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01:29, 29th March 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.
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