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18:10, 18th May 2024 (GMT+0)

OOC: The Moot.

Posted by RefereeFor group 0
Dr. Jim D. Jones
player, 53 posts
Fri 4 Feb 2011
at 15:06
  • msg #65

Re: Crew

The Ref has provided us with quite a list!

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

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

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

Re: Crew

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

Remaining openings/exceptional opinions we'd discuss further.

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

Re: Crew

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

Re: Crew

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

Interesting points of view all around!

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

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

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

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

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

Re: Crew

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


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

Re: Crew

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

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

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

Re: Crew

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


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

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

Re: Crew

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

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


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

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

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

Re: Crew

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

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

Re: Crew

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

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

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

Re: Crew

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

Simple interview and provisional employment to next jump sounds good.

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

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

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

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

Re: Crew

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



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

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



Item - Mandatory Options
----

1) Vacc Suit - Magnetic Grapples

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

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

2) Longarm* - 100 rds ammo, Secure Weapon

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

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

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

4) Radio Transceiver -

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

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

Optional Equipment

1) Handcomp (if needed)

Recommended: TL-B Handcomp (700 Credits)

2) Personal Armor (if needed)

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

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

Example: EM Probe (1000 credits)

Also;

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

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

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

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

Re: Crew

In reply to Hayden Marks (msg #76):

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

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

Re: Crew

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

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

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

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

;) Again, it’s all about deniability.

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

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

Re: Crew

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

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

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

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

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

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

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

Re: Crew

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


A quick note about tools:

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

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

Referee:
Use core rules.


Plus it breaks things.  For example:

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

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

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

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

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

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

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

Re: Crew

In reply to Hayden Marks (msg #80):

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

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

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

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

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

Re: Crew

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

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

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

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

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

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



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

Yeah - rrrright! =)

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

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

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

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

Re: Crew

In reply to Thera Santorini (msg #81):

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

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

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

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

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

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

Re: Crew

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

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

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


Great outfitting Hayden!

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

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

Re: Crew

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

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

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

Re: Crew

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

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

Re: Crew

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

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

Re: Crew

In reply to Referee (msg #83):

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

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

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

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

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

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

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

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

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

Maybe this will help:

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

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

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

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

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


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

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

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

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

Re: Crew

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

That is fine with me - ship's quarters should be reasonable as a base of operations.  We may need a little bit of a petty cash fund ... Especially if we intend to wheel and deal a bit on the first couple of jumps.  Danica has very little cash from muster... *mutter* *mutter* Damned snake eyes...*mumble* *mumble*
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