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00:54, 19th April 2024 (GMT+0)

Traveller's Aid Society, Too (OOCs, Q&A)

Posted by StarMasterFor group 0
StarMaster
GM, 608 posts
Mon 21 Dec 2015
at 17:55
  • msg #1

Traveller's Aid Society, Too (OOCs, Q&A)

We talk a lot but do we ever say anything?
Kaengarr Ruzokh
player, 195 posts
Gvegh Vargr
Mon 21 Dec 2015
at 19:56
  • msg #2

Traveller's Aid Society, Too (OOCs, Q&A)

  Notwithstanding any rearrangements about who flies what (which probably won't matter for the trip back), is the group okay with proceeding as outlined IC? (Fly back what needs to be flown, keep the hijackers secured on the Long Shot with some of us on guard, etc.)

  If so then we can probably scoot back to the planet and start working out what we'll actually get to keep from all this.
Pablo Esteban Ryzov
player, 109 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 21 Dec 2015
at 20:11
  • msg #3

Traveller's Aid Society, Too (OOCs, Q&A)

In reply to Kaengarr Ruzokh (msg # 2):

Sounds good to me. Although somewhere along the line we need to get Valeska on our team, yeah?
Kheaiftouaw
player, 335 posts
Mon 21 Dec 2015
at 20:49
  • msg #4

Traveller's Aid Society, Too (OOCs, Q&A)

I would find a Low Berth more appropriate than an airlock.
StarMaster
GM, 610 posts
Mon 21 Dec 2015
at 20:52
  • msg #5

Traveller's Aid Society, Too (OOCs, Q&A)

Valeska joining the team is already in the works... you just haven't got to that point yet.
Kaengarr Ruzokh
player, 196 posts
Gvegh Vargr
Mon 21 Dec 2015
at 22:17
  • msg #6

Traveller's Aid Society, Too (OOCs, Q&A)

  I figured that Valeska joining would officially happen back at the starport or planetside.

  I didn't see any low berths on the ship's layout so I figured there weren't any. If it DOES have low berths then sure, go for those as prisoner transport (though we might have trouble if some or all of them fail to revive...)
StarMaster
GM, 611 posts
Tue 22 Dec 2015
at 00:43
  • msg #7

Traveller's Aid Society, Too (OOCs, Q&A)

None of the ships in play at this time have low berths.
Kaengarr Ruzokh
player, 197 posts
Gvegh Vargr
Tue 22 Dec 2015
at 00:51
  • msg #8

Traveller's Aid Society, Too (OOCs, Q&A)

  Since the launch can go in the Long Shot, so Walter and Sharik can help out with the hijackers' ship. Otherwise, It looks like we've covered everything there is to deal with, so... fly away home! (As much as Grendal is to us, anyway!)
This message was last edited by the player at 00:51, Tue 22 Dec 2015.
Pablo Esteban Ryzov
player, 110 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 22 Dec 2015
at 01:31
  • msg #9

Traveller's Aid Society, Too (OOCs, Q&A)

In reply to Kaengarr Ruzokh (msg # 8):

Given the legal difficulties in actually charging the hijackers with anything, maybe we should just tranq them again, put them on their own ship, and head back. I just have this annoying thought that they will try to charge us with assault, kidnapping and piracy if we actually take them and their ship anywhere.
Darrel Cromwell
player, 410 posts
Noble (Count)
Retired actor
Tue 22 Dec 2015
at 01:35
  • msg #10

Traveller's Aid Society, Too (OOCs, Q&A)

quote:
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.

I'm good with that, in fact, that's pretty much the way I've kinda played it anyways.
Darrel Cromwell
player, 411 posts
Noble (Count)
Retired actor
Tue 22 Dec 2015
at 02:15
  • msg #11

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

Pablo Esteban Ryzov:
In reply to Kaengarr Ruzokh (msg # 8):

Given the legal difficulties in actually charging the hijackers with anything, maybe we should just tranq them again, put them on their own ship, and head back. I just have this annoying thought that they will try to charge us with assault, kidnapping and piracy if we actually take them and their ship anywhere.


You have to keep in mind, with the resources we have been given (Very high+ tech exposed, military stuff, quick contracts, alot of leeway, Imperial assistance)...Think about that for a moment...There are powerful players/organizations/institutions involved on our side.

And, although I'm not the best lawyer, I bet you 1KCr that I can defeat any defense lawyer they can bring to bear...and if we win, we'll have a ship (talking about the Rockdancer), which we can keep and or trade in for X amount of ship shares towards something we really want.

Not to mention, I am fairly sure, my influence outweighs the defenses of claim-jumping potential pirates...and if it doesn't, well, what kind of an Imperial client state is Grendal? Get my point?

Anyways, that's the way I'm looking at it.

NOte: There's a couple of things I need to confirm with the GM before I say more....
Kaengarr Ruzokh
player, 198 posts
Gvegh Vargr
Tue 22 Dec 2015
at 02:38
  • msg #12

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

  That ton of iridium would be worth 50K as "precious metals" - nice, but in the circumstances, nowhere near as valuable as the Long Shot itself appears to be. (Which again begs the question of why it's spending time as a mining ship if it's worth all this attention...)

  Kaengarr would agree with the above post by Darrel if it were brought up ICly - it's also a good reason to go to the trouble of hauling the hijackers back; the regular justice system may be the least of their worries. (Or ours, if we now 'know too much'.)
Darrel Cromwell
player, 414 posts
Noble (Count)
Retired actor
Tue 22 Dec 2015
at 03:21
  • msg #13

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

In reply to Kaengarr Ruzokh (msg # 12):

In my case, I can't say more IC until some GM guidance.
Kaengarr Ruzokh
player, 199 posts
Gvegh Vargr
Tue 22 Dec 2015
at 14:09
  • msg #14

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

  StarMaster, that estimate wasn't IC. :P  And I was going by the 'precious metals' value in the trade charts, with the amount magically jumping from one ton to five tons in your last two posts. ;)
StarMaster
GM, 615 posts
Tue 22 Dec 2015
at 21:09
  • msg #15

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

Yes, I know it was OOC. At the same time, too much OOC stuff should be  handled in character. We seem to be playing fast and loose with the OOC thread.

Basically, what was the point of mentioning it if it wasn't IC? No one else would have known what you were thinking.


The estimate was one ton of pure iridium that would be extracted from the 5 tons of ore. The ship doesn't have an ore processor.
StarMaster
GM, 616 posts
Tue 22 Dec 2015
at 21:18
  • msg #16

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

Not sure how much time I'll have to post between now and Saturday. I'll have some, I think, but suddenly have a lot of stuff on my schedule. Expected some, but it just seems to be that time of year! Hope everyone has a Happy Holiday.

Things should be back to normal for me on Saturday.

MERRY

CHRISTMAS


Kaengarr Ruzokh
player, 200 posts
Gvegh Vargr
Tue 22 Dec 2015
at 22:21
  • msg #17

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

  Well, what *is* the stuff worth then? Obviously not standard per the chart, but I don't know enough about the setting (unlike the character) to make any guesses.
StarMaster
GM, 617 posts
Tue 22 Dec 2015
at 23:24
  • msg #18

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

See, now that would be something you should do IC. Walter's the broker; you should ask him. Or Darrel is a noble, ask him.
Kaengarr Ruzokh
player, 201 posts
Gvegh Vargr
Wed 23 Dec 2015
at 01:13
  • msg #19

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

  Erm... Kaengarr would probably have a good idea of what it's worth (given his background/skills), even if I don't. :P
Samantha Kilgore
player, 233 posts
Pilot and Security expert
With more hidden talents
Thu 24 Dec 2015
at 08:13
  • msg #20

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

Merry festivities to you all

I probably won't be posting again until after the weekend
Sharik Kaagira
player, 205 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 25 Dec 2015
at 06:38
  • msg #21

Merry Christmas, All!

Happy Holidays, everyone!  Best wishes from my family to yours, this holiday time.  I hope that you are all doing well and I look forward to RPing with you into the new year and beyond.
Quinzella
player, 305 posts
Fri 25 Dec 2015
at 07:36
  • msg #22

Merry Christmas, All!

Merry Holidays to everyone!!
Pablo Esteban Ryzov
player, 111 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 25 Dec 2015
at 09:17
  • msg #23

Merry Christmas, All!

Merry Christmas!
Kheaiftouaw
player, 336 posts
Sat 26 Dec 2015
at 00:17
  • msg #24

Merry Christmas, All!

So with the threat of be charged with piracy ourselves, do we take their ships or not, assuming its not locked down?
Kaengarr Ruzokh
player, 205 posts
Gvegh Vargr
Sat 26 Dec 2015
at 00:24
  • msg #25

Merry Christmas, All!

  Happy Holidays!

  And when we're all recovered from them: Kaengarr's view is that we're taking the ship back to the planet since it's material to the attempt at piracy by those four. If we get to keep it afterward  - and we have a good case for that, especially if said four end up send off to prison - that's a bonus.

  Plus, leaving it sitting there pretty much just invites someone else to come along and take it. :P
Darrel Cromwell
player, 416 posts
Noble (Count)
Retired actor
Sat 26 Dec 2015
at 13:47
  • msg #26

Merry Christmas, All!

Post Ho-Ho-Ho...

We should definitely take the ship, in general, piracy and/or hijacking are dimly looked upon, and technically we are bringing pirates/hijackers to justice.
Pablo Esteban Ryzov
player, 112 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sat 26 Dec 2015
at 14:49
  • msg #27

Merry Christmas, All!

Given Darrel's influence, and the fairly high level of social firepower the group can bring to the table,, I'm all for taking the ship. IC, Pablo will back whatever his friends call as the play.
StarMaster
GM, 622 posts
Sat 26 Dec 2015
at 21:37
  • msg #28

Merry Christmas, All!

"Indy, grab the snake!"
"Stop calling it a snake!"
"Indy, grab the 'rope'!"


Stop saying 'take the ship'. Get it into your head that you are 'seizing the ship' as duly designated officers of the court.
Kheaiftouaw
player, 337 posts
Sun 27 Dec 2015
at 00:00
  • msg #29

Merry Christmas, All!

That is some serious money.

Do we pool it for a ship or split ot among us (and maybe pool it later?)
And if it is the latter, do we split equally or with shares?

Of course this imo should also be discussed in character. I just want to get the general tendency.
Pablo Esteban Ryzov
player, 113 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sun 27 Dec 2015
at 00:06
  • msg #30

Merry Christmas, All!

In reply to Kheaiftouaw (msg # 29):

If Pablo has a share coming, he'd want to at least have it in his own account, just so he can see that much money in it. After that, he'd be all about putting it into a group venture.
Kaengarr Ruzokh
player, 206 posts
Gvegh Vargr
Sun 27 Dec 2015
at 00:45
  • msg #31

Merry Christmas, All!

  Is that 3.8 each for the Long Shot crew or 3.8 split between the five? (It makes a big difference for Valeska!)

  As for the rest of us, even shares of the payoff is fair, and we can pool all/most of it accordingly. (~1.28 mcr each if there are 8 of us now.)
StarMaster
GM, 625 posts
Sun 27 Dec 2015
at 02:11
  • msg #32

Merry Christmas, All!

Valeska has already been covered.
Valeska Brandenberg
player, 35 posts
Sun 27 Dec 2015
at 02:42
  • msg #33

Merry Christmas, All!

I would assume at some point that the two crew members who might know Valeska would have seen and recognized her. undoubtedly conversations would have ensued.
Pablo Esteban Ryzov
player, 114 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sun 27 Dec 2015
at 03:11
  • msg #34

Merry Christmas, All!

In reply to Valeska Brandenberg (msg # 33):

On a twenty hour trip, yeah, definitely. Pablo knows she is a member of the Longshot's crew, anyway.
Samantha Kilgore
player, 234 posts
Pilot and Security expert
With more hidden talents
Tue 29 Dec 2015
at 11:34
  • msg #35

Merry Christmas, All!

Sam would like some cash to spend - say 100K but the rest can go into a ships fund
Darrel Cromwell
player, 419 posts
Noble (Count)
Retired actor
Tue 29 Dec 2015
at 13:28
  • msg #36

Merry Christmas, All!

How about 1 MCr each and the remainder stays in individual accounts? That keeps it fairly simple?

EDIT NOTE: I've been thinking, maybe it's best to have everyone get their payout individually, then we decide on a figure...I'm sure there are characters that are going to want a sizable chunk of Crs to buy personal gear.
This message was last edited by the player at 14:04, Tue 29 Dec 2015.
Pablo Esteban Ryzov
player, 115 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 29 Dec 2015
at 14:34
  • msg #37

Merry Christmas, All!

Going shopping does sound fun. I'd suggest heading to Outpost, though, if that is our plan. Its an Imperial Client State, low law, tech 14, and a naval base, which should help our nobility exert their influence and maybe mean there is surplus military gear on the market.

Its only got a population of 40k outside the base and a B starport, so markets beyond startown will probably be limited in scope.

On the plus side, with both a Naval base and the B starport, the startown should be fairly extensive and well used to outfitting ex-military and other adventurous folk.
Kaengarr Ruzokh
player, 207 posts
Gvegh Vargr
Tue 29 Dec 2015
at 17:03
  • msg #38

Merry Christmas, All!

  Putting 1 mcr each into the pot sounds reasonable. We can always chip in our remaining funds later if we need to.

  Heading to the naval base was our original plan IIRC, but we seem to be in local demand!
Darrel Cromwell
player, 421 posts
Noble (Count)
Retired actor
Tue 29 Dec 2015
at 17:20
  • msg #39

Merry Christmas, All!

We've discussed several possible follow-up locations and Outpost was high on the list.

The Ship Ahoy thread was involved in that, along with, obviously, the ship possibilities, although a number of new options have presented themselves.

Concerning the pot, looking at prices for gear and whatnot, 100Kcr, doesn't really go that far...it's best to let the characters spend what they feel is necessary on personal stuff, then we can take a hard look at group finances.

Keep in mind, no matter what ship (and possibly cargo) we get, the initial outlay will be high.

Concerning Grendal, I have a feeling that the group is ready to move on.
Samantha Kilgore
player, 235 posts
Pilot and Security expert
With more hidden talents
Wed 30 Dec 2015
at 10:18
  • msg #40

Merry Christmas, All!

1 MCr each in and the change to spend works for Sam, but I don't think everyone needs to do that if they don't want to. The more money in the pot, the less of a drain on funds the ship is each month.

So Sam will do the above, and I think everyone should just post how much they add to the pot from their share - and theres no need for it to be a set amount tho I suppose keeping the maths simple might help
Kheaiftouaw
player, 339 posts
Wed 30 Dec 2015
at 15:30
  • msg #41

Merry Christmas, All!

I assume the 2nd M-Drive is a backup system?
StarMaster
GM, 633 posts
Wed 30 Dec 2015
at 19:07
  • msg #42

Merry Christmas, All!

Not really, but if you are wondering if the ship can fly with just one M-drive, yes. It was an SDB... it was meant to do heavy maneuvering in a system.
Darrel Cromwell
player, 422 posts
Noble (Count)
Retired actor
Thu 31 Dec 2015
at 16:35
  • msg #43

Merry Christmas, All!

A quick note: I was looking at the fuel tonnage for the long shot...wouldn't it be 180 tons for the jump-3 600 Tons/.1 X3 ?
StarMaster
GM, 635 posts
Thu 31 Dec 2015
at 18:15
  • msg #44

Merry Christmas, All!

I thought the fuel tonnage was a bit low, too, but... Oops. Lost another decimal place again.

Let me think about this. Increasing that fuel tankage would seriously reduce the cargo space...
StarMaster
GM, 636 posts
Fri 1 Jan 2016
at 00:55
  • msg #45

Merry Christmas, All!

That's what I get for trying to number-crunch late at night.

The only other high-tonnage item was the mining drones, so I went back and looked over the rules again to see if I could tweak them some way.

As the rules state, it's a 'set' of mining drones, but they don't really explain what that means.

Two deck squares equates to a ton of ship. Since the 'set of mining drones' can mine 2d6 x 10 tons per day, and since I had 10 mining drones on the ship's deck plans, it wasn't much of a stretch to say that a 'set' is 10 mining drones. That makes it easy to calculate how much they can mine if one or more are damaged.

Also, the 10 tons of drones includes the miscellaneous spaces and equipment for handling them, which is taken up by the remote operations room.

So that put the mining drones down to 10 tons on the ship's stats list, and only 1,000,000Cr.


That let me up the fuel to 180 tons (like it should have been), but reduces the cargo space to 135 tons. That's dedicated cargo space, though. Generally, a unit of cargo is 1 ton, palletized or containerized, so it takes up 2 deck squares. That leaves a lot of extra room for putting cargo if you have to.
Sharik Kaagira
player, 206 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 1 Jan 2016
at 03:36
  • msg #46

Merry Christmas, All!

Seems to me that the repair drones are also mispriced (though their tonnage may be correct/appropriate).

If I read the table on page 111 of the Main Rulebook correctly, one set of repair drones (and I presume that the GM is trying to equip the Long Shot with three (3) sets) should weight 6 tons (600 x 0.01) and cost 1.2 MCr (0.2 MCr/ton x 6 tons).

So, the three sets should weigh 18 tons and cost 3.6 MCr (not 360 MCr as listed).
StarMaster
GM, 638 posts
Fri 1 Jan 2016
at 04:43
  • msg #47

Merry Christmas, All!

Pablo and Kaengarr noticed the same thing.


Repair drones are equated to the repair robots, which are defined as what I would think are repair drones anyway. Although listed as 'small', they give no size indicators. Small compared to a starship could still be rather large. I picture them about the size of R2D2, whether they are 'crab-shaped' or not.

In any case, since you don't buy a repair robot by the six-pack, there's no reason to think that repair drones are sold in 'sets' rather than individually.

These are Advanced Combat Repair Drones... lightly armored to keep from getting blown away too easily. Also, they are built to government/military specs.
Sharik Kaagira
player, 207 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 1 Jan 2016
at 06:39
  • msg #48

Merry Christmas, All!

Ah.  Sorry, I missed that exchange from Pablo and Kaengarr; mea culpa.

Those must be some pretty swanky repair drones; they are almost as expensive as everything else combined.  Sharik is going to want to get herself some of those...  Hmmm... actually, it sounds like we did get us some of those!  Sweet!

And what is the logic behind placing a 20-ton Launch (with Maneuver/1) on an Maneuver/3 ship?  Why not place a 30-ton ship's boat (with Maneuver/6) instead for 10 more tons of displacement and only 2 MCr more?  It would seem more practical...
StarMaster
GM, 640 posts
Fri 1 Jan 2016
at 07:36
  • msg #49

Merry Christmas, All!

The exchanges with Kaengarr and Pablo were in PMs.


Sharik can ask the designer why he didn't allow for a Ship's Boat rather than a Launch. Why does anybody drive a Prius when they can drive a Ferrari?
Sharik Kaagira
player, 210 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 1 Jan 2016
at 07:49
  • msg #50

Re: Merry Christmas, All!

StarMaster:
Sharik can ask the designer why he didn't allow for a Ship's Boat rather than a Launch. Why does anybody drive a Prius when they can drive a Ferrari?

A Prius doesn't cost 90% of a Ferrari (a launch is 14MCr, while a ship's boat is 16MCr).  In the case of the Long Shot, the damned thing is already 700+ MCr, 2 MCr more is drop in the bucket.

More to my point, most people that I know who can afford a Ferrari will often buy a Tesla Model S (P85-D level trim) instead...

The 10 tons extra of displacement for a ship's boat might be slightly more of an issue.  But only slightly, given that it is a 600 ton ship.
Pablo Esteban Ryzov
player, 117 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 1 Jan 2016
at 09:04
  • msg #51

Re: Merry Christmas, All!

Happy New Year all.

If the repair drones are remaining as is, we need to agree among us *not* to just strip those puppiea off the Longshot, sell them for 150 MCr, or whatever deal our rather excellent business folk can manage, and either split up the proceeds and retire to life long wealth and luxury, or refit the Longshot to a little wee baby dreadnaught with cargo holds, heavily pay down our loan on the ship, or other mischief better minds than mine can devise for such a chunk of cash.

Though its also going to be exceptionally painful to make a loan payment on a ship whose cost is bloated by 350 MCr of assets that seem on the face of it to provide marginal and very occasional utility.
Kheaiftouaw
player, 340 posts
Fri 1 Jan 2016
at 13:29
  • msg #52

Re: Merry Christmas, All!

A lot of the pecularities of this ship can be explained with it being build as an SDS, which to my knowledge dont even have jump drives.

So whe the 2nd M-Drive is not a backup, what M-rating does the ship have 3 or 6?
You might also want to increase the fuel a bit more so that the ship would not be completely empty after a jump.
StarMaster
GM, 642 posts
Fri 1 Jan 2016
at 13:44
  • msg #53

Re: Merry Christmas, All!

These things are being considered by the Elephants--it's being done at a Very High Level!

The SDB didn't have a jump-drive, but there was a jump-shuttle (essentially the rear end of the ship here) that could be docked with it in order to move it to another system if necessary. That's what the auxiliary bridge's function was; it was part of the jump-shuttle.


I think, though, that the revised stats will remain as is.
This message was last edited by the GM at 13:48, Fri 01 Jan 2016.
Kaengarr Ruzokh
player, 210 posts
Gvegh Vargr
Fri 1 Jan 2016
at 19:00
  • msg #54

Re: Merry Christmas, All!

  Pablo: I don't think we'll want to buy the Long Shot, all things considered.


  Should we kick the IC scene ahead to that TAS meeting? It'll be easier to cover all of this if everyone's in one spot.
Darrel Cromwell
player, 423 posts
Noble (Count)
Retired actor
Fri 1 Jan 2016
at 20:30
  • msg #55

Re: Merry Christmas, All!

Not to be a stickler...but, the ship would need maneuvering fuel (18 tons per 2 weeks)

I agree we should move to the TAS to start the ball rolling on our next task in IC.
This message was last edited by the player at 20:51, Fri 01 Jan 2016.
Kaengarr Ruzokh
player, 215 posts
Gvegh Vargr
Mon 4 Jan 2016
at 18:51
  • msg #56

Re: Merry Christmas, All!

  Since it wasn't explicitly stated, that IC post assumes that Darrel did put the call on hold so we can't be overheard!
Darrel Cromwell
player, 434 posts
Noble (Count)
Retired actor
Mon 4 Jan 2016
at 18:54
  • msg #57

Re: Merry Christmas, All!

Kaengarr Ruzokh:
  Since it wasn't explicitly stated, that IC post assumes that Darrel did put the call on hold so we can't be overheard!

LOL...
Darrel Cromwell
player, 438 posts
Noble (Count)
Retired actor
Tue 5 Jan 2016
at 21:23
  • msg #58

Re: Merry Christmas, All!

Keep in mind, although it seems like there are 2 different discussions going on, IE...Ship Ahoy and Recovering A Long Shot. Don't get confused.

We are actually in one location all together...

Look at it as 2 separate conversations going on at the same time.
Kheaiftouaw
player, 345 posts
Tue 5 Jan 2016
at 21:41
  • msg #59

Re: Merry Christmas, All!

Maybe we should merge them?

I always kinda assumed the Ship Ahoy thread was OOC.
Sharik Kaagira
player, 213 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 5 Jan 2016
at 21:45
  • msg #60

Re: Merry Christmas, All!

Kheaiftouaw:
Maybe we should merge them?

Yeah, that.  Perhaps Valeska should move over to the Long Shot thread from the Ships Ahoy one...  Just brainstorming aloud...

Kheaiftouaw:
I always kinda assumed the Ship Ahoy thread was OOC.

It has always seemed a bit of a mix.  But the IC/OOC line has been blurred a couple of times in this game.
Kaengarr Ruzokh
player, 217 posts
Gvegh Vargr
Tue 5 Jan 2016
at 21:45
  • msg #61

Re: Merry Christmas, All!

  I also figured that Ship Ahoy was OOC. What's going on there looks more like a questionnaire than a dialogue, too. ;)
Walter Zeller
player, 277 posts
Merchant/Noble
Tue 12 Jan 2016
at 00:37
  • msg #62

Long Shot?

Let me make sure that I understand this as I am reading Ms Blue's statement two ways.

1. We surrender our shares, make two payments of Cr441,266, the vessel is ours
2. We surrender our shares and then make payments for the next twenty years?
Kaengarr Ruzokh
player, 220 posts
Gvegh Vargr
Tue 12 Jan 2016
at 01:47
  • msg #63

Long Shot?

  Well, either we're REALLY supposed to take the Long Shot...

  ...or our new financial plan is to pay off the ship and flip it for the (less expensive) one we actually want. ;)
StarMaster
GM, 653 posts
Tue 12 Jan 2016
at 05:28
  • msg #64

Long Shot?

Ceruleanne was explaining why Casey only owed two payments on the ship. The bank would only finance it for her for 20 years because of how old the ship was.

The ship still has value, and while Casey doesn't need the credits now, she's reluctant to just give it up for nothing. The bank will refinance it for her for the ship shares you all have rather than any actual credits.
Darrel Cromwell
player, 440 posts
Noble (Count)
Retired actor
Tue 12 Jan 2016
at 13:03
  • msg #65

Long Shot?

I also wanted to clarify?

We pay Casey Cr882,532, then....

quote:
2. We surrender our shares and then make payments for the next twenty years?


That's how I understood it.
This message was last edited by the player at 13:18, Tue 12 Jan 2016.
Kaengarr Ruzokh
player, 222 posts
Gvegh Vargr
Tue 12 Jan 2016
at 18:06
  • msg #66

Long Shot?

  I read it as #1. The 20-year thing is talking about the previous captain.
Walter Zeller
player, 278 posts
Merchant/Noble
Wed 13 Jan 2016
at 05:49
  • msg #67

Re: Long Shot?

StarMaster:
Ceruleanne was explaining why Casey only owed two payments on the ship. The bank would only finance it for her for 20 years because of how old the ship was.

The ship still has value, and while Casey doesn't need the credits now, she's reluctant to just give it up for nothing. The bank will refinance it for her for the ship shares you all have rather than any actual credits.

So 1 then?
StarMaster
GM, 656 posts
Wed 13 Jan 2016
at 06:54
  • msg #68

Re: Long Shot?

First of all, I don't run railroad games. If you don't want the Long Shot, that's fine. I've already thrown half-a-dozen ship options out there for you.

Second, you are all way too paranoid! I don't know what kind of insidious GMs you've all gamed with before, but I'm not normally like that. Now if this was a spy game, then, yeah, Conspiracy is the name of the game.

Third, most of this stuff you should be dealing with IC.


Fourth, yeah, #1 is the correct interpretation.
Darrel Cromwell
player, 445 posts
Noble (Count)
Retired actor
Wed 13 Jan 2016
at 15:50
  • msg #69

Re: Long Shot?

Sorry if I have been harping on the Long Shot so much, to me, it just seems like a perfect ship for our needs with the neat high grade stuff, but it also comes with a huge caveat, extremely overpriced repair drones.

Concerning those, well, it is a mystery about how that price came about, it might be something simple...Unfortunately, I have this bad habit of always trying to solve them, even if it's futile or unsolvable. ;-)

If this has become a disruption/distraction in IC or slowing the game down unnecessarily, then, I recommend we finish up the debate and vote on a ship that has been presented here or we move on to Outpost?

In reference to paranoia, yea, I think it is somewhat of an ingrained trait one develops, sometimes detrimentally. ;-(
Kheaiftouaw
player, 349 posts
Wed 13 Jan 2016
at 20:47
  • msg #70

Re: Long Shot?

I do agree that this ships do seem tailor made for us, especially with all the improvements like the powerful M-Drive with half the power requirement and the reduced J-Drive. Those things are hard to pass up.
Kaengarr Ruzokh
player, 230 posts
Gvegh Vargr
Thu 14 Jan 2016
at 01:17
  • msg #71

Re: Long Shot?

  We're dealing with powerful interests that have secrets to keep. Paranoia is the natural outgrowth of that. ;)
Vonon Ronkunu
player, 202 posts
Vargr and Spacer
ex-Patrol Commander
Thu 14 Jan 2016
at 04:46
  • msg #72

Re: Long Shot?

In reply to Kaengarr Ruzokh (msg # 71):

I am not paranoid!  I know that each and every one of you bastards is out to get me!   ^_^
Pablo Esteban Ryzov
player, 123 posts
End 8, Str 6, Dex 2/9
Gun for hire
Thu 14 Jan 2016
at 06:04
  • msg #73

Re: Long Shot?

If those repair drones were made by any military organization, and were supposed to be the next big thing, it could be just an extreme example of development bloat, ala the F-35 budget fiasco.

Of course they might be full AIs packing batttlesuit grade armor and hidden fusion guns along with their tool packs. At that price, they should at least be robots, not drones.
Darrel Cromwell
player, 448 posts
Noble (Count)
Retired actor
Sun 17 Jan 2016
at 18:23
  • msg #74

Credits

Just so I have this right...

Group funds are 17.3 Mcrs, is that correct?
Gregory Jones
player, 22 posts
Wed 20 Jan 2016
at 13:46
  • msg #75

Credits

As the new guy I assume I have no vote as I have no part of the multi million dollar pot the group is discussing. did I assume incorrectly?
Kheaiftouaw
player, 351 posts
Wed 20 Jan 2016
at 20:34
  • msg #76

Credits

As this is OOC I don't see why not. Even more so you if you got any ship shares during character creation.
Kheaiftouaw
player, 352 posts
Fri 22 Jan 2016
at 22:35
  • msg #77

Credits

So it looks to me its pretty much decided to get the Long Shot, even if only temporary.
Kaengarr Ruzokh
player, 233 posts
Gvegh Vargr
Sat 23 Jan 2016
at 07:48
  • msg #78

Credits

  Since he's the captain and was the owner, is he able to fill us in on the high-tech extras? The super security subsystem, the force fields, and whatever else we didn't yet find?
Walter Zeller
player, 283 posts
Merchant/Noble
Sat 23 Jan 2016
at 14:37
  • msg #79

Credits

How much money did we want to use for cargo speculation?
Kaengarr Ruzokh
player, 234 posts
Gvegh Vargr
Sat 23 Jan 2016
at 15:45
  • msg #80

Credits

  As much as we can manage to fill the hold, I suspect!
Kheaiftouaw
player, 353 posts
Sat 23 Jan 2016
at 16:05
  • msg #81

Credits

To be honest, I first have to figure out how much money we (I) have left after all the big number transactions.
Darrel Cromwell
player, 454 posts
Noble (Count)
Retired actor
Sun 24 Jan 2016
at 02:24
  • msg #82

Credits

According to my rough calculations(?)
17.3 MCr.

- 883KCr (Cr882,532)

= 16,417,000 Crs

/8 mission group
Darrel Cromwell
Kaengarr Ruzokh
Kheaiftouaw
Pablo Esteban Ryzov
Samantha Kilgore
Sharik Kaagira
Vonon Ronkunu
Walter Zeller
Did I miss anyone?


=2,052,125 Crs per "old" crewmember.

Or, something to that effect.
This message was last edited by the player at 13:25, Sun 24 Jan 2016.
Darrel Cromwell
player, 455 posts
Noble (Count)
Retired actor
Sun 24 Jan 2016
at 14:00
  • msg #83

Credits

I have been looking, but I can't find the information concerning AcquireCorp Shares, value (Cr25.92 per share). Is that trade-able only on Grendal or is it a subsector/sector wide?
Darrel Cromwell
player, 458 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 00:39
  • msg #84

Re: Credits

Walter Zeller:
How much money did we want to use for cargo speculation?

I agree with Kaengarr, the main point is getting as much of the the most profitable selling item at Outpost, and not worrying so much about cost, well, at least a reasonable cost.

Keep in mind, it is basically impossible given Walter's skills to not make some sort of profit.
This message was last edited by the player at 00:55, Mon 25 Jan 2016.
Walter Zeller
player, 284 posts
Merchant/Noble
Mon 25 Jan 2016
at 05:09
  • msg #85

Re: Credits

Heading to Outpost empty would be a waste of time so I figure that I would start working on the cargo behind the scenes while the others check out the ship. I just did not want to show up with cargo requiring 10+Mcr if the group did not want to spend that kind of money.
Pablo Esteban Ryzov
player, 125 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 25 Jan 2016
at 05:23
  • msg #86

Re: Credits

Pablo would be willing to put 1.5 MCr of his share into speculative cargo.  Do we want to advertise for basic freight lots, too?
Darrel Cromwell
player, 461 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 12:22
  • msg #87

Re: Credits

In reply to Walter Zeller (msg # 85):

Are you using the core book or Merchant Prince?
Walter Zeller
player, 285 posts
Merchant/Noble
Mon 25 Jan 2016
at 13:21
  • msg #88

Re: Credits

I have both but was thinking of just using the core book to keep things easier.
Darrel Cromwell
player, 463 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 13:36
  • msg #89

Re: Credits

In reply to Walter Zeller (msg # 88):

Makes sense. There are some equipment items from the book that could come in handy, if we want to look at being a "jack of all trades" type of trouble shooters.

Armotec Crew Coat (TL10), Debris Scoop (TL7),Tow Cable (TL7),Forced Linkage Apparatus (TL7+),Salvage Suit (TL9) and of course the K-19 ‘Karp-Dog’ Assistance Drone (TL12). ;-)
Walter Zeller
player, 286 posts
Merchant/Noble
Mon 25 Jan 2016
at 14:00
  • msg #90

Re: Credits

I was thinking more in line with the Loading belt for 1 ton and 10kcr, no need to have people on the vessel unless needed.

As for the Armotec Crew Coat (TL10), Debris Scoop (TL7),Tow Cable (TL7),Forced Linkage Apparatus (TL7+),Salvage Suit (TL9) and K-19 ‘Karp-Dog’ Assistance Drone (TL12), I like the K-19, Salvage Suit  (get all the bells and whistles),and the armored coat (now we need to come up with a company logo...) Not sure about the scoops/tow cable/linkage as that would take up 11 tons of cargo space between the three of them.

(Also, in answer to you question on the other board, check out message 68 on this one)
Kaengarr Ruzokh
player, 238 posts
Gvegh Vargr
Mon 25 Jan 2016
at 14:07
  • msg #91

Re: Credits

  For those of us who don't own the whole Traveller library ;) could you describe what those things all do?
Walter Zeller
player, 287 posts
Merchant/Noble
Mon 25 Jan 2016
at 14:25
  • msg #92

Re: Credits

Here you go

Loading belt Tl7+ 3kcr conveyor belt that acts as if 10 people were moving cargo on the vessel, TL12 10 kcr acts as if there were 25 people.

Armotec Crew Coat gives protection 5 and has a one hour air supply 800 cr

Debris Scoop (TL7), scoops mounted on the vessel to make passes through a debris field and gather them. 10 kcr, 5 tons

Tow Cable (TL7), allows a vessel to tow an another one based on the size of the towed vessel 20kcr, 4 tons

Forced Linkage Apparatus (TL7+), allows docking with another vessel 2 tons 10kcr for the TL 12 version.

Salvage Suit (TL9) Heavy duty vacc suit for salvage operations.

K-19 ‘Karp-Dog’ Assistance Drone (TL12), scans for hazardous materials on board, records audio/video for 6 hours, can bite, play mode.
Darrel Cromwell
player, 465 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 15:24
  • msg #93

Re: Credits

Kaengarr Ruzokh:
  For those of us who don't own the whole Traveller library ;) could you describe what those things all do?

I must have spent $500+ on getting the books. ;-)

Eventually, I'll upload the books I have into my goggle drive and post a link.
Darrel Cromwell
player, 466 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 15:38
  • msg #94

Re: Credits

Walter Zeller:
I was thinking more in line with the Loading belt for 1 ton and 10kcr, no need to have people on the vessel unless needed.

As for the Armotec Crew Coat (TL10), Debris Scoop (TL7),Tow Cable (TL7),Forced Linkage Apparatus (TL7+),Salvage Suit (TL9) and K-19 ‘Karp-Dog’ Assistance Drone (TL12), I like the K-19, Salvage Suit  (get all the bells and whistles),and the armored coat (now we need to come up with a company logo...) Not sure about the scoops/tow cable/linkage as that would take up 11 tons of cargo space between the three of them.

(Also, in answer to you question on the other board, check out message 68 on this one)

Thanks for heads up concerning the Long Shot finances.

Yeah, I get the point about saving cargo space, if we do too much, we'll eventually be forced to carrying only really high priced items (if they are even available) to make any trip (without a mission plan) worthwhile.
Darrel Cromwell
player, 468 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 15:59
  • msg #95

Re-reading the books

I suppose the silver lining concerning re-reading the books, it reminded me about some things we should be doing (and should have been doing).

Training, given the time it takes, we should begin an in-house program.

LEARNING NEW SKILLS
The more skills a character possesses, the longer it takes him to learn a new skill. A character’s Skill Total is calculated by summing the levels of each skill (level zero skills count as zero). A character with Mechanic 1 and Gun Combat (slug pistols) 2 would have a Skill Total of 3.

To increase a skill, a character must train for a number of weeks equal to his current Skill Total plus the desired level of the skill. So, to advance from Pilot 2 to Pilot 3 with a current Skill Total of 3 would take (three, plus three) six weeks. A character may only train one skill in a given week.

Kaengarr Ruzokh
player, 239 posts
Gvegh Vargr
Mon 25 Jan 2016
at 17:00
  • msg #96

Re-reading the books

  I figured right from the outset that skill training is in the "never going to happen" column given the pace of RPOL play and the in-game time requirements.

  I think most of us already have some form of armor and vacc suit and depending on where we go there might be higher-tech options available anyway.

  Most of the ship hardware sounds really situational, so as a generalist group they probably aren't worth the space they'll take up. We can always obtain one if we really need it for a specific situation.

  The K19 could be handy though. Just watch your wisecracks around the Vargr. ;)
Walter Zeller
player, 289 posts
Merchant/Noble
Mon 25 Jan 2016
at 17:58
  • msg #97

Re-reading the books

So in another 24 weeks Sir Walter will be Broker-5 and feared by merchants in the sub sector.

Concerning the Longshot, how do we want to do the paperwork? I was thinking that we payout what we have earned so far and those with ship shares would form a shell corporation for the vessel (renting it out to the freight company). Charge 10% of the profit or 500kcr (whichever is less) per month and pay out 4% per share to those that contribute. as an example at 500kcr a month,

(21 shares that I am aware of + 4 for ship operations)
Darrel Cromwell 2 shares 40kcr @ month
Kaengarr Ruzokh 4 shares 80kcr @ month
Kheaiftouaw 1 share 20kcr @ month
Sharik Kaagira 4 shares 80kcr @ month
Vonon Ronkunu 6 shares 120kcr @ month
Walter Zeller 4 shares 80kcr @ month
Crew (players without a ship share), life support, maint, berthing fees 80kcr @ month

The freight company would be created with players getting a share for each 100 kcr they contribute.
Darrel Cromwell
player, 469 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 18:11
  • msg #98

Re: Re-reading the books

Kaengarr Ruzokh:
  I figured right from the outset that skill training is in the "never going to happen" column given the pace of RPOL play and the in-game time requirements.

  I think most of us already have some form of armor and vacc suit and depending on where we go there might be higher-tech options available anyway.

  Most of the ship hardware sounds really situational, so as a generalist group they probably aren't worth the space they'll take up. We can always obtain one if we really need it for a specific situation.

  The K19 could be handy though. Just watch your wisecracks around the Vargr. ;)

Concerning the training, all valid points, but, there will be alot of abstract time spent (jump/transit time), and it will have the feeling of a real accomplishment when someone gains or improves a skill.

In reference to the personal gear from the Merchant Prince book, the only reason why I listed it, is because it's not covered in the CRB, nor the CSC. But you are right, anytime we hit somewhere high-tech or a specialized area (belter/scientists/military), we should keep our eyes open for things.

Same for the ship hardware, I was just looking at it from the standpoint, the more varied we have of upgrades, the more chance a mission profile will match our capabilities. Kinda of what I meant by a "Jack of All Trades" aspect.

"We have a salvage job"... We can do that.
"We have a mining job"... We can do that.
"We have a search and rescue job"... We can do that.
"We have a recon/research job"... We can do that.
"We have a humanitarian job"... We can do that.
"We have an extraction job"... We can do that.
"We have an insert a spy into a warzone delivering medicine to a wild animal refuge that is dealing with a plague of nano-bots controlled by a group of nymphomaniacs under the influence of a psionic warlord job"... We can do that. Well, maybe?

Get my point. ;-)

With a K-19, when someone says heel, everyone doesn't look in Kaengarr's direction.

Edit note: Walter's and my message were crossing I-space, will address his message shortly.
Kaengarr Ruzokh
player, 240 posts
Gvegh Vargr
Mon 25 Jan 2016
at 18:41
  • msg #99

Re: Re-reading the books

  Even though it would benefit Kaengarr to some degree, I'm not fond of the idea of linking individual income to the number of ship shares. Those generally aren't literal shares to begin with, and it's a stretch to link them to actual contribution.
Darrel Cromwell
player, 470 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 20:30
  • msg #100

Re: Re-reading the books

Kaengarr Ruzokh:
  Even though it would benefit Kaengarr to some degree, I'm not fond of the idea of linking individual income to the number of ship shares. Those generally aren't literal shares to begin with, and it's a stretch to link them to actual contribution.

I was putting on my dunce cap for a moment... ;-)

As much as I am very sure Walter's system makes complete sense, I am thinking a bit more simplistically minded....

I am in agreement that the Long Shot needs to be an asset of a Corporation formed by us, this provides a certain level of legal protections for both the ship and the individuals concerned.

Talking about ship shares in an abstract manner, for this ship, each share equals something like 5MCr+ per share...Ship shares represent contacts, credit rating, savings and favours owed that a character can put towards ownership of a space vessel.

The idea is achieving a happy medium balance taking into consideration, we are in a game world that tries to depend on realism.

With that confusing statement said...

Keeping in mind, for the moment, almost all the crewmembers are flush with cash, the only exception(?) being the newcomer, Gregory Jones. Darrel will front him the money to make all contributions as equal as possible.

Remember, keep it simple and fair, and as "realistic" as possible....

Everyone puts 1Mcr into the group fund. 10 Mcr.

That is the group's, corporation's and Walter's bank(initial purchasing sum), we leave it up to him to get the best deal on whatever cargo he thinks is worth it.

We go to Outpost, and sell the cargo.

Breakdown. Note, this is just the original buy/jump/sell...we'll figure out the details for future deals later.
All ship costs are deducted, or 1 Mcr.
then
25% of remainder is "corporation's money" IE establishing the group's funds
then
50% of remainder is divided into # of personal ship shares.
then
the remainder is divided into # of crewmembers.

I realize, it's not perfect, but, in layman terms, that looks ok to me?

Example...

We buy 10MCr worth of hockeypucks.
We sell the hockeypucks for 12MCr.
We give 1 MCr to cover ship expenses.
We give 2.75 Mcr to group fund
We give 202KCr per ship shares(21)
Each crew member gets 400Kcr.

Or something like that.

Edit note: I know the ship shares thing is abstract, and over time, unfair (not really in the real world), but we need to come up with a more judicious system, as the game progress.

And, there are probably large gaps in my logic, just trying to figure it out.
This message was last edited by the player at 20:43, Mon 25 Jan 2016.
Walter Zeller
player, 290 posts
Merchant/Noble
Mon 25 Jan 2016
at 21:43
  • msg #101

Re: Re-reading the books

Heard from Valeska and she has two shares herself, so that would change my math so I have to rethink it.

How about

Pool the money that we have now (including the 3+ Mcr that Valeska has) and break into into two accounts of 10 Mcr each.

Account 1 The ship. Each player would have a share and once a year they would receive an agreed upon payout (percentage or flat amount) Those that contributed ship shares to purchase the vessel would have right to buy the share(s) of those that leave the ship. Money from sources other than cargo would go into this account, like a salvage op.

Account 2 Cargo. Net profit would be split up with 25% off the top going to the ship account, 50% would be divided into the players accounts, paid out each month (or quarter), the rest goes back into the cargo account.
Pablo Esteban Ryzov
player, 126 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 25 Jan 2016
at 22:10
  • msg #102

Re: Re-reading the books

As long as Pablo gets to buy some new toys eventually, he's good with leaving all the money in the group funds. To him its all like crazy huge amounts of caah anyway.
Darrel Cromwell
player, 472 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 22:11
  • msg #103

Re: Re-reading the books

Walter Zeller:
Heard from Valeska and she has two shares herself, so that would change my math so I have to rethink it.

How about

Pool the money that we have now (including the 3+ Mcr that Valeska has) and break into into two accounts of 10 Mcr each.

Account 1 The ship. Each player would have a share and once a year they would receive an agreed upon payout (percentage or flat amount) Those that contributed ship shares to purchase the vessel would have right to buy the share(s) of those that leave the ship. Money from sources other than cargo would go into this account, like a salvage op.

Account 2 Cargo. Net profit would be split up with 25% off the top going to the ship account, 50% would be divided into the players accounts, paid out each month (or quarter), the rest goes back into the cargo account.

Ok, let's start with, this is the part nobody likes to talk about...the money (either cash, indirect, or whatever).

And, just as the real world deals with it, let's kick this problem down the road to be solved later.

We form the corporation(more ideas on this later), list the Long Shot as an asset.

Everyone puts in 1 MCr (10 MCr), we buy the cargo, and leave for Outpost.

How's that sound? I know it's imperfect, but, until we get an idea that makes sense to everyone, let's rock and roll out of here. ???
Kaengarr Ruzokh
player, 241 posts
Gvegh Vargr
Mon 25 Jan 2016
at 22:20
  • msg #104

Re: Re-reading the books

  The characters'll have a week or two to work out the details en route, so... yeah, let's just get some stuff and go. It's what Kaengarr would do!
Darrel Cromwell
player, 474 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 22:34
  • msg #105

Re: Re-reading the books

Kaengarr Ruzokh:
  The characters'll have a week or two to work out the details en route, so... yeah, let's just get some stuff and go. It's what Kaengarr would do!

What he said, Grrrr...Oh, sorry... ;-)
StarMaster
GM, 664 posts
Mon 25 Jan 2016
at 23:05
  • msg #106

Ship Shares and Skill Progression

The problem with 'ship shares' is the use of the word 'shares' because it makes it sound like its the same things as a stock share. It isn't. What it really is is a 'price reduction'.

Without specifying what each 'ship price reduction', it essentially winds up being a discount. Every member of the group decides to cooperate to acquire a ship. What you bring to the negotiation is a way to reduce the selling price, not actually throwing credits at the banker.

Realistically, you'd have Agencies that were set up to 'cash in' on these price reductions... the favors, the non-monetary credit etc.


If you do it any other way, you risk one player feeling left out or even cheated simply because his dice rolling didn't go so well during character creation.



On another note, as I was reading over Darrel's reiteration of the skill advancement procedures, a couple of things occurred to me.

The first is a point about learning languages. In general, once you learn a second language, additional languages are easier to learn (with a few exceptions). Apparently it has something to do with training your brain to think a different way. That's why children raised in a bilingual environment have no problem learning both languages.

The second point is the American college degree program (don't really understand the British system). As some of you probably already know, you get a degree by earning a certain number of course credits. We insist on a broad spectrum education, so if, for instance, you want a math degree, most of your credits will be math courses, but you will probably also have to have some Humanities credits, some Science credits and Language credits.

What that results in is also having the Language credits and Science credits to qualify for a Humanities degree, with maybe only having to take one more course.

The third point is that universities are accepting Real Life Experiences in lieu of some credits. If you've had a job at a doctor's office for the past 6 years, that might equate to a certain number of credits in the Humanities.

The fourth point is that a lot of what you learn from one skill often crosses over into other skills. The more sophisticated a skill is, the more it's likely to get used in other skill applications.


Now, roll all that together, and the idea that the more skill ranks you have will make it harder to learn new skills/ranks is actually backwards thinking. The game is implying that you can fill your brain up! Yet, we know that we use only 10% of our brain.

So I'm rethinking the skill progression system.

To start with, the total number of skill ranks you have will have nothing to do with training, but I'm thinking it might be an upper limit based on your Int and Edu.

Studying/training can be done in 2 ways: focused or casual. Focused studying requires a number of weeks equal to the new rank you are studying for. So if you have 2 ranks in Sensors and are trying to raise it to Rank 3. It would require 3 weeks of Focused study, which is 10 hours per day. Casual study means you are trying to press yourself; you only spend 5 hours a day, so study time takes twice as long, or 6 weeks.

I'm also thinking that you could possibly study two skills at the same time, if one is physical and one is essentially mental. Really, Archery and Astrogation would hardly be using the same resources and ability.

Gaining a skill at Rank 0 should probably take 4 weeks.


Anyway, how does that sound? Do the study times seem a bit low?
Kaengarr Ruzokh
player, 242 posts
Gvegh Vargr
Mon 25 Jan 2016
at 23:20
  • msg #107

Re: Ship Shares and Skill Progression

StarMaster:
Yet, we know that we use only 10% of our brain.


  Blargh! Medical myth there!


  But the rest sounds fine. IIRC that's close to what the new version is/was doing vis a vis training, although I have no idea whether things got changed around in the final release.


  The only potential hitch is how to assess on-the-job style training. Taking everyone's favorite skill to pick on, if you're actually looking after passengers 10 hours/day during a trip then that should probably count toward Steward training even if you aren't doing any formal studying...
Darrel Cromwell
player, 475 posts
Noble (Count)
Retired actor
Mon 25 Jan 2016
at 23:28
  • msg #108

Ship Shares and Skill Progression

quote:
The problem with 'ship shares' is the use of the word 'shares' because it makes it sound like its the same things as a stock share. It isn't. What it really is is a 'price reduction'.  Without specifying what each 'ship price reduction', it essentially winds up being a discount. Every member of the group decides to cooperate to acquire a ship. What you bring to the negotiation is a way to reduce the selling price, not actually throwing credits at the banker.

Couldn't have said it better, know that I understand it better. ;-)

quote:
On another note, as I was reading over Darrel's reiteration of the skill advancement procedures, a couple of things occurred to me.  The first is a point about learning languages. In general, once you learn a second language, additional languages are easier to learn (with a few exceptions). Apparently it has something to do with training your brain to think a different way. That's why children raised in a bilingual environment have no problem learning both languages.  The second point is the American college degree program (don't really understand the British system). As some of you probably already know, you get a degree by earning a certain number of course credits. We insist on a broad spectrum education, so if, for instance, you want a math degree, most of your credits will be math courses, but you will probably also have to have some Humanities credits, some Science credits and Language credits.  What that results in is also having the Language credits and Science credits to qualify for a Humanities degree, with maybe only having to take one more course.  The third point is that universities are accepting Real Life Experiences in lieu of some credits. If you've had a job at a doctor's office for the past 6 years, that might equate to a certain number of credits in the Humanities.  The fourth point is that a lot of what you learn from one skill often crosses over into other skills. The more sophisticated a skill is, the more it's likely to get used in other skill applications.   Now, roll all that together, and the idea that the more skill ranks you have will make it harder to learn new skills/ranks is actually backwards thinking. The game is implying that you can fill your brain up! Yet, we know that we use only 10% of our brain.

Well, everyone with a 10% mind is always harping on those 15%ers....

quote:
To start with, the total number of skill ranks you have will have nothing to do with training, but I'm thinking it might be an upper limit based on your Int and Edu.


There's a classic similar rule about that somewhere, Int+Edu = max skill level totals, or something like that...keep in mind the classics character creation tables were killers...if you survived at all, happy camper, survivor with skills, happy camper with cream and cherries on top.

I'll need some time to figure it out,and SM, excellent work.
Samantha Kilgore
player, 244 posts
Pilot and Security expert
With more hidden talents
Tue 26 Jan 2016
at 08:41
  • msg #109

Ship Shares and Skill Progression

Training is weird in Traveller. I am running a game in RL and struggling with it a bit. I can see the logic behind it, but not sure I agree with it totally

I think theres a couple of other points to bear in mind about it, though

1) Actually, if you Jump a lot, you get lots of training time, so progression can be quite quick
2) I think the Skills total = time to learn idea was to make it easier for characters with fewer skills to "catch up" skill levels with characters with more skills
3)Traveller tries to be hard science, so at the time the skills system would probably be based on what was known at the time.
4) In my understanding is that theres less of a limit on how much you can learn, the real limit is practical - its hard to practice skill regularly the more you have, to prevent skill fade - getting rusty

If you are having a limit then it might need to include physical stats, because eg melee, stealth etc are arguably more about your physical limits rather than mental

Not sure if that helps.
Kaengarr Ruzokh
player, 243 posts
Gvegh Vargr
Tue 26 Jan 2016
at 10:08
  • msg #110

Ship Shares and Skill Progression

  I double-checked the beta book for the new version: the skill limit there is 3 x (Int + Edu) total skill ranks. None of them use other stats for their limit count, although Athletics uses Str/Dex/End instead of Edu for the actual training checks.
This message was last edited by the player at 10:08, Tue 26 Jan 2016.
StarMaster
GM, 666 posts
Tue 26 Jan 2016
at 19:28
  • msg #111

Ship Shares and Skill Progression

Good point, Sam, about those with fewer skills being able to catch up. The 'reality', however, is that shouldn't happen, especially in the game, since each rank is supposed to represent years of training.

It should also be easier for some characters to learn certain skills than others. If your Intelligence is 6, for instance, are you really going to be able to learn Physics as easily as someone with an Intelligence of 12?


And, yes, I was thinking that Physical stats should come into play. First of all, there is something called 'muscle memory'... it's a real thing even if we don't really understand it yet. What immediately comes to mind is riding a bicycle. Once you learn, you don't ever quite forget how to do it. Even if you don't ride one for 20 years, you can still do it fairly well, and pick the rest up quickly enough once you start again.

And that's also one of those skills that has little to do with Intelligence in the first place. It's all Dexterity.


As for study time vs. travel time, if we use the old way, that could still be 20+ weeks, or essentially an entire year.

I much prefer the way that D&D explains it: you are constantly studying, practicing and  honing your skills, including developing new ones. That would really be what's going on in Traveller... especially if you already have a rank in a akill. For example, if you are trying to improve Slug-thrower Pistol skill, you read articles, books, instruction manuals, etc. when you have the time, and you may only hit the target range when you have the chance. But even that's like eating and going to the bathroom. Characters still have to do those things, but unless you want to specifically include those scenes in a story for some reason, we just assume it happens 'behind the curtain'.

Add to that 3D/virtual simulator programs for training, and even physical skills can be developed.


So, based on all these additional idea, I'm thinking that maybe there needs to be a base training period of from 1-4 weeks, then add in the rank time. This base training period would vary based on your overall ranks--the more overall ranks you have, the longer the base training period. This lets lower ranks catch up a bit. It also represents 'untraining' you in things that you already know.

Reminds me of my time in the Air Force when I was sent to Leadership School. The first thing they do is give you a test to see what you know. The questions fell into 3 categories--stuff I already knew, stuff I knew but didn't know what the Air Force called them, and stuff I vaguely knew. That's what the 'untraining' is--learning how to do something for the new skill.


I'll work on this and make a new Notice post for Skill Progression. It'll also include Attribute improvement.
Darrel Cromwell
player, 476 posts
Noble (Count)
Retired actor
Tue 26 Jan 2016
at 20:40
  • msg #112

Ship Shares and Skill Progression

Perhaps incorporating that characters with those skills being able to speed up the training process...

Reading How to Win Friends and Influence People is great to learn the art of persuading, but what if you actually had Dale Carnegie there to teach you?
Pablo Esteban Ryzov
player, 127 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 26 Jan 2016
at 21:48
  • msg #113

Ship Shares and Skill Progression

Uh...you'd be very good at seances? :)
Sharik Kaagira
player, 216 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 27 Jan 2016
at 08:48
  • msg #114

Re: Ship Shares and Skill Progression

Pablo Esteban Ryzov:
Uh...you'd be very good at seances? :)

Or really bad, if you could only summon Dale Carnegie...o_O

Though the conversation has progressed past this, it is likely worth noting that the scale of Classic Traveller (CT) skills and Mongoose Traveller (MgT) skills is slightly different.  CT skills are worth about 3 MgT skill ranks.  Well, between 2x - 4x, depending on the skill and the bonus each level gives, but 3x is about right; for example Jack of All Trades in CT at level 1 eliminates all untrained penalties, whereas in MgT that requires level 3 in JoAT.

So, any level limits that were house ruled in CT should likely be scaled appropriately as well (i.e. 2x(INT+EDU) in CT, should likely something like 5x or 6x).

I'm up for any system of advancement that GM wants to try.  Hopefully, it is not too much number crunching, but that said, I am not afraid of such - it simply is a hope that the new system isn't at odds with the rather abstract and simple set of mechanics that MgT tries to adhere to (the 2d6 vs TN 8+ thing).

Oh, and 'yay' to Attribute progression.  Definitely something that the MgT rule set lacked.
Kaengarr Ruzokh
player, 247 posts
Gvegh Vargr
Thu 28 Jan 2016
at 16:56
  • msg #115

Re: Ship Shares and Skill Progression

  I'll be away for the next day or so. Try not to get into any new catastrophes without me! ;)
Walter Zeller
player, 291 posts
Merchant/Noble
Thu 28 Jan 2016
at 18:41
  • msg #116

Re: Ship Shares and Skill Progression

Funny, I was working on the same thing there Darrell


                                                 Captain: Count Darrel Crowell
                                           ][
                            Senior Pilot/XO: Samantha Kilgore
                                           ][
                                  Navigator: Sharik Kaagira
                                           ][
           =============================================================
           ][                              ][                         ][
       Engineering                  Cargo operations         Gunnery/Security
           ][                              ][                         ][
       Kheaiftouaw                  Sir Walter Zeller        Pablo Esteban Ryzov
       Valeska Brandenberg          Gregory Jones            Vonon Ronkunu
                                                             Kaengarr Ruzokh

Walter Zeller
player, 293 posts
Merchant/Noble
Thu 28 Jan 2016
at 19:18
  • msg #117

Re: Ship Shares and Skill Progression

The other thought is to close out Cargo operations by moving Gregory to Engineering and Walter as an off shoot of the XO.
Darrel Cromwell
player, 478 posts
Noble (Count)
Retired actor
Thu 28 Jan 2016
at 21:16
  • msg #118

Re: Ship Shares and Skill Progression

Walter Zeller:
Funny, I was working on the same thing there Darrell


                                                 Captain: Count Darrel Crowell
                                           ][
                            Senior Pilot/XO: Samantha Kilgore
                                           ][
                                  Navigator: Sharik Kaagira
                                           ][
           =============================================================
           ][                              ][                         ][
       Engineering                  Cargo operations         Gunnery/Security
           ][                              ][                         ][
       Kheaiftouaw                  Sir Walter Zeller        Pablo Esteban Ryzov
       Valeska Brandenberg          Gregory Jones            Vonon Ronkunu
                                                             Kaengarr Ruzokh


quote:
The other thought is to close out Cargo operations by moving Gregory to Engineering and Walter as an off shoot of the XO.


You beat me to it. ;-) The problem for me, I'm probably overthinking it...

I've been bouncing this around in my head, trying to find a happy medium between all the different circumstances the group will face, while at the same time factoring in skills/attributes.

This is a great starting point. And sort of follows along the lines of my thinking, in normal times...Ie us planetside...although I would get rid of the cargo, bump Walter to XO (admin/business(?)), create a Pilots' category (including a Small Craft).

Have a separate chart for positions, in ship to ship combat, example, Vonon would become Battle Captain or Operations officer...Darrel become Comms/Medic?

Get my point...see, I'm overthinking it again....;-)
Walter Zeller
player, 294 posts
Merchant/Noble
Thu 28 Jan 2016
at 22:46
  • msg #119

Re: Ship Shares and Skill Progression

How about this for day to day operations



                                     Captain: Count Darrel Cromwell
                                               ][
        Senior Pilot/XO: Samantha Kilgore  ---------- Merchant/AO: Sir Walter Zeller
                      ][                                       ][
     Navigator/Co-pilot: Sharik Kaagira               Assistant:Gregory Jones
                      ][
                      ][----------Ships Boat:Kaengarr Ruzokh
       ====================================
       ][                                ][
    Engineering                     Gunnery/Security
       ][                                ][
    Kheaiftouaw                     Pablo Esteban Ryzov
    Valeska Brandenberg             Vonon Ronkunu
                       


And in battle


                  Captain: Samantha Kilgore
                            ][
  Co-Pilot: Sharik Kaagira ==== Boarding Operations:Vonon Ronkunu
           ][                                ][
      Engineering                    Gunnery/Security
           ][                                ][
      Kheaiftouaw                    Pablo Esteban Ryzov
      Gregory Jones                  Kaengarr Ruzokh

Medic/Damage Control:Count Darrel Cromwell, Sir Walter Zeller, Valeska Brandenberg


Samantha Kilgore
player, 247 posts
Pilot and Security expert
With more hidden talents
Fri 29 Jan 2016
at 08:44
  • msg #120

Re: Ship Shares and Skill Progression

Wow - hadn't thought about this that much, and wasn't really angling for a boss role, but still happy to do so aboard ship.

I had literally thought of just one person to call it in a given situation eg Engineering issues its Khea, Trading, Walter etc but I suppose that does actually lead to a chart like you have.

I think it will take a little time to fine tune, but I think having too many charts/options will make things complicated.

What I was wanting also was a way for someone to call it if eg Sam wanted to fly but Khea insisted on checking a ship over first (for example - not that that was going to arise). Its ok to be the person who calls it in your sphere, but what if spheres clash?

I think your charts are a very good start. But if Sam is going to be ships captain, her first skill train needs to be Tactics: Naval I think
Walter Zeller
player, 295 posts
Merchant/Noble
Fri 29 Jan 2016
at 16:06
  • msg #121

Re: Ship Shares and Skill Progression

Lets see, I placed you as the senior pilot since you are the only one with Pilot(Spacecraft)-2, Pablo gets the Gunnery job with Turrent-3, Darrell gets the Captains job since he is the noble/face, Sharik has the navigator spot with Astrogation-2...This also based on what the UPP's listed so the comments to Darrell is that while he has a program that will allow him to pilot a vessel, Walter looked over his certifications and there were none as a pilot.

As for a "boss" role, that would happen in battle as the command lines become very streamlined with only two modes, Fight(Boarding/gunnery) and Flight(Pilot/engineering) Darrell, Walter and Valeska will act as medics/damage control based on what is happening. They might also serve as a reserve if we get boarded but Walter is not very combat effective at this time (someone owes him training in laser rifle)

Samantha Kilgore:
What I was wanting also was a way for someone to call it if eg Sam wanted to fly but Khea insisted on checking a ship over first (for example - not that that was going to arise). Its ok to be the person who calls it in your sphere, but what if spheres clash?


As XO, you could take it up with the Captain but if you were to ask Walter, he would lean towards making sure the vessel was safe before any flight tests. I would not have any problem with Kheaiftouaw grabbing you by the scruff of the neck and taking you down to engineering to have you fix something you broke(and with a 9 Strength it will not be that hard).
Kaengarr Ruzokh
player, 248 posts
Gvegh Vargr
Fri 29 Jan 2016
at 18:47
  • msg #122

Re: Ship Shares and Skill Progression

  This discussion now seems to be split across three threads and since someone was wondering: Kaengarr does not have any ranks of his own in Engineering ( - ), but he does have a class 1 Expert Program ( + ) in his computer, so he can effectively function as having Engineering 0. Good enough for routine work or for supporting someone else.
Kheaiftouaw
player, 357 posts
Fri 29 Jan 2016
at 19:28
  • msg #123

Re: Ship Shares and Skill Progression

Sorry for my even slower rate of posting. I have been ill the last few days.

For the chain of command, as long as Khea is in Engineering and someone with a "female" skill set, even if artificial, is at or close to the top all is well.
Kaengarr Ruzokh
player, 249 posts
Gvegh Vargr
Fri 29 Jan 2016
at 20:38
  • msg #124

Re: Ship Shares and Skill Progression

  We probably don't need to be that hierarchical for day-to-day operations, and there are some significant skill-sets being overlooked in the current chart. Consider something like...



                                               Samantha (Captain)

                                                     ][
          =========================================================================================
          ][                                         ][                                          ][
    << Ship Ops >>                             << Security >>                               << Custom >>

    Samantha       (Pilot)                     Valeska  (Inspections)                       Walter   (Broker/Quartermaster)
    Kheaiftouaw    (Engineering)               Pablo    (Guard)                             Darrel   (Negotiations)
    Gregory Jones  (Comms/Sensors)             Vonon    (Guard)                             Kaengarr (Steward)
    Sharik Kaagira (Astrogation)


  Bear in mind that everyone won't be awake all the time (so we might want to consider who handles off-shifts) and that those whose 'official' job isn't currently relevant can be seconded to (or studying for) another one during that time.
This message was last edited by the player at 20:39, Fri 29 Jan 2016.
Darrel Cromwell
player, 482 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 16:34
  • msg #125

Re: Ship Shares and Skill Progression

I've been going over the ship/personal combat section.

Given the skill sets and how they affect combat.

Ship to Ship

Battle Captain:Vonon. Tactics (naval)-1
Pilot:Samantha. (Spacecraft)-2
Turret-1 Gunner:Pablo. Gunnery (turret)-3
Turret-2 Gunner:Kaengarr.  Gunnery(Turret)-1
Sensors:Gregory.  Sensors-2
Chief Engineer:Khea  Engineer (Power)-1,Engineer (J-Drive)-1, Mechanic-1
2nd Engineer:Walter Engineer (J-Drive)-1, Mechanic-1
Medic:Darrel Medic-3

That leaves Sharik, Valeska as the fire brigade (and/or noncombat positions ie comms/computer), dealing with repairs and/or replacements if any principal position is incapacitated. Note: Depending on circumstances, some positions might be left unoccupied unless needed, example Darrel might be part of the back-up, until a medic is needed.

How's that look so far?
This message was last edited by the player at 19:13, Sat 30 Jan 2016.
Darrel Cromwell
player, 483 posts
Sat 30 Jan 2016
at 17:12
  • [deleted]
  • msg #126

Re: Ship Shares and Skill Progression

This message was deleted by the player at 17:13, Sat 30 Jan 2016.
Kaengarr Ruzokh
player, 251 posts
Gvegh Vargr
Sat 30 Jan 2016
at 17:38
  • msg #127

Re: Ship Shares and Skill Progression

  In looking at the ship's software, it will (or at least can) do a decent job of handling several functions on its own, so those assignments are likely to be even more flexible.

  Someone (Valeska and/or Kaengarr?) probably ought to be designated to deal with any passengers/prisoners/live cargo/etc during a battle since they could all cause trouble in various ways.
Pablo Esteban Ryzov
player, 129 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sat 30 Jan 2016
at 17:46
  • msg #128

Re: Ship Shares and Skill Progression

Pablo is at heart a grunt, so he'd probably treat Kaengarr as Chief Gunner, no matter who holds a title. Given that this is a fairly loose hierarchy, it probably doesn't matter, but Darrel would likely realize that, when setting things up.
Darrel Cromwell
player, 486 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 17:50
  • msg #129

Re: Ship Shares and Skill Progression

In reply to Pablo Esteban Ryzov (msg # 128):

Yep, the title isn't as important as the skill/attribute demanded by the position.
This message was last edited by the player at 17:51, Sat 30 Jan 2016.
Darrel Cromwell
player, 487 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 17:57
  • msg #130

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  In looking at the ship's software, it will (or at least can) do a decent job of handling several functions on its own, so those assignments are likely to be even more flexible.
Good point, I was just looking to eke out any advantages we can get. ;-)

  Someone (Valeska and/or Kaengarr?) probably ought to be designated to deal with any passengers/prisoners/live cargo/etc during a battle since they could all cause trouble in various ways.
Makes sense, Valeska has gun skills, keep in mind Sharik's security-2 rating, so that would work out, if we needed to keep the STS combat folks at their positions.

Pablo Esteban Ryzov
player, 130 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sat 30 Jan 2016
at 18:01
  • msg #131

Re: Ship Shares and Skill Progression

I'm just thinking that given the Vargr's general quest for alpha status, it might matter in that sense.  Not saying that's foremost in Kaengarr's mind, but my sense is that Pablo grew up around Vargr, and is used, at least to a point, to being part of a "pack." Even it was eight year olds running around in the service corridors of an asteroid world, making trouble.
Darrel Cromwell
player, 488 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 18:10
  • msg #132

Re: Ship Shares and Skill Progression

In reply to Pablo Esteban Ryzov (msg # 131):

Honestly, I hadn't even thought about that...in any case, I see what you mean...but like I said, no worries, I'm just looking at skills 1st and matching to titles...the titles can be changed as needed to smooth over "pack politics". ;-)
Kaengarr Ruzokh
player, 254 posts
Gvegh Vargr
Sat 30 Jan 2016
at 18:31
  • msg #133

Re: Ship Shares and Skill Progression

  As far as Vargr particulars it is likely to complicate things a bit if Vonon outranks him since their Charisma scores are the other way around, and for the same reason bit-parts aren't going to keep him happy for long. Still, there are possibilities, but maybe we can handle those in-character? (I did just post something toward this.)
Darrel Cromwell
player, 489 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 18:42
  • msg #134

Re: Ship Shares and Skill Progression

Chief Thumb-Twiddler, that's funny... ;-) In some societies that a position of high esteem.
Kheaiftouaw
player, 359 posts
Sat 30 Jan 2016
at 18:48
  • msg #135

Re: Ship Shares and Skill Progression

I suggest as our Vargr have roughly the same skillset we let them figure out their pecking order by themselves.
While Khea is not as liberal as she believes herself to be she is aware tgat aliens have different (or no) gender roles and the proposed command chain with a split between commercial and combat command does look a bit similar to an Aslan hierarchy.
And with her low Soc she doesn't have that high expectations.


I just noticed that Grendal only sells unrefined fuel so I assume that this is what the ship was filled with when we bought it (if it was filled at all)?
By the way, can we get a notice with the ships stats so that we don't have so search when we want to look something up?
This message was last edited by the player at 19:04, Sat 30 Jan 2016.
Darrel Cromwell
player, 491 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 19:04
  • msg #136

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 135):

quote:
I just noticed that Grendal only sells unrefined fuel so I assume that this is what the ship was filled with when we bought it (if it was filled at all)?.

If needs be we can just skim the ocean and process it ourselves.
This message was last edited by the player at 19:05, Sat 30 Jan 2016.
Kheaiftouaw
player, 360 posts
Sat 30 Jan 2016
at 19:06
  • msg #137

Re: Ship Shares and Skill Progression

In reply to Darrel Cromwell (msg # 136):

If I remember right the Long Shot (do we want to keep that name?) has only very basic refining capacity and needs about 5 days to refine a full tank.
Darrel Cromwell
player, 492 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 19:12
  • msg #138

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 137):

2 fuel processors (40 tons a day), since we're only using the maneuver drive, a few hours should give us enough to do a simple test flight(?)Or if the GM allows, we abstract time for a day and we're good to go.

That is of course, if we not filled already.
Darrel Cromwell
player, 493 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 19:15
  • msg #139

Re: Ship Shares and Skill Progression

Note, edited the gunner titles...now just Turret-1 and Turret-2.
Walter Zeller
player, 298 posts
Merchant/Noble
Sat 30 Jan 2016
at 19:21
  • msg #140

Re: Ship Shares and Skill Progression

It does take a while to cover the 100 diameters to make a safe jump. We could take our time to have the fuel processors refine it (4.5 days) until we can take it to Outpost and get the changes done. The refined fuel is needed for a jump but not to maneuver. You could take it for a trip to the gas giant to get topped of and come back to Grendal in a few days. The cargo should be ready to pick up at that time and we can head out of the system.
Kaengarr Ruzokh
player, 255 posts
Gvegh Vargr
Sat 30 Jan 2016
at 19:25
  • msg #141

Re: Ship Shares and Skill Progression

  I'd imagine that the Long Shot's current fuel stock is mostly refined since it was out on operations and essentially parked on the asteroid. We'd just need to top up the bit that was used and refining it shouldn't take very long.
Walter Zeller
player, 299 posts
Merchant/Noble
Sat 30 Jan 2016
at 19:28
  • msg #142

Re: Ship Shares and Skill Progression

Good point there Kaengarr. I also just realized that there was 13 more tons of cargo space on the launch, so unless someone objects, I will fill it up.
Kaengarr Ruzokh
player, 256 posts
Gvegh Vargr
Sat 30 Jan 2016
at 19:30
  • msg #143

Re: Ship Shares and Skill Progression

  The occupants of Outpost will soon be thoroughly sick of fish at this rate... ;)


  Oh, don't forget to pick up the cargoes that Kaengarr had searched out earlier!
This message was last edited by the player at 19:30, Sat 30 Jan 2016.
Walter Zeller
player, 300 posts
Merchant/Noble
Sat 30 Jan 2016
at 19:32
  • msg #144

Re: Ship Shares and Skill Progression

I will be happy if they take the 5 tons of radioactives and 10 of robots at a very good price.
Kheaiftouaw
player, 361 posts
Sat 30 Jan 2016
at 19:33
  • msg #145

Re: Ship Shares and Skill Progression

As Aslan I have to object to do something as lowly as trading livestock.
Also, better also stock some tons of spare parts. Just in case.
Kaengarr Ruzokh
player, 258 posts
Gvegh Vargr
Sat 30 Jan 2016
at 19:39
  • msg #146

Re: Ship Shares and Skill Progression

  Okay, now I'm curious. What's the Aslan objection to livestock?


  I just went back and dug up the list that Kaengarr had compiled:

  20 tons of fresh fish.
  20 tons of frozen fish.
  5 tons of sculptures. 5 more tons should be available in ~3 days if I've counted time right.
  2 tons of pharmaceuticals; more might be negotiated.
  2 tons of spices
  2 tons of gourmet foods.

  And one ton of beryllium spheres as freight (though I don't know where to).
This message was last edited by the player at 19:43, Sat 30 Jan 2016.
Kheaiftouaw
player, 362 posts
Sat 30 Jan 2016
at 19:49
  • msg #147

Re: Ship Shares and Skill Progression

Tending and transporting livestock is considered to be a very lowly occupation usually performed by outcasts (a job Khea had to do in the past) so in Kheas mind doing that would not leave a good first impression.

Generally Aslan prefer to hunt food,even of it is only a mock hunt (there is a small droid common on Aslan starships on which, eat is attached on and then let lose in the dining hall to hunt).
Nearly all Aslan eat only fresh meat (meaning the animals are put in a low berth and butchered on the ship). Frozen food is only for the very poor and no Aslan will touch syntethic meat.
And fish barely even counts a prey to be hunted, so its not a high quality food either.

That reminds me, if you want quality food during jump travel we need some low berths.
This message was last edited by the player at 20:00, Sat 30 Jan 2016.
Walter Zeller
player, 301 posts
Merchant/Noble
Sat 30 Jan 2016
at 19:54
  • msg #148

Re: Ship Shares and Skill Progression

Along with the sm4ell permeating the vessel for quite some time. Walter would be the first to tell someone to pound salt if the expected him to muck out the barn.(I do not plan on hauling livestock if there are items with a higher profit margin)
Darrel Cromwell
player, 495 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 20:00
  • msg #149

Re: Ship Shares and Skill Progression

Note to self, make sure to have the crew list any dietary regimen.
Kaengarr Ruzokh
player, 259 posts
Gvegh Vargr
Sat 30 Jan 2016
at 20:12
  • msg #150

Re: Ship Shares and Skill Progression

  When it comes to daily meals... Kaengarr may have some ideas about that.

  Khea: we have another cultural point that might make for an interesting discussion between Kaengarr and Khea. Cultural Vargr generally regard herding as normal and acceptable. Meanwhile, hunters are regarded as weird because it involves spending a lot of time on your own.
Walter Zeller
player, 302 posts
Merchant/Noble
Sat 30 Jan 2016
at 20:14
  • msg #151

Re: Ship Shares and Skill Progression

Steaks, Wine and a good dessert work for Walter. He does mix a mean drink so you do not want him tending the bar if you are trying to stay sober.

(I can see the grunts lining up to start him on an exercise regimen, which might not be a bad idea given his physical stats, the worse of the bunch.)
Darrel Cromwell
player, 496 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 20:20
  • msg #152

Re: Ship Shares and Skill Progression

In reply to Walter Zeller (msg # 151):

quote:
Steaks, Wine and a good dessert work for Walter. He does mix a mean drink so you do not want him tending the bar if you are trying to stay sober.

I second that. Some smooth brandy/bourbon...

With that said, we are going to have to bump up the ship's luxuries at some point.
Kaengarr Ruzokh
player, 261 posts
Gvegh Vargr
Sat 30 Jan 2016
at 20:27
  • msg #153

Re: Ship Shares and Skill Progression

  ...or you could rely on the services of a skilled Steward to make life bearable. Especially since he doesn't have anything else to do most of the time!

  Of course, there's the accompanying premise that only fools chance getting on the cook's bad side. Not that it would ever be an issue here, right? ;)
Walter Zeller
player, 303 posts
Merchant/Noble
Sat 30 Jan 2016
at 20:33
  • msg #154

Re: Ship Shares and Skill Progression

Since we do not plan on doing mining any time soon, we can free up ten tons be taking out the mining drones and even if each of us has their own stateroom, there are two extra to play with. (I think we should leaving the repair drones alone for the time being. Maybe they are that price as they also serve as boarding troops, something for someone with a good computer skill to check out)
Walter Zeller
player, 304 posts
Merchant/Noble
Sat 30 Jan 2016
at 20:35
  • msg #155

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  ...or you could rely on the services of a skilled Steward to make life bearable. Especially since he doesn't have anything else to do most of the time!

  Of course, there's the accompanying premise that only fools chance getting on the cook's bad side. Not that it would ever be an issue here, right? ;)

Why does my mind have visions of Phules Company?
Kaengarr Ruzokh
player, 262 posts
Gvegh Vargr
Sat 30 Jan 2016
at 20:42
  • msg #156

Re: Ship Shares and Skill Progression

  I'm not familiar with that and the Wikipedia entry is pretty brief. Was there something there involving culinary anarchy?
Kheaiftouaw
player, 363 posts
Sat 30 Jan 2016
at 20:44
  • msg #157

Re: Ship Shares and Skill Progression

It looks like it is decided who our Steward will be, unless you want the one who traditionally cooks only once a day ( with day meaning 36 hours) and does not touch any vegetables to cook.

As for our free staterooms, I am not totally opposed to taking on passengers. And of not Khea will not insist on a shrine considering she being an outcast. Putting an Autodoc into one of the free rooms would be an idea, even considering we already have a walking one.
Kaengarr Ruzokh
player, 263 posts
Gvegh Vargr
Sat 30 Jan 2016
at 20:47
  • msg #158

Re: Ship Shares and Skill Progression

  Okay, now I'm curious again: what's with the shrine and avoiding one?
Darrel Cromwell
player, 497 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 20:47
  • msg #159

Re: Ship Shares and Skill Progression

In reply to Kaengarr Ruzokh (msg # 153):

I can see it now..."Kaengarr, do you think you could fetch me a steak?" Loud growling and crashing. ;-)
Kaengarr Ruzokh
player, 264 posts
Gvegh Vargr
Sat 30 Jan 2016
at 20:53
  • msg #160

Re: Ship Shares and Skill Progression

  "Based on Terran canids that must mean he wants one that was flung onto the ground and covered in drool..."
Kheaiftouaw
player, 365 posts
Sat 30 Jan 2016
at 20:54
  • msg #161

Re: Ship Shares and Skill Progression

In reply to Kaengarr Ruzokh (msg # 158):

A shrine is a feature of all Aslan ships where the crew can honor their ancestors. But as Khea is sich a disgrace she doesn't necessarily want her ancesters to know.
This message was last edited by the player at 20:56, Sat 30 Jan 2016.
Darrel Cromwell
player, 498 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 20:55
  • msg #162

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 157):

quote:
Putting an Autodoc into one of the free rooms would be an idea

I'm definitely going to be getting one for the medical bay, if there isn't one already.

Once we get to Outpost, Darrel is going to getting the best medical equipment that we can find, not just for the ship but personal things for the crew. Combat is deadly, but, with the right gear, chances of survival bump up considerably.
Walter Zeller
player, 305 posts
Merchant/Noble
Sat 30 Jan 2016
at 20:58
  • msg #163

Re: Ship Shares and Skill Progression

We might also want to add a post to keep track of what we have in the ships locker.
Darrel Cromwell
player, 500 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 21:09
  • msg #164

Re: Ship Shares and Skill Progression

Walter Zeller:
We might also want to add a post to keep track of what we have in the ships locker.

Most definitely. Without cluttering up the game too much, maybe adding a cargo manifest and a training program thread?
Kaengarr Ruzokh
player, 266 posts
Gvegh Vargr
Sat 30 Jan 2016
at 21:14
  • msg #165

Re: Ship Shares and Skill Progression

  Isn't the idea of the ship's locker that it's essentially abstract?

  A cargo manifest and prospective training schedule would certainly be good to have though.

  Err... what's the tech level of Outpost?
Walter Zeller
player, 306 posts
Merchant/Noble
Sat 30 Jan 2016
at 21:17
  • msg #166

Re: Ship Shares and Skill Progression

Out post is rated D so TL-13
Walter Zeller
player, 307 posts
Merchant/Noble
Sat 30 Jan 2016
at 21:20
  • msg #167

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  Isn't the idea of the ship's locker that it's essentially abstract?

Given what we are talking about adding to the ship. one of the staterooms might end becoming an armory.
Darrel Cromwell
player, 501 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 21:22
  • msg #168

Re: Ship Shares and Skill Progression

In reply to Kaengarr Ruzokh (msg # 165):

I think Walter meant along the lines of "specialty" items.
Darrel Cromwell
player, 502 posts
Noble (Count)
Retired actor
Sat 30 Jan 2016
at 21:24
  • msg #169

Re: Ship Shares and Skill Progression

Outpost based on the traveller map stuff. of course, the GM can change any of this.

http://travellermap.com/world?...%20Deep&hex=1926
Kaengarr Ruzokh
player, 267 posts
Gvegh Vargr
Sat 30 Jan 2016
at 21:27
  • msg #170

Re: Ship Shares and Skill Progression

  How much do we have left in the ship's fund at this point, and how much did we leave over as individual pocket change?
Kheaiftouaw
player, 367 posts
Sat 30 Jan 2016
at 21:28
  • msg #171

Re: Ship Shares and Skill Progression

Outpost would be a good place to inquire about all the TL 14 devices we have found, if we want to make this public as it would make us a target for pirates. And we can refit weapons there.

In reply to Kaengarr Ruzokh (msg # 170):

A good point. As Outpost is a Imperial military system I should stock up on any Aslan items I want here. I wonder if I can get Aslan augmentations here.

As we want to be, among other things, troubleshooter we should discuss what kind of trouble we should be able to tackle and buy some equitment for those cases beforehand so that we do not need last minute purchases like with our last job. Thing like survival gear or B&E equipment, etc.

We likely should each make a personal shopping list (For Outpost, except for my Aslan stuff) and a group shopping list once we decided on how much money we have and what we need, probably in its own thread.
This message was last edited by the player at 23:31, Sat 30 Jan 2016.
Darrel Cromwell
player, 506 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 16:42
  • msg #172

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  How much do we have left in the ship's fund at this point, and how much did we leave over as individual pocket change?

Until Walter gets the final price on the cargo, hard to say what the "ship's fund" will end up being, but, it should be safe to assume everyone (at least the "old" group) personally has around 1 Mcr.
Darrel Cromwell
player, 508 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 21:30
  • msg #173

Re: Credits

Walter Zeller:
the Armotec Crew Coat (TL10) (now we need to come up with a company logo...)


Jester's Company. ;-)
Walter Zeller
player, 308 posts
Merchant/Noble
Sun 31 Jan 2016
at 21:53
  • msg #174

Re: Credits

"Something wicked this way comes." Cool artwork and will work to scare away anyone that wanted a ride. (Maybe change the blue dingle-berries to gold so they look like coins?)
Darrel Cromwell
player, 509 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 22:05
  • msg #175

Re: Credits

In reply to Walter Zeller (msg # 174):

Wish I could take claim for the artwork.
http://amtwiki.net/amtwiki/images/0/03/Smiley.jpg

I thought of it when you had mentioned Phule's Company...actually it took the old brain a day to remember if I had read that. ;-)

Of course, that's a large "mercenary" company, so it doesn't necessarily match something we would want to emulate, then again...
Kaengarr Ruzokh
player, 271 posts
Gvegh Vargr
Sun 31 Jan 2016
at 22:06
  • msg #176

Re: Credits

  If we're keeping the name "Long Shot" then I'm sure our logo could be some punning reference to that.
Darrel Cromwell
player, 510 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 22:16
  • msg #177

Re: Credits

In reply to Kaengarr Ruzokh (msg # 176):

That's something I've been thinking about, if it's possible, it might be to our benefit to change that name, which I think might have some baggage attached to it.
Kaengarr Ruzokh
player, 272 posts
Gvegh Vargr
Sun 31 Jan 2016
at 22:30
  • msg #178

Re: Credits

  Well, when it comes to ship names in sci-fi, I'm partial to "The Merry Celestial". Because it's not an ill-omened reference of any kind... https://en.wikipedia.org/wiki/Mary_Celeste
Darrel Cromwell
player, 511 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 22:53
  • msg #179

Re: Credits

That's like naming a ship the Floundering Titanic II....
Kheaiftouaw
player, 370 posts
Aslan outcast
Sun 31 Jan 2016
at 22:55
  • msg #180

Re: Credits

I propose a proper Aslan name.

The venerable ship commanded by people who will skilfully solve your urgent problems
Pablo Esteban Ryzov
player, 132 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sun 31 Jan 2016
at 22:58
  • msg #181

Re: Credits

The clear and obvious choice of name for this ship is Frankenstein
Darrel Cromwell
player, 512 posts
Noble (Count)
Retired actor
Sun 31 Jan 2016
at 23:07
  • msg #182

Re: Credits

Kheaiftouaw:
I propose a proper Aslan name.

The venerable ship commanded by people who will skilfully solve your urgent problems

Lol. I'm not even sure how to respond to that? ;-) I can imagine an Aslan fleet list.
Samantha Kilgore
player, 250 posts
Pilot and Security expert
With more hidden talents
Mon 1 Feb 2016
at 14:54
  • msg #183

Re: Credits

I think changing names of the ship is a very good idea - not sure what baggage the previous name has, or interest it had attracted.

Might be a good idea to name it in a way that calls to mind our Company name - so maybe we should start with that?

I think a training thread would be good.

Can I also suggest that Captain is a job in itself (think Star Trek, Firefly), and if Sam's Piloting - you don't want your pilots attention divided if your actually heading into an asteroid field...

And as most crucial role for Captain is keeping the ship safe in a fight, the role should go accordingly to someone with Tactics: Naval I would suggest.
Darrel Cromwell
player, 515 posts
Noble (Count)
Retired actor
Mon 1 Feb 2016
at 15:20
  • msg #184

Re: Credits

In reply to Samantha Kilgore (msg # 183):
quote:
I think changing names of the ship is a very good idea - not sure what baggage the previous name has, or interest it had attracted.

I was thinking incorporating some of the Corsair aspects although not finding any specific "upgrades" packages. IE price/weight/etc. Sort of like a ship disguise kit(?)

The ship has several centrally controlled identification features which can alter the shape and configuration of the ship at a moment’s notice – fins retract and or extend, modules appear or disappear and radio emissions alter frequency and content. The ship’s transponders can be altered to identify the vessel as having any of a variety of missions and identities.

That would be very handy.

Although, we should have the Long Shot, tramp mining ship, as our normal configuration...more on this later in IC.

Obviously there will be times when we want people to know who we are, but, I imagine there will be many times when we don't.
This message was last edited by the player at 15:23, Mon 01 Feb 2016.
Kaengarr Ruzokh
player, 273 posts
Gvegh Vargr
Mon 1 Feb 2016
at 16:02
  • msg #185

Re: Credits

  How much capacity does all that take up?
Darrel Cromwell
player, 516 posts
Noble (Count)
Retired actor
Mon 1 Feb 2016
at 16:06
  • msg #186

Re: Credits

In reply to Kaengarr Ruzokh (msg # 185):

I've been looking for something like a ship disguise kit (upgrade), but can't find anything.

There might be something in one of the supplemental books, I'll keep looking.
Walter Zeller
player, 309 posts
Merchant/Noble
Mon 1 Feb 2016
at 16:12
  • msg #187

Re: Credits

Looking at the Corsair, it appears to be a function of the vessel as there is no weight/cost for the ability.
Darrel Cromwell
player, 517 posts
Noble (Count)
Retired actor
Mon 1 Feb 2016
at 16:37
  • msg #188

Re: Credits

Walter Zeller:
Looking at the Corsair, it appears to be a function of the vessel as there is no weight/cost for the ability.

That's what I figured, I was just hoping there might be a ship add-on listed somewhere, but haven't found one.

But, I'm sure we're inventive enough to approximate the same thing.
Kaengarr Ruzokh
player, 274 posts
Gvegh Vargr
Mon 1 Feb 2016
at 17:34
  • msg #189

Re: Credits

  Registering it under a new name and having a fake transponder or two seems like a better option than trying to modify the ship like that. The hull is probably the only original part left, and if we start tampering with that, we could end up with a very high-tech pile of debris!
Walter Zeller
player, 310 posts
Merchant/Noble
Mon 1 Feb 2016
at 18:12
  • msg #190

Re: Ship Shares and Skill Progression

Darrel Cromwell:
Kaengarr Ruzokh:
  How much do we have left in the ship's fund at this point, and how much did we leave over as individual pocket change?

Until Walter gets the final price on the cargo, hard to say what the "ship's fund" will end up being, but, it should be safe to assume everyone (at least the "old" group) personally has around 1 Mcr.

Unless something changes, it will amount to 8,905,000 credits for the 148 tons of cargo.
Kaengarr Ruzokh
player, 275 posts
Gvegh Vargr
Mon 1 Feb 2016
at 18:36
  • msg #191

Re: Ship Shares and Skill Progression

  Walter, you're buying this stuff without being too flashy about it, right? Otherwise we may end up needing those 'battlestations!' plans to get through the mob of pirates waiting for us on the way out of the system. ;)
This message was last edited by the player at 18:37, Mon 01 Feb 2016.
Walter Zeller
player, 311 posts
Merchant/Noble
Mon 1 Feb 2016
at 19:23
  • msg #192

Re: Ship Shares and Skill Progression

Put it this way, with a maneuver-6 vessel, there is not many things that we can not outrun. (although I am in favor of sticking more turrets on it when we can)
Kaengarr Ruzokh
player, 276 posts
Gvegh Vargr
Mon 1 Feb 2016
at 19:43
  • msg #193

Re: Ship Shares and Skill Progression

  Re: Sam's suggestion about the captain's job, take what I posted earlier for the non-combat setup and switch around...


                                               Vonon (Captain)

                                                     ][
          =========================================================================================
          ][                                         ][                                          ][
    << Ship Ops >>                             << Security >>                               << Custom >>

    Samantha       (Pilot)                     Valeska  (Inspections)                       Walter   (Broker/Quartermaster)
    Kheaiftouaw    (Engineering)               Pablo    (Marshal)                           Darrel   (Negotiations)
    Gregory Jones  (Comms/Sensors)                                                          Kaengarr (Steward)
    Sharik Kaagira (Astrogation)


  Again, allowing for the fact that people will be doing various secondary things and we'll have off-shifts where others take over, at least for always-needed jobs like the pilot and engineer.

  This'll still produce an odd dynamic between Kaengarr and Vonon, but since Kaengarr's likely to spend his during-travel time ensuring that everyone else has the things they need to do their jobs ('Steward' has its off-label uses!), the 'unofficial supervisor' approach that Vonon brought up earlier still works.

  Of course, this might mean that the captain is 'too male' for Khea...
Kheaiftouaw
player, 371 posts
Aslan outcast
Mon 1 Feb 2016
at 20:01
  • msg #194

Re: Ship Shares and Skill Progression

As longs Vonon behaves like a proper male, meaning smiling and doing anything the females tell him to do and does not get the notion of deciding things on his own like my last captain all is well.

Considering the name, as you can see Khea has a very different idea how ships should be named (and has also a very different idea of aesthetics) it is unlikely that we will find a name that appeals to everyone. And as the distinct minority I leave name to you (if you can convince our two Vargr to accept a humaniti name).
This message was last edited by the player at 20:19, Mon 01 Feb 2016.
Kaengarr Ruzokh
player, 277 posts
Gvegh Vargr
Mon 1 Feb 2016
at 23:16
  • msg #195

Re: Ship Shares and Skill Progression

  Kaengarr isn't likely to be particular about the name. He's Gvegh, but he's familiar enough with outside cultures that they don't bother him too much.
Kheaiftouaw
player, 372 posts
Aslan outcast
Tue 2 Feb 2016
at 00:48
  • msg #196

Re: Ship Shares and Skill Progression

As StarMaster is likely still catching up with our posting spree of the weekend ( ;) ) I was compiling a (sadly not so small) shopping list in my scratch pad I noticed that there are some things in there which would only really make sense if the whole group had it, or I couldn't use but someone else in the group could use.

So to coordinate a bit, take an inventory of what we already have and to maybe offload some of my costs onto you guys here is what I think we definitely need Feel free to add things or disagree with something.

- We need toolkits for mechanic and all engineering areas except power (I already have that) so that I/we can actually repair those things.

- An autodoc (already mentioned)
- Drugs, especially medical slow (I assume the autodoc counts as medical facility?)
- Communicators (in case not everyone has one, maybe set a minimum standard and also have some laser ones)

As for the rest, it depends on the strategy of how we handle equipment. Do we spend money on stuff upfront which we might not even need or do we wait with such acquisitions until after accepting a job with the danger of not getting everything we need or having to pay exorbitant prices?
I mainly mean stuff like outdoor equipment (breathing masks for everyone, tents, etc) and also specialized software/tools like intrusion equipment and bugs.
Maybe even a vehicle if you want to spare the cargo space. Also, if you insist to continue to not kill people don't forget to restock the tranquillizer darts.
Kaengarr Ruzokh
player, 278 posts
Gvegh Vargr
Tue 2 Feb 2016
at 01:00
  • msg #197

Re: Ship Shares and Skill Progression

  Standard tools for maintaining the ship and doing minor repairs are probably assumed as part of the ship's locker, so we'd only need to buy them if we want to use them off-ship or they're specialized/higher-quality/etc sets.

  As for other stuff...

  Survival gear is good to have ahead of time since we might need it on short notice. (You KNOW we're going to crash/get stranded/etc at some point...)

  Likewise anything that we might need in a shipboard emergency: rescue bubbles/vacc suits/etc.

  High-TL things should be purchased in advance simply because the number of places where you can get them is limited.

  Other things can probably be picked up on an as-needed basis, or by whomever feels that they'll get regular use out of them. At least a couple of us are Expert Program collectors, for example.
Pablo Esteban Ryzov
player, 133 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 2 Feb 2016
at 01:20
  • msg #198

Re: Ship Shares and Skill Progression

If no one minds, can I put together a chandlery quote for stocking our ship's locker? I
Kaengarr Ruzokh
player, 279 posts
Gvegh Vargr
Tue 2 Feb 2016
at 03:17
  • msg #199

Re: Ship Shares and Skill Progression

  I'd have thought that starship lighting had progressed to a higher tech level than that...
Darrel Cromwell
player, 518 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 09:33
  • msg #200

Re: Ship Shares and Skill Progression

Pablo Esteban Ryzov:
If no one minds, can I put together a chandlery quote for stocking our ship's locker? I

Nice word...
Kaengarr Ruzokh
player, 280 posts
Gvegh Vargr
Tue 2 Feb 2016
at 14:59
  • msg #201

Re: Ship Shares and Skill Progression

  Darrel, are you pulling some strings to get that TL 13 stuff? The local level was only 10 IIRC. Or do we get to ignore that now because of our high-flying contacts like Ceruleanne?
Darrel Cromwell
player, 521 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 15:26
  • msg #202

Re: Ship Shares and Skill Progression

In reply to Kaengarr Ruzokh (msg # 201):

I'll explain in IC once everything is checked out, basically after everyone has a change to interact with the ship and we get a breather. Sort of a group meeting.
This message was last edited by the player at 15:45, Tue 02 Feb 2016.
Kheaiftouaw
player, 373 posts
Aslan outcast
Tue 2 Feb 2016
at 18:33
  • msg #203

Re: Ship Shares and Skill Progression

I will wait for the explanation then. Hopefully we will be done with the ship soon (or done enough to take a break).

Don't take it as criticism, but I don't like it if the GM makes things all too easy for the players by giving them everything. That leaves nothing to work for.
Darrel Cromwell
player, 523 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 18:45
  • msg #204

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 203):

2 old sayings.

Never look a gift horse in the mouth.

There's never a gift that doesn't have a price attached, even if it's not cash.

But, in any case, these weren't gifts.

I'm holding off, waiting for the others to "catch up" with the faster posters, before I get too far along.
Walter Zeller
player, 312 posts
Merchant/Noble
Tue 2 Feb 2016
at 19:33
  • msg #205

Re: Ship Shares and Skill Progression

Even posting "Nods in agreement" works so that the rest of us know that you are still with us. If you disagree, say something!
Pablo Esteban Ryzov
player, 134 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 2 Feb 2016
at 20:18
  • msg #206

Re: Ship Shares and Skill Progression

The only problem with waiting till yet another group meeting to find out about Darrel's tech fairies is that if we can buy high tech stuff on Beowulf, even if our characters don't know it, us as players knowing it would let us go ahead and work out what our characters are wanting get to buy. If the tech fairies are Darrel-specific, than we can try to find other sources, or whatever, without a couple weeks or months of real time going by.
Kaengarr Ruzokh
player, 281 posts
Gvegh Vargr
Tue 2 Feb 2016
at 20:56
  • msg #207

Re: Ship Shares and Skill Progression

  It's (apparently) a nice ship, but I'm pretty sure there are others out there with better tech/performance/etc still. That aside, the game probably won't be all about the ship itself.
Darrel Cromwell
player, 524 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 21:13
  • msg #208

Re: Ship Shares and Skill Progression

2 things to keep in mind, when it comes to in-game and RL, we have to find that happy medium. Just like the rest of you, I've experienced as a player/GM, something that takes less than 10 minutes in-game taking 2 weeks+ in RL...it's just the way it is...

And, also sometimes being a slow poster myself, if the faster folks keep posting and posting and posting (IC affecting things), eventually, you develop a feeling of being left behind, know what I mean?

So, there's no rush, I know there are times when I have sat in front of the computer willing for things to speed up, but, fair is fair...

Concerning the ship, it is a nice ship, but, it is really only a tool...albeit also our refuge and home when not otherwise engaged.

If there is one thing I have learned in gaming and RL, there is ALWAYS something or someone bigger and badder than yourself. ;-) The trick is staying out of its way.

Note: I'm editing my previous IC post, hopefully that will answer some questions.
Kheaiftouaw
player, 374 posts
Aslan outcast
Tue 2 Feb 2016
at 21:33
  • msg #209

Re: Ship Shares and Skill Progression

I am just waiting to find out what Khea found in the inspection of the life support.

I do hope that the frozen fish comes with with their own freezing units, otherwise the jump might get a little unpleasant about 3 days in.
By the way, should all the nonlethal weapons we bought for the the attack on the dome be listed in the locker or is it personal equipment by now.
This message was last edited by the player at 21:35, Tue 02 Feb 2016.
Darrel Cromwell
player, 525 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 21:41
  • msg #210

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 209):

Non-lethal stuff should be considered "group property" and listed in ships locker, unless otherwise indicated. Count Cromwell does take one of the trnq carbines...I'll try to find the full list later.

The fish, hhhmmm, I'm sure our ever inventive engineers can jury-rig a large scale freezer.
This message was last edited by the player at 21:45, Tue 02 Feb 2016.
Kaengarr Ruzokh
player, 282 posts
Gvegh Vargr
Tue 2 Feb 2016
at 22:00
  • msg #211

Re: Ship Shares and Skill Progression

  Unless it was used up or specifically mentioned as being kept, it's probably back where it came from by now. That means group/locker in most cases, but some things were character-to-character loans, like Walter's laser rifle.

  I realize that I'm less familiar with the system, but my interpretation of cargo is that it includes whatever minor bits you need to move it about - containers, coolers, shipping crates, packaging, etc - and/or that a ship's cargo hold provides the same, similar to the locker holding generic tools. That goes for everything, not just perishables.

  An earlier post asked whether we're going to stick to non-lethal methods. In the event that we do take prisoners at some point we can probably use the airlock trick again, but if it becomes routine then we could consider converting one of those staterooms into a brig and/or installing low berths.

  I don't know how all of the other characters feel, but Kaengarr isn't opposed to using lethal force. It's just that from his perspective this last mission presented us with enough reasons/unknowns to warrant trying to capture rather than kill.
Darrel Cromwell
player, 526 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 22:14
  • msg #212

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  Unless it was used up or specifically mentioned as being kept, it's probably back where it came from by now. That means group/locker in most cases, but some things were character-to-character loans, like Walter's laser rifle.
All the non-lethal stuff, Darrel had personally purchased in anticipation of the mission, as far as I am concerned it's group property. Other than one of the carbines.

I realize that I'm less familiar with the system, but my interpretation of cargo is that it includes whatever minor bits you need to move it about - containers, coolers, shipping crates, packaging, etc - and/or that a ship's cargo hold provides the same, similar to the locker holding generic tools. That goes for everything, not just perishables.
That's a good point. Up to the GM.

 An earlier post asked whether we're going to stick to non-lethal methods. In the event that we do take prisoners at some point we can probably use the airlock trick again, but if it becomes routine then we could consider converting one of those staterooms into a brig and/or installing low berths.
I think we should keep the 2 staterooms, life vagrancies will surely lead a mandatory passenger or 2 our way. We can spare some tonnage.

I don't know how all of the other characters feel, but Kaengarr isn't opposed to using lethal force. It's just that from his perspective this last mission presented us with enough reasons/unknowns to warrant trying to capture rather than kill.
I agree. But, unless otherwise noted, lethal force should be our last option.

Kaengarr Ruzokh
player, 283 posts
Gvegh Vargr
Tue 2 Feb 2016
at 22:15
  • msg #213

Re: Ship Shares and Skill Progression

Darrel Cromwell:
I agree. But, unless otherwise noted, lethal force should be our last option.


  Depending on the job. "Wanted: Dead or In Pieces" probably won't have a nonlethal resolution. :)
Darrel Cromwell
player, 527 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 22:19
  • msg #214

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
Darrel Cromwell:
I agree. But, unless otherwise noted, lethal force should be our last option.


  Depending on the job. "Wanted: Dead or In Pieces" probably won't have a nonlethal resolution. :)

LOL, you got me there. Imagine though, someone with that level of hatred, what if we were to delivery that target alive to their tender mercies?
StarMaster
GM, 677 posts
Tue 2 Feb 2016
at 22:20
  • msg #215

Re: Ship Shares and Skill Progression

Yes, all cargo that has some sort of special storage condition always comes with its own system for doing that. Frozen fish, for example, are in a freezer pallet that is powered (usually good for a year).


One of the cargo bays is also special handling, so it can become a freezer if necessary.
Darrel Cromwell
player, 528 posts
Noble (Count)
Retired actor
Tue 2 Feb 2016
at 22:27
  • msg #216

Re: Ship Shares and Skill Progression

StarMaster:
One of the cargo bays is also special handling, so it can become a freezer if necessary.

?Let's enough of the cold vacuum of space do its job? Curious?
Kheaiftouaw
player, 375 posts
Aslan outcast
Tue 2 Feb 2016
at 22:28
  • msg #217

Re: Ship Shares and Skill Progression

Considering that during jump travel we are sitting in a bubble out of burning hydrogen that might not have the intended result.
Kaengarr Ruzokh
player, 284 posts
Gvegh Vargr
Tue 2 Feb 2016
at 23:23
  • msg #218

Re: Ship Shares and Skill Progression

Darrel Cromwell:
LOL, you got me there. Imagine though, someone with that level of hatred, what if we were to delivery that target alive to their tender mercies?


  Which would you rather have on your conscience: straightforward execution or probable torture? ;)
Kheaiftouaw
player, 376 posts
Aslan outcast
Wed 3 Feb 2016
at 01:19
  • msg #219

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  It's (apparently) a nice ship, but I'm pretty sure there are others out there with better tech/performance/etc still. That aside, the game probably won't be all about the ship itself.


Assuming that the better sensors come from rolling on the Old Ship table I dread what negative events StarMaster rolled.

Still, I am a bit concerned with the ease we got the, to be honest quite amazing ship as it breaks the rules in several places, and also our equipment and money. Or rather I fear that we are running out of meaningful rewards and personally I would have no problem with it being a lot more difficult not only to earn our living but also to acquire high TL and exotic items (that includes Aslan the closer we get to imperial space).
Kaengarr Ruzokh
player, 285 posts
Gvegh Vargr
Wed 3 Feb 2016
at 01:31
  • msg #220

Re: Ship Shares and Skill Progression

  What does Khea consider meaningful? If it was solely a matter of cash, every one of our characters could retire on the spot rather than continuing with this arrangement, and while better gear is handy, it won't solve everything by itself.

  The fact that this is an RPOL game also makes a difference: compared to tabletop play the pace of play-by-post is glacial and games also have a tendency to die suddenly, so it's generally better to have rapid 'progress' (by whatever means it's measured).
Samantha Kilgore
player, 251 posts
Pilot and Security expert
With more hidden talents
Wed 3 Feb 2016
at 11:25
  • msg #221

Re: Ship Shares and Skill Progression

Darrel Cromwell:
In reply to Kheaiftouaw (msg # 203):

2 old sayings.

Never look a gift horse in the mouth.

There's never a gift that doesn't have a price attached, even if it's not cash.

But, in any case, these weren't gifts.

I'm holding off, waiting for the others to "catch up" with the faster posters, before I get too far along.


As this is a sci-fi setting surely the second one should be TANSTAAFL???

Belatedly posting about equipment - I am not so familiar with all the gizmos available, and still need to work out Sams personal shopping list, so if you think the group needs it NOW get it. If it just might be useful - maybe suggest it in the locker thread?

But perhaps we should put some dosh in a Ships Locker fund - that will help focus attention ? I know more book keeping - but tbh book-keeping is part of the game imo
Kheaiftouaw
player, 377 posts
Aslan outcast
Wed 3 Feb 2016
at 20:20
  • msg #222

Re: Ship Shares and Skill Progression

Kaengarr Ruzokh:
  What does Khea consider meaningful? If it was solely a matter of cash, every one of our characters could retire on the spot rather than continuing with this arrangement, and while better gear is handy, it won't solve everything by itself.

  The fact that this is an RPOL game also makes a difference: compared to tabletop play the pace of play-by-post is glacial and games also have a tendency to die suddenly, so it's generally better to have rapid 'progress' (by whatever means it's measured).


Its probably only because I am used to more "firefly" like traveller games where money is scarce and a successful mission might mean an upgrade or two, either from the money or direct reward.
Also I was expecting a lot more problems to acquire high TL or Aslan items.
Vonon Ronkunu
player, 207 posts
Vargr and Spacer
ex-Patrol Commander
Wed 3 Feb 2016
at 22:12
  • msg #223

Re: Ship Shares and Skill Progression

In reply to Kheaiftouaw (msg # 222):

Khea, you shouldn't be surprised to find Aslan items/tech just about anywhere in Reavers Deep Sector.  It is a treaty established "neutral zone" between the Imperium and the Hierate -- there are both Human and Aslan settled worlds scattered all across it.  Reavers Deep Sector, as well as Dark Nebula Sector, to rimward, were the locations for the years of the Border Wars.

Also, according to some very old, non-canon sources, since the end of the Border Wars Aslan Mercenary units have been hired and used all over the place, by those who could afford them.

What is supposed to be scarce -- except, maybe within Imperial territory -- are Vargr.  According to those afore-mentioned non-canon sources, there are no Vargr settled worlds in The Deep (IMTU I added one; the result of a massive mis-jump by a "colony" ship).

And, as mentioned in the Vargr aliens supplement, a portion of the general Imperial population is what's (derogatorily) called "domestic" Vargr; Vargr who have become more culturally Imperial than Vargr.  Like my Vonon -- he's 5th generation "Imperial Vargr".  Therefore Vargr wouldn't be "unknown" within Imperial territory, but they would be few and far between this far from the Imperial/Vargr border.  Kaengarr, actually being from the Vargr Extents, is a pretty rare puppy in these parts.

So, to get back to the point, don't really think that Aslan are all that "exotic" in The Deep. Aslan are fairly common here, except in out-of-the-way places and backwoods planets.
Kheaiftouaw
player, 379 posts
Aslan outcast
Wed 3 Feb 2016
at 22:38
  • msg #224

Re: Ship Shares and Skill Progression

I didn't expect Aslan items to be a total rarity, but finding them at a moments notice in a imperial client state (not the best place for an Aslan anyway) was in my opinion a bit too easy.
Kaengarr Ruzokh
player, 289 posts
Gvegh Vargr
Wed 3 Feb 2016
at 22:56
  • msg #225

Re: Ship Shares and Skill Progression

  There's an emporium of sorts on the planet that specializes in Aslan and Vargr gear. Presumably there's enough through-traffic to keep it going, and I suppose that if it deals in other cultural odds and ends (legally or otherwise) it might draw some human customers as well.
StarMaster
GM, 684 posts
Thu 4 Feb 2016
at 01:37
  • msg #226

Re: Ship Shares and Skill Progression

Since the subject has been brought up, I suppose I should explain my approach to the game. While dealing with minutia can be entertaining now and then (such as having to work to acquire Aslan gear), for the most part I consider that nitpicking details and don't insist on it in my games.

I don't see that as germane to the adventure. I prefer a broader scope, more space opera-like.

Maybe that'll help.
Kaengarr Ruzokh
player, 291 posts
Gvegh Vargr
Thu 4 Feb 2016
at 06:20
  • msg #227

Re: Ship Shares and Skill Progression

  Now you're tempting a horror movie sequence, Vonon...
Darrel Cromwell
player, 529 posts
Noble (Count)
Retired actor
Thu 4 Feb 2016
at 16:49
  • msg #228

Re: Ship Shares and Skill Progression

In reference to ease, there's alot that goes on behind the scenes, or at least not in public. For instance, the items in the ship's locker, Count Cromwell thought about the different items we would likely need and talked to somebody who talked to somebody and it was arranged....so, the GM isn't just giving things away....

Kaengarr Ruzokh found out about the emporium.

My point, our characters should always be looking for ways to improve our circumstances, if we plan on becoming the top notch trouble-solvers of the universe, we first need to be our own internal top notch problem solvers.

quote:
But perhaps we should put some dosh in a Ships Locker fund - that will help focus attention ?


Once we sell the cargo on Outpost, we'll have a better grasp of where we are at financially. In general, the old saying it takes money to make money...initially, we're going to have to probably keep a significant amount of credits in the cargo fund, this is the only way we're going to be able to afford the vitally important gear, both ship/personal, that will dramatically shift the odds of our successful carrying off of missions and of course, our survival.

Keep in mind, we had a windfall for sure, that doesn’t guarantee every mission/job/task, is going to payout like this, in fact, its best we prepare for a dry spell, that way we aren’t scrambling for cash when we really need it.

And don't forget, running a ship is expensive, ask Han Solo...
http://www.dailymail.co.uk/sci...illion-year-run.html

quote:
As this is a sci-fi setting surely the second one should be TANSTAAFL

Ok, you got me, ???
This message was last edited by the player at 17:16, Thu 04 Feb 2016.
Sharik Kaagira
player, 220 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 4 Feb 2016
at 17:33
  • msg #229

Re: Ship Shares and Skill Progression

TANSTAAFL = There Ain't No Such Thing As A Free Lunch

  https://en.wikipedia.org/wiki/...hing_as_a_free_lunch

EDIT:  One very popular usage prominent in Heinlein's The Moon is a Harsh Mistress.
This message was last edited by the player at 17:42, Thu 04 Feb 2016.
Kaengarr Ruzokh
player, 292 posts
Gvegh Vargr
Thu 4 Feb 2016
at 17:39
  • msg #230

Re: Ship Shares and Skill Progression

  You can also look at it this way: one good ship is our first step. One good fleet will be our second. :)
Samantha Kilgore
player, 255 posts
Pilot and Security expert
With more hidden talents
Thu 4 Feb 2016
at 22:08
  • msg #231

Re: Credits

Darrel Cromwell:
According to my rough calculations(?)
17.3 MCr.

- 883KCr (Cr882,532)

= 16,417,000 Crs

/8 mission group
Darrel Cromwell
Kaengarr Ruzokh
Kheaiftouaw
Pablo Esteban Ryzov
Samantha Kilgore
Sharik Kaagira
Vonon Ronkunu
Walter Zeller
Did I miss anyone?


=2,052,125 Crs per "old" crewmember.

Or, something to that effect.

Did we actually bottom this - sorry if I missed it. Tried searching and this is the last message I could find - unless it jumped threads?

Finally getting round to buying kit so need to know how much Sam has, and how much has been assumed to be put into Ships Funds. If that figures right (2,052,125 Crs) Sam needs about 150k of it to go shopping. The rest can be put in the ship funds.
Kheaiftouaw
player, 380 posts
Aslan outcast
Fri 5 Feb 2016
at 01:09
  • msg #232

Re: Ship Shares and Skill Progression

In reply to StarMaster (msg # 226):

No worries.
I just kinda had a different idea about traveller games and I confess I usually enjoy some nitpicking details as I think they bring life into settings.

And I am sure there are lots of challenges ahead.
StarMaster
GM, 687 posts
Fri 5 Feb 2016
at 01:25
  • msg #233

Re: Ship Shares and Skill Progression

Yes, that was the reward for retrieving the Long Shot.


The 'agreement' was that everyone would put 1 MCr into the ship's funds, if I recall.
Pablo Esteban Ryzov
player, 135 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 5 Feb 2016
at 04:44
  • msg #234

Re: Ship Shares and Skill Progression

I believe that was so. Pablo would kick in 500,000cr more for a total 0f 1.5 MCr unless that's goona screw up bookkeeping.

He only really needs to locate a suit of combat armor, and maybe convince somebody to go computer and software shopping with him, and all that can wait till Outpost. He's already well armed, and has enough gear to haul around, otherwise.
Darrel Cromwell
player, 532 posts
Noble (Count)
Retired actor
Fri 5 Feb 2016
at 18:41
  • msg #235

Re: Credits

In reply to Samantha Kilgore (msg # 231):

16,417,000
- 8,905,000 for cargo (1 MCr. apiece was devoted to possible cargo purchases.)

So, you can easily spend 150 KCr.
Kaengarr Ruzokh
player, 295 posts
Gvegh Vargr
Sat 6 Feb 2016
at 18:17
  • msg #236

Re: Credits

  For those who have the new edition's core book, and since the final version has been out for a couple of weeks now, how do you feel about it and the changes?
Kheaiftouaw
player, 382 posts
Aslan outcast
Sat 6 Feb 2016
at 22:35
  • msg #237

Re: Credits

To be honest I hadn't had the chance to go through it in depth. I do like that there is now more to power management of ships than just having the correct sized generator. But I do not know how it will turn out in game.

I also like that basic passage is now a thing. I always felt that it was weird that there was nothing between low berth and medium passage.

Oh, and it is interesting that the Aslan art is now going away from "anthro lion" again to "alien that might look a bit lionlike at a distance".
This message was last edited by the player at 22:40, Sat 06 Feb 2016.
Pablo Esteban Ryzov
player, 137 posts
End 8, Str 6, Dex 2/9
Gun for hire
Sun 7 Feb 2016
at 01:13
  • msg #238

Re: Credits

I find it mixed, in some ways.

In skills, for example, they reduced the variety of gun combat specialties to three, which I like, given how much time it takes to get a traveller skill level, but for some reason left drive skill with half a dozen specialties, some rather obscure. Were it me, I'd have gone with three specializations for Drive, being archaic for animal drawn wagons, maybe just anything pre-tech 5, ground for cars, trucks and tanks, and lift effect for hovercraft and ground hugging grav vehicles.

The bane and boon rules are okay, but since they also left in most of the DRMs, I'm unsure what the point was supposed to be. It might work better in play than it looks in the book.

I agree with Khea on liking the energy point system for spaceships.
Pablo Esteban Ryzov
player, 138 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 8 Feb 2016
at 14:21
  • msg #239

Re: Credits

Is it possible to get snub SMGs patterned after Aslan machine pistols? Or at least adapted for Aslan use? Ideally they'd feed the same ammo mix as standard human designs.

I don't remember off the top of my head if Vargr need specific weapon adaptations, but if so, the same question applies.
Kaengarr Ruzokh
player, 296 posts
Gvegh Vargr
Mon 8 Feb 2016
at 18:01
  • msg #240

Re: Credits

  AFAIK the only differences with Vargr-made weaponry are aesthetic. Vargr are also smaller than humans, but probably not enough to make a meaningful difference.

  Kaengarr might find weapons with significant recoil to be challenging though since, despite everyone thinking of him as a 'tough', he's not particularly strong.

  Something I was wondering along those lines though: are there any energy pistols beyond the laser and stunner found in the core book? Compared to all of the other categories the selection seems rather small.
Pablo Esteban Ryzov
player, 139 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 8 Feb 2016
at 19:18
  • msg #241

Re: Credits

Still lasers, but at least somewhat different lasers...

Gauntlet, Laser (TL 10): Effectively a laser pistol mounted to the
back of a shielded gauntlet, the gauntlet laser is powered by a
backpack energy source (Cr. 1,100, 2 kg) fed to it by a cable that is
usually tethered around the arm. Although not much different than
a normal laser pistol, the gauntlet allows for the wearer to have an
open hand while still armed with a potent weapon.

Rng: Pistol Dmg: 3d6 Mag: 125 No AF Cost: 2,250cr Mass: 4kg Ammo cost: 1,100cr

Pistol, Laser, Advanced (TL 11): At higher Tech Levels it becomes
possible to focus a laser beam in a much shorter distance, allowing
a far more effective laser pistol to be created. The weapon is still
dependent on a bulky belt power pack, which costs Cr. 350 and
weighs 2 kg and is good for 100 shots.

Pistol 3d6+3 100 No 3,000 3 350


Pistol, Laser, Catridge (TL 13) Advanced laser weapon fed by one-use cartridges rather than external powerpack, the cartridge laser pistol uses a 14 rnd. magazine (loaded cost: 55cr, 0.5kg) inserted in the handgrip.

Pistol 4d6 14 No 2,500 2.5 55


Personal Defence Laser (TL 13): A lightweight laser weapon fed by
one-use cartridges rather than an external powerpack, the personal
defence laser (PDL) uses a 25-round extended magazine (loaded
cost Cr. 100, 1 kg) inserted in the handgrip. Ammunition is identical
to that used by the cartridge laser pistol. The PDL is capable of fully automatic fire or single shots and is carried as a sidearm by some
personnel. Being somewhat more bulky than a pistol, the PDL has
room for a heavy-duty cooling system and can use autofire.

Pistol 4d6+1 25 4 2,500 3 100
Kaengarr Ruzokh
player, 297 posts
Gvegh Vargr
Mon 8 Feb 2016
at 19:38
  • msg #242

Re: Credits

  The laser gauntlet sounds interesting, though I wonder if there's a higher-TL variant since it's 10 by default? I'd assume that it can be made to work along with or as part of various types of armor.

  Otherwise, the Personal Defense one sounds like the way to go if we're aiming for firepower. Will have to wait for Outpost though!
Pablo Esteban Ryzov
player, 140 posts
End 8, Str 6, Dex 2/9
Gun for hire
Mon 8 Feb 2016
at 20:00
  • msg #243

Re: Credits

There isn't one defined in the CSC, but were it me I'd charge you 3000 cr for one that is configured like the gauntlet laser but otherwise had the cartidge laser's stats. That's just off the top of my head, and obviously its not my call, just a quick suggestion.
Darrel Cromwell
player, 535 posts
Noble (Count)
Retired actor
Mon 8 Feb 2016
at 22:55
  • msg #244

Re: Credits

Honestly, being selfish here, the Mongoose game has only been out a short time, and when it did come out, it was a flurry of material...many books, in other words alot of money...and for those of us...ehhh, that bought into the system, I'll be damned before I want to "switch" to a new system.
Kaengarr Ruzokh
player, 299 posts
Gvegh Vargr
Mon 8 Feb 2016
at 23:03
  • msg #245

Re: Credits

  Are you seeing compatibility issues between the two? It's hard for me to gauge this since I'm only looking at the core books and don't even have comprehensive knowledge of those.
This message was last edited by the player at 23:03, Mon 08 Feb 2016.
Kheaiftouaw
player, 384 posts
Aslan outcast
Mon 8 Feb 2016
at 23:53
  • msg #246

Re: Credits

The abilities and skills are the same although there were some removals (battle dress got merged with vacc suit), banes and boons can simply be added in game, equipment prices vary heavily and there will be some transitioning pains as the characters coming from the old system are much poorer.

Ships not in the core book also have to be adjusted manually so that the power works out, but I do not know how much of an issue that will be.
Darrel Cromwell
player, 536 posts
Noble (Count)
Retired actor
Mon 8 Feb 2016
at 23:59
  • msg #247

Re: Credits

In reply to Kaengarr Ruzokh (msg # 245):

No. Just being pre-judgmental without any basis in fact.

Being that classic traveller had been neglected until really traveller Mongoose, then throw in a curveball.... I am surely biased, so, other than any logical and reasonable argument I have, no worries! NOTE: I still refuse to play any AD&D other than 1st edition, so, there you go... ;-)
Kaengarr Ruzokh
player, 300 posts
Gvegh Vargr
Tue 9 Feb 2016
at 00:41
  • msg #248

Re: Credits

  Khea: If characters coming from the old version are poorer, that should help to address your concern that we're too rich? :)   I did see some other skill consolidations, and Athletics definitely covers swimming in that version. (This was a big question at the start of the game, IIRC.)

  Darrel: From what I've seen it's essentially the same system at its foundation, at least as far as characters and things like worlds and trade are concerned, so it should all be cross-compatible unless there's something major I've overlooked. Since they did get changed more substantially, the ship and vehicle stuff might be more of an issue although my impression is that the 1E ship mechanics could be used with the 2E system.
Kaengarr Ruzokh
player, 303 posts
Gvegh Vargr
Tue 9 Feb 2016
at 02:51
  • msg #249

Re: Credits

  Well, at least we can get some comedy out of that 'easy to misinterpret in text' moment...
Kaengarr Ruzokh
player, 306 posts
Gvegh Vargr
Tue 9 Feb 2016
at 03:55
  • msg #250

Re: Credits

  So... in any game system, has anyone ever had secret/hidden/unexplained ship computer components where it turned out to be a good thing? Or are we all justified in our paranoia? ;)
Walter Zeller
player, 319 posts
Merchant/Noble
Tue 9 Feb 2016
at 03:58
  • msg #251

Re: Credits

The Computer is your friend ;)
Kaengarr Ruzokh
player, 307 posts
Gvegh Vargr
Tue 9 Feb 2016
at 16:56
  • msg #252

Re: Credits

  While there's plenty of in-character confusion, the plan as I understand it is to shut both computer systems down, check to see whether this also shuts down the 'hidden' parts of the main one, then see how well each of the computers handles things when running on its own. All of this is for the sake of knowing whether we can run with just the backup computer until we get to Outpost?
StarMaster
GM, 690 posts
Tue 9 Feb 2016
at 21:00
  • msg #253

Re: Credits

My question is: did they actually label all the pictures of weapons in the book? Or are we still left guessing what each one is?
Kaengarr Ruzokh
player, 308 posts
Gvegh Vargr
Tue 9 Feb 2016
at 21:05
  • msg #254

Re: Credits

  In the 2E core? Yes. They're presented like an old-style catalog page with each one's picture, name, short description, and price (which is also listed in the stats, not just there).

  Other items have variants of this going on.
Kaengarr Ruzokh
player, 311 posts
Gvegh Vargr
Wed 10 Feb 2016
at 23:02
  • msg #255

Re: Credits

  Wasn't Vonon checking out the drones? Haven't seen anything about what he found though.
Kaengarr Ruzokh
player, 313 posts
Gvegh Vargr
Fri 12 Feb 2016
at 08:27
  • msg #256

Re: Credits

  Vonon, are those four names a reference to something?
Vonon Ronkunu
player, 211 posts
Vargr and Spacer
ex-Patrol Commander
Fri 12 Feb 2016
at 08:31
  • msg #257

Re: Credits

In reply to Kaengarr Ruzokh (msg # 256):

May-y-y-y-y-y-be.... ^_^
Kaengarr Ruzokh
player, 314 posts
Gvegh Vargr
Fri 12 Feb 2016
at 08:33
  • msg #258

Re: Credits

  I can't see him pulling the name of a former Canadian Prime Minister out of a hat at random, so they must be something else...
Vonon Ronkunu
player, 212 posts
Vargr and Spacer
ex-Patrol Commander
Fri 12 Feb 2016
at 08:39
  • msg #259

Re: Credits

In reply to Kaengarr Ruzokh (msg # 258):

All 4 are names of "literary" wolves (well, one of them is from a TV show...)
Kaengarr Ruzokh
player, 315 posts
Gvegh Vargr
Fri 12 Feb 2016
at 08:50
  • msg #260

Re: Credits

  Now that I've looked them up on Wikipedia...

  Well, I wonder how Kaengarr will take that if/when he finds out.
Darrel Cromwell
player, 545 posts
Noble (Count)
Retired actor
Sat 13 Feb 2016
at 16:53
  • msg #261

Re: Credits

Sharik, that was a brilliant idea about checking the components, even if someone was smart about 'doctoring' paperwork, the components themselves would be hard labeled.
Darrel Cromwell
player, 548 posts
Noble (Count)
Retired actor
Sat 13 Feb 2016
at 21:49
  • msg #262

Re: Credits

And, as a sidenote...I was just in a funk for a little bit and decided to re-watch Firefly...man, that was like a great tonic for the science fiction blues!!!
StarMaster
GM, 693 posts
Mon 15 Feb 2016
at 17:39
  • msg #263

Re: Credits

Apologies for my lack of posting, but I've been sick this past week. It was bad enough Monday that I should have gone to the ER, according to my doctor, but by the time I saw my doctor, it had mostly passed. However, it did take its toll on me. My brain's been a brick and my body feels like it got run over by a herd of elephants.

I honestly didn't expect it to last the whole week, but then my car broke down on the highway on Friday on the way back from the doctor, dragging it out further.

My brain finally came back on-line yesterday, but body is still sore. I should start getting caught up on my posting later today.

Darrel Cromwell
player, 551 posts
Noble (Count)
Retired actor
Mon 15 Feb 2016
at 17:57
  • msg #264

Re: Credits

In reply to StarMaster (msg # 263):

Get better! Watch firefly...that helps the creative juices flowing. ;-)
Kheaiftouaw
player, 386 posts
Aslan outcast
Mon 15 Feb 2016
at 18:54
  • msg #265

Re: Credits

In reply to Darrel Cromwell (msg # 262):

For me Firefly is the typical Traveller campaign.
Darrel Cromwell
player, 552 posts
Noble (Count)
Retired actor
Tue 16 Feb 2016
at 00:08
  • msg #266

Re: Credits

Concur, however, the last 2 years have seen a few really good series come out...The Expanse, Dark Matter, and Killjoys come to mind.
Samantha Kilgore
player, 259 posts
Pilot and Security expert
With more hidden talents
Tue 16 Feb 2016
at 08:41
  • msg #267

Re: Credits

Hope your better GM
Kaengarr Ruzokh
player, 316 posts
Gvegh Vargr
Tue 16 Feb 2016
at 09:47
  • msg #268

Re: Credits

  I haven't seen Firefly yet, but I keep hearing about it. Some day, when I have the free time...
Kheaiftouaw
player, 387 posts
Aslan outcast
Tue 16 Feb 2016
at 20:00
  • msg #269

Re: Credits

I still miss something like Babylon 5.

Lets wait how the new Star Trek series will be. Hopefully it won't be JJ Trek.
Pablo Esteban Ryzov
player, 144 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 16 Feb 2016
at 20:54
  • msg #270

Re: Credits

Babylon 5 was awesome!!
StarMaster
GM, 694 posts
Tue 16 Feb 2016
at 23:42
  • msg #271

Re: Credits

New Trek series is being helmed by Bryan Fuller and will be set in the Original Universe.

No other details have been released yet. After the pilot, though, it will only be available on CBS All Access subscription service.

Most likely it will be set in Post-Voyager era.
Kaengarr Ruzokh
player, 317 posts
Gvegh Vargr
Tue 16 Feb 2016
at 23:50
  • msg #272

Re: Credits

  I don't know what happened at the end of Voyager since I quit watching sometime in the second season, but I understand that the final episode(s) made some changes to the 'core' setting along the way?
Kaengarr Ruzokh
player, 318 posts
Gvegh Vargr
Wed 17 Feb 2016
at 10:02
  • msg #273

Re: Credits

  Looks like the (original, not 2E) main rulebook just got an update. They've added and changed a bunch of the art, and the layout has shuffled a bit accordingly, but I don't know if there are any text/rules changes.
Valeska Brandenberg
player, 47 posts
Wed 17 Feb 2016
at 14:40
  • msg #274

Re: Credits

Ya'll are missing out if you haven't been watching The Expanse... check it out!
Kheaiftouaw
player, 388 posts
Aslan outcast
Wed 17 Feb 2016
at 18:44
  • msg #275

Re: Credits

In reply to Kaengarr Ruzokh (msg # 272):

There was some time travelling involved but from the future to the present, so the past has not been changed.
Kaengarr Ruzokh
player, 325 posts
Gvegh Vargr
Mon 22 Feb 2016
at 23:36
  • msg #276

Re: Credits

  I'm not sure how many of the characters would know that about the names, but I'll edit accordingly. The rest of Kaengarr's line of thought holds up regardless.
Kaengarr Ruzokh
player, 326 posts
Gvegh Vargr
Mon 22 Feb 2016
at 23:52
  • msg #277

Re: Credits

  Okay, I figure I'd better clarify two things:

  These alternate transponder registrations are all current or reasonably so?

  None of them were corroborated by the Long Shot's own history/records?
Walter Zeller
player, 322 posts
Merchant/Noble
Tue 23 Feb 2016
at 02:41
  • msg #278

Re: Credits

Not sure where the layout is for the Long Shot. Any chance for setting up an area for maps and such?
Kaengarr Ruzokh
player, 327 posts
Gvegh Vargr
Tue 23 Feb 2016
at 02:47
  • msg #279

Re: Credits

  The "Game Map" at the top of the page has it. Choose 'main game map' on the pulldown.
Walter Zeller
player, 323 posts
Merchant/Noble
Tue 23 Feb 2016
at 03:05
  • msg #280

Re: Credits

Thank you
StarMaster
GM, 702 posts
Tue 23 Feb 2016
at 03:42
  • msg #281

Re: Credits

Yes, the registrations are all current. The ships were all registered about 20 years ago.


There are... gaps in the Long Shot's records... just periods of inactivity, repairs, getting restocked, etc.
Walter Zeller
player, 325 posts
Merchant/Noble
Wed 24 Feb 2016
at 04:44
  • msg #282

Re: Credits

Vonon, not sure if that was the answer you wanted.
Kaengarr Ruzokh
player, 331 posts
Gvegh Vargr
Wed 24 Feb 2016
at 21:48
  • msg #283

Re: Credits

  Is Khea really going to be chasing a mouse around the ship? I'm sure that won't draw any askance looks, not at all...
Pablo Esteban Ryzov
player, 151 posts
End 8, Str 6, Dex 2/9
Gun for hire
Wed 24 Feb 2016
at 22:32
  • msg #284

Re: Credits

I suspect that if she gets the urge to chase down a snack, she'd do it somewhere fairly private, like engineering, or the cargo hold. But that would be up to her. :)
Darrel Cromwell
player, 559 posts
Noble (Count)
Retired actor
Thu 25 Feb 2016
at 15:59
  • msg #285

Re: Credits

I'm creating a mental picture of our average day in space....Like a bad episode of Lost in Space.;-)
Pablo Esteban Ryzov
player, 152 posts
End 8, Str 6, Dex 2/9
Gun for hire
Thu 25 Feb 2016
at 16:17
  • msg #286

Re: Credits

On a related note to the Aslan-friendly materials. I figure Pablo is working from general knowledge gained by computer searches, and life experience serving both with and against Aslan mercenaries or ihatei. Basically, he's trying to cover all the crew bases in a general fashion, in the belief that everybody will be buying personal gear to their own taste as well.

Next step, space suits!
Kaengarr Ruzokh
player, 333 posts
Gvegh Vargr
Thu 25 Feb 2016
at 20:17
  • msg #287

Re: Credits

  Y'know, he COULD just ask Khea about it. Or someone who is used to dealing with varied sophonts as passengers. If modern-day searches are any example, both are far less likely to troll him. :)

  On the other hand, part of me is now morbidly curious as to what Pablo's searches will tell him to requisition for Kaengarr and Vonon...
This message was last edited by the player at 20:18, Thu 25 Feb 2016.
Pablo Esteban Ryzov
player, 153 posts
End 8, Str 6, Dex 2/9
Gun for hire
Thu 25 Feb 2016
at 21:09
  • msg #288

Re: Credits

robot cats?
StarMaster
GM, 704 posts
Thu 25 Feb 2016
at 21:18
  • msg #289

Re: Credits

Robo-squirrels!
Kheaiftouaw
player, 390 posts
Aslan outcast
Thu 25 Feb 2016
at 23:20
  • msg #290

Re: Credits

Pablo Esteban Ryzov:
I suspect that if she gets the urge to chase down a snack, she'd do it somewhere fairly private, like engineering, or the cargo hold. But that would be up to her. :)


Why would Khea go somewhere private to eat? Meals are community affairs after all and using mousebots is not weird at all (among Aslan).
And some of you could use some exercise.

But using a Khyeseir for pre butchered meat is kinda a waste, so they will likely be reserved for times when Khea can butcher animals on the ship.
That reminds me, can we get some low berths for emergencies (and freezing live animals)?

By the way, why so many guns?
This message was last edited by the player at 23:21, Thu 25 Feb 2016.
Pablo Esteban Ryzov
player, 154 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 26 Feb 2016
at 00:11
  • msg #291

Re: Credits

Fair points all.

On the guns, I can only say this is Pablo...if one gun is good, three are better. He is  thinking in marine terms, where its always best to have extra weapons and equipment, since grunts are notorious for breaking (or losing) things.

At least he included tranq rounds :)
Kaengarr Ruzokh
player, 334 posts
Gvegh Vargr
Fri 26 Feb 2016
at 01:14
  • msg #292

Re: Credits

  We should probably be packing training rounds as well as live ammo. Y'know, for those who need to learn how to point and click with the things.

  Instead of the Mousebot, we could incorporate Khea's hunting into Walter's physical training regimen. He has the food, she has to catch him. Should be able to earn some credits into the bargain by uploading videos afterward.


  Food-wise, in general it's probably safe to assume that Kaengarr is taking care of general acquisitions and supply, including species-specific stuff. That's one of his self-designated jobs now. And we have the galley for storing it - no "steak with a hint of spilled gunpowder" on this ship!
This message was last edited by the player at 01:27, Fri 26 Feb 2016.
Walter Zeller
player, 327 posts
Merchant/Noble
Fri 26 Feb 2016
at 02:26
  • msg #293

Re: Credits

Hum, lets just say no. I am sure that the rec room has a weight bench along with a treadmill.
Walter Zeller
player, 328 posts
Merchant/Noble
Fri 26 Feb 2016
at 02:37
  • msg #294

Re: Credits

I guess we might want to label where everyone is sleeping on the ship.

On the Med bay side
7 Captain
10A
10B
10C
10D
10E
10F

Galley Side
10G
10H
10I Sir Walter
10J Khealftouaw
10K

Suggest that the security guys take 10F/10K since it by the ships locker and Kaengarr you might want 10G so you are next to the galley.
Kaengarr Ruzokh
player, 336 posts
Gvegh Vargr
Fri 26 Feb 2016
at 04:56
  • msg #295

Re: Credits

  The room that you've assigned Khea is directly between a hatch on one side, the rec room on the other, and straight across from the medical bay and elevator. I'm sure she's going to have a wonderful time of those 18-hour naps with all the noise...

  And yes, Kaengarr will take room G. Not because it's next to the galley and he expects to be in there all the time (he's not just the cook, y'know!), but because if he's NOT in the galley it should be perfectly quiet in there. No accounting for the neighbors on the other side and across though.

  Mind you, the captain's quarters would be better, if only so he has room to keep all of his Steward-related miscellany.
This message was last edited by the player at 05:00, Fri 26 Feb 2016.
Pablo Esteban Ryzov
player, 155 posts
End 8, Str 6, Dex 2/9
Gun for hire
Fri 26 Feb 2016
at 06:57
  • msg #296

Re: Credits

Maybe we could turn the Captains stateroom into a ships office. That way if Walter needs to conduct business with somebody on board, he would have a place to do it.

Or if Darrell needed face time with one of his contacts, or any number of uses people might find for such a private space. Our resident security expert or spies might also find it useful at times.
Kaengarr Ruzokh
player, 337 posts
Gvegh Vargr
Fri 26 Feb 2016
at 08:07
  • msg #297

Re: Credits

  I like that idea: not just as an office but also as a proper briefing room and maybe someplace to keep any curios we want to put on display.

  It'd be more comfortable than standing around on the bridge and classier than using the mess when we need a formal gathering, at least.
Samantha Kilgore
player, 262 posts
Pilot and Security expert
With more hidden talents
Fri 26 Feb 2016
at 08:32
  • msg #298

Re: Credits

Yeah ships office gets a thumbs up from me too.

Sam would like 10 A - so shes near the bridge
Darrel Cromwell
player, 561 posts
Noble (Count)
Retired actor
Fri 26 Feb 2016
at 17:08
  • msg #299

Re: Credits

Darrel should be near the medbay, no particular preference where.

Ship's office is a good idea, but, having it next to the bridge, not so sure about that...An option, we convert one of the staterooms to a Briefing Room....which is the same size as stateroom, probably wouldn't cost too much

Briefing Room: A specialised briefing room is useful on mercenary cruisers and other adventuring ships, where teams can discuss plans or meet with clients privately. A briefing room gives a +1 DM to Tactics (military tactics) checks made when planning missions on board ship.

Fancy...

Reference to personal weapons purchase, although we aren't a large mercenary company, an armoury might be worth it.

Armoury: Ships carrying a large number of marines or soldiers can benefit from an armoury, a specialised weapons store. An armoury can only be accessed by those with the correct codes (usually the ship’s senior officers and security team) and contains a wide variety of weapons. In game terms, an armoury has enough snub pistols for the crew, enough accelerator or gauss rifles for any marines, and a selection of other military equipment like grenades, combat drug packs, combat armour and communications equipment. A general armoury for a spacecraft costs MCr 0.5 and takes up 2 tons of space.

quote:
some low berths for emergencies (and freezing live animals)?

Most definitely.

I'm thinking that when we get to Outpost, we'll check out our options and finances, ultimately those will be the deciding factors. One thing, although this ship is designed to plug and play (for easy of repair/upgrading/etc), there is still a time element for these things to happen.
This message was last edited by the player at 07:31, Tue 01 Mar 2016.
Darrel Cromwell
player, 562 posts
Noble (Count)
Retired actor
Fri 26 Feb 2016
at 18:56
  • msg #300

Re: Credits

Quick tech ? if we are able to outfit the ship, does the GM have a program to change the internal layout?
StarMaster
GM, 705 posts
Fri 26 Feb 2016
at 20:48
  • msg #301

Re: Credits

Well, I drew the ship floorplans in Paint, still have it and the file, so, yes, I can change it.
Kaengarr Ruzokh
player, 343 posts
Gvegh Vargr
Tue 1 Mar 2016
at 06:44
  • msg #302

Re: Credits

  Is there anything else we absolutely need to resolve before leaving? There are various side trips and such going on but those are mostly background and unlikely to meaningfully impact the trip itself.
Darrel Cromwell
player, 568 posts
Noble (Count)
Retired actor
Tue 1 Mar 2016
at 07:47
  • msg #303

Re: Credits

Once the food arrives, Darrel is good to go.

Concerning the test flight, if the ship works and we don't blow up, perhaps we just go ahead and jump to Outpost, unless that would screw anybody up somehow.
Kheaiftouaw
player, 394 posts
Aslan outcast
Tue 1 Mar 2016
at 23:50
  • msg #304

Re: Credits

As there is probably not enough time for surgery getting the remaining toolkits would be enough. (5*1000 Cr.)
Kaengarr Ruzokh
player, 344 posts
Gvegh Vargr
Tue 1 Mar 2016
at 23:56
  • msg #305

Re: Credits

What surgery?
Darrel Cromwell
player, 570 posts
Noble (Count)
Retired actor
Tue 1 Mar 2016
at 23:58
  • msg #306

Re: Credits

Yea, I second that question?
Kheaiftouaw
player, 395 posts
Aslan outcast
Wed 2 Mar 2016
at 00:12
  • msg #307

Re: Credits

Nothing big, just Claw Coating (putting a polymer layer over the Aslan dewclaw to allow its use in hostile environment) and Edging (Embedding monofilament in the claw).

The latter one might be a bit uncommon for females, but its not that many people in humaniti space care (or even know this) and a little bit melee power will not hurt.
This message was last edited by the player at 00:13, Wed 02 Mar 2016.
Kaengarr Ruzokh
player, 345 posts
Gvegh Vargr
Wed 2 Mar 2016
at 01:07
  • msg #308

Re: Credits

  Who will be doing the surgery? Just the autodoc? Not sure what its skill equivalent would be.
Darrel Cromwell
player, 571 posts
Noble (Count)
Retired actor
Wed 2 Mar 2016
at 01:28
  • msg #309

Re: Credits

In reply to Kheaiftouaw (msg # 307):

Is this something you want done aboard ship or is there a specialist involved?
Kaengarr Ruzokh
player, 346 posts
Gvegh Vargr
Wed 2 Mar 2016
at 02:31
  • msg #310

Re: Credits

  By the looks of it, some of us can manage a whopping +2 DM for Medic checks. Probably not enough for this job.
Darrel Cromwell
player, 572 posts
Noble (Count)
Retired actor
Wed 2 Mar 2016
at 12:02
  • msg #311

Re: Credits

I can do +3, and depending on the autodoc, maybe more?
Kheaiftouaw
player, 396 posts
Aslan outcast
Wed 2 Mar 2016
at 18:44
  • msg #312

Re: Credits

I would prefer that claw modification is performed by someone who has claws. So I will wait till we get to a planet which has this service available for Aslan. That probably won't be Outpost, considering it is a Imperial military base to defend against Aslans, but maybe the next one.
Pablo Esteban Ryzov
player, 158 posts
End 8, Str 6, Dex 2/9
Gun for hire
Wed 2 Mar 2016
at 18:51
  • msg #313

Re: Credits

Are we there yet?
Vonon Ronkunu
player, 221 posts
Vargr and Spacer
ex-Patrol Commander
Wed 2 Mar 2016
at 21:15
  • msg #314

Re: Credits

In reply to Kheaiftouaw (msg # 312):

Khea, I wouldn't be too sure that Outpost may not have what you want.  It's a Class B Starport, and...

"...Though the world has little to offer the casual visitor, it is a major stopping-point for commercial vessels. Outpost has excellent port facilities, few restrictions on trade or conduct and is a crossroads where information, goods and equipment of many kinds are obtainable..."

Even though the place is an Imperial Client, that definition would make me think that there might be some Aslan presence, there.
Kheaiftouaw
player, 397 posts
Aslan outcast
Wed 2 Mar 2016
at 23:34
  • msg #315

Re: Credits

In reply to Vonon Ronkunu (msg # 314):

We will see.

Considering this entry
"Some controversy surrounds the naval base on Outpost, however, as It is maintained in violation of the treaty which ended the Aslan Border Wars between the Imperium and various pirate clans. In that treaty, the territories of Reavers' Deep between the two interstellar cultures were made a neutral region, under no one's control. In establishing the base at Outpost, the Imperium made use of a loophole which allowed ground to be leased from client planets or states by the two empires for the purpose of protecting those clients."

I wouldn't be surprised if Aslan wouldn't be all that well received (potential spies on the military base) and thus no facilities which would perform purely combat focused enhancements on them would be available.
Kaengarr Ruzokh
player, 347 posts
Gvegh Vargr
Thu 3 Mar 2016
at 01:15
  • msg #316

Re: Credits

Kheaiftouaw:
I would prefer that claw modification is performed by someone who has claws.


  Two of us qualify there... ;)



  Re: the military base - unless Khea is trying to skulk about the place with no plausible reason to visit I doubt they'd jump to the conclusion that she's a spy, especially considering that she's in the company of reputable Imperial sorts like Darrel. Likewise, I could see there being an issue if Khea was trying to obtain high powered weaponry in quantity, but sharper claws probably won't be seen as a military matter either.
Pablo Esteban Ryzov
player, 159 posts
End 8, Str 6, Dex 2/9
Gun for hire
Thu 3 Mar 2016
at 01:36
  • msg #317

Re: Credits

Kaengarr Ruzokh:
...Likewise, I could see there being an issue if Khea was trying to obtain high powered weaponry in quantity, but sharper claws probably won't be seen as a military matter either.


Only by someone who has never been in close combat with an Aslan unit. Without those modifications, the dewclaws are pretty much a non-issue in TL9+ military combat. But since almost any Aslan going off to fight has those mods...well, I'd be at least concerned enough to investigate any information about Aslani getting warclaws installed nearby.
Kaengarr Ruzokh
player, 348 posts
Gvegh Vargr
Thu 3 Mar 2016
at 01:52
  • msg #318

Re: Credits

  If Khea was part of an Aslan unit, sure - she's with the rest of us though, and we don't look much like Aslan mercenaries!


  Besides, by the sound of it, Valeska is the one the intel types ought to be interested in... ;)
This message was last edited by the player at 02:59, Thu 03 Mar 2016.
Vonon Ronkunu
player, 222 posts
Vargr and Spacer
ex-Patrol Commander
Thu 3 Mar 2016
at 02:39
  • msg #319

Re: Credits

In reply to Kaengarr Ruzokh (msg # 318):

I dunno Khea.  Outpost might be an Imperial Client, but it is not part of the Imperium (yet).

What I take from the Treaty is that all of the sector between the Hierate and the Imperium is "neutral" territory -- so unless the residents of Outpost, themselves, try to keep the Aslan away, I'm guessing that there will be an Aslan presence of some sort in the system.  Anything from a simple courier ship in orbit "watching those sneaky Imperials", to a trading factor, to possibly a Consulate or an Embassy. The Treaty says the Aslan have as much right to be in that system as any Imperial, so I expect to find them there.
Kaengarr Ruzokh
player, 349 posts
Gvegh Vargr
Thu 3 Mar 2016
at 03:00
  • msg #320

Re: Credits

  Tangent: Valeska, Sharik, and Gregory have been rather quiet. Are they still with us?
Sharik Kaagira
player, 224 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 3 Mar 2016
at 06:27
  • msg #321

Re: Credits

I am still here.  Sorry for my extended silence; I would like to beg for everyone's forgiveness and apologize for my silence during the last week or so.  RL has thrown me for a loop as I have only just returned from a whirlwind, three day trip to visit the dying patriarch of my mother's family.  My maternal grandfather helped to raise me and it was a difficult trip on a number of levels, having only been recently (just over a week ago) been informed that his failing health (he'd been diagnosed with congestive heart failure due to a leaky value which was considered inoperable due to his advanced age) had reached a critical stage.

I, like most of my family, has been cloistered and a bit of a basket case for the past couple of days.  Needless to say, it has severely curtailed my RPoL time and my creative juices.

However, now that I am back home, I will endeavor to get back into the swing of things (though it may take a day or two).  I will forewarn everyone, however, that it is very likely in the near term that I will again have to travel (this time likely for a funeral).  When that happens, I will try to be better about giving everyone a heads-up and not simply disappearing like I did this time.

Sharik's player is fine with moving on, and trying to jump to Outpost (woo hoo, Astrogation rolls here we come...:D).  Assume she's been busy trying to trace stuff with Darrel, I guess.  Her primary engineering skill is with electronics (so, presumably, hardware) and less with software.  I'll see if I can't post something IC soon.
Samantha Kilgore
player, 265 posts
Pilot and Security expert
With more hidden talents
Thu 3 Mar 2016
at 08:13
  • msg #322

Re: Credits

Sorry to hear that Sharik. Obviously RPOL is less of a priority in those situations, so we understand
StarMaster
GM, 707 posts
Thu 3 Mar 2016
at 20:14
  • msg #323

Re: Credits

My condolences, Sharik. At least you knew your grandfather. I never knew mine.

Yes, RL has its way of tearing us away from gaming, no matter how small our gaming niche is. Take care of the important things. The way this game has been going, it's likely to be 6 months real time before the ship actually lifts off!

We'll still be here when you can find your way back.
Darrel Cromwell
player, 574 posts
Noble (Count)
Retired actor
Mon 7 Mar 2016
at 21:24
  • msg #324

Re: Credits

I have benefited many times throughout those difficult patches in life that we all suffer from by reading President Lincoln.

It is with deep grief that I learn of the death of your kind and brave Father; and, especially, that it is affecting your young heart beyond what is common in such cases. In this sad world of ours, sorrow comes to all; and, to the young, it comes with bitterest agony, because it takes them unawares. The older have learned to ever expect it. I am anxious to afford some alleviation of your present distress. Perfect relief is not possible, except with time. You can not now realize that you will ever feel better. Is not this so? And yet it is a mistake. You are sure to be happy again. To know this, which is certainly true, will make you some less miserable now. I have had experience enough to know what I say; and you need only to believe it, to feel better at once. The memory of your dear Father, instead of an agony, will yet be a sad sweet feeling in your heart, of a purer and holier sort than you have known before.

Please present my kind regards to your afflicted mother.

Your sincere friend
A. Lincoln

Pablo Esteban Ryzov
player, 162 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 8 Mar 2016
at 08:31
  • msg #325

Re: Credits

Lincoln was a brilliant man.

On game stuff, I don't want to buy vacc suits and HEVs till we can get to Outpost and get better models and options.  We can use the emergency suits if needed on the trip there.
Kaengarr Ruzokh
player, 351 posts
Gvegh Vargr
Tue 8 Mar 2016
at 09:18
  • msg #326

Re: Credits

  I think most of us already have vacc suits of some sort - we just need a few to cover for those who don't (and in case someone can't reach theirs for whatever reason).

  What are pressure sleeves?
This message was last edited by the player at 09:19, Tue 08 Mar 2016.
Pablo Esteban Ryzov
player, 163 posts
End 8, Str 6, Dex 2/9
Gun for hire
Tue 8 Mar 2016
at 10:01
  • msg #327

Re: Credits

Always good to have spare suits. The emergency suits are for places and times you don't want to wear your nice suit.

Emergency Hostile Environment Suit (TL 9): A disposable emergency
vacc suit designed to protect the wearer from corrosive, insidious and
similarly hazardous atmospheres (and, of course, vacuum). The suit
is good for 6-8 hours, after which there is a 1 in 6 (non-cumulative)
chance that it will fail every hour. Emergency suits are usually carried
by starships to allow engineering crew to make emergency repairs
under unusual conditions. The suit can be refurbished for 75% of
its initial cost but each refurbishment adds 1 in 6 to the chance of
failure after the “safe” time and additionally reduces time to failure
by 1 hour. Once the failure chance has reached 4 in 6 the suit is too
degraded to be any further use.

Body Pressure Sleeve (TL 10): A form-fitting garment similar to a
wetsuit, worn as an under-uniform by some spacegoing services.
The body pressure sleeve is designed to protect the user in low
pressure environments (allowing normal function in Very Thin and
Trace atmospheres) and to give some protection against vacuum.
The ankles seal to boots and a set of gloves are normally carried in
a belt pouch. To be any use, the suit’s hood must be pulled up and
sealed to a Life-Support Mask (not included in the price of the suit).
The Body Pressure Sleeve is designed to give personnel a survival
margin in an emergency. It is not a substitute for a proper vacc suit,
though it can be worn under one. A user with a proper mask can
function indefinitely in Very Thin atmosphere, for about 15 minutes
in Trace Atmosphere and for about 5 minutes in hard vacuum. After
this period, the character begins to take damage from vacuum
exposure, though not as quickly as an unprotected character, taking
1d6 damage every other round.

Mask, Life-Support (TL 7): The Life-Support, or “space” mask is
functionally similar to the TL 5 environment mask but can be used
in space or underwater down to a depth of 5m. It gives a full seal
with NBC or other emergency suit such as a body pressure sleeve.
The mask has integral filters but is normally connected by a hose
to a belt-mounted filter/blower unit or 1-hour air tank. Using the
belt filter makes breathing easier and reduces fatigue. The air tank
is necessary for vacuum or underwater use. Cr. 1,000. A filter unit
and a single air tank are included in the mask price. Additional units
cost Cr. 500.

Environment Suit (TL 8): Designed to protect the wearer from
extreme cold or heat, the environment suit has a hood, gloves and
boots but leaves the face exposed in normal operations. A mask or
rebreather can be attached but truly hostile situations call for the
heavy-duty hostile environment vacc suit. The suit is not powered or
heated; it merely insulates and reflects heat well. Cr. 500.
Darrel Cromwell
player, 578 posts
Noble (Count)
Retired actor
Sun 13 Mar 2016
at 18:30
  • msg #328

Re: Credits

Pablo, "not" shopping... ;-)

Pablo Esteban Ryzov
player, 166 posts
End 8, Str 6, Dex 9
Gun for hire
Wed 16 Mar 2016
at 15:09
  • msg #329

Re: Credits

Just so....wrong! :)
Pablo Esteban Ryzov
player, 167 posts
End 8, Str 6, Dex 9
Gun for hire
Wed 16 Mar 2016
at 15:22
  • msg #330

Re: Credits

I know the hold is pretty much full up for the run to Outpost. (Or at least that's my general assumption.) When we are there, how would folks feel about setting aside a ton or two for spare parts, in case we need them?
Darrel Cromwell
player, 579 posts
Noble (Count)
Retired actor
Wed 16 Mar 2016
at 15:26
  • msg #331

Re: Credits

Makes sense.
Samantha Kilgore
player, 268 posts
Pilot and Security expert
With more hidden talents
Thu 17 Mar 2016
at 09:05
  • msg #332

Discussions

Not sure where the current IC discussion is happening, if its at the cargo hatch (as I suspect) then Sam can't hear it, or take part, and discussions like that IC should probably happen involving all of us.

Might be clearer if we all start using [Where we are] tags aboard ship?

Anyway, OOC - in response to Walter - whos going to do the Overhaul? If we pay others, we give away our secrets. If its us, then seeing what she can do is useful, and can be done carefully, ie you don't go from 0 - 6T straight off, but build up to it to see how it copes.
Kaengarr Ruzokh
player, 352 posts
Gvegh Vargr
Thu 17 Mar 2016
at 15:03
  • msg #333

Discussions

A launch dinner? Kaengarr might already be working on that...
Walter Zeller
player, 336 posts
Merchant/Noble
Thu 17 Mar 2016
at 16:49
  • msg #334

Re: Discussions

Samantha Kilgore:
Anyway, OOC - in response to Walter - whos going to do the Overhaul? If we pay others, we give away our secrets. If its us, then seeing what she can do is useful, and can be done carefully, ie you don't go from 0 - 6T straight off, but build up to it to see how it copes.


Since Outpost has an Imperial naval base, it would make more sense for them to do the job than a civilian star port. The Count should have the pull to get it done. Might ended up having to do a job or two for them but it would fit in with our cover as troubleshooters.

Part of me is thinking that it might be better to have pros look it over first before we try to break our new toy.
Pablo Esteban Ryzov
player, 169 posts
End 8, Str 6, Dex 9
Gun for hire
Thu 17 Mar 2016
at 19:19
  • msg #335

Re: Discussions

In canon Traveller, at least in organized interstellar polities, having a switchable transponder on a starship is a major offense. Usually the penalties start with ship seizure, and go downhill from there. The reason being that switchable transponder codes are a prime indicator of either a pirate ship, or a stolen/debt-skipped vessel.

That's also why in canon transponders are, by design, buried deep enough in the ship's innards that it takes major structural work even to access one. I think, but don't know, that any necessary work on a transponder is done during the annual major maintenance period at a A or B starport.

If those things are true in this game, then the Navy is the last group we want looking closely at our ship. Darrel has big mojo, but the Imperial Navy is chock full of noble officers who can play the same sort of influence games. Worse, the Imperial Navy has over a thousand years of tradition, usage, and legal precedent backing them up. I am sure that Darrel and the rest of the team could run rings around most of them individually, but in aggregate, not so much.

/Grognardian babble
This message was last edited by the player at 19:22, Thu 17 Mar 2016.
Samantha Kilgore
player, 269 posts
Pilot and Security expert
With more hidden talents
Thu 17 Mar 2016
at 19:21
  • msg #336

Re: Discussions

Pros ight ask awkward questions, or start requisitioning useful things tho...
Darrel Cromwell
player, 582 posts
Noble (Count)
Retired actor
Thu 17 Mar 2016
at 19:32
  • msg #337

Re: Discussions

Keep in mind, at this point, there's nothing wrong with the ship, at least as far as we can tell, other than the "damaged" computer.

The only reason we know what we know, we went far above and beyond the standard checks to find out, crawling around in ducts, following tubing, etc, etc...the ship has clearly been designed to pass the "standard" port of call paperwork/checks.

And, it's obvious, this ship has been in and out of these different systems/ports more than once, based off of logs and the transponders themselves.
This message was last edited by the player at 19:38, Thu 17 Mar 2016.
Darrel Cromwell
player, 583 posts
Noble (Count)
Retired actor
Thu 17 Mar 2016
at 19:47
  • msg #338

Re: Discussions

quote:
Not sure where the current IC discussion is happening, if its at the cargo hatch (as I suspect) then Sam can't hear it, or take part, and discussions like that IC should probably happen involving all of us.


I think somewhere it was mentioned we would all have communicators, so, any discussion, regardless of location, everyone would hear it, unless I suppose someone didn't want to be overheard?
Darrel Cromwell
player, 584 posts
Noble (Count)
Retired actor
Thu 17 Mar 2016
at 20:05
  • msg #339

Re: Discussions

In reply to Pablo Esteban Ryzov (msg # 335):

I can see it now talking to the chief ship portmaster Captain Triplecopy, "Well, I was talking to Grand-Master-Arch-Fleet Admiral Whatsbehind Bulkhead aboard the Mega-dreadnought DeathStar, and he mentioned that if I needed things done quickly and quietly, I'm to talk to you, he seemed very impressed by your last couple of efficiency reports, thought you might even deserve a ship of your own one day..." ;-)
Pablo Esteban Ryzov
player, 170 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 18 Mar 2016
at 07:06
  • msg #340

Re: Discussions

In reply to Darrel Cromwell (msg # 339):

Heh, that would be cool, until Admirals Duke Hidebound and Count Blueblood weighed in on the affair. It might be a lot of fun to play out, admittedly, but we'd be taking our chances.
Samantha Kilgore
player, 270 posts
Pilot and Security expert
With more hidden talents
Fri 18 Mar 2016
at 14:46
  • msg #341

Re: Discussions

Darrel Cromwell:
Keep in mind, at this point, there's nothing wrong with the ship, at least as far as we can tell, other than the "damaged" computer.

The only reason we know what we know, we went far above and beyond the standard checks to find out, crawling around in ducts, following tubing, etc, etc...the ship has clearly been designed to pass the "standard" port of call paperwork/checks.

And, it's obvious, this ship has been in and out of these different systems/ports more than once, based off of logs and the transponders themselves.


I was assuming by overhaul we were referring to something more in depth than a custom check, but a full "is everything working" check - which would involve in depth snooping. If we're not meaning that - then why are we asking them to do something less thorough than we have just done...?
Darrel Cromwell
player, 586 posts
Noble (Count)
Retired actor
Fri 18 Mar 2016
at 16:22
  • msg #342

Re: Discussions

One of the reasons for Outpost was to "upgrade", ie more/better weapons, etc...I'm trying to find it, but I think the ship just recently had an overhaul?

The only thing we had discovered was the computer problem, everything else was good to go, right?
Kheaiftouaw
player, 402 posts
Aslan outcast
Fri 18 Mar 2016
at 23:31
  • msg #343

Re: Discussions

We also have the fire delay with the turrets although that might be related to the computer problem (which I am pretty sure is more serious than we think. Murphy told me!)

Outpost is the highest tech and starport we can get to in reasonable time (Discarding Carrill which is probably not a good place to go with our multiple transponders and it being a police state).

Still, we might not want to buy too many high tech toys so to still be able to repair them in less technological advance ports.
Still, getting out of the backwater will feel good.
Pablo Esteban Ryzov
player, 171 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 18 Mar 2016
at 23:51
  • msg #344

Re: Discussions

The main thing Pablo wants to do in the way of overhauling is installing and fitting out the remaining four turrets the ship can support. He's also seriously considering buying a high end computer on Outpost and some Gunnery software, physically detaching the turrets from the ship's computers, and running a completely separate gunnery system. Well, if he can get the leadership to sign off on such an idea, of course. He is an indian, not a chief, and likes it that way.
Darrel Cromwell
player, 587 posts
Noble (Count)
Retired actor
Sat 19 Mar 2016
at 18:09
  • msg #345

Re: Discussions

In reply to Pablo Esteban Ryzov (msg # 344):

You're right we should check out the gunnery, once we actually see it in action, maybe Pablo can figure out the how/why of the delay. Is it a safety feature, a glitch, related to the computer problem..or something completely different.

To get a better computer(IE 7/bis/fib)than what we have, only 60 Mcr. Not to mention upgrading the programs themselves (Another 17.3 Mcr.)

One of the reasons alot of stuff in spaceships doesn't get repaired, especially high-end computers (ours cost 40 MCr.), many independent owners just don't have that type of spare cash.

quote:
Mal: Kaylee, what the hell's goin' on in the engine room? Were there monkeys? Some terrifying space monkeys maybe got loose?

Kaylee: I had to rewire the grav thrust because somebody won't replace that crappy compression coil. ”


It may seem like we have a fortune, and I guess if we looked at it as individuals, and we went off on our own ways, that's true.

But, when put in the perspective of spaceships, it's not much at all.
This message was last edited by the player at 18:10, Sat 19 Mar 2016.
Pablo Esteban Ryzov
player, 174 posts
End 8, Str 6, Dex 9
Gun for hire
Sat 19 Mar 2016
at 18:19
  • msg #346

Re: Discussions

It wouldn't need to be a better computer. In theory mod/2 would be more than sufficient. Pablo doesn't need help with gunnery, he just needs the software to let him operate the guns. Hopefully, of course, this would be a temporary measure, till we get the ship figured out enough to to not worry about things.

As has been mentioned, we do know that the ship has been operated for quite some while by its previous crew, so its probably not waiting to devour our souls as soon as we hit jump space or anything.

Now if this was Rogue Trader, I'd be a bit more wary about that sort of thing. :)
Kheaiftouaw
player, 405 posts
Aslan outcast
Mon 21 Mar 2016
at 22:18
  • msg #347

Re: Discussions

We should at first find out if the problem is hardware or software. If it is software we probably can keep the computer but need to rebuy all the programs.

If it is hardware we must assess how it affects the systems. Maybe we can do with the remaining processing power, maybe we need to replace it as soon as possible, even with a cheaper model or maybe we can wait and upgrade.
Darrel Cromwell
player, 589 posts
Noble (Count)
Retired actor
Tue 22 Mar 2016
at 02:52
  • msg #348

Re: Discussions

Not complaining, just noticing that our posting rate is getting a bit, well, slower....
Kaengarr Ruzokh
player, 354 posts
Gvegh Vargr
Tue 22 Mar 2016
at 17:33
  • msg #349

Re: Discussions

  I'm waiting on Vonon in a side thread, but as for the main one...

  Some of it is probably seasonal, some of it is due to an oversized group, and some of it is because the IC circumstances have led to a kind of paralysis.
Kheaiftouaw
player, 406 posts
Aslan outcast
Tue 22 Mar 2016
at 20:32
  • msg #350

Re: Discussions

After Easter I will be travelling for 3 weeks. I will have internet (probably a better one than I have at home) but writing on Rpol from a tablet is a bit awkward.
Samantha Kilgore
player, 271 posts
Pilot and Security expert
With more hidden talents
Wed 23 Mar 2016
at 10:56
  • msg #351

Re: Discussions

I think we're slowing down as most of the IC stuff is really ooc discussions we would have if SATT roleplaying. We can stretch it out but I think its time to fast forward to the outer rim testing bit
Darrel Cromwell
player, 590 posts
Noble (Count)
Retired actor
Wed 23 Mar 2016
at 15:15
  • msg #352

Re: Discussions

Thinking the same thing.
Walter Zeller
player, 338 posts
Merchant/Noble
Wed 23 Mar 2016
at 17:51
  • msg #353

Re: Discussions

Might also be waiting for the Captain to see if everything was ready and then giving the command to lift off.
Darrel Cromwell
player, 591 posts
Noble (Count)
Retired actor
Wed 23 Mar 2016
at 17:53
  • msg #354

Re: Discussions

I thought we were already flying towards a suitable "test point"?
Walter Zeller
player, 339 posts
Merchant/Noble
Wed 23 Mar 2016
at 18:03
  • msg #355

Re: Discussions

From Msg 172 and onward, you took a seat in the captains chair but nothing to indicate that we have left Grendal. (No command saying lift off, ahead maneuver 1, plot a course to X, etc)
Kaengarr Ruzokh
player, 355 posts
Gvegh Vargr
Wed 23 Mar 2016
at 18:05
  • msg #356

Re: Discussions

  Wasn't Vonon supposed to be the captain? All that organizational chart debate...
StarMaster
GM, 710 posts
Wed 23 Mar 2016
at 20:54
  • msg #357

Re: Discussions

That's pretty much what I've been waiting for... some to give the command to lift off or contact Air Traffic Control for clearance.
Vonon Ronkunu
player, 225 posts
Vargr and Spacer
ex-Patrol Commander
Thu 24 Mar 2016
at 06:25
  • msg #358

Re: Discussions

In reply to StarMaster (msg # 357):

Huh? What? I'm the Captain?!! Woo-Hoo!! Frappes all around! Raise the yardarm!  Okay, install a yardarm and then raise it!

While I won't turn down the position, I honestly thought Vonon was given the position/job of Chief of Security or "Captain of Marines" -- i.e., it was his job to coordinate us when we either board somebody else, or get boarded -- something like that.  As well as a second hat as a Boat Pilot and a third hat as a Gunner.

But hey, I'll be yer huckleberry!  Power-up the Wave-Motion Engine!

^_^
Samantha Kilgore
player, 272 posts
Pilot and Security expert
With more hidden talents
Thu 24 Mar 2016
at 09:05
  • msg #359

Re: Discussions

Gonna be away from tomorrow for Easter, back Monday, probably won't be able to post.
Darrel Cromwell
player, 593 posts
Noble (Count)
Retired actor
Thu 24 Mar 2016
at 15:31
  • msg #360

Re: Discussions

As I understood it, Vonon was the battle captain,IE space combat, based on his tactics (naval) skills.

The reason I jumped in the chair (so to speak), people needed some guidance...it just made sense to get the ball rolling.

But, if Vonon wants the post, it works for me.
Pablo Esteban Ryzov
player, 175 posts
End 8, Str 6, Dex 9
Gun for hire
Thu 24 Mar 2016
at 18:50
  • msg #361

Re: Discussions

Mutiny already, eh? :)
Darrel Cromwell
player, 594 posts
Noble (Count)
Retired actor
Thu 24 Mar 2016
at 23:20
  • msg #362

Re: Discussions

Lol, not my intention.

It was a matter of getting things done and honestly, all things considered, and don´t take this wrong....generally, other than in battle, which makes more sense to be the "authority", when someone of the crew says when dealing with others..."Here´s our Captain, Count Cromwell"....or "Here´s our Captain, Captain Vonon."

And I do honestly get that whole, never been there, never done that...concept.

It´s a matter of perspective. As mentioned, no worries on my part, I think we all are developing an on-going group thingy....we are figuring things out between us...a slow process and hopefully not too painful....;-)

Anyways, rock and roll.
Darrel Cromwell
player, 596 posts
Noble (Count)
Retired actor
Fri 25 Mar 2016
at 00:13
  • msg #363

Re: Discussions

I´ve been thinking....

I know, without a doubt that Vonon, is the space battle guy...

As our ship Captain/Representative, not so sure about that.

Ok, a vote then...

Send a PM to the GM, vote for the position of guy in charge when not in battle.

Does that work?
Pablo Esteban Ryzov
player, 178 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 25 Mar 2016
at 00:39
  • msg #364

Re: Discussions

I'd say Darrel is in charge. We already talked that out. Vonon runs fights, Walter runs trade, Samantha runs security, Khea runs engineering, Kaengarr runs guns and galley. Everybody else is already sorted by skills into jobs, some, like Kaengarr, wearing a couple of hats. It's all good.

Pablo knows who to ask about various things, and who to take orders from when the fecal matter hits the rotary oscillator in various ways.

Heh, let's just fly this pig and see what it can do.
Darrel Cromwell
player, 597 posts
Noble (Count)
Retired actor
Fri 25 Mar 2016
at 01:07
  • msg #365

Re: Discussions

Pablo Esteban Ryzov:
I'd say Darrel is in charge. We already talked that out. Vonon runs fights, Walter runs trade, Samantha runs security, Khea runs engineering, Kaengarr runs guns and galley. Everybody else is already sorted by skills into jobs, some, like Kaengarr, wearing a couple of hats. It's all good.

Pablo knows who to ask about various things, and who to take orders from when the fecal matter hits the rotary oscillator in various ways.

Heh, let's just fly this pig and see what it can do.

Gotta love a marine to get down to the skinny of it...Although, that shopping thing still makes me have a grin.
Kaengarr Ruzokh
player, 357 posts
Gvegh Vargr
Fri 25 Mar 2016
at 01:49
  • msg #366

Re: Discussions

  Pablo's right. I'd become fuzzy on the details since it has been a while now.

  Granted, this means that in the eyes of the law Darrel is now responsible for everything the others do. The poor guy. ;)
Darrel Cromwell
player, 598 posts
Noble (Count)
Retired actor
Fri 25 Mar 2016
at 02:40
  • msg #367

Re: Discussions

Kaengarr Ruzokh:
Pablo's right. I'd become fuzzy on the details since it has been a while now.

Granted, this means that in the eyes of the law Darrel is now responsible for everything the others do. The poor guy. ;)

Actually, even if I wasn´t responsible...I would be...understand? That was the flip side of the coin I had discussed earlier.

There is no easy for me, once I join a crew. It´s generally assumed, at least those with any Imperial leaning mind-sets (actually, even the opposing mind-set), who do you think, they think, is in charge?

I´m a double-edge sword....
Kaengarr Ruzokh
player, 358 posts
Gvegh Vargr
Fri 25 Mar 2016
at 02:41
  • msg #368

Re: Discussions

  And you've got some non-Imperial sorts aboard who are definitely aware of this. Even if they aren't suspected foreign agents. Heh heh heh.
Pablo Esteban Ryzov
player, 179 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 25 Mar 2016
at 03:01
  • msg #369

Re: Discussions

Pablo is one of those foreign sorts, and he definitely mistrusts the Imperium.
Darrel Cromwell
player, 599 posts
Noble (Count)
Retired actor
Fri 25 Mar 2016
at 04:06
  • msg #370

Re: Discussions

Heh, honestly, that had tickled my thinking as a fringe bit, but, now that you mentioned it.....

You are absolutely correct, it never truly registered in my mind-set until now.

Honestly, in IC, other than being a "true Captain", I can´t effect how the crew thinks about me.....

The fact that I´m here, as compared to living a life of luxury, I´d like to think is a plus.

Just like each and every one of you now.

You are a millionaire, just walk away, it´s easy, you´ll have a life of ease and comfort.

See, how fun is that?

Foreign agents, well, I´ve always wondered about those Solomani musicians....
Vonon Ronkunu
player, 228 posts
Vargr and Spacer
ex-Patrol Commander
Fri 25 Mar 2016
at 04:40
  • msg #371

Re: Discussions

In reply to Darrel Cromwell (msg # 370):

Yeah, that's what I thought -- "battle captain".  In the Patrol we'd have called that "Tactical Officer" -- which actually happens to be what Vonon was during his last Term. He was the commander of a Tactical Fighter Squadron, but he didn't have the admin or political skills to handle the job, so he retired.

Cool. I didn't wanna be the Captain, anyways (sniff).

Much better to sit on the Bridge at the Tactical Station and give commands to the guys sitting in the turrets, like "Hit something, already, you frelling dranx!"

^_^

So, lessee...we're not Military, so I won't be a Luetnant, or anything like that. Hmmm...I suppose that, generically I would just be "Bridge Officer Ronkunu", or even the more accurate, "Tactical Officer Ronkunu", but do we really wanna introduce a civilian, merchantship officer as "Tactical Officer"? Sounds a little sinister.

Right then, Bridge Officer Vonon Ronkunu, reporting for duty.

And..."Solomani musicians"?  Are those the ones who sound and act like they are running around barefoot on a pile of hot coals, and can't find a fire extinguisher? That's not music! Where's the howling, the paw-stomping, the rhythmic chanting? Solomani music? Feh!
Pablo Esteban Ryzov
player, 180 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 25 Mar 2016
at 05:12
  • msg #372

Re: Discussions

Yeah, retiring would be so much fun. Darrel and Sharik ruined Pablo for being a thoughtless murder hobo, and Vonon taught him that it was acceptable to capture the enemy, not just toss them out the nearest airlock, so guess what, ya'll are stuck with him.
Vonon Ronkunu
player, 230 posts
Vargr and Spacer
ex-Patrol Commander
Fri 25 Mar 2016
at 06:44
  • msg #373

Re: Discussions

In reply to Pablo Esteban Ryzov (msg # 372):

And don't forget that while Vonon lives by the old adage "Growl softly and carry a big gun...and use it often!", he actually prefers knife-work (snicker)
Kaengarr Ruzokh
player, 361 posts
Gvegh Vargr
Fri 25 Mar 2016
at 07:01
  • msg #374

Re: Discussions

  And here we have the amusing twist that the cultural Vargr is the one least inclined to kill people.
Sharik Kaagira
player, 229 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 25 Mar 2016
at 07:02
  • msg #375

Re: Discussions

Will you stop whipping out your sword in public, Vo!  Boys and their toys, I swear...
Pablo Esteban Ryzov
player, 181 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 25 Mar 2016
at 07:05
  • msg #376

Re: Discussions

Brings to mind two old adages the Pablo's old outfit held sacred.

"Peacekeeping through superior firepower."
"We come in peace...shoot to kill!"
Kaengarr Ruzokh
player, 363 posts
Gvegh Vargr
Fri 25 Mar 2016
at 08:11
  • msg #377

Re: Discussions

  Now I can't remember which of us is supposed to be on which turret...
Vonon Ronkunu
player, 234 posts
Vargr and Spacer
ex-Patrol Commander
Fri 25 Mar 2016
at 08:43
  • msg #378

Re: Discussions

In reply to Kaengarr Ruzokh (msg # 377):

I seemed to have it in my head that Pablo was in the Dorsal turret, but I could easily be mistaken
Darrel Cromwell
player, 601 posts
Noble (Count)
Retired actor
Sat 26 Mar 2016
at 18:02
  • msg #379

Re: Discussions

We're definitely not the typical crew...although somewhere out there, there's probably one even more atypical.

Sharik Kaagira
player, 230 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 26 Mar 2016
at 18:12
  • msg #380

Re: Discussions

Heh.  Can I be Fidgit?

So, while this doesn't necessarily change the RP (Sharik will likely join Walter in the rec room, but is more into yoga ... :D), did we decide to use the GM first-propsed 8+ check for skill/ability advancement or the Kaer/GM quasi-service table approach?
Pablo Esteban Ryzov
player, 182 posts
End 8, Str 6, Dex 9
Gun for hire
Sat 26 Mar 2016
at 20:39
  • msg #381

Re: Discussions

Dunno about the training, but since Kaengarr is the guns chief, I figure he gets to pick first on what turret he sits in. :) So Pablo is in the ventral turret, and all is good. It's not like our crew is the picture of rigid formality, anyway.

Besides, its better to move the game along with a solid well-timed reply than hang things till I wander back to my keyboard.
Kheaiftouaw
player, 408 posts
Aslan outcast
Sat 26 Mar 2016
at 22:38
  • msg #382

Re: Discussions

As this is handled differently, how far do passive IR sensors reach? Normally they would cover the entire system.
Kheaiftouaw
player, 409 posts
Aslan outcast
Sun 27 Mar 2016
at 20:29
  • msg #383

Re: Discussions

1 ton of low quality meat...
I think we have to discuss again who is in charge of the kitchen when we reach Outpost.
Pablo Esteban Ryzov
player, 185 posts
End 8, Str 6, Dex 9
Gun for hire
Sun 27 Mar 2016
at 20:34
  • msg #384

Re: Discussions

At least its not pemmican and vegimite.
Kaengarr Ruzokh
player, 366 posts
Gvegh Vargr
Sun 27 Mar 2016
at 21:00
  • msg #385

Re: Discussions

  Kaengarr's in charge of the galley and he had nothing to do with Vonon's choice of snack food. It's not like it'll get served up for mealtime anyway.

  Well, unless people start putting in a special request for it.
StarMaster
GM, 712 posts
Mon 28 Mar 2016
at 02:30
  • msg #386

Re: Discussions

For a game that was supposed to be 'hard science'-based, I found the idea of sensors a bit bizarre.

Almost as bad as the old Star Trek schtick: "Sir, I'm picking up an unknown energy!"

Really? What did you do? Stick the toaster out the airlock and see what it picked up?

It'd be like the oil pressure gauge in your car suddenly giving you tachyon readings! You can theorize the existence of a type of energy, but you have to build a device to detect it. You can't pick up any old item and have it detect the energy. "Oh, look, Dear! My waffle iron is showing an increase in neutrino emissions from Gamma Hydra!"


There is no faster-than-light drive, no faster-than-light communication. If the sun suddenly blew up, there'd be no way to know it until the expanding ball of light incinerated you 8 minutes later.

The same holds true throughout the solar system. If a ship is out by Pluto and its gravity drive is emitting neutrinos, it still takes those neutrinos 5 hours to reach Earth.

So, depending on what your sensors are registering, yes, they'll detect something that's 50 AUs away. Just remember that it's going to be OLD information.

Most energy sources are omnidirectional; that is, they emit the energy in all directions. At the same time, there is a certain amount of attenuation as the energy travels through space. After 5 hours of travel, you are only detecting about one billionth of the original signal. This is why the sensitivity of your sensors is relevant.

It's the main reason you have tight-beam communications. Privacy is the other.

So for all practical purposes, passive sensors are probably only really good out to about 10 AUs. The Long Shot's are sensitive enough out to 20 AUs, possibly more. No one on the ship really has experience with sensors that good.


And thus ends our Physics lecture for today. Have a nice day.
Pablo Esteban Ryzov
player, 186 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 28 Mar 2016
at 02:38
  • msg #387

Re: Discussions

Well, but what if we want our spaceship to make whooshing sounds as it flies through space, and our laser beams to look like tracer bullets and go "pew, pew, " when we fire at the bad guy ships?
Kaengarr Ruzokh
player, 368 posts
Gvegh Vargr
Mon 28 Mar 2016
at 03:41
  • msg #388

Re: Discussions

  And when we destroy them it creates a ring-shaped explosion.
Walter Zeller
player, 343 posts
Merchant/Noble
Mon 28 Mar 2016
at 03:47
  • msg #389

Re: Discussions

Sir Walter might have a copy of that old Solomini classic  "Battle Beyond the Stars"
Kheaiftouaw
player, 410 posts
Aslan outcast
Mon 28 Mar 2016
at 08:13
  • msg #390

Re: Discussions

In reply to StarMaster (msg # 386):

It more depends on how large the sensor array is. The further apart the dishes are, the better can objects farther away be detected. I think High Guard has a colapsible sensor array for capital ships which allows you to get more details at range.
I still think every ship in the system can detect the Long Shot no matter where it is and Grendal certainly can and they would also detect that it is flying at M-6 if they bothered to look.

After all we on earth can still clearly detect the Voyager probes.
http://txchnologist.com/post/6...still-spot-voyager-1

For combat purposes this information is of course useless, but they know we are there and how fast we go.
This message was last edited by the player at 08:14, Mon 28 Mar 2016.
Samantha Kilgore
player, 273 posts
Pilot and Security expert
With more hidden talents
Mon 28 Mar 2016
at 16:39
  • msg #391

Re: Discussions

BAck to whose in charge - Happy how Pablo called it, but could we have the final chart posted somewhere more obvious to find - I can't remember where it is!
Samantha Kilgore
player, 275 posts
Pilot and Security expert
With more hidden talents
Mon 28 Mar 2016
at 19:11
  • msg #392

Re: Discussions

So guessing the Captain gets to do the Jump roll...?
Darrel Cromwell
player, 602 posts
Noble (Count)
Retired actor
Mon 28 Mar 2016
at 21:16
  • msg #393

Re: Discussions

I suppose the astronavigation?
Kaengarr Ruzokh
player, 370 posts
Gvegh Vargr
Tue 29 Mar 2016
at 02:24
  • msg #394

Re: Discussions

Probably the pilot since they're the one pushing the big red button in the end.
Vonon Ronkunu
player, 236 posts
Vargr and Spacer
ex-Patrol Commander
Tue 29 Mar 2016
at 03:59
  • msg #395

Re: Discussions

In reply to Kaengarr Ruzokh (msg # 394):

Longshot is large enough that it could accommodate both a Pilot and a Navigator/Helmsman/Astrogator. Whoever has the best Pilot skill should be Pilot, whoever has the best Astrogation skill should be Astrogator.

Umm...in keeping with the theme...that would be Flight Officer and Navigation Officer ^_^

Of course, if the person with the best Pilot skill also has the highest Astrogation skill, then one of them might need to be second best...
Kaengarr Ruzokh
player, 371 posts
Gvegh Vargr
Tue 29 Mar 2016
at 04:30
  • msg #396

Re: Discussions

  We already had Sharik do the Astro calculations earlier though, didn't we? So at this point it's just the final "Engage!" to deal with.

  Re: the weapon test - if that's the idea then I'm pretty sure that Kaengarr and Pablo would be watching/listening/sniffing for any sign of system overload since they'd be the ones getting fried of the weapon systems go past the limits. ;)
Samantha Kilgore
player, 276 posts
Pilot and Security expert
With more hidden talents
Tue 29 Mar 2016
at 07:25
  • msg #397

Re: Discussions

Sams happy to do the roll, just didn't want to presume that it was hers to roll. We could take it in turns, assuming the GM is gonna make us roll each time. Anyway, I'm happy to let Sharik this time.
Darrel Cromwell
player, 603 posts
Noble (Count)
Retired actor
Wed 30 Mar 2016
at 22:00
  • msg #398

Re: Discussions

Just a reminder...

Preparing for Jump

To Jump, the following procedures must be followed:
• Astrogation: The Jump needs to be plotted. This is an Easy (+4) Education-based Astrogation check taking 10–60 minutes, modified by the Jump distance (thus, a Jump–4 gives a –4 DM to the check). If the check is failed, then the astrogator must plot
the Jump again. A Jump cannot be made until the astrogation calculations are complete. Astrogation can be done in advance (a Jump is normally plotted while the ship is travelling out to the hundred-diameter distance).

• Divert Power: A Jump drive requires a tremendous amount of power to function which must be supplied by the ship’s power plant. On many vessels, especially older ships, the power plant strains to provide this much, leading to the tradition of ‘Jump
dimming’ where non-essential systems including lighting are shut down to allow for Jump. If insufficient power is available the Jump drive cannot be activated. Firing the Jump drive is an Average (+0) Education-based Engineer (Jump drive) check taking 10–60 seconds. The Effect of this check aids the Jump roll.

• Jump!: Roll 2d6 and add the following DMs. If the result is 0 or less, the ship misjumps (see below). If the result is 8+ the Jump is accurate. Any other result is an inaccurate Jump (which is only a minor setback).
• + the Effect of the divert power Engineer check
• –2 per Jump drive hit
• –2 for using Unrefi ned fuel
• –8 if still within the hundred-diameter limit

Jump Travel
A Jump carries the vessel a number of parsecs equal to the Jump number. Jumps of less than one parsec (less than three light years, or one hex) are possible, and count as Jump–1 for the purposes of astrogation and fuel expenditure. Regardless of how far the
ship Jumps, it always stays in Jump Space for roughly one week (148+6d6 hours).
While in Jump space, the ship is completely and utterly cut off from the universe. It hangs in a shimmering bubble of boiling hydrogen, a pocket dimension from which nothing can escape. It cannot communicate with the normal universe, not even by psionic means.

It is utterly alone.

When the ship exits Jump space after an accurate Jump, it tends to arrive close to the target world, but outside or on the verge of the hundred-diameter limit. Inaccurate Jumps just dump the ship somewhere in the inner system, requiring a long space flight.

Misjumps
On rare occasions, normally because of a lack of maintenance or using unrefined fuel, a ship can misjump. Some misjumps are lethal, causing the Jump bubble to collapse early or for time in the bubble to flow differently, so that trillions of subjective years pass inside the bubble and all that comes out the other end is hard radiation caused by protons exceeding their half-life. A merciful Referee, though, may wish to subject his players to the most survivable form of misjump, where the ship ends up 1d6 1d6 parsecs in a random direction.
Walter Zeller
player, 344 posts
Merchant/Noble
Wed 30 Mar 2016
at 22:36
  • msg #399

Re: Discussions

Samantha Kilgore:
BAck to whose in charge - Happy how Pablo called it, but could we have the final chart posted somewhere more obvious to find - I can't remember where it is!

Part of the problem is that the charts are all over the place
The first one from Sir Walter is at msg 348  in recovering a Long Shot (and 116 here,
revised in msg 119)
The one Kaengarr did is msg 193 on this board (and Darrell has a battle captain in Msg 125 here so that would be the place to start
Kheaiftouaw
player, 412 posts
Aslan outcast
Thu 31 Mar 2016
at 13:21
  • msg #400

Re: Discussions

In reply to Darrel Cromwell (msg # 398):

Unless someone filled the ship with unrefined fuel and we forgot to refine it the jump roll only decides if it is accurate or not. We can even wait and roll it later when we reappear.

Soooo, "engage"?
Vonon Ronkunu
player, 238 posts
Vargr and Spacer
ex-Patrol Commander
Thu 31 Mar 2016
at 23:29
  • msg #401

Re: Discussions

In reply to Kheaiftouaw (msg # 400):

"Let's kick this pig!"
StarMaster
GM, 717 posts
Fri 1 Apr 2016
at 06:17
  • msg #402

Re: Discussions

Thanks, Walter, for tracking down all those charts... now you just have to decide which one is the one you're going to use!


So, while you are all in jump-space, you need to do your Skill Advancement tables. Post it in that thread, along with your roll.
Kaengarr Ruzokh
player, 372 posts
Gvegh Vargr
Fri 1 Apr 2016
at 07:46
  • msg #403

Re: Discussions

  Completely random at this juncture, but if anyone here is into space-fi computer games along with the tabletop, there's a little gem called Starpoint Gemini 2 on sale on Steam right now. Not exactly Traveller, but there are some loose similarities and it's one of the few that involves piloting capital ships/freighters rather than fighters. (No, I'm not affiliated with the developers!)

  Skill advancement tables. Well, I guess I can do that while I'm avoiding the site for a day due to the eye-gouging color scheme that it's foisting on us.
This message was last edited by the player at 07:47, Fri 01 Apr 2016.
Kheaiftouaw
player, 414 posts
Aslan outcast
Sat 2 Apr 2016
at 14:16
  • msg #404

Re: Discussions

Wow, I had exactly 2 combat related skills in my training list and I rolled both of them...
Kaengarr Ruzokh
player, 374 posts
Gvegh Vargr
Sat 2 Apr 2016
at 17:39
  • msg #405

Re: Discussions

  And one of them is claw-fighting. Those mousebots are only going to give so much of a workout, so I wonder who or what she'll be shredding during the trip...

  Any volunteers to be Khea's sparring partner? ;)
Darrel Cromwell
player, 608 posts
Noble (Count)
Retired actor
Mon 4 Apr 2016
at 13:39
  • msg #406

Jump time

A suggestion...given that there is a good possibility of spending another RL month+ during our week long jump...perhaps we should abstract the trip as much as possible.

I'm not saying skipping the whole thing, just a matter of prioritizing any "necessary" tasks, IE needed before arriving at Outpost.

Also, I'm not saying that we should lose that time to help "bond" the group...

Maybe at a certain point, each player says, OK...I'm ready to arrive at Outpost, or something like that.
Darrel Cromwell
player, 609 posts
Noble (Count)
Retired actor
Mon 4 Apr 2016
at 17:52
  • msg #407

Credits

The reason why I bring this up, I'm just trying to work out the finances of the group.

After completion of the last mission, the original group walks away with (after paying everything)16,417,000 Crs.

As her buy-in, Valeska added another 1 MCr. (?)

So, we're at 17,417,000.

Then we minus 8,905,000 for cargo.

Leaving 8,512,000.

For my part, generally I have been listing my buys (and subtracting)from my previous money, don't forget, each member of the (the original)group has funds from the previous missions. Make sure to update those finances...

Since some of the group (?) might not have the credits for their purchases leading up to our take-off, we should have a minor distribution of funds to ensure everyone has capital, 100,000CRs each to cover individual stuff.

Current group: Equals 1MCr. Just doing this to make everyone has some money.
Darrel Cromwell
Gregory Jones
Kaengarr Ruzokh
Kheaiftouaw
Pablo Esteban Ryzov
Samantha Kilgore
Sharik Kaagira
Valeska Brandenberg
Vonon Ronkunu
Walter Zeller

Leaving group account: 7,512,000.


Please update your individual accounts, I'm not trying to nit-pick, but, keeping individual accounts versus group account, can play an important part later...we might have money now, but, that's not something to be overall accustomed.

Going back to the main point, the campaign itself is epic space-opera, but, we and the ship are somewhat gritty, and amongst ourselves, we should sometimes approach it as the middle-ground (as players), it's our job to keep track of the mundane because we never know when things go side-ways, if we're complacent, all of a sudden, we didn't pay attention to the details, and we're screwed...it's our thoroughness that will mitigate the damage...get my point?

Anyways, wanted to clarify all this credit stuff and whatnot...

Is that 100KCr. individual transfer agreeable?
This message was last edited by the player at 18:07, Mon 04 Apr 2016.
Darrel Cromwell
player, 610 posts
Noble (Count)
Retired actor
Mon 4 Apr 2016
at 19:12
  • msg #408

Ship weapons

Listed as we have 2 triple turrets...and Beam lasers in each of them, does that mean there are 3 beam lasers per turret or just one per turret?
Vonon Ronkunu
player, 239 posts
Vargr and Spacer
ex-Patrol Commander
Mon 4 Apr 2016
at 19:52
  • msg #409

Ship weapons

In reply to Darrel Cromwell (msg # 408):

Each turret was listed as being a "triple" turret. That means each turret houses 3 weapon systems. 2 turrets, 3 beams each, makes 6 individual laser beams.

But we must also remember that the 3 beams in each turret, while they can be fired individually, they can only make slight targeting variations from the other beams in the same turret. This means, for the most part, all 3 beams in a turret pretty much fire at the same target. How many beams are fired dictates how much damage we do.

If you wanna destroy the target, fire all 3. If you just wanna take out their engines, just fire 1.
Pablo Esteban Ryzov
player, 187 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 4 Apr 2016
at 20:06
  • msg #410

Ship weapons

In reply to Vonon Ronkunu (msg # 409):

One thing to remember that is key. Starship combat turns are long, and starship grade weapons have a very low rate of fire. So in actuality, there is ample time to engage three different targets, even at wildly different angles, with each of the three lasers.

That will come in handy for engaging missiles and small craft.
Darrel Cromwell
player, 611 posts
Noble (Count)
Retired actor
Mon 4 Apr 2016
at 20:11
  • msg #411

Ship weapons

I understand the 6X beam weapons, or as applied 2X3 beam weapons....

I think we all agree that ship weaponry must be one of the top priorities of expanding our group's capabilities, if not the first priority.

Of course, it's common sense to always want to deter violence before it even happens, especially given the costs of even a semi-successful encounter of space-battle....there is no cheap when it comes to ship repairs.

Nor is there cheap when it comes to buying ship-borne weapons.

As an example, installing a TT (1 MCr.) and putting in some longer and more powerful weaponry, say Particle Beams...those are 4MCr a pop....

Or, we throw in 3 sandcasters...

As I have been looking over the space combat section, defense is at least as important as offensive....in fact, giving it greater thought to the mechanics of it...defense trumps offense unless you enter into the true...."how much damage is it worth to win" concept.

The large expensive civilian ships, big targets indeed, you know what they have in their very few turrets...sandcasters......

I suppose the true indicator of offensive weaponry, missiles...Warships, mercenaries, and pirates have those...or extremely serious traders....missiles cost money, meaning you're willing to consistently spend money to cause headaches to your foes.

3 sandcasters would really make a big difference in our bottom line if it actually came down to combat....SERIOUSLY, big time money saved to avoid damage is well worth the expenditure...I know it's not romantic or sexy...but, those that watch ship stuff, like pirate informers at a base, completely changes the dynamics of a spaceship encounter.

Agreed?
Kaengarr Ruzokh
player, 377 posts
Gvegh Vargr
Mon 4 Apr 2016
at 21:06
  • msg #412

Ship weapons

  Sure, if we add another turret or two. There are some spots on the ship map that imply it used to have more.
Pablo Esteban Ryzov
player, 189 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 4 Apr 2016
at 21:24
  • msg #413

Ship weapons

If Pablo got to choose, we'd put on all four of the missing turrets as triples, and make all six mixed turrets beam/pulse/sand as money became available.

That would give us the capacity to reliably deploy sand against 2-3 foes, and let us have a layered defense against missile attack and small craft.

The pulse lasers would let us use our freakish speed, if we chose to, to swiftly close in and chew up a lightly armored foe with close range pulse fire.
Kaengarr Ruzokh
player, 378 posts
Gvegh Vargr
Mon 4 Apr 2016
at 21:32
  • msg #414

Ship weapons

  Kaengarr would probably take the opposite view: favor long-range weapons and play keep-away; slower ships without particle weapons or better won't be able to get close enough to get a good shot in while they're being taken apart!

  Getting a sandcaster turret in there would be a good idea since it would make those long-range enemy shots even less effective, although the laser turrets can already work as point defense against any incoming missiles.

  This approach has another fringe benefit: the ship would actually live up to its name.
Pablo Esteban Ryzov
player, 191 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 4 Apr 2016
at 21:39
  • msg #415

Ship weapons

Beam lasers pretty much suck as ship-to-ship weapons, which is why Pablo doesn't like them much. They are great for swatting missiles and smallcraft though, and if we do get attacked by some rude free trader, then if we don't just choose to laugh and fly away, we can pick them apart with six beam lasers fairly efficiently, while using our defenses to fend off return fire.
Kaengarr Ruzokh
player, 379 posts
Gvegh Vargr
Mon 4 Apr 2016
at 21:55
  • msg #416

Ship weapons

  I only have the core book so I don't know what else is out there but I was looking at particle beams when I suggested long-range since we're pretty much limited to turrets here. A couple of particle beam turrets to strike with and a couple of beam laser/sandcaster turrets for defense, combined with what should normally be far superior speed, and most enemies simply won't get a chance to throw meaningful fire our way (unless we end up fighting a capital ship for some insane reason).
Pablo Esteban Ryzov
player, 192 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 4 Apr 2016
at 22:08
  • msg #417

Ship weapons

If we can get a couple of particle beams at some point down the road, then yeah, that would be awesome.
Kaengarr Ruzokh
player, 380 posts
Gvegh Vargr
Mon 4 Apr 2016
at 22:13
  • msg #418

Ship weapons

  We're heading to a naval base and they're only TL8. Whether we can put together the cash to get them is the real issue.
Walter Zeller
player, 347 posts
Merchant/Noble
Mon 4 Apr 2016
at 23:08
  • msg #419

Re: Credits

Darrel Cromwell:
Current group: Equals 1MCr. Just doing this to make everyone has some money.
Darrel Cromwell
Gregory Jones
Kaengarr Ruzokh
Kheaiftouaw
Pablo Esteban Ryzov
Samantha Kilgore
Sharik Kaagira
Valeska Brandenberg
Vonon Ronkunu
Walter Zeller

Leaving group account: 7,512,000.

Is that 100KCr. individual transfer agreeable?

If I remember right when I had started purchasing the cargo, the plan was for 10mcr as seed money for the cargo and 5mcr for the ship to start. I think the plan was that when we sell the cargo, the cargo fund got paid back first with half the profit split between the 10 of us and the other half split between the cargo and ship funds. With all of the posts, I have not been able to track it down so far. Lets number crunch it.
Balance sheet
Starting balance 17,417,000.
Cargo purchased 8,905,000
Balance 8,512,000

What I would suggest is that we close out the group account so we do not have to keep track of it any more. Each player (minus Valeska) would get 500,000 cr and the rest goes into the ship fund (4,012,000)

When we arrive at Outpost then proceed as above (50%/25%/25%) once we sell it Just so it does not get too unmanageable, set an upper limit of 20 mcr for the cargo fund and 50 mcr for the ship. Anything over gets paid out.
This message was last edited by the player at 23:19, Mon 04 Apr 2016.
Kaengarr Ruzokh
player, 382 posts
Gvegh Vargr
Mon 4 Apr 2016
at 23:34
  • msg #420

Re: Credits

  Since it's relevant to the trip and what Kaengarr will be up to: what sort of aesthetic work would each of the characters find pleasing/comforting/familiar/etc, whether in their quarters or elsewhere (within reason)?
Pablo Esteban Ryzov
player, 193 posts
End 8, Str 6, Dex 9
Gun for hire
Tue 5 Apr 2016
at 00:00
  • msg #421

Re: Credits

That's what I meant, the money.  We are out on the wild frontier, more or less, so just having the partical beams should be okay by most local polities. If not, we shall unleash the full force of our assorted Imperial nobility upon them.
Samantha Kilgore
player, 277 posts
Pilot and Security expert
With more hidden talents
Tue 5 Apr 2016
at 07:43
  • msg #422

Re: Credits

In reply to Walter Zeller (msg # 419):

I am slightly confused. Is this an additional 100K or the same 100K we chatted about a while ago- because I have been doing shopping on the basis that Sam got 100k - so have already accounted for it.

Eithers fine, just want to be clear.

In terms of managing accounts - I am happy with the idea that we run the ship, and when theres a surplus we get a payout.

That said, Sam doesn't have much money from before, so currently only really has the 100K to fund her others purchases.

So maybe we should figure into the ships running costs a set amount of "pay" per crew member per month. In the CRB costs for various crew rates were discussed, and Pilot was about 5K. I am happy for everyone to get the same amount, but unless Sam gets at least what she could earn as a Pilot elsewhere, theres not much to keep her with this group.

Just a suggestion

But generally I am happy for Darrel/Walter to run the numbers as I am not familiar with them in Traveller, and tbh it isn't Sams role. She'll be happy with a reasonable, regular paycheck, and a bonus if and when it comes.

And BTW I agree with Darrel, dotting the T's and crossing the i's is important. As a GM I get frustrated if players don't do it, so sometimes arbitrarily rule they're out of ammo, because they haven't kept track properly. Its usually a mistake they only make once...
Kaengarr Ruzokh
player, 383 posts
Gvegh Vargr
Tue 5 Apr 2016
at 07:49
  • msg #423

Re: Credits

  The less account management, the better, and StarMaster has already indicated that they aren't big on fiddly detail.

  This is more of an occasional payoff enterprise than a regular salary one, though.
Darrel Cromwell
player, 614 posts
Noble (Count)
Retired actor
Tue 5 Apr 2016
at 10:22
  • msg #424

Re: Credits

Kaengarr Ruzokh:
  Since it's relevant to the trip and what Kaengarr will be up to: what sort of aesthetic work would each of the characters find pleasing/comforting/familiar/etc, whether in their quarters or elsewhere (within reason)?

I'm thinking classy, when a potential client (if they come on board) enters the ship, they get a sense of...hhhmmm....elegance.

They get that imperial style... ;-)


Darrel Cromwell
player, 615 posts
Noble (Count)
Retired actor
Tue 5 Apr 2016
at 10:48
  • msg #425

Re: Credits

In reply to Walter Zeller (msg # 419):
quote:
What I would suggest is that we close out the group account so we do not have to keep track of it any more. Each player (minus Valeska) would get 500,000 cr and the rest goes into the ship fund (4,012,000)

When we arrive at Outpost then proceed as above (50%/25%/25%) once we sell it Just so it does not get too unmanageable, set an upper limit of 20 mcr for the cargo fund and 50 mcr for the ship. Anything over gets paid out.


Makes sense...but just so I understand correctly.

We sell the 8,905,000 Cr worth of cargo.

1. 10MCr goes back into the cargo fund.
2. 50% anything over that gets paid out to crew.
3. 25% added to the cargo fund
4. 25% added to the ship fund (4,012,000).
Walter Zeller
player, 348 posts
Merchant/Noble
Tue 5 Apr 2016
at 20:13
  • msg #426

Re: Credits

Correct. I figure that after unloading the cargo I can give the crew an updated balance and what they made so they can go on Shore leave.
Sharik Kaagira
player, 235 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 8 Apr 2016
at 16:26
  • msg #427

Party!

Samantha Kilgore:
ooc
Can't think of how you RP learning Carouse mid-jump, unless you have a party! We can RP it if people like, but as its kind of an office do in the office, its not gonna get that wild.

I'm assuming we're not a 'dry' ship?

Well, both Sharik and Darrel have some Carouse skill (nobles, go figure) ...  But, it can also be the art of conversation...:D  That said, a party is good (I'll try to get an IC post up to second - or is that third - Sam and Pablo's celebratory venture).

Samantha Kilgore:
Also, I'm assuming that in Jump they'll still be at least one of us as Duty officer in rotation, just to check up nothing bad is happening to the ship - ie monitoring readouts etc on the bridge?

I agree, someone should be monitoring on the bridge at all times, pretty much.

Which dove tales into the art of conversation (and boosting Carouse).  Sharik is more than willing to talk with Sam (Shar has some skill with Comms, too); so, that might be another thing that helps improve Sam's Carouse skill...
Kheaiftouaw
player, 419 posts
Aslan outcast
Fri 8 Apr 2016
at 23:00
  • msg #428

Party!

Mousebot Party!
I am sure Sam can put that kind of training to good use when entertaining Darrels friends at the imperial court.
Kheaiftouaw
player, 420 posts
Aslan outcast
Thu 14 Apr 2016
at 11:57
  • msg #429

Party!

A bit quiet here don't you think?
Darrel Cromwell
player, 618 posts
Noble (Count)
Retired actor
Thu 14 Apr 2016
at 15:33
  • msg #430

Party!

Yep.
Vonon Ronkunu
player, 242 posts
Vargr and Spacer
ex-Patrol Commander
Fri 15 Apr 2016
at 01:49
  • msg #431

Party!

In reply to Darrel Cromwell (msg # 430):

Oh, sure, you say that now! But when Vonon pulled his pistol the first time he saw a meat-covered mousebot skittering across the floor, you all couldn't stop yelling!

C'mon! You complain when it's quiet, and you complain when a startled Vargr starts randomly firing a 10mm autopistol! Make up yer minds! ^_^
Pablo Esteban Ryzov
player, 197 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 15 Apr 2016
at 02:20
  • msg #432

Party!

As the ship's official "indian," Pablo has no problem with gunfire, its patching the holes that bothers him.

Given the huge book value of our repair drones, depreciation per minute of operation makes them too expensive to use for such minor matters.
Kheaiftouaw
player, 421 posts
Aslan outcast
Sun 17 Apr 2016
at 03:02
  • msg #433

Party!

Final day of my holiday, so I should be back to my normal (slow) posting rates tomorrow
Darrel Cromwell
player, 621 posts
Noble (Count)
Retired actor
Sun 17 Apr 2016
at 23:12
  • msg #434

Outpost stuff.

Ok folks, coming into a new location with unknown factors....

Open the brainpans for info....
Walter Zeller
player, 350 posts
Merchant/Noble
Mon 18 Apr 2016
at 01:13
  • msg #435

Outpost stuff.

Twisting my mind over that also given the various names the vessel has. On the other hand, since we were not "escorted" to the hanger, it is a good sign.
Kaengarr Ruzokh
player, 385 posts
Gvegh Vargr
Mon 18 Apr 2016
at 03:05
  • msg #436

Outpost stuff.

  Since we did check the transponder set, was the Long Shot one showing as an ISS signal then? Is there quick a way to check whether it's giving that now?
Pablo Esteban Ryzov
player, 198 posts
End 8, Str 6, Dex 9
Gun for hire
Mon 18 Apr 2016
at 03:30
  • msg #437

Outpost stuff.

We should be able to pick our own transponder signal, even on personal comms.

I'm more interested in knowing if tractor beams are a standard bit of kit in this setting, or whether we should be goggling over a piece of anomalously high technology.
StarMaster
GM, 721 posts
Mon 18 Apr 2016
at 07:15
  • msg #438

Outpost stuff.

The current 'setting' for the ship's transponder setting is the I.S.S. Longshot. It merely stands for Independent Star Ship... a generic designation for an undifferentiated configuration, as opposed to a Free Trader or Armed Merchant or Yacht, etc.

Generally, a transponder transmits a standard signal that includes last port of call, ship's registry, last inspection log, last medical log, whether the ship is hauling any hazardous cargo, and the owner/captain of record. The 'handshake' with the starport conveys similar data on the starport. It also includes the law level and any recent/relevant news (based on last date of the ship's library update).

Yes, you can pick up the ship's transponder on your own comms because it is broadcast as opposed to a tight beam. However, it is a compressed pulse signal.


The tractor beams are a bit unusual, but not that mind-boggling so. Although they are called 'beams' from popular fiction, in essence they are just an inverted gravity drive used to guide a ship into a narrow opening. They are used here because the entire facility is underground. It avoids accidents by drunk pilots or malfunctioning engines.
Kaengarr Ruzokh
player, 386 posts
Gvegh Vargr
Mon 18 Apr 2016
at 07:29
  • msg #439

Outpost stuff.

  Okay. I thought I.S.S. was Imperial Scout Service or something to that effect.
Darrel Cromwell
player, 624 posts
Noble (Count)
Retired actor
Tue 19 Apr 2016
at 15:29
  • msg #440

Outpost stuff.

That's the part that had me nervous. And the fact that we were put underground while the entire "outside" was clear. But, no worries, just me being my typical paranoid self... ;-)
StarMaster
GM, 724 posts
Tue 19 Apr 2016
at 16:06
  • msg #441

Outpost stuff.

The I.I.S.S. is the Imperial Interstellar Scout Service.

The atmosphere on Outpost is hazardous. That's why nothing sits on the surface.
Darrel Cromwell
player, 627 posts
Noble (Count)
Retired actor
Thu 21 Apr 2016
at 18:34
  • msg #442

Outpost stuff.

Off topic, but someone here mention a video game called Starpoint Gemini 2? I can't seem to find the post about it?
Kaengarr Ruzokh
player, 387 posts
Gvegh Vargr
Thu 21 Apr 2016
at 19:18
  • msg #443

Outpost stuff.

  I did and I'm not sure where the post is now.
Samantha Kilgore
player, 283 posts
Pilot and Security expert
With more hidden talents
Fri 22 Apr 2016
at 07:37
  • msg #444

Outpost stuff.

Sorry guys I think we'll have to skate over the party in RP as things got hectic and didn't have time to develop that thread. Anyway, do we have a plan for how long we're on Outpost, what the aim is , as we would have had time to decide this in a week in J Space.

I'm guessing the plan is to get another cargo and do some shopping, unless something else pops up?
Darrel Cromwell
player, 628 posts
Noble (Count)
Retired actor
Fri 22 Apr 2016
at 12:25
  • msg #445

Outpost stuff.

In reply to Samantha Kilgore (msg # 444):

Cargo, shopping, and finding Mutt Talbek..a contact to buy military grade equipment and also one of the ship´s previous owner...

And maybe a job.
StarMaster
GM, 725 posts
Fri 22 Apr 2016
at 21:02
  • msg #446

Outpost stuff.

I just fast-forwarded the story. You can still post at the party if you want.
Sharik Kaagira
player, 238 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 27 Apr 2016
at 07:25
  • msg #447

Outpost stuff.

Samantha Kilgore (in IC thread):
ooc
Where are you guys getting the planet info from - have I missed it somewhere?

From this Notice thread:  link to a message in this game

The UPP (Universal Planetary Profile), Outpost (B320442-D), has the last number before the dash ('-') being the Law Level on the planet (Core Rules, p. 176 for more detail).  The general breakdown of the UPP is in the Core Rules on p. 170.
Samantha Kilgore
player, 286 posts
Pilot and Security expert
With more hidden talents
Wed 27 Apr 2016
at 10:27
  • msg #448

Outpost stuff.

In reply to Sharik Kaagira (msg # 447):

Thanks Sharik

note to Self - OPEN EYES! doh!
Sharik Kaagira
player, 239 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 28 Apr 2016
at 08:52
  • msg #449

Outpost stuff.

Vonon Ronkunu (in IC thread):
OOC: was Sharik sitting at comms? Who's sitting at comms, right now? Is anyone?

It was Walter at comms.  Sharik was in the co-pilot/navigator's seat.
Walter Zeller
player, 355 posts
Merchant/Noble
Fri 29 Apr 2016
at 02:06
  • msg #450

Outpost stuff.

Walter was on Comms on the outbound trip as he did not get to ride it back to the starport on Grendal, someone else has the job.
Vonon Ronkunu
player, 249 posts
Vargr and Spacer
ex-Patrol Commander
Fri 29 Apr 2016
at 06:20
  • msg #451

Outpost stuff.

In reply to Walter Zeller (msg # 450):

Man...
Sensors, Tactics and Comms are Vonon's 3 strong suits. Does that mean I gotta wear 2 hats and be the Comm Officer, too?
^_^
Pablo Esteban Ryzov
player, 203 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 29 Apr 2016
at 08:22
  • msg #452

Outpost stuff.

On a ship with 10 people on it, I don't think we need to drill down so far as name officers for every duty on the bridge, and every variation of job aboard ship. Pablo does *not* want to be Officer in Charge of Cleaning the Heads, for example, though since lacking most shipborne skills, that is one of the chores I see him doing more than some others who have the skills for more important things. Plus, the smell of cleaning chemicals and/or excrement in a closed space can't be too fun for a Vargr with their sense of smell.

Though the idea of everyone trying to figure out who they should be saluting at any given moment is sorta funny :)
Walter Zeller
player, 356 posts
Merchant/Noble
Fri 29 Apr 2016
at 13:57
  • msg #453

Outpost stuff.

I was thinking that Gregory would have the job since he has Comm-2.
Samantha Kilgore
player, 288 posts
Pilot and Security expert
With more hidden talents
Fri 29 Apr 2016
at 14:19
  • msg #454

Outpost stuff.

Kinda leap frogged the issue - but that gets us back to the org charts again. Will try and find time this weekend to come up with a proposed final version we can all agree on - then we just need to stash it somewhere for editing if needed
Samantha Kilgore
player, 289 posts
Pilot and Security expert
With more hidden talents
Sun 1 May 2016
at 11:31
  • msg #455

Ships Hierarchy

Ok so I looked at the organisation charts, and couldn't work out which one to go with. (for reference they're Messages 116, 119, 125 and 193 in this thread).

To keep thigns simple, I think its better to have main roles for everyone and one Captain - for all circumstances.

So Eg Sam is the Pilot, Khea the Engineer etc. They are lead in that role and if its just an Engineering issue Khea calls it.

The Captains role is to call if it Pilot wants a but Engineering wants b.

I think keeping that as one person sames confusion as to who to ask when. The Captain will need a 2 IC and possibly a 3 IC - so there is always one on each 8 hour watch, and also we know wh takes over if Captain is incapacitated.

My suggestions are
Darrel - Captain
Vonun - 2 IC
Sam - 3rd IC

When they're on shift they call it if there is a clash, but otherwise its down to department head to run their department.

I think this is good as its simple, flexible, but also pretty clear.

In game terms , it means Darrel does things like Jump rolls or other "Ship" rolls needed which are not linked to a specific skill (eg he wouldn't do Astrogation checks before the jump)

Hope thats ok and makes sense
Kaengarr Ruzokh
player, 389 posts
Gvegh Vargr
Wed 4 May 2016
at 10:20
  • msg #456

Ships Hierarchy

  Attributes need to be taken into account re who is good at what. Comms-1/Edu 12 will generally outperform Comms-2/Edu 6, for example.

  Making Darrel the captain - aside from being a play to his noble title - doesn't strike me as a good idea because he has no actual command experience (and as he has already discovered, playing at it on holovids doesn't translate too well to the real thing). AFAIK the three who do are Vonon, Samantha, and Kaengarr.

  The first point's actually relevant there: Kaengarr's rocking a +4 DM for Leadership at this point (Rank 2 skill, +2 from Charisma) so even though everyone seems to treat him as a joke ICly he should actually be pretty darned effective at keeping a team running, especially under duress.


  Separately, do we still have 10 people? Valeska hasn't been around for quite a while (last post a month and a half ago).


  And Vonon, I'm waiting for you in the Outfitters thread again... ;)
This message was last edited by the player at 10:24, Wed 04 May 2016.
Pablo Esteban Ryzov
player, 205 posts
End 8, Str 6, Dex 9
Gun for hire
Wed 4 May 2016
at 11:32
  • msg #457

Ships Hierarchy

I vote that Pablo remains gunner and general deckhand, more or less available, outside of ship to ship combat, for whatever chores need done, or an extra pair of hands to help someone more skilled at a task.
Samantha Kilgore
player, 290 posts
Pilot and Security expert
With more hidden talents
Wed 4 May 2016
at 12:03
  • msg #458

Ships Hierarchy

Take you point Kaengarr, but I actually think that Attributes are less relevant in this for Captain. You can roll leadership and succeed but I could still roleplay disobeying your order, though tbh I have never played a game where inter character relations are ever settled by dice rolls (unless they've started fighting...)

That said, I am happy for Kaengarr to replace Darrell (or Sam, or Vonun) in that list. It was a suggestion. But first we have to agree thats the way to go ie simple rather than org charts.

Also, having someone whose job is to make the call is still useful in Game terms.

The main reason I went with Darrel is that the role of Captain is as much as key representative of the Ship to others as it is running the ship (perhaps more so in this sort of game) and Darrels title and notoriety are a significant advantage in that (though possibly also a disadvantage eg Pirate "He's just an actor - we can take him").

So with that in mind, thats whys hes captain. As I think it gets complicated to have one Captain for X and another for Y (as some charts suggested). The whole point (to me) is there is only one Buck at which everything stops on ship - so only one captain. Who that is is still up for grabs though.

Hope that clarifies my thinking a bit
Kaengarr Ruzokh
player, 390 posts
Gvegh Vargr
Wed 4 May 2016
at 12:58
  • msg #459

Ships Hierarchy

  Take you point Kaengarr, but I actually think that Attributes are less relevant in this for Captain.

  Comms, Barter, Engineering, Astrogation - everything ELSE is being settled by "Who has the best skill?"  It's a teensy bit hypocritical to do that and then toss the standard aside when it comes to Leadership and equivalents.

  You can roll leadership and succeed but I could still roleplay disobeying your order,

  Leadership isn't ever used to control someone else's actions AFAIK, but the same could equally be said of Persuade (Darrel), Deception (Sharik), etc. Or for that matter, anyone disobeying anyone's orders regardless of what skills they have. That's not what this is really about though.



  In any case, someone doesn't need to be the ship captain to be the ship face, and we can put forward whomever is best suited to any given negotiation as needed. (There are plenty of cases that I can think of beyond pirates where someone other than Darrel would be preferable, an obvious one being Walter and anything commercial.)

  Captain/2O/3O/etc really ought to be about "Who can keep things together when the chips are down?" and small-L leadership skills ARE relevant to that along with the character dynamics.
This message was last edited by the player at 13:03, Wed 04 May 2016.
Pablo Esteban Ryzov
player, 206 posts
End 8, Str 6, Dex 9
Gun for hire
Wed 4 May 2016
at 13:06
  • msg #460

Ships Hierarchy

As another option, we could make a ship's captain based on whatever, and have Darrel take up a position sort of like "Owner aboard," or maybe "Noble personality aboard," in his case.
Samantha Kilgore
player, 291 posts
Pilot and Security expert
With more hidden talents
Wed 4 May 2016
at 15:27
  • msg #461

Ships Hierarchy

In reply to Kaengarr Ruzokh (msg # 459):

Again - I disagree. Comms, Astrogation etc affect inanimate out there things, not characters, so the skills are relevant because (barring GM whim) your dice roll WILL affect what they do/happens. Leadership won't (and actually in Game terms, solely seems to affect Initiative, not decision making, which is really what we're discussing here). Nor will Persuade etc.

But I don't want this to turn into a rules argument. You don't like what I suggested, thats fine. Suggest something else.

My key point is that I think we DO need to decide who The (singular in my view) Captain is, just so in game we can RP it.

Unless we're going to be the first space bound anarcho-syndicalist collective... which might be fun in itself
This message was last edited by the player at 17:05, Wed 04 May 2016.
StarMaster
GM, 730 posts
Wed 4 May 2016
at 19:48
  • msg #462

Ships Hierarchy

Darrel can be the Face of Boe... for the ship.

Or else he can be The Great and Powerful Oz... just ignore that man behind the curtain.

Just remember, Kaengarr's bite is worse than his bark!


Valeska checked the board a few weeks ago, but she was having a hard time figuring out anything to do while in transit. I'll send her a PM to see if she's still interested.
Darrel Cromwell
player, 632 posts
Noble (Count)
Retired actor
Wed 4 May 2016
at 20:50
  • msg #463

Ships Hierarchy

Darrell realizes that he's not qualified (me here in OOC, him there in IC) to be the ship's captain, as in the guy that knows all the in's and out's of starship operations, nor does he qualify to be that guy when things go sideways, as in conflict, to be the one that "leads" the group.

quote:
As another option, we could make a ship's captain based on whatever, and have Darrel take up a position sort of like "Owner aboard," or maybe "Noble personality aboard," in his case.

quote:
Darrel can be the Face of Boe... for the ship.


That's how I'm looking at it, generally though, when it comes to the "big picture", as in what clients/destinations/missions/whatever....we can discuss those things until we're blue in the face, but, eventually, someone has to make that final decision.

For example, we have a meeting with a potential client, who wants us to go investigate something, as the negotiations end, they ask, "Will you accept?"...we put our heads together for a moment, discuss the pros/cons...while they sit there patiently looking at us...waiting for a final answer, Darrel(Count Cromwell), would say something like, "After consultation with my staff/crew, we decline(agree)"...otherwise, it looks like we are that herd of cats, which is really bad for business/reputation.

Get my point?
Kaengarr Ruzokh
player, 391 posts
Gvegh Vargr
Wed 4 May 2016
at 21:43
  • msg #464

Ships Hierarchy

  Darrel, that's essentially what a face is, and the IC-Darrel is good for that barring specific situations that suggest otherwise. I don't think anyone has a problem with that idea.



  The 'captain' role in an outfit like this is for emergency situations when someone needs to be decisively in charge right now and/or there's some dispute that just can't be solved otherwise. Character background-wise there are three who have relevant experience; skill-wise things like Leadership (it's not just for initiative) will matter in those situations.

  Outside of those situations we're still free to debate the situation until the heat death of the universe (our current practice).



  affect inanimate out there things, not characters,

  Okay, so Broker, Face, etc shouldn't be based on skill ranks either. Good that those aren't being assigned accordingly... :P

  Sorry, but from an OOC standpoint it's really aggravating to find "skill ranks/DMs = jobs" being applied and just happening to work out nicely for every other character, while my character ends up with his strong points getting ignored or fenced off by "oh, not for this though!"



  ICly Kaengarr DID voice his displeasure about the crew arrangements in a couple of places and it was essentially brushed off; it was subsequently brought up in a side thread which has since stalled. How things play out ICly from there would unfortunately depend a lot on the side thread outcome.
StarMaster
GM, 731 posts
Wed 4 May 2016
at 23:19
  • msg #465

Ships Hierarchy

Then the solution is for Darrel to be the Commodore, and Kaengarr can be the captain.

As Commodore, he'd be responsible for meeting with all the brass that the ship/crew encounters. That would make him the 'face'--it's essentially a role he'd be playing.

How's your improv these days, Darrel? (You'd be working without a script most of the time!)
This message was last edited by the GM at 16:51, Thu 05 May 2016.
Samantha Kilgore
player, 292 posts
Pilot and Security expert
With more hidden talents
Thu 5 May 2016
at 08:37
  • msg #466

Ships Hierarchy

In reply to StarMaster (msg # 465):

Seems fine to me. Kaengarr obviously wants to be Captain, so he can have it.

But I wouldn't take it as being slighted for ignoring your skills - I didn't even look at them. It was more based on the Face role.

Its also tied up with my view of Leaders in fiction (based on developments in Arthurian Literature) where leaders increasingly become figure heads who then get 'Champions' to do the fun stuff (even if those Champions are Engineers, or Comms rather than fighters.) I would say thats paralled in Star Trek - compare Kirk to Picard for example.

Assuming thats ok with everyone else, are we ok with Vonun and Sam as Captains on the other shifts? By which I suppose I mean more Duty Officer rather than Captain.

One final question - does Charisma apply to non-Vargr? I assumed it was more of a pack thing so didn't translate straight across to non-Vargr. Doesn't make any difference to the above, just curious
Kheaiftouaw
player, 426 posts
Aslan outcast
Thu 5 May 2016
at 16:56
  • msg #467

Ships Hierarchy

While I would have liked a more "female" touch to this ship, a traditional setup with the captain just being the one for fighting and signing off on whatever the other officers decided would work too. Although in that case Vonon might even be better qualified because of his tactics skill.

In the end, we should also think about how we want to represent ourselves. Our ship will be seen differently depending on if it is captained by an imperial noble an Vargr or an Aslan (although Khea has no interest in that position). Depending on the situation this can make things harder or easier.
Kaengarr Ruzokh
player, 392 posts
Gvegh Vargr
Fri 6 May 2016
at 01:06
  • msg #468

Ships Hierarchy

  Sam:

  Charisma functions as Social Standing for most things, including any checks or requirements based on SS. The main differences are that it does not inherently grant a noble title at high levels (since Vargr society scorns formal authority) and it's more fluid than Social Standing (as Social Standing is generally fixed post-creation while Charisma is not).

  It has several additional implications for and when dealing with Vargr; for non-Vargr characters the main effect is on how you're perceived by and among them. Characters who use Social Standing or some other equivalent count 1/4 of that stat rounded down as their effective Charisma when dealing with Vargr. (So not much, but at least you exist!)

  Another thing it means is that "Vargr figurehead" is a contradiction in terms: Charisma requires active leadership or at least active involvement, not sitting around while others take the risks!

  There's plenty more to it than that but most of it relates to Vargr psychology, pack dynamics, etc, and I don't want to copy-paste large swaths of the book here.


  Khea:

  You don't think it'll be fun to see how Imperial authorities handle an ex-Imperial military ship with two Imperial nobles on board that's captained by an Extents Vargr? After they confirm to themselves that they're not on Candid Camera, that is.

  I wouldn't count combat as the only potential manure/whirling blades situation that demands the captain take charge, but combat is a good example. Especially since, given our usual style, we'd otherwise be in danger of succumbing to the Picard Method: debating ethics and options for half an hour between each shot while the other side fires at will!
Sharik Kaagira
player, 241 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 7 May 2016
at 05:57
  • msg #469

Re: Ships Hierarchy

Samantha Kilgore:
... Assuming that's ok with everyone else, are we ok with Vonun and Sam as Captains on the other shifts? By which I suppose I mean more Duty Officer rather than Captain.

It is fine with me.

And if we are going by bonuses - Shar has the same, if not better total bonus, as Vonon does with Leadership checks.  Not that she has any formal training in it - or that she wants any role in command structure of the ship.  She doesn't mind bridge duties (Astrogation, Sensors, or Comms - all of which she has training in) or centralized comms networking duties during tactical maneuvers, but Shar will balk at any placement of her in the command structure.

BTW, I thought that it was actually Tactics (naval) that affected Initiative in starship combat and not Leadership (Core Rulse, p. 147)...  Although it does say that Leadership can affect initiative for the following turn (Core Rules, p. 150) when used in the Ship Action Phase for a given turn.

I am still of the opinion that space combat is best to be avoided.  Any repairs will significantly bite into our profit margins.
Kaengarr Ruzokh
player, 394 posts
Gvegh Vargr
Sat 7 May 2016
at 06:05
  • msg #470

Re: Ships Hierarchy

  We're definitely better off to avoid it. Whether we *can* always avoid it is another matter, especially if potential employers interpret 'troubleshooter' in certain ways.

  We could easily end up in other non-combat crisis situations too (astro/atmospheric hazards, etc).
This message was last edited by the player at 06:22, Sat 07 May 2016.
Vonon Ronkunu
player, 254 posts
Vargr and Spacer
ex-Patrol Commander
Sat 7 May 2016
at 12:22
  • msg #471

Re: Ships Hierarchy

Samantha Kilgore:
... Assuming that's ok with everyone else, are we ok with Vonun and Sam as Captains on the other shifts? By which I suppose I mean more Duty Officer rather than Captain.


Hey! Don't you point a leadership role at me! I retired from the Patrol to get away from leadership responsibilities.

I'm more than happy to be a Bridge Officer, and I'll take my shift sitting at the controls during Jump, and I'll always toss in my two centi-credits over any group decisions (whether you want it or not), but I do not wanna be the Captain. A Captain. Whatever.

All Vonon needs is somebody to give him the okay to "protect the ship" - after that he'll defend, or offend, as needed. More often than not, in a crisis situation during flight operations, that person is probably gonna be Sam, anyway...actually, if Pirates are shooting at us, Vonon will accept an order by anyone to return fire - unless Pablo and Kaengarr, sitting in the turrets, beats me to it ^_^

I did have one question -- I thought Kaengarr was an experienced Trader? Why isn't he working with Walter, rather than being the Cook and 2nd Gunner?
Pablo Esteban Ryzov
player, 211 posts
End 8, Str 6, Dex 9
Gun for hire
Sat 7 May 2016
at 16:22
  • msg #472

Re: Ships Hierarchy

Kaengarr is first gunner...Pablo is very much a taker of orders, not a giver. He's not a mindless thug, or anything, but he knows he isn't a leader, and that several people in the crew are far better qualified to take charge than he is.

Also, Pablo has no Charisma, so it would be uncomfortable for both he and Kaengarr if Pablo was put in charge over Kaengarr, who has been a leader and has the Charisma to show for it.
Kheaiftouaw
player, 429 posts
Aslan outcast
Sat 7 May 2016
at 19:42
  • msg #473

Re: Ships Hierarchy

I think we first have to agree what our captain needs to do.

Deciding where to fly to? Thats our master traders Walters decision. Deciding how to upgrade the ship? I would say group decision as it would be to accept jobs or not.

That leaves:
-Representing our ship, either to official or when in negotiations with more unsavoury elements
-Decide what to do when we encounter strange/unusual things in space
-Give orders during combat
Kaengarr Ruzokh
player, 395 posts
Gvegh Vargr
Sat 7 May 2016
at 22:46
  • msg #474

Re: Ships Hierarchy

  Deciding where to fly to is a mix of Walter and the group depending on why we need to go somewhere. (If it's part of a job we're doing then it won't necessarily have much to do with trading.)

  Representing the ship: I don't know about everyone else but Kaengarr's mindset is that you put the most appropriate person forward for it. Darrel is generally the best choice when dealing with Imperial officialdom, corporate interests, etc (what the group has been dealing with so far), but if we're dealing with pirates, aliens, hives of scum and villainy, etc, then someone else might be less... risky.

  Deciding what to do: Depends a bit on how much time they have to talk about it. If the thing is immediately dangerous then the captain is going to have to make calls pretty quickly (because we don't have plot armor to survive the Picard Method). Otherwise it's more free-for-all.

  Give orders during combat: Again, I don't think Traveller allows for the Picard Method, so the captain pretty much has to make calls here, although they don't need to (and shouldn't) be trying to micromanage everyone.
Darrel Cromwell
player, 635 posts
Noble (Count)
Retired actor
Wed 11 May 2016
at 01:44
  • msg #475

Outpost Poobaheryism

quote:
She finally admits defeat and has to refer Pablo and Sharik to the station manager, Sylvester Vance.

"Well, now, what seems to be the problem? Don't know why Pinky couldn't do this... Oh. Yes. Well. You've been blocked.A From up top. No reason given. Well, it says 'pending', which is the catch-all for when the blocker doesn't want to give the real reason. In this case, the block was put on it by the Grand Poobah herself, Kenzi Muran."


by tracing the IP address back to the automatic routing hub. Hmmm. As I expected, we definitely were not notified. Oh, my. Yes, the auto-rout was blocked before ever getting transmitted. Same source: the Grand Poobah herself."  "So she at least knows you are here, Count Cromwell.

At this point,Do I slip into the stuffy asswholeness of pure Imperialism? She obviously didn´t want us to talk to people and/or organize ourselves here...or to make it clear, she´s in charge.

Honestly, there could be 1000 reasons for her behavior, but, it´s pretty obvious that she intended to influence our courses or action.

Anyways, posting IC...without really figuring out the deal.
Darrel Cromwell
player, 637 posts
Noble (Count)
Retired actor
Wed 11 May 2016
at 03:36
  • msg #476

Outpost Poobaheryism

Well....

I think I´ve stated my position clearly....
Kaengarr Ruzokh
player, 399 posts
Gvegh Vargr
Wed 11 May 2016
at 11:14
  • msg #477

Outpost Poobaheryism

  Well, everyone just running off in different directions did play into her hands somewhat...
Samantha Kilgore
player, 295 posts
Pilot and Security expert
With more hidden talents
Mon 16 May 2016
at 07:31
  • msg #478

Outpost Poobaheryism

I'm away after tomorow until the weekend, unlikey to be able to post, but don't thinks thats gonna hold things up
Kheaiftouaw
player, 433 posts
Aslan outcast
Mon 23 May 2016
at 06:39
  • msg #479

Outpost Poobaheryism

So any idea what they are planning? After all dealing with a imperial noble this way is not without risk.
Vonon Ronkunu
player, 263 posts
Vargr and Spacer
ex-Patrol Commander
Mon 23 May 2016
at 20:05
  • msg #480

Outpost Poobaheryism

In reply to Kaengarr Ruzokh (msg # 477):

The question is, does Imperial Count trump Planetary Poobah. I recommend confrontation.

What's the worse that could happen? *snicker*
Darrel Cromwell
player, 641 posts
Noble (Count)
Retired actor
Tue 24 May 2016
at 01:20
  • msg #481

Outpost Poobaheryism

That's the trick question, it's hard to react when one doesn't understand the motivation...
Darrel Cromwell
player, 643 posts
Noble (Count)
Retired actor
Tue 24 May 2016
at 10:42
  • msg #482

Outpost Poobaheryism

Count Asshat...isn't that an old vaudeville show.;-)
Darrel Cromwell
player, 645 posts
Noble (Count)
Retired actor
Tue 24 May 2016
at 12:49
  • msg #483

Outpost Poobaheryism

"If you've ever been in a fight with a redhead and her blood is up"...see, that sounds like an opening line to a good joke...

Which is funny, recently been spending alot of time going through stand up comedy acts, even going back to the old Dean Martin roasts from the 70's...pretty good material (but somewhat dated)...WOW, they said stuff back then that would have the pitchforks out.

Anyways, when RL has you down, watch a couple of these programs, knock out a few belly laughs, and you'll be surprised how much it releases quite a bit of tension/stress.
Vonon Ronkunu
player, 264 posts
Vargr and Spacer
ex-Patrol Commander
Tue 24 May 2016
at 15:24
  • msg #484

Outpost Poobaheryism

In reply to Darrel Cromwell (msg # 483):

Or any episode of the Dean Martin Show. My God that man was talented!
Kheaiftouaw
player, 434 posts
Aslan outcast
Mon 30 May 2016
at 17:35
  • msg #485

Outpost Poobaheryism

I wonder what is currently happening back at the ship.
Darrel Cromwell
player, 646 posts
Noble (Count)
Retired actor
Mon 30 May 2016
at 23:20
  • msg #486

Outpost Poobaheryism

GM offline for the holidays?
Walter Zeller
player, 361 posts
Merchant/Noble
Tue 31 May 2016
at 01:36
  • msg #487

Outpost Poobaheryism

Sounds like it.
Kaengarr Ruzokh
player, 406 posts
Gvegh Vargr
Fri 3 Jun 2016
at 21:55
  • msg #488

Outpost Poobaheryism

  I've been a bit scarce for the last week since my router died. I should have a proper replacement for it tonight though.
Kaengarr Ruzokh
player, 408 posts
Gvegh Vargr
Mon 6 Jun 2016
at 06:54
  • msg #489

Outpost Poobaheryism

  The bit about the license of Walter's family getting suspended - would he have mentioned that bit on returning? (Probably, but I don't want to assume it.)
Samantha Kilgore
player, 298 posts
Pilot and Security expert
With more hidden talents
Mon 13 Jun 2016
at 18:59
  • msg #490

Outpost Poobaheryism

I am away on hols with poor wifi & Internet. So won't be posting much/at all for another week. Can't remember if I flagged this before but I've  Been away about a week already. Place does have wifi as advertised but broadband is so slow only accessing in cafes if I remember.
Walter Zeller
player, 365 posts
Merchant/Noble
Tue 14 Jun 2016
at 00:08
  • msg #491

Re: Outpost Poobaheryism

Kaengarr Ruzokh:
  The bit about the license of Walter's family getting suspended - would he have mentioned that bit on returning? (Probably, but I don't want to assume it.)


Walter's license is suspended, not his family.
Darrel Cromwell
player, 649 posts
Noble (Count)
Retired actor
Tue 14 Jun 2016
at 01:32
  • msg #492

Re: Outpost Poobaheryism

A bit of meta-gaming, although my excuse is in our crew time together would talk about this, especially those that I have worked with before.

This statement, would catch our crew's attention?

quote:
"It's the first time I've heard of anyone... um, doing that," the one called Gim replied to Kaengarr. "I couldn't say if the Baroness has ever done that before, though if she has, it hasn't been bandied about."


A Baroness? (not the grand poobaha), obviously pulling strings to mess us up.

HHHmmmmm.....

Not sure on my meta-gaming footing to say more, but, IC, this would strike me as a statement that would MOST definitely catch the ear of my crew.

Anyways, if I'm wrong, delete all that.

EDIT NOTE: And if given greater thought....I was about to make a number of simple questions/statements...but, you know what...you think about it....confusing isn't it?

What is it all about?
This message was last edited by the player at 02:02, Tue 14 June 2016.
Kaengarr Ruzokh
player, 412 posts
Gvegh Vargr
Tue 14 Jun 2016
at 06:55
  • msg #493

Re: Outpost Poobaheryism

  Honestly, I'm not familiar enough with the way those ranks are assigned to know whether it would be typical, unusual, or outright expected for a starport administrator to have a title of some sort.
Vonon Ronkunu
player, 266 posts
Vargr and Spacer
ex-Patrol Commander
Thu 16 Jun 2016
at 07:00
  • msg #494

Re: Outpost Poobaheryism

In reply to Kaengarr Ruzokh (msg # 493):

Yep, I caught that. But, since we'd been out of contact, at the time, with Darrel et Cie., there was no way for Vonon to pass on that our - enemy? nemesis? - was a "Baroness".

And Vonon is still unaware that we've any contact with Darrel.
Kaengarr Ruzokh
player, 413 posts
Gvegh Vargr
Sun 19 Jun 2016
at 23:22
  • msg #495

Re: Outpost Poobaheryism

  Kaengarr's idea was to keep two people at the ship at all times (to avoid any 'surprises' occurring there). Khea and himself in this case, since Vonon/Sam/Walter are better placed to exert leverage.

  If Khea insists on going too that's fine, but Kaengarr is not going to leave the ship unguarded right now.
Walter Zeller
player, 368 posts
Merchant/Noble
Mon 20 Jun 2016
at 01:17
  • msg #496

Re: Outpost Poobaheryism

Works for me.
Darrel Cromwell
player, 651 posts
Noble (Count)
Retired actor
Mon 20 Jun 2016
at 16:07
  • msg #497

Re: Outpost Poobaheryism

We're going to have to come up with something for security, otherwise the group will have to continue to keep at least 1 or 2 characters at the ship at all times...that's not very exciting.
Samantha Kilgore
player, 301 posts
Pilot and Security expert
With more hidden talents
Mon 20 Jun 2016
at 18:21
  • msg #498

Re: Outpost Poobaheryism

In my SATT campaign I am running, they ended up getting a Robot, precisely for that purpose. Also, there is only three of them.

WE could buy one - a Robocop, or ED 209 maybe?
Darrel Cromwell
player, 652 posts
Noble (Count)
Retired actor
Mon 20 Jun 2016
at 21:55
  • msg #499

Re: Outpost Poobaheryism

In reply to Samantha Kilgore (msg # 498):

I was thinking something along those lines...

Going back to the current clustermess...

There's some very important lessons to be learned from this, from an operational standpoint.

1. Rushing...we were eager to land, if we had paused before landing and taken the time to truly recon from a distance...I doubt any of this would be a surprise. NOTE: Yea, I know, who would have expected this welcome?

2. No more depending on comm services that can be interfered with...we spend the money for sophisticated and integrated individual/crew/ship comms, to include at least a city wide coverage regardless of ALL other circumstances...maybe portable satellites (I think listed in a supplemental).

3. We have 250KCr (worth of whatever it is) aboard ship that is worth that as a minimum throughout our area of operation, I don't mean a ton of something..I mean, hhmmm..a small briefcase, get my point.

4. Cash, everything under the sun that we might need...another 100KCr...

5. As they say, don't take anything for granted, it doesn't pay to be overly paranoid, but, sometimes it does.

6. We should have stuck together, that's boring, but, I think all things considered, I believe we'd be in a better position than we are now.

And, although my initial performance was, shall we say, less than sterling, much of it stemmed from something beyond our control...

Honestly, as the Count sits in the office trying to slightly backtrack, but, at the same time express why what happened is wrong....now that I started off strongly, perhaps a bit much, how to do this with finesse but not be a wussy.

I mean technically, We have been falsely accused, sent to some shithole bay, and someone half-heartily tried to set us up, or at least mess with us to make it appear so....

Darrell has been in comedies and satire, but, come on.

You know the part I miss most about us all together, we cover for each other and add strength to our individual weaknesses...I've no doubt if Sir Walter had been with me in this office..things would have gone differently.
StarMaster
GM, 745 posts
Tue 21 Jun 2016
at 19:32
  • msg #500

Re: Outpost Poobaheryism

Just remember, you still have 2 NPCs on board the ship--Jones and Valeska.


What I'm finding amusing (though it was unintentional) is that on Grendel you were all paranoid when everything was rather straightforward. Now, here on Outpost, it would seem you have a reason to be paranoid.


Any private comms you might have had would have been ineffectual on Outpost. The entire base/starport is shield against EMP, so no ordinary signals will penetrate through the starport anyway.

If things had gone as expected, of course, you would never known about this.
Pablo Esteban Ryzov
player, 218 posts
End 8, Str 6, Dex 9
Gun for hire
Sat 25 Jun 2016
at 01:36
  • msg #501

Re: Outpost Poobaheryism

Right now, it is probably for the best that Pablo is not an Imperial Marine, lol.
Kaengarr Ruzokh
player, 414 posts
Gvegh Vargr
Tue 28 Jun 2016
at 02:08
  • msg #502

Re: Outpost Poobaheryism

  Kaengarr will remain with the ship for the time being.
Darrel Cromwell
player, 658 posts
Noble (Count)
Retired actor
Fri 15 Jul 2016
at 17:50
  • msg #503

Re: Outpost Poobaheryism

Is Starport authority run jointly by the imperials, since they built it?
StarMaster
GM, 752 posts
Sat 16 Jul 2016
at 00:10
  • msg #504

Re: Outpost Poobaheryism

No, it's strictly a local operation.

Don't confuse it with the Imperial Base, though.
Darrel Cromwell
player, 659 posts
Noble (Count)
Retired actor
Sat 16 Jul 2016
at 01:33
  • msg #505

Re: Outpost Poobaheryism

StarMaster:
No, it's strictly a local operation.

Don't confuse it with the Imperial Base, though.

Lol, confusion, who, us?

OK.a few quick questions....

The imperial base is strictly imperial naval/scout/other(?) services?

The shipyard portion is imperial?

All things considered, when it comes to shipping and all its aspects...what counts more...the Imperium or the locals?
Darrel Cromwell
player, 660 posts
Noble (Count)
Retired actor
Sat 16 Jul 2016
at 02:17
  • msg #506

Re: Outpost Poobaheryism

One other point....

quote:
"Ah, Count Cromwell! I was wondering when you'd get in touch. What can I do for you?"


Is it just me, or does it seem, the left hand and the right hand here are not communicating? Someone is interfering without taking the proper procedures into consideration?

Other aspects...is it me or the ship or something completely different...why would Walter´s family be messed with...and something must have occurred even before we arrived which would imply a very fast ship came from Grendal.

It would have had to jump immediately following the purchase of the ship for that even to become an issue....get my point?
Kaengarr Ruzokh
player, 416 posts
Gvegh Vargr
Sat 16 Jul 2016
at 02:31
  • msg #507

Re: Outpost Poobaheryism

  Or it's related to something that happened before the Long Shot? Which *cough* everyone has still refused to tell Kaengarr about!

  And if Khea doesn't like the idea of Kaengarr tampering with the ship systems... her own fault! ;)
StarMaster
GM, 754 posts
Sat 16 Jul 2016
at 03:31
  • msg #508

Re: Outpost Poobaheryism

The Imperial base is a naval base.

There is both a local shipyard and an Imperial shipyard, but neither are capable of building ships, only repairing them.

Shipping is strictly a local operation. Any supplies for the base, however, go directly to the base, though some are bought from the starport.
Samantha Kilgore
player, 306 posts
Pilot and Security expert
With more hidden talents
Thu 21 Jul 2016
at 07:09
  • msg #509

Re: Outpost Poobaheryism

The name Mutt Talbek has come up before somewhere hasn't it? Was he an owner of the Longshot?
Kaengarr Ruzokh
player, 417 posts
Gvegh Vargr
Thu 21 Jul 2016
at 08:10
  • msg #510

Re: Outpost Poobaheryism

  He was the Long Shot contact here, I believe.
Sharik Kaagira
player, 249 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 21 Jul 2016
at 15:21
  • msg #511

Re: Outpost Poobaheryism

And a possible former owner.  His name was listed on one of the transponders, I believe (as a Captain, no less):

Sharik Kaagira in IC Inspection thread, msg #95:
OOC:  Couldn't come up with reasonable IC verbiage to the list the following:
  • Star Gypsy, free trader, Captain Karak Zor
  • Long Shot, heavy mining ship, Captain Casey Blackwood
  • White Heart, system defense ship, Captain Mutt Talbek
  • Widdershins, long range explorer, Captain Lucky Seven
  • Scamp, far trader, Captain Rayne Phyre
  • Starseeker, long distance voyageur, Captain Tequila Mockingbird

Bold emphasis was added by me, this time around.
Darrel Cromwell
player, 663 posts
Noble (Count)
Retired actor
Thu 21 Jul 2016
at 15:30
  • msg #512

Re: Outpost Poobaheryism

He was a previous owner and is our contact here.

What a coincidence. ;-)
Darrel Cromwell
player, 670 posts
Noble (Count)
Retired actor
Thu 21 Jul 2016
at 20:48
  • msg #513

Imperial nobles.

A number of things have been bouncing around in my skull, since I have been informed, I don't recall any dealings with the Baroness.

Of course, this is just my personal opinion...

In many ways, I can see the nobles interacting much like upper-level(and higher)management within a bureaucracy, everyone, generally, is working for the same team, but, everyone has a turf, and they are protective of their prerogatives.

When someone new comes on the scene, especially someone of a "higher" status, there's several options...

1. Deference. "Oh Count!, how nice to meet you, how was your trip, I've brought a special wine to celebrate your arrival."

2. Normal Indifference. "Welcome Count, I hope you enjoy your stay here. Our facilities are at your disposal."

3. Aggressive/I'm in charge. "I see there must have been a mix-up about your paperwork, that's strange, I'll make sure it gets fixed and we can get you on your way as quickly as possible."

4. Play it by ear. "Welcome Count, what brings you here?"

5. Something completely different.

Keeping in mind, there's many, many variables/factors that go into the calculations of these interpersonal dealings...

Some of the basics.

Never, ever, ever mess with the Emperor or to a slightly lesser extent, an Archduke.

Try not to piss off a higher level noble that can directly affect your position or status, without good reason.

Don't enter into potential squabbles that are wasteful; be it time, resources, treasure, influence, whatever...unless the rewards are certain and substantial.

Anyways, just bouncing ideas around....
Darrel Cromwell
player, 671 posts
Noble (Count)
Retired actor
Thu 21 Jul 2016
at 21:17
  • msg #514

Quick note?

Mutt Talbek
Description.....A tall caucasian man, built like a tank, with muscles bulging below his skin; but it's clear they were built for strength, and not just for show. He sports several scars along his body, the most prominent of which slashes down from right forehead down to the corner of his mouth. It's clear that his nose was broken once, too. His golden hair is cut short, in a militaristic style. He prefers to distance himself from others, his expression often cold and professional.

Hhhmmmm, the Vargr... ;-)

No worries, I had a player that was a dwarf with a halfing portrait and demeanor for a while...;-)
Darrel Cromwell
player, 672 posts
Noble (Count)
Retired actor
Thu 21 Jul 2016
at 21:40
  • msg #515

IC

Anybody want to chime in, IC, before I answer Matt's stuff?? I know what I want to say, but, I'd like your perspectives/thoughts first....
Kheaiftouaw
player, 444 posts
Aslan outcast
Thu 21 Jul 2016
at 22:04
  • msg #516

IC

Khea certainly doesn't. She is still stumped that this got resolved so quickly and peacefully.
Kaengarr Ruzokh
player, 418 posts
Gvegh Vargr
Thu 21 Jul 2016
at 22:13
  • msg #517

IC

  Since I have only a vague recollection of how he was described in the ship's files, do we have a match or is something out of sync here? (I don't remember if the ship's files/transponder stuff included a picture, description, etc.)
StarMaster
GM, 761 posts
Fri 22 Jul 2016
at 00:18
  • msg #518

IC

It would appear to be a computer glitch. The description you had was for the Chief of Operations before Mutt... one Justin Topolov. Somehow the picture didn't get  updated. They must have been using the same portrait base as RPoL...
Darrel Cromwell
player, 674 posts
Noble (Count)
Retired actor
Sat 23 Jul 2016
at 18:05
  • msg #519

Time

So, should we go back to the ship, get everybody on the same sheet of music...plus it will give up more eyes on the maintenance crew...and I'd like to get more info out of Mutt, but on our turf.
Kheaiftouaw
player, 445 posts
Aslan outcast
Thu 28 Jul 2016
at 19:09
  • msg #520

Time

In reply to Darrel Cromwell (msg # 519):

That probably would be best. Running around with a split group without means of communications only slows down things even more.
Vonon Ronkunu
player, 274 posts
Vargr and Spacer
ex-Patrol Commander
Fri 29 Jul 2016
at 06:35
  • msg #521

Time

In reply to Kheaiftouaw (msg # 520):

Yeah, and we gotta get the other dog-face ^_^
Darrel Cromwell
player, 675 posts
Noble (Count)
Retired actor
Fri 29 Jul 2016
at 17:19
  • msg #522

Time

Tech question...

Have any of you updated to windows 10 and if so, has there been any problems?
Pablo Esteban Ryzov
player, 222 posts
End 8, Str 6, Dex 9
Gun for hire
Fri 29 Jul 2016
at 17:34
  • msg #523

Time

I have, and the only problem I have had is using Edge, and that is more related to my spotty internet, than Windows 10. Edge tends to erase forms on reloading them, which is somewhat annoying if your wifi goes in the middle of sending a post.

I now use Chrome for most day to day stuff, especially rpol.
Darrel Cromwell
player, 679 posts
Noble (Count)
Retired actor
Wed 3 Aug 2016
at 21:48
  • msg #524

Next course of action

Everyone gets together, we discuss what has happened since we landed, check records, and try to unclustergoat ourselves. There has to be some underlying reason for our plight...which we might figure it out, or not, it could be something entirely different than we think...another angle that we haven't even thought of?

Then we get Mutt aboard, I have a feeling that might shine some light on the matter, maybe?
Samantha Kilgore
player, 309 posts
Pilot and Security expert
With more hidden talents
Thu 4 Aug 2016
at 08:16
  • msg #525

Next course of action

SOunds like a plan to me
Sharik Kaagira
player, 252 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 4 Aug 2016
at 21:24
  • msg #526

Next course of action

Fast forwarding to the ship to debrief is fine with me (as player and character).

Sharik has some (very) limited historical information (she has a Who's Who DB specified in her original equipment list - who knew that it would actually come in handy?) on the Baroness Twyla Elgin.  While it might be public information, Shar won't share any of it until they are back on the ship.  Ya know, she is just paranoid that way...
Vonon Ronkunu
player, 277 posts
Vargr and Spacer
ex-Patrol Commander
Fri 5 Aug 2016
at 04:42
  • msg #527

Next course of action

In reply to Sharik Kaagira (msg # 526):

Out-frigging-standing! We actually got some data ^_^
Darrel Cromwell
player, 685 posts
Noble (Count)
Retired actor
Sun 14 Aug 2016
at 00:39
  • msg #528

Next course of action

Ahhh, I completely understand the desire for action....

And while it is true, useful time has been wasted, running off because of an itchy feeling might somehow offer compensation....

Really???

Anyways, rock and roll....
Kheaiftouaw
player, 455 posts
Aslan outcast
Thu 18 Aug 2016
at 17:05
  • msg #529

Next course of action

As more and more people join us, maybe we should all go and avoid splitting the party with different posting rates and all the other problems this causes?
Kaengarr Ruzokh
player, 425 posts
Gvegh Vargr
Thu 18 Aug 2016
at 17:16
  • msg #530

Next course of action

  That or split the party for the long term; having a very large group with wildly varying posting rates causes issues in itself.
Darrel Cromwell
player, 688 posts
Noble (Count)
Retired actor
Thu 18 Aug 2016
at 17:57
  • msg #531

Next course of action

In reply to Kaengarr Ruzokh (msg # 530):

The main reason I was thinking it might be best for the party to stick together, we could abstract the time until Mutt arrives and it seems more prudent for all of us to be there, more brainpower and we don't have to play catch-up with separated party members.
Kaengarr Ruzokh
player, 426 posts
Gvegh Vargr
Sat 27 Aug 2016
at 13:13
  • msg #532

Next course of action

  Waiting for Mutt? Or is that thread on hold while Khea's gets resolved?
Kheaiftouaw
player, 459 posts
Aslan outcast
Sat 27 Aug 2016
at 14:20
  • msg #533

Next course of action

I hope not, that might take a while.
Kheaiftouaw
player, 467 posts
Aslan outcast
Mon 10 Oct 2016
at 21:33
  • msg #534

Next course of action

For now I don't want to mention that we know that the inspectors were under orders to find something and that we have a recording of them.
Kheaiftouaw
player, 469 posts
Aslan outcast
Thu 27 Oct 2016
at 17:37
  • msg #535

Next course of action

What do you think, should we leave or confront the Baroness with the inspectors telling us that they were supposed to find something?
Darrel Cromwell
player, 700 posts
Noble (Count)
Retired actor
Thu 27 Oct 2016
at 20:00
  • msg #536

Next course of action

Probably best to get as much organized as we can, IE selling cargo, arranging for new cargo and getting ship upgraded...before we have a meeting/confrontation with the baroness...
Darrel Cromwell
player, 702 posts
Noble (Count)
Retired actor
Thu 27 Oct 2016
at 20:17
  • msg #537

Next course of action

Notice things are running slow, and a couple of players not logging for quite some time.

It's been a bit slow for myself also, RL a bummer sometimes.
Kheaiftouaw
player, 470 posts
Aslan outcast
Thu 27 Oct 2016
at 20:47
  • msg #538

Next course of action

You are probably not seeing the other topic. We are having a confrontation with her right now.
Darrel Cromwell
player, 703 posts
Noble (Count)
Retired actor
Thu 27 Oct 2016
at 21:48
  • msg #539

Re: Next course of action

Kheaiftouaw:
You are probably not seeing the other topic. We are having a confrontation with her right now.

Oh...I'm aboard ship, just finishing talking with Mutt and discussing the baroness situation....you guys left.
Kaengarr Ruzokh
player, 428 posts
Gvegh Vargr
Fri 28 Oct 2016
at 09:49
  • msg #540

Re: Next course of action

  I think a big part of the slowdown is that this sort of "locked out of the system" scenario doesn't work too well in a PBPost context. The sort of things that come to mind for Kaengarr to do are essentially off the table right now.
StarMaster
GM, 773 posts
Sat 29 Oct 2016
at 01:33
  • msg #541

Re: Next course of action

I was just thinking the same thing. It seemed such a good idea... at the time. I probably should have been moving it along better. I wasn't expecting everyone to fall into the 'what do we do now?' black hole of gaming.

It seems most of you played a completely different version of Traveller than I ever did.

In any case, it's mostly over now. The crew has a work-around for the problem, a problem which will now just take to time to be resolved.
Darrel Cromwell
player, 704 posts
Noble (Count)
Retired actor
Sun 30 Oct 2016
at 00:25
  • msg #542

Re: Next course of action

In reply to StarMaster (msg # 541):
Definitely so, we didn't arrive here thinking that all our basic functionality would be stripped from us.... It's most definitely an eyeopener, and something we should learn from.

And I need to point out, now that Count Cromwell realizes things, it's basically mandatory that he meets the Baroness..however that might work out.
Samantha Kilgore
player, 321 posts
Pilot and Security expert
With more hidden talents
Sun 30 Oct 2016
at 10:25
  • msg #543

Re: Next course of action

slightly confused - I thought Kaengarr was with the delegation to the Baroness, not with Mutt on the ship?
Kaengarr Ruzokh
player, 429 posts
Gvegh Vargr
Sun 30 Oct 2016
at 11:57
  • msg #544

Re: Next course of action

  Erm, no - he was at the ship this whole time. Last I knew the group that went off was intent on trying to sell cargo (or so they claimed); the 'delegation' bit came up later?
Samantha Kilgore
player, 323 posts
Pilot and Security expert
With more hidden talents
Sun 30 Oct 2016
at 12:11
  • msg #545

Re: Next course of action

my bad - mixed up Vargr names - it was Vonun
Samantha Kilgore
player, 324 posts
Pilot and Security expert
With more hidden talents
Wed 2 Nov 2016
at 16:07
  • msg #546

Re: Next course of action

RL means gonna be less able to post regular for the next week or so
Vonon Ronkunu
player, 299 posts
Vargr and Spacer
ex-Patrol Commander
Thu 3 Nov 2016
at 07:07
  • msg #547

Re: Next course of action

In reply to Samantha Kilgore (msg # 546):

Kaengarr is correct - those of us who left the ship told the rest of you a number of stories for what they were going to do. In fact, Vonon just said that he was going to go "rest" - he didn't even mention that he planned on leaving the ship. Khea mumbled something trade related (I think) and Pablo only said he was following Khea. And Sam just stepped away from the others.

After that it was out of sight, out of mind ^_^
Kheaiftouaw
player, 472 posts
Aslan outcast
Sat 12 Nov 2016
at 14:28
  • msg #548

Re: Next course of action

We should probably get back to the ship and unify the group again. Or does someone have any other plans before that?
Darrel Cromwell
player, 706 posts
Noble (Count)
Retired actor
Sat 12 Nov 2016
at 15:23
  • msg #549

Re: Next course of action

I need to talk to the Baroness, we're not going to be able to accomplish what we need to do until I clear the air between us.
Kheaiftouaw
player, 473 posts
Aslan outcast
Sat 12 Nov 2016
at 15:59
  • msg #550

Re: Next course of action

Well we just come back from talking to the Baroness and yes, she definitely is out for you.
Samantha Kilgore
player, 326 posts
Pilot and Security expert
With more hidden talents
Thu 24 Nov 2016
at 08:19
  • msg #551

Re: Next course of action

So If I understand right, the group Sam is in are likely to miss or just about cross paths with Darrell when he heads off?
Darrel Cromwell
player, 707 posts
Noble (Count)
Retired actor
Thu 24 Nov 2016
at 15:18
  • msg #552

Re: Next course of action

That would be handy...
Quinzella
player, 321 posts
Thu 24 Nov 2016
at 16:41
  • msg #553

Re: Next course of action

*gobbles*

Happy T-day!!
Kheaiftouaw
player, 475 posts
Aslan outcast
Sat 26 Nov 2016
at 12:07
  • msg #554

Re: Next course of action

Thanks (even though its not celebrated here).
Quinzella
player, 322 posts
Sat 26 Nov 2016
at 14:48
  • msg #555

Re: Next course of action

I am aware some on rpol do not celebrate and some have different dates, but still wanted to make sure the sentiment was shared.
Sharik Kaagira
player, 261 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sun 27 Nov 2016
at 18:57
  • msg #556

Re: Next course of action

Happy (belated) Thanksgiving (weekend), everyone!  And hugs to Khea, just 'cause!
Walter Zeller
player, 379 posts
Merchant/Noble
Sun 27 Nov 2016
at 20:08
  • msg #557

Re: Next course of action

Happy Belated Thanksgiving to everyone.
Kaengarr Ruzokh
player, 431 posts
Gvegh Vargr
Mon 28 Nov 2016
at 00:17
  • msg #558

Re: Next course of action

"I mean, someone contacted the Baroness directly?  Unless the Count really did make that call ..."

  TBH, I'm having some trouble working out what's actually taken place and in what order, and not just because a fair bit of it has happened in hidden threads - some things have seemingly been undertaken more than once now.
This message was last edited by the player at 00:17, Mon 28 Nov 2016.
Samantha Kilgore
player, 330 posts
Pilot and Security expert
With more hidden talents
Mon 28 Nov 2016
at 08:31
  • msg #559

Re: Next course of action

In reply to Kaengarr Ruzokh (msg # 558):

I am not sure what Sharik is referring to here either.
Sharik Kaagira
player, 262 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 28 Nov 2016
at 08:42
  • msg #560

Re: Next course of action

Samantha Kilgore:
I am not sure what Sharik is referring to here either.

Ah, I (Sharik's player) misinterpreted Sam's IC comment about not calling in the morning.  I will edit as you obviously are not referring to an actual communication between Darrel and Twyla (and Sharik would have known that).

EDIT:  Was Pablo in the meeting with the Baroness?  If not, he might consider accompanying Darrel, Kaer, and Shar on the follow-up meeting...
This message was last edited by the player at 08:53, Mon 28 Nov 2016.
StarMaster
GM, 779 posts
Mon 28 Nov 2016
at 17:29
  • msg #561

Re: Next course of action

Yeah, hope everyone had a stuffed Turkey Day to kick of the holidaze!

So I'm guessing that Black Friday is only valid in the US... doesn't happen in Canada or the UK... or anywhere else.
Quinzella
player, 323 posts
Mon 28 Nov 2016
at 18:20
  • msg #562

Re: Next course of action

Cyber Monday is everywhere though.
Samantha Kilgore
player, 331 posts
Pilot and Security expert
With more hidden talents
Mon 28 Nov 2016
at 19:05
  • msg #563

Re: Next course of action

Black Fridays made it across the pond to the UK at least
Quinzella
player, 324 posts
Mon 28 Nov 2016
at 20:36
  • msg #564

Re: Next course of action

yays!!
Kheaiftouaw
player, 476 posts
Aslan outcast
Mon 28 Nov 2016
at 21:55
  • msg #565

Re: Next course of action

In reply to Kaengarr Ruzokh (msg # 558):

We probably have to wait till the groups meet again. Then we can swap notes and clear things up.
Sharik Kaagira
player, 263 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 3 Dec 2016
at 18:51
  • msg #566

Re: Next course of action

Samantha Kilgore:
ooc
Not sure where you guys were having your meet with Mutt and if anyones still there>?

My understanding is that the dinner with Mutt was on the Longshot.  And that it is now over by the time that you and the others return.  The Count does intend to go the Imperial Consulate (and then to see the Baroness, I believe), but we can wait until you return and we all debrief each other before heading out...

I think; Shar is more than willing to wait a bit.  Though Darrel may have other ideas...
Darrel Cromwell
player, 711 posts
Noble (Count)
Retired actor
Sat 3 Dec 2016
at 19:21
  • msg #567

Re: Next course of action

Darrell was already heading towards the consulate when the message came through...
Samantha Kilgore
player, 333 posts
Pilot and Security expert
With more hidden talents
Sun 4 Dec 2016
at 10:37
  • msg #568

Re: Next course of action

Ok so is any of the crew still in the dining room or have you all disperesed? Sam wants to find someone to get an update from, so shes gonna head for the galley/dining area  just not sure if anyones still there?
Kaengarr Ruzokh
player, 432 posts
Gvegh Vargr
Sun 4 Dec 2016
at 20:35
  • msg #569

Re: Next course of action

Given all the unannounced departures and unclear timeline, the only thing I can state with certainty is that Kaengarr is still at the ship when that discussion happened. I *think* Valeska and Gregory are as well (though Valeska is an NPC at this point).
Kheaiftouaw
player, 477 posts
Aslan outcast
Sun 4 Dec 2016
at 20:38
  • msg #570

Re: Next course of action

Sorry for my slow posting, I am currently a bit under the weather.

But I agree a rough timeline would be good.
StarMaster
GM, 781 posts
Tue 27 Dec 2016
at 05:45
  • msg #571

Re: Next course of action

Hope everyone had a Merry Christmas and Santa brought you all lots of toys and goodies!

Alas, Santa didn't stop at my house this year... probably because there aren't any children living here. Apparently being immature doesn't count.


Also, we had to send mom to the ER in an ambulance Tuesday morning at 6:30am. She had pneumonia and fluid in her lung. She's better now, but is still in the hospital. She'll probably get discharged tomorrow and go to rehab for a week.

That's why I didn't get holiday wishes up before Christmas, and why my posting has had a serious cramp in it.

Just now getting caught up.
Darrel Cromwell
player, 712 posts
Noble (Count)
Retired actor
Tue 27 Dec 2016
at 15:29
  • msg #572

Re: Next course of action

yep..glad all the holiday dramas are over.... HO-HO-HO...

Hope all is well.
Kheaiftouaw
player, 480 posts
Aslan outcast
Tue 27 Dec 2016
at 16:17
  • msg #573

Re: Next course of action

Sorry to hear that. I hope she will recover.
Samantha Kilgore
player, 335 posts
Pilot and Security expert
With more hidden talents
Tue 27 Dec 2016
at 22:32
  • msg #574

Re: Next course of action

Hope your mums recovering
StarMaster
GM, 782 posts
Wed 28 Dec 2016
at 00:04
  • msg #575

Re: Next course of action

Thanks, everyone.

Yes, she's recovering. It's just at her age and with her 'normal' health, it always takes longer.
Sharik Kaagira
player, 264 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 28 Dec 2016
at 00:05
  • msg #576

Re: Next course of action

Sorry to hear about your mother, StarMaster; I hope she has a short convalescence  and complete recovery.  Hospital stays are no fun.

And Happy Holidays to everyone.  I hope that you come out the other end of the Silly Season™ in better shape than you went in (if that is possible).  Looking forward to RPing with all of you in the year (and years, hopefully) to come!
Kheaiftouaw
player, 481 posts
Aslan outcast
Sat 31 Dec 2016
at 23:11
  • msg #577

Re: Next course of action

I wish you all a happy new year!
Quinzella
player, 325 posts
Sun 1 Jan 2017
at 02:27
  • msg #578

Re: Next course of action

Yes to you as well.
StarMaster
GM, 783 posts
Sun 1 Jan 2017
at 04:00
  • msg #579

Re: Next course of action

HAPPY NEW YEAR EVERYONE!
Sharik Kaagira
player, 266 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sun 1 Jan 2017
at 07:51
  • msg #580

Re: Next course of action

Happy New Year, everybody.  I hope that 2017 is good to you and I am looking forward to RPing with you into the New Year and beyond!
Walter Zeller
player, 381 posts
Merchant/Noble
Sun 1 Jan 2017
at 15:27
  • msg #581

Re: Next course of action

Happy New Year everyone!
Samantha Kilgore
player, 336 posts
Pilot and Security expert
With more hidden talents
Tue 3 Jan 2017
at 08:26
  • msg #582

Re: Next course of action

New Year greetings, hope you festivities were good
Sharik Kaagira
player, 268 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 30 Jan 2017
at 17:53
  • msg #583

Re: Next course of action

So, I am really confused here.  Mutt in the IC thread:
StarMaster in IC thread (Destination: Outpost):
... "An acquaintance of mine needs passage to Duncinae. Might that be a direction you were heading?"

Bold emphasis is mine.

But, Aimee is obviously stated (via IC thread post #298) that she is going to Dutrissal...

All other indications are that Aimee is Mutt's acquaintance, but am I mistaken?  If she is our passenger, are we to assume that Mutt was wrong?  Or are we to assume she is someone else?  And this needs to vetted with security?

Just trying to clear up my confusion before I try to pen a response for Sharik...
Aimee Lavaud
player, 4 posts
Mon 30 Jan 2017
at 18:18
  • msg #584

Re: Next course of action

Sharik Kaagira:
So, I am really confused here.  Mutt in the IC thread:
StarMaster in IC thread (Destination: Outpost):
... "An acquaintance of mine needs passage to Duncinae. Might that be a direction you were heading?"

Bold emphasis is mine.

But, Aimee is obviously stated (via IC thread post #298) that she is going to Dutrissal...

All other indications are that Aimee is Mutt's acquaintance, but am I mistaken?  If she is our passenger, are we to assume that Mutt was wrong?  Or are we to assume she is someone else?  And this needs to vetted with security?

Just trying to clear up my confusion before I try to pen a response for Sharik...


Or Aimee, while being highly intelligent, is also scatterbrained and mixed up the planets :) Let's go with that one.
Aimee Lavaud
player, 5 posts
Tue 31 Jan 2017
at 01:11
  • msg #585

Re: Next course of action

Is there a link to the sub sector map somewhere?
Sharik Kaagira
player, 270 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 31 Jan 2017
at 01:41
  • msg #586

Re: Next course of action

I generally just use:

  https://travellermap.com/

It is quite comprehensive and the interface is pretty nice.  Search for either Outpost, Duncinae or Dutrissal and you should be able to find the area of interest (searching for Outpost will get you multiple hits - you want the one in Reaver's Deep).
Aimee Lavaud
player, 6 posts
Tue 31 Jan 2017
at 02:13
  • msg #587

Re: Next course of action

Thanks
Vonon Ronkunu
player, 304 posts
Vargr and Spacer
ex-Patrol Commander
Wed 1 Feb 2017
at 05:36
  • msg #588

Re: Next course of action

In reply to Aimee Lavaud (msg # 587):

ATTENTION GAMERS!

StarMaster is a buddy of mine, and he wanted me to pass on some info. He is currently in the hospital with a bad gallbladder. He has surgery scheduled to get it removed on Wednesday Feb. 1st.

Not to worry! His doctor promises that, short of very serious complications (which the Doc does not believe will happen), StarMaster will be home, and back at his computer, in time for the Super Bowl (that would be this Sunday, Feb. 5th, if ya didn't know).

So he says to keep playing, and he'll catch y'all up after the weekend.
Samantha Kilgore
player, 343 posts
Pilot and Security expert
With more hidden talents
Wed 1 Feb 2017
at 08:27
  • msg #589

Re: Next course of action

Send him my best wishes, and hope all goes smoothly
Sharik Kaagira
player, 271 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 1 Feb 2017
at 09:32
  • msg #590

Re: Next course of action

Thinking good thoughts and best wishes for an uneventful operation and speedy convalescence.
Walter Zeller
player, 391 posts
Merchant/Noble
Wed 1 Feb 2017
at 12:13
  • msg #591

Re: Next course of action

Tell him to get well.
Aimee Lavaud
player, 7 posts
Wed 1 Feb 2017
at 23:12
  • msg #592

Re: Next course of action

Tell him I wish him well and a quiet recovery.
Samantha Kilgore
player, 344 posts
Pilot and Security expert
With more hidden talents
Thu 2 Feb 2017
at 08:20
  • msg #593

Re: Next course of action

Can I make a suggestion please?

Not sure if you agree, but when posting on Ship could we start to include tags as to where we are on the ship? I think it would help us keep track of who is where.

As it seems this current discussion is all on the bridge, but is that where you would take a passenger first off? Wouldn't you take them to the mess of Rec room first?

Just a thought anyway
Aimee Lavaud
player, 8 posts
Thu 2 Feb 2017
at 11:11
  • msg #594

Re: Next course of action

I thought it was in the rec room.

BTW, I am waiting for some information from GM before posting further.
StarMaster
GM, 787 posts
Tue 7 Feb 2017
at 05:50
  • msg #595

Re: Next course of action

Ouch. Ouch. Ouch. Ouch. Ouch. Ouch.

For those who may not have heard, eight days ago on Sunday night just after dinner, I suddenly developed a severe stomach pain--level 7. While I struggled with it for half an hour, figured it was probably food poisoning. It wasn't like any other stomach pain I'd ever experienced before. Then I wound up throwing up 4-5 times, though afterwards the pain level was only 5. An hour later, I threw up 2-3 more times and the pain level dropped to 3. And there it stayed. No more throwing up, and it didn't go away. I couldn't find any position where the pain was lesser, and it was too high to let me sleep. Finally called the EMTs about 1 a.m. and off to the ER I went.

A dose of femital (or something) dropped the pain to 1, and eventually it went completely away. However, the hospital continued to run its test to try and determine the cause. I'm not convinced that they ever did. One doctor concurred that it might have been food poisoning, but the other doctor concluded that it was a problem with my gallbladder and recommended I have it removed. He scheduled laposcopy surgery for Wednesday. If it went well, I'd be hope by Friday. Turned out it was in bad shape and required full abdominal surgery to remove it.

Let me tell you... in all those movies/shows when they talk about a painful wound to you abdomen, they aren't kidding! Every muscle in your chest and abdomen, and a few in your arms and legs, are all tied in together. So every deep breath, every burp, every hiccup, every yawn, every laugh, every cough causes excruciating pain! This is on top of the pain meds!

Every movement... sitting up, standing up, sitting down, laying down, stretching, reaching, bending... causes pain. One such movement at a time is usually okay, but then requires an hour of sitting still and getting over it.

Alas, the hospital's discharge procedure was rather inept on Sunday, and I wound up having to make a dozen such movements so that I could get my meds from the pharmacy before it closed. So after I got home and settled in, it took around 8 hours for the pain to subside.

It's slowly getting better, but will probably take 5-6 weeks for the surgery to completely heal and the pain to completely go away.

But, I'm back! Not sure how much I'll get to in the next two days... have to reorganize the house a bit as I'm mostly fending for myself.

Anyway, I apologize for the absence and lack of word.
Sharik Kaagira
player, 272 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 7 Feb 2017
at 07:31
  • msg #596

Re: Next course of action

Wow.  Just wow.  Sorry to hear about your RL health woes.  Please, please, please, take all the time you need to heal up fully.  Come back to us when you are ready; there is no need to rush.  Take care of yourself and we'll be here if and when you can get back to us!
Samantha Kilgore
player, 345 posts
Pilot and Security expert
With more hidden talents
Tue 7 Feb 2017
at 08:19
  • msg #597

Re: Next course of action

sorry to hear that, hope the pain gets easier
Aimee Lavaud
player, 9 posts
Tue 7 Feb 2017
at 12:01
  • msg #598

Re: Next course of action

Glad to hear you are feeling better. As the others have said, take time to get better. And find a good recliner. Best thing I found to sleep in when I was recovering from abdominal surgery.
Samantha Kilgore
player, 346 posts
Pilot and Security expert
With more hidden talents
Mon 13 Feb 2017
at 17:22
  • msg #599

Re: Next course of action

away for a few days, not sure about internet access
StarMaster
GM, 788 posts
Tue 14 Feb 2017
at 16:58
  • msg #600

Re: Next course of action

UPDATE: The pain is mostly gone, but so is my energy. 15 minutes of minor effort requires about 2 hours to recover, and I wind up crashing early in the evenings. So everything is rather slow going right now.

Alas, don't have a decent recliner but a couple of chairs are reasonable facsimiles.
StarMaster
GM, 791 posts
Fri 17 Feb 2017
at 22:21
  • msg #601

Re: Next course of action

My lack of posting seems to have stalled the game a bit so I thought I'd move it along a little.

Don't feel you are being railroaded; if you have something else you want to do, just say so.
Kheaiftouaw
player, 490 posts
Aslan outcast
Fri 17 Feb 2017
at 23:01
  • msg #602

Re: Next course of action

Good to have you back. I hope you are recovering all right.
And don't worry. We were mainly waiting to see how much time Aimee had to decide on one of the few paths open to us.

I don't think anyone has a problem with Cassandra, or?
Vonon Ronkunu
player, 308 posts
Vargr and Spacer
ex-Patrol Commander
Sun 26 Feb 2017
at 05:56
  • msg #603

Re: Next course of action

In reply to Kheaiftouaw (msg # 602):

I don't recall, now - did we get the Medbay updated, here on Outpost? I recall it had operational Tech-14 equipment, but that we needed some critical supplies for it? Did we do that? Should we do that, before we leave? Outpost is Tech-14, but according to the planetary write-up from StarMaster, it has to import almost all its high-tech. We can get what we need, here, but it might be expensive. Maybe.
Kheaiftouaw
player, 491 posts
Aslan outcast
Sun 26 Feb 2017
at 21:08
  • msg #604

Re: Next course of action

When we don't stock up an Outpost then where else? A lot of planets here are non industrial. We would have to wait till Invermory to get a better deal and then only with tech 10.
Walter Zeller
player, 392 posts
Merchant/Noble
Tue 28 Feb 2017
at 01:50
  • msg #605

Re: Next course of action

Sounds fine on the Med bay.

Any word on the Count? He has not been on in over a month.
Samantha Kilgore
player, 347 posts
Pilot and Security expert
With more hidden talents
Sun 5 Mar 2017
at 15:20
  • msg #606

Re: Next course of action

From the 7th - 18th March I am going to be away, and probably with only limited/intermittant internet access. SO don't post me MIA
StarMaster
GM, 793 posts
Wed 22 Mar 2017
at 20:01
  • msg #607

Re: Next course of action

IT'S A CONSPIRACY!

Finally recovering from my surgery, I get a cold last week. Wound up coughing half the nights so didn't get much sleep, making me tired the next day.

Then on Thursday and again on Friday, my computer picked up its own virus!

Somewhere along the way, I misplaced my brain. Been looking for it ever since.

The next adventure may have to be The Search for StarMaster's Brain!
Walter Zeller
player, 395 posts
Merchant/Noble
Thu 23 Mar 2017
at 00:43
  • msg #608

Re: Next course of action

A mind is a terrible thing to taste.

Hope things work out.
Samantha Kilgore
player, 348 posts
Pilot and Security expert
With more hidden talents
Thu 6 Apr 2017
at 07:08
  • msg #609

Re: Next course of action

seem to have stalled abit - not sure who needs to post next - maybe Starmaster (if recovered enough?)
StarMaster
GM, 799 posts
Wed 31 May 2017
at 20:11
  • msg #610

Re: Next course of action

Since no watches were set, I rolled randomly for the 11 members of the crew. With that many people, I figured a 4-shift rotation made sense, with 3 per shift, and one shift just having 2 crew.

So, first shift--0001 to 0600: Sam, Valeska, Vonon.

Second shift--0601-1200: Jones, Walter

Third shift--1201-1800: Aimee, Kaengarr, Pablo.

Fourth shift--1801-2400: Darrel, Khea, Sharik.


When each of you wants to do your sleep cycle is up to you.
Samantha Kilgore
player, 357 posts
Pilot and Security expert
With more hidden talents
Fri 9 Jun 2017
at 17:36
  • msg #611

Re: Next course of action

Just a heads up - from Monday I am going on holiday so posting may be a bit more intermitent. Not going to the back of beyond, so should have wifi access, but may have other priorities (ie relaxing or playing!) instead of posting
Samantha Kilgore
player, 360 posts
Pilot and Security expert
With more hidden talents
Wed 5 Jul 2017
at 07:17
  • msg #612

Re: Next course of action

Another heads up - as of Friday I am going on a course for 2 weeks. The first week I should have Wifi access, but it seems like an intensive course, so may not be able to post. Second week won't be able to post for sure.
StarMaster
GM, 806 posts
Wed 5 Jul 2017
at 14:23
  • msg #613

Re: Next course of action

Guess we'll have to struggle on without you for a couple of days, then...
Samantha Kilgore
player, 369 posts
Pilot and Security expert
With more hidden talents
Thu 17 Aug 2017
at 07:41
  • msg #614

Re: Next course of action

Travelling again over a long weekend (friday to Monday) so may be intermittant
Samantha Kilgore
player, 374 posts
Pilot and Security expert
With more hidden talents
Mon 4 Sep 2017
at 08:13
  • msg #615

Re: Ship Shares and Skill Progression

Continuing this OOC as that seems Appropriate. I hadn't realised Darrells player hadn't logged in for a whileso take Walters point about updating this. But I think as it is is pretty much ok, but would suggest Battle captain and PR captain should be different people - PR won't be a good fit for Sam. In which case I suggest as below. If we can agree this ASAP could we get it made a Sticky?




                 Captain: Sir Walter Zeller - Assistant:Gregory Jones
                                ][
        Senior Pilot/XO: Samantha Kilgore
                      ][
     Navigator/Co-pilot: Sharik Kaagira
                      ][
                      ][----------Ships Boat:Kaengarr Ruzokh
       ====================================
       ][                                ][
    Engineering                     Gunnery/Security
       ][                                ][
    Kheaiftouaw                     Pablo Esteban Ryzov
    Valeska Brandenberg             Vonon Ronkunu
                       </tt>

And in battle


                  Captain: Samantha Kilgore
                            ][
  Co-Pilot: Sharik Kaagira ==== Boarding Operations:Vonon Ronkunu
           ][                                ][
      Engineering                    Gunnery/Security
           ][                                ][
      Kheaiftouaw                    Pablo Esteban Ryzov
      Gregory Jones                  Kaengarr Ruzokh

Medic/Damage Control:Count Darrel Cromwell, Sir Walter Zeller, Valeska Brandenberg


</quote>
Kheaiftouaw
player, 517 posts
Aslan outcast
Tue 5 Sep 2017
at 17:54
  • msg #616

Re: Ship Shares and Skill Progression

Well personally I would place engineering much higher on that chart.....
Sharik Kaagira
player, 283 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 5 Sep 2017
at 20:13
  • msg #617

Re: Ship Shares and Skill Progression

So, Sam, you should be aware that the 'Captain' in a space combat will be required to roll Tactics (naval) for Initiative and actions, I believe.

And as far as I am aware, only Vonon has any formal training in that (at least according to the public UPPs thread); so, we should likely consider him for that wartime position.  Otherwise, we may be at a distinct disadvantage to the opposition.  Pablo, in theory has a Tactics (naval)-0 from his Tactics (military) cascade, and Sharik also has Tactics/0, effectively from her JoAT/3 training - but I am not sure either is appropriate for the formal position of wartime Captain.  Of course, as with any violence (especially ship-to-ship), it is likely most prudent to not be present during shooting at all...

Also, note that if you try to wear two hats during space combat, you take a stacking penalties to both rolls, which means, for example, that if you try be both captain and pilot, you wind up with -1DMs for both rolls (it would be the same if Sharik tried to pilot the ship and plot an escape jump course at the same time - which I would not advocate except under the most dire of circumstances).  But, I think that we have enough gunners to cover the weapons, even without Vo helping to man them.

Khea, if you want to be higher on command chain, that is fine with me!  As I recall, though, Scotty always wore a red shirt...
Samantha Kilgore
player, 376 posts
Pilot and Security expert
With more hidden talents
Wed 6 Sep 2017
at 08:29
  • msg #618

Re: Ship Shares and Skill Progression

Yeah I was aware of the Naval tactics thing and thought I needed to get it as a skill at some point, but hadn't thought about the dual roll thing. All I did was remove Darrel from the Plan really. If someone else wants to be captain - fine, but it would be good to get this finalised I think.

In terms of UPP that does make Vo the main candidate, which is fine by me.

That leaves the issue of who goes on boarding missions, but that is perhaps a separate argument -as essentially it will involve takling people from posts anyway to have a party to board with.

so it looks something like this

    Captain: Sir Walter Zeller - Assistant:Gregory Jones
                                ][
        Senior Pilot/XO: Samantha Kilgore
                      ][
     Navigator/Co-pilot: Sharik Kaagira
                      ][
                      ][----------Ships Boat:Kaengarr Ruzokh
       ====================================
       ][                                ][
    Engineering                     Gunnery/Security
       ][                                ][
    Kheaiftouaw                     Pablo Esteban Ryzov
    Valeska Brandenberg             Vonon Ronkunu
                       </tt>

And in battle


                  Captain: Vonon Ronkunu
                            ][
 Pilot: Samantha Kilgore ====            ][
Co-Pilot: Sharik Kaagira           Gunnery/Security
           ][                            ][
      Engineering                    Pablo Esteban Ryzov
           ][                        Kaengarr Ruzokh
      Kheaiftouaw
      Gregory Jones

Medic/Damage Control:Count Darrel Cromwell, Sir Walter Zeller, Valeska Brandenberg
Walter Zeller
player, 408 posts
Merchant/Noble
Wed 6 Sep 2017
at 19:12
  • msg #619

Re: Ship Shares and Skill Progression

How about having Vonon be the XO and you are getting training from him in Tactics there Samantha. Walter is more face and far less combat, it will help offset his weaknesses. In battle, Walter defers to Vonon for Combat decisions. (Walter is first and foremost a civilian, leaving battle to those that are much better trained)

I am not sure if the Darrel's player is coming back so we could say that he had a stroke or something and is sitting in the autodoc for the time being.
Sharik Kaagira
player, 284 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 6 Sep 2017
at 19:32
  • msg #620

Re: Ship Shares and Skill Progression

Walter Zeller:
How about having Vonon be the XO and you are getting training from him in Tactics there Samantha. Walter is more face and far less combat, it will help offset his weaknesses. In battle, Walter defers to Vonon for Combat decisions. (Walter is first and foremost a civilian, leaving battle to those that are much better trained)

Yeah, make VO the XO.  It's mostly a paperwork position anyways (how's your Admin skill, ol' buddy?).  Well, and a disciplining position (good luck with this herd of cats), potentially.

Skill redundancies (especially with small crews) are essential.  Otherwise, we'll be up the proverbial creek when someone gets hurt or lost, potentially.  So, if you are interested in Samantha formally learning\training in naval tactics, I am all for it.

Walter Zeller:
I am not sure if the Darrel's player is coming back so we could say that he had a stroke or something and is sitting in the autodoc for the time being.

Being in a coma hasn't stopped the Emperor in Warhammer 40K...

  http://warhammer40k.wikia.com/wiki/Emperor_of_Mankind

Just saying.

And you are right, Sam.  I think that boarding parties will have to be on a case-by-case basis anyways.  Especially with a crew this small; we are always going to be short staffed no matter what.
Vonon Ronkunu
player, 344 posts
Vargr and Spacer
ex-Patrol Commander
Thu 7 Sep 2017
at 04:50
  • msg #621

Re: Ship Shares and Skill Progression

In reply to Sharik Kaagira (msg # 620):

How are my Admin skills? Well, now that you ask...they suck. In fact, what Admin skills?

I've got Computer-0, Leadership-0, and Broker-1, do those count as Admin skills? ^_^

I've got Tactics (Naval)-1...I suppose I could call that "Combat Administration", yeah? ^_^

Besides, I don't think we really need to alter the chain of command for a combat situation - heck, be real, 90-percent of the time, we get fired on, our combat choice is gonna be "run away!" Anybody sitting in the Captain's seat can scream that. And any body can scream "Shoot'em, shoot'em, shoot'em - a lot!". And, if we allow that, as a non-military command structure, we allow a certain amount of latitude in the making of such decisions - like, say, if Sam suddenly noticed a missile coming out of the black, and only had seconds to respond, and did so without asking the Captain for orders - well, as long as we live through it, so what?

In a similar vein, as long as whoever is sitting at the Tactical station makes at least a minor effort to get permission before he starts shooting - "Hey, Cap'n, as long as we're running away, here, you want I should shoot back at 'em?" - again, as long as we survive, it's all good...and I promise not to blast flagged Naval Vessels - of any Navy - without letting them order us to surrender, first.

Besides, in that last example - the one were I promised not to fire on Navy vessels - just imagine a scene where we make a mistake for a few moments, and we try to run from an Imperial Cruiser, maybe shoot down a missile or two, before we get their message of who they are and that we should stand down - "Oh! You're Imperial Navy! Crap, we didn't realize. Uh, yeah, hang on, we gotta swap personnel; around a bit, here - they guy you need to talk to is on his way up to the Bridge. See, we got this command structure where one guy commands during fights and another handles...hey, why are you painting us with your targeting radars again?"
Samantha Kilgore
player, 377 posts
Pilot and Security expert
With more hidden talents
Thu 7 Sep 2017
at 07:10
  • msg #622

Re: Ship Shares and Skill Progression

I think Vonun as XO would be good. regardless of Admin skills. Happy for him to train Sam in Naval tactics. I also think Vo's right - one command structure would be best.

Someone want to draft it out - at work so can't myself.
Kheaiftouaw
player, 518 posts
Aslan outcast
Thu 7 Sep 2017
at 16:31
  • msg #623

Re: Ship Shares and Skill Progression

Sharik Kaagira:
Khea, if you want to be higher on command chain, that is fine with me!  As I recall, though, Scotty always wore a red shirt...

Nah, Im fine. Its not that it would actually change anything.
Samantha Kilgore
player, 378 posts
Pilot and Security expert
With more hidden talents
Fri 8 Sep 2017
at 07:13
  • msg #624

Re: Ship Shares and Skill Progression

I am off for the next two weeks with work. Not sure if I'll have wifi so will be intermittant at best
Walter Zeller
player, 409 posts
Merchant/Noble
Fri 8 Sep 2017
at 15:28
  • msg #625

Re: Ship Shares and Skill Progression

A bit busy with a hurricane heading our way but I will come up with an updated structure. Vonon will be dealing with the ship side and I will be dealing with the business side.
Kheaiftouaw
player, 519 posts
Aslan outcast
Fri 8 Sep 2017
at 18:16
  • msg #626

Re: Ship Shares and Skill Progression

In reply to Walter Zeller (msg # 625):

Good luck with that hurricane.
Walter Zeller
player, 410 posts
Merchant/Noble
Fri 8 Sep 2017
at 20:34
  • msg #627

Organizational Chart


                             Organizational Chart

                          Captain: Sir Walter Zeller -------
                                    |                      |
                          XO:Vonon Ronkunu    Assistant:Gregory Jones
                                    |
           ---------------------------------------------------
           |                        |                   |
        Flight                 Engineering        Gunnery/Security
           |                        |                   |
  Pilot: Samantha Kilgore  Ch Eng. Kheaiftouaw  Pablo Esteban Ryzov
           |                        |                   |
Navigator: Sharik Kaagira    Valeska Brandenberg  Kaengarr Ruzokh


This has been edited to remove any player that has not logged in more than
three months. As for Serge Baklanov, we will deal with that when we get the current problem resolved.
Sharik Kaagira
player, 286 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 8 Sep 2017
at 23:44
  • msg #628

Re: Ship Shares and Skill Progression

Walter Zeller:
A bit busy with a hurricane heading our way ...

Yeah, stay safe, Walter.  Be careful.  Hunker down and come back to us when you can.  Oh, and nice org chart!  I like how no one is more than 3 steps from the top! ;)
StarMaster
GM, 822 posts
Sat 9 Sep 2017
at 00:14
  • msg #629

Re: Ship Shares and Skill Progression

Yeah, I'm also in the path of Hurricane Irma. If it comes knocking at my door, I don't plan on answering!

Possible flooding from the heavy rain expected, but just a tad too far inland for the storm surge. Biggest problem could be losing power for a day or two.

Vonon's in the same boat, the S.S. Florida!
Sharik Kaagira
player, 287 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 9 Sep 2017
at 00:31
  • msg #630

Re: Ship Shares and Skill Progression

StarMaster:
Yeah, I'm also in the path of Hurricane Irma. If it comes knocking at my door, I don't plan on answering!

Possible flooding from the heavy rain expected, but just a tad too far inland for the storm surge. Biggest problem could be losing power for a day or two.

Vonon's in the same boat, the S.S. Florida!

Well, then.  Stay safe everyone.  Take care of yourselves and get back to us when you can!
Samantha Kilgore
player, 379 posts
Pilot and Security expert
With more hidden talents
Sat 9 Sep 2017
at 12:52
  • msg #631

Re: Ship Shares and Skill Progression

Stay safe guys. And the chart looks good to me as well.
StarMaster
GM, 823 posts
Wed 13 Sep 2017
at 18:51
  • msg #632

Re: Ship Shares and Skill Progression

Still alive!

As bad as Hurricane Irma was, it wasn't all that bad. Almost no building damage has been reported, not even broken windows, but signs and lots and lots of trees have been uprooted.

15 million people without power. It's starting to come back online now, but probably won't have it at the house for another 2-3 days. Posting from a friend's workplace, which never actually lost power because it was part of the evacuation route.

All we had were a few roof leaks, and the backyard fence got blown down.
Sharik Kaagira
player, 288 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 13 Sep 2017
at 19:14
  • msg #633

Re: Ship Shares and Skill Progression

*hugs the GM*  Yay!  Welcome back.  Glad to know that you are physically (and mentally) okay!  Take care of yourself (and those around you).  Come back to us when you can (somehow I think that posting regularly from your friend's work is not really sustainable, long term).

Hope that you get power back soon. And a new fence and roof repair.  And fresh water.  And some semblance of normalcy.
Walter Zeller
player, 411 posts
Merchant/Noble
Wed 13 Sep 2017
at 21:35
  • msg #634

Re: Ship Shares and Skill Progression

Still out of power where I live and the power company has it down from 26k on Monday without it to 12k today. Half of that number is just my county.
Sharik Kaagira
player, 289 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 13 Sep 2017
at 22:18
  • msg #635

Re: Ship Shares and Skill Progression

*hugs* Stay safe, Walter.  Having no power sucks.  In today's society, it just sucks.
Kheaiftouaw
player, 520 posts
Aslan outcast
Sun 17 Sep 2017
at 17:00
  • msg #636

Re: Ship Shares and Skill Progression

I just want to drop n so you don't think I have left.

I hope you are all recovering from that hurricane (any and following ones).
Walter Zeller
player, 412 posts
Merchant/Noble
Mon 18 Sep 2017
at 01:22
  • msg #637

Re: Ship Shares and Skill Progression

Power came back on Friday evening as I was starting to fill up the generator. I hope that is the only one we get for a while as I feel for those down south that will not be getting their power back for at least a month or more.

Let me get something posted and get back on track.
StarMaster
GM, 824 posts
Fri 22 Sep 2017
at 00:37
  • msg #638

Re: Ship Shares and Skill Progression

10.5 days without power!

 Lost power on the 9th just around noon as the hurricane passed by.

 No power, no AC, no lights, no stove/microwave/toaster oven, no hot water, no TV, no computer, no modem, no internet.

 Florida. Summer. Hot. Humid. Sat around in the dark and sweated. Didn't sleep well, didn't eat much.

 Couldn't go anywhere since most places were also without power.

 For a few days, gas was scarce, because most gas stations didn't have power, and so couldn't pump gas. The few that either had power or emergency generators had long lines and then ran out of gas. Tried getting by on ice, but so was everyone else, and ice quickly sold out.

 Finally got power back about 8:30 last night.

 So now we're cleaning up the mess.

 It'll probably be another day or two before I get caught up on all my games.
Serge Baklanov
player, 14 posts
Marine/Scout
Fri 22 Sep 2017
at 11:38
  • msg #639

Re: Ship Shares and Skill Progression

In reply to StarMaster (msg # 638):

quote:
10.5 days without power!


That sucks.
Be brave and endure!
Samantha Kilgore
player, 381 posts
Pilot and Security expert
With more hidden talents
Sun 24 Sep 2017
at 14:43
  • msg #640

Re: Ship Shares and Skill Progression

hope things are beginning to get back to normal now Starmaster
Walter Zeller
player, 415 posts
Merchant/Noble
Mon 2 Oct 2017
at 18:56
  • msg #641

Re: Ship Shares and Skill Progression

Vonon Ronkunu:
Vonon looks back and forth from Sam to Sharik and back.

<Brown>"Right, so...which room is the 'conference room' this week? The Rec Room where the scout-guy we just rescued is, or do you think he means the Mess Hall? Actually, I could go for a cup of Vilani Khaff, right about now. I hope he means the Mess - it's both closer to the Bridge and has snacks."

I thought we had made one of the rooms a conference room/office? If not, then the mess room works.
Vonon Ronkunu
player, 348 posts
Vargr and Spacer
ex-Patrol Commander
Mon 2 Oct 2017
at 23:05
  • msg #642

Re: Ship Shares and Skill Progression

In reply to Walter Zeller (msg # 641):

Yeah, I think it was "Unofficially" the Mess Hall. It had table(s) and chairs enough for everyone, and it was really close to the Bridge. Maybe we should rename it the Wardroom - that's Milspeak for an Officers dining room that does double duty as a conference room, when needed.

Since we're running a civilian operation, and not really making significant rank distinctions, we can all have access to our Wardroom.
Vonon Ronkunu
player, 354 posts
Vargr and Spacer
ex-Patrol Commander
Fri 27 Oct 2017
at 03:04
  • msg #643

Re: Ship Shares and Skill Progression

In reply to Vonon Ronkunu (msg # 642):

I'd like to appologize for my lack of posting these past couple of weeks.

Truth be told, I've been out of my head for a while. I think the Doctor's drug cocktail is finally correct, so I'll be taking up occupancy in my own skull again.

Now I just gotta work on getting my focus back - so my typing doesn't look like "klsdhbouweygifbhehf" all the time ^_^

So I got some reading and catching up to do - my comprehension skills may be a little lower than usual, so be critical. Really. I'm probably gonna miss stuff, so point it out when I do.

Thanks in advance.

V
Samantha Kilgore
player, 386 posts
Pilot and Security expert
With more hidden talents
Fri 27 Oct 2017
at 07:41
  • msg #644

Re: Ship Shares and Skill Progression

hope yourfeeling better V
Vonon Ronkunu
player, 355 posts
Vargr and Spacer
ex-Patrol Commander
Fri 27 Oct 2017
at 08:45
  • msg #645

Re: Ship Shares and Skill Progression

In reply to Samantha Kilgore (msg # 644):

I have Happy Pills now. I feel Happy.

Big Pharma - bringing you a Better Life through Chemical Augmentation.  ^_^

I'm cool now. Thanks.
StarMaster
GM, 835 posts
Sat 23 Dec 2017
at 15:48
  • msg #646

Re: Ship Shares and Skill Progression

Pfui. Don't know whether it's the holiday blehs, blahs, blues or busyness, but I find myself unusually lacking in time with unexpected lack of mental energy to boot. I get a few posts in (if I'm lucky), and then my brain turns to mush. Getting around to posting as I can.

Anyway, Merry Christmas and Happy Holidays to everyone!
Kheaiftouaw
player, 532 posts
Aslan outcast
Sun 24 Dec 2017
at 23:02
  • msg #647

Re: Ship Shares and Skill Progression

I am also posting even slower than usual for several reasons, sorry for that.

Still, Merry Christmas to you all.
Walter Zeller
player, 424 posts
Merchant/Noble
Mon 25 Dec 2017
at 01:52
  • msg #648

Re: Ship Shares and Skill Progression

Way too many things that take up time during the holidays.

Marry Christmas everyone
Sharik Kaagira
player, 295 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 25 Dec 2017
at 20:04
  • msg #649

Merry Christmas, Everyone!

Happy Holidays, everybody!  Best wishes from my family to yours!
Vonon Ronkunu
player, 369 posts
Vargr and Spacer
ex-Patrol Commander
Sat 3 Feb 2018
at 23:44
  • msg #650

Merry Christmas, Everyone!

In reply to Sharik Kaagira (msg # 649):

Hey StarMaster! Half these characters are from Tech-14 or higher ... "What's a tube of Vacuum doing in my computer? When I squeeze it, does vacuum gush out?"

Forgotten tech, man, forgotten tech...
Kheaiftouaw
player, 539 posts
Aslan outcast
Mon 5 Feb 2018
at 11:09
  • msg #651

Merry Christmas, Everyone!

What exactly is meant with shield system? Nuclear or Meson dampeners? TL15-TL16 Black Globes (which Khea probably wouldnt know)? Or Star Trek style shields? Do they even exist in Traveller?
StarMaster
GM, 840 posts
Mon 5 Feb 2018
at 15:36
  • msg #652

Merry Christmas, Everyone!

Khea isn't really sure. She can determine that's what the circuits do, but, since it's alien tech, she really doesn't know what the final product is.
Morgan Randolph
player, 1 post
Merchant Captain
Free Trader Starshine
Tue 13 Feb 2018
at 21:22
  • msg #653

Greetings

Hi, All:

New player here trying to finalize my character.  Does anyone want to have a Connection with him?
Walter Zeller
player, 426 posts
Merchant/Noble
Tue 13 Feb 2018
at 22:00
  • msg #654

Greetings

Welcome Morgan

Well, Sir Walter is a merchant/noble. Maybe you ran into him on one of your trips.
shryke
player, 1 post
Wed 14 Feb 2018
at 04:03
  • msg #655

Greetings

New player here. Looking forward to getting started. As I start working on my characte, I thought I'd ask what you guys might need?
Vonon Ronkunu
player, 370 posts
Vargr and Spacer
ex-Patrol Commander
Wed 14 Feb 2018
at 04:23
  • msg #656

Greetings

In reply to shryke (msg # 655):

What do we need?

BOOZE!

And lots of it!

We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
We Explore. We Investigate. We Solve Puzzles.
If I had the patience I'd write it a million more times.
Still wouldn't matter....
Morgan Randolph
player, 2 posts
Merchant Captain
Free Trader Starshine
Wed 14 Feb 2018
at 13:37
  • msg #657

Greetings

In reply to Walter Zeller (msg # 654):

Well, in my 4th term of 6 (so 8 to 12 years ago) I had an event "61 Morgan is caught on camera in a space expose and gains +1 Influence."  Is Walter the sort that Journalists do stories on such that it becoming public knowledge that the two of us are doing business would improve affect my Influence.  (This seems likely with you being a noble and all, but I don't know if you generally keep your name, family, and/or station under wraps.)  If so, this would be a great connection between the two of them.
Vonon Ronkunu
player, 371 posts
Vargr and Spacer
ex-Patrol Commander
Thu 15 Feb 2018
at 06:10
  • msg #658

Greetings

In reply to Morgan Randolph (msg # 657):

Maybe a Hat Trick...

The expose was about something between Morgan and Count Darrel Cromwell, Star of Stage and Tri-D, and Morgan, but Sir Walter (if he was involved with Darrel, back then), Count Cromwell's Man of Business, formed a relationship and kept in touch for a while, but maybe haven't seen/heard from each other in a while?
Walter Zeller
player, 427 posts
Merchant/Noble
Fri 16 Feb 2018
at 03:05
  • msg #659

Greetings

Walter is more of the background type character (like Wilford Brimley in Remo Williams: The Adventure Begins)

Maybe I helped point out some irregularities in the deal that you were able to bring to light.
Vonon Ronkunu
player, 372 posts
Vargr and Spacer
ex-Patrol Commander
Fri 16 Feb 2018
at 05:59
  • msg #660

Greetings

In reply to Walter Zeller (msg # 659):

That's kinda what I'm saying. What Morgan says his "event" was, was that he got caught up in some kind of video-journalism story, the end result of his involvement in that event was that he gained +1 Influence

What I'm suggesting is that 8-12 years ago - IF Walter was even working for/with Darrel that far back - Count Darrel got involved in "something"; he got involved as a Noble in some Planetary Politics, or some big Media Scam, whatever. Count Darrel, of course, was "doing the Right Thing" with his involvement, and somehow Morgan also got involved.

It doesn't matter exactly how, but he helped Count Darrel, and Morgan's involvement was a big part of Count Darrel's success. Morgan's part in the stunt may, or may not have been played up by the media, but again, that's not important, because it's not Reputation he got as a reward, its INFLUENCE.

 +1 Influence = "He knows a guy who maybe..."

In other words, Free Trader Morgan Randolph, for his assistance, received access for life to His Excellency Imperial Count Darrel Cromwell and his Man-of-Business Sir Walter Zeller, Imperial Knight-without-Portfolio. When Morgan calls or messages, you make an effort to answer. That's all. No promises. You'll help if you can...if it's not too hard...or too expensive...or too inconvenient...if you're in the area... For God's sake, it's only +1!!

It's just a thought ^_^
doulos
player, 1 post
Thu 22 Feb 2018
at 06:56
  • msg #661

Greetings

Hello! I'm doulos, I'm looking forward to playing with you guys. This'll be my first PbP game and my first game played with others in Mongoose Traveller (I've played games with others and I've played MgT solo, but never MgT with others). I'm looking forward to getting started!

I'm rolling up the character in a PM with StarMaster. Brayln Adone will be posting with you shortly!
Morgan Randolph
player, 3 posts
Merchant Captain
Free Trader Starshine
Sat 24 Feb 2018
at 04:24
  • msg #662

Greetings

Walter:

So, I have formal Connections with Verner and Sharik, because the GM asked me to establish a one with Verner to ease getting him onto my ship, but did you want to still have the backstory we worked out regarding Morgan and Walter sans a game mechanics Connection?  Cause even with the backstory there's no issue with you not immediately realizing it was him.  Back then he didn't have his own ship and even though he's on the same free trader as back then, he renamed it after buying it, so you'd have to have recognized the registration number to have known.
Samantha Kilgore
player, 402 posts
Pilot and Security expert
With more hidden talents
Sat 24 Feb 2018
at 18:04
  • msg #663

Greetings

As of tomorrow night I will be on a training course. Not sure what Hours I'll be working on it, nor internet access so may be a little intermittant for a week or two
Samantha Kilgore
player, 404 posts
Pilot and Security expert
With more hidden talents
Thu 1 Mar 2018
at 14:38
  • msg #664

Greetings

Back from Course early due to weather, but away again from Sunday night - Friday. I have no internet there, so won't be able to post during that time
Samantha Kilgore
player, 407 posts
Pilot and Security expert
With more hidden talents
Thu 22 Mar 2018
at 08:46
  • msg #665

Greetings

Has anyone noticed that RPOL now seems to show a thread as having new posts when you post - ie it shows your own post as a new post? Or is that just some personal weirdness I am having
StarMaster
GM, 848 posts
Thu 22 Mar 2018
at 17:32
  • msg #666

Greetings

It doesn't do it for me, but then that might be because I'm the GM.
Samantha Kilgore
player, 408 posts
Pilot and Security expert
With more hidden talents
Wed 28 Mar 2018
at 18:26
  • msg #667

Greetings

Apparently its a Chrome issue.

Anyway, as of Friday I will be on holiday for two weeks, so not sure how much I'll be able to post.
Walter Zeller
player, 432 posts
Merchant/Noble
Wed 28 Mar 2018
at 18:40
  • msg #668

Greetings

I do not think it is a Chrome issue as I use Firefox.
Evelyn Darque
player, 1 post
Tue 8 May 2018
at 03:55
  • msg #669

Greetings

Hello
StarMaster
GM, 855 posts
Wed 9 May 2018
at 17:25
  • msg #670

Greetings

Welcome aboard!

We'll get you situated soon now.
Samantha Kilgore
player, 417 posts
Pilot and Security expert
With more hidden talents
Sat 19 May 2018
at 09:02
  • msg #671

Greetings

Just a heads up - as of Friday 25th am going to be away for two weeks, and very much doubt I'll be able to post whilst away
StarMaster
GM, 858 posts
Sat 19 May 2018
at 16:12
  • msg #672

Greetings

Apologies to Evelyn... hope you're still with us... I've been sick for the past week and my posting energies have been sporadic at best.
Evelyn Darque
player, 2 posts
Sat 19 May 2018
at 18:12
  • msg #673

Greetings

I'm always here everyday and i can wait as long as is necessary.
Evelyn Darque
player, 3 posts
Tue 22 May 2018
at 05:14
  • msg #674

Greetings

Anyone know when portraits update because I got an email the other day saying they accepted two and I'd love to make my submission my Evelyn portrait.
Sharik Kaagira
player, 298 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 23 May 2018
at 00:44
  • msg #675

Re: Greetings

Evelyn Darque:
Anyone know when portraits update because I got an email the other day saying they accepted two and I'd love to make my submission my Evelyn portrait.

@Evelyn:  I believe the portrait submissions are accepted the first two weeks of any given month.  Then those submissions are processed by the end of the month.    Anything submitted after the 14th is not processed until the following month...  There was a public thread on the new procedures, I'll see what I can dig up.

EDIT:  Here is the thread I was thinking of:

  link to a message in another game

But, I am unsure if all of the kinks have been worked out.  Sounds like there may still be a bit of a backlog.
This message was last edited by the player at 00:47, Wed 23 May 2018.
Evelyn Darque
player, 4 posts
Wed 23 May 2018
at 01:00
  • msg #676

Re: Greetings

So they should be in by the end of the month neat :)
Walter Zeller
player, 440 posts
Merchant/Noble
Wed 4 Jul 2018
at 03:55
  • msg #677

Re: Greetings

Serge, is the scout ship carrying any cargo? (100 tons vs 92 with no cargo)

Starmaster, if we unloaded most of the cargo, is the Longshot big enough to carry the scout vessel in the cargo hold? If so, how much extra % is needed to carry it? (10% or 30%)

(Reading up on Salvage Law is interesting. Since we know that the scout ship is part of the Imperium, getting it back to them will give up to 50% of the value as salvage. The alien ship is a bit different. If it is a military/government vessel, it belongs to the original government. If it belongs to a corporation, it depends on who owns the assets. (Owned by a bank vs company)) It also depends on how long ago it meet its fate.)

Also, I do not remember where the write up for the Longshot is. Can we get that added as a Library Data entry?
Evelyn Darque
player, 12 posts
Thu 12 Jul 2018
at 01:14
  • msg #678

Re: Greetings

Did that read too cut and pasted?
StarMaster
GM, 870 posts
Thu 12 Jul 2018
at 01:19
  • msg #679

Re: Greetings

Nope. That was fine.
Walter Zeller
player, 444 posts
Merchant/Noble
Tue 17 Jul 2018
at 02:03
  • msg #680

Meeting Count Cromwell

I was trying to look back to see when I first ran into the Count and I do not see the posts. Not sure if he would remember me.
Serge Baklanov
player, 40 posts
Marine/Scout
Tue 17 Jul 2018
at 05:51
  • msg #681

Re: Greetings

In reply to Walter Zeller (msg # 677):

quote:
Serge, is the scout ship carrying any cargo? (100 tons vs 92 with no cargo)


I dunno. Starmaster?..

quote:
Reading up on Salvage Law is interesting


Could you give a link please? I am intrested too.
This message was last edited by the player at 05:52, Tue 17 July 2018.
StarMaster
GM, 874 posts
Fri 20 Jul 2018
at 18:06
  • msg #682

Re: Greetings

The scout wasn't carrying any cargo. Serge was on a scouting mission.
Sharik Kaagira
player, 308 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 20 Jul 2018
at 18:12
  • msg #683

Re: Greetings

Walter Zeller:
Serge, is the scout ship carrying any cargo? (100 tons vs 92 with no cargo)

This shouldn't matter should it?  The scout ship still displaces 100 dTons of volume no matter if is empty inside ...  In space, everything is weightless.

In any case, ultimately, if the ship is strapped to outside, its contents will be irrelevant and whether it fits in the cargo hold is moot.
StarMaster
GM, 875 posts
Fri 20 Jul 2018
at 18:23
  • msg #684

Re: Greetings

That's always been the oddity of the Traveller rules--they tried so hard to be scientifically accurate but then couldn't figure out rules that distinguished between volume and mass. So things get a bit wishy-washy when you start dealing with weight. Yes, in space, it's weightless, but it still has mass, and requires energy to move mass.
Evelyn Darque
player, 14 posts
Fri 20 Jul 2018
at 18:26
  • msg #685

Re: Greetings

Magic!

Also in a planets gravity you can't lift an elephant but in space you can so maybe getting something into weightless space is the difficulty
This message was last edited by the player at 18:31, Fri 20 July 2018.
Walter Zeller
player, 453 posts
Merchant/Noble
Wed 15 Aug 2018
at 13:25
  • msg #686

Re: Greetings

Looking for input from the rest of you as to our next step. At this time we are down half the players and wanted to see what you wanted to do. Here is a list of the current players and if there is a share next to them, it is what they chipped in to get the Longshot.

Active (Posted less than a month ago)
Evelyn Darque
Kheaiftouaw 1-share
Samantha Kilgore
Sharik Kaagira 4-shares
Serge Baklanov
Valeska Brandenberg 2-shares
Walter Zeller 4-shares

Inactive (last post was over a month ago
Darrel Cromwell (Wed, 11 Jan 2017) 2-shares
Gregory Jones (Wed, 11 Jul)
Kaengarr Ruzokh (Tue, 03 Oct 2017) 4-shares
Pablo Esteban Ryzov (Wed, 11 Jul)
Quinzella (Sat, 31 Dec 2016)
Sienna Reichart (Sat, 08 Oct 2016)
Vonon Ronkunu (Fri, 16 Mar) 6-shares

I was thinking that we should get this issue with the scout ship/alien vessel resolved, fuel up and sell the cargo we are carrying. We then sell the vessel and start from scratch.

Thoughts?
This message was last edited by the player at 16:43, Wed 15 Aug 2018.
Samantha Kilgore
player, 429 posts
Pilot and Security expert
With more hidden talents
Wed 15 Aug 2018
at 16:05
  • msg #687

Re: Greetings

Whilst I agree we should settle up, I don't think we should sell the long shot. I'd favour a loan to pay them off, or mortgage or something similar. But Sam has no shares, so no real say.
Evelyn Darque
player, 16 posts
Wed 15 Aug 2018
at 16:08
  • msg #688

Re: Greetings

I think I have shares in something and a bank account but since my city fell apart...
Kheaiftouaw
player, 570 posts
Aslan outcast
Thu 16 Aug 2018
at 17:50
  • msg #689

Re: Greetings

If required, I have a unspend clan share although I do not know if that can be changed into a ship share now after the game has started.

Either way, my shares represent favours from my clan so good luck cashing them in...
Sharik Kaagira
player, 312 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 18 Aug 2018
at 08:20
  • msg #690

Re: Greetings

Sharik would love to keep the Longshot as well, but it does require a lot of crew (which if not PC'ed becomes a lot of work for the GM).  The financing would need to be worked out.  Though, if we can actually sell some cargo (and I know that Walter would top dollar) the finances would probably shake out okay.

As a player, I can go either way.  The Longshot is cool (I don't know how common the stutter drive is in StarMaster's Traveller universe), and fairly unique in my experience (not to mention, more fuel efficient than more conventional - re: from the core rules - drives/ships.  But, for group cohesion (and size) purposes, a smaller ship might be in order.

Perhaps a slightly customized yacht or some such (I once saw the write up the 100-ton racing yacht (Jump-4, Maneuver-4), which was pretty cool.  I'll try to dig those up)?  Or we could become just another free/far trader crew...  Still, plenty of troubleaction and odd jobs to be sussed out that way as well.  Or we just take Serge's scout ship (once repaired) and tour the sector.  You can always do worse than Type S (J-2, M-2, which should get us a lot of places).

And honestly, I think that Walter's question is more about what the crew/PCs want to do and less about who has the most financial stake in any of this (all told, mechanics-wise, the active players seem to have something on the order of 11 ship shares available - whatever that means, at this point).  No matter their ship share status, all active players should (and do) have a say/stake in what happens with the direction of game and what would be the most fun for them.
Serge Baklanov
player, 41 posts
Marine/Scout
Mon 20 Aug 2018
at 09:07
  • msg #691

Re: Greetings

In reply to Walter Zeller (msg # 686):

Serge has 1 share to chip in.
StarMaster
GM, 878 posts
Mon 20 Aug 2018
at 18:39
  • msg #692

Re: Greetings

Vonon and Pablo are still around.

For the sake of convenience, Kaengarr gave/sold his shares to Pablo.


Quinzella had gone her own separate way a long time ago.


The Longshot is a bit of an advanced ship. It has a long of storage space, so nothing needs to be done with that in terms of personnel, and the ship has all those converted mining droids.

Life Support and Maintenance are only 46,000Cr a month.

If I remember correctly, the ship was sold to the crew consortium for 8,711,000Cr. The previous owner had only two payments left on the ship when she found the bonanza asteroid.

The real value of the ship is far greater than the value on the books.

My understanding is that everyone put in their shares originally to acquire the ship, and after that, everyone had an equal share in the ship.

If anyone felt they weren't getting a fair return on their shares, then that was considered a 'debt' the consortium owed that person. The problem with that is the Traveller rules didn't place a value on a 'share'... it only had purchasing power.
Evelyn Darque
player, 19 posts
Mon 20 Aug 2018
at 18:43
  • msg #693

Re: Greetings

Is it wrong when. I read" the real value" my though was friendship?


Also what did happen to the objects I got from my career like the alien object, money, shares or whatnot?
StarMaster
GM, 879 posts
Mon 20 Aug 2018
at 18:56
  • msg #694

Re: Greetings

Did we ever decide on what the 'alien artifact' was? If not, it could be something that she was wearing, and is therefore still wearing.

The money and shares are all registered electronically across multiple platforms. Even if the planet had been destroyed, that data might still be available somewhere else. As it was, there was a land city that wasn't affected, plus there were satellites. So that information was preserved. Once you are in-system, you can claim it.
Evelyn Darque
player, 20 posts
Mon 20 Aug 2018
at 19:00
  • msg #695

Re: Greetings

Ok good to know.
Samantha Kilgore
player, 435 posts
Pilot and Security expert
With more hidden talents
Sat 15 Sep 2018
at 07:58
  • msg #696

Re: Greetings

Gonna be away for 7 days from Sunday - might be able to post, but not sure, so just giving you the heads up that I may be quiet for a week.
Evelyn Darque
player, 22 posts
Sun 7 Oct 2018
at 02:35
  • msg #697

Re: Greetings

Who is the captain and would I have gleaned this from what little I've heard of this motley crye of arguing?
Vonon Ronkunu
player, 383 posts
Vargr and Spacer
ex-Patrol Commander
Sun 7 Oct 2018
at 11:40
  • msg #698

Re: Greetings

In reply to Evelyn Darque (msg # 697):

That is a tiny bit complicated.

First, despite the Longshot being an old warship, we are not running a military vessel, so we aren't using a rigid military ranking system.

We're a civilian ship, so we can be more "sloppy" about who's in charge of what.

The current structure, as I last understood it, is that Sir Walter is listed as "Captain" of the ship for all legal realities.  He handles the Admin elements of running/commanding the ship.  He's also one of the ship's Traders--along with Khea (I think), and Vonon who wants to learn to be a Trader--Sir Walter is "The Boss" and he signs the invoices.

Sir Walter then made Vonon the XO because he had a background in ship security and space combat--he spent his entire career in a planetary Space Patrol.  He's wasn't, exactly, Military, more like Paramilitary; like a Coast Guard.  He was a hopped-up Space Cop.  And, at the time, he had the highest Tactics skill level, so when the ship gets involved in security or combat situations, "Captain" Walter defers command to "XO" Vonon.  Plus, as an ex-Cop, Vonon knows how to fill out paperwork...

That help point you at the person you need to talk to?
Evelyn Darque
player, 23 posts
Sun 7 Oct 2018
at 15:31
  • msg #699

Re: Greetings

Hmmm yeah I think so.
Walter Zeller
player, 463 posts
Merchant/Noble
Mon 8 Oct 2018
at 01:36
  • msg #700

Re: Greetings

Vonon Ronkunu:
In reply to Evelyn Darque (msg # 697):

That is a tiny bit complicated.

First, despite the Longshot being an old warship, we are not running a military vessel, so we aren't using a rigid military ranking system.

We're a civilian ship, so we can be more "sloppy" about who's in charge of what.

The current structure, as I last understood it, is that Sir Walter is listed as "Captain" of the ship for all legal realities.  He handles the Admin elements of running/commanding the ship.  He's also one of the ship's Traders--along with Khea (I think), and Vonon who wants to learn to be a Trader--Sir Walter is "The Boss" and he signs the invoices.

Sir Walter then made Vonon the XO because he had a background in ship security and space combat--he spent his entire career in a planetary Space Patrol.  He's wasn't, exactly, Military, more like Paramilitary; like a Coast Guard.  He was a hopped-up Space Cop.  And, at the time, he had the highest Tactics skill level, so when the ship gets involved in security or combat situations, "Captain" Walter defers command to "XO" Vonon.  Plus, as an ex-Cop, Vonon knows how to fill out paperwork...

That help point you at the person you need to talk to?

Good summary there Vonon.

This game has been running for 4+ years now. Kheaiftouaw, Sharik, Samantha, Vonon and I are from when the game started.

In the original incarnation, Count Cromwell was the Captain and Walter was XO/Admin except in combat where Vonon stepped in.  He has no problem telling you that first and foremost, he is a paper pusher. With no combat skills other than using a rapier (and poorly at best), he has no intentions of going exploring in strange places unless he has to, and with 7 terms under his belt, he is long on the tooth. While he has been on two missions with the group, he is not comfortable in combat.

Walter is happy when he sells cargo and gets more goods for the next stop. That is where he gets his adrenaline rush. There is maybe a handful of Brokers in the subsector are at his level.

With most of the crew pilots and everyone their jobs real well, Walter takes the controls mostly to keep his certification up to date.
Evelyn Darque
player, 25 posts
Mon 8 Oct 2018
at 01:51
  • msg #701

Re: Greetings

Well Eveys paying her savings to the boss for a safe place to work in discretion.
Silent Hunter
player, 1 post
Wed 24 Oct 2018
at 15:20
  • msg #702

Re: Greetings

Hello, everyone. I'm new here and I'll be playing Inderpal 'Indy' Kumar, former diplomat.
Walter Zeller
player, 470 posts
Merchant/Noble
Wed 24 Oct 2018
at 15:49
  • msg #703

Re: Greetings

Welcome aboard. I think we are about finished with this chapter and will get set up for the next one shortly.
Inderpal Kumar
player, 2 posts
Carillian
Sat 27 Oct 2018
at 13:34
  • msg #704

Re: Greetings

Walter Zeller:
Welcome aboard. I think we are about finished with this chapter and will get set up for the next one shortly.


Any suggestions for connections with a former diplomat and X-boat courier?
Valeska Brandenberg
player, 67 posts
Sat 27 Oct 2018
at 17:49
  • msg #705

Re: Greetings

Connections are normally figured out by your Careers.

List whatever careers and timeframes you're willing for the rest of us to see.
Inderpal Kumar
player, 3 posts
Carillian
Sat 27 Oct 2018
at 18:01
  • msg #706

Re: Greetings

First term: Diplomat
Second and Third Term: Courier
Valeska Brandenberg
player, 68 posts
Sat 27 Oct 2018
at 21:28
  • msg #707

Re: Greetings

Just so you know, you can have as many Contacts as you want, but you only get benefits from two of them.

The actual benefits aren't dependent on the Contact, though.

Valeska's 3 terms were: Scholar, Scout, and Agent, so she could have encountered Indy during any of them.
Vonon Ronkunu
player, 385 posts
Vargr and Spacer
ex-Patrol Commander
Sun 28 Oct 2018
at 06:01
  • msg #708

Re: Greetings

In reply to Valeska Brandenberg (msg # 707):

Another Carillian?  I thought you guys hung out with Solomani?

Anyway...

Walter is from Planet Outpost, Vonon is from Cassandra's Belt--both are Imperial Client States.  You could easily have been a junior Diplomat who was part of a Carellian Union mission to either planet.

X-Boat System is tight with the Imperial Interstellar Scout Service--thus you could have met any of the three (?) Scouts in our group during that time.  Sharik, Serge, and Sam (I think Sam is a Scout.  You're a Scout, aren't ya, Sam?).

X-Boat pilot also applies to Walter & Vonon, too.  Vonon was Space Patrol in Cassandra's Belt, and Walter is/was an Aristo from Outpost, so he was probably in Gov't Service at some point (I'm guessing, here) and there is only the one settlement on Outpost, so you could have met either of us while you were on R&R in either system.

Similar thinking, Sharik is also some kind of Aristo, so you could have met her during your Diplomat days.  Khea is an Aslan Trader, you could have met her as either a Diplomat or as an X-Boat Courier.
Samantha Kilgore
player, 443 posts
Pilot and Security expert
With more hidden talents
Sun 28 Oct 2018
at 09:51
  • msg #709

Re: Greetings

Sam was Space Patrol as well (not a Scout) , so potential for connections there
Inderpal Kumar
player, 4 posts
Carillian
Sun 28 Oct 2018
at 12:40
  • msg #710

Re: Greetings

She's from Tharill. I definitely agree that Walter & Vonon would have encountered each other on Outpost and she would have met Sharik as an Aristo (at Soc 10, she is basically gentry).
Vonon Ronkunu
player, 387 posts
Vargr and Spacer
ex-Patrol Commander
Mon 29 Oct 2018
at 03:25
  • msg #711

Re: Greetings

In reply to Inderpal Kumar (msg # 710):

Well, not Vonon, no.  Vonon had spent his entire life in Cassandra's Belt--which is a separate star system from that of Outpost--and hadn't travelled to the stars until, well, now, after he's retired from The Patrol.

But the route from Imperial Space to Outpost runs through Cassandra's Belt, that's why I say you could have met either of us in either of your careers, or even both!  You could have first met the one of us when you were a junior Diplomat, and then again when you were an X-Boat Courier, passing through the system a couple times a year.

Now, it's been a while since I made a Mongoose Traveller character, and I think I recall that a character can only have 2 Associations with party members that gives them both benefits--and I'm also pretty sure that both Walter & Vonon have met that condition--so this consideration is solely for your benefit.  Again, if I remember correctly...um...actually, I don't remember crap!  What are the benefits you'll get from an association with any of us?

Other than that one or two of us won't just shoot you at first sight? ^_^
Samantha Kilgore
player, 444 posts
Pilot and Security expert
With more hidden talents
Mon 29 Oct 2018
at 08:10
  • msg #712

Re: Greetings

Benefit of association with a character, from memory, is usually an extra skill level in something relevant to the story of how you met
Walter Zeller
player, 475 posts
Merchant/Noble
Mon 29 Oct 2018
at 09:16
  • msg #713

Re: Greetings

Actually I have been connected to three of the players here (Darrell, Kheaiftouaw and Kaengarr). Might want to go with a younger crew member since you have three terms.
Inderpal Kumar
player, 5 posts
Tharillian
Ex-Scout
Mon 29 Oct 2018
at 11:32
  • msg #714

Re: Greetings

@ Samantha: What about your character?
Sharik Kaagira
player, 323 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 29 Oct 2018
at 18:01
  • msg #715

Re: Greetings

Hi Indy!  Welcome to the game; I am looking forward to RPing with you!

With respect to connections, in the past, Starmaster has stuck to the two connections give skills rule, but has allowed people to make as many connections (without additional skills) as they like.

And with respect to specifically connecting to Sharik, I/she would love to!  Her last three terms were all as a Nobility/Dilettante.  She's dabbled in grav bike racing for a bit during that time, but primary spent a fair portion of her 'Grand Tour' time doing 'odd jobs' (she was a corporate spook in a past life, and still has some of those connections), doing random acts of kindness (and potentially getting into various trouble/hi-jinks), and partying (what's the point of being a dilettante, if you don't get your Carouse skill up and partake of luxurious baths?).

Shar has a TAS membership, also; so, if you have one as well and have been travelling in the subsector at all, it is totally possible (or should I say, highly likely) that they were would have bumped into each other.

Sharik was also a Scout (a ... *ahem* while ago, i.e. six terms ago) in the Exploration Branch.  But, once IISS, always IISS.  And since even inactive duty roster scouts can use some IISS resources (included jumping a ride on courier and X-boat routes if space is available and such.  So, we can come up with any number of reasons that Shar might have hopped a ride (the long stretches on any X-boat route can be lonely; so, company is often welcome, even if the quarters are cramped) and also concoct any amount of trouble for them to get into (anything from repelling pirates to communications conspiracies via mysterious, transported encrypted messages to just extended, evening talks about philosophy and the nature of the universe).  Assuming that was Indy is inclined.  Whatever floats your (x-)Boat.
StarMaster
GM, 884 posts
Mon 29 Oct 2018
at 21:59
  • msg #716

Re: Greetings

Yes, as many contacts as you really want to deal with, but only two of them give you a benefit, which is one skill or rank.

This was a way to avoid the trope 'you are all in the starport bar when...'

And don't forget your Campaign Skills Package (see thread of the same name).
Inderpal Kumar
player, 6 posts
Tharillian
Ex-Scout
Tue 30 Oct 2018
at 11:38
  • msg #717

Re: Greetings

Walter Zeller:
Actually I have been connected to three of the players here (Darrell, Kheaiftouaw and Kaengarr). Might want to go with a younger crew member since you have three terms.


Who would those be?
Sharik Kaagira
player, 324 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Tue 30 Oct 2018
at 17:08
  • msg #718

Re: Greetings

Inderpal Kumar:
Walter Zeller:
Actually I have been connected to three of the players here (Darrell, Kheaiftouaw and Kaengarr). Might want to go with a younger crew member since you have three terms.

Who would those be?

*raises her hand enthusiastically*  Oh, oh, choose me!  I am young (at heart)!  ;)
Inderpal Kumar
player, 7 posts
Tharillian
Ex-Scout
Fri 2 Nov 2018
at 20:52
  • msg #719

Re: Greetings

In reply to Sharik Kaagira (msg # 718):

You're one of them.
Vonon Ronkunu
player, 388 posts
Vargr and Spacer
ex-Patrol Commander
Sat 3 Nov 2018
at 01:24
  • msg #720

Re: Greetings

In reply to Inderpal Kumar (msg # 719):

You'll need GM okay, but maybe Pablo?  Pablo started as a Player but is now an NPC.  He's an ex-Carillian Space Marine.  Human, I think he may be in his late 20's.  I'm not 100%, but I think he and Vonon had a shared background of both being Belters--but don't hold me to it.
Inderpal Kumar
player, 8 posts
Tharillian
Ex-Scout
Wed 7 Nov 2018
at 11:39
  • msg #721

Re: Greetings

This game seems to have gone rather quiet.
Samantha Kilgore
player, 445 posts
Pilot and Security expert
With more hidden talents
Wed 7 Nov 2018
at 13:32
  • msg #722

Re: Greetings

It ebbs and flows, but stick with it - its been going a while like that
Vonon Ronkunu
player, 389 posts
Vargr and Spacer
ex-Patrol Commander
Thu 8 Nov 2018
at 07:49
  • msg #723

Re: Greetings

In reply to Samantha Kilgore (msg # 722):

Yeah, Vonon just went to get a sandwich...it took a few months...
Kheaiftouaw
player, 588 posts
Aslan outcast
Thu 8 Nov 2018
at 20:44
  • msg #724

Re: Greetings

I am still here but as I am not on the bridge there isn't really anything for me to say.
Walter Zeller
player, 476 posts
Merchant/Noble
Thu 8 Nov 2018
at 23:54
  • msg #725

Re: Greetings

I am glad I am not on the Bridge or I would be ROTFLMAO.
Vonon Ronkunu
player, 391 posts
Vargr and Spacer
ex-Patrol Commander
Fri 9 Nov 2018
at 09:51
  • msg #726

Re: Greetings

In reply to Walter Zeller (msg # 725):

What?  What I say? ^_^
Sharik Kaagira
player, 325 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 9 Nov 2018
at 17:31
  • msg #727

Re: Greetings

I propose a dance off!
Vonon Ronkunu
player, 393 posts
Vargr and Spacer
ex-Patrol Commander
Sat 10 Nov 2018
at 04:23
  • msg #728

Re: Greetings

In reply to Sharik Kaagira (msg # 727):

I got yer Dance Off right here… ^_^


Hey, since Sir Walter brought it up--us having cargo stored in the holds, that is--I went and checked the Cargo Manifest thread.

Is the cargo we are currently carrying the stuff listed in the last two posts of that thread, dated "Mon 30 Jan 2017" and "Mon 27 Feb 2017"?  Just curious.
Walter Zeller
player, 478 posts
Merchant/Noble
Sat 10 Nov 2018
at 06:38
  • msg #729

Re: Greetings

The Feb 27th post is what's in the cargo hold. ,(The other post was to determine what was available.
Vonon Ronkunu
player, 394 posts
Vargr and Spacer
ex-Patrol Commander
Sat 10 Nov 2018
at 10:23
  • msg #730

Re: Greetings

In reply to Walter Zeller (msg # 729):

Cool.  All of that stuff should do well at Cassandra's Belt.

Also, if we actually have access to some of this money from the Scouts, I'd like to suggest we look into purchasing a Ship's Boat of some kind, when we get to Rockport (Class B Starport, Tech C (Average Imperial)).  The system as a whole may be classified as "Nonindustrial" but that's just because of a low density, dispersed population.  Rockport actually services Imperial Navy ships crossing from Imperium Space to Outpost.  We might have a good chance of lucking into a used IN Ship's Boat, or we could have one built--it'll just be expensive & take a long while.

As I look around the neighborhood, there really isn't any better place to get a Ship's Boat built in the area--even if we travel to the nearer Imperial Worlds.  Cassandra's Tech C is hard to beat--only Outpost has a higher tech (Tech D).  I suppose we could try to buy a Ship's Boat while we're there--if we think we can do it without interference from The Baroness.
Walter Zeller
player, 479 posts
Merchant/Noble
Sat 10 Nov 2018
at 14:26
  • msg #731

Re: Greetings

We have a 20 ton launch on the ship and its hold is packed with goods. More to be covered in the ships meeting as to modifications. (But I have a few, starting with the weapons.)
Vonon Ronkunu
player, 395 posts
Vargr and Spacer
ex-Patrol Commander
Sat 10 Nov 2018
at 15:01
  • msg #732

Re: Greetings

In reply to Walter Zeller (msg # 731):

We have a 20 Ton launch?  When did we get that?  Dear God, just how long was I asleep for?
Walter Zeller
player, 480 posts
Merchant/Noble
Sat 10 Nov 2018
at 15:23
  • msg #733

Re: Greetings

I had to dig into the messages. I though you had flown it out of the ship to load it but that was Pablo, you rode with me into town to get supplies.
Vonon Ronkunu
player, 396 posts
Vargr and Spacer
ex-Patrol Commander
Sat 10 Nov 2018
at 16:50
  • msg #734

Re: Greetings

In reply to Walter Zeller (msg # 733):

Was it originally aboard the Longshot?  I could have sworn I remembered the Longshot not having a Boat...but then, I've convinced myself that all my forgetfulness is early Onset Alzheimer's, so...what were we talking about? ^_^
Sharik Kaagira
player, 326 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 10 Nov 2018
at 19:18
  • msg #735

Re: Greetings

Sorry, Vo.  That is definitely you, buddy... :D

The launch has been with the Longshot since the beginning...  We knew that we weren’t going to be landing a 600-ton ship dirt side every time (originally, I asked the GM about Shar’s Ship’s Boat benefit, and if it was better to take that or the ship shares; so, that may have made the presence of the launch more obvious to her, but still...).
Vonon Ronkunu
player, 397 posts
Vargr and Spacer
ex-Patrol Commander
Sun 11 Nov 2018
at 01:52
  • msg #736

Re: Greetings

In reply to Sharik Kaagira (msg # 735):

Huh.  I just have this really strong memory that, when we snuck aboard the Longshot that first time, the Boat Bay was empty--and we were flying a borrowed Boat...

Oh, well.  I'm not gonna look a gift launch in the mouth.  That's a few Mega-Cred we don't have to spend ^_^



So...just where does a 600-ton, thick-hulled, heavily armoured, System Defense Boat land?
Answer: On top of anything it wants to...
Walter Zeller
player, 482 posts
Merchant/Noble
Tue 13 Nov 2018
at 02:34
  • msg #737

Incorporation.

This may seem to be out of the blue but I have a feeling that if all we did was buy and sell cargo, it would quickly get boring for the rest of you. Since we did a fantastic job dealing with the alien vessel, the notion of performing salvage operations or things of that nature might be of interest.

I was looking at the past posts from Jan-Feb 2016 and I do not see us doing anything about forming a corporation in character. We had talked about it ooc and everyone chipped in a million. With three of them gone (30% of the company), we could close out their shares and start from scratch. Rather than being a ship hauling cargo, we could be a corporation and those that leave, they just headed off to open field offices for us.
Evelyn Darque
player, 27 posts
Tue 13 Nov 2018
at 04:46
  • msg #738

Incorporation.

I'll buy in.
Pablo Esteban Ryzov
player, 261 posts
End 8, Str 6, Dex 9
Gun for hire
Tue 13 Nov 2018
at 04:54
  • msg #739

Incorporation.

Salvage, trade, and troubleshooting... that should keep us from getting bored.

Salvage, on the other hand, can be tricky. I was once in a game where that was the premise of the group, and the GM threw a lot of odd salvage operations at us. A rock star wanted us to salvage his career. A woman wanted us to salvage her marriage. A businessman wanted us to salvage his reputation.

Those were thinking outside the box. Are we going to take on those sorts of things?
Inderpal Kumar
player, 10 posts
Tharillian
Ex-Scout
Wed 14 Nov 2018
at 18:17
  • msg #740

Incorporation.

Checking in.
Kheaiftouaw
player, 593 posts
Aslan outcast
Mon 19 Nov 2018
at 21:19
  • msg #741

Incorporation.

Should we continue the discussion about the business on the Aboard thread or here?
(Vonons post if in my opinion a bit hard to work with)
Inderpal Kumar
player, 11 posts
Tharillian
Ex-Scout
Tue 20 Nov 2018
at 14:02
  • msg #742

Incorporation.

Don't mind. I'm just checking in.
Evelyn Darque
player, 28 posts
Sun 25 Nov 2018
at 07:10
  • msg #743

Incorporation.

Did my conversation ever continue?
Vonon Ronkunu
player, 407 posts
Vargr and Spacer
ex-Patrol Commander
Sun 25 Nov 2018
at 07:13
  • msg #744

Incorporation.

In reply to Evelyn Darque (msg # 743):

which conversation?
Evelyn Darque
player, 29 posts
Sun 25 Nov 2018
at 07:30
  • msg #745

Incorporation.

The "you have survivor's guilt" conversation
Vonon Ronkunu
player, 408 posts
Vargr and Spacer
ex-Patrol Commander
Sun 25 Nov 2018
at 10:20
  • msg #746

Incorporation.

In reply to Evelyn Darque (msg # 745):

Oh.  Don't think Vonon is part of that one.

However, according to the American Psychological Association, if you feel you need to ask, then you do have Survivors Guilt.  Also, if asked 'do you feel guilty, having survived' if you answer 'No' then you are obviously repressing your guilt.  Either way, you need to acknowledge your undeniable feelings of guilt and schedule multiple sessions per week with a licensed Psychologist, who will guide you through the years and years and years of incredibly expensive therapy.  Basically it's recommended you just hand your checkbook over to the Psychologist...

^_^
Pablo Esteban Ryzov
player, 262 posts
End 8, Str 6, Dex 9
Gun for hire
Sun 25 Nov 2018
at 22:32
  • msg #747

Incorporation.

I started to get back to Evelyn's conversation, but had a bad week.
Evelyn Darque
player, 30 posts
Sun 25 Nov 2018
at 23:03
  • msg #748

Incorporation.

As long as I didn't miss it and/or holding the scene up I can wait.
Pablo Esteban Ryzov
player, 264 posts
End 8, Str 6, Dex 9
Gun for hire
Sun 25 Nov 2018
at 23:09
  • msg #749

Incorporation.

Posted! In the Aboard the Longshot thread...
Inderpal Kumar
player, 17 posts
Tharillian
Ex-Scout
Fri 21 Dec 2018
at 22:38
  • msg #750

Incorporation.

Does the asteroid station have any restaurants?
Vonon Ronkunu
player, 410 posts
Vargr and Spacer
ex-Patrol Commander
Sat 22 Dec 2018
at 03:26
  • msg #751

Incorporation.

In reply to Inderpal Kumar (msg # 750):

Imagine a large enclosed shopping Mall with several hotels, condominiums and business office buildings attached to it.  Everything that you would expect to find in a "regular" city is likely to be found here, too.  Just mostly built in or off the sides of tunnels.  Rockport is a LARGE asteroid complex, so a lot of effort and resources have gone into making most of the city have as "open" a look as the engineers can manage.

Smaller facilities might look like you were just inside a building, with no "open" spaces, just hallways and chambers.
StarMaster
GM, 897 posts
Fri 28 Dec 2018
at 17:31
  • msg #752

Rockport

Yes, there are several restaurants. Cassandra is a busy spaceport. There are ships and people coming and going all the time. Occasionally there might be lull. In those instances, everyone sighs and takes a deep breath in preparation for doing all again.

Just make up something that suits your interests, such as Tear Drop City that features ghost peppers in their dishes or The Spice Club with heavily spicy food.
Inderpal Kumar
player, 19 posts
Tharillian
Ex-Scout
Fri 28 Dec 2018
at 21:00
  • msg #753

Re: Rockport

StarMaster:
Yes, there are several restaurants. Cassandra is a busy spaceport. There are ships and people coming and going all the time. Occasionally there might be lull. In those instances, everyone sighs and takes a deep breath in preparation for doing all again.

Just make up something that suits your interests, such as Tear Drop City that features ghost peppers in their dishes or The Spice Club with heavily spicy food.


Indeed, I've done that. :)
Samantha Kilgore
player, 450 posts
Pilot and Security expert
With more hidden talents
Tue 1 Jan 2019
at 21:30
  • msg #754

Re: Rockport

Happy New Year guys!
Inderpal Kumar
player, 21 posts
Tharillian
Ex-Scout
Wed 2 Jan 2019
at 20:51
  • msg #755

Re: Rockport

Samantha Kilgore:
Happy New Year guys!


Same to you!
Vonon Ronkunu
player, 414 posts
Vargr and Spacer
ex-Patrol Commander
Sun 6 Jan 2019
at 16:06
  • msg #756

Re: Rockport

In reply to Samantha Kilgore (msg # 754):

     Sam, about Cassandra's Belt--I used the Traveller Map, at TravellerMap.com, and the Traveller Wiki that The Map links to when I was creating Vonon.  I've double checked and nothing significant appears to have changed in the data from either source--although the Wiki does have a caveat that the file is a work in progress, as they are updating the Wiki for the latest version of Traveller.

     So, there ya go.
Walter Zeller
player, 490 posts
Merchant/Noble
Sun 6 Jan 2019
at 18:56
  • msg #757

Re: Rockport

Not sure how accurate the nobles listed in the Wiki is compared to this campaign.

"The Imperial nobility includes four Knights, one Baronet, no Barons, no Marquises, one Viscount, one Count, and no Dukes" With that in mind, the ship was carrying 2 of the 7 nobles in the subsector (out of 6 billion sophonts).

(I used it to have Walter start off at Outpost)
Kheaiftouaw
player, 601 posts
Aslan outcast
Wed 16 Jan 2019
at 23:24
  • msg #758

Re: Rockport

Just for clarification
As I understood it the dinner will be just before we leave the station after the ship is refit (if we do it here) and not now, or?
Vonon Ronkunu
player, 420 posts
Vargr and Spacer
ex-Patrol Commander
Thu 17 Jan 2019
at 04:24
  • msg #759

Re: Rockport

In reply to Kheaiftouaw (msg # 758):

That's what I understood, as well.
Walter Zeller
player, 493 posts
Merchant/Noble
Thu 17 Jan 2019
at 18:34
  • msg #760

Re: Rockport

Correct, when we get ready to leave.
Evelyn Darque
player, 34 posts
Sun 20 Jan 2019
at 06:00
  • msg #761

Re: Rockport

I'm not dead in case anyone assumed I crawled into the ships guts and died
This message was last edited by the player at 02:00, Sun 03 Feb 2019.
Vonon Ronkunu
player, 424 posts
Vargr and Spacer
ex-Patrol Commander
Sun 20 Jan 2019
at 06:38
  • msg #762

Re: Rockport

In reply to Evelyn Darque (msg # 761):

Actually, I had assumed that ... but if you now say you are not dead, then ... OMG!!  You must be UN-Dead!!!  Run!  Everybody run!

^_^
Evelyn Darque
player, 35 posts
Sun 20 Jan 2019
at 06:47
  • msg #763

Re: Rockport


Kheaiftouaw
player, 602 posts
Aslan outcast
Wed 23 Jan 2019
at 18:58
  • msg #764

Re: Rockport

Sorry for being even less active than normal. I am dealing with some family heath drama which saps all motivation for posting.

Just continue and assume that Khea is still on her way back from the station to the bar.
Inderpal Kumar
player, 26 posts
Tharillian
Ex-Scout
Thu 24 Jan 2019
at 16:37
  • msg #765

Re: Rockport

Checking in.
StarMaster
GM, 901 posts
Sat 2 Feb 2019
at 18:56
  • msg #766

Re: Rockport

No problem, Khea. RL has a way of sucking the gaming life out of you, even when you least expect it.
Vonon Ronkunu
player, 428 posts
Vargr and Spacer
ex-Patrol Commander
Sun 3 Feb 2019
at 03:36
  • msg #767

Re: Rockport

In reply to StarMaster (msg # 766):

Okay, just pulled my head out of my butt--so this is what fresh air smells like!--and managed to stay focused long enough to take a little look around this Board to see What's New.

Or at least what's ben happening behind the scenes while I wasn't paying attention...

Re: UPPs -- First, my 2-centicred opinion on the Format--Of the many ways you presented the character data, StarMaster, I think my preference is for the format you used on Kaengarr:
     Name of Skill     Level     (Specific Skill/Specialty)
Put that in boxes, or not, either way looks good to me.

Next, you use 5 notations, but I can only find where you explain what 2 of them are, so I ask:
        * = Background Skill
        + = Expert Program assist available
       ** = ?
        ^ = ?
   (soft) = ?
What do they meeeeeeeeeeeeeeeeeeeeeeeaaaaan?


Re: Swimming. I completely agree with this.  The only existing skill in the system that it would make any sense for Swimming to be part of would be Athletics, but I seem to recall there was something in the Skill Description for Athletics that implied (sorta) that Swimming was not part of this catch-all Skill.

     I do have one Swimming Specialty to suggest, though--Very Deep Diving using an Atmospheric Diving Suit (ADS).  Umbilical Diving suits are fine--they've been around since John Lethbridge constructed a "diving suit"--a wooden barrel about 6 feet (1.8 m) in length with two holes for the diver's arms sealed with leather cuffs, and a 4-inch (100 mm) viewport of thick glass.  It was reportedly used to dive as deep as 60 feet (18 m), and was used to salvage substantial quantities of silver from the wreck of the East Indiaman Vansittart, which sank in 1719 off the Cape Verde islands.

     But Umbilical suits have depth limits, and movement is difficult because of the umbilical hoses and cords.  An atmospheric diving suit (ADS) is a small one-person articulated anthropomorphic submersible which resembles a suit of armour, with elaborate pressure joints to allow articulation while maintaining an internal pressure of one atmosphere.  The ADS can be used for very deep dives of up to 2,300 feet (700 m) for many hours, and eliminates the majority of physiological dangers associated with deep diving; the occupant need not decompress, there is no need for special gas mixtures, and there is no danger of decompression sickness or nitrogen narcosis.  Divers do not even need to be skilled swimmers.

     Marc Miller, et al., were probably thinking of these "hardsuits" when they tossed out the rule that let's adventurers use their Spacesuits as "diving suits" and their Zero-G Skill (EVA skill?) to operate the suit in the underwater environ.

      ADS' are not on the end of an umbilical, "modern" ADS' even have thrusters and buoyancy tanks for independent underwater movement.  They are similar to Umbilical Diving Suits, but also very different.
StarMaster
GM, 903 posts
Wed 6 Feb 2019
at 08:55
  • msg #768

Re: Rockport

Fixed. Except (soft). Have no idea what that indicates. Have to ask Serge, as that's only on his character.
Samantha Kilgore
player, 463 posts
Pilot and Security expert
With more hidden talents
Wed 6 Feb 2019
at 10:27
  • msg #769

Re: Rockport

In reply to StarMaster (msg # 768):

Soft = Software?? Does that make sense?
Sharik Kaagira
player, 342 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Wed 6 Feb 2019
at 17:33
  • msg #770

Re: Rockport

StarMaster:
STATUS UPDATE

...Inderpal and Sharik: in a bar catching (up) on things ...

Hey, Indy and I aren’t in a bar catching up (and getting drunk). We are in a posh restaurant, catching up.  And getting drunk.  I’ll try to get an IC post up later today (but, I’ll freely admit that it is likely to be a number of hours away, at this point).

And I agree with Sam, (soft) is likely a designation for ‘software’ (which is the same as the ‘+’ that others, like Darrel, were using).  For Sharik, I know that I used ‘*’ for her background skills, ‘^’ for her connection skills, and ‘**’ for her package skills.  I didn’t mark her Expert program/software enhanced skills (though she does have those, as well).  (EDIT:  I just noticed that Starmaster has updated the UPP symbol key/legend - I will submit an updated skill list with the proper designations.  And any new skills that might have been acquired).
This message was last edited by the player at 17:37, Wed 06 Feb 2019.
StarMaster
GM, 905 posts
Wed 6 Feb 2019
at 19:55
  • msg #771

MAINTENANCE

Sam was right. I checked Serge's character sheet and that's what it was: Soft meant software. It just didn't occur to me until she said it.
Inderpal Kumar
player, 29 posts
Tharillian
Ex-Scout
Thu 7 Feb 2019
at 22:39
  • msg #772

Re: Rockport

Sharik Kaagira:
StarMaster:
STATUS UPDATE

...Inderpal and Sharik: in a bar catching (up) on things ...

Hey, Indy and I aren’t in a bar catching up (and getting drunk). We are in a posh restaurant, catching up.  And getting drunk.  I’ll try to get an IC post up later today (but, I’ll freely admit that it is likely to be a number of hours away, at this point).

And I agree with Sam, (soft) is likely a designation for ‘software’ (which is the same as the ‘+’ that others, like Darrel, were using).  For Sharik, I know that I used ‘*’ for her background skills, ‘^’ for her connection skills, and ‘**’ for her package skills.  I didn’t mark her Expert program/software enhanced skills (though she does have those, as well).  (EDIT:  I just noticed that Starmaster has updated the UPP symbol key/legend - I will submit an updated skill list with the proper designations.  And any new skills that might have been acquired).

How drunk do you want to get?
Sharik Kaagira
player, 345 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 7 Feb 2019
at 22:45
  • msg #773

Re: Rockport

Inderpal Kumar:
How drunk do you want to get?

Only a little tipsy; 'twould be unseemly, otherwise.  Besides, we need to go shopping afterwards.  How much gear do you have (and is it at the TAS hostel?)?

EDIT:  Besides if figure with our Carouse scores that we should be fairly adept at gauging our alcohol intake - even if our endurance stats aren’t stellar.
This message was last edited by the player at 01:08, Fri 08 Feb 2019.
Vonon Ronkunu
player, 429 posts
Vargr and Spacer
ex-Patrol Commander
Fri 8 Feb 2019
at 07:27
  • msg #774

Re: Rockport

In reply to Sharik Kaagira (msg # 773):

OOC: Just got stalled, again.  Will put up next post for Vonon, probably Friday Night. Sorry.
Serge Baklanov
player, 62 posts
Marine/Scout
Fri 8 Feb 2019
at 23:13
  • msg #775

Re: MAINTENANCE

StarMaster:
Sam was right. I checked Serge's character sheet and that's what it was: Soft meant software. It just didn't occur to me until she said it.

Sorry I was elsewhere.
Yep you deciphered it right.
Fun fact: in Russian neologism and loan word "soft" is often used as a short form for "software", since "software" properly translated into Russian would have 10 syllables. I assumed that the same short form would be in English too but it seems I was wrong.
Vonon Ronkunu
player, 430 posts
Vargr and Spacer
ex-Patrol Commander
Sat 9 Feb 2019
at 03:06
  • msg #776

Re: English be hard for me thinky-thing!

In reply to Serge Baklanov (msg # 775):

Nah, Serge, in English we expanded what you mean with the Russian word "software" out into two 2-word phrases (which both mean, basically, the same thing), then we shortened the phrases:

First we called it "Software Programs" (these were, initially, almost exclusively used for true computers), this then got shortened to just "Programs" (an attempt at further shortening to "Progs" never really caught on).

Then, most recently, with software starting to show up in multi-venue versions, i.e. the same software being usable in a Computer OR on a Tablet OR with a SmartPhone OR some other device (each of which uses similar, but still different operating systems) we started calling it "Software Applications" which has been shortened to "Apps".

"Casual" English speech is real big on using Adjectives or Adverbs as familiar or diminutive descriptors (that would be "nicknames" for you Victims of the American Educational System--like me ^_^).

And to make matters worse, if we want to sound like we're more educated than we really are with our English, we toss in Latin words, just to sound smarmy.  For example, instead of saying "Casual English" speech, I could have said "English Vernacular" speech.  Oooo--don't I sound super-smart? ^_^
StarMaster
GM, 906 posts
Sun 10 Feb 2019
at 17:18
  • msg #777

Re: English be hard for me thinky-thing!

And 'soft' for us generally means clouds, cotton candy, cotton, marshmallows, mattresses, tissues and toilet paper. And if you are into martial arts, it also refers to a style of martial arts that deals mostly with throws (such as Judo/Jujitsu).
Inderpal Kumar
player, 31 posts
Tharillian
Ex-Scout
Wed 13 Feb 2019
at 19:06
  • msg #778

Re: English be hard for me thinky-thing!

Checking in.
Vonon Ronkunu
player, 433 posts
Vargr and Spacer
ex-Patrol Commander
Sun 24 Feb 2019
at 03:03
  • msg #779

Re: English be hard for me thinky-thing!

In reply to Inderpal Kumar (msg # 778):

I must apologize--AGAIN!!!--for suddenly disappearing.  I'm currently quite involved in a personal project where I'm spending considerable time performing a close-up visual exam of my colon...






...That's right, I've had my head up my ass for a few weeks.  Lemme clean up and I'll try to get back into the swing of things...again.
Samantha Kilgore
player, 466 posts
Pilot and Security expert
With more hidden talents
Sun 24 Feb 2019
at 14:07
  • msg #780

Re: English be hard for me thinky-thing!

Got family visiting this next week, so will be intermittant on here
Inderpal Kumar
player, 33 posts
Tharillian
Ex-Scout
Sat 9 Mar 2019
at 11:24
  • msg #781

Re: English be hard for me thinky-thing!

Checking in.
Evelyn Darque
player, 36 posts
Sun 10 Mar 2019
at 04:29
  • msg #782

Re: English be hard for me thinky-thing!

I'm alive
Kheaiftouaw
player, 603 posts
Aslan outcast
Tue 12 Mar 2019
at 20:53
  • msg #783

Re: English be hard for me thinky-thing!

Sorry for disappearing for so long. I have an relative going in and out of hospital on a monthly basis which saps most of my energy.

If you still want me I will read up on what I missed and join at the dinner.
Walter Zeller
player, 498 posts
Merchant/Noble
Wed 13 Mar 2019
at 00:29
  • msg #784

Re: English be hard for me thinky-thing!

You are more than welcome to get caught up when you can. Some times you need to have some personal time to recharge in order to keep on going.
Inderpal Kumar
player, 35 posts
Tharillian
Ex-Scout
Wed 13 Mar 2019
at 11:48
  • msg #785

Re: English be hard for me thinky-thing!

Are any of your crew the sort of people who would kiss a woman's hand on meeting her.
Walter Zeller
player, 501 posts
Merchant/Noble
Fri 15 Mar 2019
at 11:34
  • msg #786

Re: English be hard for me thinky-thing!

FYI, to get an idea as to the scope of the dinner, Sir Walter paid 10,000 cr. a head for it, out of his own pocket.
Inderpal Kumar
player, 36 posts
Tharillian
Ex-Scout
Fri 15 Mar 2019
at 11:41
  • msg #787

Re: English be hard for me thinky-thing!

Walter Zeller:
FYI, to get an idea as to the scope of the dinner, Sir Walter paid 10,000 cr. a head for it, out of his own pocket.


I hope we don't get food poisoning then.
Samantha Kilgore
player, 470 posts
Pilot and Security expert
With more hidden talents
Fri 15 Mar 2019
at 15:20
  • msg #788

Re: English be hard for me thinky-thing!


I am away most of next week on a couple of things, so not sure how much I'll be able to post
Sharik Kaagira
player, 349 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 15 Mar 2019
at 17:29
  • msg #789

Re: English be hard for me thinky-thing!

Serge Baklanov:
(OOC: if there is a place on the bridge for the second pilot, of course. Also there is a missing skill in the UPP thread – Serge does have a Pilot skill at 0).

Well, the game map (which contains the Longshot schematic, Link back to this game ) shows five seats in the bridge.  Presumably, Vonon is in the Captain's chair (1), with Sam in the Pilot's Seat (3), Sharik in the astrogator's chair (2).  I think that Indy just got assigned to Comms (5), but seat (4) is still open, since Shar is doubling on Sensors.

And as a side note, Sharik also has Pilot/0, but if you are bucking for the co-pilot's title, go for it!

BTW, in looking at the Longshot schematics, where are the engineering crew supposed to sit?  No chairs are shown anywhere in the engine bay.
Walter Zeller
player, 503 posts
Merchant/Noble
Fri 15 Mar 2019
at 17:48
  • msg #790

Re: English be hard for me thinky-thing!

Plus the two chairs in the auxiliary bridge. With most (or all) of us Pilots, flying it is not an issue.
Walter Zeller
player, 504 posts
Merchant/Noble
Fri 15 Mar 2019
at 19:49
  • msg #791

Re: English be hard for me thinky-thing!

Correction, 1,000 cr. a head. Just reread my initial post.
Vonon Ronkunu
player, 435 posts
Vargr and Spacer
ex-Patrol Commander
Sat 16 Mar 2019
at 02:44
  • msg #792

Re: English be hard for me thinky-thing!

In reply to Walter Zeller (msg # 791):

Previously, on the Bridge, Vonon had configured the forwardmost, starboard-side (right) seat as a combination Ship Security & Combat Coordination Station.  Combat related sensor data was fed to that station where Vonon used it with his Tactics Skill, then fed targeting data to the turrets, where the Gunners (Pablo and Kaengarr) could use that data with their Gunnery Skill.

As a Security Station, he had access all, if any, internal sensors, internal access lockdowns & over-rides, and alarms for any sensitive systems we might want alarms on--like the Secure Cargo Hold and all the Airlocks.

As "Captain" (i.e., Chief Operations Officer to Walters Chief Executive Officer, to put it in corporate terms), Vonon will probably continue to perform those duties, as well as "Captaining", so those functions will get transferred to the Captains station.

So, there is an open station on the Bridge, at the moment.

Now, while in Star Trek we would occasionally see Mr. Scott sitting at an "Engineering Station" up on the Bridge, I think that Marc Miller, et al, were probably going with the more modern nautical model, where the Chief Engineer stayed down by their engines.  Maybe not in the engine room, maybe occupying an office nearby with all kinds of repeater monitors and such, but still only a few seconds run to get to the engines.
     I think I've suggested this before, but I suggest we turn the old piloting station for the Jump Pod into, as Walter has already called it, an Auxiliary Bridge, but that we make that a secondary function for the space.  That we turn the primary use of the space into being Main Engineering Control--it would a place were all engineering functions could be monitored, as well as serving as the Chief Engineer's Office/Personal Realm.

But I don't want to put any restrictions on Khea, here.  Khea, if you want to sit up on the Bridge, just say so--you get first dibs on that open chair if you want it.

My personal preference is for the Bridge set up to be a Pilot & Helmsman set-up (yeah, just like Star Trek).  Both personnel would be qualified as Pilots, and both would be qualified as Astrogators.  But the one with the better Pilot Skill would be The Pilot and the better Astrogator would be The Helm.

As it is, with Sharik as our Helmswoman/Astrogator, this works out perfectly because she crosses over to Sensor Op with an OK skill level, and an Astrogator needs to scan the stars to calculate locations and courses, detect obstacles along the course, etc.
     A Pilot needs to cross over into Sensor Op, too, but for the Pilot it's closer to home--detecting that tiny bit of space junk floating near the ship, which way is clear to dodge with the ship, how close is the airlock?

Serge, let me explain why I had Vonon suggest what he did for you...

Sam is the best Spacecraft/Starship Pilot of all of us, with a Skill Level of 2.
At least half of the rest of us have Spacecraft/Starship Pilot at a Skill Level of 1
A couple have it at Skill Level 0 or not at all.

A little less than half of the group have Ship's Boat/Smallcraft Pilot at Skill Level 1
A couple have it at Skill Level 0 or not at all.

Now, when I was thinking about who could do what, I did look to the UPP files that StarMaster has put up.  According to that file, you do not have Pilot Skill.  You have said this is a mistake--and I'm with ya, Buddy--but if we're roleplaying that those UPP files are representative of our In Character "resumes", then "officially" you don't Pilot...or maybe you do have the Skill, but that UPP is representing that you don't have a Pilot's Licence!  I mean, you did "smack your scoutship into an Alien Vessel".  Right?  Actually, did you ever find out what the Scout Service's final determination about that was?  Hmmm?

^_^

Just messing with your head, Serge.  Keep yelling at StarMaster until that gets resolved.  But until it IS resolved, our insurance coverage won't allow you behind the controls of a ship.  I'd have put you on Comms, but Inderpal--may I call you Indy?  And will you throw me the wip?--anyway, Inderpal has Comms at Skill Level 2 versus your Skill Level 1.  If you don't want to be Ship Security/Gunner, we could play off your Engineering (Electronics) skill and make you Khea's Assistant Engineer.
Now, if/when you get that Pilot Skill thing worked out, I'm thinking that you and Pablo--if you go the Security/Gunner route, might be listed as Auxilliary Pilots (Boat Pilots?), and you would fly the Ship's Boat when Sam can't.

Hey!  Hey, you!  Yeah, you, Mr. Navy Guy!  The new player we don't know squat about!  Yeah, I see you over there, hunched over your character datasheet!  You should get involved in this discussion, too.  What do want to do, on this crew?  What do you think you can do?  What can you actually do?

Oh, and remember, we have an Aslan on this crew, so pick your political alliances very carefully--or I'll let her use you as a scratching post ^_^  Also remember that I'm Vargr--I'm good at burying the bones ^o^

Alright, this is frikkin long enough, sorry guys.
Evelyn Darque
player, 37 posts
Sat 16 Mar 2019
at 03:30
  • msg #793

Re: English be hard for me thinky-thing!

So what's our company/corporation/etc?
Vonon Ronkunu
player, 436 posts
Vargr and Spacer
ex-Patrol Commander
Sat 16 Mar 2019
at 04:10
  • msg #794

Re: English be hard for me thinky-thing!

In reply to Evelyn Darque (msg # 793):

Longshot Enterprises, LIC (Limited Imperial Charter)
Our Motto:
Interstellar Transport
and
Creative Solutions to Unique Problems
"We Also Walk Dogs"



Get it?  Anybody get it?
Vonon Ronkunu
player, 437 posts
Vargr and Spacer
ex-Patrol Commander
Sat 16 Mar 2019
at 07:28
  • msg #795

Re: Thanks Indy!

In reply to Vonon Ronkunu (msg # 794):

Inderpal Kumar:
"A great pleasure to meet all of you. I must say that those are most excellent jumpsuits," she began, "A smart crew is a well performing crew."


     Do you mean those adorable electric lime-green, one-piece micro-fiber, ship's jumpsuits with the gold embroidered atom-and-rocket ship logo on the left shoulder and a gold embroidered name tape over the right chest pocket, accessorized with the smart-looking white synthetic leather toolbelt at the waist?


   These delicious old things?  Vonon had three dozen of these made up, in various sizes, back at Planet Grendal, when we got the Longshot.

   As you say, a Crew must look sharp, and needs spiffy uniforms to do so!





bwa-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha!
Walter Zeller
player, 505 posts
Merchant/Noble
Sat 16 Mar 2019
at 11:33
  • msg #796

Re: Thanks Indy!

Where as Sir Walter has a pair of dirty overalls for working down in Engineering and his locker is full of three piece suits and tuxedos.
Vonon Ronkunu
player, 438 posts
Vargr and Spacer
ex-Patrol Commander
Sat 16 Mar 2019
at 11:37
  • msg #797

Re: Thanks Indy!

In reply to Walter Zeller (msg # 796):

Oh, they're not all for Vonon--although he's the only one ever seen wearing one.  No, Vonon has them stuffed in emergency supply lockers all over the ship.  And he gave everyone at least 2 pair in their size.
Serge Baklanov
player, 67 posts
Marine/Scout
Sat 16 Mar 2019
at 13:31
  • msg #798

Re: English be hard for me thinky-thing!

Vonon Ronkunu:
Keep yelling at StarMaster until that gets resolved.  But until it IS resolved, our insurance coverage won't allow you behind the controls of a ship.


Okay, it is resolved now.

Vonon Ronkunu:
At least half of the rest of us have Spacecraft/Starship Pilot at a Skill Level of 1


Also I guess you have to take into consideration INT/DEX bonus. Anyway, if there is someone with better Pilot skill who wants to be a second pilot, Serge will resign the request. But until then, Serge still is keeping his request.
This message was last edited by the player at 13:47, Sat 16 Mar 2019.
Inderpal Kumar
player, 38 posts
Tharillian
Ex-Scout
Sat 16 Mar 2019
at 19:41
  • msg #799

Re: English be hard for me thinky-thing!

You may call her Indy, but she does the whipping round here. ;-)
Evelyn Darque
player, 38 posts
Sat 16 Mar 2019
at 22:50
  • msg #800

Re: English be hard for me thinky-thing!

I'm investing entirely in the company because my apartment is now a sunken wreck somewhere and the ship is my home now.
Vonon Ronkunu
player, 439 posts
Vargr and Spacer
ex-Patrol Commander
Sun 17 Mar 2019
at 02:23
  • msg #801

Re: English be hard for me thinky-thing!

In reply to Serge Baklanov (msg # 798):

     Okay Serge, I can work with that--but first, a moment of "serious matters"...

     Serge, I understand and appreciate that English may not be your first language, and I really am cool with that and make allowances.  I mean, I'm an Old Fart (Old Man), and I've been twisting the English language to my nefarious needs for more decades than you've been planetside.

     However, what I am about to say is both meant to be funny (in my warped sense of humor way) but also sorta-serious.  Okay, I'm about to make a statement--remember I'm trying to be funny and half-serious--here goes...

     Serge, to be honest, despite all the ha-ha, clever lingo, I am a low-down, stubborn bastard.  And I am about to prove it to you and everyone else.


     Okay, with Serge's Pilot Skill of 0 he now ranks with the rest of us as a qualified Pilot.  He has requested the position of 2nd Pilot on the Longshot.  With the reorganization going on with the Crew at Cassandra's Belt, Serge is now accepted as a member of the Piloting Division of the crew.  Serge can put "Pilot" on his business cards ^_^

     However, much like Sharik and Vonon and Pablo and anyone else I've forgotten, Serge will have to "wear multiple hats" as a member of this Crew--that means Serge will have to hold down a couple of other shipboard jobs, as well as Pilot.

     Now, Serge, you mentioned that, with an Attribute Bonus, you would still be making pretty good Piloting rolls--and that may be true.  But VONON (the Character, not ME, the Player) is looking at SERGE's (again, the Character, not YOU, the Player) "resume", and, for purposes of "roleplaying" I (the Player) am assuming that your Skill Level (without Attribute modification) is what is quantifiable by testing--that is, the Skill Level represents your TRAINING, which there is a record of/for.  The Attribute Bonus represents your Natural Talent with the Skill, which may or not be counted upon.

     So, as Vonon has mentioned, after looking at Serge's skillset, as presented in the UPPs Thread (and assuming that the data found there is accurate), Serge's skill strengths are combat and infiltration oriented--that's not saying you can't do many other things, but look at the three skills you have at Level 2: Slug Rifle, Turret Gunner, and Stealth.  And those are great skills for a Scout, that's why Vonon wants Serge to be both a Gunner and Ship Security (although we're gonna have to get you some hand-to-hand combat skill, maybe learn how to use a stun baton...I think we have a few of those laying around).

     Okay, so, this is how it's gonna be.  Taking into account both Serge's Skillset and that despite being a well behaved Human, he's also a "New Guy" on the Crew, these are the Ship Positions Serge will be holding down, in order of precedence:

     1. Ship Security Officer
     2. Apprentice Pilot (Watch Stander)
     3. Turret Gunner (Dorsal)

     The Ship's Security Team (ha-ha-ha-ha) is Vonon, Pablo, then you (the New Guy...here's your Red Shirt ^_^).

     The Ship's Piloting Team is Sam as Senior Pilot (unless you want to call yourself something else, Sam?  Except "Greatest Pilot in The Galaxy"--that's Vonon's title), then anyone else, then you.  That's not as harsh as it seems, Serge--as I've pointed out, I'm only going by unmodified Skill Level, and yours is Level 0, most everybody else is Level 1.
     Which doesn't really matter much, because, unless she's unavailable, Sam will always be in the Pilot's Seat for all Take-Offs and Landing or other tricky Flight Operations, all the rest of us will only sit the Pilot's Seat as Watch Standers during interstellar trips--and if an emergency comes up, Sam takes over when she gets to the Bridge.  See, no big deal.  When you get to Pilot Skill Level 1, your title will change to "Backup Pilot" or maybe "3rd Pilot" or "Junior Pilot", since Sam is "Senior Pilot".

The Ship's Tactical (Gunnery) Team is Vonon as Tactical Officer, then Pablo as First Gunner (Ventral Turret), then you as Second Gunner (Dorsal Turret).  At one time, in the distant past, this ship had a Third Gunner (Missiles), but the missile launchers were removed.  We think.  Maybe.  There's still parts of this ship we don't understand, yet.

Now, after all this blabbering, what does it all mean?  Well, it's all just a long-winded means of distracting you from the fact that I/Vonon am saying No to your request to be 2nd Pilot.  This is what you get.  Apprentice.
Serge Baklanov
player, 68 posts
Marine/Scout
Sun 17 Mar 2019
at 12:33
  • msg #802

Re: English be hard for me thinky-thing!

In reply to Vonon Ronkunu (msg # 801):

Okay, I'll take it, thanks :)
As a Captain you really don't have to explain that long, but I appreciate your prudent argumentation ;)
This message was last edited by the player at 12:34, Sun 17 Mar 2019.
Sharik Kaagira
player, 350 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sun 17 Mar 2019
at 17:44
  • msg #803

Re: English be hard for me thinky-thing!

Heh.  Vo, if this is any indication of your captaining tactics, we are sure to win every space battle!

  http://www.giantitp.com/comics/oots0010.html

Without firing a shot!  Well, besides the coup d’grace.  ;D
Kheaiftouaw
player, 604 posts
Aslan outcast
Sun 17 Mar 2019
at 23:27
  • msg #804

Re: English be hard for me thinky-thing!

I certainly won't say no to a private office.
But the uniform needs more colors.

And sorry for disappearing again. I swear the doctor will give me a heart attack. One day it sounds extremely serious while on the next day its not that urgent...
This message was last edited by the player at 23:35, Sun 17 Mar 2019.
Vonon Ronkunu
player, 440 posts
Vargr and Spacer
ex-Patrol Commander
Mon 18 Mar 2019
at 03:14
  • msg #805

Re: English be hard for me thinky-thing!

     Hey, Serge, I always try to be fair and explain myself, when I find my characters in positions of "authority"--since this is a game, it's more important that we all have fun, rather than be super-accurate about "doing our jobs".  But I do also like a dash of realism here and there--thus my obsessing over Titles and Ranks.  ^_^
     And, as I have often said about myself, I'm the kind of screwball who goes out of his way and uses 100 words to say something that could be said with 10 words  ^_^


     Oh, ha-ha, Sharik!  Go ahead, make fun!  But Verbal Diarrhea is a real (made-up) Psychological Condition that affects 3 out of every 2 over-edumacated garbanzos like me every millennium.  Specialists are working hard to ignore this embarrassing hypochondriac disease as we speak, so please be generous with your donations.  Just rMail me, and I'll send you free instruction on how to send your non-charitable donation to the Stop Talkin Shit Foundation accounts, located in the Cayman islands...


Wait--why do I suddenly hear Elmer Fudd singing Fire, by the Pointer Sisters in my head?


Kheaiftouaw:
I certainly won't say no to a private office.

     Yeah, if you look at the map of the ship, I'm talking about Room 22.  It's the old Bridge for the Jump Pod, before the pod was permanently attached to the old SDB (at least, I think it's been made permanent).  Right now it's still configured as a Starship Bridge, and is designated as the Auxilliary Bridge.
     But my thinking is, we close off the hallway with a door hatch, set up the inboard space with a work terminal and designate that as your Office/Workspace, maybe add a few more engineering-relevant monitors--maybe even cover the whole aft wall with system monitors--and there ya go.  You can close up the office for privacy/emergencies, you have your own exit hatch for when we're groundside--heck, we could even establish a permanent vid-link between your office and the Bridge, so Khea can participate, real-time, in the goings on up on the Bridge with everyone else; she doesn't have to be isolated down on the lower deck.
     Or....cooler idea...we relocate the piloting & helm stations and all that avionics to the inboard corner, and then we set up Khea's office in the cupola with the cool starview dome over her head.  Eh?  Eh?

Kheaiftouaw:
But the uniform needs more colors.

     What, Electric Lime-Green isn't somber enough for you?  Perhaps you would prefer Fluorescent Chardonnay?
     Actually, I try as hard as I might, I just couldn't get the bright green color that I imagined these jumpsuits being the way I wanted it.  Close, though.
Samantha Kilgore
player, 471 posts
Pilot and Security expert
With more hidden talents
Mon 18 Mar 2019
at 08:29
  • msg #806

Re: English be hard for me thinky-thing!

Bearing in mind theres a lot we don't know about this ship, maybe massive re-configuring should wait. Happy to let the engineer have a place to brew coffee and hide though...
Kheaiftouaw
player, 606 posts
Aslan outcast
Mon 18 Mar 2019
at 20:58
  • msg #807

Re: English be hard for me thinky-thing!

Oh no. I want as much metal between me and space.
On the other hand, if something explodes it will be down there, so being far away also has its charm.

And Lime-Green is fine, I just think in addition there could also be some bright yellow and dark red.

Strangely, so far everyone voted for option D: Give all money to Kheaiftouaw who distributes it as she sees fit.
This message was last edited by the player at 21:25, Mon 18 Mar 2019.
Vonon Ronkunu
player, 442 posts
Vargr and Spacer
ex-Patrol Commander
Tue 19 Mar 2019
at 01:35
  • msg #808

Re: English be hard for me thinky-thing!

Kheaiftouaw:
Oh no. I want as much metal between me and space.
On the other hand, if something explodes it will be down there, so being far away also has its charm.


Well...we could put pressure hatches at both ends of the companionway that leads to area 22.  Or even install Blast Doors.

What makes you so sure that that clear viewing dome isn't metal?

https://en.wikipedia.org/wiki/Aluminium_oxynitride
Vonon Ronkunu
player, 445 posts
Vargr and Spacer
ex-Patrol Commander
Sun 24 Mar 2019
at 02:41
  • msg #809

Re: English be hard for me thinky-thing!

In reply to Vonon Ronkunu (msg # 808):

Okay, no screwing around, no funny ha-ha, completely serious.

     For, like, what--the fifth or sixth time?--I am again apologizing for both my recent infrequency of posting, as well as my frequent confusion.  Walter just pointed out to me that in my last post in "Destination: Cassandra's Belt" I kept referencing (in non-dialogue, descriptive text) all of us as being on the Bridge of the Longshot.  And I was completely and totally convinced that that was where this discussion was taking place.
     I think I had somehow mixed up our OOC discussion about what stations were on the Bridge with this IC discussion about corporate funding, and I think that that's how Vonon got on the Bridge.
     However, I just re-read that post for Vonon, and Vonon never actually verbally says anything to indicate he thinks he's on the ship, so...in reference to that post, just read Vonon's dialogue and only who he is talking to, and ignore any references outside the dialogue to being on the ship.
     Even here, in the private dining room, it's valid for Vonon to stand up and say "My brain's fuzzy, I need a cup of Kaff.", and then, just as he did, Walter is simply pointing out "There's an urn of it, over on the sideboard."
So just...forget I/Vonon thought he was on the ship.


     Next, in continuing with this "I'm not just making a joke" theme (and if you haven't figured out by now that about 90% of anything I write down is intended to be the hopefully-humorous raving of a comedian wannabe--then what the hell have yo been reading for all these years?)

     The last few months, my Doctor and I have been switching around some of my meds, and in these efforts to find a better balance of medications, I've gone through a few chemical imbalances.  This was further complicated by the fact that against my Doctor's instructions, I've been self-medicating by taking twice the dose of Happy Pills than the Doc prescribed.  Turns out the stuff I'm taking is what they call "toxic", and the body can only take so much before side effects set in.

     Yeah, I was taking twice the maximum allowed dosage.  Oh, sure, I wasn't "feeling" my depression--I was feeling pretty good, in fact--but at those dosages, the stuff was actually amplifying the symptoms of my depression.  I was seriously over-sleeping and even when awake, just could not find either the focus or the drive to get involved in things like my on-line RPGing.  But I "felt" Happy ^_^

     So anyways, I've been detoxing, I'm not taking as much of Happy Pill #1, and the Doc has added a non-toxic Happy Pill #2 supplement to the mix, which shouldn't mess with my focus or crush my drive to pursue my interests.  So I should getting back into the swing of things, pretty soon.

     But I'm still a Bad Dog....
StarMaster
GM, 910 posts
Sun 24 Mar 2019
at 02:52
  • msg #810

Re: English be hard for me thinky-thing!

Somebody give him a Snickers...
Vonon Ronkunu
player, 447 posts
Vargr and Spacer
ex-Patrol Commander
Sun 24 Mar 2019
at 04:20
  • msg #811

Re: English be hard for me thinky-thing!

In reply to StarMaster (msg # 810):

Yeah, I'm just not my usual sociopathic self when I'm hungry ^_^
Horatio Aubrey
player, 2 posts
Thu 28 Mar 2019
at 20:37
  • msg #812

Looking for connections.

Looking for connections for my character.  1 term in Military academy and 5 terms in the Navy.  I have 2 open slots for Allies gained in the academy.
Sharik Kaagira
player, 352 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 28 Mar 2019
at 20:55
  • msg #813

Looking for connections.

Welcome aboard, Horatio.  Looking forward to RPing with you!

Sharik was in the Imperial Navy, 5 terms ago (drafted, worked on the bridge as a junior astrogator, travelled a fair bit (mostly around Cassandra's Belt), connected with Vonon that term).  If you are interested in linking up then (or any other term, really), let me know.
Vonon Ronkunu
player, 449 posts
Vargr and Spacer
ex-Patrol Commander
Fri 29 Mar 2019
at 09:53
  • msg #814

Looking for connections.

In reply to Horatio Aubrey (msg # 812):

Hmmm...well, if your Connections need to be restricted to your time at a Military Academy--uh, is that an Imperial Military Academy, or someone else's?

Any way, if your Connections have to come from your time at The Academy, then that leaves Vonon out.
Inderpal Kumar
player, 43 posts
Tharillian
Ex-Scout
Fri 29 Mar 2019
at 22:15
  • msg #815

The fracas

Do we hear the man being knocked to the ground?
Horatio Aubrey
player, 3 posts
Fri 29 Mar 2019
at 23:33
  • msg #816

Re: Looking for connections.

Vonon Ronkunu:
In reply to Horatio Aubrey (msg # 812):

Hmmm...well, if your Connections need to be restricted to your time at a Military Academy--uh, is that an Imperial Military Academy, or someone else's?

Any way, if your Connections have to come from your time at The Academy, then that leaves Vonon out.


I just have 2 more allies from an event that happen while I was at the academy.  All contacts do not have to be from the academy.   Other than that, 5 terms in the Navy.
StarMaster
GM, 913 posts
Sat 30 Mar 2019
at 04:38
  • msg #817

Re: Looking for connections.

Inderpal... as Vonon walks out, anyone in the room can see him go, so whether you see or hear him run into the other person is up to you.
Montgomery Ashburn
player, 1 post
Mon 1 Apr 2019
at 00:20
  • msg #818

Re: Looking for connections.

Hello!

In the final stages of creating a new character to join in with you!

I'm working on a trained Psion of a more mercenary or clandestine bent.  Still working on the exact details of where he received his training but I'm aiming for a psionic group/agency that is just as shady and non-Imperial that operates out in the uncontrolled space between the big polities like Reavers Deep.

If anyone is interested in a character tie-in I'm eager to get some deeper connections into the game.
Vonon Ronkunu
player, 452 posts
Vargr and Spacer
ex-Patrol Commander
Mon 1 Apr 2019
at 02:18
  • msg #819

Re: Looking for connections.

In reply to Montgomery Ashburn (msg # 818):

Welcome Monty--may I call you Monty?  I don't care, I'm calling you Monty ^_^
Welcome, and prepare to experience the overly-wordy dullness that is a Post from me ^_^


Though he has no prejudices (Sharik) either way, Vonon has little knowledge (Sharik) of Psionics (Sharik), nor does he know anyone (Sharik) who possesses or practices (Sharik) such things.


Vonon has spent his entire life, until recently, living in the human-dominated but independent (Pro-Imperial) Cassandra's Belt.  Cassandra's Belt is a stop-over on an un-official J2 route from Imperial Space to the "independent" colony world of Outpost--which was settled by retirees from the Imperial Navy and Marines.  Outpost recently completed a Starport Upgrade Project (quietly funded by Imperial "Interests") and now the former-Imperial citizens of the colony have petitioned for "Imperial Client State" status.

This scheme has been in the works for a long time, but the Rock Hoppers (asteroid miners) of Cassandra's Belt only gained their independence about a generation ago, and while they acknowledge that the Imperium provided them with powerful aid at a crucial point in their revolt against the hated taskmasters of Drakkar Mining (previous owners/controllers of Cassandra's Belt), and that the Imperium has helped them upgrade their own tech-base, in order to make Cassandra's Belt a better option as the route to Outpost, the citizens of Cassandra's Belt just aren't looking to give up their Independence, yet, to become an Imperial Client State.  Some day, probably, but not now.

Why do I blabber on about all this?  Well, with the exception of Cassandra's Belt having a high Pro-Imperial sentiment, it might make a possible good location for a HQ (one of several?) for your "Agency".

And if that were the case, that could put you in Cassandra's Belt at some point in your life, where you may have crossed paths with either Vonon, Sharik, or Pablo--and maybe Inderpal(?)--all of whom have spent some time in that system.


Now, if you are committed to your Agency being actively NON-Imperial, might I suggest a possibility that its origin either be from, or at least associated with, the Kolan Hegemony, based on Planet Kolath--a former Reaver Kingdom that "made a deal" with the Imperium during the First Aslan War.  Most of the information is non-canon, but, for myself, I've always used it--and I think StarMaster is also using the same older material, as well, so the Kolan Hegemony might be around, check with StarMaster.

But, look up the Kolan Hegemony.  I've always felt they make good "non-Imperial, domestic Baddies"  ^_^

They are autonomous, but considered "part of" the Imperium (and they believe that they are being screwed by the Imperium).  There is much resentment on Kolath towards the Imperium, and "unofficial" sources report that there are Anti-Imperial Movements among the population, going even as high as the Council of Warlords.  Your Agency could work for the Council, or work for just one Warlord, or it could be an independent organization that works with, or without, the blessing of the Hegemony government.

IMTU: though treaties with the Imperium have reduced the number of warships the Hegemony can put in operation (another point of contention), I've always said that Hegemony starships were built in a distinctive style--flying saucer-like disks; the edges are more rounded, rather than sharp, and the "control dome" on top could either be centrally located, or off-set to one side (military ships had central domes, civilian ships had off-set).  Your Agency, if Kolan, could maintain a small, secret force of older Kolan "Death Disks" (warships).

Other than Khea--who is Aslan--I think the only other member of the crew who might have non-Imperial sentiments might be Pablo, who comes from the sorta-Solomani aligned Carrillian Assembly.  The Assembly used to be a Representative Democracy, but for several years, now, has been under the control of a semi-Socialist Dictator.  Pablo served in the Assembly Marines for a while, so he might believe some of their indoctrinations.

So, Khea and Pablo are possible "non-Imperials" you could have met.

Don't forget the Principality of Caledon!  Big-time local polity.  Sorta-likes the Imperium, but has sided with the Aslan in past legal disputes.  Very independent minded people, descended from Scots and North-Western Europeans.

I don't know if anyone is Caledonian--maybe you could be!  Montgomery Ashburn sounds very Caledonian!--but this could be another option for your Agency.  The Principality is 2 subsectors big, they have a strong fleet & scout service, internal communications routes, average Tech Level is 13 (I think), they are good (independent) political terms with both The Imperium and The Heirate.

Some things to think about... ^_^
_Zagy2
player, 1 post
Mon 1 Apr 2019
at 13:34
  • msg #820

Re: Looking for connections.

In reply to Montgomery Ashburn (msg # 818):

Sorag? Or am I mis-remembering. Sylvester Jinx here, working on a character too. Sy for short. I never played Mongoose Traveller before so forgive me if I know nothing, I only ever played Classic Traveller.

Perhaps a Darrian?
This message was last edited by the player at 13:53, Mon 01 Apr 2019.
StarMaster
GM, 915 posts
Mon 1 Apr 2019
at 21:17
  • msg #821

Re: Looking for connections.

Ha-ha-ha! Great April Fool's Day joke, Montgomery--telling everyone you're a psionic!

Pull a rabbit out of a hat! That'll convince them!

And if they believe that, you can sell them the Brooklyn Bridge! They can afford it!
Montgomery Ashburn
player, 2 posts
Mon 1 Apr 2019
at 21:52
  • msg #822

Re: Looking for connections.

Thank you for all the suggestions/material Vonon!

I'm not familiar with this Sector/area at all, so I'd never really read up on Caledon before you mentioned it.  I've been reading things off of TravellerMap about it off and on ever since now, and I rather like the place.  It does seem like a natural fit for a Montgomery Ashburn.

I also rather like Kolath as you describe it.  I think I'll try and mix the two both into his background somehow.

I would still like to work out some Connections.  I'll toss a few PMs out soon once I develop my ideas a little further.  Or perhaps some of you have character Events you might be open to Monty being connected to in some way?  If so toss me a PM!
Sylvester Jinx
player, 2 posts
Tue 2 Apr 2019
at 12:22
  • msg #823

Re: Looking for connections.

Sylvester is a Darrian Confederation Navy veteran, 5 terms. Vacc Suit 1, Computer 1, Engnrng 3, Ship's Boat 1.

16,000 cr.

768CD4
Kheaiftouaw
player, 612 posts
Aslan outcast
Wed 3 Apr 2019
at 08:44
  • msg #824

Re: Looking for connections.

Someone from the promised land! (Well, in Kheas eyes)
Sylvester Jinx
player, 3 posts
768CB4
Wed 3 Apr 2019
at 16:19
  • msg #825

Re: Looking for connections.

Now I just have to wait to get in ;-)
Sylvester Jinx
player, 4 posts
768CB4
Wed 3 Apr 2019
at 16:59
  • msg #826

Re: Looking for connections.

Kheaiftouaw have a tail? Or is she a bobtail? I have three bobtail felines, they are SO cool! They sleep with their daddy every night! :-)
Kheaiftouaw
player, 614 posts
Aslan outcast
Wed 3 Apr 2019
at 17:37
  • msg #827

Re: Looking for connections.

A real tail all the way! *pull at your own risk*
This message was last edited by the player at 17:38, Wed 03 Apr 2019.
Sylvester Jinx
player, 5 posts
768CB4
Wed 3 Apr 2019
at 19:50
  • msg #828

Re: Looking for connections.

ROFLMAO, My character is named after two of my cats, Sylvester and Jinx, Jinx's brother and sister are two of my bobtails.
Horatio Aubrey
player, 10 posts
Thu 4 Apr 2019
at 00:33
  • msg #829

Re: Looking for connections.

I am going to be traveling from Thursday to Saturday so my posting will be sparse.
Inderpal Kumar
player, 46 posts
Tharillian
Ex-Scout
Fri 5 Apr 2019
at 11:33
  • msg #830

Re: Looking for connections.

Got it. Can Indy come to say hi when you're back?
Sylvester Jinx
player, 6 posts
ex-Darrian Confed. Navy
768CB4
Fri 5 Apr 2019
at 12:26
  • msg #831

Re: Looking for connections.

In reply to Horatio Aubrey (msg # 829):

Be safe.
Horatio Aubrey
player, 11 posts
Sun 7 Apr 2019
at 12:15
  • msg #832

Re: Looking for connections.

I'm back from Spring break.  Saw Hamilton in Chicago.  Spent a day at the Science and industry museum.

So how many people are at the bar now with Vonon and Horatio?
StarMaster
GM, 916 posts
Sun 7 Apr 2019
at 16:05
  • msg #833

Re: Looking for connections.

Just Vonon, Pablo and Inderpal.
Walter Zeller
player, 511 posts
Merchant/Noble
Sun 7 Apr 2019
at 20:43
  • msg #834

Re: Looking for connections.

Okay, working on getting the two companies set up. If it is all right with everyone, I figure to limit the money for the trade company to 500,000 credits per player. If you want to have a new player without cash buy into it, we can transfer from the operating funds to the trade company (at whatever terms Vonon sets) If you want the rest for the ship, please send me a private message as to how much you want to transfer in. For sake of my sanity, please keep it in round numbers (100kcr, 2.5 mcr. etc not 159,458.)

For an example, Walter will pay into the trade company 500Kcr and 5 Mcr into the ship company.

Thanks
Montgomery Ashburn
player, 3 posts
Sun 7 Apr 2019
at 21:09
  • msg #835

Re: Looking for connections.

Can someone give me as an incoming player a run down on the company setups and/or the buy-in figures/reasoning etc?
StarMaster
GM, 917 posts
Sun 7 Apr 2019
at 21:24
  • msg #836

Re: Looking for connections.

We're still hammering out the details but it looks like it's going to go like this:

Longshot (ship) Company: 13 equal partners with a 5MCr buy-in for that partnership.

Longshot (trade) Corporation: 500,000Cr buy-in. Apparently, there isn't going to be an opportunity to invest more in the corporation... i.e. buy more shares. So, it should be just 500,000Cr for 1 share.
Vonon Ronkunu
player, 456 posts
Vargr and Spacer
ex-Patrol Commander
Sun 7 Apr 2019
at 23:33
  • msg #837

Re: Looking for connections.

In reply to StarMaster (msg # 836):

So that's a hard 500K for buy-in to the trade side, yes?  No less, no more?

And I'm still not certain about something, Walter--are you saying/implying that you want Vonon/me to set the buy-in price for the ship-side account?
Montgomery Ashburn
player, 4 posts
Mon 8 Apr 2019
at 00:43
  • msg #838

Re: Looking for connections.

Is there a reason we couldn't (in theory) buy in with more for more shares etc. if this is being formed as a company?
Walter Zeller
player, 512 posts
Merchant/Noble
Mon 8 Apr 2019
at 01:59
  • msg #839

Re: Looking for connections.

Vonon Ronkunu:
In reply to StarMaster (msg # 836):

So that's a hard 500K for buy-in to the trade side, yes?  No less, no more?

And I'm still not certain about something, Walter--are you saying/implying that you want Vonon/me to set the buy-in price for the ship-side account?

That is in reference to someone that has no money wished to become part of the trade company. Money from the ship could be used as seed money for the player at whatever terms you wish to set.

As for buy-in, that would not be a bad idea if you wish to set a minimum or maximum for each player to invest. There had been concerns expressed at the dinner that some of us might have too much say in the business compared to those with no money. (I believe that some of the new players might have ship shares that might be invested as whatever amount Starmaster wished to set.)

As for the trade funds, I was thinking that we had ten players so set it for 5 million. We can drop that to 250,000 each with 13 investors and still be able to pay for the cargo that is pending.
Sylvester Jinx
player, 7 posts
ex-Darrian Confed. Navy
768CB4
Mon 8 Apr 2019
at 11:20
  • msg #840

Re: Looking for connections.

I won't be a shareholder with 16,000 credits.
Sylvester Jinx
player, 8 posts
ex-Darrian Confed. Navy
768CB4
Mon 8 Apr 2019
at 12:49
  • msg #841

Re: Looking for connections.

Should I apply for a job in the bar too?
Horatio Aubrey
player, 12 posts
Mon 8 Apr 2019
at 14:17
  • msg #842

Re: Looking for connections.

Sylvester Jinx:
I won't be a shareholder with 16,000 credits.

If you have any ship shares they are worth 1Mcr each.

That being said, I will be surprised if any of the new characters can even get in the ship partnership.  Horacio just has 3 shares.  Not seeing much change to get another 2Mcr any time soone.
Sylvester Jinx
player, 9 posts
ex-Darrian Confed. Navy
768CB4
Mon 8 Apr 2019
at 14:23
  • msg #843

Re: Looking for connections.

Where'd you get millions of credits to begin with? 3 shares! 3 million credits!
Sylvester Jinx
player, 10 posts
ex-Darrian Confed. Navy
768CB4
Mon 8 Apr 2019
at 14:37
  • msg #844

Re: Looking for connections.

Mongoose Traveller 1 or 2? Which is this? I'm looking at getting source books for myself.
StarMaster
GM, 918 posts
Mon 8 Apr 2019
at 23:45
  • msg #845

Re: Looking for connections.

The game was started before MgT2 came out, so it's primarily MgT1, but either system works.
Montgomery Ashburn
player, 5 posts
Tue 9 Apr 2019
at 00:48
  • msg #846

Re: Looking for connections.

MgT2 is shiny, I'm just sayin'.
Sylvester Jinx
player, 11 posts
ex-Darrian Confed. Navy
768CB4
Tue 9 Apr 2019
at 11:17
  • msg #847

Re: Looking for connections.

Safe to say it's a little bit of both then? ;-) I have Nongoose 1
This message was last edited by the player at 16:09, Tue 09 Apr 2019.
StarMaster
GM, 919 posts
Tue 9 Apr 2019
at 17:12
  • msg #848

Re: Looking for connections.

Yes, it's a bit of both, even a bit of Classic if you want. Not sure how Mega-, 4e or 5e would work into it, though.

The general rule I'm going with is that if the MgT2 contradicts something from other versions, MgT2 is the one to go with. This seems to happen primarily with the cost of equipment.
Sylvester Jinx
player, 12 posts
ex-Darrian Confed. Navy
768CB4
Tue 9 Apr 2019
at 17:15
  • msg #849

Re: Looking for connections.

Cheaper in MgT2?
StarMaster
GM, 920 posts
Tue 9 Apr 2019
at 17:48
  • msg #850

Re: Looking for connections.

In the few instances that have come up, that seems to be the case.


Also, there's an update to the Cargo Manifest thread.
Sylvester Jinx
player, 13 posts
ex-Darrian Confed. Navy
768CB4
Tue 9 Apr 2019
at 17:52
  • msg #851

Re: Looking for connections.

Thanks! I'll invest IF and WHEN I get paid that kind of money. Too poor now.
Evelyn Darque
player, 39 posts
Tue 9 Apr 2019
at 18:46
  • msg #852

Re: Looking for connections.

Yeah all my money is invested in the company. Please leave food in engineering. I'll find it and devour it.
Montgomery Ashburn
player, 6 posts
Tue 9 Apr 2019
at 22:42
  • msg #853

Re: Looking for connections.

I rolled a number of Ship Shares, more than enough to buy in with the companies that are proposed.  And as the companies are, as put forward right now, of set/limited buy-in ... I am a bit concerned with what to do with my excess Ship Shares.

I have been discussing some upgraded weapons for the Longshot as a possibility with the GM but if I went all out with my Ship Shares and did that ... would the rest of you consider it untoward to want recompense in some way for my Shares that were in excess of the buy-in amounts out of future profits?
Walter Zeller
player, 514 posts
Merchant/Noble
Wed 10 Apr 2019
at 01:09
  • msg #854

Re: Looking for connections.

Well, I do not think that will be an option. There is nothing saying that you have to use all of your shares at once. You might save some of them to become an independent operator (if you decide to leave or something)  With some work, it might be invested as as branch of the company (a brokerage firm for instance)  That would be up to the GM as to how to operate that if at all.
Vonon Ronkunu
player, 459 posts
Vargr and Spacer
ex-Patrol Commander
Wed 10 Apr 2019
at 04:01
  • msg #855

Re: Looking for connections.

In reply to Walter Zeller (msg # 854):

Right.  Remember that "Ship Shares" are not a Cashier's Check.  Ship Shares are a vague, undefined "something" that is in your possession, and simply represents what you bring to the table for purposes of the group getting a starting ship.

The Ship Shares concept really works best when a new party is getting started, and all the Shares can be pooled, and THAT value can be compared to the value of a ship, i.e., "buying" it.

But in this case, we've an established ship, but characters with "ship Shares" joining us.  Now, while those Shares may have a monetary value--it'll probably be more fun to roleplay out their value as some other asset your character may be able to bring at some future time.

For instance, you mentioned wanting to add to the Longshot's weapons--well, "Ship's Shares" could represent some asset your character has that's weapon related.  Maybe you know a weapon dealer who owes you a favor and will let you have a missile launcher for "a steal"--that's a couple Ship Shares.  Maybe a Ship Share could represent all the parts and gear needed to perform a Jump Drive overhaul.  Or repair a damaged ship system.

I'm just saying, don't think of a Ship Share as just some kind of alternate cash, think of it as a kind of IOU, and then think of interesting ways you might call them in.
Montgomery Ashburn
player, 7 posts
Wed 10 Apr 2019
at 11:14
  • msg #856

Re: Looking for connections.

It doesn’t matter whether someone shows up with a pile of ship hardware, can swing some hangar/refit time at a shipyard, or just has cash in hand... those are all things of value.  I don’t deny the intent of the system is starting ship equity, but that also doesn’t mean the rest of the group gets that equity free of charge.  It still belongs to that character via whatever means they acquired it IC.

I don’t see it as unreasonable to expect the same degree of return.

I have 26 shares that I am willing to use on upgrading the ship, and weapons seemed an obvious area that could use it.  I was considering two missile barbettes and two particle barbettes, with some left over for a missile stockpile.  But that seems entirely too large of an investment to make with zero expectation of a return.
Sylvester Jinx
player, 17 posts
ex-Darrian Confed. Navy
768CB4
Wed 10 Apr 2019
at 11:44
  • msg #857

Re: Looking for connections.

26 SHARES! I don't even know where my 5 came from. How many were used to buy in? 1? Or all 5? Do I have any left?
This message was last edited by the player at 11:55, Wed 10 Apr 2019.
Vonon Ronkunu
player, 462 posts
Vargr and Spacer
ex-Patrol Commander
Wed 10 Apr 2019
at 23:21
  • msg #858

Re: Looking for connections.

Montgomery Ashburn:
It doesn’t matter whether someone shows up with a pile of ship hardware, can swing some hangar/refit time at a shipyard, or just has cash in hand... those are all things of value.  I don’t deny the intent of the system is starting ship equity, but that also doesn’t mean the rest of the group gets that equity free of charge.  It still belongs to that character via whatever means they acquired it IC.

I don’t see it as unreasonable to expect the same degree of return.

I have 26 shares that I am willing to use on upgrading the ship, and weapons seemed an obvious area that could use it.  I was considering two missile barbettes and two particle barbettes, with some left over for a missile stockpile.  But that seems entirely too large of an investment to make with zero expectation of a return.


Actually that sounds like entirely too large an investment to be reasonable!  What're you thinking to start your own Stellar Navy?  I mean, I know there are some dangerous Pirates out there, but adding 4 weapon barbettes to the existent 2 triple turrets?  We're just a roustabout crew flying a 100+ year old SDB--not something that should be named "Terror of The Deep"!

Do you know how much cargo space we'd have to give up for all that?  By the many gods of space, man, this beast would be the equivalent of a Light Cruiser!
Montgomery Ashburn
player, 8 posts
Thu 11 Apr 2019
at 00:00
  • msg #859

Re: Looking for connections.

A barbette takes 5 tons, so it would consume 20 tons of space total.  Not counting space for missile storage outside the barbettes for reloading.

And yeah that was the idea, more in that it was the most obvious thing to me about the ship that could stand to be upgraded.  It seemed lightly armed for its size.  Which there is nothing 'wrong' with that, but I was looking for ways to add value with my ship shares.

It would certainly be a significant increase in firepower and overall space combat capability.

I was figuring he could either have acquired the hardware and offer to sell/trade it as part of buying in to the ship/companies and/or have worked out a deal through his contacts for a refit/hardware to the same effect at a Caledon Navy shipyard.

If you have other ideas (or just don't want the ship to be that combative) I understand.  I'm open to other suggestions regarding potential upgrades or the like.

But the idea of sporting some heavy firepower when/if we wanted isn't horrible.  Heck ... we could make them all popout/concealable turrets and be one heck of a q-ship!  Talk about a surprised pirate!
Walter Zeller
player, 516 posts
Merchant/Noble
Thu 11 Apr 2019
at 00:58
  • msg #860

Re: Looking for connections.

A whimper was heard from Sir Walter at the thought of losing 20 tons of cargo space...

On a side note, I am batting around an idea in my head for Longshot Enterprises.
The Longshot itself would be the flagship for the fleet but everyone would be an independent operator. LE would procure cargo for merchants to help them fill their holds. We fill it and pay the merchant for the space and 20% of what is earned (still crunching numbers on that). They would have to provide the space and insure the cargo with the company receiving any payouts.  This would involve actual credits so no ship shares unless they are turned into ready cash.

I was thinking that this would fall under the Commercial Success in Ten Steps from book 7 Merchant Prince and would be a side project. StarMaster, would this be an option?
Serge Baklanov
player, 76 posts
Marine/Scout
Thu 11 Apr 2019
at 07:48
  • msg #861

Re: Looking for connections.

Montgomery Ashburn:
I was considering two missile barbettes and two particle barbettes, with some left over for a missile stockpile.


I would recommend increasing armour instead. Less suspicious and the same efficiency rate.

Comparing additional turrets or armouring, I would go for armour first, despite the fact it will reduce our cargo capacity. I did some calculations (basing on MGT 1 Highguard), which shows, that while four additional turrets at 4 MCr each (totaling 16 MCr and 4 tons) would increase Longshot’s combat performance thrice, but additional layer of crystaliron armour (4 armour points, 30 ton, 9.6 MCr) would increase Longshot’s combat performance 15 times against civilian-grade lasers and 3 times against military-grade particle beams. Additional layer of superdense armour (6 armour points, 30 ton, 24 MCr) is a bit too costly, crystaliron will save much money; and 10 armour points in total plus several sandcaster turrets is a cost-effective solution until we can afford superdense armour.
This message was last edited by the player at 07:49, Thu 11 Apr 2019.
Montgomery Ashburn
player, 9 posts
Thu 11 Apr 2019
at 23:01
  • msg #862

Re: Looking for connections.

Well so far there is only 1.5 MCr worth of investments with the group on offer.  I'd be open to investing more, but I think there is a concern about disparities in investment or some such?

Unless there is a way to reconcile that, that would make me feel rather obliged to retain the value of most of my shares.
Inderpal Kumar
player, 50 posts
Tharillian
Ex-Scout
Fri 12 Apr 2019
at 12:02
  • msg #863

Re: Looking for connections.

Indy is going to be selling her ship shares to add to the investments.
Vonon Ronkunu
player, 465 posts
Vargr and Spacer
ex-Patrol Commander
Sat 13 Apr 2019
at 01:41
  • msg #864

Re: Looking for connections.

Montgomery Ashburn:
Well so far there is only 1.5 MCr worth of investments with the group on offer.  I'd be open to investing more, but I think there is a concern about disparities in investment or some such?

Unless there is a way to reconcile that, that would make me feel rather obliged to retain the value of most of my shares.



Don't worry Montgomery, that's still being worked out.  I'm pretty sure it's gonna get resolved in the morning. . .around dawn. . .at 20 paces.
Sylvester Jinx
player, 21 posts
ex-Darrian Confed. Navy
768CB4
Sat 13 Apr 2019
at 11:52
  • msg #865

Re: Looking for connections.

Aaron Burr and Alexander Hamilton?
Horatio Aubrey
player, 19 posts
Sun 14 Apr 2019
at 01:54
  • msg #866

Re: Looking for connections.

I am using training and competent as per the rule book description for skills.  I have not given any of my skills specialties yet.
Vonon Ronkunu
player, 468 posts
Vargr and Spacer
ex-Patrol Commander
Sun 14 Apr 2019
at 07:28
  • msg #867

Re: Looking for connections.

In reply to Horatio Aubrey (msg # 866):

Cool.  That's exactly what I'm looking for.
Inderpal Kumar
player, 51 posts
Tharillian
Ex-Scout
Sun 14 Apr 2019
at 21:24
  • msg #868

Re: Looking for connections.

So political dissidents are sent to Coventry?
Evelyn Darque
player, 40 posts
Mon 15 Apr 2019
at 00:45
  • msg #869

Re: Looking for connections.

Just figured I'd state again that all my money is completely invested in the company. Like y'all can go buy new money or a space egg McMuffin or even a space coke. My money from what I earned from my old job ( plus interest from being in stasis) plus my share of the salvage . That's all in the company.
Vonon Ronkunu
player, 470 posts
Vargr and Spacer
ex-Patrol Commander
Mon 15 Apr 2019
at 00:47
  • msg #870

Re: Looking for connections.

In reply to Evelyn Darque (msg # 869):

I don't believe you!  Come out in public and say that to our faces! ^_^
Evelyn Darque
player, 41 posts
Mon 15 Apr 2019
at 00:51
  • msg #871

Re: Looking for connections.

Find me in the vents I'm Newting it up in here.
Sylvester Jinx
player, 24 posts
ex-Darrian Confed. Navy
768CB4
Mon 15 Apr 2019
at 14:27
  • msg #872

Re: Looking for connections.

I'm the concierge and don't forget it! ;-) Engineer AND steward apparently! LOL! Thank you Vonon.
Vonon Ronkunu
player, 473 posts
Vargr and Spacer
ex-Patrol Commander
Mon 15 Apr 2019
at 19:02
  • msg #873

Re: Looking for connections.

In reply to Sylvester Jinx (msg # 872):

     Well, Vonon keeps calling Sylvester a Concierge because--from his POV--when he and a couple others walked out of a private dining room at the TAS Hotel restaurant, someone they didn't know (at least Vonon didn't know) walked up to them, and the very first words out of this person's mouth were "Just Checking In."

     Why would a complete stranger say that?  Apparently out of the blue, as far as Vonon knew.

     In the middle of a hotel...

     In the middle of that hotel's restaurant,,,

     Who would come up to people coming out of a reserved, private dining room, and say something like "Just Checking In"?

     The answer that jumped into Vonon's head was that the only person who would logically say that would be a staff member from the hotel--having seen folks leaving the private party--checking with said guests to make sure everything went well during the dinner.  Somebody like a Manager or...a Concierge.

     Vonon hasn't been "joking", Sylvester.  All this time he's really thought you were a puffed up waiter who, for some reason, wanted to hang around and talk about our ship's engineering.  He.  Still.  Does.

     And when Pablo apparently seemed to catch onto this and tried to subtly--a Space Marine screwed being Subtle, go figger--alert Vonon to the fact that you were actually there trying to interest him in bringing you into the Crew, Vonon again misunderstood, and thought that Pablo was/is a buddy of yours, and that you were standing up for him and trying to help him get on board.

     Since, as Vonon has said many, many time, there is not currently, nor has there been any active recruitment for any personnel aboard the Longshot--although Vonon was thinking about doing so--and Vonon just happens to currently be on a "planet" where an old Enemy who wants to hurt/injure Vonon happens to live...I hope you can see where Vonon might be a little cautious, even paranoid, about two guys suddenly coming up to him--almost together--and inquiring about positions on the ship, especially when he'd only just thought about doing that very thing twenty minutes before they showed up.

     So, to try and wrap up quickly:

     That was Vonon being confused, suspicious and paranoid, and actually trying not to show it.

     Vonon was suspicious of Horatio because Horatio introduced himself as being sent by a person that Vonon doesn't know, so he doesn't trust, and doesn't even remember ever hearing the name of, ever (he had heard it in the past, he just wasn't paying attention, and it never registered).  Horatio kept believing Vonon had to know the name, and Vonon kept insisting he didn't, so it all had to be a set-up by his Enemy.

     Vonon's issues with Horatio were resolved, mostly due to Vonon's Personality Flaw of secretly trusting the Imperial Navy--and all who serve in her.  Pax Imperia!

     Vonon had less contact with Sylvester, however.  In the end Vonon decide to not decide.  That's right, NOT make a decision.  Instead, he began to think that Sylvester might be legit, maybe.  So he pushed the job off onto Pablo, to introduce Sylvester to Khea, so that Khea can interview Sylvester and determine if she wants Sylvester to either work for her, or if she wants to work for him (if he's that skilled).  Of course, Vonon has not, yet, made any effort to inform Khea of any of this.

     Now, Vonon did mention that should it come to pass that Sylvester does not get any kind of position down in Engineering from Khea, Sylvester could then always take on the position of Ship's Steward and/or Cook.  But Vonon made that very casual offer based on his still-current-assumption that Sylvester is the Concierge for the TAS Hotel--someone skilled and experienced in hotel and restaurant management.

     So, to finally pop this balloon--Sylvester, when you walked away, all you had were promises, no guarantees.  And if Pablo fails to introduce you to Khea, you have less than promises.

     In closing, let me leave y'all with this thought:

Wah-ha-ha-ha-ha-ha-ha-ha-ha-ha-ha!

Sylvester Jinx
player, 26 posts
ex-Darrian Confed. Navy
768CB4
Mon 15 Apr 2019
at 19:05
  • msg #874

Re: Looking for connections.

LOL, I didn't know I was in a hotel!
Montgomery Ashburn
player, 10 posts
Tue 16 Apr 2019
at 22:09
  • msg #875

Re: Looking for connections.

I'm considering posting into the IC thread soon.  Can someone give me a rundown of what is going on there exactly?

Also if anyone else would like a character connection tie-in (whether mechanically rewarded or not) feel free to toss me a PM!  I like character history etc.
Montgomery Ashburn
player, 11 posts
Tue 16 Apr 2019
at 22:10
  • msg #876

Re: Looking for connections.

Vonon Ronkunu:
Montgomery Ashburn:
Well so far there is only 1.5 MCr worth of investments with the group on offer.  I'd be open to investing more, but I think there is a concern about disparities in investment or some such?

Unless there is a way to reconcile that, that would make me feel rather obliged to retain the value of most of my shares.



Don't worry Montgomery, that's still being worked out.  I'm pretty sure it's gonna get resolved in the morning. . .around dawn. . .at 20 paces.


While amusing I'm not sure I entirely understand the import/meaning of that.
Walter Zeller
player, 520 posts
Merchant/Noble
Tue 16 Apr 2019
at 23:20
  • msg #877

Re: Looking for connections.

A duel...
Montgomery Ashburn
player, 12 posts
Tue 16 Apr 2019
at 23:21
  • msg #878

Re: Looking for connections.

As in one is about to happen IC?  Or as in a joke about one OOCly?
Walter Zeller
player, 521 posts
Merchant/Noble
Tue 16 Apr 2019
at 23:25
  • msg #879

Re: Looking for connections.

Joke, but that depends on the characters.
Vonon Ronkunu
player, 475 posts
Vargr and Spacer
ex-Patrol Commander
Thu 18 Apr 2019
at 10:28
  • msg #880

Re: Looking for connections.

In reply to Walter Zeller (msg # 879):

Right.  Just joking...

(goes for his gun)
Kheaiftouaw
player, 621 posts
Aslan outcast
Thu 18 Apr 2019
at 13:04
  • msg #881

Re: Looking for connections.

#Soloshotfirst
Horatio Aubrey
player, 21 posts
Thu 18 Apr 2019
at 14:07
  • msg #882

Re: Looking for connections.

I am going to be traveling from Friday to Sunday and I doubt I will be able to post.
Sylvester Jinx
player, 29 posts
ex-Darrian Confed. Navy
768CB4
Thu 18 Apr 2019
at 14:11
  • msg #883

Re: Looking for connections.

I never travel and can post everyday! ;-) Be safe Horatio, see you when you get back.
Inderpal Kumar
player, 56 posts
Tharillian
Ex-Scout
Wed 24 Apr 2019
at 21:20
  • msg #884

Re: Looking for connections.

Busy in RL. Will post when I can.
Vonon Ronkunu
player, 477 posts
Vargr and Spacer
ex-Patrol Commander
Sat 27 Apr 2019
at 08:17
  • msg #885

Re: Looking for connections.

In reply to Inderpal Kumar (msg # 884):

YOUR EQUIVALENT VARGR CHARISMA
Vonon's Current Charisma7
Sharik3long term Connection/Friendship
Sir Walter3the Knighthood means something to Imperial Assimilated Vargr
Pablo2long term Connection/Friendship
Inderpal2just a nice, pretty lady (pant-pant) wag-wag-wag (pant-pant)
Sam1laid-back Pilots, go figger
Serge1laconic Scouts--all ya can do is shoot 'em
Valeska1background color?
Kheaiftouaw0WHAT?! she's a big Cat AND her Social Standing is only a 2!!
Evelyn?maybe if she ever comes out of the air ducts...
Horatio?who?
Sylvester?what's this about "ears"?

Who's the Alpha Dog NOW?  Huh?  Huh?  Bow Before Me!!  Or, maybe, Bow-wow Before Me!
Sylvester Jinx
player, 38 posts
ex-Darrian Confed. Navy
768CB4
Sat 27 Apr 2019
at 12:20
  • msg #886

Re: Looking for connections.

Smacks the dog on the nose with a news paper!
Sharik Kaagira
player, 357 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Fri 3 May 2019
at 22:17
  • msg #887

Re: Looking for connections.

Figures that lone remaining Vargr would have the highest Charisma (the Social Status equivalent for vargrs...:D).  Just saying, he's sort of the only dog in the race...:P

Oh, and since people seemed a touch surprised by Sharik's 'pointy-eared' reference:

  http://wiki.travellerrpg.com/Daryen

It's been standard canon (though I know that StarMaster doesn't necessarily adhere to that strictly) for a long time in the OTU.  More than once, Darrians were referred to rather pejoratively as 'Elves in Space' for Traveller.  But, I am sure that they also are a more direct tie/reference/homage to Star Trek Vulcans, as well.
Vonon Ronkunu
player, 479 posts
Vargr and Spacer
ex-Patrol Commander
Sat 4 May 2019
at 01:32
  • msg #888

Re: Looking for connections.

In reply to Sharik Kaagira (msg # 887):

Kaengarr's Charisma was higher ^_^  If Kaengarr had pushed the issue, Vonon might have gone Corsair with him...

Yeah, I did think I remembered that Darrians--or Daryens--all had pointed ears and blonde hair.  I didn't recall that they were, originally, of Terran stock, though.  Yet another experiment of Grandfathers--or one of the Grandkids, whatever.  I thought that they were just parallel development of a TerroHuman form.
Sharik Kaagira
player, 358 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Sat 4 May 2019
at 01:55
  • msg #889

Re: Looking for connections.

@Vonon:  Dude, your family life is messed up.  &#128514;  Probably why Sharik likes you so much... &#128521;
Vonon Ronkunu
player, 481 posts
Vargr and Spacer
ex-Patrol Commander
Sat 4 May 2019
at 03:12
  • msg #890

Re: Looking for connections.

In reply to Sharik Kaagira (msg # 889):

Drama!  DRAMA!!
Sylvester Jinx
player, 42 posts
ex-Darrian Confed. Navy
768CB4
Sat 4 May 2019
at 11:05
  • msg #891

Re: Looking for connections.

Pointy ears, light hair and a golden hue to the skin.
Walter Zeller
player, 530 posts
Merchant/Noble
Sat 4 May 2019
at 16:03
  • msg #892

Re: Looking for connections.

For those that would like to invest in Longshot Enterprises, you will need to convert your shares into cash as the megacorporation rules dues not allows for shares at the investment stage. In order to join, it will require a minimum 1 million credit investment. This is separate from the ship and trade.

Please PM me as to how much you wish to invest.
Vonon Ronkunu
player, 482 posts
Vargr and Spacer
ex-Patrol Commander
Sat 4 May 2019
at 23:29
  • msg #893

Re: Looking for connections.

In reply to Walter Zeller (msg # 892):

Then find yourself a nice quiet corner...place some fluffy throw pillows on the floor around your feet...and then start smacking yourself in the head with the hardcover rulebook for Merchant Prince until you understand it...or fall down, unconscious...same result.
Walter Zeller
player, 531 posts
Merchant/Noble
Sun 5 May 2019
at 00:12
  • msg #894

Re: Looking for connections.

No can do, just have the soft cover...but for you, I will chant "Pies jesu Domine. Dona eis Requiem." as I do it.

(And how many D&D players did that with their D&D books?)
Horatio Aubrey
player, 22 posts
Sun 5 May 2019
at 00:46
  • msg #895

Re: Looking for connections.

In reply to Walter Zeller (msg # 894):

I do not know if you could pick up all of the Ad&D books in 2 hands to hit yourself.  At best you could stack them up and head butt them.
Walter Zeller
player, 532 posts
Merchant/Noble
Sun 5 May 2019
at 01:00
  • msg #896

Re: Looking for connections.

Let me rephrase that... their PHB.
Vonon Ronkunu
player, 483 posts
Vargr and Spacer
ex-Patrol Commander
Sun 5 May 2019
at 01:31
  • msg #897

Re: Looking for connections.

In reply to Walter Zeller (msg # 896):

Well, I certainly did! ^_^
Sylvester Jinx
player, 44 posts
ex-Darrian Confed. Navy
768CB4
Sun 5 May 2019
at 11:02
  • msg #898

Re: Looking for connections.

ROFLMAO!
Vonon Ronkunu
player, 484 posts
Vargr and Spacer
ex-Patrol Commander
Mon 6 May 2019
at 00:37
  • msg #899

Re: Looking for connections.

In reply to Sylvester Jinx (msg # 898):


Ladies and Gentlemen,  Signore e Signori,  Meine Damen und Herren,  Mesdames et Messieurs,  Дамы и господа
...oh...and...I suppose...you people over in the Pokémon boards, too...
yeesh!

Please join with me this May the 5th, of the Year 2019, in wishing our good friend StarMaster a most Happy Birthday!

Born sometime in the middle of the Last Century--that would be the 20th Century, ya friggin Millenials!--StarMaster is now "Old Fart"-years old.

So please wish him well--you may need to speak up--and congratulate him on being your favorite GM.



Walter Zeller
player, 533 posts
Merchant/Noble
Mon 6 May 2019
at 00:56
  • msg #900

Re: Looking for connections.

May the candles on your cake burn like cities in your wake Starmaster!
Serge Baklanov
player, 77 posts
Marine/Scout
Mon 6 May 2019
at 09:22
  • msg #901

Re: Looking for connections.

In reply to Vonon Ronkunu (msg # 899):

Hurrah!
This message was last edited by the player at 09:23, Mon 06 May 2019.
Inderpal Kumar
player, 60 posts
Tharillian
Ex-Scout
Mon 6 May 2019
at 12:14
  • msg #902

Re: Looking for connections.

Happy Birthday!
Sylvester Jinx
player, 46 posts
ex-Darrian Confed. Navy
768CB4
Mon 6 May 2019
at 12:15
  • msg #903

Re: Looking for connections.

69! WOW!
Kheaiftouaw
player, 630 posts
Aslan outcast
Mon 6 May 2019
at 23:13
  • msg #904

Re: Looking for connections.

Well, Happy Birthday.
Sharik Kaagira
player, 359 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Mon 6 May 2019
at 23:34
  • msg #905

Happy Birthday, StarMaster.

And many happy returns!  Oh, and thanks for running this game!
Sylvester Jinx
player, 47 posts
ex-Darrian Confed. Navy
768CB4
Tue 7 May 2019
at 10:40
  • msg #906

Happy Birthday, StarMaster.

In reply to Sharik Kaagira (msg # 905):

No doubt, especially once I'm well in! ;-)
Samantha Kilgore
player, 485 posts
Pilot and Security expert
With more hidden talents
Tue 7 May 2019
at 15:05
  • msg #907

Happy Birthday, StarMaster.

Belated birthday greetings!
Inderpal Kumar
player, 61 posts
Tharillian
Ex-Scout
Fri 10 May 2019
at 21:11
  • msg #908

Happy Birthday, StarMaster.

Can we consider the party to be wrapping up now?
Sylvester Jinx
player, 51 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 12:17
  • msg #909

Happy Birthday, StarMaster.

ROFLMAO, Vonon, you are awesome!
Sylvester Jinx
player, 52 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 14:36
  • msg #910

Happy Birthday, StarMaster.

What Sector/subsector is Cassandra's Belt in? Trying to find it on a map.
Walter Zeller
player, 536 posts
Merchant/Noble
Sat 11 May 2019
at 14:48
  • msg #911

Happy Birthday, StarMaster.

Drexilthar (Reaver's Deep sector)
Sylvester Jinx
player, 53 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 14:51
  • msg #912

Happy Birthday, StarMaster.

Hmmm, don't think I have a map of the Reaver's Deep. Judges Guild didn't even do that one.
Walter Zeller
player, 537 posts
Merchant/Noble
Sat 11 May 2019
at 14:52
  • msg #913

Happy Birthday, StarMaster.

http://wiki.travellerrpg.com would be a good place to start
https://travellermap.com also works.
Sylvester Jinx
player, 54 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 14:56
  • msg #914

Happy Birthday, StarMaster.

;-) Thanks! Way off from Darrian!
Sylvester Jinx
player, 56 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 18:30
  • msg #915

Happy Birthday, StarMaster.

Anybody here ever get any of the 'Clement Sector' stuff out there? It says Cepheus Engine and Traveller compatible. Is it Traveller compatible?
Sylvester Jinx
player, 57 posts
ex-Darrian Confed. Navy
768CB4
Sat 11 May 2019
at 18:51
  • msg #916

Happy Birthday, StarMaster.

It isn't the Traveller universe, so no, it isn't Traveller compatible. The ships might be, the setting is not.
StarMaster
GM, 926 posts
Tue 14 May 2019
at 07:20
  • msg #917

Happy Birthday, StarMaster.

Reaver's Deep was originally detailed by J. Andrew Keith and somewhat published by Gamelords via the Pilot's Guide books and High Passage magazine.

It is currently available from Far Future Enterprises; I think it's a freebie.


Cepheus Engine is Traveller compatible because, as one reviewer described it, it's Traveller with the serial number ground off.

It was just a way to get around the Mongoose restrictions on publishing Traveller product since Mongoose started out releasing Traveller as OGL, and then changed it up.

Clement Sector is based on discovering a wormhole that led to the opposite side of the galaxy so that people could develop sectors outside of the Traveller Universe.
Inderpal Kumar
player, 62 posts
Tharillian
Ex-Scout
Tue 14 May 2019
at 21:31
  • msg #918

Happy Birthday, StarMaster.

Checking in. Indy is going to make her goodbyes and hit the sack.
Inderpal Kumar
player, 63 posts
Tharillian
Ex-Scout
Sat 18 May 2019
at 08:55
  • msg #919

Deckplan

Is there a deckplan for Longshot?
Vonon Ronkunu
player, 490 posts
Vargr and Spacer
ex-Patrol Commander
Sat 18 May 2019
at 09:25
  • msg #920

Deckplan

In reply to Inderpal Kumar (msg # 919):

Main Game Map.
Sylvester Jinx
player, 64 posts
ex-Darrian Confed. Navy
768CB4
Sun 19 May 2019
at 13:35
  • msg #921

Deckplan

Welcome Marcus Fallin, if you need help, ask.
Sylvester Jinx
player, 68 posts
ex-Darrian Confed. Navy
768CB4
Mon 20 May 2019
at 18:47
  • msg #922

Deckplan

Doing okay Marcus? Need help?
Marcus Fallin
player, 1 post
Mon 20 May 2019
at 18:59
  • msg #923

Deckplan

Going through chargen, waiting for SM approval.
Sylvester Jinx
player, 69 posts
ex-Darrian Confed. Navy
768CB4
Mon 20 May 2019
at 19:01
  • msg #924

Deckplan

AWESOME!!
Kheaiftouaw
player, 634 posts
Aslan outcast
Mon 20 May 2019
at 22:50
  • msg #925

Deckplan

Vonon certainly seems to have fun as a tour guide.
Vonon Ronkunu
player, 492 posts
Vargr and Spacer
ex-Patrol Commander
Wed 22 May 2019
at 07:33
  • msg #926

Deckplan

In reply to Kheaiftouaw (msg # 925):

Speaking of Tour Guiding....

I swear I remember getting a Post, PM, rMail, whatever, from Sir Walter where he/you located those Staterooms (#10's) that were occupied, and who was in them.  I now can't find this info.

All I remember from this missive was that, since Count Darryl was originally in the Captain's Quarters, Sir Walter had occupied the #10 right next door.  After that, I don't remember nuthin...

So, a request for all you old timers on the Longshot--would you please tell me which #10 it is that you think you are occupying?

The #10 that is 3-meters by 4.5-meters, located portside--I have been under the impression that this Stateroom was the Dog House ^_^  I assumed that the stateroom was laid out for double occupancy, and that the two Vargr--Vonon and Kaengarr--were sharing it.

I was assuming that the 3-meter by 3-meter Staterooms are laid out for single occupancy.  StarMaster has confirmed this...sort of.  The 3-meter by 3-meter staterooms are equipped with two "fold-out" type beds.  These staterooms are capable of being configured for either single or double occupancy.  Be Warned!!

Also, much like the Dog House thing, I have been assuming--and I may have been doing so incorrectly--that the second 3-meter by 4.5-meter stateroom, the one with a corner given over to the dorsal turret access, was occupied by Khea.  Although I never verified it with Star Master, I always had this idea in my head that this stateroom's design went all the way back to the ship's military days, and that it was assigned to the top 2 Officers (or top 4 Officers) after The Captain, and therefore, like the Captain's Quarters, that 1.5-meter by 1.5-meter area portside of the turret access, was a shared, but still "private" Fresher.

If this doesn't fit with your ideas, Khea, just let me know.  Like I said, this was just something I was assuming, and was never "official".

In it's original, Military configuration, Room #12, the communal Fresher, was all that there was--plus private Fresher in the Captain's Quarters and, as I just mentioned, in the 1st & 2nd Officers Quarters (or just simply "The Officers Quarters", if it were set-up for 4 person occupancy).  In the old Military configuration, all the 3-meter by 3-meter #10's had been Regular Crew Quarters set up for quadruple occupancy.  And, I think, the 3-meter by 4.5-meter stateroom I was calling the Dog House may have either been the XO's quarters (similar to the Captains), or that may have been where the small Brig was.  I dunno.

Anyways, Kaengarr has left the ship, and Vonon has moved into the Captain's Quarters.  The two over-sized #10 staterooms to either side of #15 Dorsal Turret Access, may, or may not, have private Freshers.  Over the years, private Freshers may, or may not, have been installed in all the other #10's.  But if they were, that'll make for a small single occupancy, and a tight double occupancy, 3-meter by 3-meter stateroom.

Oh, just as trivia, the three aft-most 3-meter by 3-meter #10's--back during original service, those three staterooms were "Marine Country", two quadruple occupancy for the troopers and one double occupancy for the officers/NCO's.

So, "old timers", let me know where you think you've been sleeping.

And if you are not an "old timer", and you jump in, here, and tell me where you want to be quartered...that's just gonna irritate me.  However, since I am the new Captain, I suppose I should make an effort to be kind to you new guys, so I will personally escort you to your new quarters...just step into this airlock, here...
Walter Zeller
player, 540 posts
Merchant/Noble
Wed 22 May 2019
at 09:44
  • msg #927

Deckplan

I believe this is what you were looking for. (Message 293 Destination: Cassandra Belt)

(Med bay side)
7-Vonon 10A-Samantha 10B-Sharik (?) 10C-Valeska (?) 10D-Evelyn(?) 11 (Med bay) 10E (Empty) 10F Pablo (near Ships locker)

(Galley Side)
8-Mess 9-Galley 10G (Empty) 10H-Serge (?) 10I-Sir Walter 10J-Khealftouaw 13-Rec room 10K (Empty)

And not quite on the rooms. I took the one to the Southwest of the Med bay so I could use it as my office. Samantha took the one next to #7. I remember our former cook took the one next to the galley (10G). I think Pablo took a room next to the Ship's locker in case of an problems. The ones with (?) I was not sure of who had the room.

As for where you were, since we had less than 12 crew, each of us had our own room. The room to the south of the med bay, I had Kheaiftouaw there since it was next to the lift and could get to the drives quicker.
Sylvester Jinx
player, 70 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 12:05
  • msg #928

Deckplan

Prefer a single occupancy ;-) Other than that, no preference.
Marcus Fallin
player, 2 posts
Wed 22 May 2019
at 16:19
  • msg #929

Deckplan

Pending GM approval Marcus is finished

6 Terms Merchant Marines rising all the way to Senior Captain. Whiz with maintenance and can even engineer some new parts. Can be very persuading when he needs to, but also knows a little bit about different parts of the ship having worked his way from maintenance to the bridge. He still prefers the engine room.
Sylvester Jinx
player, 71 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 16:22
  • msg #930

Deckplan

LOL, Vonon has competition! Who let the dogs out?!
Marcus Fallin
player, 3 posts
Wed 22 May 2019
at 16:23
  • msg #931

Deckplan

We can run competing ships, or form a business.
Sylvester Jinx
player, 72 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 16:27
  • msg #932

Deckplan

Longshot Enterprises, Walter wants a major company so he can swim in money!
Marcus Fallin
player, 4 posts
Wed 22 May 2019
at 16:58
  • msg #933

Re: Deckplan

Marcus Fallin:
Pending GM approval Marcus is finished

6 Terms Merchant Marines rising all the way to Senior Captain. Whiz with maintenance and can even engineer some new parts. Can be very persuading when he needs to, but also knows a little bit about different parts of the ship having worked his way from maintenance to the bridge. He still prefers the engine room.


If anyone wants to make connections, here are his events
1 Government made route changes
2 Ship assigned elite route
3 On team of internal investigators
4 Noble heaps praise on ship
5 Military escort hitches ride
6 Captain running side business


As far as competing with Vonon, Marcus is not financially, or transactional, savvy. That was always someone else's job.
Sylvester Jinx
player, 73 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 19:10
  • msg #934

Re: Deckplan

I just got hired as an engineer. Engnrng 3.


ABILITY SCORE
  STR DEX END INT EDU SOC
UPP 7 6 8 C B 4
Mod 0 0 0 +1 +1 -2

HOMEWORLD
Name Subsector Sector UWP
Darrian Darrian Spinward Marches 0627 A463955 G

SKILLS
  Comms 1
  Computer 2
  Electronics (remote operations) 0
  Engineering 0
  Engineering (maneuver) 1
  Engineering (jump) 2
  Mechanics 0
* Profession (farming) 0
* Gun Combat (slug pistol) 0
  Pilot (ship's boat) 1
  Sensors 1
* Swimming 0
* Trader 0
  Vacc Suit 2


Am I still missing skills Rob? If I am, I can add a few, or I can train in space and add a few more.
This message was last edited by the player at 19:12, Wed 22 May 2019.
Marcus Fallin
player, 5 posts
Wed 22 May 2019
at 19:19
  • msg #935

Re: Deckplan

Mine
Engineering (Power) - 2
Engineering (M-Drive) - 1
Mechanic - 4

Good chance they served together if you want to make the connection. Marcus ended up Senior Captain with Pilot (Starship) so you could have served as the senior ship's boat pilot. Just a thought.
Sylvester Jinx
player, 74 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 19:23
  • msg #936

Re: Deckplan

I was in the Darrian Confederation Navy. So, no. We didn't serve together before, but we have plenty of stories to tell.
Inderpal Kumar
player, 66 posts
Tharillian
Ex-Scout
Wed 22 May 2019
at 20:13
  • msg #937

Re: Deckplan

Sylvester Jinx:
LOL, Vonon has competition! Who let the dogs out?!


Do Vargr like that term?
Sylvester Jinx
player, 75 posts
ex-Darrian Confed. Navy
768CB4
Wed 22 May 2019
at 20:17
  • msg #938

Re: Deckplan

Probably not, I'm sure he doesn't like mail men and or paper boys either! ;-)
Kheaiftouaw
player, 635 posts
Aslan outcast
Wed 22 May 2019
at 22:31
  • msg #939

Re: Deckplan

Looks I will be out of a job with so many engineers joining up.
Walter Zeller
player, 541 posts
Merchant/Noble
Wed 22 May 2019
at 23:44
  • msg #940

Re: Deckplan

Doc Zeller's Broker and tight fisted trading school is always looking for students...
Vonon Ronkunu
player, 494 posts
Vargr and Spacer
ex-Patrol Commander
Thu 23 May 2019
at 05:43
  • msg #941

Re: Deckplan

Inderpal Kumar:
Sylvester Jinx:
LOL, Vonon has competition! Who let the dogs out?!


Do Vargr like that term?


No, no, don't be silly.  Why would a Vargr take seriously any odd reference to their Terrestrial Canine origins?  Nah!  No worries on that front--ya buncha big nekkid monkies!

^_^
Vonon Ronkunu
player, 495 posts
Vargr and Spacer
ex-Patrol Commander
Thu 23 May 2019
at 06:35
  • msg #942

Re: Deckplan

Walter Zeller:
I believe this is what you were looking for. (Message 293 Destination: Cassandra Belt)

(Med bay side)
7-Vonon 10A-Samantha 10B-Sharik (?) 10C-Valeska (?) 10D-Evelyn(?) 11 (Med bay) 10E (Empty) 10F Pablo (near Ships locker)

(Galley Side)
8-Mess 9-Galley 10G (Empty) 10H-Serge (?) 10I-Sir Walter 10J-Khealftouaw 13-Rec room 10K (Empty)

And not quite on the rooms. I took the one to the Southwest of the Med bay so I could use it as my office. Samantha took the one next to #7. I remember our former cook took the one next to the galley (10G). I think Pablo took a room next to the Ship's locker in case of an problems. The ones with (?) I was not sure of who had the room.

As for where you were, since we had less than 12 crew, each of us had our own room. The room to the south of the med bay, I had Kheaiftouaw there since it was next to the lift and could get to the drives quicker.


Yup, that's the one.  Now add to that, this...



So then:
Stateroom:
(starb'd) 10-a: Samantha Kilgore, Senior Pilot (Chief Pilot? First Pilot? What ya wanna call yerself, Sam?)
(starb'd) 10-b: Sharik Kaagira, Chief of Sensors & Computers (maybe here)(Sensors & Comps is your detail, isn't it, Shar'r?)
    (port) 10-c: Empty
(starb'd) 10-d: Valeska Brandenberg, Engineering(?)
    (port) 10-e: Serge Baklanov, Ship Security & Gunner
(starb'd) 10-f: Evelyn Darque, Engineering(?), Ship's Mascot(?)
    (port) 10-g: Sir Walter, Ship's Trader, Ship's Cargomaster, Ship's Purser.
    (port) 10-h: Kheaiftouaw, Chief Engineer
(starb'd) 10-i: Empty
(starb'd) 10-j: Pablo Esteban Ryzov, Ship Security & Gunner
    (port) 10-k: Empty

Right, now, before I start assigning the Noobies their bunks, I would like each older (PC) member of the crew to confirm they are in the stateroom listed or, if you would like to be elsewhere, then let me know.

Shar'r, yours was the only one Sir Walter wasn't sure about--really need a confirmation, or where you want to be, instead.

Khea--I had placed you in 10-h thinking you, as an Aslan, would want/demand the extra space, plus possibly want a place to get away from all the furless monkeys, every now and then.  Sir Walter brought up the issue of you being able to get to Main Engineering fast.  Actually, the floor hatch in starb'd side #14 leads directly down to just a few steps from the entrance to Main Engineering.  If this is a concern for you, as well, you might consider moving closer to that hatch Either take the empty 10-k, or kick Pablo out of his stateroom and take it for yours) ^_^

Kaengarr was acting as Purser & Ships Cook, so it makes sense for him to have been in 10-c.  Vonon was not always in #7--that only happened tonight IC--so he was likely in either 10-i or 10-k.  Partying with his buddy Pablo back in "Marine Country"!  I suppose we can say Vonon had been in 10-i.

I'll keep bugging StarMaster to find out if each #10 has it's own Fresher--though I continue to believe that #7, #10-g and #10-h should have private Freshers--that may not be true.  We may all be using the communal Fresher in #12.

And if that is the case, we better plan on spending some time in a shipyard--soon--adding more personal sanitary facilities.

And a frigging BLAST DOOR at the entrance into the Bridge, dammit!
Sharik Kaagira
player, 362 posts
Freelance: ex-IISS, ex-IN
Serious about recreation
Thu 23 May 2019
at 07:58
  • msg #943

Re: Deckplan

Vonon Ronkunu:
... Shar'r, yours was the only one Sir Walter wasn't sure about--really need a confirmation, or where you want to be, instead. ...

Sharik is fine with 10-b.  As for duties - Astrogation is her primary role.  She can do Sensors and Computers as well, though.
Serge Baklanov
player, 78 posts
Marine/Scout
Thu 23 May 2019
at 08:39
  • msg #944

Re: Deckplan

In reply to Vonon Ronkunu (msg # 942):

Fine for me.
Sylvester Jinx
player, 76 posts
ex-Darrian Confed. Navy
768CB4
Thu 23 May 2019
at 11:03
  • msg #945

Re: Deckplan

10g should be a double since it is half again bigger maybe.
Walter Zeller
player, 543 posts
Merchant/Noble
Thu 23 May 2019
at 13:46
  • msg #946

Re: Deckplan

That is why I took it so l can use it as a private office.
Sylvester Jinx
player, 78 posts
ex-Darrian Confed. Navy
768CB4
Thu 23 May 2019
at 15:02
  • msg #947

Re: Deckplan

Ahhhh, smart man, you need the extra space.
Sylvester Jinx
player, 79 posts
ex-Darrian Confed. Navy
768CB4
Thu 23 May 2019
at 16:54
  • msg #948

Re: Deckplan

When you come aboard Walter, and after Vonon gets finished with me, I need to look you up with money. ;-)
This message was last edited by the player at 16:55, Thu 23 May 2019.
Sylvester Jinx
player, 80 posts
ex-Darrian Confed. Navy
768CB4
Thu 23 May 2019
at 19:15
  • msg #949

Re: Deckplan

Get approval Marcus?
Marcus Fallin
player, 6 posts
Thu 23 May 2019
at 19:22
  • msg #950

Re: Deckplan

Not yet
Sylvester Jinx
player, 81 posts
ex-Darrian Confed. Navy
768CB4
Thu 23 May 2019
at 19:33
  • msg #951

Re: Deckplan

He was on today, guess he's busy. Hope to see you IC VERY soon!
Vonon Ronkunu
player, 496 posts
Vargr and Spacer
ex-Patrol Commander
Fri 24 May 2019
at 08:17
  • msg #952

Re: Deckplan

In reply to Sylvester Jinx (msg # 951):

Stateroom Verification:
(starb'd) 10-a: Samantha Kilgore, Senior Pilot (Chief Pilot? First Pilot? What ya wanna call yerself, Sam?)
(starb'd) 10-b: Sharik Kaagira, Senior Astrogator (Chief Astrogator? First Astrogator? What ya wanna call yerself, Sharik?) & Chief Sensors & Comps Operator
    (port) 10-c: Empty
(starb'd) 10-d: Valeska Brandenberg, Engineering(?)
    (port) 10-e: Serge Baklanov, Ship Security & Gunner
(starb'd) 10-f: Evelyn Darque, Engineering(?), Ship's Mascot(?)
    (port) 10-g: Sir Walter, Ship's Trader, Ship's Cargomaster, Ship's Purser.
    (port) 10-h: Kheaiftouaw, Chief Engineer
(starb'd) 10-i: Empty
(starb'd) 10-j: Pablo Esteban Ryzov, Ship Security & Gunner
    (port) 10-k: Empty

Sam, Evelyn and Khea, just need a confirmation, please.  Yay or Nay.  And if you want some other quarters, speak up!  Y'never know, I might just kick somebody outta their room... ^_^
Evelyn Darque
player, 42 posts
Sat 25 May 2019
at 12:59
  • msg #953

Re: Deckplan

Aye
Sylvester Jinx
player, 82 posts
ex-Darrian Confed. Navy
768CB4
Sat 25 May 2019
at 13:05
  • msg #954

Re: Deckplan

I can double up if necessary, they'll just have to put up with my Miss Darrian calendar! 8-)
Mike
player, 1 post
Sat 25 May 2019
at 23:18
  • msg #955

Re: Deckplan

Hey all!

Pending GM approval, Reese Hardsimm is finished; 3 terms as an Ildrissar Agent, two terms as a thief. Expert with an auto pistol, sneaky as all getout and a very difficult read, Reese can also drive a car, fly a small craft, work the computers and in a pinch be the medic.

Avatar pending approval; I've done his portrait here: https://sta.sh/01sj84ipg31k
Evelyn Darque
player, 43 posts
Sat 25 May 2019
at 23:59
  • msg #956

Re: Deckplan

I probably should post something but I don't know which thread I'm in and also I'd probably just be exploring the ship's guts.
Marcus Fallin
player, 7 posts
Sun 26 May 2019
at 00:02
  • msg #957

Re: Deckplan

Same here, but not sure where/when I should enter.
Sylvester Jinx
player, 83 posts
ex-Darrian Confed. Navy
768CB4
Sun 26 May 2019
at 11:49
  • msg #958

Re: Deckplan

Can I double up with Evelyn? ;-) kidding.

Come to the airlock and interview for a position, we're getting ready for space.
Sylvester Jinx
player, 84 posts
ex-Darrian Confed. Navy
768CB4
Sun 26 May 2019
at 11:57
  • msg #959

Re: Deckplan

In reply to Evelyn Darque (msg # 956):

We're in Destination Cassandra's Belt aren't you?
Vonon Ronkunu
player, 498 posts
Vargr and Spacer
ex-Patrol Commander
Sun 26 May 2019
at 15:11
  • msg #960

Re: Deckplan

In reply to Sylvester Jinx (msg # 959):

Okay, I'm done.  I'm not even gonna try anymore.

Between maniacs trying to start MegaCorps, and Crewmen I know nothing about stepping out from behind the friggin curtains, I've had enough.

The airlock is open.  Frack security or any effort to maintain even a crumb of semi-realism.  I don't give a frig who you are, just come right aboard and start pushing buttons--I'm not dealing with it, anymore.

Vonon, over and out.
Sylvester Jinx
player, 85 posts
ex-Darrian Confed. Navy
768CB4
Sun 26 May 2019
at 15:14
  • msg #961

Re: Deckplan

'steps through the airlock into open space . . . . . '

;-)


I think you're great Vonon, you make it REAL!!!!
Marcus Fallin
player, 8 posts
Sun 26 May 2019
at 17:43
  • msg #962

Re: Deckplan

Hey, some of us are waiting to be invited and not overstepping our bounds.
Inderpal Kumar
player, 68 posts
Tharillian
Ex-Scout
Sun 26 May 2019
at 22:13
  • msg #963

Re: Deckplan

Checking in to avoid AWOL.
Reese Hardsimm
player, 3 posts
Wed 29 May 2019
at 01:24
  • msg #964

Re: Deckplan

So just an FYI.. in 7.5 hours I'm leaving for Hawaii. I will have my laptop so I can post again as soon as someone throws me a bone... although if not I'll probably riff on the docks first.
Reese Hardsimm
player, 4 posts
Thu 30 May 2019
at 16:54
  • msg #965

Re: Deckplan

So this seems to have been largely missed by everybody:

StarMaster:
Lucky doesn't appear to be drunk at all though she does have the appearance of a Free Spirit.

About half of the asteroid has been built up, extended and converted to the space station. There's not enough room to actually build full drydocks and docking facilities, so docks have been built outward. The ships dock there along the gantry tubes. One exits the ship into the docking tube and then moves through it to the base. The tubes have no gravity in them, so you have to freefall maneuver along them into the base.

The Longshot will dock in about 10 minutes.


I'm picturing the loading of the cargo with you guys shoving cases into the no gravity tubes and then shoving off towards the ship, shifting above them to land upside down at the ship's lock.

Starmaster, or is there a separate tube for the loading bay? Cases would have to be smalle enough to load through the crew lock otherwise..
Sylvester Jinx
player, 89 posts
ex-Darrian Confed. Navy
768CB4
Thu 30 May 2019
at 16:56
  • msg #966

Re: Deckplan

Wow, I never read that far back, cool!! Cases of booze is my guess, they aren't huge, just awkward and fragile.
This message was last edited by the player at 17:29, Thu 30 May 2019.
Reese Hardsimm
player, 5 posts
Thu 30 May 2019
at 17:37
  • msg #967

Re: Deckplan

Yeah I wanted to get to know the game before I started, but as old as it is I decided to only read the current thread from the beginning.  Took most of the day Friday.
Reese Hardsimm
player, 7 posts
Fri 31 May 2019
at 17:28
  • msg #968

Re: Deckplan

LOL, just call me the fisherman, I'm tossing out hooks left and right!
StarMaster
GM, 927 posts
Fri 31 May 2019
at 21:17
  • msg #969

Re: Deckplan

Small cargo can go through the tube, but any large cargo that is space-proof can get loaded from cargo hatches as controlled robo-cranes would have to handle them. Anything that doesn't fall into those two categories would probably need some sort of special handling. There just isn't that much that would leave Cassandra's Belt that falls into that category.
Inderpal Kumar
player, 69 posts
Tharillian
Ex-Scout
Fri 31 May 2019
at 21:50
  • msg #970

Re: Deckplan

Have we jumped to the next morning yet?
Vonon Ronkunu
player, 500 posts
Vargr and Spacer
ex-Patrol Commander
Sun 2 Jun 2019
at 07:49
  • msg #971

Re: Drones

In reply to Horatio Aubrey:

     The Longshot's UPP says it is equipped with "Repair Drones" and "Mining Drones".  StarMaster has said, at some time in the past, that there are 20 Repair Drones and 4 Mining Drones.  I'm probably wrong about this, but that's what I remember.

     Repair Drones are mentioned in both the MgT1E Core Rulebook and the Central Supply Catalogue.  Repair Drones are not mentioned, at all, in any currently available MgT2E book.  The MgT1E definition of "Repair Drone" is thus:
     Repair Robot (TL 11): Shipboard repair robots are small crab-shaped machines that carry a variety of welding and cutting tools. They scuttle around tiny access tunnels but also crawl over the exterior hull to conduct repairs and maintenance. Specialized repair robots may run Expert Engineer (any) rather than Expert Mechanic.
     Strength 6 (+0), Dexterity 7 (+0), Hull 1, Structure 1
     Intelligence 5 (–1), Education 6 (+0), Social Standing 0 (–3)
     Traits: Integral System (mechanical toolkit), Specialized Computer/1 (running
                                                   Intellect/1 & Expert Mechanic/2 software)
     Weapons: Tools (Melee (unarmed), 1d6 damage)
     Price: 10,000 Credits

     My head exploded one night, when I kept trying to justify that information abouve, with the "18 tons" and "360-million Credits" cost listed in the UPP.  I was off the board while my head grew back...

     "Mining Drones" are not mentioned, at all, in any book from either MgT1E or MgT2E.  I suppose that they could be MgT2E versions of the "Utility Droid" programmed with Profession (Mining), just made a little tougher, given Enhanced Senses to aid in Prospecting, and something like a Vibro-Jackhammer, things like that.
     I swear I remember StarMaster saying that these 4 Mining Drones were "man-sized, shaped like a barrel, with thick, tentacle-like arms with pincher-claw 'hands', and legs/feet of similar design, and just a slight bump of a 'head' on top, housing a pair of visual sensors".  But, again, I'm probably wrong about that, too.

     We have had occasion to make use of the Repair Drones--especially when we explored the Alien Tetrahedron-ship--where we used the EM Probes of the drones to manipulate the "magnetic code locks" on the alien ship.

     Also, early after we got the Longshot, Vonon inspected the Drone Bay, and when he saw the 4 "Mining Drones", he had the sudden urge to name them.  So he wrote a name on each "Mining Drone", in large letters, in both Anglic and Ovaghoun (the Vargr dialect his Pack speaks):
          Mining Drone #1: "Diefenbaker"
          Mining Drone #2: "Akela"
          Mining Drone #3: "Buck"
          Mining Drone #4: "Raksha"
     When asked, Vonon said the four names were Fictional Canine Heroes from some vid-stories he's seen when he was a pup.
Sylvester Jinx
player, 92 posts
ex-Darrian Confed. Navy
768CB4
Sun 2 Jun 2019
at 11:23
  • msg #972

Re: Drones

Lassie?
Sylvester Jinx
player, 94 posts
ex-Darrian Confed. Navy
768CB4
Sun 2 Jun 2019
at 18:39
  • msg #973

Re: Drones

A second ship here to trade with? There are enough players.
Inderpal Kumar
player, 70 posts
Tharillian
Ex-Scout
Mon 3 Jun 2019
at 10:18
  • msg #974

Re: Drones

Checking in to avoid AWOL.
Reese Hardsimm
player, 9 posts
Mon 3 Jun 2019
at 16:11
  • msg #975

Re: Drones

Apologies. As a person with Asperger’s syndrome I am not always confident in my understanding of innuendo. I see 12 cabins and 12 characters. If this is too many for comfort Reese will bow out before pressing further into the game.
This message was last edited by the player at 16:41, Mon 03 June 2019.
Sylvester Jinx
player, 96 posts
ex-Darrian Confed. Navy
768CB4
Mon 3 Jun 2019
at 16:30
  • msg #976

Re: Drones

You're good. Hold on.
Reese Hardsimm
player, 10 posts
Mon 3 Jun 2019
at 16:46
  • msg #977

Re: Drones

My vacation ends tomorrow, I’ve got at least five more pieces to do for the JTAS Kickstarter and a weeks worth of other people screwing up things in the day job to clean up; in about 12 hours I’ll be starting the 10 hour trip home and between now and then will he checking out of this hotel and spending the day as a beach bum, so unlikely to have much access for the next 24 hours or so.
Sylvester Jinx
player, 97 posts
ex-Darrian Confed. Navy
768CB4
Mon 3 Jun 2019
at 16:49
  • msg #978

Re: Drones

Be safe and enjoy yourself.
Reese Hardsimm
player, 12 posts
Tue 4 Jun 2019
at 03:22
  • msg #979

Re: Drones

Honolulu airport, plane leaves in 2 hours 20 minutes.. overnight flight losing 5 hours, yay!
Vonon Ronkunu
player, 502 posts
Vargr and Spacer
ex-Patrol Commander
Tue 4 Jun 2019
at 07:40
  • msg #980

Re: Drones

Reese Hardsimm:
Apologies. As a person with Asperger’s syndrome I am not always confident in my understanding of innuendo. I see 12 cabins and 12 characters. If this is too many for comfort Reese will bow out before pressing further into the game.

     ACTUALLY... 'Marcus Fallin' is lucky Number 13, and you, 'Reese Hardsimm' (love the Avatar choice!) are Number 14.  And, yes, You Are a Number.

     Now, this is only true if 'Montgomery Ashburn' is still around.  He hasn't posted since early May, and it's now early June.  If Monty has dropped out, then Marcus & Reese drop to #12 and #13, respectively.

     I/Vonon have a couple things in the works--you ain't going anywhere, Reese.
Marcus Fallin
player, 10 posts
Tue 4 Jun 2019
at 11:38
  • msg #981

Re: Drones

Marcus is here, and he hasn't been hired yet. He's only heard talk of the ship interviewing so he's coming to present his credentials.
Sylvester Jinx
player, 99 posts
ex-Darrian Confed. Navy
768CB4
Tue 4 Jun 2019
at 11:41
  • msg #982

Re: Drones

Good! I get to post if there are more people! :-D I love to post! Pablo hasn't been here since Montgomery has either, is Pablo still among us?
This message was last edited by the player at 11:42, Tue 04 June 2019.
Vonon Ronkunu
player, 504 posts
Vargr and Spacer
ex-Patrol Commander
Wed 5 Jun 2019
at 05:40
  • msg #983

Re: Drones

In reply to Sylvester Jinx (msg # 982):

Yes.  Pablo is always with us--he is always in our thoughts and dreams...
Sylvester Jinx
player, 100 posts
ex-Darrian Confed. Navy
768CB4
Wed 5 Jun 2019
at 10:09
  • msg #984

Re: Drones

Permanent NPC, or in Memorium.
Vonon Ronkunu
player, 506 posts
Vargr and Spacer
ex-Patrol Commander
Wed 5 Jun 2019
at 10:31
  • msg #985

Re: Drones

In reply to Sylvester Jinx (msg # 984):

Abandoned Character.  StarMaster is an Old Softy--he keeps the Orphans around for quite a while, on the chance the Player just had some long-term issue (and not that they hated hearing Vonon howling Show Tunes in the sonic shower) and they might come back ^_^
Sylvester Jinx
player, 101 posts
ex-Darrian Confed. Navy
768CB4
Wed 5 Jun 2019
at 10:42
  • msg #986

Re: Drones

Back when I DMd, I'd give them a week or two and pffft, their ass was gone! I'm an asshole, StarMaster is a nice guy.
Vonon Ronkunu
player, 507 posts
Vargr and Spacer
ex-Patrol Commander
Wed 5 Jun 2019
at 11:45
  • msg #987

Re: Drones

In reply to Sylvester Jinx (msg # 986):

Hey, that's my line!

I always tell folks "Look, I'm an asshole, and I know it--so don't be afraid to call me on it.  The one thing that will never offend me is calling me an asshole.  To me, that's like pointing out that I'm chewing with my mouth open.  My bad."
Sylvester Jinx
player, 102 posts
ex-Darrian Confed. Navy
768CB4
Wed 5 Jun 2019
at 11:47
  • msg #988

Re: Drones

LOL, you and me both! It's a compliment!
Sylvester Jinx
player, 103 posts
ex-Darrian Confed. Navy
768CB4
Wed 5 Jun 2019
at 13:47
  • msg #989

Re: Drones

In reply to Marcus Fallin (msg # 981):

You're up IC Marcus!
Reese Hardsimm
player, 15 posts
Wed 5 Jun 2019
at 14:34
  • msg #990

Re: Drones

CLARIFICATION:

Marcus is floating in the Zero-G tube outside the forward airlock of the Longshot, and Reese is standing in the Rockport docking bay at the entrance to said tube.

The length of the tube was never established, but I would assume that even if the entrance to it was open Reese would not be able to hear the exterior comms of the Longshot from the staging area where he's standing.

I picture this staging area as a small holding/cargo area as shown in the TV show The Expanse on the few occasions when the crew was having interactions with dock workers on the larger station they were visiting; not at all a giant open space where multiple starships are sitting, which seems to be what several of the players assume it is.

Said docking space would probably have large view ports through which one could observe the docked ships and the space around them.
Sylvester Jinx
player, 104 posts
ex-Darrian Confed. Navy
768CB4
Wed 5 Jun 2019
at 14:42
  • msg #991

Re: Drones

I assumed it was sitting in a giant open space until you corrected my assumption! ;-) Then I realized I back-flipped up the tube with a case of booze for Serge. We need a NEW OOC StarMaster, only nine posts until it is full!
This message was last edited by the player at 14:43, Wed 05 June 2019.
Vonon Ronkunu
player, 509 posts
Vargr and Spacer
ex-Patrol Commander
Thu 6 Jun 2019
at 03:05
  • msg #992

Re: Dock You AND The Ship You Flew In On!

In reply to Reese Hardsimm (msg # 990):

     Yeah, it's been discussed a few times.  I think it works like this--

     If you look at the Game Map of the ship, at the forward section of Cargo Deck (Deck Two), the short hallway between the two #17's--the icon representing a mechanical hatch on the floor is actually the top of a ramp that lowers down and stretches out.  The ramp, itself, acts as the Airlock--the outer door is at the bottom of the ramp, the inner door is at the top.

     The end of the ramp lowers down 3-meters and the total length of the ramp stretches out to 6-meters--it is enclosed and pressurized, but not equipped with grav-plates.  There is also a 3-meter (@10-foot) "extension tube" that can extend out from the bottom of the ramp, if needed, to allow for matching up with other airlocks or other docking tubes.  So the "ramp" can double as a "docking tube" with an adjustable length of 6-meters (@20-feet) or 9-meters (@30-feet).

     So--and again, this is only what I assume is the case here--on the Port Side there is probably an alcove (maybe 3-by-3 meters, maybe only 3-by-1.5 meters, maybe something else) with an airlock door in the center, outer wall, airlock controls and an intercom station on the wall beside it.  A big sign over the alcove identifies this Docking Location and a wall-mounted video monitor is on the outer wall, beside the airlock door, opposite the door controls and intercom station.  The video monitor usually displays the Ship Name, statistics, schedule, etc.

     That Port Side door could be open/unlocked, but I'd think that this would be at the option of whoever is renting the Dock.  Vonon has reason to be suspicious of the locals, so he would have the Port Side 'Lock sealed and locked, and he would also have the ship's Outer Airlock Door sealed and locked.  You have to get through two locked hatches to get into the ship.

     Here's how I think it all works--some of these systems may not be in use, in our case--going from the Dock to Inside the Ship:

1. Starting on Port Side there is an Airtight Hatch in an alcove.

2. This hatch opens into a small space with another Airtight Hatch that can be used as an Emergency Airlock, when there is no ship docked here.

3. Outside this tiny airlock is an extendable Boarding Tube system (undetermined length, unsure if it's being used) with Universal Docking Ring on the outer end.
That's it for Port Side.  On the Ship Side:

4. A 3-meter (@10-foot) extendable Boarding Tube with Universal Docking Ring.

5. Exterior Airlock Hatch with Announcer to Ship's Intercom.

6. Hatch leads into 6-meter (@20-foot) enclosed, pressurized Ramp up--ramp is equipped to act as an Airlock, but is not equipped with grav-plates.

7. Interior Airlock Hatch at upper end of airlock-ramp leads into passageway on Deck Two between two #17's.  You're in!

     One final Caveat--all of this could be completely wrong ^_^ ^_^
Sylvester Jinx
player, 108 posts
ex-Darrian Confed. Navy
768CB4
Sat 8 Jun 2019
at 16:51
  • msg #993

Re: Dock You AND The Ship You Flew In On!

You're up IC Marcus! Vonon has spoken!
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