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19:59, 28th March 2024 (GMT+0)

OOG Comments.

Posted by JRFor group 0
JR
GM, 16 posts
Mon 18 Apr 2016
at 03:45
  • msg #1

OOG Comments

Brent is approved as noted on his character sheet.
Brent
player, 5 posts
Mon 18 Apr 2016
at 03:48
  • msg #2

OOG Comments

Thanks!
Hoot
player, 2 posts
Tue 19 Apr 2016
at 05:17
  • msg #3

OOG Comments

I'll try to put together a draft character by friday if I can.
JR
GM, 17 posts
Tue 19 Apr 2016
at 05:22
  • msg #4

Re: OOG Comments

Hoot:
I'll try to put together a draft character by friday if I can.


Do you know what sort of character you want to play? I can kick things off while you work out the details if you'd like :-)
Hoot
player, 3 posts
Wed 20 Apr 2016
at 04:10
  • msg #5

Re: OOG Comments

Okay I have a couple ideas. Maybe you get let me know how feasible they are in your setting. I'm thinking that 3 may not work in your setting so I am leaning towards one or two. Let me know which options are feasible.

1. A scientist or engineer who specializes in one or more of the following areas: 1) The construction and maintenance habitats like the once described in the setting section, 2) agriculture and livestock on deep space habitats, 3) Construction and maintenance of nonjumpdrive ships available in the egg system.

2. Some kind of charismatic con artist constantly on the run from local authorities. He survives by assuming different identities and runs small to mid sizes scams ranging from the equivalent of email fraud to real estate scams.

3. A conspiracy theorist fearful of an eventual imperial return. This character has spent most of his adult life attempting to develop combat skills effective in habitats or in space. If such skills are available points would be focused in martial arts, small arms use, or guerrilla warfare.
Brent
player, 7 posts
Wed 20 Apr 2016
at 05:58
  • msg #6

Re: OOG Comments

I like them all.  #3 would certainly be amusing!
JR
GM, 18 posts
Wed 20 Apr 2016
at 07:37
  • msg #7

Re: OOG Comments

Hoot:
Okay I have a couple ideas. Maybe you get let me know how feasible they are in your setting. I'm thinking that 3 may not work in your setting so I am leaning towards one or two. Let me know which options are feasible.

1. A scientist or engineer who specializes in one or more of the following areas: 1) The construction and maintenance habitats like the once described in the setting section, 2) agriculture and livestock on deep space habitats, 3) Construction and maintenance of nonjumpdrive ships available in the egg system.

2. Some kind of charismatic con artist constantly on the run from local authorities. He survives by assuming different identities and runs small to mid sizes scams ranging from the equivalent of email fraud to real estate scams.

3. A conspiracy theorist fearful of an eventual imperial return. This character has spent most of his adult life attempting to develop combat skills effective in habitats or in space. If such skills are available points would be focused in martial arts, small arms use, or guerrilla warfare.


You could work all three into a character, although you'd probably want to put your skill points toward the first option over the others. Someone who is a skilled engineer/scientist, somewhat of a con artist/bad boy (or girl), and a little paranoid, is actually a well rounded and complex character. There's not much in the way of armed conflict, and not an excessive amount of crime for the population size (remember they're spread out all over the system), so any real ground combat experience wouldn't be available here.
Hoot
player, 4 posts
Thu 21 Apr 2016
at 02:52
  • msg #8

Re: OOG Comments

Hmm okay I'll focus on scientist/con artist. Maybe I can take paranoia as a disadvantage for some extra points. I'll try to hammer this out this week.
JR
GM, 19 posts
Thu 21 Apr 2016
at 03:57
  • msg #9

Re: OOG Comments

Hoot:
Hmm okay I'll focus on scientist/con artist. Maybe I can take paranoia as a disadvantage for some extra points. I'll try to hammer this out this week.


You will be starting out aboard a ship, so it sounds like you would have an engineer's slot aboard a cargo ship (more to come very shortly on that).
JR
GM, 20 posts
Thu 21 Apr 2016
at 03:59
  • msg #10

Game Names

Would you prefer the player name, or the character name, to show up in the information to the left of each post?
JR
GM, 22 posts
Thu 21 Apr 2016
at 15:56
  • msg #11

Game Names

Ship view uploaded to Game Map 0.
Brent
player, 8 posts
Sat 23 Apr 2016
at 05:12
  • msg #12

Game Names

Hmmm... tough call.  I would lean toward player name as long as we put our player name in our posts to cross reference.
JR
GM, 24 posts
Sat 23 Apr 2016
at 13:06
  • msg #13

Re: Game Names

Brent:
Hmmm... tough call.  I would lean toward player name as long as we put our player name in our posts to cross reference.


Okay, so player name on the left, and reference character names in posts. Anyone not like that format?
Eddie
player, 4 posts
Sat 23 Apr 2016
at 17:11
  • msg #14

Re: Game Names

I'm ok with it
JR
GM, 25 posts
Sat 23 Apr 2016
at 17:24
  • msg #15

Re: Game Names

Okay, everyone now has their first name/nickname to the left, and we will enter character names in the posts.
JR
GM, 26 posts
Sat 23 Apr 2016
at 17:27
  • msg #16

Game Start

I'm waiting for some character info from Hoot, but y'all can begin posting in the game thread. I will finalize this shortly, but you are all members of the ship's crew:

Brent Rogers - First Officer
Malcolm Solo - 3rd Quartermaster
Gareth Solis - Second Officer
This message was last edited by the GM at 15:20, Tue 26 Apr 2016.
Matt
player, 9 posts
Sat 23 Apr 2016
at 22:15
  • msg #17

Game Start

I'll get a post up shortly!
Hoot
player, 7 posts
Sun 24 Apr 2016
at 04:17
  • msg #18

Game Start

Okay I think that's my guess ineptitude showing. I'm in what should be my last week of work travel. I'll get a better draft up on Monday when I have access to a PC with Internet.
JR
GM, 28 posts
Sun 24 Apr 2016
at 17:49
  • msg #19

Re: Game Start

Hoot:
Okay I think that's my guess ineptitude showing. I'm in what should be my last week of work travel. I'll get a better draft up on Monday when I have access to a PC with Internet.


No worries :-)
JR
GM, 30 posts
Tue 26 Apr 2016
at 15:21
  • msg #20

Re: Game Start

Updated roster for the PCs:

Brent Rogers - First Officer
Malcolm Solo - 3rd Quartermaster
Gareth Solis - Second Officer

The ship has 21 crew in all, counting the three of you.
Eddie
player, 5 posts
Tue 26 Apr 2016
at 19:54
  • msg #21

Re: Game Start

OK, so are we supposed to post a reaction to the last post you made in Game Posts?

Am I in the galley as well?
JR
GM, 31 posts
Tue 26 Apr 2016
at 20:04
  • msg #22

Re: Game Start

In reply to Eddie (msg # 21):

Yes, all three of you are in the galley.
Matt
player, 10 posts
Wed 27 Apr 2016
at 15:08
  • msg #23

Re: Game Start

Sorry for the lack of posting guys.  I've been working long hours and have been pretty exhausted.
JR
GM, 32 posts
Wed 27 Apr 2016
at 16:03
  • msg #24

Re: Game Start

Matt:
Sorry for the lack of posting guys.  I've been working long hours and have been pretty exhausted.


NP. It's another example of things like needing to eat and live indoors cutting into our valuable gaming time ;-)
Hoot
player, 10 posts
Wed 27 Apr 2016
at 18:05
  • msg #25

Re: Game Start

Don't worry once I make captain i'll tell you what to post.
JR
GM, 33 posts
Wed 27 Apr 2016
at 19:19
  • msg #26

Re: Game Start

Hoot:
Don't worry once I make captain i'll tell you what to post.


LOL
Eddie
player, 7 posts
Mon 2 May 2016
at 16:03
  • msg #27

Re: Game Start

I choose purple as my characters text color. No one better touch it or I will pee in your corn flakes.
This message was last edited by the player at 16:03, Mon 02 May 2016.
JR
GM, 35 posts
Mon 2 May 2016
at 17:16
  • msg #28

Re: Game Start

Eddie:
I choose purple as my characters text color. No one better touch it or I will pee in your corn flakes.


I always peed in your cornflakes - you just never noticed ;-)
Hoot
player, 11 posts
Tue 3 May 2016
at 02:37
  • msg #29

Re: Game Start

"What if we want our cornflakes peed in?"
Matt
player, 13 posts
Fri 6 May 2016
at 22:05
  • msg #30

Re: Game Start

No peeing in my cornflakes!!!

On a game note, do we have any kind of optical sensors as in a telescope with which to look at this bright thing?
JR
GM, 38 posts
Sat 7 May 2016
at 00:43
  • msg #31

Re: Game Start

There are video cameras situated around the exterior, mostly to keep an eye on the cargo containers. A few of them are steerable and can point outward, if desired.
Matt
player, 14 posts
Sat 7 May 2016
at 03:09
  • msg #32

Re: Game Start

Ok, thanks.
Matt
player, 16 posts
Sat 7 May 2016
at 03:38
  • msg #33

Re: Game Start

Are we seeing that ship looking thing in the cameras?
JR
GM, 41 posts
Sat 7 May 2016
at 04:16
  • msg #34

Re: Game Start

The view you see in Map 1 (map for group 1, actually) is from your camera.
This message was last edited by the GM at 04:31, Sat 07 May 2016.
Matt
player, 17 posts
Sat 7 May 2016
at 05:02
  • msg #35

Re: Game Start

What is that bluish color at the back of the object?
JR
GM, 42 posts
Sat 7 May 2016
at 05:06
  • msg #36

Re: Game Start

That's the best resolution you have at this distance. You will have to get closer to see more :-)
Matt
player, 19 posts
Sat 7 May 2016
at 05:25
  • msg #37

Re: Game Start

It's some kind of space warping demon manifesting...
JR
GM, 44 posts
Sat 7 May 2016
at 05:33
  • msg #38

Re: Game Start

Got it in one...
Matt
player, 21 posts
Sat 7 May 2016
at 15:01
  • msg #39

Re: Game Start

Or the singularity...
Matt
player, 28 posts
Tue 10 May 2016
at 05:30
  • msg #40

Re: Game Start

Out of character, who wants to go over to the derelict?
Eddie
player, 8 posts
Tue 10 May 2016
at 13:44
  • msg #41

Re: Game Start

Malcolm is up for it...
Eddie
player, 9 posts
Tue 10 May 2016
at 14:12
  • msg #42

Re: Game Start

Whoops! I did not read a part that referenced me. I thought everything was happening on the bridge. I'm glad I made it out of the evil flour attack!
JR
GM, 53 posts
Tue 10 May 2016
at 14:19
  • msg #43

Re: Game Start

Back in the officers and crew quarters, the maneuvering alarm, while not the same tooth-twisting howl of the emergency alarms, is more than enough to awaken everyone.

Standard procedure is for everything to be secured for acceleration, but a loud clatter and a muffled curse sounds outside Malcolm's stateroom door.


This was the start of Malcolm's flour bomb adventure. Which, by the way, this can get really serious if he doesn't do something about it. A spark could be deadly...
Eddie
player, 10 posts
Tue 10 May 2016
at 20:24
  • msg #44

Re: Game Start

So, I dont get it, did you resolve it for me already in Game Posts or can I still lock them all in there to meet their doom?
Eddie
player, 11 posts
Tue 10 May 2016
at 20:26
  • msg #45

Re: Game Start

Also, I am not 100% sure how to roll for anything. lets say I try to hack a computer, how do I do that? or let say that I am trying to detect if someone is lying to me? how do I roll for that? sorry, this game is new to me. :-)
JR
GM, 55 posts
Tue 10 May 2016
at 21:09
  • msg #46

Re: Game Start

Basically, to complete a task successfully, you have to roll your skill level or lower on 3d6, after adding or subtracting any modifiers that I might make. Easier tasks add, harder tasks subtract from the dice roll.

It's fairly new to me, too, so no worries. Also, I tend to keep the dice rolling in the background for some things, but I'll try to share :-)
Eddie
player, 12 posts
Tue 10 May 2016
at 21:54
  • msg #47

Re: Game Start

OK, still, did you resolve it for me in Game Posts or should I resolve it, it sounds like it was resolved already...
JR
GM, 56 posts
Tue 10 May 2016
at 22:18
  • msg #48

Re: Game Start

Malcolm still has a problem to solve - flour dust in a passageway thick enough to be a potential danger.
Matt
player, 29 posts
Wed 11 May 2016
at 01:01
  • msg #49

Re: Game Start

Danger!  Danger!  Vent the the ship to hard vacuum!  :)
Hoot
player, 16 posts
Wed 11 May 2016
at 02:11
  • msg #50

Re: Game Start

Gareth probably won't go unless ordered.
Matt
player, 32 posts
Wed 11 May 2016
at 02:48
  • msg #51

Re: Game Start

Ok, I can take a selection of NPC's.  Probably an engineer type and a couple others.  It would be good to have two groups of two to explore.
JR
GM, 58 posts
Wed 11 May 2016
at 05:08
  • msg #52

Re: Game Start

Your crew is mostly newbies and other poor souls who can't get a better posting. The PCs are far and away the most experienced (and reliable) people aboard. Of the other competent people, they are manning positions that have to be manned.

Malcolm is here to watch a cargo shipment, but he appears to know what he's about. As for Gareth and Brent, you will have to decide for yourselves how you ended up with this posting :-)

Brent is the First Officer, so he can pretty much take anyone other than the chief engineer, the doctor, the Bosun, and the captain. How many you can take is something you will have to ask the captain.
Matt
player, 33 posts
Wed 11 May 2016
at 05:12
  • msg #53

Re: Game Start

That all makes sense.

I'll bring those with decent zero g experience
Hoot
player, 20 posts
Thu 12 May 2016
at 06:12
  • msg #54

Re: Game Start

Total how many crew members do we have on board?
JR
GM, 60 posts
Thu 12 May 2016
at 13:04
  • msg #55

Re: Game Start

There are 21 people on the ship, counting you three.
Eddie
player, 18 posts
Thu 12 May 2016
at 21:54
  • msg #56

Re: Game Start

How would Malcolm get updated info on his cargo? Can I get to it myself?
JR
GM, 68 posts
Thu 12 May 2016
at 22:07
  • msg #57

Re: Game Start

Eddie:
How would Malcolm get updated info on his cargo? Can I get to it myself?


It's stored in four two-ton cargo containers in Cargo Bay "A", two decks below Malcolm's cabin. One of the containers is visible, the others have more containers in front of, or above them. However, they do have automated status systems that report to Malcolm's hand comp via the ship's cargo monitoring system.
Matt
player, 35 posts
Fri 13 May 2016
at 02:22
  • msg #58

Re: Game Start

Here is a sugar dust explosion that killed 14 people!

https://www.youtube.com/watch?v=Jg7mLSG-Yws
Matt
player, 37 posts
Fri 13 May 2016
at 18:24
  • msg #59

Re: Game Start

Are there others of the crew that have EVA experience that I know of?  I could take an NPC or two if it makes sense.
JR
GM, 70 posts
Fri 13 May 2016
at 19:05
  • msg #60

Re: Game Start

Matt:
Here is a sugar dust explosion that killed 14 people!

https://www.youtube.com/watch?v=Jg7mLSG-Yws


Why anyone would keep a food production plant is such a state is beyond me, anyway. What a mess.
JR
GM, 71 posts
Fri 13 May 2016
at 19:07
  • msg #61

Re: Game Start

Brent doesn't know of anyone who has his kind of experience, but there are two or three ratings who've been sent outside for maintenance work during his time aboard. Most people tend to transfer out pretty quickly...

This Malcolm guy is somewhat more experienced than the regulars, though. ;-)
This message was last edited by the GM at 19:08, Fri 13 May 2016.
Eddie
player, 19 posts
Fri 13 May 2016
at 19:35
  • msg #62

Re: Game Start

For an away mission, don't they usually take a techy, medic, commander and security? I can kind of fit two of those...:)

Or is that just star fleet protocol...
This message was last edited by the player at 19:36, Fri 13 May 2016.
Hoot
player, 22 posts
Fri 13 May 2016
at 22:33
  • msg #63

Re: Game Start

I need malcolm to bring a sack of flour for the away mission.... in case we run into hostiles. Will be traveling this weekend. Will try to respond tmrw if anything happens.
Matt
player, 38 posts
Sat 14 May 2016
at 03:34
  • msg #64

Re: Game Start

I can bring Malcom as well, why not?  :)
Eddie
player, 20 posts
Sat 14 May 2016
at 12:09
  • msg #65

Re: Game Start

What kind of starting gear do we get? So I have my pistols? Do I own any equipment. What's in my "adventurers pack"? Lol
JR
GM, 73 posts
Sat 14 May 2016
at 22:53
  • msg #66

Re: Game Start

Anything within reason is fine.
Matt
player, 41 posts
Sat 14 May 2016
at 23:49
  • msg #67

Re: Game Start

We're TL-9?  That would mean laser pistols and snub pistols, right?

Brent will have a snub pistol on a lanyard.

Snub Pistol: These lightweight, low-recoil weapons were designed
for use aboard spacecraft and in zero gravity.
JR
GM, 75 posts
Sun 15 May 2016
at 00:58
  • msg #68

Re: Game Start

Yes, that's correct. This is GURPS TLs, not regular Traveller. GURPS TL-10 = CT/TNE TL-12
JR
GM, 76 posts
Mon 16 May 2016
at 04:06
  • msg #69

Re: Game Start

I'm waiting a bit for Eddie to catch up before you all go EVA..
Matt
player, 43 posts
Mon 16 May 2016
at 05:28
  • msg #70

Re: Game Start

TTL-12?  I hadn't realized it was so high.
JR
GM, 77 posts
Mon 16 May 2016
at 05:51
  • msg #71

Re: Game Start

Matt:
TTL-12?  I hadn't realized it was so high.


It's the one thing I find annoying about GURPS Traveller - screwed up tech levels.
Eddie
player, 22 posts
Mon 16 May 2016
at 19:30
  • msg #72

Re: Game Start

Questions:

1. Is the radio signal making any sound and if so what does it sound like?

2. Is there historical record of non humanoid contact in our region?
JR
GM, 79 posts
Mon 16 May 2016
at 20:07
  • msg #73

Re: Game Start

Eddie:
Questions:

1. Is the radio signal making any sound and if so what does it sound like?

2. Is there historical record of non humanoid contact in our region?


1. The signal is digital, only sending the letters "GK" over and over.

2. Besides the  Hivers, Ithklur, Aslan, and Vargr, no. The only non-human alive in the system is a Hiver.
Eddie
player, 23 posts
Mon 16 May 2016
at 20:52
  • msg #74

Re: Game Start

Doink! Of course.

Thanks for the response
Matt
player, 45 posts
Tue 17 May 2016
at 00:35
  • msg #75

Re: Game Start

Is the ship tethered to the rock by cables coming from the landing legs?  So is it actually not down on the rock?
JR
GM, 80 posts
Tue 17 May 2016
at 01:24
  • msg #76

Re: Game Start

In reply to Matt (msg # 75):

The landing pads are touching the rock, and the cables are attached to the legs. Brent can't remember ever seeing a ship this size with landing legs, though.
Matt
player, 46 posts
Tue 17 May 2016
at 02:26
  • msg #77

Re: Game Start

This size as in it is a small ship to have landing legs or a large ship to have landing legs?  How large is the ship compared to our own ship?
JR
GM, 82 posts
Tue 17 May 2016
at 03:53
  • msg #78

Re: Game Start

Matt:
This size as in it is a small ship to have landing legs or a large ship to have landing legs?  How large is the ship compared to our own ship?


The Daiidkhun is 212 meters long. This ship is roughly 35 meters long. You've never seen any sort of spacecraft larger than a shuttle that had landing legs. There were few places to land, after all. Most spacecraft dock with stations or habitats, not land on them.
Matt
player, 48 posts
Tue 17 May 2016
at 05:54
  • msg #79

Re: Game Start

212 meters is damn long, two and a half football fields!  That makes sense though.
JR
GM, 87 posts
Thu 19 May 2016
at 17:54
  • msg #80

A Little Ambiance

At the moment, your comms system is both recording everything you say and do, and transmitting that back to your ship in real time. You can replay this information by using the controls located on your forearm control panels, or by using your handheld comms unit (when you aren't wearing those bulky gloves, that is).

I'm glossing over a lot of things here, but keep in mind that you are wearing spacesuits, operating in hard vacuum, high radiation environment, and in freefall. You are automatically doing a lot of things that we aren't mentioning.

One is, to see the damaged panel, and to open it, Gareth and Brent are keeping themselves close to the hatch, either with a tether of some sort, or by careful use of their suit thrusters. Then, they are using some sort of light, because there is no diffusion in space. If it's not in direct light, it's in inky black, can't see jack shadow.

Finally, they are using tools while wearing the equivalent of welding gloves, and keeping them close to hand and not allowing them to drift away. The environment suits are much improved over what NASA uses, but they still take some effort to work with.

You are also looking at the world through a helmet with a HUD. You can hear every breath you take, you've had to plug yourself into the plumbing connections (use your imagination here), and you probably have an itch someplace you can't reach to scratch. Most of your controls are manipulated by simply looking at them in your HUD. Or, you can use the aforementioned forearm control panels.
Matt
player, 50 posts
Sat 21 May 2016
at 00:24
  • msg #81

A Little Ambiance

A cake walk!  :)
Hoot
player, 27 posts
Sat 21 May 2016
at 06:19
  • msg #82

A Little Ambiance

The ladder didn't fully extend, but is the hatch open enough for us to enter?
JR
GM, 91 posts
Sat 21 May 2016
at 08:25
  • msg #83

A Little Ambiance

It was only open about 4".
JR
GM, 94 posts
Sat 21 May 2016
at 20:06
  • msg #84

A Little Ambiance

The environment suits you all wear feature a helmet system that fits closely to the wearers head. The head and neck assembly can turn 30 degrees to each side, 10 degrees down, and 30 degrees up. The visor assembly reaches to the corners of the wearer's eyes, allowing a fairly wide field of view. The visors have automatic darkening, providing protection when working in bright sunlight.

The light assemblies mounted on the helmet have to be pointed by turning one's head, although the width of the beam can be adjusted with the HUD controls.
Matt
player, 61 posts
Sat 28 May 2016
at 04:52
  • msg #85

A Little Ambiance

Any chance of getting a rough deck plan as we explore?
Eddie
player, 29 posts
Sat 28 May 2016
at 05:25
  • msg #86

A Little Ambiance

Can Malcolm see further or more detail with his enhanced vision?
JR
GM, 103 posts
Sat 28 May 2016
at 05:49
  • msg #87

A Little Ambiance

Sure - I'll post one tomorrow.
JR
GM, 104 posts
Sat 28 May 2016
at 05:52
  • msg #88

Re: A Little Ambiance

Eddie:
Can Malcolm see further or more detail with his enhanced vision?


He can see the figure on the floor has short hair - and that there is a pistol on the floor next to his right hand.
JR
GM, 106 posts
Sat 28 May 2016
at 19:35
  • msg #89

Re: A Little Ambiance

JR:
Sure - I'll post one tomorrow.


The map is up in the Group 5 slot. The red triangles are the bodies. The scale is 1m per small square.
Matt
player, 63 posts
Sun 29 May 2016
at 00:44
  • msg #90

Re: A Little Ambiance

Thanks JR, even a basic map helps visualize things.
JR
GM, 107 posts
Sun 29 May 2016
at 01:04
  • msg #91

Re: A Little Ambiance

Matt:
Thanks JR, even a basic map helps visualize things.


Well, I can't totally spoil you with images ;-)
Matt
player, 65 posts
Sun 29 May 2016
at 04:34
  • msg #92

Re: A Little Ambiance

In reply to JR (msg # 91):

I like that!!!
JR
GM, 108 posts
Sun 29 May 2016
at 12:05
  • msg #93

Re: A Little Ambiance

Matt:
In reply to JR (msg # 91):

I like that!!!


Never fear...
Hoot
player, 35 posts
Wed 1 Jun 2016
at 23:35
  • msg #94

Re: A Little Ambiance

I will be traveling again until monday. I will try to post. Things should return to normal for a couple weeks at least after.
Eddie
player, 34 posts
Thu 2 Jun 2016
at 14:27
  • msg #95

Re: A Little Ambiance

What is Veronica's position, and what is she trained in?
JR
GM, 115 posts
Thu 2 Jun 2016
at 15:32
  • msg #96

Re: A Little Ambiance

Eddie:
What is Veronica's position, and what is she trained in?


She is one of the ship's engineers. Malcolm has seen her a few times, and spoken to her exactly once before this mission. She seems to be comfortable moving about the ship, and she isn't perturbed about the corpses. The pair of pistols in her tactical holsters suggests that she knows how to use the weapons.
JR
GM, 116 posts
Thu 2 Jun 2016
at 15:33
  • msg #97

Re: A Little Ambiance

We need to hold up a bit on exploring the after hatch until Matt can catch up.
This message was last edited by the GM at 15:34, Thu 02 June 2016.
Matt
player, 67 posts
Fri 3 Jun 2016
at 05:10
  • msg #98

Re: A Little Ambiance

Sorry guys, been busy at work and we're getting our hardwood floors redone which has thrown me off routine as well.
JR
GM, 117 posts
Fri 3 Jun 2016
at 05:21
  • msg #99

Re: A Little Ambiance

Matt:
Sorry guys, been busy at work and we're getting our hardwood floors redone which has thrown me off routine as well.


I have three bedrooms you can have done for me :-D
Matt
player, 69 posts
Fri 3 Jun 2016
at 05:40
  • msg #100

Re: A Little Ambiance

No thanks!  :)

Moving all the furniture and sleeping out in the living room is enough of a pain.
JR
GM, 119 posts
Fri 3 Jun 2016
at 05:48
  • msg #101

Re: A Little Ambiance

Matt:
No thanks!  :)

Moving all the furniture and sleeping out in the living room is enough of a pain.


Yeah, home remodeling is painful, but so worth it.
Matt
player, 70 posts
Fri 3 Jun 2016
at 05:49
  • msg #102

Re: A Little Ambiance

For us the floors were long over due.
Matt
player, 72 posts
Fri 3 Jun 2016
at 06:26
  • msg #103

Re: A Little Ambiance

Can we get through the hatch or is it wedged from the other side?
JR
GM, 121 posts
Fri 3 Jun 2016
at 13:35
  • msg #104

Re: A Little Ambiance

Matt:
Can we get through the hatch or is it wedged from the other side?


It's open enough to get through. Your suits are pretty well impervious to snags, so no real worries there.
Matt
player, 73 posts
Sun 5 Jun 2016
at 17:49
  • msg #105

Re: A Little Ambiance

Gotcha, thanks.
JR
GM, 122 posts
Sun 5 Jun 2016
at 18:37
  • msg #106

The Cargo Area Hatch

Sorry, but I messed up the description somewhat. The hatch from the crew area leads into a lift shaft, where the car itself is stuck at the upper deck. Brent will have to step down into the shaft (about a meter down, and then open another hatch to see into the cargo bay.

Unless told otherwise, I will presume that he made the hop down, which is easily accomplished in the very low gravity. The post, then, will refer to the hatch into the cargo bay proper.

Sorry for the confusion..
Matt
player, 75 posts
Sun 5 Jun 2016
at 21:35
  • msg #107

The Cargo Area Hatch

No sweat, that makes sense.

So there is a half level below us into the cargo area as well as one above?
JR
GM, 124 posts
Mon 6 Jun 2016
at 01:02
  • msg #108

Re: The Cargo Area Hatch

Matt:
No sweat, that makes sense.

So there is a half level below us into the cargo area as well as one above?


Yes, that's correct.
Matt
player, 77 posts
Mon 6 Jun 2016
at 04:18
  • msg #109

Re: The Cargo Area Hatch

Hmmm... at least I have some spatial reference :)  Usually I am just confused!
Matt
player, 81 posts
Tue 7 Jun 2016
at 01:17
  • msg #110

Re: The Cargo Area Hatch

So is the bulkhead itself 2000K?  That's melting steel kind of temperatures!
JR
GM, 129 posts
Tue 7 Jun 2016
at 01:20
  • msg #111

Re: The Cargo Area Hatch

Hm, yeah that doesn't make sense. Let's revise that to 400K.
Eddie
player, 36 posts
Tue 7 Jun 2016
at 14:12
  • msg #112

Re: The Cargo Area Hatch

Can Malcolm use any of his skills, like cryptography, to try and decipher the language that he has seen?

Also, do I need to roll for using the computer station? Do my computer science skills come into play? :-)

Lots of questions...
JR
GM, 130 posts
Tue 7 Jun 2016
at 15:06
  • msg #113

Re: The Cargo Area Hatch

Eddie:
Can Malcolm use any of his skills, like cryptography, to try and decipher the language that he has seen?

Also, do I need to roll for using the computer station? Do my computer science skills come into play? :-)

Lots of questions...


make a skill check roll for the language, and yes, your computer skills will definitely help.
Matt
player, 82 posts
Wed 8 Jun 2016
at 05:35
  • msg #114

Re: The Cargo Area Hatch

400K is above boiling but not hot enough to light paper.  That's more manageable.

To Brent does this seem like something normal?  It seems odd at least to Matt :)

Mechanical systems 12

22:37, Today: Matt rolled 9 using 3d6.  Hot wall.
This message was last edited by the player at 05:37, Wed 08 June 2016.
JR
GM, 134 posts
Wed 8 Jun 2016
at 12:43
  • msg #115

Re: The Cargo Area Hatch

The bulkhead isn't hot - something behind it is, though. What Brent sees is entirely consistent with a fusion powerplant starting up. As he watches, the readings settle down, although he can clearly see where it's located in the hull.

He's seen a couple of these high tech plants in operation, and this one seems to be working fine.
This message was last edited by the GM at 12:53, Wed 08 June 2016.
Matt
player, 84 posts
Thu 9 Jun 2016
at 03:22
  • msg #116

Re: The Cargo Area Hatch

Gotcha... I was worried that something was overheating and going to melt through the bulkhead or blow up!
JR
GM, 136 posts
Thu 9 Jun 2016
at 04:05
  • msg #117

Re: The Cargo Area Hatch

Matt:
Gotcha... I was worried that something was overheating and going to melt through the bulkhead or blow up!


Meh - I screwed up the description :-)
Matt
player, 86 posts
Fri 10 Jun 2016
at 00:55
  • msg #118

Re: The Cargo Area Hatch

We'll allow one or two minor mistakes :)
JR
GM, 139 posts
Fri 10 Jun 2016
at 04:22
  • msg #119

Re: The Cargo Area Hatch

I get two rerolls per game? :-)
JR
GM, 140 posts
Fri 10 Jun 2016
at 04:31
  • msg #120

Re: The Cargo Area Hatch

The freighter has 12 fusion engines that can push it at 1/4g of acceleration. That's a lot of superheated hydrogen screaming out of that thing. Just sayin'...
Matt
player, 87 posts
Sat 11 Jun 2016
at 01:29
  • msg #121

Re: The Cargo Area Hatch

Yea, I figured that is not a good thing!
JR
GM, 142 posts
Sat 11 Jun 2016
at 02:53
  • msg #122

The Southern End of a Northbound Starship

Just thought I'd mention it in passing. ;-)
Matt
player, 89 posts
Sat 11 Jun 2016
at 05:34
  • msg #123

The Southern End of a Northbound Starship

The effectiveness of a fusion drive as a weapon is directly proportional to it's efficiency as a drive.
JR
GM, 147 posts
Sat 11 Jun 2016
at 20:09
  • msg #124

New Deck Map

The updated map is in Slot #8 - except that Malcolm moved on me ;-)
Matt
player, 95 posts
Sat 11 Jun 2016
at 20:25
  • msg #125

New Deck Map

That helps!

Did Brent's attempt work?
This message was last edited by the player at 20:26, Sat 11 June 2016.
Hoot
player, 40 posts
Sun 12 Jun 2016
at 02:06
  • msg #126

New Deck Map

Sorry thought the freight was the one getting torched. WE'll just see about that.
JR
GM, 152 posts
Sun 12 Jun 2016
at 03:42
  • msg #127

New Deck Map

There really is an explanation for all of this insanity, I promise :-)
Matt
player, 98 posts
Sun 12 Jun 2016
at 07:04
  • msg #128

New Deck Map

A method to the madness?  :)
JR
GM, 153 posts
Sun 12 Jun 2016
at 19:36
  • msg #129

New Deck Map

I'm not mad, I just exist in a slightly altered reality...
Matt
player, 100 posts
Sun 12 Jun 2016
at 20:36
  • msg #130

New Deck Map

That works as well.
JR
GM, 158 posts
Wed 22 Jun 2016
at 20:53
  • msg #131

New Deck Map

Matt, check your email :-)
Matt
player, 105 posts
Tue 28 Jun 2016
at 02:39
  • msg #132

New Deck Map

Ok, sorry for disappearing but the last week was crazy!
JR
GM, 160 posts
Tue 28 Jun 2016
at 03:11
  • msg #133

New Deck Map

NP :-)
Matt
player, 107 posts
Tue 28 Jun 2016
at 03:22
  • msg #134

New Deck Map

If you guys would rather be on hand when our mystery corpsicle thaws I am good with that and can modify my post.
JR
GM, 174 posts
Thu 7 Jul 2016
at 05:40
  • msg #135

Pics

Matt, did you see the stuff I put on Dropbox?
Matt
player, 115 posts
Thu 7 Jul 2016
at 06:12
  • msg #136

Pics

Now I did!  Well done.

I've been working crazy hours after a busy holiday weekend so very little surfing of the net for me.
Hoot
player, 49 posts
Fri 8 Jul 2016
at 04:14
  • msg #137

Pics

Hmmmm so is there any information on how property laws work in this setting. I'm thinking any governments that feel frozen lady has superior claims on the ship may be long extinct. The egg system government would probably be more interested in claiming it themselves. Imminent domain as applied to starships?
JR
GM, 178 posts
Fri 8 Jul 2016
at 05:14
  • msg #138

Pics

That's very likely to happen, from what Gareth knows of the government.
Matt
player, 117 posts
Fri 8 Jul 2016
at 06:33
  • msg #139

Pics

Brent is enough of a loner to want to side with the little guy, in this case Joxe against the 'Man'.
Matt
player, 124 posts
Thu 14 Jul 2016
at 02:02
  • msg #140

Pics

Why the air raft?  I'd think we'd EVA in our suits.  There should be tether points on the hull to keep things safe.
JR
GM, 189 posts
Thu 14 Jul 2016
at 03:12
  • msg #141

Re: Pics

Matt:
Why the air raft?  I'd think we'd EVA in our suits.  There should be tether points on the hull to keep things safe.


It's much easier to haul equipment with it, and it can effect rescues if needed.
Hoot
player, 52 posts
Fri 15 Jul 2016
at 04:14
  • msg #142

Re: Pics

Soooo a fabric extruder makes clothes?
JR
GM, 192 posts
Fri 15 Jul 2016
at 05:06
  • msg #143

Re: Pics

Hoot:
Soooo a fabric extruder makes clothes?


Yes it does - and these clothes rarely need to be washed - dirt and liquids simply don't stick or penetrate the fibers.
Matt
player, 125 posts
Sat 16 Jul 2016
at 04:16
  • msg #144

Re: Pics

It probably recycles them when they get soiled or damaged.  It means you don't need a large wardrobe unless you want unique stuff.
JR
GM, 194 posts
Sat 16 Jul 2016
at 05:08
  • msg #145

Re: Pics

Matt:
It probably recycles them when they get soiled or damaged.  It means you don't need a large wardrobe unless you want unique stuff.


Correct.
Matt
player, 127 posts
Sat 16 Jul 2016
at 21:37
  • msg #146

Re: Pics

The wonders of a post consumer world.  Of course that makes hand made and unique stuff all the more valuable a luxury item.
Matt
player, 142 posts
Tue 9 Aug 2016
at 20:40
  • msg #147

Re: Pics

Sorry for the delay, RL and a vacation wiped out my posting.  We had a nice trip to New Orleans to celebrate my daughter's 21st birthday.
JR
GM, 213 posts
Tue 9 Aug 2016
at 21:07
  • msg #148

Re: Pics

Matt:
Sorry for the delay, RL and a vacation wiped out my posting.  We had a nice trip to New Orleans to celebrate my daughter's 21st birthday.


Sounds like a wonderful trip :)
Eddie
player, 50 posts
Tue 9 Aug 2016
at 22:39
  • msg #149

Re: Pics

Did Malcolm ever find body bags? Lol
JR
GM, 215 posts
Wed 10 Aug 2016
at 00:30
  • msg #150

Re: Pics

Eddie:
Did Malcolm ever find body bags? Lol


Gareth is busy digging out the fabric extruders, but there are also bed sheets available.
Hoot
player, 56 posts
Fri 12 Aug 2016
at 02:04
  • msg #151

Re: Pics

You're all going to be so grateful to have fabric.
Matt
player, 145 posts
Fri 12 Aug 2016
at 02:44
  • msg #152

Re: Pics

Hoot:
You're all going to be so grateful to have fabric.


As long as it is stylish!
Matt
player, 150 posts
Sun 28 Aug 2016
at 21:24
  • msg #153

Re: Pics

What is our Jump rating?
JR
GM, 224 posts
Sun 28 Aug 2016
at 22:21
  • msg #154

Re: Pics

Matt:
What is our Jump rating?


One parsec.
Matt
player, 151 posts
Mon 29 Aug 2016
at 03:41
  • msg #155

Re: Pics

Standard free trader then?
JR
GM, 225 posts
Mon 29 Aug 2016
at 05:29
  • msg #156

Re: Pics

Matt:
Standard free trader then?


Yes.
Matt
player, 160 posts
Sun 11 Sep 2016
at 05:50
  • msg #157

Re: Pics

In reply to JR (msg # 156):

How long to the gas giant?
JR
GM, 235 posts
Sun 11 Sep 2016
at 15:17
  • msg #158

Re: Pics

Matt:
In reply to JR (msg # 156):

How long to the gas giant?


10 hours.
JR
GM, 244 posts
Thu 22 Sep 2016
at 18:33
  • msg #159

Re: Pics

Everyone heard the announcement, so feel free to show up in the crew lounge :-)
JR
GM, 247 posts
Sat 24 Sep 2016
at 16:36
  • msg #160

Re: Pics

Eddie, are you still alive and kicking? I can't come over and kick your chair anymore, so you have to wake up on your own :-P
Matt
player, 170 posts
Sat 24 Sep 2016
at 19:34
  • msg #161

Re: Pics

We're fixing to have waffles so you had better hurry!  :)
Matt
player, 173 posts
Sat 1 Oct 2016
at 02:17
  • msg #162

Re: Pics

Skimming stations?
JR
GM, 251 posts
Sat 1 Oct 2016
at 03:08
  • msg #163

Re: Pics

Matt:
Skimming stations?


These installations literally float in Jora's upper atmosphere, taking in hydrogen and other elements, and transferring them to tankers.
Matt
player, 174 posts
Sat 1 Oct 2016
at 19:44
  • msg #164

Re: Pics

Ahhh... thought so.  Be bad to hit them!

I'd expect that they have beacons of sorts?
JR
GM, 252 posts
Sat 1 Oct 2016
at 20:42
  • msg #165

Re: Pics

Matt:
Ahhh... thought so.  Be bad to hit them!

I'd expect that they have beacons of sorts?


Yes, they do. Come to think of it, the element they harvest the most of is nitrogen, given that the habitats' atmospheres need a lot of it.
Matt
player, 176 posts
Sat 1 Oct 2016
at 21:42
  • msg #166

Re: Pics

Yea, nitrogen and things like methane.
JR
GM, 253 posts
Sun 2 Oct 2016
at 00:58
  • msg #167

Re: Pics

Right.
JR
GM, 256 posts
Mon 17 Oct 2016
at 14:58
  • msg #168

Re: Pics

Macolm sees they have about six hours of fuel left on the powerplant, and about 30 minutes' worth of maneuver fuel. They are 30 minutes out from starting the skimming run, and the fuel is processed as it enters the tanks. It will take five hours to completely fill the tanks with processed fuel.

For maneuvering, the engines don't fire all the time, and they also have grav plates to help with holding altitude in Jora's atmosphere.
Matt
player, 179 posts
Fri 21 Oct 2016
at 23:31
  • msg #169

Re: Pics

So it looks like between grav plates and some degree of lift from the shape of the ship we can probably get enough skimming done to start putting fuel in the tanks.  Once we can start tanking and refining we should be able to process fuel faster than our M drive eats it.
JR
GM, 257 posts
Sat 22 Oct 2016
at 03:05
  • msg #170

Re: Pics

Matt:
So it looks like between grav plates and some degree of lift from the shape of the ship we can probably get enough skimming done to start putting fuel in the tanks.  Once we can start tanking and refining we should be able to process fuel faster than our M drive eats it.


Correct.
Matt
player, 182 posts
Sat 22 Oct 2016
at 05:35
  • msg #171

Re: Pics

Then let's do some tricky flying!
Eddie
player, 62 posts
Wed 9 Nov 2016
at 16:43
  • msg #172

Re: Pics

I dont know what I am doing. lol Joe, can you help me understand what I do to train?
JR
GM, 273 posts
Wed 9 Nov 2016
at 17:23
  • msg #173

Re: Pics

Eddie:
I dont know what I am doing. lol Joe, can you help me understand what I do to train?


The ship has training modules available for a range of subjects. You can use those modules, and practice on the ship's systems, to upgrade your skills. For example, you can work on upgrading your Electronics Operation skill to TL-12. Since you have one point invested, you can bring that one up to speed in a week.
Eddie
player, 63 posts
Fri 11 Nov 2016
at 03:33
  • msg #174

Re: Pics

Then that is exactly what I will do joe. I will train in electronic operations
JR
GM, 274 posts
Fri 11 Nov 2016
at 04:06
  • msg #175

Re: Pics

Eddie:
Then that is exactly what I will do joe. I will train in electronic operations


Success is automatic, so change your TL for that skill to TL-12. It takes effect after the week's study is done.
JR
GM, 275 posts
Mon 14 Nov 2016
at 03:11
  • msg #176

A Brief Pause - and a new player

I'm waiting a bit to bring in a new player, who will take over Veronica. She may even want to change the character, which is perfectly fine.

Stay tuned :-)
Matt
player, 193 posts
Mon 14 Nov 2016
at 22:41
  • msg #177

A Brief Pause - and a new player

Standing by!  :)
Hoot
player, 68 posts
Tue 15 Nov 2016
at 05:57
  • msg #178

A Brief Pause - and a new player

Change away. None of it will really matter once Gareth vents the rest of the party out an airlock.
Matt
player, 195 posts
Tue 15 Nov 2016
at 06:00
  • msg #179

A Brief Pause - and a new player

At least it will be quick!
JR
GM, 277 posts
Mon 21 Nov 2016
at 05:29
  • msg #180

A Brief Pause - and a new player

Well, the other player hasn't gotten back to me, so we will continue onward.
Matt
player, 197 posts
Wed 23 Nov 2016
at 09:27
  • msg #181

A Brief Pause - and a new player

Too bad!
JR
GM, 282 posts
Mon 28 Nov 2016
at 03:27
  • msg #182

Onward..

I'm giving Hoot a chance to respond before emergence..
Matt
player, 201 posts
Mon 28 Nov 2016
at 03:29
  • msg #183

Onward..

No hurry.  I'm off to Denver to a conference tomorrow very early.  I should have some time to catch up on all my games.
JR
GM, 295 posts
Fri 23 Dec 2016
at 04:23
  • msg #184

Onward..

Gareth and Malcolm - do they have anything to add before we move on?
Hoot
player, 73 posts
Fri 23 Dec 2016
at 06:04
  • msg #185

Onward..

I don't think I do. Happy holidays and what not, I'll try to get some posts in this week but we'll see how it goes.
Matt
player, 209 posts
Sat 24 Dec 2016
at 00:23
  • msg #186

Onward..

Yea, the holidays are busy for me as well.
JR
GM, 302 posts
Mon 9 Jan 2017
at 16:33
  • msg #187

Onward..

Gareth has more information to send out (if he wishes) ;-)
Matt
player, 215 posts
Tue 10 Jan 2017
at 05:23
  • msg #188

Onward..

What a hoarder :)
Hoot
player, 78 posts
Fri 3 Feb 2017
at 05:12
  • msg #189

Onward..

What functionality does the panel we're seeing have? Does it only open the airlock or can I try to control other parts of the station?
JR
GM, 315 posts
Fri 3 Feb 2017
at 06:03
  • msg #190

Onward..

If it's a standard design, it controls that airlock, and has a communications panel built in.
Matt
player, 224 posts
Mon 6 Feb 2017
at 06:44
  • msg #191

Onward..

And of course a self destruct mechanism... :)
Hoot
player, 80 posts
Fri 10 Feb 2017
at 05:43
  • msg #192

Onward..

Gareth isn't planning on being the first one in. One of you can open the door.
JR
GM, 317 posts
Fri 10 Feb 2017
at 14:04
  • msg #193

Onward..

Eddie, you're up, pal :-D
Matt
player, 225 posts
Sat 11 Feb 2017
at 07:25
  • msg #194

Onward..

Brent queues up the popcorn and settles down to watch :)
JR
GM, 320 posts
Sat 25 Feb 2017
at 23:12
  • msg #195

Onward..

Who's next?
Matt
player, 226 posts
Tue 28 Feb 2017
at 03:16
  • msg #196

Onward..

Waiting and watching...
Matt
player, 228 posts
Tue 28 Feb 2017
at 22:16
  • msg #197

Onward..

Do we have suit cameras that Brent can monitor?
JR
GM, 322 posts
Wed 1 Mar 2017
at 03:54
  • msg #198

Re: Onward..

Matt:
Do we have suit cameras that Brent can monitor?


Yes - but the wearer can tell when they are being monitored...
Matt
player, 229 posts
Wed 1 Mar 2017
at 04:08
  • msg #199

Re: Onward..

Can we assume they are on so Brent has some idea of what is going on aboard the station?
JR
GM, 323 posts
Wed 1 Mar 2017
at 06:10
  • msg #200

Re: Onward..

Matt:
Can we assume they are on so Brent has some idea of what is going on aboard the station?


Yes, they are all broadcasting.
Matt
player, 230 posts
Thu 2 Mar 2017
at 02:35
  • msg #201

Re: Onward..

Mmmm... pop more popcorn!  :)
JR
GM, 324 posts
Thu 2 Mar 2017
at 03:08
  • msg #202

Re: Onward..

Matt:
Mmmm... pop more popcorn!  :)


It's still quiet except for that repeating signal, too. Not a peep on the radio, nor a blip on the radar.
Matt
player, 231 posts
Thu 16 Mar 2017
at 04:24
  • msg #203

Re: Onward..

Do not press the red button guys!
JR
GM, 329 posts
Sat 1 Apr 2017
at 11:52
  • msg #204

Next Turn

Hoot,  you're up.
Hoot
player, 85 posts
Mon 3 Apr 2017
at 22:54
  • msg #205

Next Turn

Whoops thought everyone could see in.
Matt
player, 235 posts
Sun 7 May 2017
at 18:03
  • msg #206

Next Turn

Did the universe disintegrate with Virus like in TNE or just civil war?  Would we know enough to be careful of computer systems and rogue AI's or is that not in this universe?
JR
GM, 337 posts
Sun 7 May 2017
at 18:11
  • msg #207

Next Turn

That's not part of this universe.

As far as the characters, Joxe included, know, a civil war got way out of hand.
This message was last edited by the GM at 18:12, Sun 07 May 2017.
Matt
player, 236 posts
Mon 8 May 2017
at 01:53
  • msg #208

Next Turn

Ok, then we should hack the crap out of the station computers!
Matt
player, 245 posts
Sun 4 Jun 2017
at 06:58
  • msg #209

Next Turn

Did we download information from the station computers on what happened here?
JR
GM, 348 posts
Sun 4 Jun 2017
at 14:47
  • msg #210

Next Turn

The records are badly fragmented, but the system was attacked by several large starships. Over the next decade, the automated hailing system was activated seven times, and then not again until Wandererarrived.
Matt
player, 246 posts
Sun 4 Jun 2017
at 20:06
  • msg #211

Next Turn

Is there any sensor data on the large warships or on the instances afterward where the station was activated?
JR
GM, 349 posts
Mon 5 Jun 2017
at 03:54
  • msg #212

Next Turn

You get one good sensor scan of another ship similar to Wanderer. It visited about a year after the attack. Everything else is too fragmented for IDs.
Matt
player, 248 posts
Mon 5 Jun 2017
at 04:06
  • msg #213

Next Turn

When we get a chance Brent will run the warship data past Joxe to see if she recognizes anything.
JR
GM, 354 posts
Thu 8 Jun 2017
at 15:25
  • msg #214

Movin' On

I'll post the next bit on Sunday..
Matt
player, 263 posts
Fri 16 Jun 2017
at 05:44
  • msg #215

Movin' On

Do we have an air raft?
JR
GM, 367 posts
Fri 16 Jun 2017
at 13:11
  • msg #216

Movin' On

Yes.
Matt
player, 264 posts
Sat 17 Jun 2017
at 00:28
  • msg #217

Movin' On

Let's go 'splor'n!  :)

Not that anyone but perhaps Joxe can fly it!
JR
GM, 368 posts
Sat 17 Jun 2017
at 02:02
  • msg #218

Movin' On

Brent, Gareth, and Joxe can all fly the air raft.
Matt
player, 266 posts
Sat 17 Jun 2017
at 03:29
  • msg #219

Movin' On

Fair enough.
Hoot
player, 94 posts
Mon 19 Jun 2017
at 02:50
  • msg #220

Movin' On

Work has been pretty busy lately. Any chance I could get a recap on where everyone is located?
JR
GM, 370 posts
Mon 19 Jun 2017
at 03:04
  • msg #221

Movin' On

Wanderer just landed, so Veronica is back in Engineering, while everyone else is still on the bridge.
Matt
player, 283 posts
Thu 13 Jul 2017
at 00:30
  • msg #222

Movin' On

Are there any other signs of intelligence or other life around the area?
Hoot
player, 110 posts
Mon 28 Aug 2017
at 04:19
  • msg #223

Movin' On

Are these normal sized tires or monster truck tires?

Follow question up do we have the necessary tools to change tires and fuel cells, and use the ship to jump start?
JR
GM, 406 posts
Mon 28 Aug 2017
at 12:37
  • msg #224

Movin' On

Picture the tires on a military truck; large, but not overly so.

Yes, this equipment is built to the same standards as the ship, so tools and voltages are compatible.
Eddie
player, 87 posts
Wed 30 Aug 2017
at 22:31
  • msg #225

Movin' On

Holy moly, lifes been rough. sorry, I am lost and dont remember where im at. lol
JR
GM, 407 posts
Thu 31 Aug 2017
at 00:45
  • msg #226

Movin' On

The four of you (Brent, Veronica, Malcolm, and Gareth), finished investigating the crash site. Gareth found evidence that the ship was shot down, and Joxe (who is back at the ship, but in comms contact) thinks it may have come from the settlement you're heading towards.

The settlement has been abandoned for a very long time, although the Imperial ceramacrete is generally managing well against over 250 years of exposure to the elements. Gareth went to investigate some abandoned trucks parked in one of the hangars at the airport you've landed on. They, too, have been sitting for two and a half centuries, so it's a tossup if they are still operational.
Matt
player, 306 posts
Fri 1 Sep 2017
at 01:18
  • msg #227

Movin' On

We landed out by the space or air port rather than closer in to the settlement
JR
GM, 408 posts
Fri 1 Sep 2017
at 13:14
  • msg #228

Airport Activities

I'm waiting for Eddie to catch up :-)
JR
GM, 412 posts
Mon 4 Sep 2017
at 17:29
  • msg #229

Emergency Signal

This is what you hear over the emergency frequency:

https://www.youtube.com/watch?v=I_AMzBuoLs0
Matt
player, 309 posts
Mon 4 Sep 2017
at 19:44
  • msg #230

Emergency Signal

Well, that's singularly unhelpful.

Does Brent have any familiarity with that type of beacon?
JR
GM, 413 posts
Mon 4 Sep 2017
at 20:07
  • msg #231

Emergency Signal

Not that specific tone, but it's a distress beacon. Along with the tones, it gives position information...
Matt
player, 310 posts
Mon 4 Sep 2017
at 22:34
  • msg #232

Emergency Signal

Also, is this the building from which we think the beacon is emanating?

An overgrown building sits a hundred meters to the east, facing the landing pad. A broad, paved walkway leads to it from this pad. The windows are gone, and several trees have grown up inside the building, standing out the sides and top of the structure.
Matt
player, 311 posts
Mon 4 Sep 2017
at 22:35
  • msg #233

Re: Emergency Signal

JR:
Not that specific tone, but it's a distress beacon. Along with the tones, it gives position information...


How specific is the position information?  Can we isolate a particular building?
JR
GM, 415 posts
Wed 6 Sep 2017
at 01:20
  • msg #234

Re: Emergency Signal

Matt:
Also, is this the building from which we think the beacon is emanating?

An overgrown building sits a hundred meters to the east, facing the landing pad. A broad, paved walkway leads to it from this pad. The windows are gone, and several trees have grown up inside the building, standing out the sides and top of the structure.


No.
Matt
player, 315 posts
Thu 7 Sep 2017
at 03:45
  • msg #235

Re: Emergency Signal

Ok, I guess we'll find out :)
JR
GM, 424 posts
Thu 21 Sep 2017
at 02:14
  • msg #236

Big Cats

The biggest cat any of you from the Egg System has ever seen is about the size of a large house cat, or a small bobcat.
Matt
player, 320 posts
Thu 21 Sep 2017
at 06:31
  • msg #237

Big Cats

Yea, this one has got to be frightening!
JR
GM, 429 posts
Wed 27 Sep 2017
at 17:09
  • msg #238

Welcome, Bob :-)

Hoot, Eddie, Matt, please welcome Bob Kondrk to the game. He and I have been gaming together for <mumble> years, and he's a much better writer than I am.
Niamh Parker
player, 2 posts
Thu 28 Sep 2017
at 04:48
  • msg #239

Re: Welcome, Bob :-)

JR:
Hoot, Eddie, Matt, please welcome Bob Kondrk to the game. He and I have been gaming together for <mumble> years, and he's a much better writer than I am.

Hiya everybody! :)
Matt
player, 324 posts
Thu 28 Sep 2017
at 04:51
  • msg #240

Re: Welcome, Bob :-)

Welcome Bob/Niamh!
Hoot
player, 117 posts
Fri 29 Sep 2017
at 03:23
  • msg #241

Re: Welcome, Bob :-)

I welcome the opportunity to vent someone else out the airlock.
JR
GM, 432 posts
Fri 29 Sep 2017
at 04:15
  • msg #242

Re: Welcome, Bob :-)

Hoot:
I welcome the opportunity to vent someone else out the airlock.


LOL
JR
GM, 433 posts
Fri 29 Sep 2017
at 04:19
  • msg #243

Re: Welcome, Bob :-)

Niamh is on the left side of the air raft. Brent is flying from the right front seat, with Malcolm in the left front seat. Veronica is in the left rearmost seat, and Gareth is in the right rearmost.

There are two rear facing seats right behind the front seats, which are unoccupied.
Matt
player, 327 posts
Sun 1 Oct 2017
at 02:15
  • msg #244

Re: Welcome, Bob :-)

So we have everyone aboard now?

One minor quibble; pilot's seat is on the left.  :)
JR
GM, 435 posts
Sun 1 Oct 2017
at 03:14
  • msg #245

Re: Welcome, Bob :-)

Matt:
So we have everyone aboard now?

One minor quibble; pilot's seat is on the left.  :)


In most helicopters, the pilot is on the right - dunno why it's different for fixed wing aircraft...
JR
GM, 441 posts
Sat 7 Oct 2017
at 05:13
  • msg #246

Game Pace

I'm going to wait for Eddie to catch up before everyone boards the ship.
Matt
player, 331 posts
Sat 7 Oct 2017
at 05:31
  • msg #247

Re: Welcome, Bob :-)

JR:
In most helicopters, the pilot is on the right - dunno why it's different for fixed wing aircraft...


Fair enough!
JR
GM, 442 posts
Thu 12 Oct 2017
at 16:23
  • msg #248

Moving On

I'll move things along on Saturday (10/14)...
Matt
player, 335 posts
Sun 15 Oct 2017
at 20:30
  • msg #249

Moving On

Was Joxe's berth malfunctioning?
JR
GM, 446 posts
Sun 15 Oct 2017
at 21:31
  • msg #250

Re: Moving On

Matt:
Was Joxe's berth malfunctioning?


No, but the ship was running out of fuel.
JR
GM, 448 posts
Mon 16 Oct 2017
at 04:02
  • msg #251

Next Move?

You have some choices regarding what to do next - explore Khesanadu more (Naimh can certainly help with that), or jump to the next system in the main, Poznan. That is Joxe's homeworld, so she will have more information about it.

https://travellermap.com/?x=22...&scale=147.03125

The world codes on the map are valid - when the Imperium was still around. Now, they probably aren't valid.

As you can see on the map, there are 23 star systems in this main, all within Jump-1 of the next system. Wanderer is capable of Jump-1, and you could use part of the cargo space as extra tankage to cross a Jump-2 route with two Jump-1 flights.
This message was last edited by the GM at 04:08, Mon 16 Oct 2017.
Matt
player, 336 posts
Mon 16 Oct 2017
at 05:20
  • msg #252

Next Move?

My take would be to do a bit more exploration here as there may be other survivors or tech available.

If we do use cargo as fuel tankage do we have bladders?  I forget...
JR
GM, 449 posts
Mon 16 Oct 2017
at 13:12
  • msg #253

Re: Next Move?

Matt:
My take would be to do a bit more exploration here as there may be other survivors or tech available.

If we do use cargo as fuel tankage do we have bladders?  I forget...


Yes, Joxe's family did stock a set of fuel bladders that are still in good condition.
Matt
player, 338 posts
Tue 17 Oct 2017
at 01:48
  • msg #254

Re: Next Move?

In reply to JR (msg # 253):

Then we'd best fuel up even if we only plan to do a Jump 1 next.  In this environment its nice to be able to Jump out right away if things are unpleasant.
Matt
player, 340 posts
Sat 21 Oct 2017
at 01:43
  • msg #255

Re: Next Move?

Are we fully fueled?
JR
GM, 450 posts
Sat 21 Oct 2017
at 02:08
  • msg #256

Re: Next Move?

Yes, but the fuel processor is still refining it.
Matt
player, 341 posts
Sat 21 Oct 2017
at 03:21
  • msg #257

Re: Next Move?

I figured we were still chugging away.  Did we get enough to fill the bladders as well?
JR
GM, 451 posts
Sat 21 Oct 2017
at 03:57
  • msg #258

Re: Next Move?

Matt:
I figured we were still chugging away.  Did we get enough to fill the bladders as well?


No, just the fuel tanks.
Matt
player, 342 posts
Sat 21 Oct 2017
at 23:38
  • msg #259

Re: Next Move?

Ok, then we can get an added load.  Does the storm extend to the lake we used earlier?
JR
GM, 452 posts
Sun 22 Oct 2017
at 01:05
  • msg #260

Re: Next Move?

No, it looks like they're moving south, and the lake is southeast.
Matt
player, 343 posts
Sun 22 Oct 2017
at 02:44
  • msg #261

Re: Next Move?

Good deal, enough of that nasty weather stuff!
JR
GM, 455 posts
Wed 8 Nov 2017
at 13:13
  • msg #262

Re: Next Move?

I'm waiting for Malcolm to weigh in here, as well. I'll give Eddie another couple of days to reply before we move on.
JR
GM, 457 posts
Sat 18 Nov 2017
at 15:58
  • msg #263

Re: Next Move?

Did y'all want to put the ship into orbit while you rest?
Matt
player, 351 posts
Sun 19 Nov 2017
at 06:53
  • msg #264

Re: Next Move?

That's probably safest.  We'll do a polar orbit so we can scan the surface as we rest.
Hoot
player, 125 posts
Mon 20 Nov 2017
at 04:59
  • msg #265

Re: Next Move?

I'm going to allow it.
Niamh Parker
player, 17 posts
Tue 21 Nov 2017
at 17:53
  • msg #266

About the Gestalt

The Gestalt is a concept of deity that I created for the AIs in my games.  Basically, the Gestalt is the sum total of all of the sentient minds in the entire universe.  This seemed to be a good deity for a Niamh to worship, so I wrote it in. :)

--
Bob K.
Matt
player, 353 posts
Thu 23 Nov 2017
at 05:40
  • msg #267

About the Gestalt

I like the idea.
JR
GM, 482 posts
Fri 22 Dec 2017
at 22:58
  • msg #268

Jump to Posnan

Please summarize what your PC does during the week in jump.

Also, feel free to initiate a scene that takes place during the week, if you'd like.
Matt
player, 375 posts
Sat 23 Dec 2017
at 06:48
  • msg #269

Jump to Posnan

Brent will spend time familiarizing himself with the ship's systems, working on understanding Jump space and Jump navigation and talking to Joxe.
JR
GM, 494 posts
Sun 31 Dec 2017
at 22:01
  • msg #270

Jump to Posnan

One thing I totally forgot to ask: Are you jumping to the planet, or to one of the three gas giants?
Matt
player, 384 posts
Sun 31 Dec 2017
at 23:46
  • msg #271

Jump to Posnan

We'll jump to the outer and smallest of the gas giants to refuel and passively scan the system.
JR
GM, 495 posts
Mon 1 Jan 2018
at 01:50
  • msg #272

Re: Jump to Posnan

Matt:
We'll jump to the outer and smallest of the gas giants to refuel and passively scan the system.


Got it.
Matt
player, 386 posts
Mon 1 Jan 2018
at 03:31
  • msg #273

Re: Jump to Posnan

Cautious but prudent...
JR
GM, 497 posts
Mon 1 Jan 2018
at 03:35
  • msg #274

Re: Jump to Posnan

As a note - to make a second jump, the fuel has to be pumped from the reserve tanks to the main tanks. Fortunately, the reserve tanks tie in with three pumps, so the process takes only an hour. By then, the jump drive will have recycled, too.
Hoot
player, 132 posts
Wed 3 Jan 2018
at 02:20
  • msg #275

Re: Jump to Posnan

Gareth will spend the week learning the layout of the ship and its systems. He is determined to master every aspect the ship's unfamiliar technology.
JR
GM, 498 posts
Wed 3 Jan 2018
at 02:41
  • msg #276

Re: Jump to Posnan

Hoot:
Gareth will spend the week learning the layout of the ship and its systems. He is determined to master every aspect the ship's unfamiliar technology.


It will take at least eight weeks of study to catch up to Wanderer's tech level. He sees references to more state of the art equipment, but there are only a few examples aboard - one of them being the low berths.
Matt
player, 388 posts
Wed 3 Jan 2018
at 23:36
  • msg #277

Re: Jump to Posnan

An hour to transfer fuel and regenerate the J drives is reasonable.  We'll just prepare to run until we can Jump if we get in real trouble.  Ideally we'd come in a couple of hours out from the gas giant such that any orbital defense would need enough time to intercept that we could jump away.

And Brent will see if Joxe will provide some lessons... on the tech... right... :)
JR
GM, 499 posts
Wed 3 Jan 2018
at 23:57
  • msg #278

Re: Jump to Posnan

Matt:
An hour to transfer fuel and regenerate the J drives is reasonable.  We'll just prepare to run until we can Jump if we get in real trouble.  Ideally we'd come in a couple of hours out from the gas giant such that any orbital defense would need enough time to intercept that we could jump away.


For a small gas giant, it's 8.9 hours from 100 diameters to orbit. By a couple of hours, do you mean flight hours?

Matt:
And Brent will see if Joxe will provide some lessons... on the tech... right... :)


I'm sure she will be delighted to share her knowledge...
Matt
player, 390 posts
Thu 4 Jan 2018
at 00:01
  • msg #279

Re: Jump to Posnan

I'm thinking we Jump an hour or so beyond the 100D limit.  That would give us time to refuel and prepare before we hit the Jump well.

And I am sure Brent will be pleased to learn...
JR
GM, 502 posts
Thu 4 Jan 2018
at 15:01
  • msg #280

Re: Jump to Posnan

Eddie, what is Malcolm doing during the week in jump? I'm assuming that he is sitting in on the meetings.
Matt
player, 410 posts
Thu 18 Jan 2018
at 02:44
  • msg #281

Re: Jump to Posnan

Brent will do some study on what is known about Poznan and Kide in addition to all the other activities.
JR
GM, 519 posts
Thu 18 Jan 2018
at 03:45
  • msg #282

Re: Jump to Posnan

Matt:
Brent will do some study on what is known about Poznan and Kide in addition to all the other activities.


The Traveller Map website has links to a wiki when you click on a planet. Brent has all of the information from the map, and the associated links. Of course, it's all 250+ years old...
Matt
player, 411 posts
Thu 18 Jan 2018
at 04:34
  • msg #283

Re: Jump to Posnan

I can cheat and read 'Hard Times' to get a feel of what damage to those worlds might have done.

If I ever ran a near-apocalypse game it would be in the Hard Times setting.
JR
GM, 520 posts
Thu 18 Jan 2018
at 05:16
  • msg #284

Re: Jump to Posnan

Matt:
I can cheat and read 'Hard Times' to get a feel of what damage to those worlds might have done.

If I ever ran a near-apocalypse game it would be in the Hard Times setting.


I'm channeling the TNE materials more than MT...

Here's a link you may like: https://rpg.rem.uz/Traveller/
Matt
player, 412 posts
Sat 20 Jan 2018
at 03:31
  • msg #285

Re: Jump to Posnan

Oh very nice stuff!

The scenario in 'Vampire Fleets' would be a fun one if you have a party of players that are patient.
JR
GM, 521 posts
Sat 20 Jan 2018
at 14:39
  • msg #286

Re: Jump to Posnan

True, if I didn't have such disdain for anything to do with Virus ;-)
Matt
player, 414 posts
Sun 21 Jan 2018
at 04:21
  • msg #287

Re: Jump to Posnan

In reply to JR (msg # 286):

Well there is that little bit... :)
JR
GM, 530 posts
Fri 2 Feb 2018
at 00:04
  • msg #288

In the Poznan System

The flight time from the gas giant to Poznan is 60 days (covering some 3 billion km), even considering that Wanderer can maintain 1g acceleration for 41 hours. That'd run the tanks (including the aux tanks) dry.
Matt
player, 425 posts
Fri 2 Feb 2018
at 03:31
  • msg #289

In the Poznan System

Hmmm... I had no idea we were so far out in the system.

A microjump may be called for.
JR
GM, 531 posts
Fri 2 Feb 2018
at 07:02
  • msg #290

Re: In the Poznan System

Matt:
Hmmm... I had no idea we were so far out in the system.

A microjump may be called for.


Yep, you don't have nearly the fuel tankage for a brachistochrone trajectory, so a microjump is definitely the way to go.
Matt
player, 428 posts
Fri 2 Feb 2018
at 07:30
  • msg #291

Re: In the Poznan System

Ok we'll eat and then microjump.

Did the old records indicate that there were any stations around this gas giant?  We could do some investigating while we are here if there was anything.
JR
GM, 534 posts
Fri 2 Feb 2018
at 14:16
  • msg #292

Re: In the Poznan System

There was an unmanned weather station in orbit, but it's last known position puts it on the other side of the planet. There's no sign of a broadcast, either.
Matt
player, 429 posts
Fri 2 Feb 2018
at 22:07
  • msg #293

Re: In the Poznan System

We'll pull up out of the ecliptic to get a view of the far side of the planet and then do an active ping to see if it is still in orbit.  After that if we get no further signals from the system we'll micro jump to the main world.
JR
GM, 536 posts
Sat 3 Feb 2018
at 00:44
  • msg #294

Re: In the Poznan System

Matt:
We'll pull up out of the ecliptic to get a view of the far side of the planet and then do an active ping to see if it is still in orbit.  After that if we get no further signals from the system we'll micro jump to the main world.


Got it. Wanderer will take about nine hours to reach 100 diameters, arriving at that point at 2000 ship's time.
Matt
player, 430 posts
Sat 3 Feb 2018
at 02:06
  • msg #295

Re: In the Poznan System

We can kill two birds with one stone on that course.
JR
GM, 540 posts
Sun 4 Feb 2018
at 00:01
  • msg #296

The Ship is named Wanderer, JR...

I keep writing "Wayfarer" in the game posts, instead of Wanderer. I went back and edited every one I'd screwed up on. Sorry 'bout that. :-(
Matt
player, 435 posts
Sun 4 Feb 2018
at 01:48
  • msg #297

The Ship is named Wanderer, JR...

Bad, bad GM!  :)
JR
GM, 541 posts
Sun 4 Feb 2018
at 15:19
  • msg #298

Re: The Ship is named Wanderer, JR...

Matt:
Bad, bad GM!  :)


<THWACK!>

All better now :-)
Matt
player, 436 posts
Sun 4 Feb 2018
at 17:17
  • msg #299

Re: The Ship is named Wanderer, JR...

As it should be!
JR
GM, 543 posts
Wed 7 Feb 2018
at 06:14
  • msg #300

Killing Time

OOG: Does anyone have something in particular they'd like to do while Wanderer travels to the 100 diameter limit? It will arrive at 2000 ship's time.

If not, we will skip ahead to that time...
Matt
player, 437 posts
Wed 7 Feb 2018
at 06:30
  • msg #301

Killing Time

In reply to JR (msg # 300):

Maintenance, study, chatting with Joxe
JR
GM, 547 posts
Wed 14 Feb 2018
at 15:03
  • msg #302

Poznan - Intrasystem Jump

If you want to do something specific during the week in jump, please post it.

If not, I will assume that you all immerse yourselves in your studies and routine work.
Matt
player, 440 posts
Thu 15 Feb 2018
at 05:25
  • msg #303

Poznan - Intrasystem Jump

Same as before plus reading on what information we do have about the system from before the war.
JR
GM, 548 posts
Thu 15 Feb 2018
at 18:19
  • msg #304

Re: Poznan - Intrasystem Jump

Matt:
Same as before plus reading on what information we do have about the system from before the war.


Wanderer's library contains overviews of the twenty-three systems along the main, from Montezuma to Possin, including Egg. The overviews are mostly basic tourist information and points of interest, and are in addition to the navigation charts for each system.
Hoot
player, 143 posts
Sat 17 Feb 2018
at 05:13
  • msg #305

Re: Poznan - Intrasystem Jump

Gareth will resume studying the ship and its advanced technology.
Matt
player, 443 posts
Sat 17 Feb 2018
at 06:02
  • msg #306

Re: Poznan - Intrasystem Jump

Any cool tourist traps to check out?  :)
JR
GM, 549 posts
Sat 17 Feb 2018
at 14:19
  • msg #307

Re: Poznan - Intrasystem Jump

There is an impressive canyon complex.
Matt
player, 444 posts
Sun 18 Feb 2018
at 07:33
  • msg #308

Re: Poznan - Intrasystem Jump

Hmmm... cool :)
JR
GM, 551 posts
Fri 23 Feb 2018
at 06:01
  • msg #309

Re: Poznan - Intrasystem Jump

Gareth and whomever else is studying with the ship's technical library are all three weeks into an eight-week course to bring their technical skills up to speed.

The courses are intensive, using VR and holo technology, along with 3D printing of test parts and assemblies, to complete the coursework.
Matt
player, 445 posts
Sun 25 Feb 2018
at 06:20
  • msg #310

Re: Poznan - Intrasystem Jump

Brent is studying what he needs from a technical side to support learning astrogation but his focus is not directly on the equipment and technology of the equipment side.
Matt
player, 458 posts
Sun 25 Mar 2018
at 01:53
  • msg #311

Re: Poznan - Intrasystem Jump

How practical would ducking behind the dome we are near?
JR
GM, 563 posts
Sun 25 Mar 2018
at 02:32
  • msg #312

Re: Poznan - Intrasystem Jump

The yellow areas are lower, and there is more yellow toward the dome - refer to the pic I emailed you for an illustration of the read and yellow arcs.
Matt
player, 459 posts
Sun 25 Mar 2018
at 04:13
  • msg #313

Re: Poznan - Intrasystem Jump

Climbing looks like it's just flying into the missile.
JR
GM, 565 posts
Sun 25 Mar 2018
at 04:57
  • msg #314

Re: Poznan - Intrasystem Jump

Matt:
Climbing looks like it's just flying into the missile.


I agree.
Matt
player, 461 posts
Sun 25 Mar 2018
at 05:07
  • msg #315

Re: Poznan - Intrasystem Jump

That was quite the dodge!  I hope they're not shooting at us with anti-tank missiles as we can probably shrug off shrapnel type warheads.
Matt
player, 462 posts
Sun 25 Mar 2018
at 05:08
  • msg #316

Re: Poznan - Intrasystem Jump

Where are the ship stats?  Do we have weaponry?
JR
GM, 566 posts
Sun 25 Mar 2018
at 14:52
  • msg #317

Wanderer's stats

Matt:
Where are the ship stats?  Do we have weaponry?


Ship Class: Wanderer - Beowulf Free Trader
Hull Rate: 200 dtons
Hull Type: Wedge
Ship Length: 46.5 meters
Total Height: 9.8 meters
Hull Width: 25.75 meters
Streamlining: Streamlined
Tech Level: 12
Ship Price: 59,146,186 Credits

Engineering
Jump 1 Fuel per parsec: 280 cu. Meters
extra tanks installed for a second J1 at cost of 25dt cargo bay area
Total fuel (no extra tanks): 1038 cu meters
Fuel scoops: 7.4 hours to scoop, 10 hours to purify
Rated Accel: 1g
Max Accel: 1.6g
1g Hours: 18 Fuel per 1g hr: 25.00 cu. meters
Consumables: 100 days
Supplies: 4 dt storage

Weapons:
120mj laser turret
Missile turret with 5 ready and 5 stored missiles
This message was last edited by the GM at 14:55, Sun 25 Mar 2018.
Matt
player, 463 posts
Mon 26 Mar 2018
at 04:16
  • msg #318

Wanderer's stats

Can we use the laser turret remotely from the bridge?  It would be nice to have some kind of point defense.
JR
GM, 567 posts
Mon 26 Mar 2018
at 12:21
  • msg #319

Re: Wanderer's stats

Matt:
Can we use the laser turret remotely from the bridge?  It would be nice to have some kind of point defense.

You can control the turrets remotely. The laser can be used for point defense, but it's not that good against very close, small targets. It's designed for space combat, not for use against small SAMs.
JR
GM, 568 posts
Tue 27 Mar 2018
at 02:42
  • msg #320

OOG: Offline

I'll be moving over the next couple of days, but I will try to keep up with the posts with my phone.
Matt
player, 464 posts
Tue 27 Mar 2018
at 04:08
  • msg #321

OOG: Offline

Good luck with the move JR, what a pain!
JR
GM, 569 posts
Tue 27 Mar 2018
at 04:10
  • msg #322

Re: OOG: Offline

Matt:
Good luck with the move JR, what a pain!


As of now, I'm officially a Houstonian (or at least, in the area). I still have to move my stuff, but that's happening in the morning.
Matt
player, 466 posts
Tue 27 Mar 2018
at 04:35
  • msg #323

Re: OOG: Offline

Houston!  Wow, that's quite a move from San Antonio!
JR
GM, 570 posts
Thu 29 Mar 2018
at 22:16
  • msg #324

Re: OOG: Offline

220 miles or so, not too bad ;-)
Hoot
player, 148 posts
Thu 29 Mar 2018
at 23:09
  • msg #325

Re: OOG: Offline

Congrats on the move!
JR
GM, 571 posts
Fri 30 Mar 2018
at 01:47
  • msg #326

Re: OOG: Offline

Hoot:
Congrats on the move!

Thanks! :-)
Matt
player, 467 posts
Fri 30 Mar 2018
at 02:39
  • msg #327

Re: OOG: Offline

Glad the move went well.
Matt
player, 469 posts
Sat 31 Mar 2018
at 08:29
  • msg #328

Re: OOG: Offline

Actives?
JR
GM, 575 posts
Sat 31 Mar 2018
at 13:13
  • msg #329

Re: OOG: Offline

Matt:
Actives?


Active sensors "Actives" - radar and lidar

Passive sensors "Passives" - various detectors that cover the electromagnetic spectrum's useful range from gamma radiation to ELF radio, to include external cameras.
Matt
player, 470 posts
Mon 2 Apr 2018
at 05:31
  • msg #330

Re: OOG: Offline

In reply to JR (msg # 329):

Gotcha...

Anything on the scans from orbit that might indicate a military emplacement in the direction from which we were fired upon?
This message was last edited by the player at 05:32, Mon 02 Apr 2018.
JR
GM, 576 posts
Mon 2 Apr 2018
at 13:02
  • msg #331

Re: OOG: Offline

Matt:
In reply to JR (msg # 329):

Gotcha...

Anything on the scans from orbit that might indicate a military emplacement in the direction from which we were fired upon?


Nope, not a peep. Of course, you can't detect passive scanners...
Hoot
player, 150 posts
Tue 3 Apr 2018
at 03:08
  • msg #332

Re: OOG: Offline

Would the radar we detected be able to pick up land vehicles or a group traveling on foot?
JR
GM, 577 posts
Tue 3 Apr 2018
at 04:25
  • msg #333

Re: OOG: Offline

Hoot:
Would the radar we detected be able to pick up land vehicles or a group traveling on foot?


Gareth's displays call it a standard air search radar, so, unless you're talking a large vehicle, probably not. People, almost certainly not, but you don't want to get caught in the beam at anything inside 300 meters from the emitter - it will cook you.
JR
GM, 580 posts
Wed 25 Apr 2018
at 02:08
  • msg #334

Ground Excursion

Whomever goes outside will have to wear at least a vacc suit, or, preferably, some sort of armor. Also, please indicate what weapons and other gear you're talking along.

I believe Naimh will stay with the ship.
Matt
player, 476 posts
Wed 25 Apr 2018
at 02:17
  • msg #335

Ground Excursion

Based on the strength of the emitter can we approximate a distance to the source?

I don't think that the group of us from Egg have much in terms of possessions other than our vacc suits and clothing we were wearing.  Do we have a list of weapons and such onboard the ship?
This message was last edited by the player at 02:19, Wed 25 Apr 2018.
JR
GM, 581 posts
Wed 25 Apr 2018
at 04:13
  • msg #336

Ground Excursion

When you went aboard the station at Khesanadu, you picked up a dozen sets of combat armor, plus military rifles, pistols, and ammo. There are also four sets of light armor and civilian weapons that Joxe obtained when she was provisioning Wanderer years ago.

So, everyone gets a full kit.
Matt
player, 481 posts
Wed 2 May 2018
at 02:45
  • msg #337

Ground Excursion

In what direction did we pick up the signal and get a missile shot at us?
JR
GM, 585 posts
Wed 2 May 2018
at 02:54
  • msg #338

Re: Ground Excursion

Matt:
In what direction did we pick up the signal and get a missile shot at us?


Northwest, past the closest dome.
Matt
player, 486 posts
Fri 4 May 2018
at 02:40
  • msg #339

Re: Ground Excursion

Any magnification with the HUD to get a better look at the hole?
JR
GM, 590 posts
Fri 4 May 2018
at 06:15
  • msg #340

Re: Ground Excursion

Matt:
Any magnification with the HUD to get a better look at the hole?


At 4x zoom (the best the helmet cam can manage), the hole punches straight through the dome's clear composite. The material is cracked and crazed for a meter around the hole, and a lip of slag shows at the bottom third.
Matt
player, 495 posts
Wed 16 May 2018
at 00:43
  • msg #341

Re: Ground Excursion

Are there other buildings in the dome?  Is there an entrance to the building we are nearest to?  Did the beam or bolt that cut through the dome wall continue into the security building?  Is there light inside the dome?
JR
GM, 598 posts
Wed 16 May 2018
at 02:54
  • msg #342

Re: Ground Excursion

Matt:
Are there other buildings in the dome?  Is there an entrance to the building we are nearest to?  Did the beam or bolt that cut through the dome wall continue into the security building?  Is there light inside the dome?


Yes, this dome is one of four that housed a town of a thousand or so residents, so there are other buildings around the security building. There is no light beside the dim sunlight through the dome, and you can't tell where the damage ends.
Matt
player, 496 posts
Wed 16 May 2018
at 03:30
  • msg #343

Re: Ground Excursion

That makes sense.
Matt
player, 505 posts
Sat 9 Jun 2018
at 17:57
  • msg #344

Re: Ground Excursion

To make sure I understand...

We are in a building inside the dome having crawled in through a hole blasted in the side of said building.  We've seen two robots, one of which fired at us and the other moved off to one side.

Is that right?
JR
GM, 606 posts
Sat 9 Jun 2018
at 20:34
  • msg #345

Re: Ground Excursion

Correct. :-)
Matt
player, 510 posts
Thu 14 Jun 2018
at 02:38
  • msg #346

Re: Ground Excursion

So is it dark and we are just seeing with our night vision equipment?

Does the heat source I'm seeing look human or like it would be one of the robots?
JR
GM, 611 posts
Thu 14 Jun 2018
at 03:56
  • msg #347

Re: Ground Excursion

It's pretty dark inside, so your low light vision is working. The heat sources are way too hot to be human, and they're moving in fast. Brent and Gareth have a few seconds to react.
Matt
player, 516 posts
Wed 20 Jun 2018
at 00:26
  • msg #348

Re: Ground Excursion

A dent in Brent's armor?
JR
GM, 617 posts
Thu 21 Jun 2018
at 03:43
  • msg #349

Re: Ground Excursion

More like a shallow gouge in the composite armor's surface...
Matt
player, 518 posts
Fri 22 Jun 2018
at 03:22
  • msg #350

Re: Ground Excursion

That's scary!
JR
GM, 620 posts
Fri 22 Jun 2018
at 13:50
  • msg #351

Re: Ground Excursion

Combat armor will turn a direct rifle hit, but the impact is still damaging. This was a ricochet, of course.
Matt
player, 520 posts
Fri 22 Jun 2018
at 23:13
  • msg #352

Re: Ground Excursion

Thank goodness for storm trooper armor :)
Niamh Parker
player, 36 posts
Thu 28 Jun 2018
at 03:59
  • msg #353

Back and Catching Up

Hiya everybody. :)  Sorry that I've been away for so long.  I'm catching up now and I'll try to get something posted tomorrow.

--
Bob K.
Matt
player, 529 posts
Sat 30 Jun 2018
at 21:08
  • msg #354

Back and Catching Up

A bit of metagaming but let's get Niamh back with the rest of us.
Matt
player, 532 posts
Wed 11 Jul 2018
at 03:30
  • msg #355

Back and Catching Up

The massacre scene was very Hard Times.  GDW put out a supplement of that name that detailed the devolution and destruction of the Imperium under the pressure of the Civil War.
JR
GM, 632 posts
Wed 11 Jul 2018
at 04:10
  • msg #356

Back and Catching Up

War is ugly, and the aftermath can be ugly, too. Hopefully, there will be better scenes as the crew explores further up the main.
Matt
player, 533 posts
Thu 12 Jul 2018
at 03:57
  • msg #357

Back and Catching Up

I personally thought Hard Times was one of the best setting books that GDW did but it was brutal. You could also be a hero.  It was a good setting for a Clint Eastwood style of hero.
JR
GM, 634 posts
Thu 12 Jul 2018
at 04:19
  • msg #358

Back and Catching Up

Who knows - maybe you can all be heroes, too...
Matt
player, 535 posts
Fri 13 Jul 2018
at 06:16
  • msg #359

Back and Catching Up

At least in a small way.
Matt
player, 543 posts
Sat 21 Jul 2018
at 01:25
  • msg #360

Back and Catching Up

Is the missile vehicle armored with hatches and such or are their missiles hanging out in the open on launchers that we can sabotage?
JR
GM, 642 posts
Sat 21 Jul 2018
at 02:11
  • msg #361

Back and Catching Up

The missiles are in tubular cells. It's a four-cell launch system, with only one cell still sealed. The vehicle itself appears to be armored, and all of the hatches are closed.
Matt
player, 544 posts
Sat 21 Jul 2018
at 02:24
  • msg #362

Back and Catching Up

So no obvious easy wrenches in a vulnerable spot?  At least there is only one missile left!
Matt
player, 575 posts
Sat 1 Sep 2018
at 03:32
  • msg #363

Back and Catching Up

Brent will continue working on his pilot skill.
Matt
player, 581 posts
Fri 7 Sep 2018
at 05:03
  • msg #364

Back and Catching Up

Execute seems like a nice place.
JR
GM, 680 posts
Fri 7 Sep 2018
at 05:19
  • msg #365

Re: Back and Catching Up

Matt:
Execute seems like a nice place.


According to the ship's library, the main industry is, or was, agriculture.
Matt
player, 583 posts
Sun 9 Sep 2018
at 21:00
  • msg #366

Re: Back and Catching Up

Very much a water world tho
JR
GM, 683 posts
Mon 10 Sep 2018
at 13:39
  • msg #367

Re: Back and Catching Up

Execute's surface is 40% covered in water, and is about halfway between Earth and Mars in size.
Matt
player, 585 posts
Wed 12 Sep 2018
at 04:27
  • msg #368

Re: Back and Catching Up

I must have missed the digits.  I thought hydro was a '9'
JR
GM, 684 posts
Wed 12 Sep 2018
at 05:44
  • msg #369

Re: Back and Catching Up

Matt:
I must have missed the digits.  I thought hydro was a '9'

I double checked it - 40%.
Matt
player, 587 posts
Wed 12 Sep 2018
at 06:19
  • msg #370

Re: Back and Catching Up

You're right; I was hallucinating...
JR
GM, 686 posts
Wed 12 Sep 2018
at 07:31
  • msg #371

Re: Back and Catching Up

Matt:
You're right; I was hallucinating...


LOL
Matt
player, 600 posts
Wed 26 Sep 2018
at 01:20
  • msg #372

Re: Back and Catching Up

I thought we were headed to the main world.
JR
GM, 699 posts
Wed 26 Sep 2018
at 01:33
  • msg #373

Re: Back and Catching Up

That was my understanding, as well. The ship has crossed the safe jump limit, and can activate the drive.
Matt
player, 601 posts
Wed 26 Sep 2018
at 01:52
  • msg #374

Re: Back and Catching Up

Are we jumping to the main world or going normal space?  It might take a week to do so...
JR
GM, 700 posts
Wed 26 Sep 2018
at 02:01
  • msg #375

Re: Back and Catching Up

Your transit time to the main world in normal space is something like six months, so a jump would be in order. It takes about five hours to transfer fuel into the main tanks for a second jump without refueling, though. So, it'd be best to plan ahead.
Matt
player, 602 posts
Wed 26 Sep 2018
at 02:06
  • msg #376

Re: Back and Catching Up

We'll want to Jump at least half a day out from the main world to be well out of range of any near-orbit weaponry and let us refuel as we coast in.
JR
GM, 701 posts
Wed 26 Sep 2018
at 02:10
  • msg #377

Re: Back and Catching Up

Regarding fuel transfer, here's a thought:

The jump drive uses 75% of the fuel during translation into jump space, and then the rest to maintain the field during the jump. Given that the ship had multiple fuel tanks, it should be possible to transfer fuel from the aux tanks to the mains as they are depleted.

That'd give you nearly full main tanks on emergence. The jump drive would probably need a few minutes to recycle, but the fuel would be there.
Matt
player, 603 posts
Wed 26 Sep 2018
at 18:05
  • msg #378

Re: Back and Catching Up

I don't recall the many variants of how one refueled Jump tanks from auxiliary tanks during Jump itself.  It would make sense that the tanks are compartmentalized and one can fill them slowly in portions as the fuel is used up.  We'd do that if at all possible.  I think we'd still jump in well beyond the 100D limit just to stay clear of weapons and interception.  We'd also come in off the ecliptic.
Matt
player, 609 posts
Tue 9 Oct 2018
at 02:29
  • msg #379

Re: Back and Catching Up

How practical would it be to try to board the remaining structure?  I'm getting the vibe that it's very dicey.
JR
GM, 707 posts
Tue 9 Oct 2018
at 03:02
  • msg #380

Re: Back and Catching Up

It'd be like climbing into a commercial dryer lined with spear points, in micro-gravity, in vacuum. Maybe if you had battledress...
Matt
player, 610 posts
Tue 9 Oct 2018
at 03:05
  • msg #381

Re: Back and Catching Up

Yea... pointy things and vacc suits... not good!
Matt
player, 616 posts
Mon 29 Oct 2018
at 05:22
  • msg #382

Re: Back and Catching Up

Are we waiting on Brent?
JR
GM, 711 posts
Mon 29 Oct 2018
at 12:51
  • msg #383

Re: Back and Catching Up

I was waiting for any comment Gareth had to make, but I will move things along.
Matt
player, 617 posts
Tue 30 Oct 2018
at 05:08
  • msg #384

Re: Back and Catching Up

Thanks, I was afraid I was stalling things.
Matt
player, 620 posts
Sat 3 Nov 2018
at 20:41
  • msg #385

Re: Back and Catching Up

We would all be armed and armored to the teeth.  Who all will be coming in the air raft?  We can carry four or six I think.

Is there a nearby population center we can investigate?
JR
GM, 714 posts
Sun 4 Nov 2018
at 00:37
  • msg #386

Re: Back and Catching Up

The air raft can carry six as configured.

There are no signs of any human habitation or activity.
Matt
player, 621 posts
Sun 4 Nov 2018
at 20:40
  • msg #387

Re: Back and Catching Up

I guess we can leave Veronica behind.  She can keep the ship ready to go if we need to leave in a hurry.
Matt
player, 637 posts
Wed 5 Dec 2018
at 04:46
  • msg #388

Re: Back and Catching Up

How long does he look to be dead?  Is the damage to the building recent as well?
JR
GM, 730 posts
Wed 5 Dec 2018
at 07:31
  • msg #389

Re: Back and Catching Up

The damaged areas are all overgrown with vines and other creepers.

Naimh is examining the body.
Matt
player, 638 posts
Wed 5 Dec 2018
at 23:25
  • msg #390

Re: Back and Catching Up

I thought the damage was old.

I read the USN farewell to Bush '41.  I thought it quite moving given his history in WWII.

"Fair winds and following seas, sir.  We have the watch."
JR
GM, 731 posts
Thu 6 Dec 2018
at 02:12
  • msg #391

Re: Back and Catching Up

I'm hoping that they do the flyover at his funeral with TBM Avengers.
Matt
player, 640 posts
Thu 6 Dec 2018
at 02:18
  • msg #392

Re: Back and Catching Up

That would have been really classy.
JR
GM, 743 posts
Wed 2 Jan 2019
at 21:15
  • msg #393

Re: Back and Catching Up

Until Hoot gets back, let's assume that Gareth picks up the rifle to examine it. He can report his findings at his leisure.
Matt
player, 672 posts
Brent
Fri 22 Feb 2019
at 21:39
  • msg #394

Re: Back and Catching Up

Nothing more from Brent until we fly.  We'll check the ship systems of course.
Matt
player, 683 posts
Brent
Sat 16 Mar 2019
at 05:08
  • msg #395

Re: Back and Catching Up

Did I get my last name wrong?
JR
GM, 776 posts
Sat 16 Mar 2019
at 06:53
  • msg #396

Re: Back and Catching Up

Yeah, it's Brent Rogers. I was just hassling you about it ;-)
Matt
player, 685 posts
Brent
Sat 16 Mar 2019
at 16:10
  • msg #397

Re: Back and Catching Up

Let me post that in my bio so I don't forget!
JR
GM, 778 posts
Sat 16 Mar 2019
at 22:43
  • msg #398

Re: Back and Catching Up

His info is in the Character Roster thread - that's how I remembered the name myself ;-)
Matt
player, 687 posts
Brent
Sat 16 Mar 2019
at 22:54
  • msg #399

Re: Back and Catching Up

Ahhh... there as well!
JR
GM, 790 posts
Wed 24 Apr 2019
at 00:18
  • msg #400

Timeline

It's been quite a while in real time since we started this game (three years as of April 14th, so I've put together a timeline for our reference.

Event                         Date
Game Start                        120-1402
Arrival at Khesanadu                128-1402
Meet Niamh Parker                129-1402
Arrive Poznan Gas Giant                137-1402
Arrive Poznan Main                145-1402
Jump Arrival at Execute Gas Giant      153-1402
Jump arrival at Execute Main        161-1402
Explore Mine and find remains        162-1402
Morning at Town                        163-1402
Matt
player, 700 posts
Brent
Thu 9 May 2019
at 04:54
  • msg #401

Timeline

In reply to JR (msg # 400):

Three years?  Wow!
JR
GM, 791 posts
Thu 9 May 2019
at 16:49
  • msg #402

Timeline

Time's fun when you're having flies...
Matt
player, 702 posts
Brent
Sat 18 May 2019
at 05:37
  • msg #403

Timeline

It has been an awesome game!
Hoot
player, 198 posts
Wed 29 May 2019
at 03:14
  • msg #404

Timeline

Wowsers both the games I'm in have been running for quick a while. I'll take some time to get up to date on this one and jump back in this week.
Matt
player, 707 posts
Brent
Sat 8 Jun 2019
at 00:30
  • msg #405

Timeline

I've been busy in RL this week as well.
JR
GM, 801 posts
Sat 15 Jun 2019
at 22:45
  • msg #406

Some Insight on the Current Situation

At this moment in the game, the three of you really are in charge of your own destiny. Yes, there are other actors out there, pursuing their own agendas, but what happens next rests on your choices.

No pressure... ;-)
Matt
player, 713 posts
Brent
Tue 18 Jun 2019
at 05:35
  • msg #407

Some Insight on the Current Situation

It's pretty neat!
Matt
player, 714 posts
Brent
Wed 26 Jun 2019
at 03:52
  • msg #408

Some Insight on the Current Situation

Nutty busy!
Matt
player, 717 posts
Brent
Sun 28 Jul 2019
at 07:09
  • msg #409

Some Insight on the Current Situation

Still nutty busy, sorry for the slowness.

I need to get into our other email games!
JR
GM, 806 posts
Sun 28 Jul 2019
at 15:06
  • msg #410

Some Insight on the Current Situation

AHHH! It's Matt!!!!!

Quick, hide the dancers and the liquor!!

Good to have you back ;-)
Matt
player, 719 posts
Brent
Sat 3 Aug 2019
at 01:15
  • msg #411

Some Insight on the Current Situation

Glad to be back in the land of the living somewhat!

Still working nutty hours so very slow responses but I still value the games immensely.
JR
GM, 808 posts
Sat 3 Aug 2019
at 02:20
  • msg #412

Some Insight on the Current Situation

I know you'll come back to the games when you can. In other news, the Akus Moby Brent and Joxe are married ;-)
Matt
player, 721 posts
Brent
Sat 3 Aug 2019
at 04:33
  • msg #413

Some Insight on the Current Situation

Oh!!!  I need to get over there then.  I've been away from my Gmail for too long.
JR
GM, 812 posts
Tue 27 Aug 2019
at 14:22
  • msg #414

Some Insight on the Current Situation

Is anyone still here?
Matt
player, 725 posts
Brent
Mon 2 Sep 2019
at 02:23
  • msg #415

Some Insight on the Current Situation

Here, sorry.  Lots and lots busy
Matt
player, 730 posts
Brent
Mon 16 Mar 2020
at 03:24
  • msg #416

Some Insight on the Current Situation

Ok, back!
JR
GM, 818 posts
Mon 16 Mar 2020
at 04:21
  • msg #417

Re: Some Insight on the Current Situation

Matt:
Ok, back!


Yaay!!
Matt
player, 732 posts
Brent
Tue 17 Mar 2020
at 02:12
  • msg #418

Re: Some Insight on the Current Situation

Joxe and Brent!!!!
Matt
player, 751 posts
Brent
Mon 13 Apr 2020
at 02:45
  • msg #419

Re: Some Insight on the Current Situation

Happy Easter!
JR
GM, 838 posts
Mon 13 Apr 2020
at 13:58
  • msg #420

Re: Some Insight on the Current Situation

Matt:
Happy Easter!


Thanks!

Happy Easter to you and your family. I hope that everyone is doing well.
Matt
player, 753 posts
Brent
Mon 13 Apr 2020
at 23:59
  • msg #421

Re: Some Insight on the Current Situation

We're healthy for now.

How are you guys doing?
JR
GM, 840 posts
Tue 14 Apr 2020
at 02:06
  • msg #422

Re: Some Insight on the Current Situation

We're all doing well, with no one in our extended family contracting the virus.
Matt
player, 755 posts
Brent
Tue 21 Apr 2020
at 02:04
  • msg #423

Re: Some Insight on the Current Situation

Same with us, still healthy!
JR
GM, 846 posts
Fri 1 May 2020
at 20:45
  • msg #424

Re: Some Insight on the Current Situation

I made my best estimate of the intercept details. I'm no math major, but we will call it good enough ;-)
Matt
player, 760 posts
Brent
Sun 3 May 2020
at 02:23
  • msg #425

Re: Some Insight on the Current Situation

We have reactionless magic drives and anti-gravity!  Who needs math!  :)
JR
GM, 847 posts
Sun 3 May 2020
at 04:23
  • msg #426

Re: Some Insight on the Current Situation

Right?
Matt
player, 762 posts
Brent
Sat 16 May 2020
at 00:45
  • msg #427

Re: Some Insight on the Current Situation

Math is for realists!
JR
GM, 849 posts
Sat 16 May 2020
at 01:30
  • msg #428

Re: Some Insight on the Current Situation

Some math is less real than others, I think...
Matt
player, 764 posts
Brent
Mon 18 May 2020
at 05:03
  • msg #429

Re: Some Insight on the Current Situation

Statistics for sure can be made into just about anything!
Matt
player, 765 posts
Brent
Mon 18 May 2020
at 05:10
  • msg #430

Re: Some Insight on the Current Situation

Had we ever gone active in this system before?
JR
GM, 851 posts
Mon 18 May 2020
at 13:58
  • msg #431

Re: Some Insight on the Current Situation

No.
Matt
player, 768 posts
Brent
Sat 23 May 2020
at 01:31
  • msg #432

Re: Some Insight on the Current Situation

That was a quick response!!!!
JR
GM, 854 posts
Sat 23 May 2020
at 04:55
  • msg #433

Re: Some Insight on the Current Situation

Right?
Matt
player, 770 posts
Brent
Mon 25 May 2020
at 04:30
  • msg #434

Re: Some Insight on the Current Situation

I like it!
JR
GM, 856 posts
Mon 25 May 2020
at 15:43
  • msg #435

Re: Some Insight on the Current Situation

In reply to Matt (msg # 434):

:-D
JR
GM, 880 posts
Tue 9 Jun 2020
at 13:55
  • msg #436

Exploring the Main

If you're ready, I will move things along a bit, since you've made plans to explore the main, and Gareth is set with his mining operation. The ships are packed with supplies, including some materials that Joxe was able to salvage for the fabricators.

For the crew, you have Brent, Joxe, Malcolm, Melina, Naimh, and Veronica, plus four new folks from the village (to be developed as we go along), two adults and two older teens. They are checked out on combat armor and are all proficient with firearms. They've also had the rudiments of living aboard a starship, such as how to use the airlocks.

The runabout is accompanying you, with Radshir and Elenia aboard. Joxe reports that the little ship is in excellent mechanical condition, and, like Wanderer, is good for a while on maintenance. As surmised, the ships can finely coordinate their jumps to arrive together, although fallback plans would probably be a good idea :-) Joxe is nearly certain that Radshir can designate whom she wishes to have access to her ship, but she's chosen to not broach the subject with her.

The system descriptions on the www.travellermaps.com site are accurate, but they are out of date when it comes to surviving population, tech level, and bases. In general, if the mainworld's atmosphere isn't standard, with at least some water, it's highly unlikely that anyone is left alive after 250 years.
Matt
player, 797 posts
Brent
Wed 10 Jun 2020
at 01:25
  • msg #437

Exploring the Main

I'm certainly ready to move on.
JR
GM, 881 posts
Wed 10 Jun 2020
at 03:20
  • msg #438

Exploring the Main

Where would you like to jump to at Sittahr? There are three gas giants in the primary system, and two in the distant companion system. Plus the mainworld, of course :-)
Matt
player, 798 posts
Brent
Thu 11 Jun 2020
at 01:57
  • msg #439

Exploring the Main

We'll jump to the inner gas giant and refuel.  Can we refuel the runabout in space?
JR
GM, 883 posts
Thu 11 Jun 2020
at 04:32
  • msg #440

Exploring the Main

Yep :-)
Matt
player, 800 posts
Brent
Fri 12 Jun 2020
at 03:20
  • msg #441

Exploring the Main

Works for me!  Great post BTW.
Matt
player, 803 posts
Brent
Mon 15 Jun 2020
at 03:16
  • msg #442

Exploring the Main

I'm thinking we can keep wandering the Main for a bit.
Matt
player, 806 posts
Brent
Wed 17 Jun 2020
at 05:31
  • msg #443

Exploring the Main

Fair enough.  It's easier to stick to J1 than do a deep space refueling.
Matt
player, 808 posts
Brent
Wed 17 Jun 2020
at 05:43
  • msg #444

Exploring the Main

A week or so by normal space to the main world?
JR
GM, 890 posts
Wed 17 Jun 2020
at 18:35
  • msg #445

Exploring the Main

Yep - quicker to microjump.
Matt
player, 809 posts
Brent
Thu 18 Jun 2020
at 03:47
  • msg #446

Exploring the Main

We are fueled and could micro jump back to the gas giant if we ran into trouble.
JR
GM, 891 posts
Thu 18 Jun 2020
at 04:27
  • msg #447

Exploring the Main

Correct - except you'll have to boost back out to 100 diameters to make a safe jump.
Matt
player, 811 posts
Brent
Fri 19 Jun 2020
at 07:28
  • msg #448

Exploring the Main

Right, I was thinking if something jumped us as we came out of Jump
JR
GM, 893 posts
Fri 19 Jun 2020
at 14:21
  • msg #449

Exploring the Main

That is the problem faced by every ship. All you can do is be ready to fight or run.
JR
GM, 894 posts
Fri 19 Jun 2020
at 14:23
  • msg #450

Exploring the Main

Ah, crap. I should have factored in temperature when discussing Cosenza. I've edited my last post to correct that. Sorry.
JR
GM, 902 posts
Sat 4 Jul 2020
at 22:43
  • msg #451

Exploring the Main

I posted a couple of renders showing Wanderer's bridge. The bridge deck is raised, so you can see the topmost of four steps leading up in the cutaway view.

The colors aren't quite right, especially for the holographic control screens, but it's a decent representation of the bridge. Normally, the jumpseats are stowed under the deck, and the main seats swivel so that people can get in and out.
Matt
player, 820 posts
Brent
Sun 5 Jul 2020
at 23:54
  • msg #452

Exploring the Main

That's very good.  With holographic controls you'd have simple instrument panels.

What are the three primary stations? Pilot... ?
JR
GM, 903 posts
Mon 6 Jul 2020
at 01:13
  • msg #453

Exploring the Main

The stations are all configurable for anything, but, for now, the left station is gunnery, and the right station is navigation. Joxe and Veronica have two stations in Engineering, and Naimh has a sensors station rigged in the upper lounge.

The bridge overhead is just above the seat headrests, so everyone has to duck when they climb the steps. The holoscreens are fully configurable, but I have them all set to the default of a main screen, two side screens, a touchpad on the right, and a keyboard on the left.

The joysticks (with cables!) are a retrofitted item that even Joxe can't really explain. You can also see the foot pedals for yaw control, too. The red boxes under the seats are for emergency manual controls that attach between the armrests. Oh, and two of the stations have trays to the left of the seat armrest.

I also posted a pic with the holoscreens lighted. I'm learning more all the time about Daz :-)
This message was last edited by the GM at 01:14, Mon 06 July 2020.
Matt
player, 822 posts
Brent
Mon 6 Jul 2020
at 04:50
  • msg #454

Exploring the Main

Colors... nice!

Not a bad idea to have some degree of hard wired back up controls.  And cup holders of course :)
JR
GM, 905 posts
Mon 6 Jul 2020
at 05:04
  • msg #455

Exploring the Main

Considering that people sit there for hours at a time, I figured a tray would be nice, since there are no consoles.

Is there anything missing that you can think of?
Matt
player, 824 posts
Brent
Mon 6 Jul 2020
at 05:08
  • msg #456

Exploring the Main

You'd likely have panels on the overhead as well.
JR
GM, 906 posts
Mon 6 Jul 2020
at 14:09
  • msg #457

Exploring the Main

I thought of that, but then I considered a couple of things:

1. The overhead panels on large aircraft are there for additional controls that don't fit on the forward panels. With holographic controls, they can flip pages like the ribbon in Excel or other applications. The multi-function displays on modern combat aircraft use the same concept.

2. Some of those controls are engine-related, like starters, and electrical-related, like circuit breakers. Those functions are handled by the engineer with their own holoscreen controls.
Matt
player, 825 posts
Brent
Tue 7 Jul 2020
at 04:36
  • msg #458

Exploring the Main

Very true...  it may be though that having the extra real estate for controls displays can't hurt.  You might want auxiliary views for sensors or such.

It's a minor thing.
JR
GM, 909 posts
Tue 7 Jul 2020
at 18:50
  • msg #459

Exploring the Main

We could - I'll leave that as an open question for now ;-)

Also, I posted a couple of pics showing the crew area in the Dropbox.
Matt
player, 827 posts
Brent
Wed 8 Jul 2020
at 02:28
  • msg #460

Exploring the Main

I won't quibble!!!!

Nice crew areas. I like that the ship's interior or at least the crew areas don't look like the inside of a submarine!  Actually the wardroom on the Texas was pretty nice looking.
JR
GM, 910 posts
Wed 8 Jul 2020
at 04:26
  • msg #461

Exploring the Main

When Linda and I visited the Texas, we ended up going into the Admiral's quarters by mistake. The whole area was air conditioned, and we got a private tour from one of the staff members - after we apologized for getting into an area that was normally off-limits.

The area was about the same as the wardroom, although it was roomier, of course. Even then, it wasn't palatial by any means. It reminded me of a Pullman car.
Matt
player, 829 posts
Brent
Thu 9 Jul 2020
at 02:08
  • msg #462

Exploring the Main

Actually my Texas was CGN-39 :)

I would expect the admiral had a very nice area.  Everything is compact so the rail comparison is very apt.
JR
GM, 912 posts
Thu 9 Jul 2020
at 03:33
  • msg #463

Exploring the Main

Wow, why did they scrap her after only 15 years?
Matt
player, 831 posts
Brent
Thu 9 Jul 2020
at 05:01
  • msg #464

Exploring the Main

Yes, too expensive to operate.  The couldn't retrofit the VLS systems into them so it made no sense to keep them.
JR
GM, 914 posts
Thu 9 Jul 2020
at 13:32
  • msg #465

Exploring the Main

Oh, man. That's too bad.
Matt
player, 833 posts
Brent
Fri 10 Jul 2020
at 01:39
  • msg #466

Exploring the Main

Yea... cut up for razor blades not long after I left her.
Matt
player, 835 posts
Brent
Sat 11 Jul 2020
at 00:59
  • msg #467

Exploring the Main

Looks like we did find some TL-12 parts


17:58, Today: Matt rolled 3 using 1d4.  Tons of Parts.

17:58, Today: Matt rolled 3 using 1d100.  TL-12 Parts.
JR
GM, 918 posts
Sat 11 Jul 2020
at 01:35
  • msg #468

Exploring the Main

You get a roll for tools, too, with the same percentages.
JR
GM, 919 posts
Sat 11 Jul 2020
at 16:47
  • msg #469

Exploring the Main

I posted a group pic on Dropbox of Brent and the rest of the crew, with their new avatars.

I'll post the four new people separately when I get them created - and they're posted :-)
This message was last edited by the GM at 21:56, Sat 11 July 2020.
Matt
player, 837 posts
Brent
Sun 12 Jul 2020
at 02:32
  • msg #470

Exploring the Main

Very neat work.  It's good to see them in person :)

So the trainee skills are all zero or not zero yet?
JR
GM, 921 posts
Sun 12 Jul 2020
at 03:11
  • msg #471

Exploring the Main

They will be at zero at 90 days.
Matt
player, 840 posts
Brent
Sun 12 Jul 2020
at 04:01
  • msg #472

Exploring the Main

That's what I thought, thanks!
Matt
player, 841 posts
Brent
Sun 12 Jul 2020
at 04:17
  • msg #473

Exploring the Main

I can't reply to anything in the District 268 game.  I don't seem to be able to reply to PM's or anything.  Please let Tignath know.
JR
GM, 925 posts
Sun 12 Jul 2020
at 18:00
  • msg #474

Exploring the Main

In reply to Matt (msg # 473):

Done.
Matt
player, 844 posts
Brent
Mon 13 Jul 2020
at 06:27
  • msg #475

Exploring the Main

I think I can post now!!!!!
JR
GM, 927 posts
Mon 13 Jul 2020
at 15:40
  • msg #476

Exploring the Main

Good deal :-)
JR
GM, 929 posts
Mon 13 Jul 2020
at 18:54
  • msg #477

Exploring the Main

The ship's supplies worksheet has been updated on Dropbox.

I did a little research - most of the equipment on the runabout isn't actually TL-15, so the TL-14 parts will fit most of her systems. The only exceptions are her electronics (computer, sensors), and the powerplant.

I suppose an argument could be made that there are incremental improvements, but they aren't specified that way in the TNE rules. For example, the high-efficiency grav lifters are possible beginning at TL-12, and there aren't any higher tech systems listed. So, TL-12 parts will fit, regardless of what TL ship they're installed on.

A compromise might be to allow parts at one TL lower than the ship's TL for systems not specifically called out at the ship's TL.
Matt
player, 846 posts
Brent
Tue 14 Jul 2020
at 02:44
  • msg #478

Exploring the Main

It always seemed odd for some tech to top-out so to speak but I guess you might end up with stuff that is too small and cheap for balance.

I guess if the TL-12 grav lifters are the top of the improvement ladder then they would probably work on a higher tech system.  You might require an engineering roll to represent some degree of compatibility issues though.  The roll might get harder the more different are the tech levels.

Good deal though getting some parts for the run about.
JR
GM, 930 posts
Tue 14 Jul 2020
at 03:24
  • msg #479

Exploring the Main

It comes to me that the Imperium was unique in that there are many worlds, all with different tech levels. Some had large economies, but at lower tech levels, probably because it takes a lot of capital to build a higher tech level, not to mention having to train all of the people to work there.

So, they had to use and maintain ships and other equipment at a level they could sustain. Not only that, there were ships out there a century or more old, and, by inference, other equipment that was also very old, but still irreplaceable.

That made for a large market in lower TL parts and tools, plus it also meant that the higher tech stuff probably was backwards compatible, at least for the next lower TL. This isn't always true, but it is for many components.

Further, depending on the part/assembly, lower tech parts may work, but maybe not as well. Take car tires as an example. You could put 1970s-era tires on a modern car, as long as the tires fit the rims. Rims would be trickier, due to the bolt patterns and the presence of disc brakes versus drum brakes. If the modern tires are low-profile or wider than the older ones, then it may not be possible to use the older ones.
Matt
player, 847 posts
Brent
Wed 15 Jul 2020
at 03:16
  • msg #480

Exploring the Main

Definitely a capital constraint on raising tech level as well as a cultural one in some cases.

I always got the impression that outside the shiny inner sectors there was a lot of mix and match mixed TL going on.  Hard Times especially does a good job of modeling the ramshackle builds that you got at different TL.

Also because of the Vilani and Rule of Man influence I think that a LOT of the Imperium used very standardized equipment across the TL that would make matching stuff together easier.  Definitely when you have very old ships running around you get the need for backwards compatibility.
JR
GM, 931 posts
Wed 15 Jul 2020
at 05:00
  • msg #481

Exploring the Main

I know that there is a certain amount of handwaving involved, but I think what we've discussed here is accurate enough without being an accounting burden.

I hadn't looked at Hard Times before, but it's a fair approximation of what happened to the Imperium of this universe.

More details will come to light as we go ;-)
Matt
player, 849 posts
Brent
Wed 15 Jul 2020
at 05:02
  • msg #482

Exploring the Main

Hard Times rocked.  They had the pathos and nobility of the setting down really, really well.  It was almost frightening with the Black War.
JR
GM, 933 posts
Wed 15 Jul 2020
at 05:13
  • msg #483

Exploring the Main

I haven't detailed anything out about the Devastation, and I don't think that any records survived it. So, no one in this part of space may ever know what really happened.
Matt
player, 850 posts
Brent
Wed 15 Jul 2020
at 05:20
  • msg #484

Exploring the Main

True, you'd have to find a well placed survivor to get any kind of story.
JR
GM, 936 posts
Mon 20 Jul 2020
at 01:36
  • msg #485

Exploring the Main

Sorry about the tough rules on empty-hex jumps, but it plays an important role in the broader story...
Matt
player, 853 posts
Brent
Mon 20 Jul 2020
at 04:54
  • msg #486

Exploring the Main

No worries!
JR
GM, 938 posts
Mon 20 Jul 2020
at 14:48
  • msg #487

Exploring the Main

I'm just tossing out ideas with the NPCs - Brent can go wherever he likes ;-)
Niamh Parker
player, 52 posts
Wed 22 Jul 2020
at 05:17
  • msg #488

Exploring the Main

In reply to JR (msg # 463):

I'm back. :)
JR
GM, 939 posts
Wed 22 Jul 2020
at 14:24
  • msg #489

Naimh!!

Hey, Bob!!

A quick summary (and Matt, please chime in here):

Wanderer and her crew are exploring the main near Execute, after making contact with a village of about 2000 people on the planet.

Naimh and her now-girlfriend Veronica have set up an education system in the village using some spare computers from the ship's stores. They also started a medical training program for the village's medical people.

One item of particular note that Naimh knows - the reproduction rates of the Imperial descendants is about one-tenth of the human norm. This is a dominant genetic trait introduced in Imperial times to keep population growth at sustainable rates. It could be switched off, but it was done only in frontier areas, and it was not done here. That's why the population you've encountered is much smaller than one might expect.

Gareth is running a lanthanum mine on Execute, with an eye to gathering enough of the material to return to the Egg System. There, the inhabitants can use the mineral to make one of their starships jump-capable again.

During their stay on Execute, a jump runabout (TL-15, 6 dt, no cargo) jumped in with two teen girls aboard. They are from Sittahr, and the ship's computer brought them there automatically. The runabout and the girls are now in company with Wanderer as it jumps from system to system.

There are also four new people aboard the ship - they are from Execute, and they are undergoing training as starship crew, along with the runabout's owners. The new NPCs are:

Murla Lear - Engineer
Shunami Lambert - Combat skills
Kevin Eason - Navigatior
Emii Eason - Pilot

Runabout Owners:
Eleni von Ritterburg - Engineer
Radshir van Adair - Pilot

Naimh is familiar with these last two family names - they were the bigshot nobles in the sector.

At the moment, the ships are leaving the Cosenza mainworld with a load of parts and tools, and there is a discussion about where to go next. Naimh suggested Gorky, since she'd attended medical conferences there. The details are in one of the last posts in the game thread.
This message was last edited by the GM at 14:31, Wed 22 July 2020.
JR
GM, 940 posts
Thu 23 Jul 2020
at 02:06
  • msg #490

Melina's Information

I've forgotten to add Melina's information - she's another Execute native, and she's snagged Malcolm, who is twice her age (she's 20, he's 40).

Melina Rebane - Sensors, Computer Ops, Combat Skills
Matt
player, 855 posts
Brent
Thu 23 Jul 2020
at 02:41
  • msg #491

Melina's Information

Welcome back Bob!  Glad to have you with us again.
JR
GM, 943 posts
Sat 25 Jul 2020
at 17:27
  • msg #492

Melina's Information

Regarding the animals on Egg, my thought is that no one has had any need to hunt or trap anything, so the animals there are tame and unafraid of people. They are all domesticated simply by sharing habitats with people.

You can expound on this however you like.

It might be shocking to the people from Egg that, on Execute and Sittahr, there are wild animals that are hunted, and are dangerous to people. We haven't done anything with the cultural differences between the groups, but this will come into play once Egg has jump-capable ships again.

Of course, that might be the least of the problems they encounter <evil grin>...
Matt
player, 858 posts
Brent
Sat 25 Jul 2020
at 20:15
  • msg #493

Melina's Information

Good point, certainly on Egg you would only have pets and perhaps animals in zoos or zoo-like habitat parks.
Matt
player, 859 posts
Brent
Sat 25 Jul 2020
at 20:16
  • msg #494

Melina's Information

Was the animal conversation about how to approach Egg?
JR
GM, 944 posts
Sat 25 Jul 2020
at 20:59
  • msg #495

Melina's Information

Yes, but Brent will need to ask the girls to learn more ;-)
JR
GM, 945 posts
Sat 25 Jul 2020
at 21:46
  • msg #496

Re: Melina's Information

Matt:
Good point, certainly on Egg you would only have pets and perhaps animals in zoos or zoo-like habitat parks.


All of the animals are pets, really. They run loose around the habitats, but there are people whose job it is to manage them. All of the meat is artificially produced from plant proteins, except for seafood and insects (yes, it's a thing on Egg).
Matt
player, 860 posts
Brent
Sun 26 Jul 2020
at 01:55
  • msg #497

Re: Melina's Information

Time to ask more then... :)

Yea, I can see insects as a huge source of protein!
JR
GM, 947 posts
Sun 26 Jul 2020
at 02:13
  • msg #498

Re: Melina's Information

Ick! I grossed myself out :-)
Matt
player, 863 posts
Brent
Mon 27 Jul 2020
at 02:31
  • msg #499

Re: Melina's Information

Definitely... although cooked not so bad.  As a protein paste in faux hamburgers... not too bad at all. :)
Matt
player, 865 posts
Brent
Mon 27 Jul 2020
at 02:40
  • msg #500

Re: Melina's Information

I was just reading GURPS Interstellar Wars for some good lower tech fun.  It's a great read just as itself let alone as a setting.
JR
GM, 949 posts
Mon 27 Jul 2020
at 02:40
  • msg #501

Re: Melina's Information

Matt:
Definitely... although cooked not so bad.  As a protein paste in faux hamburgers... not too bad at all. :)


I'll take your word for it...
JR
GM, 950 posts
Mon 27 Jul 2020
at 02:42
  • msg #502

Re: Melina's Information

Matt:
I was just reading GURPS Interstellar Wars for some good lower tech fun.  It's a great read just as itself let alone as a setting.


Interesting :-)
Matt
player, 866 posts
Brent
Mon 27 Jul 2020
at 02:47
  • msg #503

Re: Melina's Information

Many of the GT books were quite good.  IW was I think the best as it gave you an overarching campaign that spanned several hundred years and could cover hundreds of planets.  Early in the IW and even up until things really broke open there was LOTS of opportunities for individuals to make a big difference.  The whole Vilani Imperium was totally unknown to the Terrans in every aspect.
JR
GM, 954 posts
Mon 27 Jul 2020
at 04:45
  • msg #504

Re: Melina's Information

I finally sat down and roughly sketched out what happened to the Imperium here. It isn't pretty, but I think it makes sense. Brent and company may be able to piece together some of the story as they travel around.
Matt
player, 869 posts
Brent
Tue 28 Jul 2020
at 02:50
  • msg #505

Re: Melina's Information

That will be a really fun exploration even if it is gloomy.  Sounds like TNE but without Virus.
JR
GM, 955 posts
Tue 28 Jul 2020
at 04:37
  • msg #506

Re: Melina's Information

Definitely without Virus. That whole thing sucked rocks. It was like a focus group of actuaries came up with a game theme - no imagination at all.
JR
GM, 957 posts
Tue 28 Jul 2020
at 05:00
  • msg #507

Egg System Notes

Reposting:

The primary system (Giri) hosts a large asteroid belt, a pair of small, rocky inner planets (Bata and Moreth), and two gas giants (Tala and Jora) in the outer system. The secondary system (Spairemr) has two gas giants (Aronn, Uerer ) in the inner system, and two ice ball planets (Boerh, Luca) in the far outer system. Egg has one million, eight hundred thousand residents; most of whom live in space habitats in Giri’s asteroid belt.
Matt
player, 871 posts
Brent
Wed 29 Jul 2020
at 03:38
  • msg #508

Egg System Notes

How much traffic is around the gas giants in the primary system?
JR
GM, 958 posts
Wed 29 Jul 2020
at 04:40
  • msg #509

Egg System Notes

Tala - not much, as Malcolm said.

Jora - a fair bit, as your ship was when you came across the Concordia/Wanderer. There are a dozen freighters plying that trade to and from the main asteroid belt, plus maybe four light warships and a flotilla of small ships and craft in the planet's sphere at any one time.
Matt
player, 873 posts
Brent
Thu 30 Jul 2020
at 03:37
  • msg #510

Egg System Notes

Yea, I posted her before reading the IC :)
JR
GM, 962 posts
Fri 31 Jul 2020
at 03:33
  • msg #511

Egg System Notes

I posted a map of the Egg binary system on dropbox
Matt
player, 876 posts
Brent
Fri 31 Jul 2020
at 04:02
  • msg #512

Egg System Notes

Very nice, thanks!  The visuals help.
JR
GM, 968 posts
Mon 3 Aug 2020
at 01:23
  • msg #513

Egg System Notes

On another subject - have you been able to visit Tiglath's merc game? He was asking after you, and I said that I didn't know what your schedule was like.
Matt
player, 882 posts
Brent
Mon 3 Aug 2020
at 03:46
  • msg #514

Egg System Notes

Been busy, I'll get over there tomorrow or Tuesday.
JR
GM, 969 posts
Mon 3 Aug 2020
at 14:06
  • msg #515

Egg System Notes

That's what I figured. I think he can work you in pretty much at any time.

I've invited him to "The Red Planet", and he's facing the same thing you are, so he certainly understands.

Oh, did you see my private message welcoming you to the merc game?
This message was last edited by the GM at 18:04, Mon 03 Aug 2020.
Matt
player, 884 posts
Brent
Tue 4 Aug 2020
at 04:13
  • msg #516

Egg System Notes

I just looked!  Wow!  That is some invitation!!!!!

Motivation for sure.
JR
GM, 971 posts
Tue 4 Aug 2020
at 04:47
  • msg #517

Egg System Notes

The redhead is my character, Prerna Nayar, a Sword Worlder. The other woman is her new girlfriend, Erica East.
Matt
player, 886 posts
Brent
Wed 5 Aug 2020
at 02:25
  • msg #518

Egg System Notes

Well very, very nice!!!!
JR
GM, 974 posts
Wed 5 Aug 2020
at 03:06
  • msg #519

Egg System Notes

I really like how Erica turned out.
Matt
player, 888 posts
Brent
Wed 5 Aug 2020
at 05:46
  • msg #520

Egg System Notes

They both look good.  You are definitely getting much more sophisticated.
JR
GM, 975 posts
Wed 5 Aug 2020
at 14:54
  • msg #521

Egg System Notes

Some of that is the new base figure I'm using, along with a better rendering engine for the illustrations. One huge improvement is in the female genital morph - it's integrated into the figure, instead of a separate item that's grafted in. So, in all of my characters, the girl bits are there, even if they remain unseen.

I've done a few explicit illustrations for characters in a couple of other games, at the other players' requests, and the results are pretty good :-)
Matt
player, 890 posts
Brent
Fri 7 Aug 2020
at 02:37
  • msg #522

Egg System Notes

Well integrating the girly bits like they are supposed to be is definitely the right way to go!  :)  The results certainly speak for themselves.
Matt
player, 892 posts
Brent
Fri 7 Aug 2020
at 02:40
  • msg #523

Egg System Notes

Did Joxe and Brent tie the knot in this version of them?
JR
GM, 977 posts
Fri 7 Aug 2020
at 02:47
  • msg #524

Egg System Notes

Yep. They didn't get to the ceremony in their Akus Moby version.
Matt
player, 893 posts
Brent
Fri 7 Aug 2020
at 02:49
  • msg #525

Egg System Notes

That's what I thought.  I will edit my post.
JR
GM, 979 posts
Fri 7 Aug 2020
at 03:34
  • msg #526

Egg System Notes

So, here's a thought, and this is something that Brent would know.

In the Egg System, all ships are required to be registered if they are larger than 10dt. Any station or shipyard in the system can add ships, and delete them if they are scrapped, to and from the registry.

A registered ship's owner has certain rights, including free passage between planets and stations, and, though no one has a jump capable ship, passage in and out of the system itself. There are also rules about searches and seizures, which basically state that the government cannot do more than perform reasonable customs and safety inspections at prescribed intervals. A seizure has to be done by warrant, and that takes a court hearing. Even in emergencies, it takes a lot to convince a judge to approve a seizure, even a temporary one.

Trudy, as the senior official on Tala Station, can most assuredly add Wanderer to the registry. The ship would be issued a transponder code and an encrypted dataset that will positively identify her as a friendly vessel to anyone in the Egg System.

If some official did try to seize it, they would run into severe problems, and the fact that it's the only jump-capable vessel around, for now, would only make the situation go public even faster. In Brent's experience, the one thing you don't mess with is someone's ship - it's usually their means of making a living.
Matt
player, 894 posts
Brent
Fri 7 Aug 2020
at 22:30
  • msg #527

Egg System Notes

Very, very good point.  It makes sense given the society in the system!
JR
GM, 981 posts
Sat 8 Aug 2020
at 03:09
  • msg #528

Egg System Notes

You can write whatever you wish about Brent's family - just as long as there's no wife waiting at home ;-)
Matt
player, 896 posts
Brent
Sat 8 Aug 2020
at 16:04
  • msg #529

Egg System Notes

His wife is on the Wanderer which is his home now!  No wife back in the Egg system though :)
JR
GM, 982 posts
Sat 8 Aug 2020
at 18:21
  • msg #530

Egg System Notes

lol
Matt
player, 898 posts
Brent
Sat 8 Aug 2020
at 19:38
  • msg #531

Egg System Notes

As it should be!
JR
GM, 984 posts
Sun 9 Aug 2020
at 01:00
  • msg #532

Egg System Notes

I added a deck plan with a basic drawing for the Type A to the Dropbox.

Also, Malcolm and Melina, and Veronica and Naimh, each approach Brent and Joxe as a couple, asking that they be allowed to stay at Tala Station to help with training the scout crews. They might consider going back out with one of the later ships to be recommissioned, or they might rejoin Brent and Joxe at some point.

That would leave them with the two couples from Execute, plus the girls as trained spacers.
This message was last edited by the GM at 01:30, Sun 09 Aug 2020.
Matt
player, 899 posts
Brent
Sun 9 Aug 2020
at 04:33
  • msg #533

Egg System Notes

That's a good solution to the NPC situation.

Do we have a new PC joining or rejoining?
JR
GM, 985 posts
Sun 9 Aug 2020
at 05:20
  • msg #534

Egg System Notes

No, not yet :-(
JR
GM, 986 posts
Sun 9 Aug 2020
at 05:21
  • msg #535

Egg System Notes

Brent can start with the meeting whenever he's ready :-)

Some thoughts:

Brent can do whatever he wishes - he and Joxe certainly aren't obligated to help Egg beyond what they've already accomplished, which is to literally give them back the stars. The scout can haul up to 30 tons of cargo, and the four companions who are staying can take it to Execute and back.

The people are available to help negotiate with both populated systems, which Egg will almost certainly want to do. Radshir wasn't very successful the first time, but she has valuable inside information to inform future efforts.

The Egg tech base (TL-10 working to -12, but with no current jump tech) can send support to help other planets' tech bases to improve. Once the lanthanum supply is reestablished, there is every expectation that they can build larger starships.

There is still the mystery of Keipes - why were they raiding, and why did they stop? Are they still around? If they are, are they a potential threat to Egg?

The rest of the main is still a mystery, rimward to Montezuma, and to Gorky.

The question about what happened to the other surviving ships is still there, too. Where did Joxe's parents go, and why? A corollary is, what happened to the survivors on Cosenza, and the other planets which are now uninhabited?

The runabout and it's mission to Execute - why did it grab the two girls, and then fly to Execute? Is there a connection to Radshir's family roots?
This message was last edited by the GM at 17:28, Wed 12 Aug 2020.
Matt
player, 900 posts
Brent
Thu 13 Aug 2020
at 03:09
  • msg #536

Egg System Notes

Ahhhh... LOTS to think about.

I hadn't even really gone too far down the trail with the runabout and why it did what it did with the two girls.  That is definitely worth an investigation!

I like the idea of laying the foundation with Egg and the systems they have contacted and then let them start to rebuild and bootstrap off screen while we scout the Main, investigate Keipes and of course what happened to Joxe's parents.  Certainly there may have been an organized evacuation of some of the planets done hopefully altruistically.

Quite a lot, very good!

I forget the details on Joxe's parents though.
JR
GM, 987 posts
Thu 13 Aug 2020
at 15:53
  • msg #537

Egg System Notes

I want to be sure that you have the opportunity to select whatever course of action is the most fun and interesting to game out. The really critical piece of delivering lanthanum back to Egg is done, and so the next adventure is your call :-)

Letter to Joxe, found at her parents' house on Khesanadu:

My dearest daughter,

I hope this letter finds you well. Your mother and I have been helping to keep our town's domes running since the attack.

We lost nearly all of our space based infrastructure, and most of the cities and towns were destroyed. Somehow, we survived.
I hope that you and your cousins made it through to Montezuma, although we heard later that the war had come to them, too.
Hopefully, you're reading this after being able to come back here with the Concordia and your cousins.

Joxe, we have to move away from here, as the raiders have gotten more and more bold. Some friends have offered to let us come with
them to Execute, as they say the navy squadrons didn't do that much damage in that system. When you come, be careful about the raiders.
We heard that they are operating out of Kiepes. That doesn't surprise me, as that whole planet is one big mess.

Anyway, we are packing up to leave. Your mother and I both love you very much. We hope to see you soon.


After asking at Execute, you found that her parents had moved on with a trader to parts unknown.
This message was last edited by the GM at 17:00, Thu 13 Aug 2020.
Matt
player, 902 posts
Brent
Sat 15 Aug 2020
at 01:24
  • msg #538

Egg System Notes

I'm thinking we move back up the Main and then down toward Keipes.  THe research station at Sittahr might be worth a swing by as well.
JR
GM, 989 posts
Sat 15 Aug 2020
at 01:30
  • msg #539

Egg System Notes

Okay :-)
Matt
player, 904 posts
Brent
Sat 15 Aug 2020
at 01:32
  • msg #540

Egg System Notes

Posted
JR
GM, 992 posts
Sun 16 Aug 2020
at 05:45
  • msg #541

Events and Random Dice Rolls

Just so you know, I've been secretly rolling for some events as we've gone along, and so the current conversation about the builder's plate is a chance event, not something I'm steering one way or the other ;-)
Matt
player, 906 posts
Brent
Mon 17 Aug 2020
at 03:17
  • msg #542

Events and Random Dice Rolls

That's cool.  An element of the random is always good.
JR
GM, 993 posts
Mon 17 Aug 2020
at 14:58
  • msg #543

Events and Random Dice Rolls

Oh, there's been a fair bit of it going on ;-)
Matt
player, 908 posts
Brent
Wed 19 Aug 2020
at 03:29
  • msg #544

Events and Random Dice Rolls

I think it's moved along very, very nicely.  I'm having a ball.
Matt
player, 909 posts
Brent
Wed 19 Aug 2020
at 03:30
  • msg #545

Events and Random Dice Rolls

Should I roll and come up with the queries?
JR
GM, 995 posts
Wed 19 Aug 2020
at 05:45
  • msg #546

Events and Random Dice Rolls

State the query, and then roll for it. Depending on what is asked, I may apply some secret modifiers to the roll, and then relate the results.
Matt
player, 911 posts
Brent
Thu 20 Aug 2020
at 01:52
  • msg #547

Events and Random Dice Rolls

Not bad rolls.  I'm not exactly sure what to query of Wanderer that Joxe would not already know.


18:52, Today: Matt rolled 8 using 3d6+2.  Computer.

18:52, Today: Matt rolled 10 using 3d6+2.  Computer.

18:52, Today: Matt rolled 12 using 3d6+2.  Computer.

18:52, Today: Matt rolled 8 using 3d6+2.  Computer.
JR
GM, 999 posts
Sat 22 Aug 2020
at 21:18
  • msg #548

Events and Random Dice Rolls

Gorky System map in Dropbox folder..
Matt
player, 914 posts
Brent
Sun 30 Aug 2020
at 00:20
  • msg #549

Events and Random Dice Rolls

Very nice!
JR
GM, 1001 posts
Sun 30 Aug 2020
at 02:54
  • msg #550

Events and Random Dice Rolls

I use PowerPoint for these, believe it or not ;-)
Matt
player, 916 posts
Brent
Sun 30 Aug 2020
at 05:06
  • msg #551

Events and Random Dice Rolls

I could see that!
JR
GM, 1004 posts
Tue 1 Sep 2020
at 00:51
  • msg #552

Events and Random Dice Rolls

I put another map on Dropbox, and there is a new post from Eris on the Mantan game.
JR
GM, 1005 posts
Tue 1 Sep 2020
at 18:21
  • msg #553

Events and Random Dice Rolls

I also edited the post about the asteroid you're docked in - it's 5km wide, not 50km...
JR
GM, 1006 posts
Fri 20 Nov 2020
at 15:05
  • msg #554

Events and Random Dice Rolls

Checking to see who's still here...
JR
GM, 1007 posts
Wed 16 Dec 2020
at 14:39
  • msg #555

Events and Random Dice Rolls

CHecking in...
Matt
player, 919 posts
Brent
Mon 28 Dec 2020
at 01:47
  • msg #556

Events and Random Dice Rolls

Alive and kicking!

I hope everyone had a good Christmas.
JR
GM, 1008 posts
Mon 28 Dec 2020
at 02:29
  • msg #557

Events and Random Dice Rolls

Welcome back!

We had a good Christmas, and I hope yours was good, too.

I may not answer until tomorrow - I have to study my notes to remember what I was planning to do. It was something about a huge, laser-proof trash compactor with monsters in it... but I'll check my notes ;-)
Matt
player, 921 posts
Brent
Mon 28 Dec 2020
at 04:43
  • msg #558

Events and Random Dice Rolls

Thanks!

We had a good Christmas as well.  Things have been crazy personally but I really want to reengage with my friends and games and not let work and worry consume me!
JR
GM, 1009 posts
Tue 29 Dec 2020
at 02:43
  • msg #559

Events and Random Dice Rolls

It's good to be back gaming again :)
Matt
player, 922 posts
Brent
Tue 29 Dec 2020
at 02:48
  • msg #560

Events and Random Dice Rolls

Definitely!!  Thank you for waiting.  I have missed this.
JR
GM, 1011 posts
Tue 29 Dec 2020
at 03:01
  • msg #561

Re: Events and Random Dice Rolls

I just archived everything and had it ready to restart.
Matt
player, 923 posts
Brent
Tue 29 Dec 2020
at 03:17
  • msg #562

Re: Events and Random Dice Rolls

I'm glad you are efficient!!!
Matt
player, 927 posts
Brent
Thu 31 Dec 2020
at 03:45
  • msg #563

Re: Events and Random Dice Rolls

Images are ALWAYS good and appreciated.
JR
GM, 1014 posts
Thu 31 Dec 2020
at 06:03
  • msg #564

Re: Events and Random Dice Rolls

I can make an image much better than I can describe someone...
Matt
player, 928 posts
Brent
Sat 2 Jan 2021
at 05:01
  • msg #565

Re: Events and Random Dice Rolls

I prefer it where you have the time to do so!
Matt
player, 934 posts
Brent
Thu 7 Jan 2021
at 02:33
  • msg #566

Re: Events and Random Dice Rolls

I tweaked my back badly and am woozy on meds for the moment.
JR
GM, 1020 posts
Thu 7 Jan 2021
at 03:00
  • msg #567

Re: Events and Random Dice Rolls

AH, crap!

Sorry, I've been there. Take it easy - not that it will give you any choice in the matter.
Matt
player, 935 posts
Brent
Thu 7 Jan 2021
at 04:59
  • msg #568

Re: Events and Random Dice Rolls

I'm working from home and taking it as easy as I can.
JR
GM, 1022 posts
Thu 7 Jan 2021
at 16:18
  • msg #569

Re: Events and Random Dice Rolls

Hopefully, it'll clear up soon. Ibuprofen is my friend in these cases.
Matt
player, 937 posts
Brent
Sat 9 Jan 2021
at 02:03
  • msg #570

Re: Events and Random Dice Rolls

Definitely ibuprofen!
JR
GM, 1028 posts
Sun 17 Jan 2021
at 19:23
  • msg #571

Information Dumps

 I know I shepherded Brent and company to the ARG facility, but the next moves are entirely up to you. I've provided some information, and the facility's computer will answer your questions, but it's not terribly imaginative for all of its intelligence. It really does need a human to direct anything more than maintenance operations and self defense by hiding.

There are other things happening elsewhere, of course, but Brent and Joxe are still in charge of their own destinies. Any direction they choose will certainly encounter challenges, but they are still their own people.
Matt
player, 942 posts
Brent
Sun 24 Jan 2021
at 06:34
  • msg #572

Information Dumps

Oh I am certainly loving the story and don't feel rail roaded or any such.  You've been superbly imaginative with the story and very patient with me as we've advanced it!
JR
GM, 1029 posts
Sun 24 Jan 2021
at 23:41
  • msg #573

Information Dumps

To be honest, the runabout's appearance wasn't something I originally had in mind. It sorta popped up all on its own, and... here we are :-)
JR
GM, 1031 posts
Fri 19 Feb 2021
at 15:43
  • msg #574

Checking In

How are things going? I survived the Great Texas Winter Storm 2021...
Matt
player, 944 posts
Brent
Sun 25 Apr 2021
at 21:26
  • msg #575

Checking In

Lots of personal and family health issues.  Wanting to get back into things!
JR
GM, 1032 posts
Mon 26 Apr 2021
at 01:42
  • msg #576

Checking In

I'm glad you're back - we will proceed at your pace.
JR
GM, 1034 posts
Mon 23 Oct 2023
at 04:16
  • msg #577

Restart 2023

And we're back up!
Matt
player, 946 posts
Brent
Thu 26 Oct 2023
at 03:00
  • msg #578

Restart 2023

In reply to JR (msg # 577):

Awesome and thanks!
Matt
player, 948 posts
Brent
Thu 26 Oct 2023
at 03:13
  • msg #579

Restart 2023

In reply to JR (msg # 577):

Awesome and thanks!
Matt
player, 949 posts
Brent
Sat 28 Oct 2023
at 02:22
  • msg #580

Restart 2023

In reply to Matt (msg # 579):

I was hoping we could use the shipyard to do some building of jump drives to help our home system, build a few defensive craft to protect the shipyard and maybe look at our options to prospect for resources in this system as well as continue our recon of the nearby systems.
JR
GM, 1037 posts
Sat 28 Oct 2023
at 19:29
  • msg #581

Restart 2023

That sounds like a good plan.


Here is the current crew:

Murla Lear - Engineer
Kevin Eason - Navigatior
Emii Eason - Pilot
Shunami Lambert - Combat skills
Eleni von Ritterburg - Engineer
Radshir van Adair - Pilot

All have mathematics and standard pre-space education. Above skills will be zero in three months. Advanced learning and tutoring can give Skill + 1 in six months, Skill + 2 in 18 months, and Skill +3 in 36 months.
Matt
player, 951 posts
Brent
Wed 1 Nov 2023
at 02:21
  • msg #582

Restart 2023

In reply to JR (msg # 581):

Is the wanderer in the building's slip or is something else there?
JR
GM, 1039 posts
Wed 1 Nov 2023
at 13:33
  • msg #583

Restart 2023

Here's the original narrative:

As the ships approach, the doors slide open to reveal a docking bay fit for a dozen Beowulf traders. The facility's computer guides the runabout in ahead of Wanderer, and they both settle onto the bay's floor as the doors close behind them. The bay is spotlessly clean, and painted letters on the wall confirm that they are now at Berths A and B.
JR
GM, 1044 posts
Mon 6 Nov 2023
at 00:06
  • msg #584

Restart 2023

I posted the new ship's workbook in the Dropbox.

The information is available to the crew on their data devices.
Matt
player, 957 posts
Brent
Wed 8 Nov 2023
at 02:56
  • msg #585

Restart 2023

In reply to JR (msg # 584):

Is the file in the new eggs folder? It may be user error on my part but I can not find it.
JR
GM, 1045 posts
Wed 8 Nov 2023
at 04:00
  • msg #586

Restart 2023

I emailed it to you.
Matt
player, 958 posts
Brent
Wed 8 Nov 2023
at 22:41
  • msg #587

Restart 2023

I see it, thank you.
Matt
player, 963 posts
Brent
Wed 15 Nov 2023
at 04:35
  • msg #588

Restart 2023

As I recall, Brent and Joxe are married.
JR
GM, 1051 posts
Wed 15 Nov 2023
at 14:40
  • msg #589

Restart 2023

You are correct, they are married.
JR
GM, 1053 posts
Wed 15 Nov 2023
at 16:06
  • msg #590

Restart 2023

I was thinking about the situation, and then I realized that there is a whole, empty, un-busy, automated TL-15 shipyard just sitting there with no active builds... ;-)
Matt
player, 965 posts
Brent
Tue 21 Nov 2023
at 04:47
  • msg #591

Restart 2023

I was thinking to build at least a few small system defense boats.
Matt
player, 967 posts
Brent
Wed 22 Nov 2023
at 05:47
  • msg #592

Restart 2023

Have a great Thanksgiving. I will probably be off-line until Friday
JR
GM, 1055 posts
Wed 22 Nov 2023
at 14:12
  • msg #593

Restart 2023

Thanks, Matt. Happy Thanksgiving! :-)
Matt
player, 968 posts
Brent
Mon 27 Nov 2023
at 01:19
  • msg #594

Restart 2023

I like what you did with the wanderer.
JR
GM, 1056 posts
Mon 27 Nov 2023
at 01:27
  • msg #595

Restart 2023

Joxe can explain it IG ;-), but I like it, too.

Brent and Joxe will have some choices to make regarding their activities. They can help run the shipyard, they can command the logistics ship, they can wait for another ship to be built and command it for the Egg Navy, or they can stick with the considerably more capable Wanderer and pretty much go their own way. Any combination of these is possible for them.
Matt
player, 970 posts
Brent
Mon 27 Nov 2023
at 01:34
  • msg #596

Restart 2023

I think I prefer for the two of them plus a nonplayer character or to and work independently.
JR
GM, 1058 posts
Mon 27 Nov 2023
at 02:00
  • msg #597

Restart 2023

I guessed that, so I left it as an option.
Matt
player, 976 posts
Brent
Sun 10 Dec 2023
at 03:00
  • msg #598

Restart 2023

I missed the jump drive on the larger ship.
JR
GM, 1063 posts
Sun 10 Dec 2023
at 19:26
  • msg #599

Re: Restart 2023

Matt:
I missed the jump drive on the larger ship.


This is a house rule - it lets ships move in-system, as long as they observe all the hyper limits (100 diameters).
Matt
player, 977 posts
Brent
Sun 10 Dec 2023
at 21:09
  • msg #600

Re: Restart 2023

I like the idea! So they don't have to install a full jump 1 drive?
JR
GM, 1065 posts
Mon 11 Dec 2023
at 14:59
  • msg #601

Re: Restart 2023

No, it's only for micro jumps. I also invoked my own rule about doing away with the JD capacitors at higher tech levels, where the fusion plant can develop enough power for less mass. The net change is that the 500dt SDB now has 12 G-hours' endurance on the MD.
Matt
player, 979 posts
Brent
Thu 14 Dec 2023
at 22:27
  • msg #602

Re: Restart 2023

Micro jump capability is a really nice addition to the ship. System patrol will be easier.

I like the idea that the higher capacity power plants can fully energize the jump drive
JR
GM, 1067 posts
Sat 16 Dec 2023
at 00:32
  • msg #603

Re: Restart 2023

I came up with the fusion plant idea while I was playing with the JD mass numbers in FFS. The concept works best for the shorter ranged drives, but that gets better at higher tech levels.
Matt
player, 981 posts
Brent
Mon 18 Dec 2023
at 03:14
  • msg #604

Re: Restart 2023

It makes so much sense to be able to blast power to the jump drive if you have enough of a power plant.
JR
GM, 1069 posts
Mon 18 Dec 2023
at 14:05
  • msg #605

Re: Restart 2023

The worksheet makes the calculations for it, too. With it, it's simple to test which option works best.
Matt
player, 983 posts
Brent
Thu 21 Dec 2023
at 04:50
  • msg #606

Re: Restart 2023

Nice to automate those types of details.

How well does it handle modular ships like the TNE clipper ships?
JR
GM, 1071 posts
Thu 21 Dec 2023
at 07:00
  • msg #607

Re: Restart 2023

Pretty well - it allows for modules and pods.
Matt
player, 985 posts
Brent
Sun 24 Dec 2023
at 05:43
  • msg #608

Re: Restart 2023

I will have to spend some time messing with it.

Merry Christmas and thank you for restarting the game. It means a lot to me!
JR
GM, 1073 posts
Sun 24 Dec 2023
at 15:32
  • msg #609

Re: Restart 2023

Merry Christmas!

I enjoy these games, myself :-)
JR
GM, 1076 posts
Fri 29 Dec 2023
at 04:45
  • msg #610

Moving Forward

If it's okay, I'd like to move things forward a week, to when Wanderer is ready to fly again. We can summarize the discussions into a plan of action - which, for now, is to jump to Egg and bring back as many trainees as the ship can hold. I think that's the plan, at least.

Also, the two system defense fighters will also be completed to provide the facility an active defense against any small starships that might find them.
Matt
player, 989 posts
Brent
Sat 30 Dec 2023
at 03:39
  • msg #611

Moving Forward

I agree. Also, Happy new year!
JR
GM, 1077 posts
Sat 30 Dec 2023
at 20:57
  • msg #612

Moving Forward

Happy New Year!!
Matt
player, 991 posts
Brent
Mon 1 Jan 2024
at 00:20
  • msg #613

Moving Forward

Very nicely done on the new post! Great summary and I love the description of the new controls.
JR
GM, 1080 posts
Mon 1 Jan 2024
at 22:52
  • msg #614

Moving Forward

Thanks :-)

BTW, you're up in Eris' Spinward Main game - if you have the bandwidth for it.
Matt
player, 992 posts
Brent
Thu 4 Jan 2024
at 05:00
  • msg #615

Moving Forward

I totally messed up in the Spinward game. I was looking in the wrong place for the in character posts!
JR
GM, 1081 posts
Thu 4 Jan 2024
at 14:25
  • msg #616

Moving Forward

Yeah, I like this forum better than that one, but it's what Eris chose.
Matt
player, 994 posts
Brent
Sat 6 Jan 2024
at 02:42
  • msg #617

Moving Forward

Both forums work. I agree though, this one is better.
Matt
player, 998 posts
Brent
Fri 19 Jan 2024
at 04:03
  • msg #618

Moving Forward

I forget what type of society existed on Egg. I thought they had some kind of authoritative governments. I'm figuring they might be fairly trigger-happy at least regarding outsiders.
JR
GM, 1086 posts
Fri 19 Jan 2024
at 14:02
  • msg #619

Moving Forward

Egg doesn't have habitable planets, so everyone lives in artificial habitats scattered around the system. The people are independent sorts who wouldn't support an authoritarian government.

The idea of traveling to other star systems is becoming more popular, even with the risks that interstellar travel brings. For now, Tala Station is the only facility in the Egg system that is using jump-capable starships. Sooner or later, the word will get out, but the station's commanders want to release their findings in a controlled manner.
Matt
player, 1000 posts
Brent
Mon 29 Jan 2024
at 23:18
  • msg #620

Moving Forward

Refresh my memory on the Imperial scouts whose drives we are refurbishing
JR
GM, 1088 posts
Tue 30 Jan 2024
at 02:50
  • msg #621

Moving Forward

From Game Thread #2, Post #592"

Joxe had dug into the ship's archives for information on the Type 'A' scout ship that Malcolm had seen at the storage facility. They were an older design (OOG: TL-11), capable of a two-parsec jump, and they had a 30-ton cargo capacity using purpose-built modules. The modules allowed the ships to be reconfigured for a variety of missions. According to her calculations, the facility would need 25 tons of the ore to extract enough lanthanum stock to rebuild one jump drive.


Tala Station is refurbishing six of these scouts using the lanthanum Brent and company brought back earlier.
Matt
player, 1001 posts
Brent
Wed 31 Jan 2024
at 23:12
  • msg #622

Moving Forward

I had to go back and read some old posts! We truly have been busy with this story.
JR
GM, 1089 posts
Thu 1 Feb 2024
at 14:47
  • msg #623

Moving Forward

I'm glad the search feature works in the game archives...
Matt
player, 1003 posts
Brent
Sun 4 Feb 2024
at 04:30
  • msg #624

Moving Forward

The new format to the site seems to be an improvement overall
JR
GM, 1091 posts
Mon 5 Feb 2024
at 14:56
  • msg #625

Moving Forward

I like this new site, too.
Matt
player, 1006 posts
Brent
Mon 12 Feb 2024
at 02:26
  • msg #626

Moving Forward

Are we carry any cargo or just passengers?
JR
GM, 1094 posts
Mon 12 Feb 2024
at 16:54
  • msg #627

Moving Forward

You're being loaded to the deckhead with passengers - they're even installing work shelters in the cargo bay for additional bunks and life support. These are normally used in habitat construction and heavy repairs, and are ubiquitous in the Egg System. They can also serve as life pods, if needed. The work crews will rig secondary airtight doors to make the cargo bay shirtsleeve-safe.

Using all four cabins, the second crew cabin, and the 50-ton cargo bay, you will be flying out with sixty people! The cargo bay will have provisions for a common area, so that everyone isn't cramming into the crew area and the upper lounge. The rules call for 14 cubic meters per bunk space, which is 15 feet cubed. So, that's enough room to house extra life support, freshers, and an open crew area.

Thankfully, the four-parsec trip will only take a week...
Matt
player, 1007 posts
Brent
Sat 24 Feb 2024
at 05:27
  • msg #628

Moving Forward

Talk about being packed to the gills!
JR
GM, 1095 posts
Sat 24 Feb 2024
at 14:03
  • msg #629

Moving Forward

Yep :-)
Matt
player, 1012 posts
Brent
Tue 27 Feb 2024
at 22:43
  • msg #630

Moving Forward

And baby makes three…
JR
GM, 1099 posts
Wed 28 Feb 2024
at 16:51
  • msg #631

Moving Forward

Yep :)
Matt
player, 1013 posts
Brent
Tue 5 Mar 2024
at 04:42
  • msg #632

Moving Forward

Sorry for the delay in responding. We are having to look into replacing our car and it's been a bit of a confusing mess. I should get back to regular posting tomorrow. We are looking at a Toyota hybrid van actually…
JR
GM, 1101 posts
Tue 5 Mar 2024
at 13:51
  • msg #633

Moving Forward

Good luck :-)
JR
GM, 1105 posts
Sun 17 Mar 2024
at 00:23
  • msg #634

Moving Forward

I mixed up Keipes and Kide in the last post, and so I fixed it. Keipes are the bad guys, Kide is opposing them.
Matt
player, 1017 posts
Brent
Sun 17 Mar 2024
at 00:56
  • msg #635

Moving Forward

Did we visit Kide?
JR
GM, 1106 posts
Sun 17 Mar 2024
at 20:14
  • msg #636

Moving Forward

No. You've gone as far as Execute, though.
JR
GM, 1108 posts
Sun 17 Mar 2024
at 20:20
  • msg #637

Moving Forward

In thinking on Joxe's question, Brent haas the full resources of a TL-15 shipyard and fabrication facility at his beck and call within reasonable limits. He's seen AIs like Edak, the remote equipment, vehicles, and other tech the facility has to offer. So, he can pretty much get a couple of robots, bespoke small craft, or whatever else he can think of that the Beowulf can carry. Wanderer also has the ability to navigate itself, though it's AI isn't quite sentient.
JR
GM, 1111 posts
Fri 22 Mar 2024
at 01:15
  • msg #638

Moving Forward

I'm ready to move ahead to the arrival at Gorky when you are.
Matt
player, 1021 posts
Brent
Sat 23 Mar 2024
at 21:11
  • msg #639

Moving Forward

A time jump is fine
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