would be mostly useless.

The portable labs could be sterilized and purged so that they would provide no clue to what they'd been used for.

While the two main psionic drugs only work on psionic characters, the third drug was specifically targeted at non-psionics. MAD can scramble your neurons, but occasionally it does so in a way that changes a non-psionic into a psionic. Those that don't change usually go insane.
Samantha Kilgore
player, 157 posts
Pilot and Security expert
With more hidden talents
Sun 30 Aug 2015
at 18:33
  • msg #622

Re: Note to GM

Gonna be away for a couple of days, unlikely to be able to post until Thursday
Kaengarr Ruzokh
player, 9 posts
Vargr
Mon 31 Aug 2015
at 20:03
  • msg #623

Re: Note to GM

  Since the question has come up and it's probably better to work this out in advance OOCly (and avoid any potential confusion)...

  Purely mechanics-wise, Kaengarr has 4 ship shares.

  Given the circumstances that brought him here story-wise, those would tentatively be in a Vargr Trader, but he could transfer that interest to another vessel so it doesn't have to be that type.

  If you don't have the book, the Vargr Trader is similar to the Far Trader but foregoes passenger capacity in favor of being a pure cargo hauler. (There are other differences, but that's the major one.) With double-occupancy it can carry ten people, so it could fit all of the active PCs - I'm not counting Ikram or Grev there since they don't seem to be around anymore.

  Otherwise, whatever the group has its heart set on can be arranged. Four shares should help regardless. :)
Walter Zeller
player, 200 posts
Merchant/Noble
Mon 31 Aug 2015
at 20:52
  • msg #624

Re: Note to GM

Given the crew (Most of them qualified as pilots)and the number of nobles (3?), I figure that hauling cargo and not passengers is a better option. The yacht would be nice but a very small cargo capacity. A Far Trader would be our best option given that some of the places need Jump-2 to cover the distance.

                       F O R   S A L E

Modified Type A2 Far Trader Last Chance; 20 years old.
Assume payments; pay just MCr5.5.
Good condition; full software, weapons, extras.

was what I was thinking, depending on the modifications. With the group having 20+ shares, I do not think that it would be a problem to acquire it.

Kaengarr, you might want to make sure that you have a rank in Gunnery just to be on the safe side Vonon is the only one with the skill (Quinzella can do it using J-O-T).
Kaengarr Ruzokh
player, 10 posts
Vargr
Mon 31 Aug 2015
at 21:07
  • msg #625

Re: Note to GM

  Kaengarr doesn't have any gunnery ranks (or engineering, though that can be handled more readily with expert programs). He can cover most other shipboard roles though, and I'll see if if something can be arranged about Gunnery.

  The Vargr one also has Jump 2, so it would work just as well in that regard.

  Isn't the Far Trader a mixed cargo/passenger ship? The description suggests it and there are more staterooms than the crew is likely to need.

  Still, a 5.5 MCr price on that Far Trader is hard to beat, though with it being 20 years old and that low a price, I wonder just what sort of quality we'd be getting...
This message was last edited by the player at 21:39, Mon 31 Aug 2015.
Kheaiftouaw
player, 231 posts
Mon 31 Aug 2015
at 22:36
  • msg #626

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 625):

Hopefully it does fly at all. 20 years is nothing for a spaceship and the price is less than 10% of its normal cost.
Walter Zeller
player, 201 posts
Merchant/Noble
Mon 31 Aug 2015
at 23:32
  • msg #627

Re: Note to GM

If we just do cargo, we do not need to have a steward for middle/high passage and I would find it hard for Walter to play steward. Unless the others want to bunk, I figure that they will each want their own room. Worse comes to worse, the extra space can be converted into a lounge area or space for extra electronics.

We do have to take over payments and that might be a problem. Since it looks like we have 22 shares between the players, we might want to use 20 of them for the ship and the rest as seed money for speculative cargo/ship payments.
Kheaiftouaw
player, 232 posts
Mon 31 Aug 2015
at 23:37
  • msg #628

Re: Note to GM

Khea could perform the Steward role if someone else keeps the ship running.

No guarantees that she won't insist on duelling a passenger if he behaves like a uncouth barbarian though.
Kaengarr Ruzokh
player, 11 posts
Vargr
Tue 1 Sep 2015
at 00:15
  • msg #629

Re: Note to GM

  Okay, Kaengarr now does have Gunnery 1. He also has Steward 1 (and +1 to that from an expert program), so he wouldn't have a problem minding passengers as needed - he has done that off and on for years!

  Another option would be to spring for the 100,000 price of adding luxuries to the ship. Even if we don't have any passengers, the PCs might well appreciate the added quality of life!

  If we've got a total of 22 shares then it might be worth getting a new(er) ship, especially if the old one happens to have issues (technical or financial).

  Kaengarr does have some credits to chip in for cargo puchases, which will help there.
This message was last edited by the player at 01:35, Tue 01 Sept 2015.
Walter Zeller
player, 203 posts
Merchant/Noble
Tue 1 Sep 2015
at 00:55
  • msg #630

Re: Note to GM

As a thought, before we leave, we might want to drop off a memstick with data on the Grendal's to the Scout base. I think IISS might like to look it over and maybe put the Grendal under Imperial protection for the time being.
Darrel Cromwell
player, 309 posts
Noble (Count)
Retired actor
Tue 1 Sep 2015
at 00:56
  • msg #631

Re: Note to GM

Walter Zeller:
As a thought, before we leave, we might want to drop off a memstick with data on the Grendal's to the Scout base. I think IISS might like to look it over and maybe put the Grendal under Imperial protection for the time being.

My thoughts exactly, but, should be held off until we are getting ready to leave.
Walter Zeller
player, 204 posts
Merchant/Noble
Tue 1 Sep 2015
at 02:39
  • msg #632

Re: Note to GM

And once we get a bit of money and want to upgrade armor/weapons, a visit to the Freeport at Drellesarr might be in order.
Kaengarr Ruzokh
player, 12 posts
Vargr
Tue 1 Sep 2015
at 05:21
  • msg #633

Re: Note to GM

  Has anything beyond "get off the planet and start hauling cargo" been settled on? Specific places to go, things do to (or not do), etc? This is my first run with the system so it's helpful to know what I need to look up. :)

  Was the plan just to haul freight or do we have/need a list of available speculative cargoes?
This message was last edited by the player at 05:33, Tue 01 Sept 2015.
Vonon Ronkunu
player, 149 posts
Vargr and Spacer
ex-Patrol Commander
Tue 1 Sep 2015
at 06:48
  • msg #634

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 633):

WATER!! heh-heh-heh
Kaengarr Ruzokh
player, 13 posts
Vargr
Tue 1 Sep 2015
at 07:42
  • msg #635

Re: Note to GM

  Y'know, if there's a desert planet nearby...
Darrel Cromwell
player, 311 posts
Noble (Count)
Retired actor
Tue 1 Sep 2015
at 14:33
  • msg #636

Re: Note to GM

Kaengarr Ruzokh:
  Has anything beyond "get off the planet and start hauling cargo" been settled on? Specific places to go, things do to (or not do), etc? This is my first run with the system so it's helpful to know what I need to look up. :)

Well, 1st thing being we deliver the mission items to Ms. Blue, then we decide on a ship (being done in OOC Ship Ahoy), then we collect all our appropriate gear, find/load a cargo (maybe), then we send the "illegal" stuff to the Imperial authorities, then we leave as quickly as possible.

Or something along those lines.

Our next destination might depend on if we loaded a cargo, and where would we find the highest sell price.

Generally, at least in my experience...most traveller groups work towards

1. Outfitting themselves with the best weapons/armor/computers/personal gear.
2. Outfitting their ship with the best weapons/armor/computers gear.
3. Struggle to get filthy rich after accomplishing the first 2.

And try to have fun while doing all of the above.
Walter Zeller
player, 206 posts
Merchant/Noble
Tue 1 Sep 2015
at 15:26
  • msg #637

Re: Note to GM

Kaengarr Ruzokh:
  Has anything beyond "get off the planet and start hauling cargo" been settled on? Specific places to go, things do to (or not do), etc? This is my first run with the system so it's helpful to know what I need to look up. :)

  Was the plan just to haul freight or do we have/need a list of available speculative cargoes?


Speculative cargo is the order of business. They changed the trading quite a bit with some cargoes being always available. I was thinking of just sticking to legal cargoes and no passengers to avoid any problems. This is just some thoughts for the time being and are welcome to suggestions.

1.Find a cargo vessel with Jump-2, at least 50-60 ton capacity, and armed. We could just stick to a jump 1 but then we will be limited to the 11 systems in the area to operate.
2. Have Vogon search the vessel to make sure that we know of all hiding places.
3. Have Sharik search the vessel to see where we can add hiding places in the future if we need them.
4. The rest of the crew go over it with a fine tooth comb to make sure it is safe.
5. Set up ships papers with the jobs/ownership for everyone.
6. Find Cargo

Suggest the following jobs/players
Captain:Count Cromwell
First officer/Chief Pilot:Samantha Kilgore (Pilot-2)
Navigator:Sharik (Astrogation-2)
Engineer:Kheaiftouaw  (Engineer (Power/J-Drive)-1)
Security:Quinzella
Gunners:Vonon/Kaengarr
Administrative Officer:Sir Walter

Pay for those with ship shares-based on cargo speculation
Samantha @ 6kcr a month (Pilot pay)

As for places to go, it depends on the cargo but I was thinking

Route 1 Grendal(Ri)-Tashrakaar(Ni)-Traneer(Ag/Ni)-Outpost-(Ni)
Route 2 Grendal(Ri)-Yarhfahl(Ag)-Drellesarr(Ni/Amber zone))-Tharrill(Ag/Ga/Ri)
Kaengarr Ruzokh
player, 14 posts
Vargr
Tue 1 Sep 2015
at 19:05
  • msg #638

Re: Note to GM

Pay for those with ship shares-based on cargo speculation
Samantha @ 6kcr a month (Pilot pay)


  I'm not quite sure what this part means.



  It seems to me that we'd want three people designated as pilots so that they can work in shifts as needed. Kaengarr and Vonon probably aren't going to be manning the guns very often so they're obvious choices, but I imagine that anyone who isn't routinely needed at another station (engineer, mainly) could fill in.

  The other thing is that even if we're not carrying passengers, people with Steward could use that training to make life aboard ship a lot more pleasant for the PCs!
Kheaiftouaw
player, 233 posts
Tue 1 Sep 2015
at 19:21
  • msg #639

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 638):

people with Steward could use that training to make life aboard ship a lot more pleasant for the PCs!

Warning about duels still applies.
Kaengarr Ruzokh
player, 15 posts
Vargr
Tue 1 Sep 2015
at 19:24
  • msg #640

Re: Note to GM

In reply to Kheaiftouaw (msg # 639):

  You won't need to worry - you'll be stuck in engineering all day! ;)
Kheaiftouaw
player, 234 posts
Tue 1 Sep 2015
at 20:30
  • msg #641

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 640):

Yay!
Kaengarr Ruzokh
player, 16 posts
Vargr
Tue 1 Sep 2015
at 20:56
  • msg #642

Re: Note to GM

  Yes, this means that Kaengarr is essentially volunteering to be the morale officer when he's not having to shoot at something. He has Steward 1, which is enough to ensure that everyone is reasonably comfortable (and Walter might be pressed into helping lest tales of his youthful misadventures start to circulate...)

  Just don't treat it as him taking a menial position. As he'd probably point out IC, he's the one whose efforts keep everyone from going squirrely and killing each other while they're all packed together like sardines. ;)
This message was last edited by the player at 20:56, Tue 01 Sept 2015.
Walter Zeller
player, 207 posts
Merchant/Noble
Tue 1 Sep 2015
at 21:44
  • msg #643

Re: Note to GM

I mean that those that are using their ship shares to purchase the ship, their pay is based on money received after paying for the cargo, vessel, etc.

Samantha is the only one that does not have any shares from what I have seen.

Of the current number of players (Darrel, Kaengarr, Kheaiftouaw, Quinzella, Samantha, Sharik, Vonon, Walter.) we are over the full staffing needed other than in gunnery and the most over qualified staff in the sub-sector
Pilots-7 of 8 (Full staff 3/day)
Engineers-3 of 8(Full staff-1/50 tons of drives)
Navigators-5 of 8
(I think this might be one of the few vessels where the captain is not a certified pilot.)

(I do not have my book with me at this time but given the number of Nobles,I was thinking of 3 tons of the special goods (Fine wines, food, etc) but it does not say how fast we would go through them. To me, that three more tons of money to be made)
Darrel Cromwell
player, 312 posts
Noble (Count)
Retired actor
Tue 1 Sep 2015
at 23:32
  • msg #644

Re: Note to GM

quote:
Pay for those with ship shares-based on cargo speculation
Samantha @ 6kcr a month (Pilot pay)


I'm for everyone gets a share for being a crew member, which of course adds +1 to each already holding shares and allows for any crew to get a big payoff if we end up with a Bcr. tribbles deal.

More on this pay stuff later, but that conversation should be transferred to Ship Ahoy thread, just for administrative purposes.

quote:
no passengers to avoid any problems

Most definitely concur, passengers always have a tendency to be problematic....this is speaking from a past/current GM perspective...sneaky plot devices. ;-)

quote:
I think this might be one of the few vessels where the captain is not a certified pilot.

Perhaps it's best to look at this as not so much a "captain" of the ship, but more like a....hhhmmm....trying to find the right word...Chairman, Coordinator, Chief herder of cats....something like that. Well, actually, Captain works, in the sense that if things go to shit, there must be someone to blame...or if things go well, someone to congratulate....I can do either/or. Giving greater thought to it...say something we do gets screwed up or we end up in a tight spot...Which do you realistically think would be to the group's benefit..a skilled pilot or a well-known Imperial Count (+3 Persuade)?

quote:
As for places to go, it depends on the cargo but I was thinking  Route 1 Grendal(Ri)-Tashrakaar(Ni)-Traneer(Ag/Ni)-Outpost-(Ni) Route 2 Grendal(Ri)-Yarhfahl(Ag)-Drellesarr(Ni/Amber zone))-Tharrill(Ag/Ga/Ri)


Here's an invaluable link to traveller maps.
http://travellermap.com/

Concerning actual crew positions, as Walter mentioned, I think we have that covered, and keep in mind, there are ship options/programs, that can make most of the "standard" stuff easy, or at least, easier to maintain all of the necessary "ship operations".

More later on these issues...let us all put ship stuff in the Ship Ahoy thread, trying to avoid clustering the main OOC thread.
Kheaiftouaw
player, 235 posts
Wed 2 Sep 2015
at 00:18
  • msg #645

Re: Note to GM

In reply to Darrel Cromwell (msg # 644):

Perhaps it's best to look at this as not so much a "captain" of the ship, but more like a....hhhmmm....trying to find the right word...Chairman, Coordinator, Chief herder of cats....something like that.

With only one cat on board that would be an easy job.

Shipmaster would fit, that was the Job Khea had back in the Hierate which basically consisted of filling out ledgers and making sure that the crew doesn't break something (sadly it didn't work out so well).
Darrel Cromwell
player, 313 posts
Noble (Count)
Retired actor
Wed 2 Sep 2015
at 00:33
  • msg #646

Re: Note to GM

Kheaiftouaw:
In reply to Darrel Cromwell (msg # 644):

Perhaps it's best to look at this as not so much a "captain" of the ship, but more like a....hhhmmm....trying to find the right word...Chairman, Coordinator, Chief herder of cats....something like that.

With only one cat on board that would be an easy job.

Shipmaster would fit, that was the Job Khea had back in the Hierate which basically consisted of filling out ledgers and making sure that the crew doesn't break something (sadly it didn't work out so well).

Based on your last comment, it doesn't recommend itself. ;-(

And, there are cats and CATS. I'm trying to develop a sense of Khea, actually, I've spent more IC time with her than all the others combined....interesting.

EDIT NOTE:

Although, leaving out the rest of the quote, it's a bit out of context. No worries, ahhh... :-/ we're getting there, bonding in all the immeasurable elements, I am content that we, are finally become we.
This message was last edited by the player at 01:02, Wed 02 Sept 2015.
Vonon Ronkunu
player, 150 posts
Vargr and Spacer
ex-Patrol Commander
Wed 2 Sep 2015
at 01:25
  • msg #647

Re: Note to GM

In reply to Darrel Cromwell (msg # 646):

And don't forget the concept of Assistant Officers -- Assistant Pilot, Assistant Steward, Assistant Trader, Assistant Cargo Master, etc.

Now, Vonon was a spacer (born and raised) and a Navy Dog -- which means, yeah, he pilots ships boats and he's a killer Sensor Op and he has Tactical training, etc., etc. -- he is also now retired from that life, and wants to do "something else".  And right now, Vonon thinks that that "something" is to become a Trader; so he has picked up basic Trader skill. Oh, probably not good enough to be our lead guy when it comes to cargos and job contracts, but good enough to be "Assistant" Trader, I'm sure.

As for what we call the "Captain" -- as we will probably be more of a Collective than anything else -- I like either going with Khea's suggestion of calling the guy responsible for doing all the ship administration crap either the "Ship's Master" or going with the Army habit of calling any facility administrator, regardless of actual Rank, the "Commanding Officer", or just "Commander".  Or maybe just "Chief" ^_^

I guess what I'm saying is that everyone should think about wearing more than one hat.  For instance, as suggested, Vonon could be listed as a Pilot/Gunner.

Also, sort of with this in mind, we might consider the concept of "Staff" -- i.e. the three of us with the highest starship pilot scores would be the Piloting Staff, while those with the highest Engineer/Tech scores would be the Engineering Staff, and those with Trader and/or Advocate scores would be the Trading Staff, and then we give ourselves Staff positions/ranks appropriate to the Staff we're on.

But all of that is secondary to the real issue -- who wants to do what?  That's more important.  So ... who wants to be the administrative Leader of our little collective?  I/Vonon do NOT want that job ^_^

((OOC: and yes, I'm one of those Hierarchy-oriented types; I like to fit all the square pegs into each of their round holes ^_^ ))
StarMaster
GM, 406 posts
Wed 2 Sep 2015
at 03:34
  • msg #648

Re: Note to GM

As for positions, don't forget the often overlooked Administrative Assistant to the Assistant Administrator for Administrative Assistance!
Kaengarr Ruzokh
player, 17 posts
Vargr
Wed 2 Sep 2015
at 03:45
  • msg #649

Re: Note to GM

  Or as per the old TV series, "Minister for Administrative Affairs".

  As for Kaengarr, he's willing and able to fill in on most of the shipboard (and supporting negotiation) roles and won't mind switching around between them. He made a point of becoming familiar with as many aspects of the trade as he could.

  His UPP is up now.

  If that means he ends up being the 'pack leader' again here, so be it. Walter survived it once before, so he can't be that bad. ;)

  **

  I'm not completely clear on the prices listed for those old ships: are we taking over payments on the remaining balance (~5.5 Mcr), or are we essentially paying for what they already paid and responsible for the remaining price (which would probably be ~50 Mcr in the case of the trader)?

  If it's the former, would our shares count as a % of the full price (~55 Mcr less whatever the age discount is for the trader), or just the leftover bit?

  If it's the latter, just how much is the cost (and duration) of the remaining payments?
This message was last edited by the player at 03:49, Wed 02 Sept 2015.
Darrel Cromwell
player, 314 posts
Noble (Count)
Retired actor
Wed 2 Sep 2015
at 04:14
  • msg #650

Re: Note to GM

StarMaster:
As for positions, don't forget the often overlooked Administrative Assistant to the Assistant Administrator for Administrative Assistance!

Ahahah...see, there is a job for everyone.
Samantha Kilgore
player, 158 posts
Pilot and Security expert
With more hidden talents
Wed 2 Sep 2015
at 10:01
  • msg #651

Re: Note to GM

Couple things

First - I thought we agreed not to pass on the illegal stuff to the Imperium - Re Darrells Post 636 (see also post 588). So unless thats being re-opened I think we can skip that part of Darrells plan, otherwise its ok.

As for roles, Sams happy to pilot, and she can do personal security, but not much else ship wise. I see the Pilot role as being the lead pilot, not the only one, but the one on duty in what are likely to be most challenging circumstances, if they can be predicted.

Apart from that she has some other Bridge skills, and might like to learn some more of those.
Darrel Cromwell
player, 315 posts
Noble (Count)
Retired actor
Wed 2 Sep 2015
at 13:45
  • msg #652

Re: Note to GM

Samantha Kilgore:
Couple things

First - I thought we agreed not to pass on the illegal stuff to the Imperium - Re Darrells Post 636 (see also post 588). So unless thats being re-opened I think we can skip that part of Darrells plan, otherwise its ok.

As for roles, Sams happy to pilot, and she can do personal security, but not much else ship wise. I see the Pilot role as being the lead pilot, not the only one, but the one on duty in what are likely to be most challenging circumstances, if they can be predicted.

Apart from that she has some other Bridge skills, and might like to learn some more of those.

Concerning the illegal stuff, I was basing it off of Walter msg 630....but, no worries....it wasn't important either way, other than when the GM said

quote:
Technically, both Darrel and Walter are 'officers of the court' by virtue of their Social Standing. While not officially recognized as such, only because neither have tried to do that, they could claim that they were confiscating the equipment and research in that capacity.


That got me thinking....Darrell would feel somewhat obligated to turn the data over.

For simplicity sake, we can or not...life will go on.
Samantha Kilgore
player, 159 posts
Pilot and Security expert
With more hidden talents
Wed 2 Sep 2015
at 14:17
  • msg #653

Re: Note to GM

Handing over info on the Grendals is one thing, but the information on what they were being used for is another - if that distinction is clear?

Sam is fine with getting the Grendals protected (as long as we don't reveal the nature of the research on them)though if we do she'll probably mutter something about damn tree huggers...
 ; )
Darrel Cromwell
player, 316 posts
Noble (Count)
Retired actor
Wed 2 Sep 2015
at 14:26
  • msg #654

Re: Note to GM

Save The Grendals!
Walter Zeller
player, 209 posts
Merchant/Noble
Wed 2 Sep 2015
at 14:56
  • msg #655

Re: Note to GM

I was thinking of just the data on the Grendals (after we cash out our stock). The other information may be useful when we pay a visit to a near by system, about 3 parsecs away.
Sharik Kaagira
player, 174 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 2 Sep 2015
at 17:42
  • msg #656

Re: Note to GM

There is video footage... And there is plenty of data on the computer/portable labs that presumably can be linked back to grendal experimentation.  Do we know how obvious/apparent that is?  Or how inextricably linked to the psionics research that might be?

Do we actually plan to attempt to not give Blue all of the portable labs/computers?  We (as a group) cannot really tote those things around (GM correct me, if I am wrong), as I recall - especially with no ship or destination as of yet.  So, if we don't give them to her what do we intend to do with them?  At least two of the three portable labs contains work pertaining to psionics, I believe (again, GM correct me if I am wrong)...



On the other topic of shipboard skills, Sharik is a competent Astrogator with decent Sensor Ops ratings.  She has basic Pilot and Comms skills.  She is a fairly good small grav vehicle operator (Flyer skill); so, any air-raft piloting or such she should be able to handle.

And she has JoAT/3 for pretty much everything else; so, for most things she has an effective level of /0 in it.  However, I don't recommend that she be a gunner as her Dex DM is not that great.
StarMaster
GM, 407 posts
Wed 2 Sep 2015
at 22:06
  • msg #657

Re: Note to GM

The three portable labs can be purged of all data and materials. The latter is standard to keep the next batch from being contaminated. There's really no way to tell who purged the computer core. Those at the dome could have done it.

You can just tell Ceruleanne that they are on the submersible  and let her deal with them.
Samantha Kilgore
player, 161 posts
Pilot and Security expert
With more hidden talents
Thu 3 Sep 2015
at 07:58
  • msg #658

Re: Note to GM

Sam made backups of the data on the journey back, so we could give all the info to Ceruleanne. Sorry, correction, we could SELL the other stuff to Ceruleanne - if she's buying. Otherwise, I am sure we could probably store it temporarily at the TAS
Walter Zeller
player, 210 posts
Merchant/Noble
Thu 3 Sep 2015
at 16:33
  • msg #659

Re: Note to GM

Sharik Kaagira:
Do we actually plan to attempt to not give Blue all of the portable labs/computers?  We (as a group) cannot really tote those things around (GM correct me, if I am wrong), as I recall - especially with no ship or destination as of yet.  So, if we don't give them to her what do we intend to do with them?  At least two of the three portable labs contains work pertaining to psionics, I believe (again, GM correct me if I am wrong)...


I think we should just give her what she asked for in the first place (Project Shenarra) For the labs, unless we have someone to use them, we can given them as a going away present to IISS. (Lugging around 3 portable labs might make our story more believable and they might even be able to recover any data that still resides in the memory).
Kheaiftouaw
player, 236 posts
Fri 4 Sep 2015
at 20:49
  • msg #660

Re: Note to GM

I think we all agree that we should not give her the additional data or even offer it for sale considering the illegality. We probably can figure out later what to do with it and/or discussing it here.
Either way I think we can go forward with the plot and get our reward. Agreed?
Kaengarr Ruzokh
player, 19 posts
Vargr
Fri 4 Sep 2015
at 21:51
  • msg #661

Re: Note to GM

  On a slightly different subject, has anyone taken a look at the new version beta? It sounds like it's mostly a tidy-up but some things - like the ship shares/purchasing, and some skills - appear to be getting changed.
Darrel Cromwell
player, 318 posts
Noble (Count)
Retired actor
Sat 5 Sep 2015
at 00:06
  • msg #662

Re: Note to GM

Kheaiftouaw:
I think we all agree that we should not give her the additional data or even offer it for sale considering the illegality. We probably can figure out later what to do with it and/or discussing it here.
Either way I think we can go forward with the plot and get our reward. Agreed?

Yes. Give her what she hired us for, and keep the rest...we decide later what to do from there...

That seems like the consensus to me, correct?
Darrel Cromwell
player, 319 posts
Noble (Count)
Retired actor
Sat 5 Sep 2015
at 00:23
  • msg #663

Re: Note to GM

Kaengarr Ruzokh:
  On a slightly different subject, has anyone taken a look at the new version beta? It sounds like it's mostly a tidy-up but some things - like the ship shares/purchasing, and some skills - appear to be getting changed.

Well, I'm always for improving a game system. Tightening up things that doesn't seem right, correcting errors, inclusion of something that should have been but didn't because of time/money/deadlines...etc.

However, I am most definitively against changing things just because there is some sort of commercialism involved. I've been involved in the consumer side of gaming for 30+ years, and I think we have all seen certain things in the industry, keeping in mind yes, it is a business....that is downright wrong.

I have been hearing the rumors and will hold off judgement until I have more details. But, having spent well over $500 in the Mongoose Traveller universe, and being a currently satisfied customer, I hope that there's no money agenda involved.
This message was last edited by the player at 00:51, Sat 05 Sept 2015.
Kaengarr Ruzokh
player, 20 posts
Vargr
Sat 5 Sep 2015
at 00:31
  • msg #664

Re: Note to GM

  This is their blog about it, if it's any help: http://blog.mongoosepublishing.co.uk/?p=798
Kheaiftouaw
player, 237 posts
Sat 5 Sep 2015
at 01:24
  • msg #665

Re: Note to GM

Of course there is also a money agenda behind it. Mongoose has to make books or go close down and the current Traveller line is pretty satisfied. So its either inventing a new game, size down a lot and make only small books of restart Traveller.

And lets be honest, there are things in Traveller which could use a update.
Kaengarr Ruzokh
player, 22 posts
Vargr
Sat 5 Sep 2015
at 06:41
  • msg #666

Re: Note to GM

  I haven't had a chance to look at it but I've seen one person commenting that the internal layout has been vastly improved, and that's something it could definitely use.
Kheaiftouaw
player, 238 posts
Tue 8 Sep 2015
at 06:28
  • msg #667

Re: Note to GM

So can we continue with the game?
Kaengarr Ruzokh
player, 23 posts
Vargr
Tue 8 Sep 2015
at 09:01
  • msg #668

Re: Note to GM

  Khea: I suspect that long weekend vacationing is to blame for the silence. If so, we should be seeing signs of life later today. :)

  **

  I've added a description to the character panel. I don't have a portrait yet because Vonon's already using the one I'd have taken!
This message was last edited by the player at 10:47, Tue 08 Sept 2015.
Vonon Ronkunu
player, 151 posts
Vargr and Spacer
ex-Patrol Commander
Wed 9 Sep 2015
at 01:39
  • msg #669

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 668):

I know, right?!  It was the only pic that didn't look like a raving-bloody-werewolf, right?  And even at that, I think it still looks too much like a fashion "glamor shot" ^_^
Kaengarr Ruzokh
player, 24 posts
Vargr
Wed 9 Sep 2015
at 02:15
  • msg #670

Re: Note to GM

  I decided to take a gamble and get the beta book. I've only just begun to look through it, but one big difference (maybe usable here) is how ship shares are handled.

  If you get something like "Free Trader" or "Lab Ship" then you get that ship type outright. You have to take d6 rolls on the "old ship" table, but 25% of the mortgage is paid off right away per time you receive it, so getting that result four times makes the ship completely paid off.

  "Ship Shares" grants a flat 1 MCr/share discount on the mortgage of a ship rather than being a % discount.


  **

  Skill-wise, some immediately obvious changes:

  Zero-G has been folded into Athletics. Athletics also appears to cover swimming.

  Computers, Comms, Sensors, and Remote Operation have been combined as Electronics, with those four things being its specializations.

  Science is now a single skill with a large number of specializations (rather than four skills with a few each).
Kaengarr Ruzokh
player, 25 posts
Vargr
Wed 9 Sep 2015
at 02:35
  • msg #671

Re: Note to GM

  Vonon, are you protective of that portrait or would you be okay with both of us using it? I really can't find anything else!
Darrel Cromwell
player, 321 posts
Noble (Count)
Retired actor
Wed 9 Sep 2015
at 02:50
  • msg #672

Re: Note to GM

I saw a number of Vargr stuff somewhere....can´t remember....will look.
Sharik Kaagira
player, 175 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 9 Sep 2015
at 03:50
  • msg #673

Re: Note to GM

Kaengarr Ruzokh:
  Vonon, are you protective of that portrait or would you be okay with both of us using it? I really can't find anything else!

What about one of the neutral land animal portraits.  There are quite a few handsome lupine pictures (such as: ncl093, ncl096, ncl099, ncl131, or ncl159).


Also, with respect to Beta 2 changes:
  1. Anagathics are much more expensive (to the tune of three orders of magnitude more expensive now at character creation).  Anagathics were probably too cheap at chargen in the first iteration (especially once they made them 'medical debt').  Also, the verbiage is different (though still slightly ambiguous) as to the ageing effects once anagathics are stopped; the rules in the 2.0 Beta are much more inline with Classic Traveller, though even more expensive (for those familiar with that version).
  2. The basic mechanics is sort of the same, but the Ref now wraps the difficulty into the Target Number (which is therefore, no longer always '8') and does not modify the roll (i.e instead of making a task Routine (TN 8+ with a +4 DM, in the old parlance), the target number is simply 4+.
  3. There is also a mechanism for Boons and Banes (additional/less dice to roll and make the target number).
  4. There is now a 'Prisoner' career for incarceration terms.  An interesting twist and probably reasonable given nature of travelling.  Career/Life Events and Mishaps can now shunt you to the Prisoner Career as well.
  5. There are only two alien races detailed:  Aslan and Vargr.
  6. There are rules for Education (per and post-Career).
  7. Total skill levels are now capped at (Int+Edu)x3.  I guess too many people were using one or the other (or both) as a potential dumpstats?
  8. Generation variations, for example, Point Buy and Iron Man variants are no longer present.
  9. There are more basic ships listed instead of in supplements (e.g. the Safari ship is now there).

Most of these are minor in the big scheme of things - and probably improvements/enhancements in overall.  Though the change in anagathics rules would make Sharik unconvertable (unless grandfathered in) and not able to be generated at all by the new rule set (at least not without going into serious debt).  Not a bad thing, just different.

The face lift is okay, but I don't find it compellingly better.  In many ways it looks better, but I am not sure that it is actually easier to read.
This message was last edited by the player at 04:44, Wed 09 Sept 2015.
Walter Zeller
player, 212 posts
Merchant/Noble
Wed 9 Sep 2015
at 04:17
  • msg #674

Re: Note to GM

quote:
OOC. Should we continue on here, or shift to another thread to carry on from the end of this mission, to the beginning of our own personal stuff...ie getting the payoff organized, get a ship organized, personal gear etc.....I suppose the trick question is....what can and should be done ooc and what needs to be done IC...and where?


Concerning selling the stock, I was thinking that it might be the last thing to do before leaving since it would give the stock time to improve. The operation might not be public but word will go through the back channels of what AcquireCorp was able to do and the stock will go up (maybe 10% or more?).

(Not sure on the 20k spent since we have a few of us with TAS memberships)

Getting the ship might be better IC, even if streamlined. Getting the cargo, checking the vessel, etc might be better ooc. However, getting to the starport might be our best option for now so we are no longer on planet.
StarMaster
GM, 411 posts
Wed 9 Sep 2015
at 06:06
  • msg #675

Re: Note to GM

There are two decent 'Vargr' portraits under Neutral Alien... first page. The second one looks like what I always thought Vonon looked like.
Kaengarr Ruzokh
player, 26 posts
Vargr
Wed 9 Sep 2015
at 06:38
  • msg #676

Re: Note to GM

  Those two look off to me because they're Star Trek and Star Wars themed. Though I suppose the Star Trek one is wearing a plausibly navy-ish uniform if Vonon wants it.

  NFD476 would be passable. Too much white and no Vargr 'mane' hairstyle though.
Kaengarr Ruzokh
player, 28 posts
Vargr
Wed 9 Sep 2015
at 12:14
  • msg #677

Re: Note to GM

  Found another big difference in the new version: skill training is generally a lot faster, but it also depends on Education.

  You study week-by-week as before, but the week only contributes to advancement if you succeed on an Education check at the end of it. The weeks don't have to be consecutive (you can do a week here and a week there), and the number of successful weeks is just 1 + the new rank of the skill - total skill ranks don't count against it anymore.
This message was last edited by the player at 18:51, Wed 09 Sept 2015.
StarMaster
GM, 413 posts
Wed 9 Sep 2015
at 21:28
  • msg #678

Re: Note to GM

Actually, Walter would know that the stock shares could conceivably have more value as part of a trade negotiation than to just sell them after only owning them for 2-4 days. The value might even be less then, for anyone interested in buying it might think that you know something hinky about the company.
Darrel Cromwell
player, 322 posts
Noble (Count)
Retired actor
Thu 10 Sep 2015
at 23:43
  • msg #679

Re: Note to GM

In reply to StarMaster (msg # 678):

quote:
conceivably have more value as part of a trade negotiation

As in for gear, cargo, that sort of thing?
Walter Zeller
player, 213 posts
Merchant/Noble
Fri 11 Sep 2015
at 01:21
  • msg #680

Re: Note to GM

Well there is an offer for 20 tons of ore at 5kcr a ton.
StarMaster
GM, 416 posts
Fri 11 Sep 2015
at 05:40
  • msg #681

Re: Note to GM

Yes, in those situations, but as well as negotiating for a ship. Extra shares in a known corporation could be important to someone who is trying to gain controlling interest, for example.
Kheaiftouaw
player, 240 posts
Sat 12 Sep 2015
at 23:01
  • msg #682

Re: Note to GM

So how to proceed now? Victory party? Fast forward till the next day (when we figured out what we are intending to do the next day)?
Samantha Kilgore
player, 165 posts
Pilot and Security expert
With more hidden talents
Sun 13 Sep 2015
at 19:46
  • msg #683

Re: Note to GM

Lots of options,

my suggestion is fast forward to blast off, and sort out the ship and cargo ooc, and sell the rest of the stuff elsewhere
Kaengarr Ruzokh
player, 32 posts
Vargr
Sun 13 Sep 2015
at 20:03
  • msg #684

Re: Note to GM

  Walter is set to meet Kaengarr shortly (in-character time), and this will presumably lead to Kaengarr being part of the crew when it's time to depart. We could do some handwaving there about the particulars (or maybe deal with that part in parallel), and as it happens Kaengarr has already done some research regarding potential cargoes.
This message was last edited by the player at 20:04, Sun 13 Sept 2015.
Kheaiftouaw
player, 241 posts
Sun 13 Sep 2015
at 22:50
  • msg #685

Re: Note to GM

Things to do:

- Decide to stick together
- Decide to buy a ship
- Decide on a ship and what to do with it
- Have Kaengarr officially join the party

Now the question is what of this do we want to do IC and what OOC? (Also, I don't think we already have decided on a ship yet, so its kinda hard to fast forward, especially as some information about the ships was requested IC).
Darrel Cromwell
player, 325 posts
Noble (Count)
Retired actor
Mon 14 Sep 2015
at 19:03
  • msg #686

Re: Note to GM

One thing we must be careful about to avoid confusion, for ourselves and the GM...Generally, OOC stuff doesn´t necessarily mean action...it´s more like a discussion...action stuff we have to make happen in the IC threads....I know I´ve been guilty of confusing the 2.

And I agree, let´s not fast forward too fast. ;-)
Samantha Kilgore
player, 167 posts
Pilot and Security expert
With more hidden talents
Tue 15 Sep 2015
at 07:38
  • msg #687

Re: Note to GM

Perhaps should have been clearer - by fast forward to blast off, I meant that would be the next scene IC - not that it had to happen soon?

Otherwise yeah - What Khea said as order of business seems fine. In terms of a ship, Sam has no shares to chip in, so will leave it to you guys to decide.

To confirm - the deal was " 220 shares each plus Cr50,000" for this job having checked the discussion - is that right?

What company are the shares in?
This message was last edited by the player at 07:46, Tue 15 Sept 2015.
StarMaster
GM, 425 posts
Tue 15 Sep 2015
at 21:26
  • msg #688

Re: Note to GM

After all this time, and nobody caught the gaff. She offered to pay you a nickel instead of a dollar!

Seriously, there was a 'failure to communicate' somewhere in that posting sequence. The offer was for 2,000 shares of AcquireCorp stock EACH.

After that mistake, you might want to reconsider Walter as your broker! :-)
Kheaiftouaw
player, 242 posts
Tue 15 Sep 2015
at 21:35
  • msg #689

Re: Note to GM

One question, should I gloss over that Aslan "work" on a 36 hour clock? I don't think it will add that much to the game and will only cause delays/time issues.
Walter Zeller
player, 218 posts
Merchant/Noble
Tue 15 Sep 2015
at 21:44
  • msg #690

Re: Note to GM

StarMaster:
After that mistake, you might want to reconsider Walter as your broker! :-)

Yes, but he did haggle her for another 25,000cr, each ;)

You want to go with a flat rate of 25cr each share or the 25.92 that was posted.
Kaengarr Ruzokh
player, 36 posts
Vargr
Tue 15 Sep 2015
at 21:49
  • msg #691

Re: Note to GM

Kheaiftouaw:
One question, should I gloss over that Aslan "work" on a 36 hour clock? I don't think it will add that much to the game and will only cause delays/time issues.


  I don't have the Aslan book, so how flexible are they when it comes to that cycle? If it can be broken up into smaller periods, that works well enough, and if not then I'm sure that the on-board scheduling can take it into account, so spaceport business is the only time that it might become an issue.
Kheaiftouaw
player, 244 posts
Tue 15 Sep 2015
at 21:55
  • msg #692

Re: Note to GM

In reply to Kaengarr Ruzokh (msg # 691):

There is no special mention that they can break it up and sleep deprivation works like with humans. But I guess one short sleep 8 hour and one 4 hour "nap" later might work.
Just do not get close to her when she just woke up.
StarMaster
GM, 426 posts
Wed 16 Sep 2015
at 01:00
  • msg #693

Re: Note to GM

Go with the 25.92 credits for now. The price could go up or go down.


As for the Aslan 36-hour cycle, I see it more as role-playing opportunities rather than any rules crunching. Humans are pretty adaptable in that respect, anyway, so Aslan can be.
Darrel Cromwell
player, 326 posts
Noble (Count)
Retired actor
Wed 16 Sep 2015
at 01:18
  • msg #694

Re: Note to GM

Walter Zeller:
StarMaster:
After that mistake, you might want to reconsider Walter as your broker! :-)

Yes, but he did haggle her for another 25,000cr, each ;)

You want to go with a flat rate of 25cr each share or the 25.92 that was posted.

Not being a brainaic here.....everyone was basically getting 50Kcr cash and 50Kcr stocks, at the current value, mission time?
Darrel Cromwell
player, 328 posts
Noble (Count)
Retired actor
Wed 16 Sep 2015
at 01:56
  • msg #695

Re: Note to GM

Kheaiftouaw:
In reply to Kaengarr Ruzokh (msg # 691):

There is no special mention that they can break it up and sleep deprivation works like with humans. But I guess one short sleep 8 hour and one 4 hour "nap" later might work.
Just do not get close to her when she just woke up.

After cuddling isn´t an option ;-)
Kaengarr Ruzokh
player, 37 posts
Vargr
Wed 16 Sep 2015
at 02:52
  • msg #696

Re: Note to GM

Kheaiftouaw:
There is no special mention that they can break it up and sleep deprivation works like with humans. But I guess one short sleep 8 hour and one 4 hour "nap" later might work.
Just do not get close to her when she just woke up.


  Kaengarr isn't a prankster and wouldn't know about it anyway, but if I was playing a certain other character of mine she'd surely open her eyes one of those times to find a picture of Grumpy Cat gazing back at her.
Kheaiftouaw
player, 247 posts
Sat 19 Sep 2015
at 19:08
  • msg #697

Re: Note to GM

As a sidenote. I also bought the playtest package.

I don't think that character generation flow chart is helping...
Kheaiftouaw
player, 250 posts
Sun 20 Sep 2015
at 22:33
  • msg #698

Re: Note to GM

Considering my question about the "what we want to be" in the ship thread, is everyone comfortable with sharing the characters motivation OOC or does someone want to keep it secret as a surprise (or be surprised by it)?
StarMaster
GM, 430 posts
Sun 20 Sep 2015
at 23:35
  • msg #699

Re: Note to GM

Just in case some of you aren't sure about your character's personal motivation, here's a list of some possibilities:

adventure
altruistic (make the universe a better place, set an example, etc.)
because it was there
bucket list (things you want to do before you die)
curiosity
exploration
fame
fame-and-fortune
footloose (you basically can do whatever you want, whenever you want)
glory
god-glory-and-empire
greed
“it seemed like a good idea at the time”
mercenary
on the run
other (trying to get away from the voices in your head, etc.)
personal agendas (recover a lost family heirloom, quest for enlightenment, etc.)
religion
starting over
travel (see all the fantastic sights)
vengeance
wanderer


Note that you can have more than one motivation, and that your motivation can always change as the game progresses.

Also, this isn't a requirement; it's just something to consider.
Darrel Cromwell
player, 332 posts
Noble (Count)
Retired actor
Sun 20 Sep 2015
at 23:42
  • msg #700

Re: Note to GM

In reply to Kheaiftouaw (msg # 698):

Another good point, but, at least as it concerns me, what I put out in OOC is basically geared towards the how and why I´m working with the group, to the certain point that if I do have some sort of personal agenda, as it applies to the group.

Then again, I might have some completely different "in-game" stuff going on also. The main point being, when I discuss things OOC as a group, I´m kinda covering it as a player....not so much IC....

Example: As a player, I see our best interests would be met with doing action A, and I mention that in OOC.

Then, as my character, I need to accomplish action B, which might affect action A, but, in IC, I press for action B...

Anyways, having confused myself, I think that makes sense.
Walter Zeller
player, 223 posts
Merchant/Noble
Mon 21 Sep 2015
at 03:32
  • msg #701

Re: Note to GM

For Walter, it is more like a bucket list/starting over. Between working for the merchants/nobles, he had been making money for others, now it was time for him to make it on his own. (And enough of it to go up another title or two)
Kaengarr Ruzokh
player, 52 posts
Vargr
Wed 23 Sep 2015
at 14:36
  • msg #702

Re: Note to GM

  Since it is (or was) relevant to this game, swimming is covered by the Athletics skill in the 2E draft.
StarMaster
GM, 441 posts
Wed 23 Sep 2015
at 18:00
  • msg #703

Re: Note to GM

Yep. That was the default option for it, but the game seemed to go out of its way NOT to mention swimming, which is odd considering how many water worlds there are.

I chose not to do that because Swimming had its own specialties. I wasn't quite prepared for a specialty to have its own specialties, which is what would happen if Swimming was under Athletics. On the other hand, I can see Athletics (Running/Marathon), so I guess Swimming isn't that far different.
Kaengarr Ruzokh
player, 57 posts
Vargr
Wed 23 Sep 2015
at 18:12
  • msg #704

Re: Note to GM

  I don't think the ruleset considers the distinctions with swimming are big enough to warrant specializations by themselves, so they're effectively folded into the athletics specializations (strength, agility, endurance, etc).
Walter Zeller
player, 241 posts
Merchant/Noble
Thu 1 Oct 2015
at 16:53
  • msg #705

Re: Note to GM

Alright, I will bite, what is a Darrian-built trader? Any stats?
Kaengarr Ruzokh
player, 69 posts
Vargr
Thu 1 Oct 2015
at 17:09
  • msg #706

Re: Note to GM

  I was asking about that too - apparently Darrian ships are high-tech compared to regular ones.
Orvallon
player, 5 posts
Aslan Marine
Thu 1 Oct 2015
at 20:39
  • msg #707

Re: Note to GM

I don't claim to know what the GM has in mind, but in the Darrian book there is a TL 13 400 ton "Nalumb" class Far Trader meant for trade outside Darrian space.

It has Jump 3 capability, 6 staterooms, and carries 125.5 tons of cargo. The stock version is unarmed, though it has light armor and hardened electronics. Very nice computer, a Mod 4 bis fib.
Darrel Cromwell
player, 363 posts
Noble (Count)
Retired actor
Thu 1 Oct 2015
at 22:46
  • msg #708

Darrian-built trader

Walter Zeller:
Alright, I will bite, what is a Darrian-built trader? Any stats?

Hhhmmm, I have some information on the ship, however, this is one of those instances where the IC game needs to catch up to the OOC...
Kheaiftouaw
player, 267 posts
Thu 1 Oct 2015
at 23:14
  • msg #709

Darrian-built trader

I just looked up where Darrian space is and wow this ship is far from home, especially that with Jump-3 it had to take the long way around through the whole Imperium.
Whats next, K'Kree ships?
This message was last edited by the player at 23:42, Thu 01 Oct 2015.
Darrel Cromwell
player, 365 posts
Noble (Count)
Retired actor
Thu 1 Oct 2015
at 23:30
  • msg #710

Darrian-built trader

In reply to Kheaiftouaw (msg # 709):

About </>2+ years if you have a good tailwind and don't waste time. 250+ Parsecs, give or take.Rough numbers.
Kheaiftouaw
player, 269 posts
Thu 1 Oct 2015
at 23:36
  • msg #711

Darrian-built trader

In reply to Darrel Cromwell (msg # 710):

268 according to the traveller map. 1.7 years in jump space with J-3 + whatever else the crew did.
This message was last edited by the player at 23:37, Thu 01 Oct 2015.
Samantha Kilgore
player, 181 posts
Pilot and Security expert
With more hidden talents
Fri 2 Oct 2015
at 09:04
  • msg #712

Darrian-built trader

Hmmm A blue comms spec female alien and a fancy space ship.... Mass Effect 2 anyone? &#128521;
Darrel Cromwell
player, 368 posts
Noble (Count)
Retired actor
Fri 2 Oct 2015
at 12:17
  • msg #713

Darrian-built trader

I wonder if there's an "adult" ending...fade to black. ;-)
StarMaster
GM, 463 posts
Sat 3 Oct 2015
at 00:52
  • msg #714

New Player

I usually wait until a new player has his character fully (or at least mostly) generated before I announce his presence. This is because I've had a number of players in my games request to join and then just vanish.

Anyway, welcome to Pablo Esteban Ryzov, a Carillian Marine... retired?
This message was last edited by the GM at 09:01, Sun 04 Oct 2015.
Darrel Cromwell
player, 369 posts
Noble (Count)
Retired actor
Sat 3 Oct 2015
at 02:15
  • msg #715

New Player

Welcome to the game...your name is a bit... Pablo Esteban Ryzov, unorthodox.

Anyways, rock and roll.
This message was last edited by the GM at 09:02, Sun 04 Oct 2015.
Pablo Esteban Ryzov
player, 8 posts
Alliance Marine
Sat 3 Oct 2015
at 15:02
  • msg #716

New Player

Thank you for the kind welcomes, still working on the character, hopefully will get the rest knocked out today or at least by Monday. I'm looking forward to joining this rather eclectic band!

Speaking of which, if anyone is open to connections, let me know.
Kaengarr Ruzokh
player, 74 posts
Vargr
Sat 3 Oct 2015
at 15:57
  • msg #717

New Player

  What's his outline so far re: terms, careers, locations, etc?
Pablo Esteban Ryzov
player, 10 posts
Alliance Marine
Sat 3 Oct 2015
at 16:16
  • msg #718

New Player

In reply to Kaengarr Ruzokh (msg # 717):

Pablo started out as a star marine for the Carillian Assembly, that little minor power that runs part of the Drexilthar subsector and surrounds. His first two terms were spent pretty much fighting somebody, with two wartime events in a row. His third term took a turn for the worse, and he was offered a black ops mission (a disaster, not mishap, oddly enough,) and while I haven't decided whether or not he took the mission (and the resultant enemy) or blew it off, his promotion roll still kicked him out of the corps.

Pondering right now where he went after the marines cut him loose. Any thoughts or suggestions would be welcomed.
Kaengarr Ruzokh
player, 75 posts
Vargr
Sat 3 Oct 2015
at 17:59
  • msg #719

New Player

  Settling into civilian life and/or taking off on his own (explorer/scout) are both natural followups, but I suppose it depends on whether he still likes the military life, just not the specific jobs he was being given. Transferring to the navy (maybe he's better at running ships than fighting for them) can make for a good rationale for it.
Kheaiftouaw
player, 270 posts
Sun 4 Oct 2015
at 00:49
  • msg #720

New Player

Hello, welcome to the team.

Were you by chance Orvallon at some point?
Pablo Esteban Ryzov
player, 11 posts
Alliance Marine
Sun 4 Oct 2015
at 02:54
  • msg #721

Re: New Player

Kheaiftouaw:
Hello, welcome to the team.

Were you by chance Orvallon at some point?


Yes, I was/am Orvallon, and thank you.
Kheaiftouaw
player, 272 posts
Sun 4 Oct 2015
at 16:51
  • msg #722

Re: New Player

In reply to Pablo Esteban Ryzov (msg # 721):

Ok.
I feared that I now have to babysit an male Aslan ;-)
Pablo Esteban Ryzov
player, 16 posts
Alliance Marine
Sun 4 Oct 2015
at 17:42
  • msg #723

Re: New Player

In reply to Kheaiftouaw (msg # 722):

I really considered making an Aslan, because I had one in a campaign of MegaTraveller many years ago that I ran, and it made for some fun roleplay. But the MongTrav Aslan book, at first look, seemed to almost mandate that a male Aslan bring his family along, or be a ihatei and thus be with a group of other young Aslan males. I could have got around it, having read some more, but Pablo is nearing the end of an amusingly checkered career, so I'll save my Aslan idea for another opportunity.
Kheaiftouaw
player, 273 posts
Sun 4 Oct 2015
at 20:28
  • msg #724

Re: New Player

In reply to Pablo Esteban Ryzov (msg # 723):

From my understanding Aslan would have no problem leaving the family behind. The female is there to handle the territory the male is won and once he has sired a son there is no real reason to stay near his family instead of doing what he can do best (fighting).
This of course works best for Aslan with a higher Soc and territory which in my opinion is very hard to get in MongTrav thanks to the unique way Soc is rolled. I did create 20 Aslan characters for fun and none of them had a Soc greater than 5.

Now with a K'Kree you practically would have an entire family as player character.
Kaengarr Ruzokh
player, 76 posts
Vargr
Sun 4 Oct 2015
at 20:40
  • msg #725

Re: New Player

  It sounds as though you WANT them to change over to an Aslan... ;)
Kheaiftouaw
player, 274 posts
Sun 4 Oct 2015
at 21:19
  • msg #726

Re: New Player

In reply to Kaengarr Ruzokh (msg # 725):

Just explaining my perspective on them.
Vonon Ronkunu
player, 158 posts
Vargr and Spacer
ex-Patrol Commander
Mon 5 Oct 2015
at 11:46
  • msg #727

Re: New Player

In reply to Kheaiftouaw (msg # 726):

The Carrillian Assembly was once a Representative Democracy, but, after over a decade of political unrest, there was a coup attempt not too long ago, in IY 1103. While the revolt failed, many of the Heads of State were killed.  For a short time an Admiral of the Assembly Peacekeeper Fleet was in charge, but only until the proper constitutional replacement for the former President was determined; and that was the Chief Justice of the Supreme Court, High Justice Daldreem. Everyone expected that now-President Daldreem would act swiftly to re-institute the Democratic forms that had been suspended during the emergency...

President Daldreem is a fascinating orator who energizes any audience he speaks to. He has instituted policies that have reassured the general populace that the kinds of threats to general stability, such as those caused by militant-anarchist rebels during the recent Crisis, will not happen again. He vows safety, security and increased prosperity for all. And to combat the continuing threat from anarchist elements within the Assembly, he has doubled the size of the Peacekeeper Forces, and, temporarily, of course, extended the Presidential Emergency Powers, "just until the Crisis is over".

President Daldreem is, of course, in reality a Charismatic Dictator who holds the confidence of the Assembly general public through personal charm, massive Propaganda, and the liberal use of Peacekeeper Marines -- that would have been you, Pablo! -- as well as Aslan Mercenaries, to quickly squash any dissention. To date, all such "squashing" has been small scale actions. He's even suspended the Assembly Senate, "for the safety of the Senators". What a nice guy!

Only on Planet Illdrissar has there been anything like open revolt on a planetary scale.  The planet was quickly quarantined and Peacekeeper forces reinforced. Only the starport and a few large cities are in Peacekeeper hands, while the rest of the planet is considered "rebel territory", subject to military actions at any time.

So, Pablo, you said your guy is a former Peacekeeper Marine who's seen combat in the past few years...?
Pablo Esteban Ryzov
player, 19 posts
Alliance Marine
Mon 5 Oct 2015
at 12:37
  • msg #728

Re: New Player

Pablo had two terms of warfare followed by a black ops stint while in the Assembly Marines, but that was twelve years ago. Since then he's spent eight years as a mercenary gunner on a private warship, then four years enjoying the hospitality of the Assembly as a prison inmate. The whole mess that got him imprisoned could very well have been part of the Crisis. Maybe the ship's sponsors were on the wrong side of the thing, and when a letter of marque is revoked, privateers suddenly are an awful lot like pirates...
Vonon Ronkunu
player, 160 posts
Vargr and Spacer
ex-Patrol Commander
Mon 5 Oct 2015
at 19:37
  • msg #729

Re: New Player

In reply to Pablo Esteban Ryzov (msg # 728):

Yep, 12 years ago would have been pre-Daldreem.  You might possibly have left the Marines either just before or just after The Crisis -- which was a Military Coup attempt.

Not saying you were involved, of course ^_^
Sharik Kaagira
player, 185 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 6 Oct 2015
at 10:34
  • msg #730

Re: New Player

Kaengarr Ruzokh:
  It sounds as though you WANT them to change over to an Aslan... ;)

I think that she only wants them to do that, if Pablo has a super high SOC!  Another noble in the group... we should have made that a prereq...:D
Kheaiftouaw
player, 275 posts
Tue 6 Oct 2015
at 19:00
  • msg #731

Re: New Player

In reply to Sharik Kaagira (msg # 730):

Oh good. A aloof Aslan even more detached from everything that isn't fighting and hunting. The joy ;)

But seriously, getting high Soc on an Aslan is super hard. Even if you manage to roll average on all 5 dice you need to determine Soc you end up with a score of 4.
This message was last edited by the player at 19:01, Tue 06 Oct 2015.
Kaengarr Ruzokh
player, 81 posts
Vargr
Tue 6 Oct 2015
at 19:18
  • msg #732

Re: New Player

  Do they have any way to increase it during chargen? I don't know whether this applies to Vonon since he presumably went through the Imperial version of things, but for cultural Vargr you start out on the low end (1d6+2) and the Vargr careers have a large number of +Charisma results in the various charts and tables to raise it as someone gains prestige (or in some cases, lower it when things go wrong).

  Aslan also have that Territory stat but I have no idea how it works.
Kheaiftouaw
player, 276 posts
Tue 6 Oct 2015
at 21:37
  • msg #733

Re: New Player

In reply to Kaengarr Ruzokh (msg # 732):

There are some Soc increases here and there from events and rewards, but not many.

Territory can be used instead of Soc and actually trumps Soc (meaning Territory 1 beats Soc 15, but with in game repercussions), but is a male only stat and even harder to raise than Soc (more of a "raise it during game" stat).
This message was last edited by the player at 21:39, Tue 06 Oct 2015.
Pablo Esteban Ryzov
player, 28 posts
Alliance Marine
Thu 8 Oct 2015
at 01:04
  • msg #734

Pirate Rewards/Bounties

Pablo isn't really in a place right now to get involved in the general discussion, but it did occur to me that given the Carillan Assembly's stance on law and order under the Maximum Leader, it may be that the Assembly government offers bounties on pirates and a bit of prize money for pirate ships.

If so, that might be another avenue of revenue to look into, should we be lucky enough to get our hands on either pirates or their ride. And we wouldn't have to bother Ceruleanne or the patron company about the matter at all.
Kaengarr Ruzokh
player, 84 posts
Vargr
Thu 8 Oct 2015
at 02:41
  • msg #735

Pirate Rewards/Bounties

  Is Beowulf part of that territory?
Pablo Esteban Ryzov
player, 29 posts
Alliance Marine
Thu 8 Oct 2015
at 03:19
  • msg #736

Re: Pirate Rewards/Bounties

Kaengarr Ruzokh:
  Is Beowulf part of that territory?

 Sadly no. Good catch. Grendal is an Imperial Client State, not part of the Assembly at all. Even so, their might well be local bounties and prize money as possibilities. Or not, of course.
Sharik Kaagira
player, 186 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 8 Oct 2015
at 15:30
  • msg #737

Re: Pirate Rewards/Bounties

Samantha Kilgore:
ooc
Is in system communication generally considered to be instantaneous, or at least close enough in game turns? Or can it take hour for messages to be sent and received?

Traveller canon has EM-based communications (such as radio) limited to the speed of light.  So, it would take communications ~8 minutes to travel an AU and in theory there should be a lag between communications based on interplanetary distances.

Interstellar communications are done via messages carried by ship (which is why the IISS xBoat network exists - a bit of 'Age of Sail' communications-wise, in the Far Future).  J-space is the only way that sophonts in the base Traveller Universe have been able to circumvent the speed of light limit.  And as far as I know, I don't believe that unmanned probes have been successful in navigating J-space...

Of course, StarMaster may rule on any of this differently.
Kheaiftouaw
player, 281 posts
Thu 8 Oct 2015
at 22:50
  • msg #738

Re: Pirate Rewards/Bounties

I hope I won't derail the adventure too much, but Khea is an Aslan after all with only a limited amount of Tolerance (1 rank to be exact ;) ).
If you rather want to go on with the mission just say it and I will cut it short.
Darrel Cromwell
player, 370 posts
Noble (Count)
Retired actor
Thu 8 Oct 2015
at 23:32
  • msg #739

RL

Sorry been slow in posting , RL is kicking my butt...will be posting shortly.
Kaengarr Ruzokh
player, 88 posts
Vargr
Thu 8 Oct 2015
at 23:32
  • msg #740

Re: Pirate Rewards/Bounties

  Okay, I'll bite (har-har): what is Tolerance and what does rank 1 of it mean? (I don't have the Aslan book so I have no idea what all of these Aslan mechanics are about!)
Walter Zeller
player, 246 posts
Merchant/Noble
Fri 9 Oct 2015
at 00:48
  • msg #741

Re: Pirate Rewards/Bounties

Question there StarMaster, The System Defense Boat is jump capable? Asking as the SDB that I am use to is just a big power plant, fast maneuver drives and lots of weapons.
Darrel Cromwell
player, 372 posts
Noble (Count)
Retired actor
Fri 9 Oct 2015
at 01:47
  • msg #742

Some thoughts

Following the IC stuff...Hoping to make sure my words and meaning are understood (?).

No-one likes to be compelled to certain courses of action, be it following a certain path through the woods, talking to a specific person or visiting/finding a "key".

However, for an adventure/mission/campaign to have some sort of orderly structure... sometimes...there must a script, otherwise, how does one actually accomplish anything?, Understand?

My point, my last IC posting, we all know the OOC idea, the rescue of a mining ship....character wise, well, amongst ourselves there might be debate...based on our own individual bias....

Anyways, not really sure why I starting writing this, only that...as a player, it should be understood that sometimes, the group supersedes the individual...trust me, I know.

Lastly, rough week and the old brainic is worn out, lesser and finally recharging...

If any of this came off wrong, realize that wasn´t my intention, nor was it thought out that way....keep in mind, when I write this stuff, it is always with the best of ideas/intentions...so, my point being...take what I said and implement the best of it.

Or not.

Rock and Roll
Walter Zeller
player, 247 posts
Merchant/Noble
Fri 9 Oct 2015
at 02:03
  • msg #743

Re: Pirate Rewards/Bounties

Kaengarr Ruzokh:
  Okay, I'll bite (har-har): what is Tolerance and what does rank 1 of it mean? (I don't have the Aslan book so I have no idea what all of these Aslan mechanics are about!)

Me thinks that it was a play on words, using Tolerance as a (non-existent) skill.
Kaengarr Ruzokh
player, 89 posts
Gvegh Vargr
Fri 9 Oct 2015
at 02:19
  • msg #744

Re: Pirate Rewards/Bounties

  Okay, but that's not obvious when races tend to have their own weird mechanics/skills. ;)
StarMaster
GM, 471 posts
Fri 9 Oct 2015
at 02:28
  • msg #745

Re: Pirate Rewards/Bounties

Tolerance is an Aslan skill; it's their ability to put up with idiots and morons, which is pretty much most non-Aslan. The book has this definition;

Tolerance: The individual is accustomed to dealing with non-Aslan and has learned to ignore lapses in propriety on the part of such persons. It should also be used to help determine the degree to which an Aslan is capable of getting along with others outside of the family, pride, clan and race. An Aslan without Tolerance is unlikely to be found in the company of non-Aslan.

In any Aslan’s dealings with others, Tolerance offsets the negative modifiers called for under the reaction rules.


Remember, though, that a rank of 1 is a significant level in Traveller. Khea's only going to have a problem with gross insults and stupidity. The ordinary stuff shouldn't bother her, any more than the misbehaving of a kit would.
Walter Zeller
player, 248 posts
Merchant/Noble
Fri 9 Oct 2015
at 04:51
  • msg #746

Re: Pirate Rewards/Bounties

Something that did not exist in Megatraveller. I stand corrected.
StarMaster
GM, 475 posts
Fri 9 Oct 2015
at 05:24
  • msg #747

Re: Pirate Rewards/Bounties

Deck plans for the Long Shot are in the Game Map now, so that should answer Walter's question about the SDB. It has the Jump Shuttle with it.
Walter Zeller
player, 249 posts
Merchant/Noble
Fri 9 Oct 2015
at 05:50
  • msg #748

Re: Pirate Rewards/Bounties

With the jump shuttle added, its price just went up quite a bit, even with the modifications.
Kaengarr Ruzokh
player, 91 posts
Gvegh Vargr
Fri 9 Oct 2015
at 08:54
  • msg #749

Re: Pirate Rewards/Bounties

  Jump shuttle?

  Also, the deck plans show turret bay entries - does it actually have turrets installed?
Kheaiftouaw
player, 283 posts
Fri 9 Oct 2015
at 17:18
  • msg #750

Re: Pirate Rewards/Bounties

I second Kaengarr's question about the Jump Shuttle.

I wasn't aware this existed and wouldn't that basically be a Type-S scout or something like that?

Just for clarification, what is your definition of System Defense Boat? I just ask because I thought SDBs are not capable of jumping. Or is that a retrofit when it was converted to a miner?
Walter Zeller
player, 250 posts
Merchant/Noble
Fri 9 Oct 2015
at 17:58
  • msg #751

Re: Pirate Rewards/Bounties

A jump shuttle allows System Defense boats to be moved to other systems. Normally they are found on the planets, gas giant, moons, asteroid belt, etc in order to protect the system. A SDB is mostly Maneuver drives, power plant, armor, and bristling with weapons. Since they do not use jump drives and space for the jump fuel, they have more space for other items. The shuttle is mostly a large jump drive in order to move the SDB. (I think the shuttle by itself is jump 3 but when you add the SBD, it becomes jump 1)
Kheaiftouaw
player, 285 posts
Fri 9 Oct 2015
at 18:03
  • msg #752

Re: Pirate Rewards/Bounties

Thanks for the clarification.
But the map shows that the ship has a Jump Drive on its own. I think we need some more clarification on this.
This message was last edited by the player at 18:03, Fri 09 Oct 2015.
Walter Zeller
player, 251 posts
Merchant/Noble
Fri 9 Oct 2015
at 18:33
  • msg #753

Re: Pirate Rewards/Bounties

That is where the shuttle was attached. Section 22 is where the controls are for the shuttle. If you look at the triangles by section 21 and the hatch, that is where the shuttle is connected.  I am guessing that they took the maneuver drives out from the SDB and just use the ones on the jump shuttle since it does not need to move at high speed.

Looking at the plans, there are entry points at 6 and 22. Maybe 14, 36, and 37.
Kaengarr Ruzokh
player, 92 posts
Gvegh Vargr
Fri 9 Oct 2015
at 18:37
  • msg #754

Re: Pirate Rewards/Bounties

  15 and 34 might also represent entry points depending on whether the thing still has turrets. I'd guess not, but we didn't get an answer to that yet!

  I think the the thing has a proper jump drive now due to the refit. It didn't when it was still acting as a military vessel.
Walter Zeller
player, 252 posts
Merchant/Noble
Fri 9 Oct 2015
at 18:51
  • msg #755

Re: Pirate Rewards/Bounties

Looking over it some more, the drone hatches but only if we know that they are human sized (in a vac suit)
Kheaiftouaw
player, 286 posts
Fri 9 Oct 2015
at 19:15
  • msg #756

Re: Pirate Rewards/Bounties

As they are still trying to breach the bridge code getting in at 6 would rather be dangerous as we will run into opposition there.
Getting through the mining drone hatches at 30 would likely vent the whole ship as I doubt we can rig them to cycle somehow even if a person can fit through it.

The launch or lower hatch is likely the safest point of entry. Also, assuming the ship was actively mining the time it got boarded and that the hijackers could not crack the code yet the cargo bay might still be open to allow the drones to deliver ore into the ship.
Also, instead of breeching the mining ship and possibly lower its value, we can breech the ship the hijackers came in with extreme prejudice and then switch to the mining ship the same way they did. That assumes that they did dock instead of Eva onto it.
Also, as the hijackers have full control over their own ship we will likely run into more active alarms and other nastiness than on the command less mining ship.
StarMaster
GM, 477 posts
Fri 9 Oct 2015
at 20:08
  • msg #757

Re: Pirate Rewards/Bounties

The Long Shot is capable of J-3 and T-3. Although you can't find any data on the refit, other than it was done, the visual evidence of the deck plans would indicate that the SDB power plant and engines as well as the J-shuttle's were pulled and sold to buy a single bigger system for the combined ship.

There are two turrets, with weapons. The missile launchers of the SDB were removed, probably when it was decommissioned, and the missile bays were converted to cargo bays.
Samantha Kilgore
player, 186 posts
Pilot and Security expert
With more hidden talents
Fri 9 Oct 2015
at 20:11
  • msg #758

Re: Pirate Rewards/Bounties

All good thoughts, but they may have people on their ship still - we don't know how many there are. Also cutting off there escape route makes them cornered - and a harder fight.
Kaengarr Ruzokh
player, 93 posts
Gvegh Vargr
Fri 9 Oct 2015
at 21:58
  • msg #759

Re: Pirate Rewards/Bounties

  Both the main and the aux bridge are likely to be defended, but if they have their own ship then they'll see us coming and know where we're headed regardless, so we aren't going to get on there undetected, in which case it depends partly on what sort of ship they used - an unarmed launch/transport/etc vs something with armaments, and we won't know until we get there.

  So... improvise on site.
Pablo Esteban Ryzov
player, 31 posts
Alliance Marine
Fri 9 Oct 2015
at 22:43
  • msg #760

Re: Pirate Rewards/Bounties

It seems reasonable that Pablo is going to be something of a junior partner on this run, but his desire would be to go directly at the hijackers, removing them with all necessary force. The hostages are the main priority, but to his mind dead or disabled pirates are not a threat to hostages or the team.

He'd prefer going after the pirate's ride, as a first step towards controlling the situation.
Darrel Cromwell
player, 374 posts
Noble (Count)
Retired actor
Sat 10 Oct 2015
at 00:55
  • msg #761

Re: Pirate Rewards/Bounties

Pablo Esteban Ryzov:
He'd prefer going after the pirate's ride, as a first step towards controlling the situation.


Makes sense, however, it also makes sense if we were to have a better idea of who the hijackers were and how the situation came about...this can best be figured in IC.
Pablo Esteban Ryzov
player, 32 posts
Former Marine
Gun for hire
Sat 10 Oct 2015
at 15:10
  • msg #762

Re: Pirate Rewards/Bounties

As I work on finalizing Pablo's gear list, does anybody know what missiles for the wrist mounted warhead launcher cost? And can you use different sorts of payload rather than the Super AP one?
Kheaiftouaw
player, 287 posts
Sat 10 Oct 2015
at 16:44
  • msg #763

Re: Pirate Rewards/Bounties

In reply to Pablo Esteban Ryzov (msg # 762):

They do indeed seem missing so Starmaster has to decide how much a missile costs (for 7d6 damage it likely won't be all that cheap).
Pablo Esteban Ryzov
player, 33 posts
Former Marine
Gun for hire
Sat 10 Oct 2015
at 17:05
  • msg #764

Re: Pirate Rewards/Bounties

Kheaiftouaw:
In reply to Pablo Esteban Ryzov (msg # 762):

They do indeed seem missing so Starmaster has to decide how much a missile costs (for 7d6 damage it likely won't be all that cheap).


Indeed, cheap missiles for such a handy toy would be asking a lot.
Kheaiftouaw
player, 288 posts
Sat 10 Oct 2015
at 17:38
  • msg #765

Re: Pirate Rewards/Bounties

I am actually rather surprised that they do so much damage after being described as micromissiles.
Just 2d less than a larger, several kilo heavy missile (granted they also don't have a blast radius, but it is still a lot of damage).
Pablo Esteban Ryzov
player, 34 posts
Former Marine
Gun for hire
Sat 10 Oct 2015
at 17:42
  • msg #766

Re: Pirate Rewards/Bounties

Kheaiftouaw:
I am actually rather surprised that they do so much damage after being described as micromissiles.
Just 2d less than a larger, several kilo heavy missile (granted they also don't have a blast radius, but it is still a lot of damage).


In honesty. I've seen GMs throw the things out entirely, because of their power and ease of use. If that is the boss's decision, I won't whine about it. (Much :) )
Sienna Reichart
player, 10 posts
Sat 10 Oct 2015
at 17:45
  • msg #767

Re: Pirate Rewards/Bounties

Well, heavier missiles aren't necessarily that much more powerful. With a larger blast, and a longer range, they would require a larger fuel store which adds significant weight. The larger blast would indicate a less concentrated warhead than the micro missile would have.
Kaengarr Ruzokh
player, 96 posts
Gvegh Vargr
Sat 10 Oct 2015
at 18:41
  • msg #768

Re: Pirate Rewards/Bounties

  Wrist-mounted rocket launcher? What tech level would something like that be?
Pablo Esteban Ryzov
player, 35 posts
Former Marine
Gun for hire
Sat 10 Oct 2015
at 18:48
  • msg #769

Re: Pirate Rewards/Bounties

Kaengarr Ruzokh:
  Wrist-mounted rocket launcher? What tech level would something like that be?


TL 12...It's a four shot launcher that does 7d6 with AP 14
Sharik Kaagira
player, 188 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 10 Oct 2015
at 19:06
  • msg #770

Re: Pirate Rewards/Bounties

Well... HEAP RAM grenades appear to cost 450 Cr (x3 the 150 for 'standard' HEAP grenades) a pop and do 6d6 AP (CSC p.114) ...  It could make that 4-shot wrist missile launcher (CSC pp.118-9) pretty expensive to load...
Walter Zeller
player, 253 posts
Merchant/Noble
Sat 10 Oct 2015
at 19:38
  • msg #771

Re: Pirate Rewards/Bounties

Remind me to stand far away when you are using them as I think they would kill Walter in one shot.
Kaengarr Ruzokh
player, 97 posts
Gvegh Vargr
Sat 10 Oct 2015
at 19:54
  • msg #772

Re: Pirate Rewards/Bounties

  I don't think they'd make a good weapon for boarding purposes anyway. We're supposed to regain the ship, not wreck it beyond repair. ;)
Pablo Esteban Ryzov
player, 36 posts
Former Marine
Gun for hire
Sat 10 Oct 2015
at 20:10
  • msg #773

Re: Pirate Rewards/Bounties

Sharik Kaagira:
Well... HEAP RAM grenades appear to cost 450 Cr (x3 the 150 for 'standard' HEAP grenades) a pop and do 6d6 AP (CSC p.114) ...  It could make that 4-shot wrist missile launcher (CSC pp.118-9) pretty expensive to load...


I would expect that the cost per missile for the wrist launcher would be around 500 or so. The TL 12 single use Plasma LAW is a much more capable weapon, and costs 800.
StarMaster
GM, 485 posts
Sat 10 Oct 2015
at 22:05
  • msg #774

Re: Pirate Rewards/Bounties

See Central Supply thread.

Micro-missiles are essentially anti-personnel weapons, designed for use against a single target. The larger mini-missiles are area-effect weapons, and will affect anyone that's in the area of effect.
Darrel Cromwell
player, 376 posts
Noble (Count)
Retired actor
Sun 11 Oct 2015
at 02:01
  • msg #775

Re: Pirate Rewards/Bounties

And I thought I was high tech....micro, wrist launched missiles....Bobha Fett stuff, I like it.
Pablo Esteban Ryzov
player, 37 posts
Former Marine
Gun for hire
Sun 11 Oct 2015
at 04:13
  • msg #776

Re: Pirate Rewards/Bounties

Since matters are starting to shift forward on the mission, would it be acceptable to sort of gloss over Pablo's intro to the group? I don't want to either be left behind, or worse, be the anchor slowing down the action.
StarMaster
GM, 489 posts
Sun 11 Oct 2015
at 04:16
  • msg #777

Re: Pirate Rewards/Bounties

Yes, Vonon will have introduced you to the group and recommended adding Pablo to the 'assault squad' on the ship. Vonon's been a bit busy lately in RL.
Darrel Cromwell
player, 378 posts
Noble (Count)
Retired actor
Sun 11 Oct 2015
at 04:24
  • msg #778

Re: Pirate Rewards/Bounties

In reply to Pablo Esteban Ryzov (msg # 776):

No worries, your intro already happened based on an established group member´s recommendation. Welcome to the group...Don´t frack anything up, be a team player and be smart...anything beyond that is a group plus.

Rock and Roll...Note, when I say Rock and Roll, that means being the best and coolest thing ever imagined by mankind...and doing so.

Therefore, Rock and Roll. ;-)

Cheers.
Kheaiftouaw
player, 290 posts
Sun 11 Oct 2015
at 13:50
  • msg #779

Re: Pirate Rewards/Bounties

Am I right to assume that I am the only one who does not have a Vacc Suit yet?
Kaengarr Ruzokh
player, 98 posts
Gvegh Vargr
Sun 11 Oct 2015
at 19:51
  • msg #780

Re: Pirate Rewards/Bounties

  It sounds like Walter didn't have one until now either.

  You can probably get one while riding along with Darrel, who seems to have more resources than the rest of us, and if that fails, Ceruleanne can probably arrange something on our behalf (since we need it to get the job done).

  Kaengarr would also be willing to help out if asked; he has just enough credits left to get someone a basic (TL8) suit, or to cover most of the cost of a better (TL12) one.
This message was last edited by the player at 21:06, Sun 11 Oct 2015.
Kheaiftouaw
player, 291 posts
Sun 11 Oct 2015
at 22:08
  • msg #781

Re: Pirate Rewards/Bounties

I have to look at how much reward we were given. Aslan Suya’uiyekh vacc suits are expensive (8k) and getting one here will be problematic, especially with tail adaption.

If Starmaster permits it might be possible to use a Vargr vacc suit. After all they too have tails and Aslan (at least the females) do not have a much different body shape than Vargr and Humaniti except for only having 3 fingers. It would be uncomfortable and would call for additional penalties (No skill) but I think it should be doable for a short time.
This message was last edited by the player at 22:14, Sun 11 Oct 2015.
Kaengarr Ruzokh
player, 99 posts
Gvegh Vargr
Sun 11 Oct 2015
at 22:17
  • msg #782

Re: Pirate Rewards/Bounties

  The main challenge with using a Vargr one would be the size difference. Aslan are quite a bit bigger than humans, while Vargr are smaller. The Urzaeng subspecies is the exception - if there happens to be a suit designed for one of them available, it would be about the right size for a female Aslan.

  It's possible that Kaengarr would know where to look if someone asks him. Cough cough. ;)
Pablo Esteban Ryzov
player, 39 posts
Former Marine
Gun for hire
Sun 11 Oct 2015
at 22:21
  • msg #783

Re: Pirate Rewards/Bounties

For what it is worth, the Carillan Assembly employs significant numbers of ihatei as mercenaries. If the ihatei have reached Carill, they are probably at least a minor presence elsewhere in the subsector.  So Aslan suits, while not necessarily in every chandler's display window, should be available.
Kheaiftouaw
player, 292 posts
Sun 11 Oct 2015
at 22:22
  • msg #784

Re: Pirate Rewards/Bounties

Yes, that might be a problem. Khea isn't all that large, "just" 1.96m but still much larger than a Vargr.
Thanks for catching that.
How much did we get as reward after the job? Just the stock?
This message was last edited by the player at 22:27, Sun 11 Oct 2015.
Walter Zeller
player, 255 posts
Merchant/Noble
Mon 12 Oct 2015
at 01:12
  • msg #785

Re: Pirate Rewards/Bounties

50 Kcr and 50 Kcr in stock each was the payoff.
StarMaster
GM, 494 posts
Mon 12 Oct 2015
at 01:17
  • msg #786

Re: Pirate Rewards/Bounties

Khea can get an Aslan vacc suit at the same place she got the Aslan weapons.
Kheaiftouaw
player, 293 posts
Mon 12 Oct 2015
at 01:23
  • msg #787

Re: Pirate Rewards/Bounties

Thanks.

Stats:
Suya’uiyekh (Aslan Vacc Suit, TL9) Prot 8 Vacc Suit 0 8,000 Cr. 26 Kg

x1.025 for the tail adaption so 8,200 credits.
Kaengarr Ruzokh
player, 100 posts
Gvegh Vargr
Mon 12 Oct 2015
at 01:45
  • msg #788

Re: Pirate Rewards/Bounties

  Wouldn't it already have tail accommodation if it's an Aslan design?
Kheaiftouaw
player, 294 posts
Mon 12 Oct 2015
at 01:49
  • msg #789

Re: Pirate Rewards/Bounties

Many Aslan do have vestigial tails. Aslans who have a full one, like Khea, need to pay extra for their armor.
Kaengarr Ruzokh
player, 101 posts
Gvegh Vargr
Mon 12 Oct 2015
at 02:31
  • msg #790

Re: Pirate Rewards/Bounties

  Okay, that's something else I didn't know about Aslan. Does it have a gameplay effect or is it essentially cosmetic?
Kheaiftouaw
player, 295 posts
Mon 12 Oct 2015
at 10:20
  • msg #791

Re: Pirate Rewards/Bounties

Purely cosmetic, except maybe one augment which requires a tail.
Pablo Esteban Ryzov
player, 40 posts
Former Marine
Gun for hire
Tue 13 Oct 2015
at 22:40
  • msg #792

Price Check in the Grenade Aisle

Still parsing out some of Pablo's kit. In particular, his hand grenades. It looks like Plasma grenades are a rather incredible buy at 50 credits apiece. Very cheap compared to HE and fragmentation grenades, and hideously more effective. (5d6*3 damage over a 6m radius...ouch. Even doubling armor won't help much in most cases)
Kheaiftouaw
player, 296 posts
Fri 16 Oct 2015
at 22:21
  • msg #793

Price Check in the Grenade Aisle

Seeing your kit I have the feeling that our reward for this mission will be a lot less than expected.
Pablo Esteban Ryzov
player, 41 posts
Former Marine
Gun for hire
Sat 17 Oct 2015
at 01:29
  • msg #794

Price Check in the Grenade Aisle

In reply to Kheaiftouaw (msg # 793):

Pablo is a marine, not a policeman. It's better to have and not need, then to need, and not have. He's just carrying normal boarding kit, though in military service he'd be at least in combat armor.
Vonon Ronkunu
player, 165 posts
Vargr and Spacer
ex-Patrol Commander
Sat 17 Oct 2015
at 11:38
  • msg #795

Price Check in the Grenade Aisle

In reply to Pablo Esteban Ryzov (msg # 794):

Put down the Plasma Grenade -- carefully! -- and step away! ^_^

Ruuuuhhh!! Sword blade good, plasma explosion bad! Plasma explosion not only melt your face off, it melt ship's hull off, too!

^_^
Vonon Ronkunu
player, 166 posts
Vargr and Spacer
ex-Patrol Commander
Sat 17 Oct 2015
at 11:47
  • msg #796

Price Check in the Grenade Aisle

In reply to Vonon Ronkunu (msg # 795):

On another note...

Does anyone have Sensors at a skill level better than 1?
I ask because, in a small boat like a Launch, there's probably only 2 control stations, so if Sir Walter -- who is, I believe, our best Pilot -- is sitting in the Pilot Seat, then whoever has the best Sensors skill level should sit in the Co-Pilots Seat, so they can do what ever they can to suppress the Launch's electronic signature. Making it more difficult for any bad Guys with Sensors to detect us as we approach.

Standard Electronic Warfare stuff ^_^

Come to think about it, anyone with good maneuver drive mechanic/engineer skills might try to do the same thing -- suppressing the electronic signatures of the power plant and the thrusters.
Walter Zeller
player, 256 posts
Merchant/Noble
Sat 17 Oct 2015
at 12:31
  • msg #797

Price Check in the Grenade Aisle

Sir Walter is not the "best" pilot (that would be Samantha) but given that he is not very skilled in battle, it would be better for him to pilot the vessel than having him in the middle of combat. (Walter would be the one bringing a knife to a gun fight)
Pablo Esteban Ryzov
player, 43 posts
Former Marine
Gun for hire
Sat 17 Oct 2015
at 13:05
  • msg #798

Re: Price Check in the Grenade Aisle

Vonon Ronkunu:
In reply to Pablo Esteban Ryzov (msg # 794):

Put down the Plasma Grenade -- carefully! -- and step away! ^_^


I think the question to be asked is if he's pulled the pin before putting it down. :) Though he did spring for the MFS version, so remote detonation is a possibility.
Vonon Ronkunu
player, 167 posts
Vargr and Spacer
ex-Patrol Commander
Sat 17 Oct 2015
at 13:20
  • msg #799

Price Check in the Grenade Aisle

In reply to Walter Zeller (msg # 797):

Not really, Walter! I was just re-reading some of the skill descriptions, and guess what?

Using the Athletics(any specialty) skill "untrained" does NOT get the -3 DM! That's right, it is an exception to the untrained rule! It says so in the Core Rules ^_^

And since "throwing" is covered by Athletics(co-ordinated), you could toss a grenade without a negative modifier! Unless you have a negative Dexterity DM.

So load up with those grenades, Sir Walter! And then hope nobody actually shoots at you... ^_^
Kaengarr Ruzokh
player, 104 posts
Gvegh Vargr
Sat 17 Oct 2015
at 19:08
  • msg #800

Price Check in the Grenade Aisle

  He does have a negative Dex DM though! All those creaking joints are apparently due to bad aging rolls, which also made for an awkward first moment when Kaengarr initially called him on the comm.
Vonon Ronkunu
player, 168 posts
Vargr and Spacer
ex-Patrol Commander
Sat 17 Oct 2015
at 19:18
  • msg #801

Price Check in the Grenade Aisle

In reply to Kaengarr Ruzokh (msg # 800):

Ha-ha-ha-ha!!
Kaengarr Ruzokh
player, 106 posts
Gvegh Vargr
Sun 18 Oct 2015
at 11:51
  • msg #802

Price Check in the Grenade Aisle

Actually Sams piloting is Spacecraft and I think this would count as small craft? So Limited help from her.

  This would qualify as a small craft unless I've misunderstood how they're classified.

  Kaengarr actually seems to be our most qualified small craft pilot, albeit by a small margin. I don't know how much that will matter though - unless we're dodging enemy fire (in which case we're in big trouble anyway), it'll mainly depend on whether the other ship counts as unpowered/drifting when we dock with it (which makes for a much more delicate operation).
Darrel Cromwell
player, 379 posts
Noble (Count)
Retired actor
Tue 20 Oct 2015
at 13:28
  • msg #803

slow posting

Sorry everyone for slow posting, it might be that way for a bit, RL stuff. I'll try to get a post in everyday but, you know how it goes.
Kaengarr Ruzokh
player, 110 posts
Gvegh Vargr
Wed 21 Oct 2015
at 07:02
  • msg #804

slow posting

  Related to my IC post, I looked up encumbrance/fatigue and see that we may have a bit of trouble between space suits (especially if they aren't high-tech versions), combat gear, etc.

  With STR + END KG as the unencumbered limit and a TL 12 suit being 12 KG, I suspect that we're going to have a lot of lightly encumbered people, which means a -1 DM and becoming fatigued after END minutes - which is another -DM and the potential for passing out.

  Even with something like the TL 14 (4 KG) version, all that equipment is going to add up fast.
Samantha Kilgore
player, 193 posts
Pilot and Security expert
With more hidden talents
Wed 21 Oct 2015
at 08:22
  • msg #805

slow posting

Armour doesn't count for Encumbrance if its worn.
I assume Vacc suits would be similar?

I cant remember where I read that but couldn't find it in the CRB when I had a quick check. CSC maybe?
Sharik Kaagira
player, 191 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 21 Oct 2015
at 08:31
  • msg #806

Re: slow posting

Samantha Kilgore:
Armour doesn't count for Encumbrance if its worn.
I assume Vacc suits would be similar?

I cant remember where I read that but couldn't find it in the CRB when I had a quick check. CSC maybe?

Hmmm... I believe that Classic Traveller was like that, but I don't believe that the Mongoose Traveller version every had that rule.  My understanding is that armour does affect encumbrance in MgT...
Kaengarr Ruzokh
player, 111 posts
Gvegh Vargr
Wed 21 Oct 2015
at 09:04
  • msg #807

Re: slow posting

  AFAIK there's nothing exempting armor, and the powered/unpowered weight for battle dress wouldn't make any sense if it counted as 0 while worn.

  Regular armor isn't very heavy at any TL (typically 1-2 kg) and the top-TL (14) versions of combat armor, vacc suit, HEV, etc, aren't much worse (4-6 kg), but any of them below top-TL are very heavy.
Samantha Kilgore
player, 194 posts
Pilot and Security expert
With more hidden talents
Wed 21 Oct 2015
at 12:02
  • msg #808

Re: slow posting

I Was reading some Classic Traveller recently, so I may have mixed them up.

Apologies if I have
Pablo Esteban Ryzov
player, 47 posts
Former Marine
Gun for hire
Wed 21 Oct 2015
at 19:00
  • msg #809

Re: slow posting

In reply to Kaengarr Ruzokh (msg # 807):

This has always been my least favorite part of Traveller. In part because it goes against the only relevant life experience I have, which is hunting and hiking. Not so much the encumbrance limits themselves, but just how fast they make you start rolling End checks.

Pablo can carry 14kg before being encumbered, and if he goes beyond that, he risks fatigue in eight minutes. That just seems...really fast.

In any case, yeah, I'm paring down what he is carrying to comply with the rule. A gauss assault weapon is a heavy beast! Especially after you stick extras on it.
Kheaiftouaw
player, 299 posts
Wed 21 Oct 2015
at 20:47
  • msg #810

Re: slow posting

With the low tech vacc suit and my toolkit I am already in heavy load.

I just hope the other ship will be pressurized and that they have not yet unlocked the controls to depressurize parts of it so that I can ditch the vacc suit.
Pablo Esteban Ryzov
player, 48 posts
Former Marine
Gun for hire
Thu 22 Oct 2015
at 10:09
  • msg #811

Re: slow posting

So, yeah...Pablo's load for the mission. Based on listed weights from RAW, comes to 21.05 kg, which makes it a light load for him.

Gauss Assault Weapon w/bayonet lug, folding stock: 5.6kg
1 spare mag: 2kg
Navy Gauss Pistol: .7kg
Wrist Mounted Warhead Launcher: 2kg
Monofilament bayonet: -
Body Pressure Sleeve: 1.5 kg
Tailored Vacc Suit with/Sealant: 5kg
Grenades - 2 Flashbang/Stun, 1 MS Smoke, 2 Tranq Gas, 1 MFS Plasma: 3 kg
2 Breaching Charges
Grapnel and cable
Grapnel Launcher
Climbing Hoist
2 Rescue Bubbles
Tool Laser
Pocket Saw
2 rolls Duct Tape
Cold Light Lantern: .25kg
Improved First Aid Kit
Personal Med Scanner
Atmosphere Tester
4 commdots
AdvPersComm
Translator
TL12 Continental(5000km)Range Radio Transceiver: 1kg
TL13 Regional(500km)Range Laser Transceiver
Scrambler
Kheaiftouaw
player, 300 posts
Thu 22 Oct 2015
at 10:14
  • msg #812

Re: slow posting

Just with the Vacc suit I am in light load and together with my SMG and toolkit (12kg) I am in heavy load.
And I also want to take my other armor with my in case I can get out of the vacc suit (it offers more protection, but I do not have the skill so I am at an additional -3) and maybe a tranq gun but that is optional.

By the way I don't think you need the laser receiver inside a spaceship.
Samantha Kilgore
player, 195 posts
Pilot and Security expert
With more hidden talents
Thu 22 Oct 2015
at 10:33
  • msg #813

Re: slow posting

whats RAW?

And also - erm - why do you think you might need some of that stuff?
For example - breaching charges = ship damage = less pay = No No in Sam's book ; )

Pablo Esteban Ryzov:
So, yeah...Pablo's load for the mission. Based on listed weights from RAW, comes to 21.05 kg, which makes it a light load for him.

Gauss Assault Weapon w/bayonet lug, folding stock: 5.6kg
1 spare mag: 2kg
Navy Gauss Pistol: .7kg
Wrist Mounted Warhead Launcher: 2kg
Monofilament bayonet: -
Body Pressure Sleeve: 1.5 kg
Tailored Vacc Suit with/Sealant: 5kg
Grenades - 2 Flashbang/Stun, 1 MS Smoke, 2 Tranq Gas, 1 MFS Plasma: 3 kg
2 Breaching Charges
Grapnel and cable
Grapnel Launcher
Climbing Hoist
2 Rescue Bubbles
Tool Laser
Pocket Saw
2 rolls Duct Tape
Cold Light Lantern: .25kg
Improved First Aid Kit
Personal Med Scanner
Atmosphere Tester
4 commdots
AdvPersComm
Translator
TL12 Continental(5000km)Range Radio Transceiver: 1kg
TL13 Regional(500km)Range Laser Transceiver
Scrambler

StarMaster
GM, 510 posts
Thu 22 Oct 2015
at 10:44
  • msg #814

More Issues!

Keep in mind that Traveller was always trying to keeping things as simple as they could, until they got to someone's pet joystick and had to muck it up ridiculously.

So some house rules need to come into play.

First of all, I'm not going to bother with Fatigue. It's too picayune a detail in Traveller to drag it into an RPoL game.

Second, only half the weight of spacesuit of any kind counts as encumbrance if it's worn.

Third, regular clothes never count toward encumbrance when worn.

Fourth, the whole point of backpacks and web gear is to distribute weight over a larger area of your body to cut down on the encumbrance. Anything kept in a backpack also counts as half weight toward encumbrance. The same holds true for anything carried on a web belt or web harness.

Fifth, fatigue check should only have to be made after STR+END x 10 minutes. Since it's unlikely that anyone is going to be lugging gear around that long, that's why fatigue isn't being used. I'd have to set up a very specific set of circumstances for the group to encounter to make a fatigue check necessary. This just isn't that kind of game.

There. Is everyone happy now?
Kaengarr Ruzokh
player, 112 posts
Gvegh Vargr
Thu 22 Oct 2015
at 11:07
  • msg #815

More Issues!

  That works. It'll certainly reduce the bookkeeping elements.

  Maybe we all ought to go post a gripe about this on their playtest forums? :)
Pablo Esteban Ryzov
player, 50 posts
Former Marine
Gun for hire
Thu 22 Oct 2015
at 12:36
  • msg #816

Re: slow posting

Samantha Kilgore:
whats RAW?

And also - erm - why do you think you might need some of that stuff?
For example - breaching charges = ship damage = less pay = No No in Sam's book ; )


RAW is Rules As Written. I first saw the term in reference to wargame rules, but its used for RPGs too.

In general, Pablo's approach to gear is, "It's better to have, and not need, than need, and not have." The breaching charges and grapnel and other climbing gear are especially under the "just in case," idea. So is the plasma grenade.

Most of the rest is just his standard boarding kit, or things he pretty much never leaves home without.
Samantha Kilgore
player, 196 posts
Pilot and Security expert
With more hidden talents
Thu 22 Oct 2015
at 17:23
  • msg #817

Re: slow posting

In reply to Pablo Esteban Ryzov (msg # 816):

I get that  - fail to prepare = fail to prepare is a similar axiom

but where explosives are concerned theres always that element of well, do we *have* to carry them all the way back...
Kheaiftouaw
player, 301 posts
Thu 22 Oct 2015
at 23:54
  • msg #818

Re: slow posting

Anyone interested in taking the Tranq rifles?

If not I would take one so that my loadout would be:

Vacc Suit 26kg
Combat flex (carried separately in case I can change out of the vacc suit) 4kg
Khaifealate MP 3,5 kg
2 mags a 32 rounds
Toolkit (Power Plant) 12kg
Tranq rifle
5 tranq darts
TL8 radio com
TL9 handheld computer (mainly for translating)

Edit: I just realized that this is nearly everything Khea owns anyway apart from a second gun and spare ammo.
This message was last edited by the player at 23:59, Thu 22 Oct 2015.
Pablo Esteban Ryzov
player, 51 posts
Former Marine
Gun for hire
Fri 23 Oct 2015
at 00:27
  • msg #819

Re: slow posting

In reply to Samantha Kilgore (msg # 817):

If someone on the team seriously objects to the explosives, he'll leave the breaching charges behind, and switch out the plasma grenade for another flashbang/stun. He'd take a tranq rifle, but is already pretty loaded up, and doesn't trust a tranq rifle to punch through a vacc suit in any case.

On the other hand, the GAW will pretty much shred anything short of battledress, so admittedly it is not the best choice if the group is seriously concerned about taking the hijackers alive.
Kaengarr Ruzokh
player, 113 posts
Gvegh Vargr
Fri 23 Oct 2015
at 00:57
  • msg #820

Re: slow posting

  Kaengarr is already toting the laser rifle as a 'just in case' and even without weight limits I can't see it being easy to haul two rifles around along with everything else (sword, stunner, etc). A grenade or two, though...

  Explosives, in this case, are liable to cause more trouble than benefit even if we DO need them. That's one of the reasons for the laser rifle: if we have to cut through something, and especially if we can't be standing near it at the time, it'll do the job. :)
Samantha Kilgore
player, 197 posts
Pilot and Security expert
With more hidden talents
Fri 23 Oct 2015
at 07:09
  • msg #821

Re: slow posting

Sam will take a tranq rifle and stunstick
Samantha Kilgore
player, 200 posts
Pilot and Security expert
With more hidden talents
Fri 23 Oct 2015
at 09:11
  • msg #822

Re: slow posting

Okay - I may have missed someone saying this, and/or be slow on the uptake, but the penny has just dropped.

We are going in to deal with a hostage situation right?

The crew are captured/held and the pirates are trying to decrypt the Bridge controls.

I just want to be clear, as up until now I had misunderstood that the whole Bridge was sealed off with the crew inside it, and the Pirates outside it.

Because that is a very different Kettle of fish to what I had first imagined, and if its the case, means that the use of breaching charges is likely to be very bad for the crew as well as the Pirates!
StarMaster
GM, 514 posts
Fri 23 Oct 2015
at 09:21
  • msg #823

Re: slow posting

That was the suggested scenario... that the 'claim-jumpers' had captured the miners and were trying to gain control of the ship by hacking the bridge computer. Whether that's the actual situation, you really won't know until you get there.
Kaengarr Ruzokh
player, 114 posts
Gvegh Vargr
Fri 23 Oct 2015
at 10:59
  • msg #824

Re: slow posting

  At this point I don't think there's much else we can do until we get there and have some specifics to deal with, so... let's get there!
Kheaiftouaw
player, 302 posts
Fri 23 Oct 2015
at 22:24
  • msg #825

Re: slow posting

Ehm, my understanding is that in Traveller every jump takes 1 week no matter how far one goes and that this is pretty fundamental to the 3rd Imperium setting.

Are we using a different system here?
Sienna Reichart
player, 43 posts
Fri 23 Oct 2015
at 22:30
  • msg #826

Re: slow posting

Jumps are a week, skips take a day, but a hop is only an hour. :)
StarMaster
GM, 517 posts
Sat 24 Oct 2015
at 01:41
  • msg #827

Re: slow posting

Ha-ha-ha! At first, I thought you were serious!

Surprise! Welcome to the world of the micro-jump!
Quinzella
player, 280 posts
Sat 24 Oct 2015
at 04:16
  • msg #828

Re: slow posting

At being no longer welcome in the party threads I have conceded to the GM and it seems he wishes to place me with another.  As I have been non existent in most the game, and where I have been existent I was overposted to the point of being left out of the game.  I am removing various people from my background and ask they do the same, as it stands I existed in the main game as nothing more than a crutch for people to get a skill (best exemplified by the person that wrote us a wonderful mutual background and then played me off as non existent IC).
Pablo Esteban Ryzov
player, 52 posts
Former Marine
Gun for hire
Sat 24 Oct 2015
at 07:55
  • msg #829

Re: slow posting

Khea is right about the jump duration in RAW as regards the original traveller universe. Which signifies nothing for this game, but these microjumps do lead to a lot of implications for military tactics and piracy, among other things.

Should be interesting.

edited to account for my own idiocy.
This message was last edited by the player at 07:59, Sat 24 Oct 2015.
Kaengarr Ruzokh
player, 115 posts
Gvegh Vargr
Sat 24 Oct 2015
at 08:04
  • msg #830

Re: slow posting

Pablo Esteban Ryzov:
these microjumps do lead to a lot of implications for military tactics


  Just how micro can they get? I'm seeing the Picard Maneuver here...

  If this is a normal in-universe thing then our characters would presumably have some idea about their potential?
StarMaster
GM, 518 posts
Sat 24 Oct 2015
at 08:15
  • msg #831

Re: slow posting

I'm positing micro-jumps as TL16, so they are still a closely guarded secret.

You still have to be outside the jump limit.

These aren't something I made up, but something that was kicked around the Traveller fan universe since way back when.
Kheaiftouaw
player, 303 posts
Sat 24 Oct 2015
at 08:58
  • msg #832

Re: slow posting

That scout is TL16?
Forget the mining ship, we need to board that thing.
Pablo Esteban Ryzov
player, 54 posts
Former Marine
Gun for hire
Sat 24 Oct 2015
at 09:41
  • msg #833

Re: slow posting

Kheaiftouaw:
That scout is TL16?
Forget the mining ship, we need to board that thing.

 Yeah, that thought had crossed my mind too.
Vonon Ronkunu
player, 170 posts
Vargr and Spacer
ex-Patrol Commander
Tue 27 Oct 2015
at 04:06
  • msg #834

Re: slow posting

In reply to Pablo Esteban Ryzov (msg # 833):

What? You didn't notice the IISS active duty vessel markings out on the hull? This Scout is straight-up frontline Imperial Tech.

Actually -- I'm not sure about Mongoose -- but I remember reading...somewhere, somewhen...a statement that Tech Levels 12-13 are considered the norm for "mainstream campaigns", while the Imperial Navy (and, presumably the Confederation) has an average operational Tech Level of 15.

So, since Reavers Deep is the Imperial Frontier with both the Confederation and the Hierate, it's not surprising that a cutting edge, Tech-16 Imperial Interstellar Scout Service (IISS) vessel might be out here. And, as Vonon keeps incessantly pointing out, the Imperial colony planet of Outpost is only a couple of parsecs away.

What's really impressive is that our "fixer", Mz Blue, has the pull to "borrow" such a vehicle, even for a few hours. This chik is connected!

Let's keep her ^_^
Kheaiftouaw
player, 306 posts
Tue 27 Oct 2015
at 18:27
  • msg #835

Re: slow posting

According to the Mongoose setting books the Imperium is TL15 max with a very very few prototype TL16 tech (Black Globe generators) which are more often salvaged than really build.
The Hierate has a max of TL 14.

So with TL16 this scout (or at least its jump drive. The rest of the ship can of course be lower TL) would not be cutting edge, but supersecret prototype future tech equal to what the Darrians had at their height.
Valeska Brandenberg
player, 15 posts
Tue 27 Oct 2015
at 18:41
  • msg #836

New Player

Greetings gang!

Just went through the character creation process... exhausting!
Kheaiftouaw
player, 307 posts
Tue 27 Oct 2015
at 18:55
  • msg #837

New Player

Welcome.

I guess you will be one of the crew of the miner? In that case we probably should not simply blow the airlock on the bridge to kill anyone not wearing a closed vacc suit. (Unless the prisoners are kept somewhere else. In that case it might actually be a good plan).
Valeska Brandenberg
player, 16 posts
Tue 27 Oct 2015
at 19:01
  • msg #838

New Player

Not sure where I'll fit in, so I'd make no assumptiong
Kaengarr Ruzokh
player, 120 posts
Gvegh Vargr
Wed 28 Oct 2015
at 01:35
  • msg #839

New Player

  Since it could be read either way: is everyone aware of the apparent switcheroo or is only Walter able to see it at this point?
Samantha Kilgore
player, 205 posts
Pilot and Security expert
With more hidden talents
Wed 28 Oct 2015
at 08:16
  • msg #840

New Player

Welcome aboard, Valeska
Pablo Esteban Ryzov
player, 60 posts
Former Marine
Gun for hire
Wed 28 Oct 2015
at 12:29
  • msg #841

New Player

Welcome aboard!
Kaengarr Ruzokh
player, 126 posts
Gvegh Vargr
Wed 4 Nov 2015
at 16:04
  • msg #842

New Player

  Since it might be relevant: about how long would it take the Scout or the launch to fly between the current locations of the Scout and the presumed location of the Long Shot?
StarMaster
GM, 548 posts
Fri 6 Nov 2015
at 05:53
  • msg #843

New Player

The mining Scout and the Long Shot are on opposite sides of an asteroid that's 10 miles in length. Flying to that asteroid will only take about 5 minutes, perhaps another minute to fly around it to the other side.
Kheaiftouaw
player, 311 posts
Fri 6 Nov 2015
at 18:42
  • msg #844

New Player

So before we spend more time bickering about it IC lets discuss it here.

In my opinion we do not have anything to gain boarding the other ship. It it is empty we lose time, if it is not we will not only waste time but endanger ourselves and likely won't be able to stop it warning the others anyway.
Kaengarr Ruzokh
player, 129 posts
Gvegh Vargr
Fri 6 Nov 2015
at 18:59
  • msg #845

New Player

  Kaengarr's concern is that if there is anyone on the mining scout, getting caught between it and the Long Shot - one of which is armed and the other of which may be armed - will end very badly, whether we're spacewalking or in an unarmed launch, and that's notwithstanding the possibility that anyone on the mining scout might try to destroy the Long Shot if their hijacking fails. On the flip side, getting the mining scout under our control gives us other ways to deal with the Long Shot itself - even if it just involves pinning the thing down - the launch is probably too light for that.

  Now, whether or not any of those considerations are actually in play is another thing, but with the decision having been taken (albeit in a rather absurd way from his perspective), he isn't going to keep hammering away at it.
Samantha Kilgore
player, 211 posts
Pilot and Security expert
With more hidden talents
Sat 7 Nov 2015
at 11:00
  • msg #846

New Player

3 things

1) The reason I started the discussion IC is stuff that happens OC shouldn't in my view be assumed to be carried through, and some things need to be done IC. So IC you have learnt that Sam is not impressed by Noble rank (hinted at before), Vonun is a more impressed by rank etc - all good RP stuff. In a SATT session, whats IC and OC is less of an issue, its quicker and easier to sort out, but this medium means (to me anyway) than sometimes it needs to be explicit what the Player knows as distinct from what the character knows

2) The decision can be IC but the discussion OC if you like. Sam thinks its a bad idea to leave an unknown factor unresolved before we go into what is likely to be a combat situation

3) we need to pick a leader for this mission. OC we have discussed it regarding the situation when we have as hip, and thats fine. But before we get a ship we need to pick a leader for this mission so calls can be made quickly. Sam could do it but she is likely to have stepped on enough toes IC (hopefully not OC...) not to be elected. That leaves others with COMBAT experience in the ring realistically. IC the only person she knows and the team knows has the right experience is Khea. So I suggest her.
Kaengarr Ruzokh
player, 130 posts
Gvegh Vargr
Sat 7 Nov 2015
at 13:53
  • msg #847

New Player

  To those three points...

  #1: I hope I've managed to get Kaengarr's perspective across in the IC threads. I'm trying to balance the Vargr cultural perspective with the fact that he has some understanding of Imperial ways (and ways of thinking), even if he finds them distressing at times.

  #2: I covered this in my previous post.

  #3: Vonon was named as the tactical leader for the boarding itself and I don't think that has been contested. The dispute has been over whether we should deal with the mining ship first.

  Everything else regarding leadership probably ought to be hashed out properly once the mission is over (or at least once the Long Shot has been secured). All of these assertive personalities aren't going to work well together if there isn't someone designated as at least an arbitrator.
This message was last edited by the player at 13:54, Sat 07 Nov 2015.
Valeska Brandenberg
player, 22 posts
Sat 7 Nov 2015
at 14:54
  • msg #848

New Player

just save me already ;)
Darrel Cromwell
player, 384 posts
Noble (Count)
Retired actor
Sat 7 Nov 2015
at 15:36
  • msg #849

New Player

No worries on toe stepping. ;-) I like the back and forth, however, I can see how it would cause tension (in IC). Which at the time, given we never really hashed out the leadership, the voting system is arbitrary enough for us to knock out the mission and then when there is somewhat more downtime (Again IC)we can figure it out.

quote:
In my opinion we do not have anything to gain boarding the other ship. If it is empty we lose time, if it is not we will not only waste time but endanger ourselves and likely won't be able to stop it warning the others anyway.


That's pretty much my thinking also, in addition to the fact that if it isn't involved, we are technically breaking the law, for civilians, there is no such thing as preemptive piracy?...what if it is innocent, we board, there's a fight and someone gets killed?

Yea, I know, stop thinking like an Imperialist. ;-/
Sharik Kaagira
player, 196 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 7 Nov 2015
at 16:29
  • msg #850

Re: New Player

Valeska Brandenberg:
just save me already ;)

Which ship are you on, Val?
Pablo Esteban Ryzov
player, 66 posts
Former Marine
Gun for hire
Sat 7 Nov 2015
at 18:49
  • msg #851

Re: New Player

It seems to me that the main objection to bypassing the miner is having it put a laser pulse up our jakes as we try to board the Longdhot. It only carries a crew of four so it's unlikely to be able to decisively intervene by sending a boarding party of its own.

Plotting a course under the asteroid, or skirting around through the asteroid cluster to avoid spending much, if any time in the miner's line of sight/fire, should minimize that risk. If Walter can land us over the asteroid's horizon from the Longshot (assuming the Longshot is where we've all been thinking it is, a fact we haven't actually confirmed,) we can all make a short EVA to board the target.

Once we get Khea to the engineering section, as has been discussed, the Longshot won't be going anywhere, and then its just a matter of rescuing the crew, using whatever level of violence that entails. Given how many good talkers we have on the team, maybe we can avoid firing a shot at all, though I think that's optimistic.

As a marine, it will not sit well with Pablo to leave the miner alone and thus cede control of part of the battlespace, but I think it really can't be helped given our lack of legal authority and lack of proof against miner and crew.
Valeska Brandenberg
player, 23 posts
Sat 7 Nov 2015
at 18:53
  • msg #852

Re: New Player

In reply to Sharik Kaagira (msg # 850):

That would be cheating!
Samantha Kilgore
player, 212 posts
Pilot and Security expert
With more hidden talents
Sat 7 Nov 2015
at 18:57
  • msg #853

Re: New Player

Kaengarr Ruzokh:
  #3: Vonon was named as the tactical leader for the boarding itself and I don't think that has been contested. The dispute has been over whether we should deal with the mining ship first.


Was he? I don't recall seeing that post.

Apologies if thats the case - wasn't meaning to challenge that.
Kaengarr Ruzokh
player, 131 posts
Gvegh Vargr
Sun 8 Nov 2015
at 18:33
  • msg #854

Re: New Player

  So, shall we move the scene on IC, following the 'keep out of sight as much as possible and drop at the Long Shot" plan? We've stalled otherwise. :P
Samantha Kilgore
player, 213 posts
Pilot and Security expert
With more hidden talents
Mon 9 Nov 2015
at 08:32
  • msg #855

Re: New Player


Kaengarr Ruzokh:
  #3: Vonon was named as the tactical leader for the boarding itself and I don't think that has been contested. The dispute has been over whether we should deal with the mining ship first.


Hi Kaengarr, been trying to find this in the threads, but I can't see it in the OOC or IC thread, so can you point me in the right direction please?
Darrel Cromwell
player, 385 posts
Noble (Count)
Retired actor
Mon 9 Nov 2015
at 08:52
  • msg #856

Re: New Player

I'm not sure the particular reference, but, way back in OOC, we had discussed tactical operations, IE boarding would be handled by those most proficient, IE Vonon...

Could be wrong, not really sure?
Vonon Ronkunu
player, 177 posts
Vargr and Spacer
ex-Patrol Commander
Mon 9 Nov 2015
at 12:52
  • msg #857

Re: New Player

In reply to Darrel Cromwell (msg # 856):

Actually, I don't think it was actually said that Vonon would be a Tactical "Commander", just that Vonon keeps pointing out that he has Tactical training, and experience in combat in the asteroids.  He says it a lot. I mean, a lot. ^_^

It's probably because he keeps harping on it, that some folks may actually believe he's been given that authority. At least, I don't remember that. I've been playing Vonon that he thinks he's been accepted as the team's tactical expert, but he doesn't think he's "in charge". For that he falls back on Rank. Or, in this case, Title.
Kaengarr Ruzokh
player, 132 posts
Gvegh Vargr
Mon 9 Nov 2015
at 13:07
  • msg #858

Re: New Player

  It has come up piecemeal in the OOC and IC threads. Ship Ahoy was one (bouncing between OOC and IC at the time).

  Besides, I'm sure his bold charge will be as successful as the last one. Err, wait...
Pablo Esteban Ryzov
player, 67 posts
Former Marine
Gun for hire
Mon 9 Nov 2015
at 15:31
  • msg #859

Re: New Player

I don't have a post reference for Vonon being tactical commander, but I do know why Pablo is likely to follow him into a fight, by preference.

1) Similar backgrounds: Both come from asteroid worlds, so they are fellow rock rats.

2) Previous experience: Pablo has served with Vonon, and sees him as a competent leader. Which of them has more tactical and/or combat experience isn't important. Vonon is an officer, or was, and Pablo is a grunt. Same stuff, different day.

3) Friendship: Vonon is a Vargr, and Pablo likes and respects Vargr as a race, and Vonon in particular. Which means that if Vonon wants to be in charge, Pablo isn't going to challenge or disrespect his friend's charisma and position.

Pablo, being from the Assembly, actually has more regard for Vargr charisma and pack dynamics than he does for Imperial titles, though he's quite fond of his old friends who happen to have such titles.

Lastly, I'm with Walter...let's go forward!
Samantha Kilgore
player, 214 posts
Pilot and Security expert
With more hidden talents
Mon 9 Nov 2015
at 16:51
  • msg #860

Re: New Player

Moving forward - waiting for other characters to post their votes, or we can assume that Sam is going to be outvoted and continue that way

As for Vonun in charge - hmm. I didn't think it had been specifically agreed, so glad its not just me unclear, as Sam wasn't wanting specifically to challenge him if it had been agreed.

I still think, OC we should agree who is in charge for this mission. I've suggested Khea, Pablo seems to be suggesting Vonun, any other takers/suggestions?

I'd like to get it sorted so IC things should be a bit smoother, the boss calls it we act. If we don't have a boss, well we can always have another vote... under fire...
Kheaiftouaw
player, 312 posts
Mon 9 Nov 2015
at 17:33
  • msg #861

Re: New Player

I have no problem letting the "Males" do the fighting, as long as I can turn them into the correct direction before they charge.
Pablo Esteban Ryzov
player, 68 posts
Former Marine
Gun for hire
Mon 9 Nov 2015
at 17:44
  • msg #862

Re: New Player

Kheaiftouaw:
I have no problem letting the "Males" do the fighting, as long as I can turn them into the correct direction before they charge.


Sounds like a fine plan to me!
Kaengarr Ruzokh
player, 133 posts
Gvegh Vargr
Mon 9 Nov 2015
at 18:28
  • msg #863

Re: New Player

Pablo Esteban Ryzov:
Pablo, being from the Assembly, actually has more regard for Vargr charisma and pack dynamics than he does for Imperial titles, though he's quite fond of his old friends who happen to have such titles.
5

  So he ought to have great regard for Kaengarr then? :)

  What about Assembly leads to that? I don't know anything about it, setting-wise, but there must be some reason.
Pablo Esteban Ryzov
player, 69 posts
Former Marine
Gun for hire
Mon 9 Nov 2015
at 19:26
  • msg #864

Re: New Player

In reply to Kaengarr Ruzokh (msg # 863):

He doesn't yet know Kaengarr, but I expect they'll get along fine. As far as the Assembly, they started out a loose grouping of minor worlds. Carill seems to have come to dominate the Assembly, now. But Vargr seem to be everywhere, so I figured that Pablo had met, played with, and fought with, Vargr long before he ever saw a wolf or a dog.

He did serve with Vonon in some kind of joint operation exchange thing, where he learned more about living around Vargr, and they are friends.

I do know that the Assembly uses both Vargr and Aslan merc units, which would give him more opportunities to spend time with them under tough conditions.
StarMaster
GM, 550 posts
Mon 9 Nov 2015
at 22:26
  • msg #865

Re: New Player

I'll get a post up later tonight... I'm leaning towards a self-destruct sequence at the moment...


So, unless someone actually posts a synopsis of Plan A, I'll go with what I understand has been agreed on.

Just as a reminder, though, someone should have a Plan B, because no plan survives contact with the enemy.
Vonon Ronkunu
player, 178 posts
Vargr and Spacer
ex-Patrol Commander
Mon 9 Nov 2015
at 22:50
  • msg #866

Re: New Player

In reply to StarMaster (msg # 865):

My suggestion for Plan A - Walter flies the launch low-and-slow over the surface of the asteroid. We know/suspect that the Longshot is on the "other side", so we fly low to the ground and go slow (like, a couple miles an hour), and we keep to using the passive sensors. We move like this until we spot the Longshot.

Now, we know, that the hijackers know, that an SOS got out before they had total control of the ship. The hijackers probably think they have a dozen or more hours before help can arrive -- they wouldn't know we hitched a ride on a ship equipped for micro-jumps.

Mz Blue informed us that the hijackers were locked out of the higher command functions of the Longshot's computer -- that's why they haven't jumped away, or even moved. I don't think they can activate any of the engines, yet. But Mz Blue did say she thought it only a matter of time before they hacked the computer.

So. We should assume that any system that was active when the hijackers boarded is still active. Since we haven't detected any active sensors -- like radar -- coming from the Longshot, we can assume such systems were not on when she was boarded. However, we should assume that passive sensors are active. Maybe they are, maybe they ain't, but we should assume they are.

Therefore, we make a low, slow approach, so that the launch might get mixed up in sensor readings of the asteroid's surface. We try to mask any electronic emissions from the launch -- I know, it's a cheap, basic Launch with minimal electronics! But I have faith in Sharik's Sensor skills ^_^ -- we mask emissions as best we can and sneak right up to the Longshot.

Hell, if she's alone -- i.e., that mining scout was the hijackers ship, and they all transferred over to the Longshot -- then we might try snuggling up to an airlock. If there is another ship near the Longshot (Plan B) then we ground the shuttle a mile-or-so from the Longshot, and we walk in and try to board from a ventral hatch.

I'm really hoping that we can actually dock the launch up to an airlock -- a few of you don't have the requisite skills to walk across an asteroid; as we've already discussed. If we can dock with the Longshot, then all of us will have the option of running around aboard the Longshot.  But we won't know if we can do this until we can actually see the Longshot.
Kaengarr Ruzokh
player, 134 posts
Mon 9 Nov 2015
at 23:15
  • [deleted]
  • msg #867

Re: New Player

This message was deleted by the player at 00:18, Tue 10 Nov 2015.
Walter Zeller
player, 268 posts
Merchant/Noble
Mon 9 Nov 2015
at 23:20
  • msg #868

Re: New Player

Vonon, post it IC and I will run with it.
Samantha Kilgore
player, 215 posts
Pilot and Security expert
With more hidden talents
Tue 10 Nov 2015
at 08:22
  • msg #869

Re: New Player

Uhm - do we know that the Long Shot is actually on the surface of the asteroid? I know DM said otherside, but could it be floating? That makes a difference

If its on the surface, low and slow gets my vote.

If its floating, we need to go in fast I would say

apart from that, all ok
Vonon Ronkunu
player, 180 posts
Vargr and Spacer
ex-Patrol Commander
Wed 11 Nov 2015
at 05:44
  • msg #870

Re: New Player

In reply to Samantha Kilgore (msg # 869):

Yeah, I was assuming that the Longshot is floating/hovering several yards abouve the surface.

However, as the longshot is a converted SDB, I am unsure as to the mining method that the ship now employs -- it could be that the ship "lands" atop a likely mineral deposit, opens a big hatch in its belly, then the miners start digging.  Or, the ship may simply hover abouve the dig site, while miners work on the surface, below. And then again, it could be either of those options, but no miners are involved, instead it's robotic arms with bucket loaders and laser drills.

I dunno.

I'm just thinking, based on the data we got from Blue, that our greatest threat comes from someone simply spotting us visually (assuming we're dampening every signal that we can).  IF that is the case, whether the ship is hovering or grounded, I still hold hope that we can sneak up on it with the launch. Ideally -- and I acknowledge how rarely anything ever goes "ideally" -- we can snuggle right up to an airlock without being spotted.

Now, once we dock with said airlock, there is gonna be a really good chance that some kind of alarm will go off on the bridge. Maybe we can spoof that alarm, maybe not.  But I'm betting that we can get away with that docking alarm being the first time the hijackers will know we're there.

I hope. Cross your fingers.
Kheaiftouaw
player, 314 posts
Mon 16 Nov 2015
at 00:49
  • msg #871

Re: New Player

A bit quiet in here don't you think?
Kaengarr Ruzokh
player, 135 posts
Gvegh Vargr
Mon 16 Nov 2015
at 00:52
  • msg #872

Re: New Player

  Here and every other game I'm in!
Valeska Brandenberg
player, 24 posts
Mon 16 Nov 2015
at 01:01
  • msg #873

Re: New Player

In reply to Kaengarr Ruzokh (msg # 872):

Fallout 4? ;)
Kaengarr Ruzokh
player, 136 posts
Gvegh Vargr
Mon 16 Nov 2015
at 01:11
  • msg #874

Re: New Player

  That just came out, didn't it? No excuse for abandoning PBPost if that's what's happened...
Darrel Cromwell
player, 386 posts
Noble (Count)
Retired actor
Mon 16 Nov 2015
at 11:30
  • msg #875

Re: New Player

When all the pornsites note a 10-20% drop in frequency, at the same time....fallout 4 must be a smash hit ;-0
StarMaster
GM, 552 posts
Tue 17 Nov 2015
at 09:16
  • msg #876

Re: New Player

Yep. Fallout 4! That's my story and I'm sticking with it!
Kaengarr Ruzokh
player, 138 posts
Gvegh Vargr
Wed 18 Nov 2015
at 10:25
  • msg #877

Re: New Player

  Given that the thing is grounded, is it actually feasible to dock with the hatch? If it is then Pablo and Kaengarr's posts probably need to be redacted since we wouldn't need to walk. :P
Pablo Esteban Ryzov
player, 73 posts
Former Marine
Gun for hire
Wed 18 Nov 2015
at 12:50
  • msg #878

Re: New Player

That's true enough. Though as long as Pablo can get from the launch to the Longshot, being more or less "on point," its all good, so far as I am concerned.
Vonon Ronkunu
player, 183 posts
Vargr and Spacer
ex-Patrol Commander
Thu 19 Nov 2015
at 05:44
  • msg #879

Re: New Player

In reply to Pablo Esteban Ryzov (msg # 878):

As far as I can tell, Star*Master never said that the launch had ever landed, he only said that after popping up to get a sighting on the Longshot that it "returned to the shadows".

I, myself, took that to mean that Sir Walter had once again dropped down to a couple of feet above the surface, just as he had been -- the launch was flying just above ground level at a slow speed to use the irregularities of the surface to hide in.

I could be wrong, I suppose. I often am ^_^
Pablo Esteban Ryzov
player, 74 posts
Former Marine
Gun for hire
Thu 19 Nov 2015
at 10:28
  • msg #880

Re: New Player

In reply to Vonon Ronkunu (msg # 879):

You may be right. I took the statement that we were on the aft end of the Longshot to mean we were pretty close. Of course, at this point, I'm not sure what purpose another "pause and reflect moment" will serve, since so far things are on plan.

As another more or less random thought, the whole asteroid is a few kilometers in size, if I remember right, so if we can even see the Longshot, as low as we are flying, we aren't more than a couple hundred meters away, if that far. Anybody with microgravity experience can cover that pretty quick, especially with thrusters.
Kheaiftouaw
player, 315 posts
Thu 19 Nov 2015
at 22:24
  • msg #881

Re: New Player

Considering that the gravity of the asteroid would be minimal it doesn't really matter if we have landed or not anyway.
So do we dock the launch or spacewalk over there?

Also, what exactly is open on the ship? I assume the aft. hatch (36), but also the launch bays (37)? I can't really see any cargo bays. Are there any openings to 28 or 32 which are not indicated on the map?
This message was last edited by the player at 22:29, Thu 19 Nov 2015.
Walter Zeller
player, 270 posts
Merchant/Noble
Thu 19 Nov 2015
at 22:33
  • msg #882

Re: New Player

If there was an option to dock, Walter will go for that. If not, then behind the ship
Kaengarr Ruzokh
player, 139 posts
Gvegh Vargr
Thu 19 Nov 2015
at 23:04
  • msg #883

Re: New Player

  Khea: I interpreted that to mean that the done bays (29 and 30) are also open. Whether their valves into the actual cargo (ore) bays are also open I'm not sure. As for docking, it would save us time and a spacewalk. That said, I suppose that if all of the airlocks are open anyway then the docking maneuver would take more time than just landing right next to the thing and stepping across.
This message was last edited by the player at 23:06, Thu 19 Nov 2015.
StarMaster
GM, 555 posts
Thu 19 Nov 2015
at 23:24
  • msg #884

Re: New Player

Bay 18 splits down the middle port-to-starboard, but only the front half is open, swung down to give access to the asteroid below.

Bay 28 splits down the middle fore-to-aft, and swings down; both sides are open.

Bays 32 are both open, having swung down along the starboard side.

Neither the launch bay nor the lower aft hatch are open.
Kaengarr Ruzokh
player, 140 posts
Gvegh Vargr
Thu 19 Nov 2015
at 23:44
  • msg #885

Re: New Player

  Umm... okay, but the ship map gives absolutely no indication that they can swing open like that. Knowing this would've altered things. :)

  Due to the confusion I've edited my IC post to remove the asteroid-walk portions since we probably won't be doing one.
This message was last edited by the player at 01:55, Fri 20 Nov 2015.
Samantha Kilgore
player, 217 posts
Pilot and Security expert
With more hidden talents
Fri 20 Nov 2015
at 09:41
  • msg #886

Re: New Player

been working away, and very busy today, but at a quick glance, can we not get through Bay 18 onto the bridge view a ceiling hatch? Should we not consider going in multiple routes so we're splitting their fire/attention?
Kaengarr Ruzokh
player, 141 posts
Gvegh Vargr
Fri 20 Nov 2015
at 16:40
  • msg #887

Re: New Player

  I'd say no more than two if we do that or we'll be splitting our fire and attention too much in the process.
Vonon Ronkunu
player, 184 posts
Vargr and Spacer
ex-Patrol Commander
Fri 20 Nov 2015
at 18:33
  • msg #888

Re: New Player

In reply to Kaengarr Ruzokh (msg # 887):

Yeah, I gotta agree. Not to metagame -- but if we were all actually SWAT trained folks, then I'd say split up, but we're all just Gamers, so I'm going with Strength in Numbers.

We probably should stay together, as confusing as that might turn out to be.
Sharik Kaagira
player, 198 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 20 Nov 2015
at 18:59
  • msg #889

Re: New Player

Vonon Ronkunu:
...We probably should stay together, as confusing as that might turn out to be.

Together, except for Walter and Sharik manning the getaway vehicleshuttle ... ;)  I'll try to get an IC post up later today.
Kaengarr Ruzokh
player, 142 posts
Gvegh Vargr
Fri 20 Nov 2015
at 20:22
  • msg #890

Re: New Player

  Metagaming? I'd call it pretty obvious from an in-character standpoint that commandos this bunch are not. ;)

  If we're going to enter by way of the airlock then some of the Pablo and Vonon's posts might need to be edited (since they won't be out on the surface), though the fact that we can apparently just drop right into the cargo bays might change that point?
Kaengarr Ruzokh
player, 143 posts
Gvegh Vargr
Mon 23 Nov 2015
at 21:07
  • msg #891

Re: New Player

  Re the empty launch bay: is it completely bare or is there support stuff around that suggests something is normally kept there?

  We only have two ways up to the next deck as far as I can see: the elevator (probably a bad idea) or the hatch in the launch bay.
Vonon Ronkunu
player, 185 posts
Vargr and Spacer
ex-Patrol Commander
Tue 24 Nov 2015
at 04:53
  • msg #892

Re: Taking the Logshot, 1...2...uh...5...?

In reply to Kaengarr Ruzokh (msg # 891):

I'm reading the map the same way as you, Kaengarr. And I agree we should hold off on trying to use the elevator, just yet.

Khea had suggested we secure the engines, maybe disable them. Considering that the Auxiliary Control Room is just off the Engine room, I like her idea. We can kinda kill two birds with one stone. I might even go so far as to suggest that, once we secure that section of the ship, we could relocate everyone who stayed on the launch to that location -- there is only the one hatch leading into the ship, there, and there is only the one hatch leading outside. with only two entry points, that seems pretty defensible.

Of course, this doesn't take into account that Pablo is gonna be causing a disturbance up on the Main Deck any second now ^_^

An alternate suggestion would be to let Pablo gain their attention - preferably hunkered down somewhere safe -- and while all the baddies are looking at Pablo, the rest of us could try sneaking up that ladder/hatch that leads straight into the main control room.

Or....as much as I hate suggesting splitting the group, maybe a couple of us could go secure that Aux. Control Room, while Pablo makes a scene, and then some of us try sneaking up into the Main Control Room (climb up, crack the hatch a little bit, shove stun grenades thru; hilarity ensues)

Khea, feel like leading a group to secure the Aux Control Room? Kaengarr, maybe?
Kaengarr Ruzokh
player, 144 posts
Gvegh Vargr
Tue 24 Nov 2015
at 06:06
  • msg #893

Re: Taking the Logshot, 1...2...uh...5...?

  Since the hatch comes up right in front of engineering and the auxiliary bridge is attached to it we can probably secure it in passing without splitting up if we're heading straight there. I don't know whether we can consider the bottom deck to be secure though.

  Unless we find something that we need to deal with it seems like the scene could fast-foward a bit.
Valeska Brandenberg
player, 26 posts
Sun 29 Nov 2015
at 15:15
  • msg #894

Re: Taking the Logshot, 1...2...uh...5...?

"Getting warmer..."
Kheaiftouaw
player, 318 posts
Wed 2 Dec 2015
at 21:59
  • msg #895

Re: Taking the Logshot, 1...2...uh...5...?

So........?
Kaengarr Ruzokh
player, 147 posts
Gvegh Vargr
Wed 2 Dec 2015
at 23:06
  • msg #896

Re: Taking the Logshot, 1...2...uh...5...?

  I know it was just a US holiday, but that's only supposed to take up a weekend, not a whole week!
Quinzella
player, 300 posts
Thu 3 Dec 2015
at 00:07
  • msg #897

Re: Taking the Logshot, 1...2...uh...5...?

Holiday Lull, the final three holidays of the year often slow rpol down.  People often will return slowly.
StarMaster
GM, 563 posts
Thu 3 Dec 2015
at 03:12
  • msg #898

Re: Taking the Logshot, 1...2...uh...5...?

Yeah, what Quinzella said. It isn't always what OUR plans are, but how we get sucked into other people's plans... especially unexpectedly.

And sometimes it just takes a bit of recovery to get back to where you were...
Darrel Cromwell
player, 388 posts
Noble (Count)
Retired actor
Thu 3 Dec 2015
at 15:37
  • msg #899

Re: Taking the Logshot, 1...2...uh...5...?

That's called a hang-over... ;-)
StarMaster
GM, 566 posts
Thu 3 Dec 2015
at 21:26
  • msg #900

Re: Taking the Logshot, 1...2...uh...5...?

So speaks the voice of experience!
Darrel Cromwell
player, 389 posts
Noble (Count)
Retired actor
Fri 4 Dec 2015
at 15:20
  • msg #901

Re: Taking the Logshot, 1...2...uh...5...?

Hhhmmmm, no comment. ;-\
Kaengarr Ruzokh
player, 149 posts
Gvegh Vargr
Sun 6 Dec 2015
at 01:06
  • msg #902

Re: Taking the Logshot, 1...2...uh...5...?

  I figured I'd better clarify this: Kaengarr's response was over the wire between him and Vonon, so until it gets conveyed to everyone else, you haven't heard it yet!
Pablo Esteban Ryzov
player, 82 posts
Former Marine
Gun for hire
Sun 6 Dec 2015
at 02:43
  • msg #903

Re: Taking the Logshot, 1...2...uh...5...?

I was just thinking how odd it would be to see a situation like Pablo is in as just another day at the office. Given his background though, he's done this sort of thing a lot.

Also, I loved Sharik's idea about hooking into Pablo's commdots. I wonder if we could expand that to her having access, via HUD and computer links, to his various sensor inputs, sort of like they had in Aliens...that would be cool.
Kaengarr Ruzokh
player, 150 posts
Gvegh Vargr
Sun 6 Dec 2015
at 04:40
  • msg #904

Re: Taking the Logshot, 1...2...uh...5...?

  I was under the impression that the plan was to keep silence as long as possible, which would have precluded a link like that until Pablo attacked. If we weren't doing that then everyone down below ought to have some idea of what's happening up top already and that would probably alter their dialogue and probably their actions a bit.
Pablo Esteban Ryzov
player, 83 posts
Former Marine
Gun for hire
Sun 6 Dec 2015
at 06:11
  • msg #905

Re: Taking the Logshot, 1...2...uh...5...?

Yeah, I didn't mean at the current moment.
Kaengarr Ruzokh
player, 151 posts
Gvegh Vargr
Mon 7 Dec 2015
at 00:51
  • msg #906

Re: Taking the Logshot, 1...2...uh...5...?

  Okay then...

  1) We're assuming that whatever cross-talk was necessary took place.

  2) Pablo's armor should absorb that damage if I understand the combat rules?

  3) How many rounds will Darrel/Kaengarr/Vonon take to get there in the elevator, or are we more or less there already?
Pablo Esteban Ryzov
player, 84 posts
Former Marine
Gun for hire
Mon 7 Dec 2015
at 01:26
  • msg #907

Re: Taking the Logshot, 1...2...uh...5...?

I think he took the armor off on the front end, at 4 armor = 1d6 of damage. Unless they are shooting slingshots and harsh language. Hadn't seen that done before, but works for me.
StarMaster
GM, 569 posts
Mon 7 Dec 2015
at 02:28
  • msg #908

Re: Taking the Logshot, 1...2...uh...5...?

Yes, the bad guys had horrible rolls. None of that damage should get through Pablo's tailored vaccsuit's 8 protection. And, no, he never posted that he took it off.


Kaengarr, Vonon and Darrel are in the lift when Pablo gets shot. It'll take one round to get up to the next level.
Pablo Esteban Ryzov
player, 85 posts
Former Marine
Gun for hire
Mon 7 Dec 2015
at 04:17
  • msg #909

Re: Taking the Logshot, 1...2...uh...5...?

In reply to StarMaster (msg # 908):

Works for me.
StarMaster
GM, 570 posts
Mon 7 Dec 2015
at 04:27
  • msg #910

Re: Taking the Logshot, 1...2...uh...5...?

I had my games mixed up. A character in Other Dust uses a laser pistol that does 1d6, and I'd recent made a post for those results.

The 'correct' damage should have been:

04:24, Today: StarMaster rolled 11,11,10 using 3d6-1,3d6-2,3d6 ((6,4,2,5,6,2,1,5,4)).

But we'll let it slide this time.
Pablo Esteban Ryzov
player, 87 posts
Former Marine
Gun for hire
Mon 7 Dec 2015
at 04:40
  • msg #911

Re: Taking the Logshot, 1...2...uh...5...?

In reply to StarMaster (msg # 910):

Other Dust is a neat little game. I keep wanting to run a Stars Without Number game, especially now that Starvation Cheap is out. Maybe someday.

If it's all the same to you, GM, I'd rather go with the correct damage. That way, if Pablo does manage to pull out a win, or at least survive till the cavalry arrives, it'll be cooler.
Kaengarr Ruzokh
player, 152 posts
Gvegh Vargr
Mon 7 Dec 2015
at 05:21
  • msg #912

Re: Taking the Logshot, 1...2...uh...5...?

  Hmm. 8 damage gets through then, but since Pablo's info isn't up in the UPP thread I have no idea if he's shrugging that off or proclaiming it to be 'just a flesh wound'!
Kaengarr Ruzokh
player, 154 posts
Gvegh Vargr
Tue 8 Dec 2015
at 01:24
  • msg #913

Re: Taking the Logshot, 1...2...uh...5...?

  ... did Pablo just deliberately corner himself?

  How do you work out a character's speed? It has to be in the book somewhere...
Vonon Ronkunu
player, 190 posts
Vargr and Spacer
ex-Patrol Commander
Tue 8 Dec 2015
at 03:18
  • msg #914

Re: Taking the Logshot, 1...2...uh...5...?

In reply to Kaengarr Ruzokh (msg # 913):

Don't know about the new Beta, but in (original) Mongoose Traveller, all (Human-sized) characters have a Speed of 6 squares, or 9 meters (or 30 feet) per 6 second Action (10 Actions in a Turn), so... 60 squares per minute, or 90 meters per minute, or even 300 feet per minute.
Pablo Esteban Ryzov
player, 88 posts
End 0/8, Str 6, Dex 9
Gun for hire
Tue 8 Dec 2015
at 08:19
  • msg #915

Re: Taking the Logshot, 1...2...uh...5...?

In reply to Kaengarr Ruzokh (msg # 913):

To answer some of the questions/concerns:

The damage taken so far zeroes out Pablo's End, so he's hurt, but still fully functional, so far as I understand.

Tactically, his choices were staying place, with shooters in front and behind, and with only the corner of the corridor as cover, which would leave him open, at best, one way or the other.

He could try to assault one of the rooms the corridor shooters are in, which might work to deal out one of the shooters, but leaves his back open to at least one other. And leaves him stuck in a room with one way out barring blowing holes in walls.

Running back down the corridor didn't seem good either.

Anyway, if he gets where he wants to be, behind the comm chair, he'll have his enemies more or less in an arc in front of him, and a decent chance of using the weapons he carries from what has been proven to be good cover.
Kheaiftouaw
player, 321 posts
Tue 8 Dec 2015
at 19:43
  • msg #916

Re: Taking the Logshot, 1...2...uh...5...?

Are all decks 0-G with that adhesive floor or do some decks have gravity?
StarMaster
GM, 571 posts
Tue 8 Dec 2015
at 21:48
  • msg #917

Re: Taking the Logshot, 1...2...uh...5...?

The lower deck is still Zero-Gee; the upper deck is .9-Gees.
Kaengarr Ruzokh
player, 156 posts
Gvegh Vargr
Wed 9 Dec 2015
at 01:08
  • msg #918

Re: Taking the Logshot, 1...2...uh...5...?

  This may sound like a silly question, but how do you want us to count diagonals for movement or can we even do that in the case of the elevator and iris doors? For that matter, how long do one of those things take to slide open if a person tries to duck into them?

  Regardless of square-count I figure that Kaengarr and Vonon can manage to cover about half the distance if they take advantage of their Vargr sprinting (if Vonon wants to go that fast), which would get them to short range; It's just a matter of whether they can get any cover from those iris doors along the way.

  How much cover do those things actually provide for the various combatants? It'll affect our attack rolls, at least.

  And one other relevant Q: How heavily armored do those two in the hallway appear to be and do they have helmets and/or other obvious protection against various grenades?
This message was last edited by the player at 01:21, Wed 09 Dec 2015.
StarMaster
GM, 573 posts
Wed 9 Dec 2015
at 04:47
  • msg #919

Re: Taking the Logshot, 1...2...uh...5...?

If we were doing this on a tabletop, I might count diagonals differently, but this way it's just one square.

Iris doors, if hand activated, take about 2 seconds to open fully, and the same to close. On automatic, it's about 6 seconds.

The doors themselves don't provide any cover unless they are closed, but if you step into the room, that's a lot of cover.

The two men that stepped out of the doorways at the end of the hallway are wearing vaccsuits but no helmets.
Kheaiftouaw
player, 323 posts
Thu 10 Dec 2015
at 18:02
  • msg #920

Re: Taking the Logshot, 1...2...uh...5...?

If I am reading the game right none of you guys is actually breaking radio silence and calling for help (or give a status report) so there is no reason for Sam and Khea to come to help (if they can even make it to the bridge in time).
Vonon Ronkunu
player, 192 posts
Vargr and Spacer
ex-Patrol Commander
Fri 11 Dec 2015
at 05:04
  • msg #921

Re: Taking the Logshot, 1...2...uh...5...?

In reply to Kheaiftouaw (msg # 920):

Correct. Up til now, we haven't broken radio silence -- because we didn't want to reveal our presence to the perps.

However, now that Vonon can see that Pablo has not only poked the hornets nest, but he also knocked it over, kicked it open, burned down their church, robbed their bank and walked on the grass in their park -- I think it's safe to assume the perps know we're here.

So yeah, you can expect a call from Vonon pretty soon ^_^
Kaengarr Ruzokh
player, 158 posts
Gvegh Vargr
Fri 11 Dec 2015
at 08:38
  • msg #922

Re: Taking the Logshot, 1...2...uh...5...?

  GM, are either of the two in the hallway still moving? What would Kaengarr and Vonon be able to see in the bridge from their position?
Kaengarr Ruzokh
player, 161 posts
Gvegh Vargr
Fri 11 Dec 2015
at 09:53
  • msg #923

Re: Taking the Logshot, 1...2...uh...5...?

  I'm not sure what shape Pablo is in or whether he'd be visible from the doorway so I'll wait for his response there.
Pablo Esteban Ryzov
player, 91 posts
End 0/8, Str 6, Dex 9
Gun for hire
Fri 11 Dec 2015
at 13:40
  • msg #924

Re: Taking the Logshot, 1...2...uh...5...?

In reply to Kaengarr Ruzokh (msg # 923):

Pablo at the moment has 0/8 End, 2/9 Dex, and 6 Str. Mechanically he's still able to act normally, but I can't imagine he feels especially spry.

He's had four suit breaches, but the sealing layer undersuit has those dealt with, though he'll need real repairs done to the suit eventually.
StarMaster
GM, 578 posts
Fri 11 Dec 2015
at 19:18
  • msg #925

Aftermath

If you could see Pablo from the hallway, then the bad guys could have, too, so he's been trying to keep out of sight.

Pablo should have heard Vonon's comm message, though.
Darrel Cromwell
player, 393 posts
Noble (Count)
Retired actor
Fri 11 Dec 2015
at 21:39
  • msg #926

Aftermath

Assuming all vacc suit helmets has a basic light source?
Kaengarr Ruzokh
player, 164 posts
Gvegh Vargr
Fri 11 Dec 2015
at 22:17
  • msg #927

Aftermath

  Timing-wise, I figure that we'd all be synced up since a first aid check is a 1-6 minute activity and we'd have the four shooters disarmed and tied up in a corner by the time that's done, while down below Khea would also have finished disabling the drive systems and shutting off the lights?
StarMaster
GM, 581 posts
Fri 11 Dec 2015
at 23:56
  • msg #928

Aftermath

That sounds about right.
Pablo Esteban Ryzov
player, 94 posts
Sat 12 Dec 2015
at 01:49
  • [deleted]
  • msg #929

Aftermath

This message was deleted by the player at 01:51, Sat 12 Dec 2015.
Kaengarr Ruzokh
player, 166 posts
Gvegh Vargr
Sat 12 Dec 2015
at 03:28
  • msg #930

Aftermath

  Kaengarr's plan is essentially this: four of them (Khea/Sam and Vonon/Kaengarr) will sweep the ship deck by deck in pairs while Darrel is working on the controls (sensors, manifest, etc) and Pablo stands guard over the prisoners. If/when we find more people we'll deal with them as appropriate. In the event someone tries to flee, Walter and Sharik can respond accordingly.

  If some of the prisoners wake up in the meantime then they'll be greeted by Pablo, who is the only one of us they've had a good look at so far, and Pablo can try to talk some answers out of them (without getting too close just in case they have other tricks at the ready).

  We might need to send a team to the other ship at some point and we'll deal with that when it happens. Likewise if we start to find evidence that we were given a false story about the situation here.
Kaengarr Ruzokh
player, 168 posts
Gvegh Vargr
Sat 12 Dec 2015
at 08:01
  • msg #931

Aftermath

The computer isn't going to be accessible until the security measure has run its course.

  Unless Darrel can work his way around it to access the data? He does have some Computers training.
Kaengarr Ruzokh
player, 169 posts
Gvegh Vargr
Sun 13 Dec 2015
at 16:01
  • msg #932

Aftermath

I assume we will follow the plan in the OOC Thread of sweeping the ships instead of the last in game command to come to the bridge?

  Kaengarr's thought is that Khea and Sam can join them on the top deck and work forward (the hatch leads up to #14, at the back) while Kaengarr and Vonon are working backward. That way we're all in easier reach of one another if something goes wrong. Once the top deck is secure, the two teams move down to the middle one, and after that down to the bottom one, each time splitting the front and back half between them.
This message was last edited by the player at 16:03, Sun 13 Dec 2015.
Kaengarr Ruzokh
player, 170 posts
Gvegh Vargr
Mon 14 Dec 2015
at 05:37
  • msg #933

Aftermath

So... is everyone okay with moving ahead as proposed?
Samantha Kilgore
player, 228 posts
Pilot and Security expert
With more hidden talents
Mon 14 Dec 2015
at 08:24
  • msg #934

Aftermath

Wouldn't it make sense for us to sweep from where we are and meet in the middle deck?

You've taken down 4 Hijackers, I don't think there's gonna be many/any more than that tbh. Also, no one else on that deck seems to have responded to the noise, which suggests that its probably clear?

Sam is happy for her and Khea to sweep from Engineering up, anyway
Kaengarr Ruzokh
player, 171 posts
Gvegh Vargr
Mon 14 Dec 2015
at 09:15
  • msg #935

Aftermath

  That's fine too. Kaengarr's just playing it cautiously.
This message was last edited by the player at 09:15, Mon 14 Dec 2015.
Pablo Esteban Ryzov
player, 97 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 10:12
  • msg #936

Aftermath

Are the ship's intercoms functional?
Kaengarr Ruzokh
player, 172 posts
Gvegh Vargr
Mon 14 Dec 2015
at 13:01
  • msg #937

Aftermath

  That would be something for Darrel to look at. If we can't access things like internal sensors and logs though, the internal comms probably aren't an option either.
Pablo Esteban Ryzov
player, 98 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 13:13
  • msg #938

Aftermath

In reply to Kaengarr Ruzokh (msg # 937):

I'm not sure I agree with that. Intercoms tend to be a system you want functioning right up to the point the ship explodes. They also tend to be be extremely simple, 'dumb' systems, at least the ones I'm familiar with. (Admittedly systems dating from the 1960s and 1970s, so take that with a large grain of salt, and of course, these were installed in factories and medical buildings, with no overall computer structure, so again, the analogy might not hold.) There's really no functional reason to hook them into the ship's computer system at all, though, that I can think of.
Kaengarr Ruzokh
player, 173 posts
Gvegh Vargr
Mon 14 Dec 2015
at 13:32
  • msg #939

Aftermath

  Well, I certainly won't object if it's possible! I can see two possible hitches even if we do though:

  1) Any remaining hijackers probably won't be willing to give away their location.

  2) Some or all of the crew might not be in any condition to respond. (Under guard, disabled, dead, carted off somewhere...)

  Still, this is something that Darrel is in charge of, what with him having the captain's chair. :)
Pablo Esteban Ryzov
player, 99 posts
End 0/8, Str 6, Dex 9
Gun for hire
Mon 14 Dec 2015
at 13:41
  • msg #940

Aftermath

In reply to Kaengarr Ruzokh (msg # 939):

Yeah, that part I got. Pablo's going all prisoner inprocessing with our captives, and that takes time, anyway, even if he was inclined to mess about with things. It was just a random notion :)
Pablo Esteban Ryzov
player, 100 posts
End 0/8, Str 6, Dex 9
Gun for hire
Tue 15 Dec 2015
at 13:25
  • msg #941

Aftermath

Darrel, if I read the rules correctly, Pablo would either get 4 points back, or 8, depending on if the first aid was within 5 minutes, or not.
Kaengarr Ruzokh
player, 175 posts
Gvegh Vargr
Tue 15 Dec 2015
at 13:39
  • msg #942

Aftermath

  This seems to be a case where the book says different things in different places. Under Skills/Medic it says equal to the effect, while under Injury and Recovery/First Aid it says twice the effect. I'm not sure if there was any errata/FAQ about that though.
Kaengarr Ruzokh
player, 176 posts
Gvegh Vargr
Tue 15 Dec 2015
at 18:58
  • msg #943

Aftermath

  I've lost track now: were we the only rescue team sent out in the end or is there a followup one coming (on the assumption that we'd secure the ship in the meantime)?
StarMaster
GM, 590 posts
Tue 15 Dec 2015
at 20:25
  • msg #944

Aftermath

Yes, the Scout was the only rescue ship sent out... that you know, at any rate. There was no other ship available to rescue the Long Shot and crew in the time available. There was no indication given that a late ship might be dispatched anyway.

The assumption seemed to be that if you were successful, no other ship would be needed. If you weren't successful, then no other ship would have mattered.
Valeska Brandenberg
player, 27 posts
Tue 15 Dec 2015
at 20:34
  • msg #945

Aftermath

"Kaengarr and Vonon begin their sweep of the top deck, they find the crew tied up in the Galley. The crew thanks you profusely for the rescue, and quickly informs you that there were only 4 hijackers that they ever saw. There could be more, but crew doesn't think so."

Wow, nearly missed that.. guess I'm free now :)
Kaengarr Ruzokh
player, 178 posts
Gvegh Vargr
Tue 15 Dec 2015
at 20:42
  • msg #946

Aftermath

  About how long is left on that security routine, then? Assuming the regular crew can't shut it off somehow.
StarMaster
GM, 594 posts
Tue 15 Dec 2015
at 20:56
  • msg #947

Aftermath

The captain informs you that the security program is of random duration. It runs a minimum of 12 hours and up to 18 hours.
Kaengarr Ruzokh
player, 179 posts
Gvegh Vargr
Tue 15 Dec 2015
at 21:16
  • msg #948

Aftermath

  How much time has passed at this point?
StarMaster
GM, 596 posts
Tue 15 Dec 2015
at 22:18
  • msg #949

Aftermath

We'll say it's been 3 hours since the captain activated it.
Darrel Cromwell
player, 402 posts
Noble (Count)
Retired actor
Wed 16 Dec 2015
at 16:00
  • msg #950

Aftermath

A couple of quick questions.

You mentioned a -10 DM to crack the security program, is that based on Darrel's abilities (or lack of ) or the TL/Level of the security program itself? A level 3 security program, IMO, that's a serious program.

A random security program that doesn't allow a backdoor to stop it. I understand the reasoning behind that, so the password couldn't be tortured/intimidated out of someone, but, is that considered normal on a commercial ship?

Not trying to read to much into it, it might just be a holdover from when the SDB was in military service, or it might be something more.
StarMaster
GM, 599 posts
Wed 16 Dec 2015
at 19:03
  • msg #951

Aftermath

The -10 isn't about the tech level, it's about the sophistication of the program.


A program with a backdoor is only functional if the user doesn't know that there's a backdoor or what the password is. On a commercial computer, someone else on the ship (usually chosen at random) is given the password. On a private ship, all bets are off. A 'double redundancy' system is often used--the person who thinks they've got the password discovers it doesn't work.

It's probable that the captain didn't write the program, nor did any other crew member.
Darrel Cromwell
player, 404 posts
Noble (Count)
Retired actor
Wed 16 Dec 2015
at 19:43
  • msg #952

Aftermath

I should have worded that better....

A security-3 rated program is -6DM, so I am assuming that is what is running and the other - DMs are other issues...but, my point being (at least to the other players) doesn't a security-3 rated program seem military grade, and not something you would normally see on an old "decommissioned" SDB?

I shouldn't have used the word "backdoor" initally, what I basically meant, it's strange that the captain of the ship doesn't have the password.

But maybe he does and I'm jumping the gun....
StarMaster
GM, 602 posts
Wed 16 Dec 2015
at 22:07
  • msg #953

Aftermath

While military systems typically are Security-3, they aren't the only ones that use that level. In this case, the program is probably running at a Security-5 level or equivalent.
Vonon Ronkunu
player, 195 posts
Vargr and Spacer
ex-Patrol Commander
Thu 17 Dec 2015
at 02:16
  • msg #954

Aftermath

In reply to StarMaster (msg # 953):

And that fact, in itself, should make us say "Hmmm..."
Kaengarr Ruzokh
player, 181 posts
Gvegh Vargr
Thu 17 Dec 2015
at 11:40
  • msg #955

Aftermath

  I'm guessing that the 'atmosphere held in place' bit is also tech beyond normal?

  ... and the "nearing the 1000 post limit" nag line is showing up. Time for OOC +1.
Darrel Cromwell
player, 405 posts
Noble (Count)
Retired actor
Thu 17 Dec 2015
at 15:38
  • msg #956

Aftermath

quote:
unusual thing. On the lower deck, three of the cargo bay doors were open, yet there was still atmosphere on the deck.


As far as I recall, the TL of "force fields" for atmosphere is something like 16?
quote:
In this case, the program is probably running at a Security-5 level or equivalent.

That would be around TL14+?

And people call me paranoid....
Kaengarr Ruzokh
player, 184 posts
Gvegh Vargr
Thu 17 Dec 2015
at 16:53
  • msg #957

Aftermath

  All this stuff must be outside the core book, which means it's not just the character who's clueless in my case. :P
Pablo Esteban Ryzov
player, 103 posts
End 8, Str 6, Dex 2/9
Gun for hire
Thu 17 Dec 2015
at 18:42
  • msg #958

Aftermath

I actually am enjoying the surprises, though my inner old grumpy grognard whines at times. In our own situation, the deployment of such high tech stuff makes me wonder who you lot, and now by extension poor Pablo, have fallen in with.
Darrel Cromwell
player, 406 posts
Noble (Count)
Retired actor
Thu 17 Dec 2015
at 18:55
  • msg #959

Aftermath

Mahahahaha....if only you knew....;-)

My hats off to the GM, I've also been constantly surprised.
Darrel Cromwell
player, 407 posts
Noble (Count)
Retired actor
Thu 17 Dec 2015
at 19:02
  • msg #960

Aftermath

Quick note, we seem to have forgotten one NPC, Mr. Tolman...did he come on our little trip?
Kheaiftouaw
player, 331 posts
Thu 17 Dec 2015
at 19:12
  • msg #961

Aftermath

Isn't the scout which brought us here still in the area? Maybe a status report is in order.
Kaengarr Ruzokh
player, 185 posts
Gvegh Vargr
Thu 17 Dec 2015
at 19:36
  • msg #962

Aftermath

  Darrel: I think that anyone who isn't still a PC has been quietly set aside. We're already a big group as it is!
Darrel Cromwell
player, 408 posts
Noble (Count)
Retired actor
Thu 17 Dec 2015
at 20:52
  • msg #963

Aftermath

In reply to Kaengarr Ruzokh (msg # 962):

Yea, I see your point, but...he is a semi-employee, I have spent a considerable amount of money, and more importantly, through him I've developed some contacts that might prove useful later.

I think you've probably noticed, I'm working on establishing a "network", people and institutions that can provide benefits/abilities that we ourselves can't.

Anyways, no worries... ;-)
Vonon Ronkunu
player, 197 posts
Vargr and Spacer
ex-Patrol Commander
Fri 18 Dec 2015
at 03:01
  • msg #964

Aftermath

In reply to Darrel Cromwell (msg # 963):

Over the years, in various places, I have encountered a term which may apply towards all the surprise security and Tech we're encountering....IMTU.

It means "In My Traveller Universe". Star*Master may be throwing a few of his own IMTU twists at us.  And I like it ^_^
Pablo Esteban Ryzov
player, 104 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 18 Dec 2015
at 03:14
  • msg #965

Aftermath

Hey, if Darrel is looking for ex-military personnel, Pablo could probably use somebody to point him at the correct people to shoot. Or not shoot, as the case may be.  He can do some other things too, but nothing others in the group can't match or better.

Also, given this group's tendency towards humanitarianism and non-murder, Pablo *will* be buying a snub pistol and/or an accelerator rifle at the earliest opportunity, and laying in supplies of tranq rounds and gas grenades.
This message was last edited by the player at 03:23, Fri 18 Dec 2015.
Kheaiftouaw
player, 333 posts
Fri 18 Dec 2015
at 19:24
  • msg #966

Aftermath

Well I at least tend more towards aslanarianism.
Kaengarr Ruzokh
player, 188 posts
Gvegh Vargr
Fri 18 Dec 2015
at 19:59
  • msg #967

Aftermath

  ...and that means?
Kaengarr Ruzokh
player, 190 posts
Gvegh Vargr
Sat 19 Dec 2015
at 01:37
  • msg #968

Aftermath

  Pablo, that last post of yours - are you writing that to just the four of you (Walter, Sharik, Pablo, Vonon) or are you figuring it happens afterward when we're all back from the Long Shot (with or without the hijackers)?
Pablo Esteban Ryzov
player, 107 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sat 19 Dec 2015
at 02:25
  • msg #969

Aftermath

In reply to Kaengarr Ruzokh (msg # 968):

In my mind, I was thinking aboard the launch, so yeah, those four would be physically on hand, but Pablo could be on the squad channel too, for convenient and equal opportunities to cut him off at the knees.
Kaengarr Ruzokh
player, 191 posts
Gvegh Vargr
Sat 19 Dec 2015
at 13:53
  • msg #970

Aftermath

  StarMaster, is the Rock Dancer operational (we can fly it) or is it locked down/locked out somehow too?
StarMaster
GM, 606 posts
Sat 19 Dec 2015
at 21:26
  • msg #971

Aftermath

The Rock Dancer has a password to activate, but you can get that from any of the hijackers as they all have pilot skill and know the password.
Kaengarr Ruzokh
player, 192 posts
Gvegh Vargr
Sun 20 Dec 2015
at 00:33
  • msg #972

Aftermath

  Okay. Edited my last IC post with the new plan!
Kaengarr Ruzokh
player, 194 posts
Gvegh Vargr
Sun 20 Dec 2015
at 02:01
  • msg #973

Aftermath

  And the next question would be: about how long will it take to get back to Grendal with these three ships (assuming that the launch can piggyback again)?
StarMaster
GM, 607 posts
Mon 21 Dec 2015
at 17:53
  • msg #974

Aftermath

For the sake of future 'issues', I think it's safe to assume that whenever someone speaks, if he doesn't actually say it's addressed to someone specific or he/she doesn't specify a location, then whatever is said is either heard by everyone (via comms if necessary) or relayed to them.

In other words, if the speaking character isn't trying to keep it a secret, then anyone who needs to hear it... hears it.
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