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17:12, 5th May 2024 (GMT+0)

Travellers Aid Society-2 (OOCs)

Posted by StarMasterFor group 0
StarMaster
GM, 123 posts
Sun 28 Jun 2020
at 17:43
  • msg #1

Travellers Aid Society (OOCs)

Damn, that 1000th post snuck by me! So, here we go again!
BB Nova
player, 82 posts
I7C966
Orbital Drop Marine
Sun 28 Jun 2020
at 17:45
  • msg #2

Travellers Aid Society (OOCs)

First!
Theodore McFarlane
player, 571 posts
Human Capt, IN ret.
697AAA
Sun 28 Jun 2020
at 17:53
  • msg #3

Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 2):

Second, or is that third?
BB Nova
player, 83 posts
I7C966
Orbital Drop Marine
Sun 28 Jun 2020
at 18:13
  • msg #4

Travellers Aid Society (OOCs)

Anyone have thoughts about me taking over command of our new muscle and drilling them to be proper marines?

I know there's this whole "woman" thing but I'm pretty confident I can beat the crap out of them until they overlook that :D
Theodore McFarlane
player, 572 posts
Human Capt, IN ret.
697AAA
Sun 28 Jun 2020
at 18:18
  • msg #5

Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 4):

Sounds good to Teddy. All you need is Varca's permission. I'm the captain of the ship, he controls the boarding party and ground operations. BB any good on the ship as crew? We have to teach these guys some things too so they're useful too.
BB Nova
player, 85 posts
I7C966
Orbital Drop Marine
Sun 28 Jun 2020
at 20:53
  • msg #6

Travellers Aid Society (OOCs)

StarMaster would like us to fill in the Ship’s Crew roles thing he posted. Who is doing what? I propose we split the three newcomers up. One marine, one gunner, one backup engineer or pilot as needed (or based on their aptitudes)
Zhouth
player, 463 posts
Vargr
669999
Sun 28 Jun 2020
at 23:00
  • msg #7

Travellers Aid Society (OOCs)

  Every one of those ships has a full stock of missiles: how many ships were there? We've got a lot of resupply, however many tons of salable cargo, or some mix of both. Same with the launchers, which can probably be packed up and sold. (It's not like there won't be a market for them in the Reach...)

  We aren't going to be able to fill those roles exactly as-is: there are far too many of us with nontraditional skillsets by the standards of the Sindalian navy. On the other hand, some of us can cover multiple jobs for the same reason.

  But if we want to stick as close as possible to that roster, then...


  Looking at the UPPs, Aaron is obviously a highly-qualified Medic, but he's also our best Electronics guy and can handle Astrogation as well, which means he'd be the Navigator too under that role-set.

  Since the Medic is mostly a Steward, and we're less concerned about the latter and have multiple people who can cover the former, no problem there.


  And Theodore is our best Pilot as well as being equal to Ingrid on the J-Drive, but you can't really work those jobs when you're handling tactical command.


  It looks like Viridian is the best pilot we have after that (and good with small craft and flyers too, if that ever comes up).


  Ingrid is the one with Engineering skills, and after that... Theodore's J-Drive talent and nothing else. Lots of people have Mechanic, at least.

  So the four critical jobs are covered: Captain (Theodore), Pilot (Viridian), Navigation (Aaron), and Engineer (Ingrid).



  BB and Rejji are both marines and not much else. (Although when it comes to leading the team BB appears to be a better tactician than Varca is...)

  Varca is the closest thing we have to a General Gopher (aka Second Pilot), with Pilot, Astrogation, and Electronics. On the other hand, that means he can run off with the marine squad and not leave any crucial seats empty.



  We only have two people with Gunnery (Theodore, Viridian), and both are on different jobs, so we'll need people to handle those (whether it's Vespexers or someone else).

  We don't really have a Drive Chief either, since Theodore is unavailable for it. And you really don't want someone tampering with the drives, power plant, or life support if they don't know what they're doing. Again though, lots of people with Mechanic.

  Medic/Steward is pretty much whoever-as-needed and not-relevant, respectively.

  We need one more Marine to fill that list. Or we can have more Marines than the Sindalian standard called for. Vespexers should be good for this either way.



  And Zhouth is very helpfully useless in most of this. He has set himself up as the ship's Admin expert (the only thing he has going in terms of vaguely ship-relevant skills...) so he's effectively the Purser (in current-day spacegoing terms), and can also act as one of those in-a-pinch medics and mechanics if needed.

  ...unless we end up capturing a Zhodani noble or intendant, in which case he can reprise his mad scientist role from Vanejen. If he really has to.
Zhouth
player, 470 posts
Vargr
669999
Tue 30 Jun 2020
at 05:50
  • msg #8

Travellers Aid Society (OOCs)

  Somewhat related to the talk of ship roles...


  My understanding of this expedition is that it was essentially a thematic way of accessing and using our ship shares. I *think* the total listed in the Statistics thread is correct, or at least close to it - did BB bring any more to the table? - which leaves us with enough to solve some of the Harrier's problems, but not all of them.

  One share is good for a single Structural RU or Technical RU, or 2d6 Cosmetic RUs. Appearances may not be as operationally important, but they do still count, both for making an impression on others and for making the ship more livable for those on it.

  Given our available RUs, I'd say that we should definitely go for...


  J-Drive, M-Drive, Lanthanum Grid, Fuel Scoop, and Fuel Tanks: average of 7 RUs. We really need these done to go anywhere.

  Bridge Controls, Comms, Computers, Countermeasures, Sensors: average of 9 RUs if we ignore the cosmetics.

  Dorsal Hardpoint (particle cannon): 3 RUs if we ignore the cosmetics.

  Life Support, External Airlocks: 3 RUs if we ignore the cosmetics.

  Total: 22 RUs.


  For the sake of both appearance and livability we should probably spend SOME shares on the cosmetics. Assuming totally average rolls, 5 shares would give us 35 Cosmetic RUs, which could go toward...


  Life Support: 3 Cosmetic RU.
  Galley/Mess: 1 Cosmetic RU.
  Medical Bay: 1 Cosmetic RU.
  Dorsal Hardpoint: 1 Cosmetic RU.

  The first three are functional systems and we don't want a dirty medbay or fungus-prone air supply. If we're making the turret work, it'd be very helpful to have it LOOK as though it means business, too.

  Bridge: 6 Cosmetic RUs.
  Upper Deck: 2 Cosmetic RUs.
  Lower Deck: 6 Cosmetic RUs.

  This gets the interior half way back to shiny-new, making it at least somewhat presentable (and not nearly as much of an eyesore to the crew).

  Crew Accommodations: 12 Cosmetic RUs.

  Go full-on repair here, mainly for the sake of morale (especially if we're about to have all berths filled).

  Total: 32 Cosmetic RUs.


  This doesn't spend everything (2 shares and average-of-3 Cosmetic RUs left over), but we need to make some allowance for the inevitable bad rolls. Whatever is left over can be used to pretty things up a little bit more and/or fix another system somewhere.


  The missile launcher would be nice, but it's awfully expensive in terms of RUs and the particle beam is liable to be a better weapon.
BB Nova
player, 90 posts
I7C966
Orbital Drop Marine
Tue 30 Jun 2020
at 06:21
  • msg #9

Travellers Aid Society (OOCs)

Are you saying I'm wasting my time bringing over the missiles?
Zhouth
player, 471 posts
Vargr
669999
Tue 30 Jun 2020
at 06:28
  • msg #10

Travellers Aid Society (OOCs)

  Depends on whether we get any extra RUs out of it or those end up being part of the sale pile. ;)

  If the specific items from the scene end up filling out some of the RU needs without us having to spend any, that helps a lot - not just with the missiles, but across several areas.

  GM? What's the word on this? Can't really continue with the planning until we know what we've got.
This message was last edited by the player at 06:35, Tue 30 June 2020.
Theodore McFarlane
player, 578 posts
Human Capt, IN ret.
697AAA
Tue 30 Jun 2020
at 11:38
  • msg #11

Re: Travellers Aid Society (OOCs)

Zhouth:
  Every one of those ships has a full stock of missiles: how many ships were there? We've got a lot of resupply, however many tons of salable cargo, or some mix of both. Same with the launchers, which can probably be packed up and sold. (It's not like there won't be a market for them in the Reach...)

They'll use them against us! We make the missile racks functional and supply them! ;-P
This message was last edited by the player at 11:40, Tue 30 June 2020.
Varca Lexand
player, 396 posts
Human Vespexer
Raider
Thu 2 Jul 2020
at 04:24
  • msg #12

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 11):

Okay, now that I'm drinking feeling better....

I know that I/Varca keep throwing around the word "Pirate" a lot (and that there is a good chance we could all be brainwiped for "Piracy"), but remember that that is only a Cover Story--we are secretly Privateers for the King of Drinax.

So...yes, we are sitting on a large number of (potentially salvageable) Tech/15 Anti-Ship Missiles.  And yes, even in their "salvaged" condition, we could probably find a black market buyer for them.  Good money for stuff that costs us, basically, nothing but elbow grease.

But, as Privateers, we also have the option of bringing them to our "Patron", and expect him to pay us a (small) percentage of their value.  That's part of our deal.  Sure, he might prefer if we hand over lockboxes full of Imperial Credits, but sometimes we are only going to be able to hand over whatever was in the cargo hold of the ships we rob--and sometimes that might be a cargo of "Military Supplies, Armaments".

Our "Patron" doesn't really care where the stuff we bring him comes from, as long as it's valuable, or he can use it.  We just have to try to get paid before he finds out they are all marked "Manufactured on Drinax".

^_^


But, we now also have the option of arming the Vultan with a missile turret.

We have this option, here at the Lost Base, and it won't cost us a lot of money--maybe not any money.  That is a big "pro" for installing missiles.  That there are lots of missiles to be found here--again, possibly keeping replacement costs pretty low, for a long while--is another "pro".

Particle Beams/Missiles is an okay weapon mix for a combat starship--where it's just fighting against other ships--but it's not so good when it comes to Ground Support--and by that I mean supporting ground troops, not just blasting static targets on the ground.

As I see it, as we rampage around, we might be called upon to do both "Space Pirate" type missions, as well as "Planet Raiding" missions.  The Particle Barbette, for all it's power, is only a single "barrel"--just 1 beam (I get that datum out of the PoD: Harrier-class Commerce Raider PDF).  And the dorsal Missile Turret (by design; same source) also only has a "single" turret--just 1 weapon system in the turret.  While this is usually a Missile Launcher, the Harrier-class PDF says that there are two other variations; a Torpedo Launcher version, and a much rarer Laser Cannon version.

What I'd like to propose as an alternative--and I admit, up front, this is something we won't be able to do for a while--is to get the single turret replaced with a triple turret, and then place 3 Sandcasters in it.  Yes, Sandcasters.

First of all, adding Sandcasters will add to our defenses.  With 3 'Casters I would have 2 of them dedicated to using standard Sand Cannisters for laser defense, but I would load the remaining 'caster exclusively with an optional Cannister ammo from High Guard--Pebbles.

Traveller: High Guard, Pg. 31:
SANDCASTERS
Most sandcasters fire canisters of small particles that counteract laser fire, but other types of canister are available.  Additional canisters may be purchased for a ship, increasing its stock of ammunition, and missiles can be replenished after use.  Twenty sand canisters consume 1 ton.

Pebble Canister:  This is designed as a basic offensive round for a sandcaster.  When targeting boarders, pebble canisters cause 1DD damage.  They do not provide protection against laser fire.


"Targeting boarders", in MilSpeak that would be "Anti-Personnel".  So--if Pebbles can be used against people in space, why couldn't they be used against people standing on the ground?  Think of it as mounting a regular cannon on the ship, then using "grape-shot" ammunition (if you know what that is).  Otherwise, just think of it as putting a Super-Big-Assed Shotgun on a starship ^_^

And, Y'know, even though I don't know of a Rule for it....why couldn't a blast of Pebbles be used to knock out in-coming missiles?

Now, the really big down-side of this idea is that it all has to wait until we can both afford to buy all that stuff AND until we can find a Yard to do the work at.

"Varca" (being a Ground Trooper) has no interest in installing a single launcher missile system onboard the Vultan--except for punishing a landing zone before we make an assault, Varca doesn't see missiles as useful for supporting ground operations.

"I", however, do see the benefit of adding another weapon system to the ship.  So, if it is what everyone wants to do, I'll get behind it.  "Varca" will bitch a little bit, but come around ^_^
Zhouth
player, 473 posts
Vargr
669999
Thu 2 Jul 2020
at 04:53
  • msg #13

Re: Travellers Aid Society (OOCs)

  My understanding of the Harrier design, partly from the Mongoose forum, is that it uses range, speed, and stealth/countermeasures to (fittingly) harry targets from beyond their ability to respond effectively. They may not even be able to get a lock on the attacker, and there's no chance of being able to return fire with beam turrets unless the harrier allows it by closing right in. Even missiles aren't much good between the distance, evasion, and countermeasures that the harrier has on it.

  That's an ideal world and the harriers were originally deployed in squadrons rather than alone, but any which way we should be using those advantages to keep enemy forces from being anywhere near close enough to board the ship - and missiles are pretty good at taking out boarding transports, too!

  *If* we're actually getting those launchers/missiles 'for free' rather than needing to use shares then I'd favor keeping the turret and even upgrading it to a triple since missiles can be used for all kinds of things depending on what you load them with.


  Keep in mind too that even when pirating/privateering/etc it's better to NOT engage in a firefight if you can help it - and the long-range (and radiation-inflicting...) barbette is a great tool for encouraging someone to drop a few crates and run with no shots (or just one warning shot) fired.


  The whole idea with Oleb's charter is that we're paying him part of our income anyway, so whether we do the selling or he does the selling (and we're more likely to go to places where we CAN sell them) isn't as big a factor here IMO.

  If we really are awash in free launchers and missiles, setting some aside for use in other ships and/or setting up some defended hidey-hole is another option. (The Harrier may be a nice symbolic flagship, but the big-picture plan is going to take a full-sized pirate fleet to pull off.)
This message was last edited by the player at 04:54, Thu 02 July 2020.
Varca Lexand
player, 398 posts
Human Vespexer
Raider
Thu 2 Jul 2020
at 05:17
  • msg #14

Re: Travellers Aid Society (OOCs)

Continuing thoughts about Missile Turrets & Launchers...

     I would like to point out, at this point, that while I often make reference to PoD materials, I am also taking it for granted that StarMaster--aware that several of us own Pirates of Drinax adventure materials--probably will make changes to this data, in order to keep us on our toes.  So, just because I may be "quoting" some "official" printed item, what I'm quoting may not, actually, be what StarMaster is presenting to us.

     Be warned.

     Now, having said that--again quoting from the Pirates of Drinax: Harrier-class Commerce Raider PDF:
Page 15:
The ventral turret is normally operated from the bridge, but can be fired under local control if necessary.  Loading is automatic, so no crew are required to be in the turret other than to deliver additional missiles from the magazine.  The ventral turret of the Harrier in the Pirates of Drinax campaign was disabled by damage a long time ago.  The turret space has been rather crudely restored to environmental integrity but needs complete replacement before any weapons can be mounted.  At present the space is used for storage.

     So, if that is the case, we need to completely replace the turret, before we can put a weapon system in there.  Not "make repairs", but "completely replace".

     On the bright side, maybe, our parts survey of the wrecks says...
quote:
Almost oddly if not outright miraculously, every ship here has an intact missile launcher AND a full rack of missiles! One slight drawback is that the computer on the missile launcher is fried, but that's merely remote access from the bridge. A minor repair. The guidance systems on the missiles are still intact, though! Considering that they were also shielded from ECM, that gave them an extra layer of protection from the EMP, so it didn't affect them.

     Now maybe--maybe!--it can be implied from this that, if the launcher, as well as the missiles, themselves, and the autoloading system, are intact, then perhaps the Turret which houses all these items may also be intact.  Thus we might be able to just remove the damaged turret and swap it out for a fully equipped missile turret in it's entirety--well, except for needing to swap out the damaged electronics.
     Dropping the old, damaged turret will probably be easy--there isn't much left of it.  But dropping an entire Turret system, with missile launcher already installed, then moving it to a different ship, and installing it up into a new ship....I dunno.  That might require heavy equipment.  Maybe.
Zhouth
player, 474 posts
Vargr
669999
Thu 2 Jul 2020
at 05:23
  • msg #15

Re: Travellers Aid Society (OOCs)

  Some of those materials - like the Harrier book - are meant for player use to begin with, so there shouldn't be any problem with referencing them?

  What we really need to look at doing over the short-to-medium term is getting the Harrier into shape to use as a 'diplomatic' vessel (and coincidentally, a legitimate courier ship, since those two cross over a lot) and get ahold of one or two others that are proper pirate ships (with crews to run them) for generating fear and loathing (per the plan) and a revenue stream (also per the plan).

  That also avoids trouble always being specific to where the Harrier is. Well-played, the sleeper-ship story will cover things for a little while, but we won't be able to keep it going indefinitely.
Theodore McFarlane
player, 579 posts
Human Capt, IN ret.
697AAA
Thu 2 Jul 2020
at 11:58
  • msg #16

Re: Travellers Aid Society (OOCs)

this is a depot, they have heavy equipment. Question is does it work.
This message was last edited by the player at 10:12, Fri 03 July 2020.
Zhouth
player, 475 posts
Vargr
669999
Fri 3 Jul 2020
at 02:37
  • msg #17

Re: Travellers Aid Society (OOCs)

  So... I think we really need that GM delineation of just what this all adds up to in terms of the ship repair. Otherwise we're mostly going to be making things up IC.
Zhouth
player, 476 posts
Vargr
669999
Sat 4 Jul 2020
at 12:30
  • msg #18

Re: Travellers Aid Society (OOCs)

  Umm, Theodore, it's supposed to be 2d6, not 1d20...
Theodore McFarlane
player, 583 posts
Human Capt, IN ret.
697AAA
Sat 4 Jul 2020
at 12:36
  • msg #19

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 18):

What? I rolled a d20?! OOOPS. Thanks, I fixed it! rolled better with 2d6.
This message was last edited by the player at 12:37, Sat 04 July 2020.
Zhouth
player, 477 posts
Vargr
669999
Wed 8 Jul 2020
at 00:36
  • msg #20

Re: Travellers Aid Society (OOCs)

  Having clarified things with the GM, we have the 8 structural/20 technical/26 cosmetic RUs covering a specific set of things.

  Then we can spend the 27 ship shares at 4x value (effectively 108 if we use them all) on most things. Each share gives one structural or technical RU, or 2d6 cosmetic RU.

  So, with the exception of a few things, we can get the Harrier back into working shape, and maybe even have something left over.
This message was last edited by the player at 10:12, Wed 08 July 2020.
Theodore McFarlane
player, 585 posts
Human Capt, IN ret.
697AAA
Wed 8 Jul 2020
at 13:25
  • msg #21

Re: Travellers Aid Society (OOCs)

Good!!!
Zhouth
player, 478 posts
Vargr
669999
Wed 8 Jul 2020
at 18:10
  • msg #22

Re: Travellers Aid Society (OOCs)

  Adding up the RUs still required (the post totals don't match the columns):

  21 Structural
  43 Technical
  76 Cosmetic

  It includes the 10 Technical needed to get operating costs down to normal but leaves out the 1 Technical for the holographic hull.

  We Salvaged 8/20/26, so...

  13 Structural
  23 Technical
  50 Cosmetic


  With each share being worth 4 S/T and (on average) 28 C, and rounding up the requirements...

  4 shares for Strucutral
  6 shares for Technical
  2 shares for Cosmetic

  This does cover the fuel tanks/hull/ventral hardpoint repairs even if we need to bring down some heavy equipment (or, more likely, haul the parts up to the palace and use its spaceport area).


  That leaves another 15 shares unspent.


  All good with that?
Theodore McFarlane
player, 586 posts
Human Capt, IN ret.
697AAA
Wed 8 Jul 2020
at 18:21
  • msg #23

Re: Travellers Aid Society (OOCs)

Not here, we have to go elsewhere to get it done, Tech-World.
BB Nova
player, 92 posts
I7C966
Orbital Drop Marine
Wed 8 Jul 2020
at 22:58
  • msg #24

Re: Travellers Aid Society (OOCs)

Just as an FYI, I am here but as I haven't officially joined the crew yet I'm staying quiet. Right now I'm just helping you guys get back to orbit and then submitting an invoice.

How you choose to pay is going to be up to you ;)
Varca Lexand
player, 402 posts
Human Vespexer
Raider
Thu 9 Jul 2020
at 04:00
  • msg #25

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 24):

Yeah, that's gonna go well....

Hey, Theo!  Why don't you and Ingrid take BB's plasma gun out for a walk in the park, while Varca and BB discuss these fees--the poor thing looks like it needs to pee on a bush, or something...
Zhouth
player, 479 posts
Vargr
669999
Thu 9 Jul 2020
at 12:08
  • msg #26

Re: Travellers Aid Society (OOCs)

  Re the IC thread: yes, Zhouth did get the specs/schematics/etc technical details on the Harrier class(es) while he was there. We could build new ones if we had the materials and a shipyard.
Theodore McFarlane
player, 587 posts
Human Capt, IN ret.
697AAA
Thu 9 Jul 2020
at 12:14
  • msg #27

Re: Travellers Aid Society (OOCs)

Awesome Zhouth, forgot you had everything already.
BB Nova
player, 93 posts
I7C966
Orbital Drop Marine
Thu 9 Jul 2020
at 21:49
  • msg #28

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 25):

Yeah good luck with that. I like holding onto my plasma gun more than I care for living crew mates :P
Varca Lexand
player, 404 posts
Human Vespexer
Raider
Fri 10 Jul 2020
at 01:01
  • msg #29

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 28):

Well, then, there's a pretty good chance the discussion may get...heated...when BB presents that invoice for Services Rendered...

^_~
Zhouth
player, 480 posts
Vargr
669999
Fri 10 Jul 2020
at 02:09
  • msg #30

Re: Travellers Aid Society (OOCs)

  Y'know, I'd really rather that we rebuild the interior instead of further dismantling it...
Varca Lexand
player, 405 posts
Human Vespexer
Raider
Fri 10 Jul 2020
at 02:15
  • msg #31

Re: Travellers Aid Society (OOCs)

StarMaster:
....Things that you can't fix are: hull integrity, fuel tanks, and the ventral hardpoint....

     Yeah, the Hull issues are, for me/Varca, the primary reason for wanting to go to the shipyards at Tech World--specifically.
     I've been kinda assuming that the hull of the Vultan is one, single, monolithic piece--assuming that, when it was originally built, they used some Super-Science-y Tech/15 3D "printer" gadget which just took the raw materials and "extruded" the hull, complete with cut-outs for hatches and whatnot.
     Now, any Tech/15 shipyard might be able to fix the problem--if I recall, StarMaster said something about "Microfractures in the hulls metallic matrix", or something like that.  Whatever the issue is, it didn't sound like something that could be fixed by running a hot torch over the fractures :P  And, if the hull is a single, solid structure, then cutting out the damaged sections and replacing them doesn't sound like a good idea, either.
     But the shipyard at Tech World was built by, and is operated by, technicians from planet Neumann(sp?)--where they have/had very advanced Nano-Technology.  I'm thinking it's gonna take a "bath" of nanites to swarm over the hull, filling in the microfractures, to fix the Vultan's hull.
     That's just what I think, anyway ^_^

     Fixing/replacing the ventral Turret--yeah, I was pretty sure that was gonna be Yard Work.  That's pieces of armored hull, there.  Gonna need heavy cranes, and probably Gravlifters.  No surprise there.
     On the other hand...we have all the needed pieces/parts, we only lack the heavy equipment needed to install it...anyone feel like trying to drop an entire, missile launcher equipped, Turret Assembly out of one of the wrecks...then drag it into our cargo bay...then pay someone to install it for us, when we reach a real shipyard?
^_^  Of course I'm kidding....

     But, y'know, I think I might argue about us being able to "fix" the fuel tanks, here.  As I understood it, there is just a section of the tankage that's only damaged, not destroyed.  Now, I acknowledge that these ain't "water tanks"--they aren't just a tight cube of metal that holds liquid.  These tanks hold Liquid Hydrogen (or a reasonable facsimile thereof), which is a Cryonic Fluid--the liquid they hold is at a temperature of -252.87°C.  So the tanks are, probably, a special material that holds up to that temperature, as well as having the intense refrigeration equipment need to maintain that temperature at all times.
     So, I'm thinking the issue is just that we have fuel in part of the tanks--that we can't make the needed repairs as long as we have any fuel on board.  So...we dump the fuel.
     We save making the fuel tank repairs for the Very Last Job.  We then either give the reactor enough fuel to operate for a couple of days (assuming the reactor needs to be constantly fed fuel), or we charge-up the ship's emergency power back-ups (batteries?), which should last for a couple days.  Then we just dump the fuel, flush the tanks (for safety) and go in there and make the repairs.
     Once the repairs are complete, we seal up the tanks and lift off--Gravitic Thrusters don't use "fuel", they just use "power"--heading straight for the seacoast, to the south of our mountain location.  We land at/on/in the water and start Wilderness Refueling--we fixed the fuel processors already, remember?
     And who cares if the seawater is biologically contaminated!  We're gonna convert the water into Deuterium, and then burn it in a fusion reactor!
     Of course, we should hope that Varca's repairs to the Fuel Processors don't...uh...leak.


ADDENDUM
     "...a lot of vacc suits..."?  Salvageable Vacc Suits?  Calling All Personnel with Mechanic Skill, report for Suit Refurbishment Duty!
     Space Suits that have been stored at this facility since the Aslan attack?  Even if they are only General Purpose or Light Duty suits, that still makes them TECH/15 Space Suits!!  Sco-o-o-o-o-o-o-o-o-o-o-ore!
     And even if they are only Light Duty suits, we got 14 Vespexers (including Varca & Rejji) to work on them--we are a "suit-wearing" culture, we'll be able to cobble together something to "upgrade" their armor value.  They may not be "pretty" when we're done with them, but they'll stop a bullet....probablyI hope...
Theodore McFarlane
player, 589 posts
Human Capt, IN ret.
697AAA
Fri 10 Jul 2020
at 12:22
  • msg #32

Re: Travellers Aid Society (OOCs)

Lots of good ideas there Varca! Teddy is more than willing to get his hands dirty and will work with anyone!
Zhouth
player, 481 posts
Vargr
669999
Fri 10 Jul 2020
at 12:52
  • msg #33

Re: Travellers Aid Society (OOCs)

  The only reason for a fuel tank to be unusable would be a hull rupture affecting the section, which could kind of go along with the reduced hull integrity. Otherwise, fuel tanks don't really require anything special - it's just space designated to hold fuel in the same way that cargo capacity is space reserved for cargo. You could make more of either by taking out something else (and some ships do just that).

  You can likewise carry crates/drums of fuel IN your cargo hold and use those to refill the tanks if you want to extend a mission, or even do a second jump on a ship that isn't inherently capable of it. Jump bridges and deep space depots also work on this basis by way of stockpiling the crates/drums ahead of time.

  It wouldn't let us do a Jump-2, but we'd be able to do two Jump-1s in a row without stopping to refuel if we crammed our hold full of fuel drums. That probably isn't necessary at the moment, though.


  Edit: I can't see needing to go all the way to Tech-World to get the heavy equipment. You don't need high tech levels to make forklifts and the like. Even if we can't get any from the palace, Asim and/or any of the other nearby worlds are capable of producing industrial-age hardware.
This message was last edited by the player at 13:03, Fri 10 July 2020.
BB Nova
player, 94 posts
I7C966
Orbital Drop Marine
Fri 10 Jul 2020
at 19:18
  • msg #34

Re: Travellers Aid Society (OOCs)

Fuel tanks also probably have various pumping systems and safety protocols. If you look at fuel tanks on rocket ships they are crazy complicated with all sorts of pumps and pressure valves and safety stuff.

For example high speed pumping requires you to also pump another inert gas INTO the tank to avoid fighting a vacuum effect. Modern rocket engines are so complex that because you can't create a pump fast enough to move the fuel, there is actually a miniature rocket engine inside that propels the pumping mechanisms with ROCKET SPEED just to pump the fuel into the main tank.

Here is a great video that goes into different engine types:

https://youtu.be/LbH1ZDImaI8

And just looking at that you realize there is a lot more to a fuel tank then just a place to store fuel.




Okay joking aside if possible I'd like to set up an agreement on how BB will fit into the crew ahead of time via OOC before even stepping foot into IC negotiations. The last thing I want to do is set myself up for failure by being on a completely different frame of reference for payments as opposed to everyone else.

She does not come with a ship share, fyi, so I don't know how you are planning on dividing up the loot. I am fine with it being a percentage thing or even a flat fee. I don't know how the rest of you are planning on squaring up the loot but in my other traveller game the rule was this:

1) Ship gets first cut of the share. The goal was to fill up, say, 3 amount of months of maintenance and loan as an emergency fund.

2) Everyone gets a flat 5%.

3) For the remaining percentage it gets split up depending on ship shares contributed. So if you contributed 60% of the downpayment you got 60% of whatever was left.

4) If upgrades are planned the ship can get an additional 5-10% set aside for upgrades.

I'm not saying we HAVE to do it, but I don't know if it has been decided yet so just throwing this out there as an option.
Zhouth
player, 482 posts
Vargr
669999
Fri 10 Jul 2020
at 19:32
  • msg #35

Re: Travellers Aid Society (OOCs)

  We aren't really using ship shares in the conventional sense so those don't even matter.


  Oleb gets 10% of any take, up front. That's part of the deal.

  For the rest...

  IIRC the 'standard' arrangement for ventures like this* is that the captain gets 3-5 shares, officers get 2 (XO maybe gets 3) and everyone else gets one. This is done partly on the assumption that the captain has to pay some operating expenses directly rather than taking it all out of a ship fund, and the officers might have to do the same every now and then.

  * This largely holds true of privateering/mercenary operations in a number of genres and settings. IIRC the Drinax campaign also assumes something like this is in place.

  We could establish a few shares as 'belonging to the ship' without causing too much trouble as long as it we're careful to keep the 'grunts' happy with other measures since this does effectively cut into their pay.

 Alternately, a major expense could just be deducted from the haul (after paying Oleb's tithe, of course) before shares are split. Probability of more serious but less frequent grumbling.



  Edit: The PCs would presumably all count as 'officers' in this sort of an arrangement. (It's also something of a genre standard...)
This message was last edited by the player at 19:36, Fri 10 July 2020.
BB Nova
player, 95 posts
I7C966
Orbital Drop Marine
Fri 10 Jul 2020
at 19:44
  • msg #36

Re: Travellers Aid Society (OOCs)

If you want traditional pirate's code then it goes something like this:

1) When the ship docks you first subtract any expenses for the ship. Food, repairs, ammunition etc.

2) Captain and the Quartermaster receive 2 shares

3) the Master, Bosun, and Gunner receive 1.5 shares

4) other officers received 1.25 shares

5) Everyone else gets a share

The whole point of being a pirate was that overall it was a much more even split of the take and as captains were "elected officials" it was a very democratic system of business.

Compared to a traditional merchant ship where the sailors would make almost nothing (a couple of shillings which is the equivalent of about $10 a month. That did include food, clothing, medical, and housing for the month from the ship so that is pretty much "pure profit" but its a reason why piracy was so attractive despite the steep penalty for getting caught. Captains of a merchant ship usually had a percentage of the profit so were encouraged to go as cheaply as possible.

https://www.youtube.com/watch?v=T0fAznO1wA8
Zhouth
player, 483 posts
Vargr
669999
Fri 10 Jul 2020
at 21:29
  • msg #37

Re: Travellers Aid Society (OOCs)

  We can shuffle the share numbers around however we need to, but it seems like you're okay with the general idea?

  Is it fair to suppose that all of the characters are also at least loosely okay with it?


  (I'd be inclined to stick to whole-number shares just to keep the math simple, whatever the numbers actually end up being.)
BB Nova
player, 96 posts
I7C966
Orbital Drop Marine
Fri 10 Jul 2020
at 23:22
  • msg #38

Re: Travellers Aid Society (OOCs)

I am fine with that depending on her position and how big the crew ends up being. If she ends up being in charge of a group of marines and leading the charge then she might ask for an extra quarter pay as an officer but that is a negotiation for a later time.
Varca Lexand
player, 406 posts
Human Vespexer
Raider
Sat 11 Jul 2020
at 03:07
  • msg #39

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 38):

     Actually, in this specific instance, the creation of a "ship fund"--or even assigning a specific "share" of loot to the ship--is actually warranted (is that the right word?  I.e., "called for"?)

     Anyways, both in the PoD material, as well as during our "interviews" with both Princess Rao and King Oleb, we were told by both that we were not only responsible for "maintaining & repairing" the Harrier, but that we were also tasked with "restoring the ship to her former glory" (or words to that effect).  So we have to spend time and money on improving the damned décor!

     I ain't paying for that, so we better arrange for that money to be embezzled skimmed right off the top, just like the Operational Costs.

     Princess Rao might let us slide--a little--on this issue, but I'd bet real money that King Oleb will not.


     Speaking of Vacc Suits -- and I was speaking of Vacc Suits, you know...you just weren't paying attention -- here's some data about Vacc Suits I pulled from the Central Supply Catalogue, 2nd Ed., concerning "general duty" Vacc Suits.  The info in the Catalogue only went up to Tech/12 designs, everything after that is just some extrapolation on my part--subject to acceptance by Star Master, of course.  But the info concerning the Electronics Suites is all straight from the book--again, our salvaged Tech/15 Drinaxi Space Suits being subject to modification by StarMaster.


VACC SUIT
At lower Tech Levels, a rather bulky suit providing protection from hard vacuum and temperatures encountered in space.  The suit also gives some radiation protection and includes a six-hour air supply.  At higher Tech Levels, the vacc suit becomes much thinner and easier to use, even though its level of protection continues to increase.

TLProtectionRadKgCostRequired Skill
8+41017Cr. 12,000Vacc Suit 1
10+86010Cr. 11,000Vacc Suit 0
12+10908Cr. 20,000Vacc Suit 0
---------------------------
14+121206Cr. 35,000Vacc Suit 0
16+151305Cr. 30,000Vacc Suit 0?
18+201405Cr. 40,000Vacc Suit 0?
? = at this level of technology, would you even need to have a Skill to use this Suit?  Or would it "run itself"?

     This all represents a complete suit, usually with helmet and any additional gear, such as air tanks, already attached.  Suits, if sealed, offer total protection from gas and airborne biological agents.

     Unless otherwise stated, non-powered suits come equipped with electronics suites, appropriate to their Tech Level, as detailed below.

Tech LevelElectronics Suite
8Eye Protection, Geiger Counter, Radio Transceiver
9Computer/0, Eye Protection, Geiger Counter, Radio Transceiver
10Computer /1, Binoculars, Eye Protection, Geiger Counter, IR Goggles,
 ... Radio Transceiver, Scope
11Computer /1, Binoculars, Eye Protection, Geiger Counter, IR Goggles,
 ... Radio Transceiver, Scope
12Computer /2, Binoculars, Eye Protection, Geiger Counter, IR Goggles,
 ... Light Intensifier Goggles, Radio Transceiver, Scope
13Computer /2, Eye Protection, Geiger Counter, IR Goggles,
 ... Light Intensifier Goggles, PRIS Binoculars, Radio Transceiver, Scope
14Computer /2, Eye Protection, Geiger Counter, IR Goggles,
 ... Light Intensifier Goggles, PRIS Binoculars, Radio Transceiver, Scope
15Computer /3, Eye Protection, Geiger Counter, IR Goggles,
 ... Light Intensifier Goggles, PRIS Binoculars, Radio Transceiver, Scope
16Bioscanner, Computer /4, Eye Protection, Geiger Counter, IR Goggles,
 ... Light Intensifier Goggles, PRIS Binoculars, Radio Transceiver, Scope

Zhouth
player, 484 posts
Vargr
669999
Sat 11 Jul 2020
at 06:18
  • msg #40

Re: Travellers Aid Society (OOCs)

  Cosmetic RUs cover the restoration of the ship's glorious appearance and luxury; we've mostly got that dealt with thanks to all of the salvage and ship shares that we've thrown at the problem.

  The bigger issue is that we need to build an entire fleet (not necessarily Harriers) to really make the plan work. That's going to take money. We also need to bring world governments onside. That's also going to take money (in massive quantities), whether or not we're handing it to them directly.
Varca Lexand
player, 407 posts
Human Vespexer
Raider
Sat 11 Jul 2020
at 07:53
  • msg #41

Re: Travellers Aid Society (OOCs)

Zhouth:
  Y'know, I'd really rather that we rebuild the interior instead of further dismantling it...


Varca Lexand:
"What--that supposed to be some kind of Interior Design joke?"

*Blam!*





     So.  The decor within the Harrier-class has been described as "Baroque" -- so, what is "Baroque"?  (I swear, the first person to make a "no money" joke will get smacked with a fish!  My Hand to God!)

Baroque definition
     Baroque (US: "ba-row'k") is a style of architecture, decor style, music, dance, painting, sculpture and other arts that flourished in Europe in a period spanning from the 17th century until the beginning of the 18th century. The style began at the start of the 17th century in Rome, then spread rapidly to northern Italy, France, Spain and Portugal, then to Austria, southern Germany and Russia.   Though first appearing in Rome, the term Baroque likely arises from the Portuguese word, “barocco,” which means “uneven pearl.”  The style typically uses classical orders and ornaments in a free and sculptural way that evokes movement and has a dramatic effect.  Baroque style permeated most parts of European culture, including gardens, architecture, music and art.

     In the decorative arts there is an excess of ornamentation -- golden hardware,  ornate embellishments, flower and nature motif embellishments on walls and cielings, gilded and painted wood, intricately carved wooden items, upholstery done in beautiful silks.  Gilded architectural details and heavily decorated  -- one might even say overly decorated -- wall panels are common in most styles of Baroque interior design.  Baroque architecture emphasizes this with bold massing, colonnades, domes, light-and-shade ‘painterly’ colors, and the bold play of volume and void.  Baroque-style interiors are luxurious, with raised, gilded ornamentation and rounded shapes, a plentiful use of gold and darker shades of ivory, as well as a variety of inlaid wood — called marquetry — are all hallmarks of much of the Baroque style.

     Furniture from the Baroque era can be identified by its very ornate and luxurious look.  Intricate, elaborate and exaggerated decorations are characteristic and most often include flowers, leaves, and cherubs.  Baroque-style furniture is highly detailed and overly ornamented, yielding an overall look that is both grand and lavish yet symmetrical and balanced.  Furnishings are heavily decorated, have curvaceous legs – sometimes animal legs —  and feature intricate embellishments of scrolls, leaves and shells -- and are upholstered in rich, sumptuous fabrics, but velvets and heavy brocades are most often used, all framed by gilt-wood and marquetry.  Baroque style lamps and accessories feature iconic leaves and scrolls in the design.

     Baroque-style furniture, predominantly, has turned or pedestal feet.  Small, round and oblong tables and consoles are common.  Chests and cabinets, many with inlaid wood panels, are very in vogue for storage pieces.  Wooden furniture pieces are predominantly oak, walnut, chestnut, and ebony -- or non-terrestrial woods of a similar nature.  Much of the ornamentation is done in rosewood, sandalwood, tulipwood, and other exotic woods -- for purposes of ornamentaion and accent, the more exotic, the better.

     The basic shape of Baroque furniture is also distinctive: curved legs are a hallmark of the period. The appearance of being handmade pieces, and being made of 'the best woods' is paramount.  Upholstered pieces can be covered in cloth (usually a silk, velvet or damask fabric, but not always) or leather, but wood is always a prominent feature of every piece of Baroque-style furniture.  The wooden elements of Baroque furniture can be varnished, but it is more common for wood to be painted – most often in either gold or white – and often with a crackled finish.  Pieces with gold-painted wood are very popular as a status symbol.

 
Five characteristics which strongly influence Baroque furniture style are:

Foliage motifs — Baroque style used a great deal of plant life in its ornamentation, including scrolling foliage and garlands of flowers.

Marquetry — Marquetry involves laying different-colored wood veneers onto the surface of furniture -- inlaying such woods as ebony and mahogany with tortoise shell, brass and other metals.

Putti  — This is an Italian word that means ‘boys’ and refers to chubby infants used in much of the Baroque décor.

Crests and Initials  — Monograms used for decorative purposes were common in Baroque style furniture, as were heraldic crests.

Lambrequin motif  — We’ve already noted that the Baroque era was typified by luxurious textiles, and the features of these fabrics were used in other media as well.  A tasseled cloth motif, called a lambrequin, is one of the most commonly seen -- appearing with curtains over windows, as well as accenting an open archway.



     My apologies -- I was suddenly overwhelmed with an obsessive need to Educate.  I shall have myself Flogged, immediately...
Theodore McFarlane
player, 591 posts
Human Capt, IN ret.
697AAA
Sat 11 Jul 2020
at 11:52
  • msg #42

Re: Travellers Aid Society (OOCs)

Fileted ;-)
StarMaster
GM, 126 posts
Sat 11 Jul 2020
at 17:05
  • msg #43

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 34):

Actually, BB has Cyrus's shares. He felt bad about committing his shares to the venture but then having to leave for a family 'emergency', so he assigned them to BB as sort of payment for filling in for him, especially as 'muscle'.

If Cyrus ever returns, we'll deal with it then.
Theodore McFarlane
player, 593 posts
Human Capt, IN ret.
697AAA
Sat 11 Jul 2020
at 17:51
  • msg #44

Re: Travellers Aid Society (OOCs)

That works great. BB's got Cyrus' shares so she already is part owner, welcome aboard BB!
Theodore McFarlane
player, 594 posts
Human Capt, IN ret.
697AAA
Sat 11 Jul 2020
at 17:54
  • msg #45

Re: Travellers Aid Society (OOCs)

I'm thinking of starting a MGT2 game here as well. IF I do, anyone here is welcome.
Zhouth
player, 486 posts
Vargr
669999
Sat 11 Jul 2020
at 18:07
  • msg #46

Re: Travellers Aid Society (OOCs)

  Okay, so... five days means that we'll have spent ~1 week on Drinax in addition to the week from Asim. Is there anything else we need to do here or should we head off to pursue the various schemes that we've talked about?
Theodore McFarlane
player, 596 posts
Human Capt, IN ret.
697AAA
Sat 11 Jul 2020
at 18:28
  • msg #47

Re: Travellers Aid Society (OOCs)

Five days and the ship is mostly fixed but not completely. Jump drive is fixed, are the fuel tanks, scoops, cargo scoop, all that is fixed too?

Tech-World for the tech 15 workforce there and possible android/robot? Triple missile launcher and ventral hard point all fixed. Maybe update or upgrade the computer too.
Theodore McFarlane
player, 597 posts
Human Capt, IN ret.
697AAA
Sun 12 Jul 2020
at 16:34
  • msg #48

Re: Travellers Aid Society (OOCs)

link to another game

I'm going to try my hand with MGT2 Anyone interested in trying, give a hollar.
StarMaster
GM, 128 posts
Sun 12 Jul 2020
at 20:53
  • msg #49

Re: Travellers Aid Society (OOCs)

I might be interested. The last three Traveller games I joined as a player had the GM bail and I wound up taking up GMing the games.
Theodore McFarlane
player, 598 posts
Human Capt, IN ret.
697AAA
Mon 13 Jul 2020
at 16:14
  • msg #50

Re: Travellers Aid Society (OOCs)

Well, you are welcome to come aboard. Looking at the naval campaign with the cruiser. I will ask for advice from time to time, I'm not too proud as to overlook my shortcomings. ;-)
Theodore McFarlane
player, 599 posts
Human Capt, IN ret.
697AAA
Mon 13 Jul 2020
at 16:16
  • msg #51

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 50):

Post people, we need to get off of this rock and on to Tech-World. Then off to privateering! Woot!!!
Zhouth
player, 487 posts
Vargr
669999
Mon 13 Jul 2020
at 16:46
  • msg #52

Re: Travellers Aid Society (OOCs)

  Privateering? But we've got a water reclamation project to pursue, an old set of ruins to poke around in for lost tech, a raid on some nearby worlds that will get us crushed under valuables...

  (Although we can't get to the latter two until the fuel tanks are fixed and/or we load up the cargo hold with the aforementioned fuel drums...)
Theodore McFarlane
player, 600 posts
Human Capt, IN ret.
697AAA
Mon 13 Jul 2020
at 16:49
  • msg #53

Re: Travellers Aid Society (OOCs)

Fuel tanks will be fixed at Tech-World.

True, I did overlook lots of adventure in my post!
Ingrid Gustavdottir Sigar
player, 202 posts
Human Merchant
Sword Worlder
Tue 14 Jul 2020
at 08:18
  • msg #54

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 50):

Hmm, it is purely an Imperial military campaign? I had an idea I wanted to use for Ingrid but didn't that might work for a character, but I'm not sure she'd make an Imperial soldier.
Theodore McFarlane
player, 601 posts
Human Capt, IN ret.
697AAA
Tue 14 Jul 2020
at 10:57
  • msg #55

Re: Travellers Aid Society (OOCs)

That was an idea, might not be that, partly up to what folks want to do.

You could be captain! ;-)
This message was last edited by the player at 10:58, Tue 14 July 2020.
BB Nova
player, 98 posts
I7C966
Orbital Drop Marine
Tue 14 Jul 2020
at 18:40
  • msg #56

Re: Travellers Aid Society (OOCs)

Just in case anyone is curious, they would learn during this time that BB is trained in athletics (strength), has very high endurance and strength, as well as leadership and tactics.

When she says she was an NCO in the marines she might as well be the living embodiment of that role, for better or for worse and I (the player) feel like she would fall back into her boot camp mentality given a dozen "undisciplined" new grunts at her disposal.

Her style is very much "I will beat common sense into you every step of the way but I will never leave you behind."
Zhouth
player, 488 posts
Vargr
669999
Tue 14 Jul 2020
at 18:47
  • msg #57

Re: Travellers Aid Society (OOCs)

  It's hard to imagine Zhouth coming across as any sort of grunt, undisciplined or otherwise. As he has repeatedly pointed out throughout the story, he's an academic with no talent (or mindset) for being on a battlefield. Unless it's a bureaucratic one. ;)
BB Nova
player, 99 posts
I7C966
Orbital Drop Marine
Tue 14 Jul 2020
at 18:50
  • msg #58

Re: Travellers Aid Society (OOCs)

Unless you're acting like a Vexsper I don't think you have to worry about BB boot camping you.
Zhouth
player, 490 posts
Vargr
669999
Tue 14 Jul 2020
at 18:54
  • msg #59

Re: Travellers Aid Society (OOCs)

  Separate issue: there's no reason that you need to have Steward to cook things. Steward represents a level of professional service to patrons/passengers/etc that goes well beyond basic kitchen duties.
Varca Lexand
player, 408 posts
Human Vespexer
Raider
Thu 16 Jul 2020
at 06:50
  • msg #60

Re: Travellers Aid Society (OOCs)

Zhouth:
  Separate issue: there's no reason that you need to have Steward to cook things. Steward represents a level of professional service to patrons/passengers/etc that goes well beyond basic kitchen duties.

Correct.  Which means, if you want to take on being in charge of "The Kitchen", Ingrid, you are more than welcome to do so--your skill levels in Steward make you our best "cook", but don't be afraid to grab people to help you.

I'm sure that Teddy would love to help you in the kitchen...

And even Varca can wash dishes...once it's pointed out that he's not doing anything else. ^_^


Ingrid Gustavdottir Sigar:
"Caviar, Teddy? I've never heard of it. Is it a cultural thing, that nobles eat it?" Ingrid asked curiously. They didn't make caviar on the Sword Worlds."

Actually, Scandinavians do have native, non-Sturgeon based, Caviar.  A couple of varieties, actually.  But the two most common/popular are based on the Roe from Cod and Coalfish.
Varca Lexand
player, 409 posts
Human Vespexer
Raider
Thu 16 Jul 2020
at 09:55
  • msg #61

Re: Travellers Aid Society (OOCs)

Theodore McFarlane:
"Welcome aboard BB, glad Cyrus took care of that little thing for us all. The Stregors all get a share as well as pay for their positions on ship. If they learn to be crew instead of just boarding party, they get paid more. Any 'rations' aboard the ships salvageable? Canned goods and vacc packs? We have more mouths to feed"

     I know that I keep getting off on the Old Drinaxi tech being Tech/15, but....really, Theo?  "Salvageable" foodstuffs....after over a Century and laying about in a radioactive environment, to boot?  Really?  ^_^


StarMaster:
The main problem with repairing the fuel tanks is that you have to go through the hull to get to them. There's no internal access.

     Dammit!  Y'mean we gotta cut the hull?  Crap.
     I've been assuming that the hull is a single piece--extruded, or 3d printed, or whatever, but all a single piece, except for the cut-outs for hatches and such.
     Cutting pieces from such a hull isn't a good idea.  Oh, well.

StarMaster:
Repairing the 20 technical RUs (jump drives, comms, sensors, lower deck, cargo bay, cargo scoop, cargo bay ramp, life support, external airlocks, low berths, dorsal hardpoint) will take only 30 man-days of work.
>>>>> What can't be fixed here is the holographic hull, the bridge, computers, countermeasures, and the ventral hardpoint.

     In the case of the Computers and the Countermeasures, are these issues of hardware or software?   Because we have a Computer Operator who was trained at Tech/16...

StarMaster:
Removing 6 crew accommodations from the derelict ships and installing them on the Harrier will take 12 man-days and provide quarters for all 12 of the Stegor Vespexers.

     Okay, I'm going to let y'all in on a little secret--Varca sleepwalks.  So, since I don't want Varca walking into a stateroom that isn't his, let's deal with this situation, now.

     According to the info about the Harrier in "Pirates of Drinax - Book 2: The Trojan Reach"....
Pirates of Drinax-Book 2:
She has eight staterooms; four for officers with double beds and four for crew with bunks.

     The supplemental book "Pirates of Drinax: Harrier-class Commerce Raider" further defines the staterooms....
Pirates of Drinax: Harrier-class Commerce Raider:
Officers’ Staterooms
The four cabins dedicated to the command crew are unusually luxurious for a warship, with large double beds and fittings that would not be out of place on a luxury liner.

     I take from this that these staterooms are intended for single occupancy.  Or double occupancy, if the two officers are particularly...friendly...
Pirates of Drinax: Harrier-class Commerce Raider:
Crew Staterooms
Crew quarters aboard the Harrier-class were never spartan.  Although cramped and intended for double occupancy, with bunks and more functional fittings than the officer’s quarters, the crew staterooms were still far better than those most Free Traders consider fit for High Passage occupancy.

     ....And that clearly says these are double occupancy.

     While this data is "canon", I, as always, throw in the caveat that everything is subject to alteration by the DM, for any damn reason he wants, just because he's the DM ^_^

     But, that caveat aside, StarMaster has made a few alterations to the Deckplan of the Vultan.  So, let's take a closer look at that, shall we?

     Upper Deck, Room #12, that's how all the staterooms are labeled--except one of them is labeled as "12a", and it's a little bit larger than all the other staterooms.  I'm going to assume that 12a is the Captain's Cabin, and that it's larger because it's also where the Captain's Office is located.

     Also, for purposes of this discussion, let's call the other staterooms 12b - 12h, starting from 12a and going clockwise (so that's 12h on the port side of the ship, opposite 12a).

     According to the original ("canon") info all the officer's staterooms are on one side of the ship--in our case these would be 12a - 12d, on the starboard side of the ship--and all the crew staterooms are on the other--12e - 12h, on the portside.  The 4 officer's staterooms are single occupancy while the 4 crew staterooms are double occupancy--4 Officers and 8 Crew, for a total of 12.

     We have, according to the list found in "The Cast", 10 (original) members of our Crew, however, Cyrus has left, so that drops us to 9 Crew.  Kastamir Kang has not posted in a year (truth be told, I'm not even sure that the Character is even with us, but I will assume he is) so I assume he's being NPC'd.  Similarly, I believe that Rejji may also be being NPC'd.  Aaron was gone for a bit, then he was back--now I'm not sure, but I hope he's still with us.  To this we add 12 more, in the form of our 12 Vespexer "mercenaries".

     Now let's assign quarters.

     To start, Theo gets the Captain's Cabin.  Varca may think he's the Big Boss, but Theo is The Captain, and getting the Captain's Cabin is part of the perks that go with that asignment.  Does anyone disagree with Cap'n Theo getting the Captain's Cabin, stateroom 12a?

     That leaves 3 remaining single occupancy staterooms--unless we convert them to multiple occupancy.  I am not actively suggesting we do this, I'm just pointing it out as an option.  So, who gets to occupy a single, then?

     Let's consider Zhouth, 'cuz he's a...y'know...he's...alien...  Plus, I think I recall Zhouth saying he bought a bunch of office equipment and that he'd planned on setting it up in his quarters.  I got two things on this--first, Zhouth being a Vargr probably isn't an issue--at least, so far, nobody, including Zhouth, has expressed any issues with being in close proximity to a non-human Vargr, and, so far, Zhouth hasn't made any issue about any "special needs" he has, as a Vargr (although, if he starts pissing on the potted plants....)
     As for setting up an office in his quarters--for that I would say, even if Zhouth feels the need for some seclustion<?i>, as he does his research, or whatever, and feels the need for his own "office workspace", then might I suggest that Zhouth choose one of the Countermeasures Rooms (Lower Deck, Room 25) and set up his "office" in one of <i>them--each room already has plenty of computer access, and there's room enough for the office equipment.

     Next, we should consider each of our female Crew for a single occupancy stateroom.  Either that, or they both are gonna be roommates in a double--because until Theo Pops The Question and Ingrid says Yes (see Rejji concerning the Betting Pool), they ain't gonna be sharing that big Captain's Cabin  ^_^

     Okay, so, 4 out of the 9 get into single staterooms.  That leaves 5 of us to double-up, occupying 5 of 8 bunks available--or 2.5 of the 4 available crew staterooms.  But StarMaster says we can...
StarMaster:
...Removing 6 crew accommodations...

     I assume this means 6 double occupancy staterooms worth of gear--everything needed for 12 people.  Now, if we keep the staterooms on the Upper Deck "as is", we would have only 3 bunks available.  Not enough.  We need to have bunks for 21--and no, I will not even consider "hot bunking".  Not even for the Stregor.

     Altering the Captains Cabin is also off the table.

     Options:
     We can convert the 3 officer's staterooms (single occupancy) to crew staterooms (doubles).  This would give us 14 bunks plus the Captain's 1--total of 15.  Not enough.

     We leave the officer's staterooms alone, and convert all 4 crew staterooms to quadruple occupancy.  This gives us 16 bunks plus 4 for officers--total of 20.  So close, but not enough.

     Finally, we convert the 3 officers staterooms into crew staterooms (quadruple occupancy) and leave all the others alone.  This gives us 3 staterooms (x4) plus 4 staterooms (x2) plus the Captain's Cabin (x1)--total 21.  This is what we need.

     Question is, is it what we want.

     I/Varca has suggested it before--we convert the old Missile Storage Bay (Lower Deck, Room 31) into a Barracks, but that is not the only stateroom modification that I'm suggesting.  What I suggest is that we change the Upper Deck staterooms to be 6 single occupancy "officers staterooms" and 2 double occupancy "NCO staterooms"--this puts 10 personnel on the Upper Deck, and then we convert the old Missile Storage into a Barracks for 10 "marines" (this includes putting a single Fresher in there, as well).  But all of "us" get a single occupancy stateroom.

     What's that?  That's only 20 beds, you say?  Oh.  That.  Yeah...Varca has to toss Kastamir out an airlock for this plan to work.  Then Varca and Rejji will occupy one of the doubles on the Upper Deck, and we let Thrazakar and his Lieutenant occupy the other double on the Upper Deck--King Oleg will just love the "Officers on the Upper Deck" concept, I'm sure....
Theodore McFarlane
player, 605 posts
Human Capt, IN ret.
697AAA
Thu 16 Jul 2020
at 11:53
  • msg #62

Re: Travellers Aid Society (OOCs)

Where do we store the missiles?
Zhouth
player, 492 posts
Vargr
669999
Thu 16 Jul 2020
at 13:57
  • msg #63

Re: Travellers Aid Society (OOCs)

  So... how many times do I have to repeat that Kastimir Kang never joined us at the farmhouse? I'm up to half a dozen by now, at least...

  Zhouth has made mention of using the officer cabin as an office and also suggested setting up a mad scientist's laboratory inside. Though he was probably joking about the latter...


  Here's the problem with adding a massive number of people: we may have the parts to add a bunch of staterooms but we've only got 30 tons of cargo space, and we're losing that with everything we add. (A single stateroom uses 4 tons!) I doubt that the life support systems on the Harrier are built to cope with quadruple occupancy either - to say nothing of the morale effects of cramming that many people into a small space.

  So, let's NOT try to take the entire clan on board as a crew. The idea was to take a few at a time, and while we can handle three or four, more than that is going to strain systems, crew cohesion, and budget (because we have to pay for all of those extra hands).


  Now, once we get another ship or two, it's a completely different matter to recruit large swaths of Vespexer clans and whoever else we can find to crew the things. In the meantime we can repurpose/sell/donate* the stateroom fittings, or just leave them here as spares.

  * The Stregors might not mind having some better accommodations planet-side.
Theodore McFarlane
player, 606 posts
Human Capt, IN ret.
697AAA
Thu 16 Jul 2020
at 14:03
  • msg #64

Re: Travellers Aid Society (OOCs)

Agreed Zhouth, we can take them all off and cram them in to relocate them once we find a base, but nothing permanent. No room.
Zhouth
player, 493 posts
Vargr
669999
Thu 16 Jul 2020
at 14:14
  • msg #65

Re: Travellers Aid Society (OOCs)

  We can set up a temporary barracks in the cargo hold if we need to move a bunch of them to a base site - but we don't have one of those yet, and we may not for a while.
Theodore McFarlane
player, 607 posts
Human Capt, IN ret.
697AAA
Thu 16 Jul 2020
at 14:17
  • msg #66

Re: Travellers Aid Society (OOCs)

Very true, might not have one for awhile either.
Zhouth
player, 494 posts
Vargr
669999
Thu 16 Jul 2020
at 14:27
  • msg #67

Re: Travellers Aid Society (OOCs)

  Also, to Varca: the 'man-days' of work isn't really about what TL you come from. It's about whether you have a relevant skill, and even that only mildly affects the amount of time taken per rank. (Rank 4 completes something in half the time of Rank 0.)

  Given that the number of people we have working on the ship is effectively able to do the entire thing in a five-day span, the difference from skill levels is pretty much negligible.


  Since (AHEM!) Kastimir was never part of the crew because he didn't join us at the farmhhouse, there are only eight of us, so we can take four of the Stregors on board at any given time. That effectively gives them three 'rotations' to cycle through each time we come back to Drinax, and we'll be doing that at least a couple of times just to deal with the plans that we already have/know about.
BB Nova
player, 102 posts
I7C966
Orbital Drop Marine
Thu 16 Jul 2020
at 15:00
  • msg #68

Re: Travellers Aid Society (OOCs)

Hey Varca, what's the Vespexer custom for a booty call? BB's not looking to get married or anything but all this grunt physical labor and no fighting means she's looking to blow off steam.

No offense Teddy but you are definitely not her type :P
Theodore McFarlane
player, 609 posts
Human Capt, IN ret.
697AAA
Thu 16 Jul 2020
at 15:02
  • msg #69

Re: Travellers Aid Society (OOCs)

You're not his either. Varca or the head of the Vespexers is your type. Teddy has his eyes on Ingrid. Feminine but tough
Zhouth
player, 495 posts
Vargr
669999
Thu 16 Jul 2020
at 17:29
  • msg #70

Re: Travellers Aid Society (OOCs)

  Maybe Rejji too?

  Theodore needs to be a bit careful if he's wooing Ingrid though. Showing special favor to one member of the crew can cause its own problems!
Theodore McFarlane
player, 610 posts
Human Capt, IN ret.
697AAA
Thu 16 Jul 2020
at 17:49
  • msg #71

Re: Travellers Aid Society (OOCs)

Yes it can.
BB Nova
player, 103 posts
I7C966
Orbital Drop Marine
Fri 17 Jul 2020
at 00:00
  • msg #72

Re: Travellers Aid Society (OOCs)

@Zhouth: Dramatic music blares as pirates and ninjas suddenly swing from the rafters that were not there. Who builds a starship with rafters? The air is full of the clinking of cutlass clashing with short blades, and the only screams are Wilhelms. The hero is dashing, the maidens fair, the villains uncomfortably greasy. Even though men and women are probably dying all around the hero plays comical games and pranks, laughing and quipping as his friends are killed and maimed, but never on camera unless it is time for an Oscar-bait drama scene. A land where every hanging rope can bear your weight and take you exactly where you need to go. A land where nobody actually gets sick or even paid. A land where every rogue has a heart of gold and every career officer is a pompous scumbag.
Varca Lexand
player, 410 posts
Human Vespexer
Raider
Fri 17 Jul 2020
at 10:33
  • msg #73

Re: Travellers Aid Society (OOCs)

Theodore McFarlane:
Where do we store the missiles?

     In the Cargo Hold, since they're just cargo.

Zhouth:
  So... how many times do I have to repeat that Kastimir Kang never joined us at the farmhouse? I'm up to half a dozen by now, at least...

     You will have to keep repeating it until Kastimir's name no longer appears on the Crew List.  Until then, every couple of months, when I look at that list--and my Old Fart brain has forgotten that Kastimir joined, and then un-joined the group--I will keep asking "where the Hell is Kastimir?"  Because, y'know, I forgot!

Zhouth:
  Zhouth has made mention of using the officer cabin as an office and also suggested setting up a mad scientist's laboratory inside. Though he was probably joking about the latter...

     Okay, then, that's a confirmation of what I said, right?.  And I also expressed the belief that, if Zhouth were placed in a double occupancy stateroom with someone, and he tried to set up such an office, it might be too cramped in there.  That's why I was making the point that Zhouth should probably be assigned to a single occupancy stateroom--and then I went on to suggest ways we (us PC's) might all get single occupancy staterooms.

Zhouth:
  Here's the problem with adding a massive number of people: we may have the parts to add a bunch of staterooms but we've only got 30 tons of cargo space, and we're losing that with everything we add. (A single stateroom uses 4 tons!) I doubt that the life support systems on the Harrier are built to cope with quadruple occupancy either - to say nothing of the morale effects of cramming that many people into a small space.

     Gotta disagree, Bubba.
High Guard 2E, page 82:
Each ton is usually represented by 2 squares on a deck
plan (very large ships may use a different scale to produce deck plans that will fit on a page). You can vary this by
up to +/- 10% as spacecraft will differ in the amount of space consumed by corridors, lifts, computer systems, life
support, machinery and other items not included in the overall design system.

     I have always assumed that this took into account that the "average Deck height" is 3 meters--that the designers intent is to make it as simple as "count the number of squares in your deckplans, then divide by 2, and that's your tonnage".

     If this is the case, then the Missile Bay (Lower Deck, Room 31) is 3 squares by 5.5 squares, or 16.5 squares total.  Divide 16.5 by 2 and the Missile Bay occupies 8.25 tons.

     My suggestion was not to mess with the Cargo Bay, or any of our cargo capacity, but to convert this space/tonnage into a Barracks....
High Guard 2E, page 38:
Barracks
Ships designed to carry large numbers of troops tend to use barracks instead of staterooms.  A barracks may only be used to carry marines or basic passengers (few willingly pay for passage in such cramped conditions).  Barracks consume 2 tons per passenger, and cost Cr50000 per ton.  Life support costs are Cr250 per ton.

     Converting the Missile Bay into a Barracks will not take anything from the cargo capacity of 30 tons--we're just swapping out the 8.25 tons of missile storage for 8.25 tons of Mercenary storage.  But you are correct in one way--I had hoped to put 10 bunks in this space, but the numbers actually say only 4 can go in there.

     Oh, and by the way, about "a single stateroom uses 4 tons"--yes, it does, but there is no difference in cost, tonnage, or life support needs, between a stateroom with just 1 bed, or a stateroom with 2 bunks....
High Guard 2E, page 21:
Each stateroom consumes 4 tons and costs MCr0.5.  Most ships will allocate one person to each stateroom.
Some ships have bunks in their staterooms rather than single beds, allowing two people to share the same stateroom.  This is called double occupancy and is often done on exploratory ships, privately-owned vessels and, especially, military ships.
Employing double occupancy on a ship does not cost anything (which is why many commercial captains insist on it) but lack of privacy for extended periods of time can quickly wear on crew not used to it.

     I would go on to make the argument that Vespexers probably are "used to it", as they live in old, often cramped survival bunkers.

     So, converting a single occupancy stateroom into a double occupancy stateroom--or vice versa--does not alter either the stateroom's tonnage, nor it's life support needs.  And swapping out 8 tons of missile storage for 8 tons of bunk beds and the life support equipment needed for them, also does not alter our tonnage capacity (though it does increase our life support capability).

     I take from all this that you are opposed to one of the three suggestions I made, concerning quarters on the ship--that being that you are opposed to the addition of a Barracks.  Fine.  I also made 2 other suggestions--where's your thoughts on those?  How do you propose we distribute the staterooms?  I was trying to figure out how we could all get our own stateroom--you must have other ideas.  Please share them.


BB Nova:
Hey Varca, what's the Vespexer custom for a booty call? BB's not looking to get married or anything but all this grunt physical labor and no fighting means she's looking to blow off steam.

     I wouldn't think that there is a specific "custom" either for, or against, a "hook-up".  To Vespexers, life is pretty damn dangerous, which tends to make it too short--so they'd take their "leisure activities" when and where they can.

     The only issues would be the social strictures about "unwelcome/uninvited" contact--but that can be dealt with as easily as asking "Hey, ya wanna?" ^_^

     But also remember that Vespexers have an inherent distrust of "strangers"--because they live in an environment that is chemically, biologically, and radiologically contaminated, meeting someone who is new and unknown brings the possibility that the new person is contaminated, and contact with them will contaminate youThat is the reason that Vespexers rarely fully remove their Hazard Suits--except for when they are in a place where they know the conditions are "safe", and they are with people that they are absolutely sure are uncontaminated/uninfected.

     So, even though any Vespexer male would very definitely want "a piece o'dat" whenever BB offered it, they would likely turn it down until they got to know her better, and had assured themselves that she was "safe" to mess around with.  That might take...a day, or so  ^_^
Theodore McFarlane
player, 612 posts
Human Capt, IN ret.
697AAA
Fri 17 Jul 2020
at 11:37
  • msg #74

Re: Travellers Aid Society (OOCs)

Varca is probably already sure she is safe! Enjoy yourselves!
Zhouth
player, 497 posts
Vargr
669999
Fri 17 Jul 2020
at 15:50
  • msg #75

Re: Travellers Aid Society (OOCs)

  We don't have 8.25 tons of missile storage. We have 1 ton of missile storage. It's right there on the Harrier stats. (MgT doesn't stick to 'X tons = Y tiles' standards much when it comes to printing its own maps, so they're pretty much never a good guide to anything, and StarMaster made that room even bigger than the original one did.)

  And while - as usual with Mongoose - the total tonnage doesn't quite match the individual items, adding them up as-is gives 168.9 tons used (so 31.1 tons free for cargo - the page says 29.7).

  (We COULD carry 8 tons of missiles - and have 24.1 tons left...)

  So yes, we're going to be cutting into cargo if we add anything in the way of extra passenger capacity.

  (And don't forget - barracks or staterooms, you also need common area tonnage to avoid psych problems.)

  **

  I'm not sure what the point of taking all twelve at once would be, either. We don't need that many people to run the ship, and taking the whole lot of them isn't the deal we arranged in the first place.


  There *is* a no-extra-tonnage option to cram all twelve on board if you insist that we have to, but I doubt that it'll be a popular one: we have stateroom capacity for four... and eight low berths.
This message was last edited by the player at 16:36, Fri 17 July 2020.
Zhouth
player, 498 posts
Vargr
669999
Fri 17 Jul 2020
at 16:29
  • msg #76

Re: Travellers Aid Society (OOCs)

  Just looked at barracks, and while they do cost less to install, they don't actually help the tonnage situation, coming in at 2 tons per person, which is the same as double-occupied staterooms.

  So, either way, we'd be looking at 16 tons for the staterooms/barracks, and 4 tons for the common space. Drops us down to 11.1 tons free (counting 1 ton of missiles). That's not much for cargo or anything else, especially if we're supposed to be turning a profit!
This message was last edited by the player at 16:37, Fri 17 July 2020.
Theodore McFarlane
player, 614 posts
Human Capt, IN ret.
697AAA
Fri 17 Jul 2020
at 16:36
  • msg #77

Re: Travellers Aid Society (OOCs)

Well, we taking all of them, or just a few? Varca? Zhouth? I don't care as long as we have the room for cargo to carry our parts. We need to start carrying cargo or something too, wirh 30 tons of space max for cargo, we aren't stealing much as pirates either. How the hell we supposed to pay for fuel and upkeep and wages? We have to take prizes I guess.
This message was last edited by the player at 16:37, Fri 17 July 2020.
Zhouth
player, 499 posts
Vargr
669999
Fri 17 Jul 2020
at 16:51
  • msg #78

Re: Travellers Aid Society (OOCs)

  Well, the ORIGINAL deal was to take a few at a time. We have room for that. I'm not sure why Varca suddenly wants to install extra capacity and take all of them at once, but it's both a ship-capacity problem and a payroll one as well.


  Since it's a light raiding ship, it's designed to hold some high-value stuff taken from said raids (low-value stuff gets left behind). It could also work as a chartered courier (per one of Zhouth's suggestions), and maybe do legitimate trade if there are sufficiently-valuable crates on offer, but it certainly isn't meant to function as a tramp trader under normal circumstances.

  Keep in mind that Oleb's piracy plan isn't really about rebuilding the kingdom by way of one little raiding ship bringing in loot. Creating an entire pirate fleet would (maybe) give him the necessary leverage to force concessions from the Imperium and/or Hierate, and diplomatic work in the meantime should bring enough worlds back under the banner of Drinax to make the 'Kingdom' one in more than just name.

  The details? Those are up to us to figure out. The Harrier is just a ship to get started with.
This message was last edited by the player at 16:54, Fri 17 July 2020.
Theodore McFarlane
player, 615 posts
Human Capt, IN ret.
697AAA
Fri 17 Jul 2020
at 16:58
  • msg #79

Re: Travellers Aid Society (OOCs)

Okay. God I hope I'm up to running the Traveller game. Getting into the swing of it in my D&D games.
StarMaster
GM, 129 posts
Fri 17 Jul 2020
at 17:26
  • msg #80

Re: Travellers Aid Society (OOCs)

Number crunching aside, Rejji's idea (he's still around because I'm under the impression he was hoping to return at some point) was to shove three of the modular staterooms down the the long cargo chute since it wasn't likely to be used very often, and, even if it is needed, the stateroom modules could just be rolled back down the corridor and pushed aside for a short while.

The other three would go in the cargo bay.

As for the missiles, the missile storage bay also included the apparatus for shifting them around (though, apparently, not actually loading them into the missile launcher). So you can put a lot more missiles in there than normal. Because, until you get a missile launcher, they are just 'cargo'.

One of the reasons I changed the deck plan of the Harrier was because it made almost no sense. I mean, you have this forward cargo scoop. What kind of cargo would it be scooping? The only thing that really makes sense is that it was a standard Drinaxian CUBE cargo container, because if it wasn't a cube, how the hell would it make it around all those damned corners? As it is, it would be rolled, slid, grav jacked or otherwise (gravitic ceiling crane?) moved down the entire length of the ship and jockeyed around corners to reach the cargo bay.

That being the case, who the hell is flinging cargo out into space in Drinaxian cargo cubes these days?

On top of that, what precautions are built in to make sure the cargo cube doesn't squash a crewman as it's being slid to the back of the ship?

By Varca's concept of piracy,  you need Marines to board other ships, raid bases and space stations, etc. Sure, if all of you want to have fun doing that, then you don't need any of the Stregors. Essentially, though, they are cannon fodder.

As I understood it, the original idea was to take them all (or else kill half and take the remainder). It was only when someone started crunching numbers that taking only half, rotating them or whatever came up. Sometimes, you need to stop worrying about the numbers and just do what needs to be done.

Considering the nature of ships and that all the staterooms are identical in size and configuration, there's no sane reason not to think they are modular--Henry Ford lives again! As such, they are self-contained life support modules. The duct work and power cables have to be allowed for when the ship is being built--because the design already says that the stateroom modules are going HERE and HERE and HERE.

So, where the staterooms go may need a bit of work to connect the to the ship's life support, but those ducts and cable already exist throughout the whole ship, either in the walls, under the decking (usually the best place) or in the ceiling.

Finally, we get to the tonnage. Depending on who you ask and what source book you read, a 'ton' means different things. One term that gets tossed about is 'displacement tons'. The problem is that ton can mean two different things--it either applies to volume or mass. The game has never wanted to make a distinction between the two as it over-complicates the number crunching, so they kind of smushed them together.

For all practical purposes, a ton is volume, which is represented on a deck plan by two squares of 1.5 meters each (or 5 feet for us metrically challenged players). The fact that the designers never bother taking this into account (or, at least, never seem to) is just bullshit to me.

A jump drive, for instance, would be high mass but low volume, while a stateroom has high volume but low mass. A bridge might be somewhere in between because of all the consoles, chairs and controls. For all intents and purposes, a cargo bay has 1 ton of cargo space per two deck squares, unless you specify that the height is higher than normal (2 squares high--i.e. ten foot ceilings) but then the deck above that better show it!

That's my 2 credits.

And, yes, for the record, Kastimir had to bow out of the game.
This message was last edited by the GM at 16:19, Mon 20 July 2020.
Varca Lexand
player, 411 posts
Human Vespexer
Raider
Sat 18 Jul 2020
at 08:43
  • msg #81

Re: Travellers Aid Society (OOCs)

Zhouth:
  We don't have 8.25 tons of missile storage. We have 1 ton of missile storage. It's right there on the Harrier stats. (MgT doesn't stick to 'X tons = Y tiles' standards much when it comes to printing its own maps, so they're pretty much never a good guide to anything, and StarMaster made that room even bigger than the original one did.)


     I'm gonna have to agree with StarMaster, here--if there is a way that to present data in a format that is guaranteed to cause confusion by way of being interpreted in multiple ways, the Bozos at Mongoose Publishing will find and use it.
     I don't feel like looking up then cut-and-pasting all the relevant data into quotes, to make my point here--beside, you're agreeing with half of what I'm saying--so...

     It does say (somewhere) that the Harrier is/was equipped with a Single Turret Missile Launcher.  (Maybe StarMaster changed this, but I am unaware.)

     It does say (High Guard, I think) that each Missile Launcher in a turret is equipped with a rack of 12 missiles.  It also says (again, in High Guard) that 12 Missiles (I assume they mean 12 "racked" missiles) occupy 1 Ton.

     In my mind, I think of these 12 missiles--the 12 missiles to be found in the turret--as "ready ammo".  So, when I look at the Ship Stat Sheet, as I believe you have, I see "AMMO: 12 missiles" and I think that means "the ship has a single missile launcher turret that's ready to fire 12 missiles, before needing to be reloaded".

     The failure, here, is that the Weenies at Mongoose who put the Ship Stat Sheet together made no allowance for the contents of a chamber on board the ship that was described as being for "Missile Storage"--no stats, no data, no numbers, no nothing.  Just "extra missiles are stored here".

     I ask you, if the Ship Stat Sheet is to be taken as ABSOLUTE UNALTERABLE FACT, then the 12 missiles listed on that Stat sheet MUST be located inside the turret WITH the Launcher.  Because High Guard says that THAT is FACT.

     So, then.

     What is inside the room labelled "Missile Storage"?  Whether it's the room on the Original deckplan, or the redrawn deckplan of StarMaster's--WHAT is inside the "Missile Storage" room, if ALL 12 of the missiles listed on the Ship Stat Sheet are the ONLY missiles onboard the ship, and they are inside the turret, with the launcher?

     Look, here's another way to look at it--say I hand you a tray.  I tell you "On this tray is a loaded 9mm autopistol and a box of 50 cartridges".

     How many cartridges are on the tray?  There's 50 in the box, and 15 in the magazine of the pistol, making 65 cartridges on the tray.

     The "tray" is the ship, the "pistol" is the missile turret, the "box" is the Missile Storage room.

     Next, let's say the tray will collapse if more than 10 pounds is put on it.

     The loaded pistol weighs 2.6 pounds and the box holding 50 cartridges weighs 1 pound, leaving 6.4 pounds before the tray collapses.

     Now say we take the 50 9mm rounds out of the box (they weigh 14.6 ounces altogether), and we then fill the box with 14.6 ounces of US Pennies (I don't give a fuck how many that is).

     Now how much weight is on the tray?  Now how much more weight can be added to the tray, before it collapses?

     The same frikkin amount.  No difference.


Zhouth:
  (We COULD carry 8 tons of missiles - and have 24.1 tons left...)

     So, in conclusion of this point, we CAN carry 8 tons of missiles--plus 1 more ton inside the Turret--and STILL HAVE 29.7 tons left for cargo.  The ship is designed that way, even if some idiot over at Mongoose Publishing forgot to list the 8 tons of missiles anywhere.

Zhouth:
  I'm not sure what the point of taking all twelve at once would be, either. We don't need that many people to run the ship....

     You are absolutely right.  Completely and totally correct in every way, concerning this sentiment.  I couldn't agree with you more!
     If only, at any time ever, I had actually said that I/Varca wanted anyone to join us--and I'm quoting you, now--to "run the ship".  'Cuz, y'know, I never did say anything like that.  Ever.
     What I/Varca did say was that more people were desirable to go outside the ship and help with "Ground Operations"--whether that meant loading and unloading cargo, helping us rebuild a town, or running in front of us and shooting guns while we're trying to steal things from other people.  I/Varca have always wanted extra personnel on board for the exclusive reason of them being cannon fodder--for them to be meatshields between me and any armed opponentNo!  Let me correct that, I want them to act as meatshields between YOU and any armed opponents shooting at YOU!

Zhouth:
....and taking the whole lot of them isn't the deal we arranged in the first place.

     And once again, there just isn't any way that I could agree with you MORE!  I also thought that we'd all agreed to choose just "a few" of the Stregors to go with us.  I did.  Then one day there were suddenly 12 new names added to the list of Crewmen that I could send messages to.  Sure, I recognized that they were all the Vespexer NPCs, but there they all were, on the list.

     As I had been offline for several days, at the time, rather than bitching about it, I made an (incorrect) assumption that while I was "away" a different decision had been made, so I just rolled with it--and yes, I admit that part of that decision making process probably was my subconscious desire to "cram more" cannon fodder onboard.
     But I didn't make the decision to put all 12 of them on board--I thought all of YOU did...
Theodore McFarlane
player, 616 posts
Human Capt, IN ret.
697AAA
Sat 18 Jul 2020
at 12:54
  • msg #82

Re: Travellers Aid Society (OOCs)

We is taking only 6, hallelujah!
Theodore McFarlane
player, 620 posts
Human Capt, IN ret.
697AAA
Sun 19 Jul 2020
at 18:43
  • msg #83

Re: Travellers Aid Society (OOCs)

link to another game

At least one of the Travellers will have an appointment to keep with a Mr Anders Casarii of the Imperial Scout Service office on the Highport. Mr Casarii has a proposition for the Travellers. During the meeting, he explains that one of the Scout Service’s detached duty vessels is stuck on a nearby world and needs bringing home to Flammarion. The ship has suffered a major problem with its electronics systems and needs a crew to deliver some replacement parts. They will also need to download a replacement operating system into the ship’s computers to ensure that any corruption caused
by the failure does not endanger the vessel. Once the ship’s systems are up and running, it must be brought back to Flammarion Highport where a proper systems overhaul can be made. There may be unexpected complications of course, so ideally the crew sent to pick up the ship will be multi-skilled and flexible enough to deal with whatever crops up. The ship is downed at Walston, four parsecs away, where the previous crew abandoned it. The ship was a detached duty Scout/Courier assigned to them and has apparently been mistreated. There are penalties for abusing detached duty ships since they still belong to the Scout Service, so presumably the crew decided it was in their best interests to disappear. In any case, the ship legally belongs to the Scout Service, which will provide appropriate documentation to allow the
Travellers to pick it up and bring it home.

The premise of the scenario is that your going to be granted the use of an old scout courier, The "High and Dry" which has been part of the Scout Service ‘detached duty pool’ of small ships for decades now. These vessels are loaned to former Scout Service personnel for private use on the understanding that the ship can be recalled to duty at any time even if the user is not.

A one-year lease of the ship is on standard Scout
Service Detached Duty terms, more or less. The
Travellers will have to meet their own life support and
fuel costs and must keep the ship in good order in
case it is needed. The vessel’s logs will be examined
whenever it passes through a Scout Service installation,
providing information on starports and ship movements
in the area. The Scout Service will overhaul the ship at
the end of the year, at which time it may or may not be
reassigned.
In addition, there are some ways to make a few
credits on the side. For example, the Scout Service
pays – though not much – for first-hand reports on
starports, cities and outposts a ship has visited. For the
sake of typing up a few lines detailing the Travellers’
impressions and experiences of the places they visit they
can cover at least their bar tab in any given port.

The hitch is you'll have to go "retrieve" the ship...

Looking for 1 to 3 players
BB Nova
player, 104 posts
I7C966
Orbital Drop Marine
Sun 19 Jul 2020
at 20:09
  • msg #84

Re: Travellers Aid Society (OOCs)

Hey Varca if you need to be heated up I've got just the tool for you...

<plasma charge whine>
Varca Lexand
player, 413 posts
Human Vespexer
Raider
Mon 20 Jul 2020
at 04:15
  • msg #85

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 84):

Are you kidding?  I'm lucky my...dangly bits...didn't snap clean off!

Varca wasn't directly splashed by the cryonic Liquid Deuterium--that would have probably shattered the suit, and simultaneously invented Flash-Frozen Vespexer.  He was just enveloped by the cloud of freezing mist that formed when the stream of deuterium hit the air and immediately boiled off--the mist was still something like a hundred degrees below zero.

He literally "got his ass chapped"...
Theodore McFarlane
player, 621 posts
Human Capt, IN ret.
697AAA
Mon 20 Jul 2020
at 12:18
  • msg #86

Re: Travellers Aid Society (OOCs)

BB'll warm you up!
BB Nova
player, 105 posts
I7C966
Orbital Drop Marine
Mon 20 Jul 2020
at 13:42
  • msg #87

Re: Travellers Aid Society (OOCs)

I feel like everyone missed the reference to the PGMP
Theodore McFarlane
player, 622 posts
Human Capt, IN ret.
697AAA
Mon 20 Jul 2020
at 13:43
  • msg #88

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 87):

Plasma Gun Man Portable! ;-) Didn't miss a thing!
This message was last edited by the player at 13:43, Mon 20 July 2020.
BB Nova
player, 106 posts
I7C966
Orbital Drop Marine
Mon 20 Jul 2020
at 13:43
  • msg #89

Re: Travellers Aid Society (OOCs)

goddammit...
Zhouth
player, 502 posts
Vargr
669999
Mon 20 Jul 2020
at 18:27
  • msg #90

Re: Travellers Aid Society (OOCs)

  I got the reference.

  Zhouth would hastily point out that a PGMP lacks the precision focus to not set the Harrier's interior on fire along with reheating the target...
Varca Lexand
player, 415 posts
Human Vespexer
Raider
Tue 21 Jul 2020
at 04:53
  • msg #91

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 90):

     Oh, I got it!  I was trying to trump it!

     Wait....does that phrase still mean the same thing as it used to, nowadays?  Or does it now mean to just babble stoopid shit on social media....?
Zhouth
player, 503 posts
Vargr
669999
Tue 21 Jul 2020
at 06:15
  • msg #92

Re: Travellers Aid Society (OOCs)

  Does Zhouth really seem like he'd catch the attempt at cleverness before he reflexively panicked at the idea of (another) eruption of high-powered ordnance in his vicinity? ;)

  And... it still means that. And will in the far future. I hope.
Theodore McFarlane
player, 626 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 12:43
  • msg #93

Re: Travellers Aid Society (OOCs)

Do we want to roleplay ALL of those repairs, or is it time to move on now? Pick six Stregors to go along, we'll train in jump space a few of them to crew as needed and BB can drill them to be Marines. Lean mean fighting machines! URAH!!!

What has been fixed? All of the drives, we rolled engineering checks a while ago. What else needs rolled for Rob? Zhouth should have the computers working good, the grid thingy needs done, roll what for it?
This message was last edited by the player at 13:28, Wed 22 July 2020.
Theodore McFarlane
player, 627 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 13:50
  • msg #94

Re: Travellers Aid Society (OOCs)

Just downloaded the updated Drinaxian Companion.
BB Nova
player, 107 posts
I7C966
Orbital Drop Marine
Wed 22 Jul 2020
at 14:00
  • msg #95

Re: Travellers Aid Society (OOCs)

My vote is to dust off. I like having some breather room to establish characters but I am ready to kick things into outer space.
Theodore McFarlane
player, 628 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 14:03
  • msg #96

Re: Travellers Aid Society (OOCs)

We've been establishing for about a year now all together. Tech-World is the next destination to complete repairs.
Zhouth
player, 504 posts
Vargr
669999
Wed 22 Jul 2020
at 19:47
  • msg #97

Re: Travellers Aid Society (OOCs)

  Where we do more establishing, you mean? ;)

  Unless something comes up along the way. The Stregors not brought with us can carry on with the salvage site at a preferential rate (established by Varca with the palace starport), and get their turn on the ship when we're winging our way back up the chain.
Theodore McFarlane
player, 629 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 19:52
  • msg #98

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 97):

Hehehehehhehe, 110% correct, even MORE establishing! Yup. This is one of my favorites. I love my Traveller games!
This message was last edited by the player at 19:53, Wed 22 July 2020.
Zhouth
player, 505 posts
Vargr
669999
Wed 22 Jul 2020
at 19:55
  • msg #99

Re: Travellers Aid Society (OOCs)

  And, irony of ironies, we're this far in and aren't actually pirates yet. Just a salvage operation.
Theodore McFarlane
player, 630 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 20:03
  • msg #100

Re: Travellers Aid Society (OOCs)

Hehehehehehehehehehehe, I've found it quite fun though, good crew to game with! Cyrus and Kastimir and Reggie blew it by leaving!
Zhouth
player, 506 posts
Vargr
669999
Wed 22 Jul 2020
at 20:12
  • msg #101

Re: Travellers Aid Society (OOCs)

  I don't remember what the reasons were for Cyrus and Reggie; I seem to remember Kastimir's player saying they'd been injured IRL. (Failed a survival roll?)
Theodore McFarlane
player, 631 posts
Human Capt, IN ret.
697AAA
Wed 22 Jul 2020
at 20:16
  • msg #102

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 101):

Awww, didn't know that. Hope he gets better.
Theodore McFarlane
player, 632 posts
Human Capt, IN ret.
697AAA
Thu 23 Jul 2020
at 15:25
  • msg #103

Re: Travellers Aid Society (OOCs)

Rob, can we skip some of this and move on just a bit. Just a bit. Everything is updated and we lift off. Let us know if you want more rolls, we don't know to make them if you don't tell us.
Theodore McFarlane
player, 633 posts
Human Capt, IN ret.
697AAA
Thu 23 Jul 2020
at 15:26
  • msg #104

Re: Travellers Aid Society (OOCs)

Get better soon Ingrid, need you IC ;-)
Varca Lexand
player, 416 posts
Human Vespexer
Raider
Sun 26 Jul 2020
at 08:24
  • msg #105

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 104):

     I could be wrong (I so often am) but I think everything is fixed to "acceptable" levels (but close your eyes and pray, when you push that button), except for the Fuel Tank issue.

     And again, on that issue I could be wrong, but I thought I remembered reading that the tanks just couldn't hold enough fuel for a full Jump-2.  We can do a Jump-1 (and we have) and then have some fuel left to run the ship, but not enough to even initiate a Jump, never mind completing one.  So all we need to do is figger out how we can carry the needed extra fuel--drop tanks would okay, a temporary Fuel Tank in the cargo bay isn't ideal, but it's workable, and smaller tanks that we have to pump into the regular tanks while in-flight would be messy, but again, doable.

     And yes, I'm gonna open this can of worms again!--since, when we lift off from Drinax we will NOT have been able to REPLACE the Ventral Turret, but it seems we CAN drag ALL the parts for a full replacement turret into the Cargo Bay for later installation, then I would suggest--as a TEMPORARY measure--we consider converting that much-argued-about Missile Storage chamber into a temporary Fuel Bunker (if we ain't gonna turn it into a Barracks).  If we do that, we can keep the cargo bay open for the turret parts, as well as a load of missiles.  For later use.  (though Varca doesn't, really, want to add a missile launcher...)

     So, like I said, I'm not sure I'm remembering this correctly, but I think the only things we HAVE to do are build a fuel tank--that is, decide upon its form, because we have the parts we need--we can rip other fuel tanks out of the other ships--and then we go Wilderness Refuel.  When THAT's done, we can leave.

     Oh, and one LAST boot up Theo's ass...  ^_^

     While WE may want to go to Tech-World ASAP to get the ship a full work-up, King Oleb wants us to go to planet Torpol to check out some stories about Raiders--he said as much during our Audience with him.  In fact, I'm pretty sure that when we left him, His Majesty was under the impression that Torpol was where we were going....
Zhouth
player, 507 posts
Vargr
669999
Sun 26 Jul 2020
at 08:41
  • msg #106

Re: Travellers Aid Society (OOCs)

  He'd like us to go there. Voha talked about it with Zhouth.

  Problem: we can't get to Torpol without Jump-2. Actually, we can't get to Tech-World without Jump-2 either.

  The only high-tech place that we can reach with (a lot of) Jump 1 transit is Tyokh. I can just imagine what Varca would think about heading there with the Harrier.
Theodore McFarlane
player, 635 posts
Human Capt, IN ret.
697AAA
Sun 26 Jul 2020
at 12:05
  • msg #107

Re: Travellers Aid Society (OOCs)

We need to get the fuel resolved before we go to Torpol, Oleb is stupid and shall remain so. We need to get the ship in order or we go nowhere.

Torpol is a Jump2 away and tech level 8. If the drop tanks are fixed and we can reach Torpol, Are they of sufficient tech level to FIX our regular fuel tanks.
This message was last edited by the player at 14:40, Sun 26 July 2020.
Theodore McFarlane
player, 638 posts
Human Capt, IN ret.
697AAA
Mon 27 Jul 2020
at 16:33
  • msg #108

Re: Travellers Aid Society (OOCs)

Captain - Teddy
1st Pilot - Viridian, Pilot 1
2nd Pilot - Teddy, Pilot 3
Drive Chief - Collyn Ramburton (Engnrng 4)
Navigation Officer - Teddy, Astrogation 2, Collyn Ramburton, Astrogation 4
Engineering Officer - Ingrid, Engnrng 4 (split up over drives)
Gunner -
Gunner -
Medic - Aaron, Medic 3. Viridian, Medic 2
Marine - Varca
Marine - Rejji
Marine - BB Nova

Collyn never made it to the game, like Kastimir. He is still an NPC

What are you going to do Zhouth? Science officer and learn Astrogation? You got computers and comms too, sensors if you want them, but those aren't actual positions.

We can use the Vespexers as gunners too as well as spare Marines. We can use 3.

Starmaster, can you assign Collyn to me or do you want to run him?
This message was last edited by the player at 17:02, Mon 27 July 2020.
Theodore McFarlane
player, 639 posts
Human Capt, IN ret.
697AAA
Mon 27 Jul 2020
at 17:57
  • msg #109

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 108):

Thrazakar, Ling Wu, Mongor are my picks to join the crew, I like the names!
BB Nova
player, 108 posts
I7C966
Orbital Drop Marine
Mon 27 Jul 2020
at 18:36
  • msg #110

Re: Travellers Aid Society (OOCs)

Teddy you might want to either re-think how low you're putting BB on that list or re-think how you'd like your butt with a permanent bootprint on it :P
Theodore McFarlane
player, 640 posts
Human Capt, IN ret.
697AAA
Mon 27 Jul 2020
at 18:40
  • msg #111

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 110):

Put yourself above Varca for all I care. I just filled it in. That is the crew.
Theodore McFarlane
player, 641 posts
Human Capt, IN ret.
697AAA
Mon 27 Jul 2020
at 18:57
  • msg #112

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 111):

Gunners and marines normally make 1,000 credits per month on a trader. How much do pirates pay? ;-) 2,000 credits to the Vespexers? +bonus maybe?
This message was last edited by the player at 19:02, Mon 27 July 2020.
Zhouth
player, 508 posts
Vargr
669999
Mon 27 Jul 2020
at 20:07
  • msg #113

Re: Travellers Aid Society (OOCs)

  Aaron is far and away our best person for the Astrogator job, given that it also covers the comms/sensors/remote ops activities and he's much better than the rest of us at that. He can also be our Medic in the event that someone needs Serious Surgery (tm), but several of us can handle straightforward first aid, and as the Harrier book noted, the Medic usually didn't have much to do during action stations and was more of a glorified Steward.

  Aaron is also better as a science officer overall, although perhaps not as good as Zhouth at playing the Mad Scientist role (if only due to the reputations of their respective fields). Zhouth is more or less the ship's administrator.

  That... would technically make him the XO, but he isn't really commanding enough for that, so call him the Accountant/Bookkeeper/Clerk/etc instead. Unless you really enjoy flustering him, in which case go ahead and declare him to be the XO. ;)

  --

  They'd get paid the basic amount and get a share each as 'crew'. If we all count as officers then we'd get a share-and-some each, but this is one reason why you don't want to have a larger crew than necessary - it splits the profits too much.

  --

  And I don't think the Marine slots are actually ranked relative to one another. Anyway, won't BB be too busy waving her gun around to spend time giving orders? ;)
This message was last edited by the player at 02:20, Tue 28 July 2020.
StarMaster
GM, 130 posts
Mon 27 Jul 2020
at 23:38
  • msg #114

Re: Travellers Aid Society (OOCs)

Collyn Ramburton and Taliesa Dieros were NPCs I created to fill in crew positions in case there weren't enough PCs.

So don't count them.
Zhouth
player, 510 posts
Vargr
669999
Tue 28 Jul 2020
at 02:33
  • msg #115

Re: Travellers Aid Society (OOCs)

  Sixth Sense (Edge)... tingling.
Zhouth
player, 511 posts
Vargr
669999
Tue 28 Jul 2020
at 02:54
  • msg #116

Re: Travellers Aid Society (OOCs)

  Zhouth is ICly referring to this from the Harrier book:


The central section of the Harrier’s cargo area can be converted into a mission-configurable pod. This involves little more than creating attachment points for internal walls and fittings, and replacing existing partitions with more substantial light bulkheads to preserve atmospheric integrity when the rear cargo doors are open. Creating a pod requires 1D days’ work and costs Cr250000 for materials. The ship loses 10 tons of cargo space to the pod, and the forward section of the cargo area (about 10 tons of space) becomes inaccessible from the aft cargo hatch. Small items can still be brought aboard through the main airlock, of course.

Once in place, the pod can be reconfigured at need or simply swap one pod out for another, though there are expenses involved.

The pod can be used to create additional living space or house specialist facilities, for example. These have to be built within the pod at a cost of +20% more than usual. Cargo and fuel have no significant extra cost; suitable fittings are assumed to be created when the pod is installed. For example, if the pod is used to carry a 4-ton medical bay, a standard stateroom and a couple of tons of general stores, the cost will be (MCr2 + 20%) MCr2.4 for the medical facility plus (MCr0.5 + 20%) MCr0.6 for the stateroom, for a total of MCr3.

Many of the possible modifications could be directly installed into the ship on a permanent basis, but by creating a mission pod the Travellers can swap out components in a matter of a hour or so. Even an entire stateroom can be hauled out and replaced with something else. A selection of possible pod configurations follows:


This seems to be a semi-standard design feature for the Harriers, so there's no reason that we couldn't set one up. While it's 10-ton by default, making it 20-ton should be doable, in which case we can store fuel there until the tanks are repaired, and use it for other things (cargo, fuel, and/or mission modules) afterward?

We'd have to spend another ship share to cover the salvaged-parts cost, but in the long run it's probably worth it even if we could use drop tanks to address the current problem.
This message was last edited by the player at 11:31, Tue 28 July 2020.
Theodore McFarlane
player, 642 posts
Human Capt, IN ret.
697AAA
Tue 28 Jul 2020
at 11:20
  • msg #117

Re: Travellers Aid Society (OOCs)

We need drop tanks to have sufficient fuel for jump 2.
Theodore McFarlane
player, 643 posts
Human Capt, IN ret.
697AAA
Tue 28 Jul 2020
at 11:21
  • msg #118

Re: Travellers Aid Society (OOCs)

We can train a Vespexer to be drive chief I guess. Chief of Boat.
Zhouth
player, 512 posts
Vargr
669999
Tue 28 Jul 2020
at 11:30
  • msg #119

Re: Travellers Aid Society (OOCs)

  We need drop tanks or 20-tons of that modular unit: per its description it can act as a fuel tank.
Theodore McFarlane
player, 644 posts
Human Capt, IN ret.
697AAA
Tue 28 Jul 2020
at 11:31
  • msg #120

Re: Travellers Aid Society (OOCs)

Okay. 20 ton tank in the hold it is.
This message was last edited by the player at 12:45, Tue 28 July 2020.
StarMaster
GM, 133 posts
Tue 28 Jul 2020
at 18:15
  • msg #121

Re: Travellers Aid Society (OOCs)

Fabricating drop tanks might well be beyond the current capabilities. These aren't just portable gas cans. Not only do they have to be able to handle liquid hydrogen, but you'd have to make attachment points on the hull and make a system for jettisoning the tanks.

If you just made them 'temporary' external tanks that don't drop off, that'd be more feasible. Clearly all the parts and components are available from the wrecked squadron Harriers--the fuel pumps and coolants and such, since they are all there in the fuel tanks of the other ships.

It's also probably possible to scavenge decking from the cargo bay of the other ships to create this 'pod' for your cargo bay, but it is hardly going to be easy to install the necessary fuel pod components. You'd have to make connections to the power plant or the existing fuel tanks.
Theodore McFarlane
player, 647 posts
Human Capt, IN ret.
697AAA
Tue 28 Jul 2020
at 18:30
  • msg #122

Re: Travellers Aid Society (OOCs)

Yup. We have to, because Drinax won't fix them. We can't make Torpol OR Tech-World currently. We have to make a fuel pod for the cargo hold or external tanks, that don't jettison because we're not engineers. Which would you prefer? We can do either or.

Vince is hiding. What is you opinion Varca?

Since we have a partial holographic hull we don't want to lose the rest of, I'd say internal.
This message was last edited by the player at 18:31, Tue 28 July 2020.
Varca Lexand
player, 417 posts
Human Vespexer
Raider
Wed 29 Jul 2020
at 07:39
  • msg #123

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 122):

     Okay, Zhouth, I think you've hit on our fuel tankage solution!

     According to the Harrier Ship Statistics thread StarMaster put up, there are 42 total tons of fuel tankage.

     And, according to the Harrier Assessment thread, page 2, message #16, StarMaster reported that Ingrid had diagnosed that...
StarMaster:
Fuel tanks have two punctured compartments; only holds 40 tons right now. But if the ship can't do a Jump-2, that's not an issue.

     I think that last bit was referring to....
StarMaster:
Jump Drive is also unreliable. It mostly works, but is inaccurate. It also will only do J-1 at the moment, instead of its normal J-2.

     But the Jump Drive is fixed, now...isn't it?

     So, we only need 2 tons of fuel tankage to have all the fuel we need for a J-2 and 4 weeks of operations....or, if the J-Drive isn't fixed...enough fuel for two J-1's and 4 weeks of operations.

     According to what Zhouth put up, we can section off 10 tons of the cargo hold which is supposed to be able to hold fuel.  I dunno about how we're to get it into the reactor or engines, but we can, at least, carry it.  And if this is something the ship is designed to do, then we might be able to find the parts we need on one, or more, of the hundred-odd wrecked Harriers all around us.

     Heck, if we're restricted to putting up only a 10-ton "pod"--and can't build anything smaller--then we'd actually be carrying 50-tons of fuel.
Zhouth
player, 513 posts
Vargr
669999
Wed 29 Jul 2020
at 09:16
  • msg #124

Re: Travellers Aid Society (OOCs)

These are the module options from the book:



Command Suite

If the Harrier is intended to lead other ships, or simply requires additional electronic warfare capabilities, a command suite can be fitted. This contains an advanced electronic warfare suite granting DM+4 on all checks related to electronic warfare (e.g. jam an enemy ship’s communications or punch a signal through hostile interference), plus a multi-spectral scanning system capable of penetrating the hull of a lightly armoured vessel (up to 4 points of armour) at a range of up to 50 km. Whilst not as powerful as the Shallow Penetration Suite found on page 42 of High Guard, within its operating range this system allows marines to be tracked within a hostile vessel and pockets of resistance to be identified, as well as building a map of the target ship indicating damage or important objectives.

In addition, the command suite has dedicated workstations allowing a flotilla or marine commander to coordinate forces. This gives DM+1 on all Tactics checks made by vessels or personnel under the command of the leader using the suite, including the Harrier’s own crew. The cost is MCr7.5.


Diplomatic Suite

A conference area equivalent to an extremely luxurious version of the briefing room (giving DM+1 on Diplomacy checks) and an associated common area can be fitted for a total of MCr0.7.


Emergency Fuel Store

Tankage for 10 tons of fuel can be carried. This is insufficient for a jump, but will significantly extend the ship’s powerplant endurance, allowing it to remain on station for an extended period. There is no cost to use the pod for fuel tankage.


Marine Barracks

An extremely cramped accommodation area for four additional marines, plus an armoury for their equipment, can be set up in the pod for MCr0.8 plus life support costs of Cr500 per occupant per week.


Medlab

A large medical bay with additional bed space plus laboratory area can be fitted, creating an area that can be used to house up to ten casualties. If configured as a life sciences laboratory, this setup allows the Harrier to act as a mobile disease treatment facility or deal with the effects of chemical or biological weapons, or radiation poisoning. Whilst more useful to a support ship than a raider, this configuration might be useful in terms of winning friends. The laboratory could be reconfigured for other purposes such as analysing artefacts or discovering the origins of a starship component. The cost comes to MCr4.


Prisoner Holding Facility

Travellers who expect to take a lot of prisoners, and prefer to keep captives awake rather than stuffing them in low berths, can convert the pod to a holding area capable of housing ten prisoners in relative comfort (compared to just locking them in the missile magazine). The facility costs MCr0.75 to build. Each prisoner costs Cr300 in life support per week.


VIP Accommodation

The mission pod can be set up to house one important passenger (or one Traveller with a massive ego), creating the equivalent of a High Stateroom and associated personal recreation space. This costs MCr1, plus 1 Cosmetic RU if the décor is to match the rest of the ship.


Weaponry Workshop

The addition of a dedicated armoury enables the Harrier to properly maintain boarding suits and advanced weapons, or service large numbers of less complex devices and weapons. This could be useful when supporting and supplying an insurrection or friendly faction the Travellers hope to align with Drinax. The workshop facility could be used to fabricate basic weapons (e.g. making crude but effective submachineguns by stamping their components out of sheet metal), explosives and ammunition. Modifications to weapons can also be made, including experimental designs. The cost for this setup is MCr0.5.



Applications of the mission pod are almost infinite. The ship could be configured to carry a member of the Drinaxian elite to some important meeting, then later it might be churning out improvised grenades and simple assault rifles for a pro-Drinaxian militia set up by that dignitary. The final victory won by the militia might be coordinated from the Harrier’s command suite, after which a diplomatic suite might be set up to accept the enemy’s surrender. Alternatively, inventive Travellers might come up with all manner of other applications, some of which might be quite unexpected to the referee. The addition of a mission pod enables the Harrier to be quickly optimised for almost any mission, and of course it can be removed to regain the lost cargo space.

Theodore McFarlane
player, 648 posts
Human Capt, IN ret.
697AAA
Wed 29 Jul 2020
at 11:27
  • msg #125

Re: Travellers Aid Society (OOCs)

Sweet on the Command Suite and the Medlab!

Welcome back Varca!
Theodore McFarlane
player, 653 posts
Human Capt, IN ret.
697AAA
Sat 1 Aug 2020
at 12:35
  • msg #126

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 125):

Vince, you're leadership 1 tactics

I'm Leadership 2 Naval tactics! ;-P
Zhouth
player, 518 posts
Vargr
669999
Sat 1 Aug 2020
at 13:44
  • msg #127

Re: Travellers Aid Society (OOCs)

  Okay, now BOTH of you are breaking into rules-speak in your IC posting. ;)
Theodore McFarlane
player, 655 posts
Human Capt, IN ret.
697AAA
Sat 1 Aug 2020
at 13:51
  • msg #128

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 127):

Where do we get the modules you posted about Syrris?

The suites and labs?
Zhouth
player, 519 posts
Vargr
669999
Sat 1 Aug 2020
at 14:20
  • msg #129

Re: Travellers Aid Society (OOCs)

  Source-wise, the Harrier book.

  In-game resource-wise, they're just starship items/rooms/etc like any other, so generally wherever you can get starship work done - none of those require particularly high TLs.
Theodore McFarlane
player, 656 posts
Human Capt, IN ret.
697AAA
Sat 1 Aug 2020
at 14:22
  • msg #130

Re: Travellers Aid Society (OOCs)

Except the command suite and medilab. we'll get them on Tech-World if we want them.
Zhouth
player, 520 posts
Vargr
669999
Sat 1 Aug 2020
at 14:56
  • msg #131

Re: Travellers Aid Society (OOCs)

  Keep in mind that they all occupy space in the pod. If it's being used for fuel storage those other things will have to wait.
Theodore McFarlane
player, 657 posts
Human Capt, IN ret.
697AAA
Sat 1 Aug 2020
at 14:58
  • msg #132

Re: Travellers Aid Society (OOCs)

Yup, we need it for fuel until we get to Tech-World and get the fuel tanks fixed. Then we can convert it to something else.
This message was last edited by the player at 19:26, Sat 01 Aug 2020.
Zhouth
player, 521 posts
Vargr
669999
Sun 2 Aug 2020
at 11:49
  • msg #133

Re: Travellers Aid Society (OOCs)

  The secret conversation on the bridge appears to have moved out into the main area again...
Theodore McFarlane
player, 661 posts
Human Capt, IN ret.
697AAA
Sun 2 Aug 2020
at 12:58
  • msg #134

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 133):

That's okay, the secret is over anyway. Didn't want to see Varca cry or throw a tantrum. It's either that, or quit and let Varca do it himself.
This message was last edited by the player at 12:59, Sun 02 Aug 2020.
Varca Lexand
player, 422 posts
Human Vespexer
Raider
Sun 2 Aug 2020
at 13:59
  • msg #135

Re: Travellers Aid Society (OOCs)

Zhouth:
  Okay, now BOTH of you are breaking into rules-speak in your IC posting. ;)


     Hey, c'mon!  When you pointed it out to me, I explained that it was Late, and I was tired when I made that boo-boo about Viridian!  I meant to write "...is trained with turret weapons...", but without even noticing I'd done it, I'd written "Gunner/Turrets".

     Why...did I do it somewhere else?


Theodore McFarlane:
That's okay, the secret is over anyway. Didn't want to see Varca cry or throw a tantrum. It's either that, or quit and let Varca do it himself.


     Varca doesn't throw tantrums ... he throws knives
Theodore McFarlane
player, 662 posts
Human Capt, IN ret.
697AAA
Sun 2 Aug 2020
at 14:15
  • msg #136

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 135):

More for Tech-World!

Hull
When built, the Harrier had a hull value of 88 rather
than the 80 she would have had with conventional
shipbuilding materials. However, her age and the
damage she suffered in the fall of Drinax reduced this
to a mere 40. Without extensive repairs the Harrier is
rather fragile. Each Structural RU assigned to repairing
the hull increases Hull value by 2D, to a maximum of
88.

General Systems
The Harrier’s running costs are double what a ship of
this type should normally require. The extra cost is
absorbed in replacing minor systems and components,
and ongoing loses through leaks, spoilage and other
ongoing costs. Each Technical RU assigned to making
general repairs reduces the extra operating cost by 20%,
to a maximum reduction of 100%, which represents a
return to normal operating costs.
Theodore McFarlane
player, 663 posts
Human Capt, IN ret.
697AAA
Sun 2 Aug 2020
at 14:34
  • msg #137

Re: Travellers Aid Society (OOCs)

Varca Lexand:
Zhouth:
  Okay, now BOTH of you are breaking into rules-speak in your IC posting. ;)


     Hey, c'mon!  When you pointed it out to me, I explained that it was Late, and I was tired when I made that boo-boo about Viridian!  I meant to write "...is trained with turret weapons...", but without even noticing I'd done it, I'd written "Gunner/Turrets".

     Why...did I do it somewhere else?


Theodore McFarlane:
That's okay, the secret is over anyway. Didn't want to see Varca cry or throw a tantrum. It's either that, or quit and let Varca do it himself.


     Varca doesn't throw tantrums ... he throws knives


Teddy throws tantrums and gauss rounds!
Zhouth
player, 522 posts
Vargr
669999
Mon 3 Aug 2020
at 00:03
  • msg #138

Re: Travellers Aid Society (OOCs)

  Look, vargr-style roughhousing Zhouth can at least cope with. You guys start disagreeing by way of high-powered weapons and he's going to be panicking and hiding (in the short term) and fleeing the ship (in the medium to long term) because that goes way beyond the expected bounds of academic debate.. :P
This message was last edited by the player at 00:03, Mon 03 Aug 2020.
BB Nova
player, 113 posts
I7C966
Orbital Drop Marine
Mon 3 Aug 2020
at 00:30
  • msg #139

Re: Travellers Aid Society (OOCs)

Don’t worry Zhouth, BB’s got you covered. Anyone so much as singes a hair on your head eats a face full of plasma.
Varca Lexand
player, 423 posts
Human Vespexer
Raider
Mon 3 Aug 2020
at 08:49
  • msg #140

Re: Travellers Aid Society (OOCs)

So.  Let me tell y'all just how Truly Magnificent a RolePlayer I am!
(Zagyg, put down that rock!)

I am so Truly Magnificent a RolePlayer, that I am playing the details of my Character -- Varca Lexand -- so Truly Magnificently and so accurately, that everyone thinks that the
"argument" over Leadeship that Varca and Theodore are having IC is also actually happening OOC, between me and Zagygthemad!  Truly!
(Zagyg, that better not be a knife you're holding behind your back!  I mean it!)

Now, sit and be amazed as I prove just how Truly Magnificent I am, as I provide proof that, all along, I have been playing Varca exactly as he should be played --
as an Asshole.

First:
Varca's SOC -- which is also supposed to represent not just Social Standing and Status but also represents the character's natural Social Skills and Graces (call it personality, if you must).
Varca's SOC is 5.  Not Bad, but not Good either; giving him a DM-1 to social skills.

Next:
Varca is 42 years old -- almost 43, now.  In all that time he has never learned Diplomacy skill.  Not even Level 0.  Neither does he have Carouse.
You know what "Social Interaction Skills" he does have?
Deception, Persuade, and Streetwise, at various levels -- all these skills are more for manipulating people, rather than being "friendly".
I suppose, if you look at it from a certain angle, his Leadership skill could be considered an "interpersonal skill".  But it's oriented more towards ordering people around, rather than being "cuddly".
Varca only just started training for the Diplomacy skill two weeks ago (maybe three).
So, after 42 years, Varca is only just now learning how to be "nice".

Also:
Remember all the way back to when we all created these Characters?
One of StarMasters "House Rules" was that he let us all pick a few Edges and Flaws from a list of those abilities he'd put together, and was going to let us have.
Here is what I picked for Varca....

FLAWS:
Outsider: Vespexer
   "Everybody Knows" Vespexers come from a "contaminated Hellworld" and we must be contagious with "something", or we're "radiation scarred" or "mutated" or something.  That, and we have to be living in primitive conditions, probably little better than some barbaric savages.  Why, we Vespexers don't even know enough to understand that the King of Drinax is our representative to the outer Universe.
   Vespexers are just backward Barbarians.

Brash:
   Fools Rush In...
   I have a strong and self-assertive -- and mildly overbearing -- personality which often manifests as energetic and irreverent rudeness, and sometimes as physical combativeness.

Infamy: Personal Reputation for "Causing Trouble"
   No matter how hard I try to avoid it, I always seem to end up getting into a fight -- at least, there always seem to be witnesses who say I was right there, in the middle of the goings on.
   Even when I wasn't!
   "Everybody Knows" it's just a matter of time before I start some kind of trouble -- usually ending with injuries and deka-Credits worth of damages.  However, this Infamy usually isn't a problem until/unless me or my name have been recognized by somebody -- and even then, the further away from Planet Drinax I get, the less this Reputation of mine matters.


     Now tell me, have I not been Truly Magnificently roleplaying all these unpleasant qualities?  Does this not explain why Varca keeps bringing things back up, even after they've either been resolved, or just don't matter, anymore?

     Am I not the Master of being an Asshole!

     Look upon my Works, lowly Non-Asshole People, and bask in the True Magnificence that is Me!

This Insane Rant paid for by the "Let's Put another Dumbass in Office for another 4 Years!" Campaign Fund, which is affiliated with every Dumbass Political Party, ever.
Zhouth
player, 523 posts
Vargr
669999
Mon 3 Aug 2020
at 10:11
  • msg #141

Re: Travellers Aid Society (OOCs)

  I'd figured that it was pretty much in-character thematics(/dramatics) to begin with...

  Torpol to repair the things it can handle (a reasonable amount at TL 11) actually isn't a bad idea if we can actually get there. Not having the hull in good shape IS a downside and the general plan for covering our tracks requires the holographic hull be operating. Those could be dealt with later, though.
Theodore McFarlane
player, 664 posts
Human Capt, IN ret.
697AAA
Mon 3 Aug 2020
at 11:46
  • msg #142

Re: Travellers Aid Society (OOCs)

I thought Torpol was Tech level 8?

I laugh at his posts, I know it is IC.
Zhouth
player, 524 posts
Vargr
669999
Mon 3 Aug 2020
at 12:00
  • msg #143

Re: Travellers Aid Society (OOCs)

  Has a "B" on my copy of the map. Was that an error?
Theodore McFarlane
player, 665 posts
Human Capt, IN ret.
697AAA
Mon 3 Aug 2020
at 12:06
  • msg #144

Re: Travellers Aid Society (OOCs)

Okay, I thought the B was an 8, getting old in the eyes too.
Theodore McFarlane
player, 666 posts
Human Capt, IN ret.
697AAA
Mon 3 Aug 2020
at 14:12
  • msg #145

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 144):

No, the internet Traveller Map says 8.

https://travellermap.com/?p=-9...=1&an=1&mh=1
BB Nova
player, 115 posts
I7C966
Orbital Drop Marine
Mon 3 Aug 2020
at 17:08
  • msg #146

Re: Travellers Aid Society (OOCs)

Isn't that saying the planet is tech 8 but it has a B starport that should be able to make all necessary repairs? I think that just means when you get down to the surface they'll shrug at the Harrier but a B-class starport HAS to be able to make basic repairs or it wouldn't be a B.
Theodore McFarlane
player, 668 posts
Human Capt, IN ret.
697AAA
Mon 3 Aug 2020
at 17:16
  • msg #147

Re: Travellers Aid Society (OOCs)

Think so? I don't know, Varca? Zhouth?
Zhouth
player, 525 posts
Vargr
669999
Mon 3 Aug 2020
at 18:25
  • msg #148

Re: Travellers Aid Society (OOCs)

  I've concluded two things:

  1) The Tlaiowaha Subsector system list makes thoroughly inconsistent use of the Ht trade code.

  2) Torpol is supposed to be TL8. The Drinaxian Companion also reverts it to that TL, so it isn't a campaign-specific change to the world.


  However, the Blue system, in the same cluster, is TL11. We'd need two jumps to get there via Torpol or Clarke, two two worlds that we know were attacked.
Theodore McFarlane
player, 669 posts
Human Capt, IN ret.
697AAA
Mon 3 Aug 2020
at 18:39
  • msg #149

Re: Travellers Aid Society (OOCs)

Well, what do you and Varca want to do? Well, he wants Torpol hell or high water. Tech-World can FIX our fuel tanks and our hull without harming integrity. Clarke and Torpol can't.
Zhouth
player, 526 posts
Vargr
669999
Mon 3 Aug 2020
at 23:37
  • msg #150

Re: Travellers Aid Society (OOCs)

  The cargo scoop and missile situation can probably be fixed pretty much anywhere TL6+ if the only thing we're short of to do it is lifting equipment; Torpol being on the Florian route also implies that it sees trade in better tech goods than it can produce locally.

  The hull, the fuel tank, the maintenance issues, and some of the electronics would be left to deal with at that point, and it seems like we can only deal with those at TL14+ worlds, which are relatively few - Drinax, Tech-World, and Tyokh are the only ones close by, and apparently we can't visit the palace to deal with any of this.

  We haven't actually registered the ship anywhere yet either. Registering it as a courier was the plan last I knew.


  Registering it as a courier at Drinax would actually make some sense if we're supposed to be flying legitimate missions for the king (among other 'courier work') under our Vultan identity and doing piracy under a made-up Sindalian one that the king totally has no idea about - and we haven't actually DONE any piracy yet so there's no particular reason for anyone to suspect us of anything right now anyway!

  The only potential downside is Varca's fret about Oleb asking what we're up to, but spending several days to get the Harrier into working condition - and, coincidentally, actually capable of getting to Torpol and Clarke - isn't a bad answer. (Even if we could to do it via two Jump-1s, a few days of repairs and a single Junp-2 still gets us there faster...)

  Installing the missile launcher and cargo scoop while we're registering it - as a totally legitimate piece of salvage that hey, we just found and decided to patch back together and see what we could do with it - should be possible? If we can also patch the hull and/or tanks a bit, so much the better.


  We can also reload supplies, maybe nab a token cargo, and put out our cover (and right now, legitimate) story that, since we found and patched up this nice little ship we'll see what we can do to help out Drinax's neighbors because, y'know, we're a legitimate outfit here on the Vultan and the Reach could use a bit of public spirit right now. (Not to mention the mountain of gold and lanthanum that everyone's talking about...)


  That would be Zhouth's take on the situation, anyway!
This message was last edited by the player at 23:40, Mon 03 Aug 2020.
Varca Lexand
player, 424 posts
Human Vespexer
Raider
Tue 4 Aug 2020
at 08:28
  • msg #151

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 150):

     As to the Tech Level/Starport question...

     It's always been my understanding that, like BB said, the Starport "Class" system is representative of the "quality" of the services that they can provide.  But they still have to operate under a normal business model.

     What I've always felt that meant was that, in order to keep costs down (like any business) the Starport services will try to locally source as much as they can.  Obviously this has to be interpreted on case-by-case basis.  If the Port is listed as Class C, but the local planetary Tech Level is 3, then the only "locally sourced" materials (i.e., cheap to purchase) in this case are probably just going to be food resupply.  EVERYTHING ELSE that a Class C Starport is supposed to be able to provide it WILL provide--but since EVERYTHING but food & beverages will need to have been imported, including the Technicians, the costs & time will skyrocket (I, personally, have put a Rule of Thumb on this that materials & technicians are available only up to Average Interstellar Tech Level (10-12?))
     So, in our case (if I were GMing, and Torpol's TL is 8) the Class B port at Torpol could easily & cheaply handle any repair that could be done with Tech 8 materials or TL8 trained Technicians.  Since planet Blue is sorta close and has TL 11, I might rule that any repairs at the Torpol Class B starport that would need TL9 to TL11 resources would be more expensive, because they need imported materials, but probably not too much more expensive.  But the Class B port at Torpol still wouldn't be able to touch any of our (old) TL 15 gear.  It's just beyond anybody at this Port who might be available to work on them, and the Port ain't go those kinds of parts.  But with Tech-World having a Planetary TL of 15, they would be able to work on our ship.

     But that's me.  StarMaster may do something else.


     Yeah, I really do wish we could get something done about the hull--anything about the hull--anywhere in the Torpol Cluster, but I just don't think anyone there can help us with any of that.  Well, maybe we can repair/replace the elements of he Lanthanum Grid that need to be fixed.  I think that that affects the accuracy of our jumps--oh, we'll still make a Jump-1 or Jump-2 (did we fix the Jump Drive?  I really can't remember), and we'll even arrive at the star system we're aiming for, we just might not come out as close to the planet as we programmed for...or we might come out way closer than we wanted!

     And yeah, we can go to Torpol, and/or Clarke, and present as just a Drinaxi-registered "Courier".  Varca has no problem with that, sounds good.

     For this mission, I don't think we'll need to act as Pirates, maybe not even "officially" as Privateers, either.  We can try to be "concerned" folks from the "friendly neighbor planet" of Drinax.

     If the Jump Drive is fixed, we can make J-2's.  We need 42 tons of fuel to do that (actually, 42 tons of fuel lets us make a J-2 and keep the ship operating for 4 weeks), so after we add that 10 ton fuel pod in the cargo bay, we'll have 50 tons of fuel on board.  One way or another, I think that we'll be able to either a Jump-2, or two Jump-1's, and still have some fuel to operate with.  But we will definitely need to refuel before can jump anywhere else.
Zhouth
player, 527 posts
Vargr
669999
Tue 4 Aug 2020
at 09:20
  • msg #152

Re: Travellers Aid Society (OOCs)

  The grid is fixed. I don't think you could properly jump without it: link to a message in this game


  Refuelling at Torpol shouldn't be a problem. Class B starport, system with a gas giant, AND it's a water world, so it's not like they're lacking for available hydrogen.

  Blue and Clarke both have class-B starports so fuel is again not much of a problem. (Blue doesn't have a lot of water but there's another gas giant there.)


  So, modular unit in place, we've effectively solved the can't-get-there problem, just not the remaining repairs.

  Other than the missile launcher and scoop, since we have the parts and just need some basic equipment. Oh, and there's that little Varca-doesn't-want-the-launcher issue, too...
BB Nova
player, 116 posts
I7C966
Orbital Drop Marine
Tue 4 Aug 2020
at 12:13
  • msg #153

Re: Travellers Aid Society (OOCs)

@Varca: Makes sense. I'm on board.

So...shoot for Blue?

edit: Okay I know this is going to be a stupid questinon but why not get repaired on Drinax? It's Tech E with an A class starport?

Who did we piss off that we can't go there -__-


edit: Also Pourne is right next to us. Class A tech A...
This message was last edited by the player at 12:16, Tue 04 Aug 2020.
Theodore McFarlane
player, 670 posts
Human Capt, IN ret.
697AAA
Tue 4 Aug 2020
at 12:42
  • msg #154

Re: Travellers Aid Society (OOCs)

Fat Olrb doesn't want an evidence trail back to Drinax, he wants Deniability to cover his fat cowardly ass.
Theodore McFarlane
player, 671 posts
Human Capt, IN ret.
697AAA
Tue 4 Aug 2020
at 12:43
  • msg #155

Re: Travellers Aid Society (OOCs)

BB Nova:
@Varca: Makes sense. I'm on board.

So...shoot for Blue?

edit: Okay I know this is going to be a stupid questinon but why not get repaired on Drinax? It's Tech E with an A class starport?

Who did we piss off that we can't go there -__-


edit: Also Pourne is right next to us. Class A tech A...


They don't have the tech to deal with the hull/fuel issue but they can do other stuff.
Zhouth
player, 529 posts
Vargr
669999
Tue 4 Aug 2020
at 12:56
  • msg #156

Re: Travellers Aid Society (OOCs)

  Hmm. If we're somewhere that can handle the hull issues generally then getting the holographic elements fixed shouldn't be any problem - it's actually a pretty low TL system for a starship:


Holographic Hull (TL10)

Multiple holographic projectors are embedded within the hull allowing the ship to change hull colours, add graphics and adopt a different appearance (though its shape remains the same). Changing the hull colour or adding a stored graphic can be done by anyone with access to the ship’s computer. Creating a complex colour scheme from scratch requires the talents of a skilled artist. Some young nobles try to outdo one another by changing the schemes daily or hiring artists to create the most complex scenes imaginable. Some pirates have made use of this system to simulate visual hull damage and lure other ships in with a GK distress call. However, most ship owner’s use it for the purposes of advertising.

A holographic hull system costs Cr100000 per ton of hull and uses 1 Power for every two tons of hull. The projectors are small enough that they do not consume tonnage themselves.




As for repairing on Drinax, he can hardly get upset about deniability if we've just been sent on a goodwill mission on his behalf to neighboring systems. Especially if we don't do anything piratey along the way. And we have our double identity plan to cover that once the hull *IS* fixed.
This message was last edited by the player at 12:58, Tue 04 Aug 2020.
Theodore McFarlane
player, 673 posts
Human Capt, IN ret.
697AAA
Tue 4 Aug 2020
at 16:53
  • msg #157

Re: Travellers Aid Society (OOCs)

Zhouth:
  The cargo scoop and missile situation can probably be fixed pretty much anywhere TL6+ if the only thing we're short of to do it is lifting equipment; Torpol being on the Florian route also implies that it sees trade in better tech goods than it can produce locally.

  The hull, the fuel tank, the maintenance issues, and some of the electronics would be left to deal with at that point, and it seems like we can only deal with those at TL14+ worlds, which are relatively few - Drinax, Tech-World, and Tyokh are the only ones close by, and apparently we can't visit the palace to deal with any of this.

  We haven't actually registered the ship anywhere yet either. Registering it as a courier was the plan last I knew.


  Registering it as a courier at Drinax would actually make some sense if we're supposed to be flying legitimate missions for the king (among other 'courier work') under our Vultan identity and doing piracy under a made-up Sindalian one that the king totally has no idea about - and we haven't actually DONE any piracy yet so there's no particular reason for anyone to suspect us of anything right now anyway!

  The only potential downside is Varca's fret about Oleb asking what we're up to, but spending several days to get the Harrier into working condition - and, coincidentally, actually capable of getting to Torpol and Clarke - isn't a bad answer. (Even if we could to do it via two Jump-1s, a few days of repairs and a single Junp-2 still gets us there faster...)

  Installing the missile launcher and cargo scoop while we're registering it - as a totally legitimate piece of salvage that hey, we just found and decided to patch back together and see what we could do with it - should be possible? If we can also patch the hull and/or tanks a bit, so much the better.


  We can also reload supplies, maybe nab a token cargo, and put out our cover (and right now, legitimate) story that, since we found and patched up this nice little ship we'll see what we can do to help out Drinax's neighbors because, y'know, we're a legitimate outfit here on the Vultan and the Reach could use a bit of public spirit right now. (Not to mention the mountain of gold and lanthanum that everyone's talking about...)


  That would be Zhouth's take on the situation, anyway!


Exactly Zhouth, we are couriers, not pirates ;-) Register here.
Theodore McFarlane
player, 674 posts
Human Capt, IN ret.
697AAA
Tue 4 Aug 2020
at 16:55
  • msg #158

Re: Travellers Aid Society (OOCs)

Varca Lexand:
So.  Let me tell y'all just how Truly Magnificent a RolePlayer I am!
(Zagyg, put down that rock!)

I am so Truly Magnificent a RolePlayer, that I am playing the details of my Character -- Varca Lexand -- so Truly Magnificently and so accurately, that everyone thinks that the
"argument" over Leadeship that Varca and Theodore are having IC is also actually happening OOC, between me and Zagygthemad!  Truly!
(Zagyg, that better not be a knife you're holding behind your back!  I mean it!)

Now, sit and be amazed as I prove just how Truly Magnificent I am, as I provide proof that, all along, I have been playing Varca exactly as he should be played --
as an Asshole.

First:
Varca's SOC -- which is also supposed to represent not just Social Standing and Status but also represents the character's natural Social Skills and Graces (call it personality, if you must).
Varca's SOC is 5.  Not Bad, but not Good either; giving him a DM-1 to social skills.

Next:
Varca is 42 years old -- almost 43, now.  In all that time he has never learned Diplomacy skill.  Not even Level 0.  Neither does he have Carouse.
You know what "Social Interaction Skills" he does have?
Deception, Persuade, and Streetwise, at various levels -- all these skills are more for manipulating people, rather than being "friendly".
I suppose, if you look at it from a certain angle, his Leadership skill could be considered an "interpersonal skill".  But it's oriented more towards ordering people around, rather than being "cuddly".
Varca only just started training for the Diplomacy skill two weeks ago (maybe three).
So, after 42 years, Varca is only just now learning how to be "nice".

Also:
Remember all the way back to when we all created these Characters?
One of StarMasters "House Rules" was that he let us all pick a few Edges and Flaws from a list of those abilities he'd put together, and was going to let us have.
Here is what I picked for Varca....

FLAWS:
Outsider: Vespexer
   "Everybody Knows" Vespexers come from a "contaminated Hellworld" and we must be contagious with "something", or we're "radiation scarred" or "mutated" or something.  That, and we have to be living in primitive conditions, probably little better than some barbaric savages.  Why, we Vespexers don't even know enough to understand that the King of Drinax is our representative to the outer Universe.
   Vespexers are just backward Barbarians.

Brash:
   Fools Rush In...
   I have a strong and self-assertive -- and mildly overbearing -- personality which often manifests as energetic and irreverent rudeness, and sometimes as physical combativeness.

Infamy: Personal Reputation for "Causing Trouble"
   No matter how hard I try to avoid it, I always seem to end up getting into a fight -- at least, there always seem to be witnesses who say I was right there, in the middle of the goings on.
   Even when I wasn't!
   "Everybody Knows" it's just a matter of time before I start some kind of trouble -- usually ending with injuries and deka-Credits worth of damages.  However, this Infamy usually isn't a problem until/unless me or my name have been recognized by somebody -- and even then, the further away from Planet Drinax I get, the less this Reputation of mine matters.


     Now tell me, have I not been Truly Magnificently roleplaying all these unpleasant qualities?  Does this not explain why Varca keeps bringing things back up, even after they've either been resolved, or just don't matter, anymore?

     Am I not the Master of being an Asshole!

     Look upon my Works, lowly Non-Asshole People, and bask in the True Magnificence that is Me!

This Insane Rant paid for by the "Let's Put another Dumbass in Office for another 4 Years!" Campaign Fund, which is affiliated with every Dumbass Political Party, ever.


I'm an asshole too! Just not quite so glaring of one as you! ;-)
Zhouth
player, 530 posts
Vargr
669999
Tue 4 Aug 2020
at 18:56
  • msg #159

Re: Travellers Aid Society (OOCs)

Psst, BB: We don't need to J-1 to Drinax. We're at Drinax! Only thing we'd need to do is fly up to the palace.
StarMaster
GM, 134 posts
Wed 5 Aug 2020
at 03:18
  • msg #160

Re: Travellers Aid Society (OOCs)

Despite the stupid listing for Drinax, it is NOT a Class A Starport, nor is it TL 14.

It has no highport, and it has nothing to trade except its technical knowledge, which it does frequently since it needs many imports to keep functioning.

It has the knowledge from when it was a TL 14, but it no longer has the tools or supplies to support that tech level. It's just barely functional as TL 11.

There probably was a highport before the war, but the Aslan would not have left it in orbit. Technically, there were two starports on the Floating Palace--the Royal Starport and the Public Starport. Due to overpopulation of the Floating Palace, the Public Starport has been converted to living quarters. So, only the Royal Starport is usable to land ships on. And clearly it can't handle very large ships, so it can hardly be a Class A Starport. A- or C+ maybe.
Theodore McFarlane
player, 677 posts
Human Capt, IN ret.
697AAA
Wed 5 Aug 2020
at 11:21
  • msg #161

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 160):

Tech-World it is then. for final repairs. First stop, still undecided.
BB Nova
player, 119 posts
I7C966
Orbital Drop Marine
Wed 5 Aug 2020
at 13:29
  • msg #162

Re: Travellers Aid Society (OOCs)

How confident are we that we can make a x2 J2 jumps?

We could J-1 to Pourne, get all the TL 10 stuff taken care of, then J-1 to Hilfer, J-2 to Tech World. That's the safer route but adds like 2 weeks at least to our travel time.

Option 2 if we are feeling bold and tangy is to just J-2 to Hilfer and J-2 to Tech-World once we are done putting out all the fires.

Honestly I'm up for Option 2. BB is a "ride or die" kinda gal.
Theodore McFarlane
player, 678 posts
Human Capt, IN ret.
697AAA
Wed 5 Aug 2020
at 13:37
  • msg #163

Re: Travellers Aid Society (OOCs)

I like the second option too, we get the fuel pod in and we can do it.
Theodore McFarlane
player, 679 posts
Human Capt, IN ret.
697AAA
Wed 5 Aug 2020
at 14:54
  • msg #164

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 163):

How about we jump a week in time, pod is installed and in working order and we decide where we're going now.

I say Tech-World, but can live with Torpol.
Viridian Starfire
player, 67 posts
Human Merc
Wed 5 Aug 2020
at 15:16
  • msg #165

Re: Travellers Aid Society (OOCs)

There are two aspects of our activities. The first is to disrupt trade in the area such that the Imperium will take a greater interest in keeping the Aslan from trying to annex the area. The second is to build up the Drinaxian 'empire' by making them look like the good guys.

The first is the piracy part--just don't blame Drinax for any of it!

The second is solving other world's problems. Torpol was hit by raiders... essentially someone is stepping on our toes. If we can find and stop these raiders, we benefit in two ways. We make Drinax look good, and we eliminate some of the competition. Further, we can blame our own raids on these other guys.

Ingrid, as our chief engineer, examined the ship's hull and determined that it wasn't as sturdy as it should be. She didn't say it was now nothing better than paper mache. If we go after these raiders and beat them, we'll know more about the capabilities of our own ship. If it turns out to be more than we can handle, then we just turn and run away to fight another day.

The longer we delay in going to Torpol, though, the harder it is going to be to find them.

It's like when a hurricane hits. Let's wait a year and then go see if there are any survivors. Not a good option.
BB Nova
player, 120 posts
I7C966
Orbital Drop Marine
Wed 5 Aug 2020
at 15:19
  • msg #166

Re: Travellers Aid Society (OOCs)

My rebuttal would be we can't accomplish either of those objectives if our broken ass blows up the first time we encounter raiders. If we're going pirate hunting I'd like to do it with a ship in tip top condition, not one patched together with duct tape and bubble gum.
Theodore McFarlane
player, 680 posts
Human Capt, IN ret.
697AAA
Wed 5 Aug 2020
at 15:28
  • msg #167

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 166):

"Agreed BB. Throw in a paper clip or two. Ingrid? Zhouth? What is your opinion? Varca and Viridian vote Torpol, BB and I say Tech-World."
This message was last edited by the player at 16:15, Wed 05 Aug 2020.
BB Nova
player, 121 posts
I7C966
Orbital Drop Marine
Sat 8 Aug 2020
at 14:03
  • msg #168

Re: Travellers Aid Society (OOCs)

Real talk, how combat capable is the ship at the moment? My understanding is we've got severe hull damage and only one working weapon, correct?
Theodore McFarlane
player, 686 posts
Human Capt, IN ret.
697AAA
Sat 8 Aug 2020
at 14:09
  • msg #169

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 168):

yup, not combat capable at all. IIRC the turret doesn't even turn, you have to point the ship. I may be wrong on that though. The other turret is just for missiles. The one that is working is a particle accelerator though.

Full hull is 88 points, currently at 40 points, not sure how that works though. We spend units to fix it is all I understand. 1 point is 1d6 or 2d6 points I think. Have to go back and read it.
This message was last edited by the player at 14:20, Sat 08 Aug 2020.
Varca Lexand
player, 427 posts
Human Vespexer
Raider
Sun 9 Aug 2020
at 04:10
  • msg #170

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 169):

     Yeah, go to "Harrier Statistics", and scroll down to Msg #2.

     The dorsal Barbette is fixed and fully functional.
High Guard 2E, pg. 25:
Barbettes are effectively heavy turrets.  A barbette uses a single Hardpoint, and requires the Gunner (turret) skill, but also consumes additional tonnage inside the ship, as its larger weapons need more space for capacitors, targeting mechanisms, ammunition feeds and other components.  Like turrets, barbettes require just one gunner to operate.
Each barbette consumes a total of 5 tons.

     And the "larger weapon" that's in this barbette?  The weapon that Theo keeps disparaging, and Varca keeps calling a "Terror" weapon?

High Guard 2E, pg. 25:
Particle Barbette: Taking advantage of the increased power efficiencies and space available to a barbette, this is a much larger particle weapon than those mounted in
turrets.
[Yeah, only there is no such thing!  Particle Beam Weapons start at Barbette size, and only get bigger! - V]

High Guard 2E, pg. 25:
WEAPONTLRANGEPOWERDAMAGECOSTTRAITS
Particle Barbette11Very Long154DMCr8Radiation

Traveller Core Rulebook 2E, pg. 75:
WEAPON TRAITS
Radiation: When a Radiation weapon is fired, anyone close to the firer, target and the line of fire in-between the two will receive 2D x 20 rads, multiplied by 5 for
Spacecraft scale weapons.  This effect extends from the firer, target and line of fire a distance in metres equal to the number of dice the weapon rolls for damage.  If the weapon also has the Destructive Trait, this distance becomes ten times the number of dice rolled for damage.


     So...
     Very Long Range--in space combat, this is 25,001-50,000 km (that's 15,535-31069 miles)
     Damage 4D--that's 4-24 points of real, physical damage to a ship's hull PLUS with each hit, and even some near misses, the target gets bathed in 200-1,200 rads of lethal radiation!  That is an average of 700 rads!!
     Naval personnel on a warship--maybe even some pirate ships--may have enough shielding to not be concerned, but the average Spacehand on a civilian transport is gonna be shitting himself when we put a shot past his bow, and his rad-sensors start screaming that was an 800-rad blast!

     And something else to consider, concerning our "combat readiness"...

     If you look at the Harrier Statistics, page 2, go down to the "ELECTRONICS" section and look at "Countermeasures"--look all the way over to the right.  StarMaster has written "REPLACED".  Do you know what that means?!  I double checked with StarMaster--this means that we didn't just find any old electronic component that could do the job for a repair.
     No-no-no-no...it means we found the exact equipment--not "components" but entire modules and full units!  And all of it is original--it's all Drinaxi-built at Tech-15 by original suppliers for the Harrier class!!!
     Oh, yeah, the stuff's old, it's been sitting in abandoned storage units for 200 years--and we've decontaminated it and refurbished it--so, yeah, the life expectancy may not be all too long, and they might be a little more prone to break down--but it is still original equipment!  Original Tech-15 Equipment!
     The Countermeasures Suite isn't "repaired", it is REPLACED!!  And Varca is trained as an Electronic Warfare Operator (junior grade).  EW can add to both our ability to strike an opponent, as well as mask us from getting hit by them.
BB Nova
player, 122 posts
I7C966
Orbital Drop Marine
Sun 9 Aug 2020
at 04:22
  • msg #171

Re: Travellers Aid Society (OOCs)

So we're the shit so long as we only get attacked by one ship. But lets say the raiders have 3 or 4 then we get one nifty shot off before getting our asses blown to high heaven.

Seriously who would even THINK about going into combat with this many holes in their ship :P
Zhouth
player, 532 posts
Vargr
669999
Sun 9 Aug 2020
at 04:38
  • msg #172

Re: Travellers Aid Society (OOCs)

  It's a bit better than that.

  One, the mount is listed as repaired, so we can fire at all angles.

  Two, we have Thrust 6, which very few non-military ships do.

  Three, we can fire at a distance beyond many non-military ships' effective sensor range given Superior Stealth.


  If we don't want to get shot at we don't need to give them the chance. They may never be able to get a lock on our location, and even if they do, they aren't going to be able to catch us.

  Granted, this works best against the sort of ships that the Harrier would be used to pirate, rather than other raiding ships that might also have particle weapons, but even against those we probably have a speed and stealth advantage - and can simply disappear if we're outgunned.
BB Nova
player, 124 posts
I7C966
Orbital Drop Marine
Sun 9 Aug 2020
at 04:45
  • msg #173

Re: Travellers Aid Society (OOCs)

Unless they got missiles or torpedoes...

Unless they get a really lucky shot off or we get really unlucky.

Unless there happens to be a few of them and they box us in.

Unless they ambush us and catch us by surprise.

Just saying you're playing really fast and loose with your life on this one...
Varca Lexand
player, 429 posts
Human Vespexer
Raider
Sun 9 Aug 2020
at 07:21
  • msg #174

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 173):

     Oh, Hell yeah!

     You're right, BB.  But that's what real Pirating was like!  It was nothing like what Hollywood shows us.

     It was hard, desperate, and often deadly--an absolute adrenaline rush!  ^_^

     Okay, sure, we've only got 40 Hull Points--we can't take too many big hits.  But that assumes we get hit.  We do have a few things going for us:

Superior Stealth Hull (TL12):  A highly advanced stealth coating makes a ship all but invisible to sensors.  This gives DM-6 on any Electronics (sensors) checks made to detect or lock onto the ship, with an additional DM-1 for every Tech Level the stealthed ship is higher than the sensors trying to locate it.  It cannot be combined with regular Stealth Hull or Reflec Armor.
Adding Superior Stealth costs MCr1 per ton of hull, and can only be added once.
[available at TL12, but ours was installed at TL15]

Our Armor is Bonded Superdense (Armor 4), just about as good as it gets.

We have Advanced TL15 Sensors, and we have a TL15 Military Countermeasures Suite...
Military Countermeasures Suite (TL15):  The Military Countermeasures suite is the cutting edge of countermeasure technology in the galaxy, incorporating both powerful transmitters and advanced electronic–warfare programs to shut down enemy communications.
The military countermeasures suite grants DM+6 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to.
A military countermeasures suite consumes 15 tons and costs MCr28. It requires 2 Power.
[our Advanced Sensors would give us a DM+2 to jam signals, a (standard) Countermeasures Suite (TL13) would give us DM+4]

     And, just to review how important Electronic Warfare can be...

Electronic Warfare: (Sensor Operator)
A ship’s sensor operator may attempt to jam the communications of an enemy by making an opposed Electronics (comms) check against the sensor operator in the target spacecraft.  The same process may be used with the Electronics (sensors) skill to break a sensor lock.

Sensor Lock: (Sensor Operator)
A ship’s sensor operator may attempt to obtained an improved target lock on an enemy spacecraft with a successful Electronics (sensors) check.  If the check is successful, attacks made by the spacecraft with that sensor operator aboard it gain a Boon against the enemy spacecraft until the sensor lock is broken.

Missile Electronic CounterMeasures (ECM): (Sensor Operator)
A ship’s sensor operator may attempt to use the Electronic Warfare action to destroy or misdirect incoming missiles before they impact his vessel or another ship within Close range.  The sensor operator must succeed at a Difficult (10+) Electronics (sensors) check (1 round, INT) in order to destroy or render inert incoming missiles within a single salvo.  The Effect of this check will immediately remove that many missiles from the salvo.
Electronic Warfare may be performed upon a salvo multiple times over several rounds, with the effects being cumulative.  However, a salvo may only be subjected to Electronic Warfare once per round, no matter how many sensor operators are available.

     And that's just to avoid taking damage.  You people keep diss'ing my "Terror Weapon", but even that thing benefits from the Old Drinaxi policy of an Iron Fist inside a Steel Mail Gauntlet ^_^

     Normally, our Particle Beam Barbette does 4D of regular damage, PLUS an additional burst of lethal radiation equal to (2D x 20) x5 ('cuz it's Ship Scale).
     PLUS....
Accurate:  Accurate weapons gain DM+1 to all attack rolls.
High Yield: When rolling damage for a High Yield weapon or the performance of a High Yield screen, any ‘1’s rolled are counted as ‘2’s.

     Last, but not least, if it looks like an opponent might be too much for us to handle, we always have the option of escape, using...

Early Jump: This Jump drive can jump 10% closer to a gravity well than normal (90 diameters, as detailed on page 148 of the Traveller Core Rulebook).

Stealth Jump: A stealth jump drive minimizes the burst of radiation caused by the transition from jump space into real space.  Normally, a ship that emerges into real space
will be automatically detected if it emerges within the ‘minimal’ detail range of the sensor.  However, detecting a ship equipped with a stealth drive emerging into real space requires a Formidable (14+) Computers (sensors) check (1D rounds, INT or EDU) if it is within the ‘limited’ detail range of the sensors or will automatically fail if within ‘minimal’ detail range.

     I would go on to say that we also have an advantage in that Varca, himself, is a Raider--no matter what he looks like, no matter what Service he has been part of, no matter what anyone tells you--Varca is a down and dirty, club you for your last penny, Raider.

     He doesn't fight fair (if he ain't cheating, he ain't trying!), he doesn't fight "straight up" (if the enemy is ready for him, he goes back home), he grabs every advantage, uses every dirty trick, and will kick the enemy while they are down--and keep kicking them, even after they are dead.  He has no fear of nuclear weapons, and no compulsion against using biological weapons.  Chemical weapons are boyhood playthings.

     But all of that don't matter, because Theo is in Command, when it comes to space battles.

     So, yeah, we're all screwed.... ^_^
Zhouth
player, 534 posts
Vargr
669999
Sun 9 Aug 2020
at 07:59
  • msg #175

Re: Travellers Aid Society (OOCs)

Do we or don't we have the drive fixed? It's in green on that table now, which I thought meant 'fixed', but I'm not sure what to make of most of it anymore.
Theodore McFarlane
player, 688 posts
Human Capt, IN ret.
697AAA
Sun 9 Aug 2020
at 11:48
  • msg #176

Re: Travellers Aid Society (OOCs)

Varca Lexand:
In reply to BB Nova (msg # 173):

     Oh, Hell yeah!

     You're right, BB.  But that's what real Pirating was like!  It was nothing like what Hollywood shows us.

     It was hard, desperate, and often deadly--an absolute adrenaline rush!  ^_^

     Okay, sure, we've only got 40 Hull Points--we can't take too many big hits.  But that assumes we get hit.  We do have a few things going for us:

Superior Stealth Hull (TL12):  A highly advanced stealth coating makes a ship all but invisible to sensors.  This gives DM-6 on any Electronics (sensors) checks made to detect or lock onto the ship, with an additional DM-1 for every Tech Level the stealthed ship is higher than the sensors trying to locate it.  It cannot be combined with regular Stealth Hull or Reflec Armor.
Adding Superior Stealth costs MCr1 per ton of hull, and can only be added once.
[available at TL12, but ours was installed at TL15]

Our Armor is Bonded Superdense (Armor 4), just about as good as it gets.

We have Advanced TL15 Sensors, and we have a TL15 Military Countermeasures Suite...
Military Countermeasures Suite (TL15):  The Military Countermeasures suite is the cutting edge of countermeasure technology in the galaxy, incorporating both powerful transmitters and advanced electronic–warfare programs to shut down enemy communications.
The military countermeasures suite grants DM+6 to all attempts at jamming and electronic warfare, regardless of the usual DM the sensor suite it is attached to.
A military countermeasures suite consumes 15 tons and costs MCr28. It requires 2 Power.
[our Advanced Sensors would give us a DM+2 to jam signals, a (standard) Countermeasures Suite (TL13) would give us DM+4]

     And, just to review how important Electronic Warfare can be...

Electronic Warfare: (Sensor Operator)
A ship’s sensor operator may attempt to jam the communications of an enemy by making an opposed Electronics (comms) check against the sensor operator in the target spacecraft.  The same process may be used with the Electronics (sensors) skill to break a sensor lock.

Sensor Lock: (Sensor Operator)
A ship’s sensor operator may attempt to obtained an improved target lock on an enemy spacecraft with a successful Electronics (sensors) check.  If the check is successful, attacks made by the spacecraft with that sensor operator aboard it gain a Boon against the enemy spacecraft until the sensor lock is broken.

Missile Electronic CounterMeasures (ECM): (Sensor Operator)
A ship’s sensor operator may attempt to use the Electronic Warfare action to destroy or misdirect incoming missiles before they impact his vessel or another ship within Close range.  The sensor operator must succeed at a Difficult (10+) Electronics (sensors) check (1 round, INT) in order to destroy or render inert incoming missiles within a single salvo.  The Effect of this check will immediately remove that many missiles from the salvo.
Electronic Warfare may be performed upon a salvo multiple times over several rounds, with the effects being cumulative.  However, a salvo may only be subjected to Electronic Warfare once per round, no matter how many sensor operators are available.

     And that's just to avoid taking damage.  You people keep diss'ing my "Terror Weapon", but even that thing benefits from the Old Drinaxi policy of an Iron Fist inside a Steel Mail Gauntlet ^_^

     Normally, our Particle Beam Barbette does 4D of regular damage, PLUS an additional burst of lethal radiation equal to (2D x 20) x5 ('cuz it's Ship Scale).
     PLUS....
Accurate:  Accurate weapons gain DM+1 to all attack rolls.
High Yield: When rolling damage for a High Yield weapon or the performance of a High Yield screen, any ‘1’s rolled are counted as ‘2’s.

     Last, but not least, if it looks like an opponent might be too much for us to handle, we always have the option of escape, using...

Early Jump: This Jump drive can jump 10% closer to a gravity well than normal (90 diameters, as detailed on page 148 of the Traveller Core Rulebook).

Stealth Jump: A stealth jump drive minimizes the burst of radiation caused by the transition from jump space into real space.  Normally, a ship that emerges into real space
will be automatically detected if it emerges within the ‘minimal’ detail range of the sensor.  However, detecting a ship equipped with a stealth drive emerging into real space requires a Formidable (14+) Computers (sensors) check (1D rounds, INT or EDU) if it is within the ‘limited’ detail range of the sensors or will automatically fail if within ‘minimal’ detail range.

     I would go on to say that we also have an advantage in that Varca, himself, is a Raider--no matter what he looks like, no matter what Service he has been part of, no matter what anyone tells you--Varca is a down and dirty, club you for your last penny, Raider.

     He doesn't fight fair (if he ain't cheating, he ain't trying!), he doesn't fight "straight up" (if the enemy is ready for him, he goes back home), he grabs every advantage, uses every dirty trick, and will kick the enemy while they are down--and keep kicking them, even after they are dead.  He has no fear of nuclear weapons, and no compulsion against using biological weapons.  Chemical weapons are boyhood playthings.

     But all of that don't matter, because Theo is in Command, when it comes to space battles.

     So, yeah, we're all screwed.... ^_^


If it  is so awesome, why are there holes in the fuel tank and why is the armor down to 40 from 88?
Theodore McFarlane
player, 690 posts
Human Capt, IN ret.
697AAA
Sun 9 Aug 2020
at 13:56
  • msg #177

Re: Travellers Aid Society (OOCs)

Teddy and Ingrid fixed the jump drive I do believe Varca, Fixed like the turret was.
Theodore McFarlane
player, 691 posts
Human Capt, IN ret.
697AAA
Sun 9 Aug 2020
at 16:42
  • msg #178

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 177):

Time to go to Torpol StarMaster! JUMP SPACE!!!
Varca Lexand
player, 431 posts
Human Vespexer
Raider
Mon 10 Aug 2020
at 02:47
  • msg #179

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 178):

     I'm aboard with that, Theo.

     I do, however, have to--AGAIN!!--apologize for screwing something up...yup, another "Oops!  I did it again..."

     It seems I kinda ... misread ... the Harrier Statistics page (StarMaster has already kicked me around about this).

     I swear I read that the Countermeasures were "replaced", but the reality is that they are still un-repaired--we found absolutely no parts for Countermeasures.  Not to say we couldn't find components that we could make work to repair that system, but we found no actual Countermeasures parts.  What we found were either intentionally destroyed, or appeared to have been removed a long time ago.

     So, I'm sorry I got all excited about us having Military Countermeasures.  We do not.

     Oh, and I also screwed up when I said that Old Drinax had TL15--I'm such a bonehead that I kept translating "Tech-E" into "Tech-15"".  It's really Tech-14....


     Look, I'm just really into Military Technology, Okay?  And I haven't had a Woman in my life for quite a while, now, and when I thought we had that Tech-15 Military Countermeasures, I got all excited, and....

     Oh, never mind!
Varca Lexand
player, 433 posts
Human Vespexer
Raider
Mon 10 Aug 2020
at 03:28
  • msg #180

Re: Travellers Aid Society (OOCs)

     Either Theo or Viridian needs to fly us out of this canyon, then set us down on a nice, contaminated beach, maybe someplace with a lovely overview of a radioactive crater...

     Vultan's fuel processors will take 8 hours to fill the Fuel Pod (40 tons/"day"(24 hours?) / 10 tons = 8 hours).

     In that time, Varca needs Zhouth's assistance with some "documents"... (Hey!  Don't gimme that look! You're the one who said he could forge documents!)

     To get a "legitimate" Ship Registry for Drinax, we're gonna need a couple of documents to support the fake background of the ship.

     First we need a Salvage Claim, dated 3 years ago (local), on a claim for a crashed "Drinax Empire Era Harriet-Class Scout/Courier starship" with an addendum that the Claim Owners intend to "restore and refurbish" and not "scrap" the vessel.

     Second, we need a Space-Worthiness Certificate, issued by the Royal Drinax Starport Authority, dated 4 months ago, stating that our rebuilt and refurbished Harriet-class Courier is fit for space flight operations. (Varca Vonon just happens to have a copy of such a certificate--with a signature of an RDSA Inspector--that's dated a year ago...)

     And Third--if you feel it's needed, Zhouth--maybe set up a shell company, here on Drinax?  Call it, I dunno, "Vultan Ventures, LRC"? (LRC = "Limited Royal Charter"; i.e., "If you idiots screw this up, I'll deny I ever knew you!" - Oleg) ^_^

     After that, Varca can contact...his guy...in the Administration, and get the ship Registered ASAP.

     So, that would be--what?--two, three, Skill checks (Admin, I think, to forge documents?) for Zhouth, and one Kiss-Some-Serious-Ass check for Varca, right?

     And we'll have a whole 8 hours to get it all done...
This message was last edited by the GM at 03:44, Mon 10 Aug 2020.
Theodore McFarlane
player, 693 posts
Human Capt, IN ret.
697AAA
Mon 10 Aug 2020
at 12:01
  • msg #181

Re: Travellers Aid Society (OOCs)

Sounds good!
Zhouth
player, 537 posts
Vargr
669999
Mon 10 Aug 2020
at 12:11
  • msg #182

Re: Travellers Aid Society (OOCs)

Seems like forging the documents would be a single task since they're part of the same activity, more or less?

Although if he doesn't have any copies of the documents in question then forging them becomes a teensy bit problematic. Varca's copy of the certificate is great, but do we have one for salvage claims?

Calling in your buddies in the palace to get all three (salvage, spaceworthy, registration) expedited strikes me as the better route.


(Mind you, this being the Reach, they might not care so much about some of the certifications that everyone needs to have in the Imperium.)
Theodore McFarlane
player, 697 posts
Human Capt, IN ret.
697AAA
Tue 11 Aug 2020
at 12:58
  • msg #183

Re: Travellers Aid Society (OOCs)

If I were there IC, I'd agree with you Zhouth! Ingrid and I are building the fuel pod though! Anyone willing to help is welcome!
Zhouth
player, 539 posts
Vargr
669999
Wed 12 Aug 2020
at 19:06
  • msg #184

Re: Travellers Aid Society (OOCs)

  I think Comms and Sensors are normally a single station in the Harrier (Astrogator covers those).

  On the other hand, the second gunnery station isn't usable for gunnery right now, so it could be configured to cover one of those? Not that Zhouth really knows what he's doing in that role, but if Theodore doesn't mind the ship flying into something that Zhouth failed to notice...
Theodore McFarlane
player, 700 posts
Human Capt, IN ret.
697AAA
Wed 12 Aug 2020
at 19:09
  • msg #185

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 184):

Comms is on the left, sensors is on the right. Or vice-versa. Just looked at it. We'll teach you! Mr. Spock, Chief Science Officer
This message was last edited by the player at 19:13, Wed 12 Aug 2020.
Zhouth
player, 540 posts
Vargr
669999
Wed 12 Aug 2020
at 19:11
  • msg #186

Re: Travellers Aid Society (OOCs)

  Spock? Since when has Zhouth been a stoic rationalist!?
Theodore McFarlane
player, 701 posts
Human Capt, IN ret.
697AAA
Wed 12 Aug 2020
at 19:12
  • msg #187

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 186):

;-) Never!
Varca Lexand
player, 436 posts
Human Vespexer
Raider
Sun 16 Aug 2020
at 08:31
  • msg #188

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 187):

     Varca is not a Marine--just deadheading it aboard a ship until it lands somewhere, and only then does he perform his duties!

Go ahead, Devil Dog, say something!  I was Straightleg Infantry and always never deadheaded anywhere! ^_^

     Varca is trained as an Electronic Warfare Operator--so, he'll pull shipboard duties as Comm & Sensor Officer...when he's not off-ship Raiding.  He'll just do the job from down in one of the Countermeasures rooms, rather than up on the Bridge.

     Hey Zhouth!  How about...instead of saying we "dug up" our fictional "Harriet"-class ship in a desert on Drinax...we claim we dug it up in a desert on Hilfer?  We still gotta register it on Drinax, but, like you said, how's anyone on Drinax gonna confirm if we really found it on Hilfer?

     Oh!  Oh!  No, wait!  Better idea!  We stumbled across it on Asim!  That planet is closer, but still has lots of unexplored/undeveloped land, where this ship could have lain wrecked for over 200 years!  By the time anyone gets around to actually checking the records on Asim, we'll have our Registry, and be gone.  Then, once we get back (hopefully to report a success), we'll have "inside pull" to fix any problems.

     This idea has the added advantage of there being a travel record of all of us--except BB--having actually been on Asim, recently.
Zhouth
player, 542 posts
Vargr
669999
Sun 16 Aug 2020
at 10:57
  • msg #189

Re: Travellers Aid Society (OOCs)

  Well, that's why Zhouth was suggesting an asteroid belt in some system that doesn't have much of a functioning government, like Oghma or Norricum or (etc); or it was pulled out from under the Aslan somewhere nearby (because how is Drinax going to check up on those, nevermind the relative administrative chaos of their clan structures).

  Either way, he managed to create fake papers for your registration with full fake biometrics and a +1 Effect.
Varca Lexand
player, 437 posts
Human Vespexer
Raider
Sun 16 Aug 2020
at 13:25
  • msg #190

Re: Travellers Aid Society (OOCs)

     Um, I'm sorry, guys, but I'm confused.  Again.

     Okay, I got that the Fuel Pod in the Cargo Bay only holds 10 tons of fuel, and that connections already exist for fuel from a Fuel Pod to be fed into the Power Reactor, but no such connections exist for this fuel to be used for a Jump--unless we jury-rig such a connection ourselves.  On the Plus side, 10 tons of fuel will, apparently, keep the ship powered for 20 weeks!

     And I knew we were gonna have to hodge-podge a work-around to transfer fuel from the main tanks into the Fuel Pod, because there are no existing connections between the (temporary) Fuel Pod and the Main Tanks.

     I was under the impression that, when we left the Floating Palace, the Harrier had been refueled from it's trip to Asim, and had a "full" 40 tons of fuel onboard.  We barely touched that landing on Drinax, but then we ran the Reactor for, what, 10 days, on the ground?  Was it 2 weeks, maybe?  So, at a Half-ton of fuel per week, we've used anywhere from 1.5 tons of fuel, to maybe 2 tons, out of the 40 tons in the Main Tanks, then we transferred 10 tons to the Fuel Pod, leaving...28.5 tons, maybe as little as 28 tons left in the Main Tank, at the time we chose to lift off.

     Here's where I start to get confused.

     So...we have to top up the Main Tank--let's call it 12 tons, just for chuckles.  Our Fuel processors can produce 40 tons of refined fuel in 24 hours--that's 1.67 tons per hour--or 7.2 hours to produce 12 tons of fuel.

     We could hop over the mountains, land at the coast, set down just off a beach, in some shallow water, for 7-and-a-quarter hours, while the fuel scoops suck up water from Drinax's nasty ocean, and the Fuel Processors convert the toxic aqua into Refined Fuel.  Then we could leave Drinax, take maybe a half-a-day getting out of the planet's Jump Shadow, and then immediately Jump straight to Torpol, and make Fat Oleb happy....

     Only, apparently we don't do that.

     Instead, down 12 tons of fuel, we lift off from Drinax, leave the planet, and fly across the system to the nearest Gas Giant--I dunno, a couple days flight away, hopefully?  Maybe more?  When we arrive at the Gas Giant, we've used a half-ton of fuel--but that's okay, cuz this is now coming out of the Fuel Pod.  We only need to put a "full" 40 Tons into the Main Tank, in order to make a Jump 2.  So, after 7.5 hours, we've skimmed & processed the needed fuel, and the Main Tanks are at 40 tons.  We spend the better part of a day getting far enough away from the Gas Giant to Jump.

     It took almost an extra week, but hey--we had fun storming the castle skimming a gas giant, rather than just sitting in a contaminated tide pool for just under 8 hours, and then getting the hell out of Drinax--right?

     After another week, we drop out of Jump Space just outside of Torpol's Jump Shadow, only to, if I got this right, turn around and fly away from Torpol, to head over to the nearest Gas Giant so we can fill up our now-empty Main Tanks (24 hours to skim & process 40 tons--unless we choose to top up the few tons we've used from the Fuel Pod), then fly back to Torpol.

     Why didn't we just jump to the Gas Giant?  We have the ship library files that Princess Rao loaded onto the Harrier, plus Zhouth found a database on some deeply stashed computers, on the Lost Base (or did I imagine that, too ^_^).  So, one way or another, we have astrographic data about Torpol's planetary system--we could program a Jump straight to the Gas Giant, there.

     AND Torpol is listed as a Water World--we can set down in that ocean and suck water to make fuel.

     Or maybe I'm wrong about this!  Maybe Mongoose Traveller doesn't allow ships to Wilderness refuel with water--though I clearly recall this being allowed in both Original Traveller, and MegaTraveller.  Now I'm gonna be distracted while I try to figure this out and find an answer...
Theodore McFarlane
player, 705 posts
Human Capt, IN ret.
697AAA
Sun 16 Aug 2020
at 13:36
  • msg #191

Re: Travellers Aid Society (OOCs)

So we used the water, next time answer when I ask you a question! I asked about the water and got silence from you.

We went to the ocean and then jumped out of system, we're at Torpol now. Speak on. What do you want to say to the folks at Torpol mister anally congestive old fart! ;-)

We land at the lowport and suck ocean then! SPEAK your mind Vonon.Varca.


"Lets try those papers of Zhouth's and get on with this. Comms, contact the highport and tell them that the Vultan is here in search of what Varca? You tell them what Fat Oleb wants them to know. We're looking for pirates and such to clean up their space? Oleb's best wishes in the endeavor. What else?"

"We need to refuel at the gas giant or ocean too and then set down and look for courier work too.
Zhouth
player, 543 posts
Vargr
669999
Sun 16 Aug 2020
at 13:56
  • msg #192

Re: Travellers Aid Society (OOCs)

1) The papers were for use in getting the ship properly registered at Drinax.

2) I thought we were going to use water on the surface as well, not the gas giant, especially since we kept getting told that time was all-important, etc. It's definitely doable in 2E (there are references in various sources), as is ice-cracking, etc.

3) Why waste time at the gas giant on Torpol either? It's a water world - they're hardly short of hydrogen!
Theodore McFarlane
player, 706 posts
Human Capt, IN ret.
697AAA
Sun 16 Aug 2020
at 14:00
  • msg #193

Re: Travellers Aid Society (OOCs)

Fine, we use the ocean! For heavens sake it wasn't in concrete! ;-)

I'm not a commanding captain. I'm not really, In command but not commanding! ;-)

Catch some fish too for the freezer? What can we get done on Torpol? Anything?
Varca Lexand
player, 439 posts
Human Vespexer
Raider
Sun 16 Aug 2020
at 14:33
  • msg #194

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 193):

     Yeah, StarMaster just admitted to me he'd forgotten about the ocean refueling we wanted to do, and just said gas giants so he could get us going.  Excellent effort, but flopped on the details ^_^

     As for getting work done at this Starport, figure anything that's strictly a mechanical job, this Class B port will be able to do a good job on.  The planet's native TL8 means that electronics work--the kind of electronics work that we want/need, that is--would be almost exclusively "import" stuff, and the quality of the work may, or may not, be what we want.

     We can most certainly get that turret installed here, and the job quality will probably be pretty good, and the installation price reasonable.  Maybe--MAYBE--they can help us with the damaged fuel tank--if it was just a question of having the correct tools.  I got the impression that without really high TL materials science, we'd have to cut into this 'unibody' hull of ours, to fix the tanks, and cutting this hull would be "A Bad Thing".  Maybe.  We can still look into it.

     Oh!  Hey!  Anybody with both Electronics(computers) and Explosives skills!!  During our time in Jump Space, Varca will start running diagnostics on the Missiles--to make sure that they are still viable weapons, and not just duds that can hold a power charge.

     You want me to send just one roll of each skill, StarMaster?  A few of eachNone, 'cuz this is such a "standard" operation?

     Now, I gotta get up for a 12 hour shift in...4-and-a-half hours, so I'm going to bed, dammit!

     Nighty-night, y'all!
Theodore McFarlane
player, 708 posts
Human Capt, IN ret.
697AAA
Sun 16 Aug 2020
at 14:37
  • msg #195

Re: Travellers Aid Society (OOCs)

Varca Lexand:
In reply to Theodore McFarlane (msg # 193):

     We can most certainly get that turret installed here, and the job quality will probably be pretty good, and the installation price reasonable.  Maybe--MAYBE--they can help us with the damaged fuel tank--if it was just a question of having the correct tools.  I got the impression that without really high TL materials science, we'd have to cut into this 'unibody' hull of ours, to fix the tanks, and cutting this hull would be "A Bad Thing".  Maybe.  We can still look into it.

     Oh!  Hey!  Anybody with both Electronics(computers) and Explosives skills!!  During our time in Jump Space, Varca will start running diagnostics on the Missiles--to make sure that they are still viable weapons, and not just duds that can hold a power charge.

     You want me to send just one roll of each skill, StarMaster?  A few of eachNone, 'cuz this is such a "standard" operation?

     Now, I gotta get up for a 12 hour shift in...4-and-a-half hours, so I'm going to bed, dammit!

     Nighty-night, y'all!


Good night Vince, don't work too hard.

We have to get the fuel tank and hull fixed at Tech-World, but if we can get the missile turret installed we will.
Zhouth
player, 544 posts
Vargr
669999
Sun 16 Aug 2020
at 14:39
  • msg #196

Re: Travellers Aid Society (OOCs)

  Several of us can cover Elec/Comp. Only Varca and Rejji can handle Explosives.

  Unless you want us doing it untrained, anyway...
Theodore McFarlane
player, 709 posts
Human Capt, IN ret.
697AAA
Sun 16 Aug 2020
at 14:41
  • msg #197

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 196):

I don't even know if they can check explosives, they're the only ones, with BB, of the correct background that COULD know.
Varca Lexand
player, 440 posts
Human Vespexer
Raider
Mon 17 Aug 2020
at 08:17
  • msg #198

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 197):

     Yeah, and it's not that I'm thinking to use Explosives to, like, "set" or arm he things--more like that might be the skill to use to run diagnostics on the viability of the explosives in the warhead.
Zhouth
player, 546 posts
Vargr
669999
Mon 17 Aug 2020
at 09:35
  • msg #199

Re: Travellers Aid Society (OOCs)

  If it's just for checking/fixing the missiles' status then it'd also be covered by Maintenance. It's explicitly used for that in a couple of cases in MgT material.
This message was last edited by the player at 09:36, Mon 17 Aug 2020.
BB Nova
player, 128 posts
I7C966
Orbital Drop Marine
Mon 17 Aug 2020
at 15:29
  • msg #200

Re: Travellers Aid Society (OOCs)

Serious question guys. I'm looking for a way to be useful and contribute.

Would anyone mind if BB takes over the role of head of security. I know it's been talked about between Varca/Rejji and herself but Rejji is AFK and Varca spends a lot of his time arguing with Teddy over which way the wind is blowing to the point I consider them "co-captains".

So I don't know what the official ship's title would be but as a player I would set about doing things like training marines, enforcing ship's discipline, watching over prisoners and leading boarding actions.

The reason I want to bring this up via OOC now is I don't want to step on anyone's toes from a player/OOC perspective before she starts throwing her weight around IC.

I am A-OKAY with PC vs. PC conflict but my operating guideline is that there has to be an agreement OOC on which way the conflict will resolve FIRST before ever digging into it.

For example if Varca and BB get into a pissing match over who is in charge of the marines, I want to know ahead of time via OOC who is going to win before ever starting up the first argument so we can navigate effectively towards a common goal and nobody has any hard feelings afterwards.
Theodore McFarlane
player, 713 posts
Human Capt, IN ret.
697AAA
Mon 17 Aug 2020
at 15:36
  • msg #201

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 200):

Rejji quit ages ago, StarMaster NPCs him now. It would be BB and Varca, since Varca is Sensors/Comms, I think BB SHOULD run the marines, but I'll let Varca and BB see who can piss furthest, sounds like you have a grip on things. Teddy and Varca fight about everything! I'm Captain of the Vultan, he is Mission Commander.
StarMaster
GM, 139 posts
Mon 17 Aug 2020
at 15:46
  • msg #202

Re: Travellers Aid Society (OOCs)

Works for me. Hell, half the time, I'm looking for some way to be useful!

I try to caution players that join my games not to make a one-trick-pony character... that can only do one thing even he does it very well... because he's not going to be able to that all the time. Traveller doesn't normally generate those kinds of character unless you are doing a focused game (such as commandos).
Zhouth
player, 548 posts
Vargr
669999
Mon 17 Aug 2020
at 15:47
  • msg #203

Re: Travellers Aid Society (OOCs)

  Uhm, wasn't the point of the documents that we'd stop at the Drinax starport on the way and have Varca's friend give us a new set of codes/registration?
Theodore McFarlane
player, 715 posts
Human Capt, IN ret.
697AAA
Mon 17 Aug 2020
at 15:49
  • msg #204

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 202):

Or Naval campaign? I sent you some stuff Rob, You get it?
Theodore McFarlane
player, 716 posts
Human Capt, IN ret.
697AAA
Mon 17 Aug 2020
at 16:04
  • msg #205

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 204):

Didn't we do that? I thought we did??? We would have. We need the documents. We can skip back and cover that if we want to, Rob, how you want to handle it?
This message was last edited by the player at 16:05, Mon 17 Aug 2020.
Zhouth
player, 549 posts
Vargr
669999
Mon 17 Aug 2020
at 16:48
  • msg #206

Re: Travellers Aid Society (OOCs)

  Well, yes, that was the idea, but the last IC message from the station is talking as if we didn't...
Theodore McFarlane
player, 717 posts
Human Capt, IN ret.
697AAA
Mon 17 Aug 2020
at 16:53
  • msg #207

Re: Travellers Aid Society (OOCs)

"scratching head" We just jumped. We need a redo for that, we WOULD have done that as it was the plan. I forgot, when Rob opened the Torpol thread, I just started posting there.
StarMaster
GM, 140 posts
Mon 17 Aug 2020
at 17:34
  • msg #208

Re: Travellers Aid Society (OOCs)

1. As I at least told Zhouth, there are no paper documents in space. When communication between planets is measured in weeks, it's 120% impractical to keep track of paperwork from dozens--let alone hundreds--of worlds. On a planet, it's still viable (such as passports, plane tickets, boarding passes, concert tickets, etc.), but even today, half of that's already being done electronically.

2. Landing on the Floating Palace to get non-existent documents would not only have been pointless and a waste of time, it would have alerted the King that you weren't on Torpol yet. Whatever codes you needed could have been transmitted while in transit to the gas giant.

3. That's not what I posted. I never said you didn't have any of those things; they just weren't being transmitted by the ship's transponder. Normally, this is all done automatically. For instance, whenever Ingrid performs routine maintenance on the fusion reactor, that maintenance is logged into the computer and then routinely updated to the transponder. Same is true for medical.

Additionally, your crew manifest and cargo manifest are also transmitted--the former in case you happen to be transporting a wanted criminal, and the latter in case you are carrying hazardous or prohibited cargo or cargo subject to import tariffs or cargo they are in desperate need of.

Otherwise, you'd be getting boarded by customs inspectors at every port.

4. In the hustle of making repairs and keeping an eye on the Vespexers, no one thought to check the transponder to see if it was up to date. If anyone even thought about it, you probably just thought it was being done automatically like it always is.

So, it's not a big deal (unless you were the Dread Pirate Robert), and, as it turns out, two benefits can come from it: it will make you memorable and it kind of makes you appear innocuous.
Theodore McFarlane
player, 719 posts
Human Capt, IN ret.
697AAA
Mon 17 Aug 2020
at 17:37
  • msg #209

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 208):

Thanks Rob!
Zhouth
player, 551 posts
Vargr
669999
Mon 17 Aug 2020
at 19:48
  • msg #210

Re: Travellers Aid Society (OOCs)

  I'm pretty sure that was supposed to be Aaron? ;)
Varca Lexand
player, 443 posts
Human Vespexer
Raider
Tue 18 Aug 2020
at 08:00
  • msg #211

Re: Travellers Aid Society (OOCs)

BB Nova:
Serious question guys. I'm looking for a way to be useful and contribute.

Would anyone mind if BB takes over the role of head of security. I know it's been talked about between Varca/Rejji and herself but Rejji is AFK and Varca spends a lot of his time arguing with Teddy over which way the wind is blowing to the point I consider them "co-captains".

     We are "co-Captains"!  Theo is "Ship Captain" and Varca is "Mission Commander"--if it has anything to do with flying the Ship, or Space Combat, or Ship Operations, or Astrogation, or anything "Piratey" (that's a real word!  It is!!)--then absolutely Theo is "in command".

     Anything to do with off-ship operations--Raiding, ground combat, breaking into bases (plus Pillaging, Political Assassinations, Robbing Banks, Stealing Ships, Toppling Governments, Handing Out Scientology Propaganda, etc.), and generally keeping us focused on a Pro-Drinax agenda, 'cuz he's a "Big Picture" guy--then, yeah, Varca is "in command".

     Theo and Varca are Equals in Command  (Varca is just more Equal...)

BB Nova:
So I don't know what the official ship's title would be but as a player I would set about doing things like training marines, enforcing ship's discipline, watching over prisoners and leading boarding actions.

The reason I want to bring this up via OOC now is I don't want to step on anyone's toes from a player/OOC perspective before she starts throwing her weight around IC.

I am A-OKAY with PC vs. PC conflict but my operating guideline is that there has to be an agreement OOC on which way the conflict will resolve FIRST before ever digging into it.

For example if Varca and BB get into a pissing match over who is in charge of the marines, I want to know ahead of time via OOC who is going to win before ever starting up the first argument so we can navigate effectively towards a common goal and nobody has any hard feelings afterwards.

     Gunnery Sergeant BB Nova, feel free to be a Gunnery Sergeant!  As there are only a handful of us, I'm not sure any one of us "officially" holding title to "Chief of Security" (that specific Title) is needed. "We" are all "Officer Caste"--I would hope that there never is a case for any of us needing to be strong-armed by a "Security Chief".

     However, if you want to take the handling of our "marines" into your own hands, sure, go for it.  But expect Varca to help out, occasionally.

     As you present BB as "being a Marine" ("there are no ex-Marines!" ^_^), I interpret that as being a "Professional" soldier (talking attitude, not a paycheck), while with Varca, he's the opposite, and makes no bones about his warfighting skillset as being a "Raider"--not just a hit-and-run expert (like "Marine Raiders"), but the older meaning of the term--he's a "Hit-and-Grab-Everything-you-can-and-then-Run" expert.  He's kick'em while they're down, dirty tricks and illegal warfare. (Nuke'em from Orbit--while they're playing with their kids, in the park!  They'll never expect it!  It's the only way to be sure!)

     So go ahead and consider BB to be the (so recently mis-used title) "Chief Of the Boat", you're the "Top Kick", the Highest Ranking NCO on board.  You are the Platoon Sergeant to Varca's Platoon Leader (y'know, that shave-tail Butter-Bar who's never, actually around? ^_^).

     And, as we all (should) know, the Chief Of the Boat is actually in charge of running Security Details onboard a Sub, under the direction of the XO (or, in our case, as it is shipboard security, the COB would be under the direction of Cap'n Theo).


Theodore McFarlane:
In reply to BB Nova (msg # 200):

Rejji quit ages ago, StarMaster NPCs him now. It would be BB and Varca, since Varca is Sensors/Comms, I think BB SHOULD run the marines, but I'll let Varca and BB see who can piss furthest, sounds like you have a grip on things. Teddy and Varca fight about everything! I'm Captain of the Vultan, he is Mission Commander.

     Varca is stepping up to be Sensors/Comms when we're doing those shipboard, Piratey (I told y'all that that's a real word!  Leddigo!) things.

     When it comes to space-bound Boarding Actions, now that we have BB on the Crew, Varca will probably sit them out, and do the "Lead from the Command Car" thing, from his station in Countermeasures--leaving BB to be "on The Line", up front, during Boarding Actions.

     But when it comes to Ground Combat, or any combat not in space, then yeah, Varca will be "boots on the ground", leading from up front.

     Like Theo says, up there, ON the ship, Theo is "in command", OFF the ship Varca's "in command".  They are both Equally "in command" (but Varca is still more Equal...)

Zhouth:
  I'm pretty sure that was supposed to be Aaron? ;)

     Why you always gotta be blaming the Medic for everything, Zhouth-Man?  'Cuz he the other Educated person on board?  This one'a them Egg-Head Gang things...?
^_^
Theodore McFarlane
player, 728 posts
Human Capt, IN ret.
697AAA
Tue 18 Aug 2020
at 14:21
  • msg #212

Re: Travellers Aid Society (OOCs)

Can we get a Ship's Locker thread where we can put stuff we have for the ship? (tool kits and such).
BB Nova
player, 131 posts
I7C966
Orbital Drop Marine
Tue 18 Aug 2020
at 18:38
  • msg #213

Re: Travellers Aid Society (OOCs)

FYI even if Torpol is a tourist trap I can swing by the seedy sections of town: the red light districts and the local jails and see if there's any scumbags the local constabulary might want to offload.
Theodore McFarlane
player, 732 posts
Human Capt, IN ret.
697AAA
Tue 18 Aug 2020
at 18:42
  • msg #214

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 213):

Yup, no doubt. They have a seedy underworld too. We can still try to recruit here.
Zhouth
player, 556 posts
Vargr
669999
Tue 18 Aug 2020
at 19:19
  • msg #215

Re: Travellers Aid Society (OOCs)

  It's a high law level planet and the description says that they keep the tourist areas very safe despite the carnival atmosphere, so the local population might be a better bet. Even if you don't get to go jail-diving for recruits, there're going to be people who find being well-regulated to be burdensome.
BB Nova
player, 132 posts
I7C966
Orbital Drop Marine
Tue 18 Aug 2020
at 23:24
  • msg #216

Re: Travellers Aid Society (OOCs)

taps her nose
Theodore McFarlane
player, 733 posts
Human Capt, IN ret.
697AAA
Wed 19 Aug 2020
at 14:47
  • msg #217

Re: Travellers Aid Society (OOCs)

Bwahahahahahaha. EVIL!!!
Varca Lexand
player, 445 posts
Human Vespexer
Raider
Thu 20 Aug 2020
at 10:20
  • msg #218

Re: Travellers Aid Society (OOCs)

Zhouth:
Do you really think that Zhouth is going to go for a day-to-day uniform? They're completely color-uncoordinated. There needs to be at least five hues capable of causing retinal damage, to start with...

     NO, I don't think anything of the sort!  Varca, himself, is fairly uncomfortable when he's not wearing a Hazard Suit for prolonged periods!  Perhaps my use of the word "acting" is what's causing the confusion--maybe if I said "...when we're pretending to be the innocent crew of a simple courier..."!
     I mean, sure, if you want to wear this--or any--uniform on a daily basis, then feel free.  But Varca is only suggesting that the "Vultan Crew" wear these uniforms--or any uniform--so that nobody will (later) associate them with a group of scruffy-looking Pirates.
     The "Vultan Uniforms" are a façade, get it?

     And there are still variations, here.  In the drawing, on a couple of uniforms, I put colored strips over the shoulders (which could represent "Ship Departments", or could represent nothing), while on the others I changed the collar color for the same reasons (I just like a gray collar! ^_^).
     Zhouth, if you want BRIGHT colors, then just go for a uniform in Neon Red, with banana-yellow trim.  Or a Uniform in all Cyan.  Or if we decide to all wear the same color, and it's "too dull" for you, then wear a tie-dye vest over it!  Make it one of those multi-pocket ones, and claim you wear it for functionality, or some other line of bullshit...

     'Cuz, like I said, for most of us, we'll only be wearing these uniforms once in a while, when we're presenting ourselves as the "harmless" Drinaxi Courier crew.

     This same concept will also hold true for the "Sindalian Uniforms" that I've got ready--we'd only wear them when we're pretending to be a cryo-suspended Sindalian Vengeance Unit ^_^

Ingrid Gustavdottir Sigar:
Ingrid wasn't against the idea of a uniform as long as hers had a skirt. She had to draw the line somewhere.

     I did not "create" those uniforms, I stole them just changed the colors.  In my head, yes, the Woman's Uniform was supposed to be a single piece "skirted" garment (could have shorts under there, I suppose)--but it could just as easily be a Jacket over (covering) a blouse & skirt, or (as shown with the Red uniform) a jacket over a blouse & slacks.
     Though not shown, I assume that the footgear--for both genders--would be calf-length boots.  I have a big kink like for boots. ^_^
Zhouth
player, 558 posts
Vargr
669999
Thu 20 Aug 2020
at 12:42
  • msg #219

Re: Travellers Aid Society (OOCs)

  Moved from the in-character thread to here since it was supposed to be OOC:

  Do you really think that Zhouth is going to go for a day-to-day uniform? They're completely color-uncoordinated. There needs to be at least five hues capable of causing retinal damage, to start with...

  **

  Scruffy-looking? Zhouth doesn't look like that either! Okay, Varca can do a good impression, and I'm sure that if Theodore neglected to trim his beard for a couple of days he'd be a case study in scruffy. Zhouth, on the other hand, looks like a proper (non-absent minded) academic.

  Shoes/boots, gloves, hats, pocketwatches, etc - they're probably part of the uniforms somehow, even if they're not used all the time.
This message was last edited by the player at 12:43, Thu 20 Aug 2020.
BB Nova
player, 134 posts
I7C966
Orbital Drop Marine
Thu 20 Aug 2020
at 13:17
  • msg #220

Re: Travellers Aid Society (OOCs)

@Ingrid: I've decided BB really wants to have a female friend on the ship's crew but is utterly incapable of being polite or proper. You have been warned :P
Theodore McFarlane
player, 736 posts
Human Capt, IN ret.
697AAA
Thu 20 Aug 2020
at 13:19
  • msg #221

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 220):

Lolololololololololol.
Theodore McFarlane
player, 737 posts
Human Capt, IN ret.
697AAA
Thu 20 Aug 2020
at 13:25
  • msg #222

Re: Travellers Aid Society (OOCs)

BB Nova:
@Ingrid: I've decided BB really wants to have a female friend on the ship's crew but is utterly incapable of being polite or proper. You have been warned :P


Maybe Ingrid can turn BB into a lady!
Theodore McFarlane
player, 740 posts
Human Capt, IN ret.
697AAA
Fri 21 Aug 2020
at 13:51
  • msg #223

Re: Travellers Aid Society (OOCs)

God am I multitasking! I set the course for Viridian, Put Varca in charge of the bridge, helped Ingrid with the jump drives. God I'm good! :-)
Zhouth
player, 561 posts
Vargr
669999
Fri 21 Aug 2020
at 14:24
  • msg #224

Re: Travellers Aid Society (OOCs)

  Nothing comical could possibly come of allowing the Extents-background vargr to be the one to go out and procure the food supplies, could it? Nor would anyone else here be familiar enough with that to recognize the dange... I mean, make any false assumptions about his unique expertise in that field.
BB Nova
player, 138 posts
I7C966
Orbital Drop Marine
Fri 28 Aug 2020
at 14:09
  • msg #225

Re: Travellers Aid Society (OOCs)

I think the ship is less a starship and more a flying distillery at this point. Moonshine stills for everyone!
Theodore McFarlane
player, 750 posts
Human Capt, IN ret.
697AAA
Fri 28 Aug 2020
at 14:12
  • msg #226

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 225):

As long as I get some!
BB Nova
player, 139 posts
I7C966
Orbital Drop Marine
Fri 28 Aug 2020
at 17:40
  • msg #227

Re: Travellers Aid Society (OOCs)

You have a liquor cabinet. Why are you hounding us for our hooch!
Ingrid Gustavdottir Sigar
player, 217 posts
Human Merchant
Sword Worlder
Fri 28 Aug 2020
at 18:32
  • msg #228

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 220):

Oooh, sounds fun!
Varca Lexand
player, 449 posts
Human Vespexer
Raider
Sat 29 Aug 2020
at 05:56
  • msg #229

Re: Travellers Aid Society (OOCs)

Zhouth:
  Nothing comical could possibly come of allowing the Extents-background vargr to be the one to go out and procure the food supplies, could it? Nor would anyone else here be familiar enough with that to recognize the dange... I mean, make any false assumptions about his unique expertise in that field.


     Why?  You planning on buying "Hot Humans"?  Maybe a little "long-pork"?  Kitty KibbleBachelor Chow?  That fancy French Dog Water beverage, maybe?

     Coffee Mugs shaped like Terlet Bowls?  "Lick-Clean" dishware?

     I can keep this up all night, Bubba, so somebody better shoot me....

     ^_^
Varca Lexand
player, 451 posts
Human Vespexer
Raider
Sat 29 Aug 2020
at 06:37
  • msg #230

Re: Travellers Aid Society (OOCs)

So, what's the verdict?  We gonna use the "surplus Star Guard BDU's"?

And...what color y'all want'em?  I, too, like the Red uniform the most.  But I also thought (but did not make) it would look good in Khaki, as well (y'know, a yellowish-Tan).

So I vote for Red or Khaki....or Khaki with Red Trim....

How Vote the rest of Ye?
Zhouth
player, 564 posts
Vargr
669999
Sat 29 Aug 2020
at 16:57
  • msg #231

Re: Travellers Aid Society (OOCs)

Red and gold are the colors of Drinax, IIRC? Should stick with those.
Theodore McFarlane
player, 751 posts
Human Capt, IN ret.
697AAA
Sat 29 Aug 2020
at 18:42
  • msg #232

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 231):

Red & gold work.

Thunderstorm last night fried my modem. My connection may be iffy for a few days. Sorry for the inconvenience!
Theodore McFarlane
player, 754 posts
Human Capt, IN ret.
697AAA
Wed 2 Sep 2020
at 15:56
  • msg #233

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 232):

We lose Viridian?
Varca Lexand
player, 453 posts
Human Vespexer
Raider
Wed 2 Sep 2020
at 19:15
  • msg #234

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 233):

Hat Trick with the Computer Issues, Herr Raumkorvettenkapitän!
Zhouth
player, 566 posts
Vargr
669999
Wed 2 Sep 2020
at 19:42
  • msg #235

Re: Travellers Aid Society (OOCs)

I've been under the impression that Viridian has been an NPC for a while now?
Varca Lexand
player, 454 posts
Human Vespexer
Raider
Wed 2 Sep 2020
at 20:06
  • msg #236

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 235):

Aaaaaaaaaand StarMaster is having computer issues...therefore Viridian is having Computer Issues...

StarMaster, and Viridian, then Theodore....a "Hat Trick", in Hockey.

Oh, and in that other...sport...I suppose...that one that Europeans keep insisting on arguing about it not being named after our American game of Football...

Y'know, that...Soccer...thing...

^_^
Varca Lexand
player, 455 posts
Human Vespexer
Raider
Wed 2 Sep 2020
at 20:47
  • msg #237

Re: Travellers Aid Society (OOCs)

Okay, so, on the "Vultan Uniform" issue...

We've got a few votes for a Crimson/Deep Red and Gold uniform.  While these are the Drinax planetary colors, I don't think they are the base colors used in the Star Guard uniforms, where Varca got these uniforms as Surplus.  Actually, I think the Star Guard uniforms are Black, or maybe a Dark Hunter Green ("Dragon" colored, get it?), with Crimson and Gold trim work.  I think.

So a base color of Red, with Gold trim is fine.  We won't look too much like Drinax "soldiers", when we're trying to look like regular, common working Spacers.

Another color option I thought would look wicked cool! pretty nice, was a Khaki uniform, with either a lot of Dark Red trim and just a little Gold Trim for accent, or nothing but Black trim.

Something like....this!


You may be able to see that those are two different shades of Khaki.  The Female Uniform is the slightly darker shade called "British Khaki"--obviously the shade used for British uniforms ^_^ --while the Male Uniform is the lighter Khaki shade used by the US (and everybody else in the entire-frikkin-world except the Brits....oh, and India.  India uses the British Khaki shade, too! (just who do you think the Brits stole if from, originally, hmm?))

I do like that British Khaki with Crimson trim...but I'm really thinking that British Khaki and a solid Black trim would make a crisp, bold statement, as well.  Maybe more so than the Crimson.

Hey!  Ingrid--oh, and BB, too, I suppose ^_^--would y'all have a preference for the uniform style in pantsuit, or skirt?  Or both?  Pantsuit and skirt versions?

'Cuz, y'know...Varca cuts a damn fine figure of a Man, when he's wearing a Kilt....
Theodore McFarlane
player, 755 posts
Human Capt, IN ret.
697AAA
Thu 3 Sep 2020
at 13:02
  • msg #238

Re: Travellers Aid Society (OOCs)

Pick up the soap Varca!
Ingrid Gustavdottir Sigar
player, 219 posts
Human Merchant
Sword Worlder
Fri 4 Sep 2020
at 07:28
  • msg #239

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 237):

Ingrid will insist on wearing the skirt version, Swordie girls wear skirts or dresses.
Theodore McFarlane
player, 757 posts
Human Capt, IN ret.
697AAA
Fri 4 Sep 2020
at 14:34
  • msg #240

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 239):

No painted on jeans? ;-)
Rejji Harrasyn
player, 38 posts
Fri 4 Sep 2020
at 22:45
  • msg #241

Re: Travellers Aid Society (OOCs)

I believe the maroon skirt uniform comes with fishnet stockings...
Zhouth
player, 568 posts
Vargr
669999
Sat 5 Sep 2020
at 01:16
  • msg #242

Re: Travellers Aid Society (OOCs)

So, pursuant to the IC post: who is willing to chip in how much to establish a ship's fund that can cover us until we actually have some revenue coming in? We're looking at just shy of 60,000 cr a month for maintenance and 20,500 cr for one week in jump space and one week outside of it, although buying unrefined and processing it would cut that down to 5,500 cr at the cost of making us wait a day or so before being able to jump.

If we want to pick up any cargo or the like while we're here, that's even more of drain.
Varca Lexand
player, 456 posts
Human Vespexer
Raider
Sat 5 Sep 2020
at 02:48
  • msg #243

Re: Travellers Aid Society (OOCs)

Zhouth:
If we want to pick up any cargo or the like while we're here, that's even more of drain.

     Not if we take on Passengers, then toss'em out the airlock in J-Space...

     What?!  You were all thinking it!

     ^_^
Zhouth
player, 569 posts
Vargr
669999
Sat 5 Sep 2020
at 03:11
  • msg #244

Re: Travellers Aid Society (OOCs)

Zhouth most certainly was not thinking that, and I can only imagine his reaction if someone made that as a (serious) suggestion...
Viridian Starfire
player, 73 posts
Human Merc
Sat 5 Sep 2020
at 03:22
  • msg #245

Re: Travellers Aid Society (OOCs)

Not much else to spend it on... yet, so Viridian will contribute 50,000Cr to the ship's fund.
Varca Lexand
player, 457 posts
Human Vespexer
Raider
Sat 5 Sep 2020
at 03:32
  • msg #246

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 244):

     So, as for kicking in some seed money....

     I sorta recall seeing, not too long ago, a list or table or whatever from StarMaster where he tallied up who had spent how many of their Ship Shares...

     I think.  Maybe it was my imagination.

     I ask, 'cuz I also think that Varca only had, like 1 Ship Share left (it had always been my intention to RP that the majority of Varca's "ship shares" were actually all the salvageable parts we gained on Drinax), and I again think I recall something in the Rulebook about "unused" Ship Shares being able to be converted into pocket money...

     But now I can't seem to find this "list" I think I remember, and I'm not sure how many Ship Shares Varca may, or may not, have left, so I don't know if Varca has anything to pony up with.

     Anybody else remember any kinda list or table, like that?
Zhouth
player, 570 posts
Vargr
669999
Sat 5 Sep 2020
at 03:38
  • msg #247

Re: Travellers Aid Society (OOCs)

I'm pretty sure that everyone's shares (from whatever source) have been tossed in together in the Harrier Statistics thread. 7 left.
Varca Lexand
player, 458 posts
Human Vespexer
Raider
Sat 5 Sep 2020
at 06:47
  • msg #248

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 247):

     Oh, yeah, yeah (I actually had missed that!), but I have this recollection of a kinda break-down list of who those 7 belonged to--and I'm not sure if any of them are Varca's.

     Dammit, I should have been paying better attention to them Shares!  Screwing up keeping track of the numbers is how my Bisnonno (that's Italian for Great-GrandPapa) lost some big Election, back in the Old Country....He always claimed some Bum named Mussolini cheated....something about some kind of a "March on Roma", and a private meeting with King Vittorio Emanuele III....I dunno.  The Old Man always got over-excited and started shouting in Italian.....
Zhouth
player, 571 posts
Vargr
669999
Sat 5 Sep 2020
at 07:50
  • msg #249

Re: Travellers Aid Society (OOCs)

So does Varca have any actual cash available to help out? ;)
Varca Lexand
player, 459 posts
Human Vespexer
Raider
Sun 6 Sep 2020
at 02:08
  • msg #250

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 249):

     Umm...maybe a handful of 1 Ounce--3 Decagram--Gold ingots, left over from the Palace Shopping Spree?

     Now, if Varca had access to a Bank....and if we didn't want to hang around for a while...
Zhouth
player, 573 posts
Vargr
669999
Sun 6 Sep 2020
at 02:44
  • msg #251

Re: Travellers Aid Society (OOCs)

So... 0 cr from Varca!


...and we weren't here to try to make a good impression. You didn't forget that part, did you? ;)
Varca Lexand
player, 461 posts
Human Vespexer
Raider
Sun 6 Sep 2020
at 04:49
  • msg #252

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 251):

     Until and unless I can rediscover where (I think) I saw that list, and figger out if Varca has any Shares left to convert into cash...yeah.

     If Zhouth will get us hooked into the local Web, Varca will show you just how Bad an impression he can make...

     There's a lot of Human Scum out there in the Universe...but two of the lowest are Slavers...and...Illegal Arms Dealers.  Guess which one Varca is gonna try to pretend to be?  G'head, guess...
Zhouth
player, 575 posts
Vargr
669999
Sun 6 Sep 2020
at 04:58
  • msg #253

Re: Travellers Aid Society (OOCs)

Varca is just as good at Comms as Zhouth is, and almost there with Computers...
Varca Lexand
player, 463 posts
Human Vespexer
Raider
Sun 6 Sep 2020
at 05:19
  • msg #254

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 253):

     Oh yeah, I know.  Just having a bit of fun with Varca, 'cuz he's just never done it before.  And he's embarrassed...
Zhouth
player, 577 posts
Vargr
669999
Sun 6 Sep 2020
at 05:47
  • msg #255

Re: Travellers Aid Society (OOCs)

Okay, does anyone else have funds to contribute? We're about to have 'Varca's bail' added to the list of expenses...
Varca Lexand
player, 464 posts
Human Vespexer
Raider
Sun 6 Sep 2020
at 05:55
  • msg #256

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 255):

     Ohhhhhhhhhhhh, yeah!



     Oh, actually, Zhouth, Varca wasn't looking for a set up for himself, specifically, but more for an account that everyone on the ship could draw on.

     But, I guess you have a good point, there, that the account should probably lead the Authorities straight back to Varca, when they do come a'lookin...  ^_^
This message was last edited by the player at 06:02, Sun 06 Sept 2020.
Theodore McFarlane
player, 759 posts
Human Capt, IN ret.
697AAA
Mon 7 Sep 2020
at 11:50
  • msg #257

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 256):

V. Lexand, Social Secretary! Hehehehehehehehhehehehehehehehhehehhehe!
Theodore McFarlane
player, 760 posts
Human Capt, IN ret.
697AAA
Mon 7 Sep 2020
at 15:11
  • msg #258

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 257):

Happy Labor Day everyone!
Zhouth
player, 578 posts
Vargr
669999
Mon 7 Sep 2020
at 19:57
  • msg #259

Re: Travellers Aid Society (OOCs)

Well if Zhouth is going to be the purser then he needs an account for settling the ship's expenses. If you want another one for high livin' stuff (and unofficial 'expenses') thats' fine too, but don't draw on our maintenance budget for that. ;)

Theodore could be a Baronet if Sindal/Drinax uses that title. Given the Solomani background of the region, it's reasonably likely to be part of their system of honors.
This message was last edited by the player at 20:01, Mon 07 Sept 2020.
Varca Lexand
player, 466 posts
Human Vespexer
Raider
Mon 7 Sep 2020
at 22:37
  • msg #260

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 259):

Yeah, he could be.  According to Theo, he's even less than that.  ^_^

But calling him a Planetary Baron sounds so much more impressive...to folks who don't know it's a lie^_^

C'mon!  We're Diplomats Pirates!  Lying is what we do!
Theodore McFarlane
player, 762 posts
Human Capt, IN ret.
697AAA
Tue 8 Sep 2020
at 13:44
  • msg #261

Re: Travellers Aid Society (OOCs)

Zhouth:
Well if Zhouth is going to be the purser then he needs an account for settling the ship's expenses. If you want another one for high livin' stuff (and unofficial 'expenses') thats' fine too, but don't draw on our maintenance budget for that. ;)

Theodore could be a Baronet if Sindal/Drinax uses that title. Given the Solomani background of the region, it's reasonably likely to be part of their system of honors.



Solomani banned nobility. I'm an esquire, one step below a knight. Squire isn't mentioned in the books, but Knight is 11 so 10 would be a squire.
Theodore McFarlane
player, 763 posts
Human Capt, IN ret.
697AAA
Tue 8 Sep 2020
at 13:45
  • msg #262

Re: Travellers Aid Society (OOCs)

Varca Lexand:
In reply to Zhouth (msg # 259):

Yeah, he could be.  According to Theo, he's even less than that.  ^_^

But calling him a Planetary Baron sounds so much more impressive...to folks who don't know it's a lie^_^

C'mon!  We're Diplomats Pirates!  Lying is what we do!


You can call him a Count if you want to. Graf Theodore!
Varca Lexand
player, 468 posts
Human Vespexer
Raider
Tue 8 Sep 2020
at 16:41
  • msg #263

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 262):

     Hey, don't joke... we just might...

     But the best Lies are the ones that have a little bit of Truth in them!

     I don't really expect anyone to have an up-to-date Who's Who of Drinaxi Nobility, but there is a chance that that knowledge--maybe a few years out-of-date--could be available at the nearer worlds.  Like Torpol.

     And if anyone should go looking it up, they will find that there really is a "Baron McFarlane" on Drinax.  And if said curious dick-head should point out that the Baron in the database, and the Baron standing right in front of him don't have the same first name, well, that's because "the old Baron recently passed--thanks for reminding us of that sad fact, dick-head!"
Theodore McFarlane
player, 764 posts
Human Capt, IN ret.
697AAA
Tue 8 Sep 2020
at 17:43
  • msg #264

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 263):

True!
StarMaster
GM, 145 posts
Wed 9 Sep 2020
at 02:24
  • msg #265

Re: Travellers Aid Society (OOCs)

In this campaign, ship shares couldn't be converted to cash--they had to go directly to Repair Points.
Theodore McFarlane
player, 765 posts
Human Capt, IN ret.
697AAA
Wed 9 Sep 2020
at 11:52
  • msg #266

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 265):

Huh? I thought we knew that.
BB Nova
player, 141 posts
I7C966
Orbital Drop Marine
Thu 10 Sep 2020
at 15:58
  • msg #267

Re: Travellers Aid Society (OOCs)

Wining and dining traffic control :D
Theodore McFarlane
player, 767 posts
Human Capt, IN ret.
697AAA
Thu 10 Sep 2020
at 18:02
  • msg #268

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 267):

You? Wining and Dining BB? Lolololololololololollol
Varca Lexand
player, 469 posts
Human Vespexer
Raider
Sat 12 Sep 2020
at 04:44
  • msg #269

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 268):

StarMaster:
In this campaign, ship shares couldn't be converted to cash--they had to go directly to Repair Points.


Theodore McFarlane:
In reply to StarMaster (msg # 265):

Huh? I thought we knew that.


     NopeI did not know that.  That's why I was asking.

     And, with that answer, I can say that, in that case, Varca has something just under 10K he can cough-up.

     I gotta count on my fingers and toes double check my math--but I think it's gonna be, like, Cr7,500-or-so that he has left from the cash he walked away from Character Creation with.

     Varca had his custom Hazard Suit designed & made right after his 6 Terms ended, and spent much of his money on that...

     ^_^



Theodore McFarlane:
In reply to BB Nova (msg # 267):

You? Wining and Dining BB? Lolololololololololollol


     Of course BB Wining and Dining!  Marines are taught proper manners, and how to behave at formal gatherings!  They get assigned to Embassy Protecti--okay, who the Hell is that, out there laughing?  I'm serious, here!  Stop laughing, dammit!
Varca Lexand
player, 470 posts
Human Vespexer
Raider
Sat 12 Sep 2020
at 05:04
  • msg #270

Re: Travellers Aid Society (OOCs)

Theodore:
Baron Mersy.

     Well, okay, there we go!  Theo hasn't been called "Baron Mersy", Varca called him "Baron McFarlane".  So, even if some yo-yo actually has a current Drinax Directory of The Nobility, they will still be able to see that "Lord Old Man McFarlane, XXXVI Baron of Mersey" has a Son named "Theodore McFarlane" (probably with some huge Number after his name, like "Theodore McFarlane 42nd"!  You know how those Blue Bloods like to keep certain Names within The Family...)

     And there we have plausible deniability!  Theo is a Drinaxi "Nobleman" (technically)...and he is the Son of a Baron (by Birth, yes, but Legally he's been Disowned--that is what you said, right Theo?  Or were you allowing for reconciliation with "Dad", and the possibility you could still Inherit?)...so, maybe, Theo's just not waiting 'til the Old Man croaks, before he starts wearing the Title out in public (off Drinax, of course)

     That's what we can claim, anyways, if anyone actually manages to call us on it...
     ^_^
Zhouth
player, 579 posts
Vargr
669999
Sat 12 Sep 2020
at 23:18
  • msg #271

Re: Travellers Aid Society (OOCs)

So far I have Viridian contributing 50,000, Varca giving 7,500, uncertain amounts from Ingrid and Theodore, and no response from BB?
Rejji Harrasyn
player, 39 posts
Sun 13 Sep 2020
at 02:28
  • msg #272

Re: Travellers Aid Society (OOCs)

If Varca can squeeze out 7,500, then so can Rejji.
Aaron Lancaster
player, 86 posts
Human Medic
69A9B7
Sun 13 Sep 2020
at 02:30
  • msg #273

Re: Travellers Aid Society (OOCs)

I gave at the office!

As long as the Ship's fund will buy me a beer when I want one, I'll toss in 100,000.

Don't spend it all in one place!
StarMaster
GM, 147 posts
Sun 13 Sep 2020
at 02:34
  • msg #274

Re: Travellers Aid Society (OOCs)

Cyrus left 20,000Cr as recompense for him having to bow out at the last minute, and as a bonus for covering the new guy.
Varca Lexand
player, 471 posts
Human Vespexer
Raider
Sun 13 Sep 2020
at 05:41
  • msg #275

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 274):

   The "new guy" being BB.
Zhouth
player, 580 posts
Vargr
669999
Sun 13 Sep 2020
at 07:51
  • msg #276

Re: Travellers Aid Society (OOCs)

  Those bring us up to 185,000. Zhouth can drop in another 15,000 to bring it to 200,000.

  So now it's on Theodore/Ingrid/BB!



  Right now we've got enough to cover two months solidly, or a very frugal three...
Varca Lexand
player, 473 posts
Human Vespexer
Raider
Sun 13 Sep 2020
at 08:17
  • msg #277

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 276):

     We do have some Ship Shares left--we'll be using them to get the Missile Single Turret installed, I'm guessing.

     We get this done first, and then see what we've got left, for further repairs.  Agreed?

     Plus, despite wanting to "gift" a dozen Advanced Missiles to the Torpol "Government", Varca is also hoping to sell off a few more of them--maybe another dozen, at most--to any interested party.  Each of those Missiles, even priced as "re-furbished", will still go for, like 30-Grand a piece...no, wait, more than that...dammit, I forgot the exact price!  Now I gotta go through my notes and find it, again....
Zhouth
player, 582 posts
Vargr
669999
Sun 13 Sep 2020
at 08:27
  • msg #278

Re: Travellers Aid Society (OOCs)

Zhouth would prefer to fix the core functions first: drives, fuel, electronics, etc. A missile turret is nice, but not if you end up flying into a moon/blowing up in jumpspace because the controls broke down/the fuel tanks leaked.

We don't have enough for the turret in any case: 4/4/5 (including the magazine) and we only have seven.
Theodore McFarlane
player, 769 posts
Human Capt, IN ret.
697AAA
Sun 13 Sep 2020
at 12:10
  • msg #279

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 278):

The drives are fixed, we need fuel for jump 2 is all, the tanks are damaged and need repaired.

I have 20,000cr.
Theodore McFarlane
player, 771 posts
Human Capt, IN ret.
697AAA
Tue 15 Sep 2020
at 16:33
  • msg #280

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 279):

Tech-World A455154-F
The first colony here – a Solomani outpost – was destroyed by the Sindalian Empire’s Punitive Armada. The world lay empty for hundreds of years, until the GeDeCo funded the construction of a starport here to encourage Imperium-Hierate trade through the Borderlands. To reduce the costs of constructing the starport, they contracted with renegades from the technologically advanced world of Neumann in Gazulin subsector. While the world of Neumann has the highest level of technology of any world in the whole sector, its use is heavily restricted by the Shield Church. The heretics were eager to take
GeDeCo’s offer of a world of their own and funding to develop their science.

The human population of Tech-world is around four thousand. The robot population is around a million and rising, depending on how one tallies distributed-intelligence computer with numerous slave bodies. Experiments in using nanotechnology, cloning and other technologies of questionable legality are ongoing and Tech-World is attracting increasing numbers of researchers who wish to pursue lines of inquiry not permitted in the Imperium. GeDeCo
refuses to put pressure on the Tech-World rulers to rein in their scientific experimentation, claiming that its contract with the Tech-World government begins and ends with the starport.

The Tech-World starport is a minor wonder of the subsector – the starport is a huge black ovoid that reconfigures itself dynamically to cope with rising or falling traffic. The interior walls are actually curtains of a ‘smart’ bioplastic that can move and reshape themselves to create larger or smaller landing bays and warehousing. Every visitor is assigned a guide robot programmed to their needs and security is assured by keying everything to the user’s genetic code.
This message was last edited by the player at 16:34, Tue 15 Sept 2020.
BB Nova
player, 142 posts
I7C966
Orbital Drop Marine
Wed 16 Sep 2020
at 16:11
  • msg #281

Re: Travellers Aid Society (OOCs)

I'm working with Starmaster but we might have a trio of new recruits! Quality is...middling. They come with their own baggage. But hey, warm bodies are warm bodies and they probably won't slit our throats and steal our oxygen while we're asleep :D
Theodore McFarlane
player, 772 posts
Human Capt, IN ret.
697AAA
Wed 16 Sep 2020
at 17:31
  • msg #282

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 281):

Sweet, Maybe a robot from Tech-World.
Theodore McFarlane
player, 775 posts
Human Capt, IN ret.
697AAA
Wed 16 Sep 2020
at 19:46
  • msg #283

Re: Travellers Aid Society (OOCs)

BB Nova:
I'm working with Starmaster but we might have a trio of new recruits! Quality is...middling. They come with their own baggage. But hey, warm bodies are warm bodies and they probably won't slit our throats and steal our oxygen while we're asleep :D



Can you tell us anything BB? About them? Spacehands of ill repute?
Ingrid Gustavdottir Sigar
player, 223 posts
Human Merchant
Sword Worlder
Fri 18 Sep 2020
at 07:10
  • msg #284

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 281):

Oh good, no throat-slitting, blood's hard to get out of the carpets.
Zhouth
player, 586 posts
Vargr
669999
Fri 18 Sep 2020
at 10:58
  • msg #285

Re: Travellers Aid Society (OOCs)

  Theodore 20K, Ingrid 5K.

  We're up to 225K as our operating fund. BB have anything to toss in?

  It takes (roughly) 60K/month for maintenance right now, and two jumps plus basic power is ~40K/month. Salaries and port fees are on top of that, so we can probably pull two months of operation like this - although we're halfway through one already (if we count taking possession of it at Drinax as our start point).
BB Nova
player, 143 posts
I7C966
Orbital Drop Marine
Fri 18 Sep 2020
at 19:25
  • msg #286

Re: Travellers Aid Society (OOCs)

Waiting on StarMaster for final approval and then I've got a post ready to go.
Theodore McFarlane
player, 777 posts
Human Capt, IN ret.
697AAA
Fri 18 Sep 2020
at 19:30
  • msg #287

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 286):

Awesome.
Zhouth
player, 587 posts
Vargr
669999
Sat 19 Sep 2020
at 05:21
  • msg #288

Re: Travellers Aid Society (OOCs)

Aww, c'mon now. We ought to at least consider taking on Pawsanni, if only to see the look on Varca's face. In that one circumstance it'd be visible right through his opaque faceplate.
Varca Lexand
player, 476 posts
Human Vespexer
Raider
Sat 19 Sep 2020
at 08:18
  • msg #289

Re: Travellers Aid Society (OOCs)

quote:
[*]Collin Ramburton</b>: Solomani. Unknown background. Ended up picking a fight with some members of a local gang and wrecked up the bar....hmmm...looks like this is his third stay here this month.

     Likely wouldn't have any problem with our "Privateering" work (y'all should be aware that while he isn't going to go actively looking for excuses to "raid" planets--simply to rob them--Varca has said he'd "...like to...").  Plus, if this guy likes to fight, can we be sure he wouldn't enjoy fighting with us? (i.e., this guy could be "disruptive", y'know?)

quote:
[*]Roukesh: Vargr. Local. Got caught breaking into a shop. Has a long record of petty crime to fuel his Black Dust addiction.

     Agree that him having a "Black Dust addiction" could be problematical...but on the other hand!...that's assuming the police report is accurate about that.  The addiction should be confirmed, before this mutt is discounted...he's a "professional thief", apparently.

quote:
[*]Donio Scarte: Vilani. Stowaway. Was caught in the cargo bay of an incoming merchant and dropped off with us. We don't even know what we're going to charge him with.

     Again, look into the charges before discounting...there could be more to this story than we're being told.

quote:
[*]Taliesa Dieros: Bio says she is an ex-marine. Caught hacking a vending machine.

     "Hacking"--y'mean bypassing the machine's computer...or actually hacking it to pieces?  Heh-heh-heh-heh....

quote:
[*]Athes Collee: Vilani. Claims she is a reporter but we can't verify her credentials and caught her trespassing in staff only areas around the space port. We think she might be part of some kind of rebel or terrorist cell. Non-violent but we definitely want her off planet.

     "Rebel or Terrorist"--shake her hand, thank her for her time, then show her to the door...
     "Reporter"--shake her hand, thank her for her time, then show her to the nearest airlock.  Preferably without a suit...
     Again, should confirm this accusation--she could just be a Thief.  I like Thieves...

quote:
[*]Pawsanni: Aslan. Picked up for solicitation.

     Once again, confirm this charge.  It could be as simple as a Language Misinterpretation.  If the charge is accurate...there just ain't enough room on this screen for me to write down a "Bwa-ha-ha" long enough!  ^_^
     However, a Female Aslan who's so desperate she's "soliciting" on a Human-run station...that might be an Aslan who has a real hatred going for her own people!  Because if her story is that other Aslan abandoned her, sold her, or just didn't care enough to come find her--that could be an Aslan that Varca can work with, so...maybe.

quote:
[*]Benjoe Jenking: Found passed out near trash compactor.

     "Near a trash compactor"?  Definitely talk to this guy!  The Cops--and so BB--are assuming he got drunk and passed out here--and if the report had said he was found near a trash bin/container/dumpster, then I'd buy it.  But found near a trash compactor?  Somebody may have been trying to stuff this guy in there, maybe, but they got interrupted.
     Again, he should be asked what happened--he might not want to talk to the Cops, but he might talk to BB.  Especially if he really needs a way off-world...
Zhouth
player, 588 posts
Vargr
669999
Sun 20 Sep 2020
at 05:37
  • msg #290

Re: Travellers Aid Society (OOCs)

OOC response to the above (because Zhouth would have a different take on a lot of this but hasn't been asked ICly)...



Collin: His actual fighting ability notwithstanding, if he gets too rowdy then I'm sure that Aaron the Magic Mushroom Man can concoct something to slow him down a little.

Roukesh: Or perhaps a little something to supply this guy's addiction? Generally doesn't strike me as a great option though; he may be a thief, but apparently not a good enough one to avoid being caught all the time.

Donio: Why was the guy stowing away? I mean, they could be after a budget vacation on Torpol, but it's more likely that they're running from trouble or intent on making it somewhere, which isn't necessarily in our interest.

Taliesa: Clearly not part of the E-warfare/signals branch. On the plus side it suggests that the Vultan's systems would be safe...

Athes: Rebel seems unlikely since Torpol appears to be pretty stable, but terrorist, spy, or reporter are all plausible for various reasons. Trouble any which way, although there's potential not-as-crew utility here if they're a reporter of the "This is Rantz Freely of Overhype News!" variety.

Pawsanni: Even if we take the report as accurate (it could be communication issues) and they're someone that hates the Hierate (not a given even then), that still doesn't suggest a usable skillset for running the ship or capturing other ones. Outside of very Mr. Beanish takeover attempts, anyway.

Benjoe: You don't normally jail someone for being unconscious (if anything, you call the medics), so I'm going to assume that the guy was clearly drunk or otherwise under the influence. Same problem as Roukesh, but potentially manageable if they have an appropriate skillset.

****

Taliesa would be an obvious pick up for a marine but the others all have unknowns or issues of varying severity.

In addition to looking into those, a clearer picture of their skillsets would be really helpful in making selections.
This message was last edited by the player at 12:18, Sun 20 Sept 2020.
Theodore McFarlane
player, 778 posts
Human Capt, IN ret.
697AAA
Sun 20 Sep 2020
at 12:11
  • msg #291

Re: Travellers Aid Society (OOCs)

Taliesa Dieros, Collin Rambutt and Donio are okay with me if they are okay with BB and Varca.
Varca Lexand
player, 477 posts
Human Vespexer
Raider
Sun 20 Sep 2020
at 21:19
  • msg #292

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 291):

You realize, Theo, that if those three aren't "okay" with BB and Varca--if those three have any "issues"...well then...those three are destined for a long walk out a short airlock ^_~




Yes, I am intentionally misunderstanding what you said, Theo!  ^_^
Theodore McFarlane
player, 782 posts
Human Capt, IN ret.
697AAA
Wed 23 Sep 2020
at 17:41
  • msg #293

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 292):

They would never be found is my guess. 1 in 100 billion or 1 trillion chance of finding them.

All NPC's? Or are we hiring one or two?
This message was last edited by the player at 17:42, Wed 23 Sept 2020.
Varca Lexand
player, 479 posts
Human Vespexer
Raider
Thu 24 Sep 2020
at 03:37
  • msg #294

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 293):

Huh?  I'm under the impression that, at least a couple, if not all three, of the "acceptable" ones are actually new Players, joining the Crew, Bubba...
Theodore McFarlane
player, 784 posts
Human Capt, IN ret.
697AAA
Thu 24 Sep 2020
at 13:11
  • msg #295

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 294):

They are?! Sweet!
Varca Lexand
player, 481 posts
Human Vespexer
Raider
Sat 26 Sep 2020
at 08:32
  • msg #296

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 295):

Yeah, I think so.  Just guessing, but that's the vibe I'm getting...
Ingrid Gustavdottir Sigar
player, 226 posts
Human Merchant
Sword Worlder
Sat 26 Sep 2020
at 20:04
  • msg #297

Re: Travellers Aid Society (OOCs)

Sorry for my slow posting, work is just brutal lately.
Theodore McFarlane
player, 790 posts
Thu 1 Oct 2020
at 16:27
  • [deleted]
  • msg #298

Re: Travellers Aid Society (OOCs)

This message was deleted by the player at 16:28, Thu 01 Oct 2020.
Theodore McFarlane
player, 791 posts
Human Capt, IN ret.
697AAA
Thu 1 Oct 2020
at 16:28
  • msg #299

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 297):

Hope it eases up soon. I need to read posts here. Zhouth, Varca. You guys too ;-) And of course StarMaster and Viridian and BB too.
BB Nova
player, 145 posts
I7C966
Orbital Drop Marine
Fri 2 Oct 2020
at 03:39
  • msg #300

Re: Travellers Aid Society (OOCs)

Yeah I have a huge post that I have been spending days writing. It is almost done though so we can finally meet these new recruits!
Theodore McFarlane
player, 793 posts
Human Capt, IN ret.
697AAA
Fri 2 Oct 2020
at 14:55
  • msg #301

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 300):

Awesome! Don't make it too big, I'd have to read it! ;-)
Zhouth
player, 597 posts
Vargr
669999
Sat 3 Oct 2020
at 11:00
  • msg #302

Re: Travellers Aid Society (OOCs)

We should handle the recruits-show-up thread as a separate one from the meet-the-commander thread. It's going to get confusing very quickly if they're happening over one another.
Varca Lexand
player, 484 posts
Human Vespexer
Raider
Sat 3 Oct 2020
at 11:34
  • msg #303

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 302):

I agree.  Just let Varca go and toss this one into a Cold Sleep unit--which ones were working, again?--and we can deal with the others later...

I understand that it's best that we get these new players into things ASAP, before they get bored and bail.  I'm also acknowledging that it likely did take BB all day to make arrangements to get access to current arrest records, review them for likely recruits, then arrange this "deal" with local authorities, then conduct interviews...

Yeah, it very well could be early evening before we'd see anyone.  And Zhouth still has a point--BB would know about the planned meeting with Cmdr. Reldam.  Varca sent out text messages about it--so even if BB wasn't answering her comm, she still got the messages.

So, let's assume that BB isn't sending these dirtbags decent folks to the ship for a time when they'd be showing up during our meeting with Reldam, and, instead, ask StarMaster to cook us up a thread with a name like "Torpol Recruitment" or "A Few Good Pirates" or..."Digging Up Dirtbags"--oh, I kinda like that one ^_^--and then have him relocate Donio's post, probably BB's "interview" post, as well, to that "recruits" thread.

C'mon, StarMaster!  I don't care that you're at home, sound asleep, as I'm writing this! You should be anticipating my needs!  Hop to it, Man!  ^_^
Zhouth
player, 598 posts
Vargr
669999
Sat 3 Oct 2020
at 11:42
  • msg #304

Re: Travellers Aid Society (OOCs)

I thought that these were all NPC recruits to fill gaps? Taliesa and Collyn were originally PC sheets that turned into NPC sheets when the players disappeared, and the current guy is explicitly labeled as an NPC...
Varca Lexand
player, 485 posts
Human Vespexer
Raider
Sat 3 Oct 2020
at 11:55
  • msg #305

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 304):

Dammit!  I actually thought that this was just a clever way to introduce New Guys, cooked up by BB & StarMaster!  Man...I gotta be coming down with COVID, if I'm getting to be that oblivious...

The point of this post, however, is still valid--the introduction of these "new characters" would best be done in a separate thread, with the understanding that the "New Recruits" thread, even though we may be posting there at the same time as we are posting in the "Meeting with Reldam" thread, the "recruit" thread is happening after the "meeting with Reldam" thread.
BB Nova
player, 147 posts
I7C966
Orbital Drop Marine
Sat 3 Oct 2020
at 15:13
  • msg #306

Re: Travellers Aid Society (OOCs)

I am fine with the others being put into a new thread. That being said having Donio arrive at the same time as some important meeting is kinda funny. Keep in mind BB doesn't exactly have a lot of control over when and how security releases prisoners.
Zhouth
player, 599 posts
Vargr
669999
Sat 3 Oct 2020
at 16:23
  • msg #307

Re: Travellers Aid Society (OOCs)

Oh, someone just asked Zhouth to be the welcoming committee? That can't possibly go wrong. Or even just comically.
Theodore McFarlane
player, 795 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 16:25
  • msg #308

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 307):

Bwahahahahahaha! The Vargr corsair meets the potential pirates at the door!
Zhouth
player, 601 posts
Vargr
669999
Sat 3 Oct 2020
at 16:39
  • msg #309

Re: Travellers Aid Society (OOCs)

He still doesn't act much like any corsair that I've ever heard of, nevermind a vargr one. ;)
Theodore McFarlane
player, 796 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 16:41
  • msg #310

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 309):

Zhouth is our cuddly version of a vargr corsair. Absent minded professor type.
BB Nova
player, 148 posts
I7C966
Orbital Drop Marine
Sat 3 Oct 2020
at 16:45
  • msg #311

Re: Travellers Aid Society (OOCs)

quote:
Failure to strangle counts as her official seal of everything.


It makes my bitter black heart thaw a little to think that Zhouth understands me so completely after just a few weeks of working together.

<sniff>
Theodore McFarlane
player, 797 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 16:47
  • msg #312

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 311):

Hehehehehehehehehehe! Failure to strangle counts as her official seal of everything."

This message was last edited by the player at 16:59, Sat 03 Oct 2020.
Zhouth
player, 604 posts
Vargr
669999
Sat 3 Oct 2020
at 17:12
  • msg #313

Re: Travellers Aid Society (OOCs)

There. Now everything is copied into the correct thread. We can leave the originals in place in the meantime.
Theodore McFarlane
player, 798 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 17:13
  • msg #314

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 313):

;-) Thanks!
BB Nova
player, 150 posts
I7C966
Orbital Drop Marine
Sat 3 Oct 2020
at 17:51
  • msg #315

Re: Travellers Aid Society (OOCs)

Are you a GM?
BB Nova
player, 151 posts
I7C966
Orbital Drop Marine
Sat 3 Oct 2020
at 17:55
  • msg #316

Re: Travellers Aid Society (OOCs)

While discussing new recruits benevolent StarMaster has given me free reign to develop Donio. He isn't going to be a combatant but I was thinking maybe he could be an assistant to Ingrid in engineering. Honestly he might as well be the ship's cabin boy...

The other two are going to be fighters though, no worry.
Theodore McFarlane
player, 800 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 17:57
  • msg #317

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 316):

You running NPCs? Or are they all new players?

Yay, 800 posts!
This message was last edited by the player at 17:57, Sat 03 Oct 2020.
Donio Scarte
NPC, 26 posts
Human Mercenary
Sat 3 Oct 2020
at 18:01
  • msg #318

Re: Travellers Aid Society (OOCs)

I think you ask too many questions :P
Theodore McFarlane
player, 801 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 18:05
  • msg #319

Re: Travellers Aid Society (OOCs)

In reply to Donio Scarte (msg # 318):

Ahhhh, deck scrubber, in the airlock! ;-) Don't worry about that cycling sound!

So someone to train to be an engineer! and a steward!, Excellent! We can cut off his leg and give him a peg and get him a pet parrot! Arrrrrrrgh matey!
BB Nova
player, 152 posts
I7C966
Orbital Drop Marine
Sat 3 Oct 2020
at 18:09
  • msg #320

Re: Travellers Aid Society (OOCs)

So this is all OOC but StarMaster put up a pair of NPCs to bring on board and I generated a list of "others" to reject but then I struck on the idea of a young stowaway/orphan/mascot character and SM liked it so now we have a Donio. I'll be running him, at least for the introduction piece. After that he might just fade into the background fabric of the ship.
Theodore McFarlane
player, 802 posts
Human Capt, IN ret.
697AAA
Sat 3 Oct 2020
at 18:11
  • msg #321

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 320):

Ahhh, so they are ALL NPCs yet. Okay. Run him. I'll run 1 if SM wants me to.
This message was last edited by the player at 18:13, Sat 03 Oct 2020.
Theodore McFarlane
player, 803 posts
Human Capt, IN ret.
697AAA
Mon 5 Oct 2020
at 14:39
  • msg #322

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 321):

Should we work our way to Theev instead of Tech-World? Theev is the Louisiana Swamp and the good Admiral Darokyn there is Jean Lafitte. Pirate Haven tech lvl 'F'. Opinions?

Teddy's contact in the underworld is the Admiral.
This message was last edited by the player at 14:40, Mon 05 Oct 2020.
Theodore McFarlane
player, 804 posts
Human Capt, IN ret.
697AAA
Mon 5 Oct 2020
at 18:24
  • msg #323

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 322):

You bringing the other two recruits on too BB?
BB Nova
player, 153 posts
I7C966
Orbital Drop Marine
Mon 5 Oct 2020
at 18:39
  • msg #324

Re: Travellers Aid Society (OOCs)

Yeah. I was going to drip feed them in so they're not lost in the shuffle but if we're already ready to lift off we can finish the recruitment drive and spotlight the new recruits later.
Theodore McFarlane
player, 805 posts
Human Capt, IN ret.
697AAA
Mon 5 Oct 2020
at 18:45
  • msg #325

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 324):

We're still showing the grand Tour to the Cdr., but you can post too! A slow steady stream as opposed to a drip! ;-)
This message was last edited by the player at 18:49, Mon 05 Oct 2020.
Theodore McFarlane
player, 806 posts
Human Capt, IN ret.
697AAA
Mon 5 Oct 2020
at 20:37
  • msg #326

Re: Travellers Aid Society (OOCs)

BB Nova:
Yeah. I was going to drip feed them in so they're not lost in the shuffle but if we're already ready to lift off we can finish the recruitment drive and spotlight the new recruits later.


Who knows when we'll be ready to lift off, that could be a week, could be 3 months, we RP slow here sometimes. ;-)
Zhouth
player, 606 posts
Vargr
669999
Tue 6 Oct 2020
at 00:17
  • msg #327

Re: Travellers Aid Society (OOCs)

Waiting for other things just means that we're waiting forever with this one...


If you advance the current guy's response enough that Zhouth can actually go see to the other two arriving (or BB brings them there while he's giving the intro), that would help.
BB Nova
player, 154 posts
I7C966
Orbital Drop Marine
Tue 6 Oct 2020
at 00:45
  • msg #328

Re: Travellers Aid Society (OOCs)

Zhouth:
If you advance the current guy's response enough that Zhouth can actually go see to the other two arriving (or BB brings them there while he's giving the intro), that would help.


What daily postings aren't good enough for you now? Sheesh!

:P
BB Nova
player, 156 posts
I7C966
Orbital Drop Marine
Thu 8 Oct 2020
at 12:44
  • msg #329

Re: Travellers Aid Society (OOCs)

I never thought that BB wouldn't be the worst recruiter on the ship :P
Theodore McFarlane
player, 810 posts
Human Capt, IN ret.
697AAA
Thu 8 Oct 2020
at 14:42
  • msg #330

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 329):

Doing good so far, after I see their resumes. ;-)
Zhouth
player, 609 posts
Vargr
669999
Thu 8 Oct 2020
at 15:43
  • msg #331

Re: Travellers Aid Society (OOCs)

You're actually surprised that Varca outdid everyone else on the "Unwelcome Aboard" front? ;)
Theodore McFarlane
player, 811 posts
Human Capt, IN ret.
697AAA
Thu 8 Oct 2020
at 15:47
  • msg #332

Re: Travellers Aid Society (OOCs)

Working with Varca, we might have to pay them extra!
Zhouth
player, 610 posts
Vargr
669999
Thu 8 Oct 2020
at 16:06
  • msg #333

Re: Travellers Aid Society (OOCs)

Good thing that they have Zhouth around to reassure them...
Theodore McFarlane
player, 812 posts
Human Capt, IN ret.
697AAA
Thu 8 Oct 2020
at 16:13
  • msg #334

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 333):

True! ;-) And Teddy, unless they look too long at Ingrid!
StarMaster
GM, 152 posts
Fri 9 Oct 2020
at 23:05
  • msg #335

Re: Travellers Aid Society (OOCs)

Isn't that all covered under 'Hazard Duty' pay?
BB Nova
player, 157 posts
I7C966
Orbital Drop Marine
Fri 9 Oct 2020
at 23:31
  • msg #336

Re: Travellers Aid Society (OOCs)

FYI I cant post as the other NPCs. I have Donio but that is it.
Varca Lexand
player, 492 posts
Human Vespexer
Raider
Sun 11 Oct 2020
at 02:52
  • msg #337

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 336):

Actually, Zhouth, Varca was thinking you'd tell Donio about Vespexers being Germaphobes--but that works, too ^_^
Varca Lexand
player, 493 posts
Human Vespexer
Raider
Mon 12 Oct 2020
at 00:08
  • msg #338

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 337):

     Hey, Theo!  I just wanted to FYI something that I, personally, forgot to do IRL, but which I had intended to be part of "Varca's Plan" IRP--that being, generating the illusion that "Captain the Baron Theodore" is just a typical foppish Drinaxi Aristocrat, who thinks he's being a "real" starship Captain, but is, in reality, only marginally competent at the job.

     I say again, this is all just an act.  To Varca's way of thinking, at this stage of our career/secret operation, it is advantageous for everyone to think of the Crew of the Vultan--that is, the salvaged Courier-ship named Vultan--as being a bunch of "innocent, naïve, backwater bumblers being led by an airheaded Aristocrat with delusions of being a Starship Captain".  Varca wants--at this time--for people to think that we are the last people anyone would consider as being any kind of threat...to anybody!

     And, at the same time, Varca would also have clued-in all of the Crew to "hype" all the "luxury fittings" aboard the ship...

     "Yeah, I mean lie!  If we painted it yellow, then say it's solid gold!  Play it up to extremes!  Remember that we're from Drinax--these days, that means everyone out here think's we're luxury-obsessed fools!"

     ...in hopes that the story will get around about all the "Credits-worth of baubles" we just have "laying around, on board", and that that might attract--ne'er-do-wells, shall we say?--to try and come take away our "baubles".  To their disappointment, hopefully.

     So, when Theo made the mistake--or, was it a mistake? ~_^--of "confusing" Dorsal and Ventral, what I had Varca say wasn't meant to be Me having a laugh at Your expense (okay...maybe a little...) but rather Varca actually being subtle, and playing up the "act" by "correcting" his "air-head Aristocrat" employer, in front of a guy who has the potential to have the story spread across this Starport in less than a day...
Varca Lexand
player, 495 posts
Human Vespexer
Raider
Mon 12 Oct 2020
at 02:33
  • msg #339

Re: Travellers Aid Society (OOCs)

Aaaannnnddddd.....

     About this "tour" of the Vultan...

     I/Varca am just winging it, making this crap up as I go along.  First, because I have a knack for it, and 'B', because I enjoy it.  ^_^

     However, if there is anything that any of you want to add in--or even change!--anything that you feel would be "swanky" or "posh" to put aboard, just speak up!!

     Those Old Drinaxi were hedonistic flaunters of luxury, right?  You got an idea for adding some "ultra-luxury" to this old tub, just say so, and I'll, either add it in to Varca's "Tour of Ancient Luxury Combat Craft", or I'll just go back and add/edit it to what's already been said!

     Maybe StarMaster will then copy & save the data--for the edification of future generations--but I certainly will....


     I mean, I'm only a Dictator over Operational Policy, not Interior Décor....well, maybe a little Dictatorial about that, too...
Zhouth
player, 612 posts
Vargr
669999
Mon 12 Oct 2020
at 03:05
  • msg #340

Re: Travellers Aid Society (OOCs)

Varca is going to end up being headhunted for a job as a tour/museum guide at this rate...
Varca Lexand
player, 496 posts
Human Vespexer
Raider
Mon 12 Oct 2020
at 05:11
  • msg #341

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 340):

Varca is showing off his shiny new Diplomacy/1 Skill!
Theodore McFarlane
player, 814 posts
Human Capt, IN ret.
697AAA
Mon 12 Oct 2020
at 12:35
  • msg #342

Re: Travellers Aid Society (OOCs)

Varca Lexand:
In reply to Varca Lexand (msg # 337):

     Hey, Theo!  I just wanted to FYI something that I, personally, forgot to do IRL, but which I had intended to be part of "Varca's Plan" IRP--that being, generating the illusion that "Captain the Baron Theodore" is just a typical foppish Drinaxi Aristocrat, who thinks he's being a "real" starship Captain, but is, in reality, only marginally competent at the job.

     I say again, this is all just an act.  To Varca's way of thinking, at this stage of our career/secret operation, it is advantageous for everyone to think of the Crew of the Vultan--that is, the salvaged Courier-ship named Vultan--as being a bunch of "innocent, naïve, backwater bumblers being led by an airheaded Aristocrat with delusions of being a Starship Captain".  Varca wants--at this time--for people to think that we are the last people anyone would consider as being any kind of threat...to anybody!

     And, at the same time, Varca would also have clued-in all of the Crew to "hype" all the "luxury fittings" aboard the ship...

     "Yeah, I mean lie!  If we painted it yellow, then say it's solid gold!  Play it up to extremes!  Remember that we're from Drinax--these days, that means everyone out here think's we're luxury-obsessed fools!"

     ...in hopes that the story will get around about all the "Credits-worth of baubles" we just have "laying around, on board", and that that might attract--ne'er-do-wells, shall we say?--to try and come take away our "baubles".  To their disappointment, hopefully.

     So, when Theo made the mistake--or, was it a mistake? ~_^--of "confusing" Dorsal and Ventral, what I had Varca say wasn't meant to be Me having a laugh at Your expense (okay...maybe a little...) but rather Varca actually being subtle, and playing up the "act" by "correcting" his "air-head Aristocrat" employer, in front of a guy who has the potential to have the story spread across this Starport in less than a day...


I knew what I was doing, I winked, remember! Solid gold Fresher hardware! ;-)
This message was last edited by the player at 12:37, Mon 12 Oct 2020.
Collyn Ramburton
Player, 8 posts
Humanitii
Former Scout
Wed 14 Oct 2020
at 17:53
  • msg #343

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 342):

I'm going to run Collyn, I'll have him done in a day or two. More or less.
Collyn Ramburton
Player, 9 posts
Humanitii
Former Scout
Wed 14 Oct 2020
at 18:29
  • msg #344

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 343):

Supposed to be a Marine, correct?
Zhouth
player, 613 posts
Vargr
669999
Wed 14 Oct 2020
at 19:02
  • msg #345

Re: Travellers Aid Society (OOCs)

<b>Collin Ramburton: Solomani. Unknown background. Ended up picking a fight with some members of a local gang and wrecked up the bar....hmmm...looks like this is his third stay here this month.<b>

Way back at the beginning there was a character that never actually got played (player vanished) and who was renamed to Collyn against future need, but you don't *have* to make them a purely marine type or even specifically a marine as long as they can carry out duties aboard ship.

Likewise, while it would be preferable that they're capable of holding their own in a fight, they don't have to be a bruiser.
Collyn Ramburton
Player, 10 posts
Humanitii
Former Scout
Wed 14 Oct 2020
at 19:14
  • msg #346

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 345):

Collyn is his Anglic name, I'm thinking about a Zhodane Psionic pirate, or would you avoid that?
Zhouth
player, 614 posts
Vargr
669999
Wed 14 Oct 2020
at 20:37
  • msg #347

Re: Travellers Aid Society (OOCs)

Oh, Zhouth would love to have someone like that to experiment on work with!


Ahem. The blurb that we were given said Solomani. There's no reason why they couldn't be psionic as a Solomani human. Or maybe that was just a cover. Of course, that would mean that he's lying about his origins, and lying means that you're mentally ill in the eyes of the Zhodani, so... part of the reason why they're a fugitive?
This message was last edited by the player at 20:38, Wed 14 Oct 2020.
Varca Lexand
player, 497 posts
Human Vespexer
Raider
Thu 15 Oct 2020
at 00:36
  • msg #348

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 347):

     It isn't considered "mental illness" for a Zhodani to "lie" to an "alien", in the performance of their job as an "Intelligence Gatherer".  The Zhodani call that "Subterfuge".

So, he could be an undercover Zhodani Naval "Scout" (Zho's don't have a dedicated Scout Career, and their Agents are all "Police", so the closest thing they have to a "Spy" is a Naval Career that's Military Intelligence)...

Or he could be a Renegade Zhodani Intendant (any appropriate Career) -- spent too much time amoung us "free-thinking" Dead-Heads, and chose to flee the Benevolent Oppression of the Consulate -- and now he's hiding amoung us...

Or he could be a Zhodani...A Zho!  There's a Zho Mindfreak around here?  Where? !!BLAM!!  Where is he? !!BLAM!!  I'll kill the Mindfreak! !!BLAM!!

...or he could just be Solomani or Humaniti....have you considered being non-Psionic?

How about a Terran name, but he's a Bwap*giggle* bwa-ha-ha-ha-ha-ha-ha-ha-ha....
Collyn Ramburton
Player, 11 posts
Humanitii
Former Scout
Thu 15 Oct 2020
at 18:06
  • msg #349

Re: Travellers Aid Society (OOCs)

I'll rework him as a non-psionic.
Varca Lexand
player, 499 posts
Human Vespexer
Raider
Sat 17 Oct 2020
at 02:15
  • msg #350

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 349):

     C'mon!  I'm just joking!

     If you wanna play a Pee-sionic, go ahead!  Myself, I've always thought it to be too damn complicated!  Using "mental powers" always gives me a headache *snicker*

     Nah!  If you want to play a Psionic, then go for it!  Ignore my rantings....at your own peril!!!
Collyn Ramburton
Player, 13 posts
Humanitii
Former Commando
Sat 17 Oct 2020
at 12:47
  • msg #351

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 350):

Using Kastimir's sheet for Collyn, from StarMaster.
Zhouth
player, 615 posts
Vargr
669999
Sat 17 Oct 2020
at 18:03
  • msg #352

Re: Travellers Aid Society (OOCs)

Is he going to be a Vespexer then? Or even the same person under a new name?
Collyn Ramburton
Player, 14 posts
Humanitii
Former Commando
Sat 17 Oct 2020
at 18:10
  • msg #353

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 352):

He'll be Collyn, a humanitii. Not a Vespexer.
StarMaster
GM, 154 posts
Sat 17 Oct 2020
at 18:36
  • msg #354

Re: Travellers Aid Society (OOCs)

Didn't wind up copying Kastimir's sheet in total... too much Drinaxi tied in, but it gave us a launch pad for making Collyn a fun character. No marine. He's an Adventurer/Bounty Hunter with toys and secrets.
Varca Lexand
player, 501 posts
Human Vespexer
Raider
Sun 18 Oct 2020
at 01:03
  • msg #355

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 354):

     Oh, goody!

     Hey, Collyn, take off your helmet!  Okay, prepare to smack foreheads!  One...two...

     It's a Moronic Male thing....
Collyn Ramburton
Player, 15 posts
Solomani
Bounty Hunter
Sun 18 Oct 2020
at 12:10
  • msg #356

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 355):

Collyn won't mind, he has a steel plate! Heheheheheheheheheh
This message was last edited by the player at 12:10, Sun 18 Oct 2020.
BB Nova
player, 160 posts
I7C966
Orbital Drop Marine
Mon 19 Oct 2020
at 13:04
  • msg #357

Re: Travellers Aid Society (OOCs)

Alright finishing up with recruitment. Anyone mind if Donio joins the main thread?
Theodore McFarlane
player, 819 posts
Human Capt, IN ret.
697AAA
Mon 19 Oct 2020
at 13:06
  • msg #358

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 357):

Go ahead!
Theodore McFarlane
player, 822 posts
Human Capt, IN ret.
697AAA
Tue 20 Oct 2020
at 16:04
  • msg #359

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 358):

You want to take care of the new recruits Viridian?
Varca Lexand
player, 505 posts
Human Vespexer
Raider
Tue 20 Oct 2020
at 16:12
  • msg #360

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 359):

Too Late!  Bwa-ha-ha-ha-ha-ha-ha!!
Theodore McFarlane
player, 823 posts
Human Capt, IN ret.
697AAA
Tue 20 Oct 2020
at 16:19
  • msg #361

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 360):

That's okay Vince! Just giving him a chance to chime in. Viridian is still real isn't he, and not an NPC like Rejji?
Varca Lexand
player, 506 posts
Human Vespexer
Raider
Tue 20 Oct 2020
at 17:34
  • msg #362

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 361):

     To the best of my knowledge, yeah.

     I actually am expecting Viridian to, at least, get involved via intercomm--but in his last post he mentioned how he thought someone sitting a Watch on the bridge seemed important.  So I sent Rejji to the airlock so Viridian wouldn't need to worry about leaving the Bridge.

     Otherwise, I expect Viridian to deal with it, yeah.
Theodore McFarlane
player, 824 posts
Human Capt, IN ret.
697AAA
Tue 20 Oct 2020
at 19:23
  • msg #363

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 362):

Ahhh. okay
BB Nova
player, 167 posts
I7C966
Orbital Drop Marine
Sat 24 Oct 2020
at 02:34
  • msg #364

Re: Travellers Aid Society (OOCs)

Apologies. I am here just burnt out. I'll try and get something posted over the weekend to kick things off but just assume I'm following along if I don't get something before Monday.
Zhouth
player, 622 posts
Vargr
669999
Mon 2 Nov 2020
at 23:39
  • msg #365

Re: Travellers Aid Society (OOCs)

Even though it's implies, #175 should get an explicit qualifier that the exchange is happening after the commander leaves. Just so there's no misinterpretation. :P
Varca Lexand
player, 508 posts
Human Vespexer
Raider
Tue 3 Nov 2020
at 05:07
  • msg #366

Re: Travellers Aid Society (OOCs)

Before Varca adds anything to our missile sales pitch, I wanna go over this, again, and make sure that everyone is onboard...

Page 157 of Core Rulebook:
Missile Rack: Though missile racks require ammunition
and the warheads take time to reach distant targets,
they can be very powerful weapons and, when a range of
warheads is available, extremely versatile too. Missiles
use slightly different rules to other spacecraft weapons,
which are covered on page 161. Each turret with one
or more missile racks holds 12 missiles and costs
Cr250000 to refill.
It takes one round to reload a missile
rack (see page 161).


Take from that that 12 "missiles" cost Cr250,000.

Moving on to High Guard rules...

12 Missiles are said to weight 1 ton (I assume that this 1 ton is added to the weight of a Turret, but its not made clear if a "rack" of 12 missiles is needed for each launcher in the turret, or if one rack is shared by the 1, 2, or 3 launchrs that cen be fit into a turret).

On the list of various types of different Missiles, the entry for "Standard" Missiles shows the Cost as "Cr250,000".  Referencing back to the abouve from the Core Rulebook, this Cost must represent a "reload" of a full 12 missiles.  So it follows that the individual cost of a "Standard" missile MUST BE Cr20,833--for convenience sake, let's just call that Cr20,000.

Now, on this same missile Table, we find the entry for "Advanced Missile"--which is what we have brought from Drinax.  The Cost shown to "reload" with 12 Advanced Missiles is Cr350,000, which means the individual cost of a single Advanced Missile must be Cr29, 167--again, let's say the individual price is Cr30,000, and that Cr350,000 price represents a "buying in bulk" discount ^_^

So, and Advanced Missile costs Cr30,000 each.  A brand new Advanced Missile costs that--ours are 200+ years old, and have been "refurbished" by some red-eyed moron named "Varca"--so, what should we ask for a selling price?  Well...

Page 91, Core Rulebook:
Selling Equipment
The Travellers are likely to accumulate equipment they
cannot use, either taken from defeated enemies or
replaced by more advanced items. In these cases, they
will want to sell equipment for ready cash.

For a quick and simple measure, a referee can presume
a Traveller can sell an item for half its purchase price.
There may be times when the referee will want to
impose limits on this, perhaps when a Traveller tries to
sell a highly advanced technological device on a world
with a low Tech Level that has no means of generating
electricity, for example.


So, by that, we can expect to be able to get 1/2-price, or Cr15,000 for each missile (without making any dice rolls, that is), subject to any limitations imposed by StarMaster.  Or, we could take our chances (and make some die rolls) to try and sell for more.

If we find some real Dupes, we might try selling for full value--Cr30,000--but I think a starting asking price might be better at Cr20,000, which allows us to be talked down (screw-up our rolls) to the more realistic cost of Cr15,000.

How does that sound?  Any comments?  Ideas?  Scream at varca for being "too reasonable"?
Zhouth
player, 623 posts
Vargr
669999
Tue 3 Nov 2020
at 05:25
  • msg #367

Re: Travellers Aid Society (OOCs)

If we're selling them in bulk anyway then we can just treat it as a ton of missiles for $350,000 (which is the base price) and use Broker according to the trade tables?

The fact that they're antiques could just as easily raise their perceived value as lower it.
Theodore McFarlane
player, 829 posts
Human Capt, IN ret.
697AAA
Wed 4 Nov 2020
at 15:39
  • msg #368

Re: Travellers Aid Society (OOCs)

Varca Lexand:
Before Varca adds anything to our missile sales pitch, I wanna go over this, again, and make sure that everyone is onboard...

Page 157 of Core Rulebook:
Missile Rack: Though missile racks require ammunition
and the warheads take time to reach distant targets,
they can be very powerful weapons and, when a range of
warheads is available, extremely versatile too. Missiles
use slightly different rules to other spacecraft weapons,
which are covered on page 161. Each turret with one
or more missile racks holds 12 missiles and costs
Cr250000 to refill.
It takes one round to reload a missile
rack (see page 161).


Take from that that 12 "missiles" cost Cr250,000.

Moving on to High Guard rules...

12 Missiles are said to weight 1 ton (I assume that this 1 ton is added to the weight of a Turret, but its not made clear if a "rack" of 12 missiles is needed for each launcher in the turret, or if one rack is shared by the 1, 2, or 3 launchrs that cen be fit into a turret).

On the list of various types of different Missiles, the entry for "Standard" Missiles shows the Cost as "Cr250,000".  Referencing back to the abouve from the Core Rulebook, this Cost must represent a "reload" of a full 12 missiles.  So it follows that the individual cost of a "Standard" missile MUST BE Cr20,833--for convenience sake, let's just call that Cr20,000.

Now, on this same missile Table, we find the entry for "Advanced Missile"--which is what we have brought from Drinax.  The Cost shown to "reload" with 12 Advanced Missiles is Cr350,000, which means the individual cost of a single Advanced Missile must be Cr29, 167--again, let's say the individual price is Cr30,000, and that Cr350,000 price represents a "buying in bulk" discount ^_^

So, and Advanced Missile costs Cr30,000 each.  A brand new Advanced Missile costs that--ours are 200+ years old, and have been "refurbished" by some red-eyed moron named "Varca"--so, what should we ask for a selling price?  Well...

Page 91, Core Rulebook:
Selling Equipment
The Travellers are likely to accumulate equipment they
cannot use, either taken from defeated enemies or
replaced by more advanced items. In these cases, they
will want to sell equipment for ready cash.

For a quick and simple measure, a referee can presume
a Traveller can sell an item for half its purchase price.
There may be times when the referee will want to
impose limits on this, perhaps when a Traveller tries to
sell a highly advanced technological device on a world
with a low Tech Level that has no means of generating
electricity, for example.


So, by that, we can expect to be able to get 1/2-price, or Cr15,000 for each missile (without making any dice rolls, that is), subject to any limitations imposed by StarMaster.  Or, we could take our chances (and make some die rolls) to try and sell for more.

If we find some real Dupes, we might try selling for full value--Cr30,000--but I think a starting asking price might be better at Cr20,000, which allows us to be talked down (screw-up our rolls) to the more realistic cost of Cr15,000.

How does that sound?  Any comments?  Ideas?  Scream at varca for being "too reasonable"?



We sell them for EVERY CREDIT WE CAN! ;-)
Varca Lexand
player, 509 posts
Human Vespexer
Raider
Sun 8 Nov 2020
at 03:35
  • msg #369

Re: Travellers Aid Society (OOCs)

     Okay, then, as I understand it, we will ask for the full Cr30,000 per missile--but, not really expecting to get that price too often--we will allow ourselves to be talked down.  But no lower than Cr15,000 per missile.

     Is that what everyone is saying, here?

     Also, Varca has very little experience with Selling anything.  He's always either dug it up in the wastelands, or stolen got it--he's got it from others.  And when he does "sell" things, he just accepts the offer he's given (using that 50% Rule, thingie).

     So, isn't it the Broker skill that's used to sell cargos?  Who has the best Broker skill level, amoung us?
Zhouth
player, 624 posts
Vargr
669999
Sun 8 Nov 2020
at 09:27
  • msg #370

Re: Travellers Aid Society (OOCs)

Ingrid and Theodore would both have +2 DM for Broker (the former due to Edu, the latter due to Edu/rank), which is the best that we have right now.

It could be worth investing in an Expert Broker program.
Theodore McFarlane
player, 830 posts
Human Capt, IN ret.
697AAA
Sun 8 Nov 2020
at 12:51
  • msg #371

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 370):

Then I would be Broker 3, I have Broker 1, Ed A, Int A, Soc A
This message was last edited by the player at 16:01, Sun 08 Nov 2020.
Zhouth
player, 626 posts
Vargr
669999
Sun 8 Nov 2020
at 12:59
  • msg #372

Re: Travellers Aid Society (OOCs)

I counted the rank: +1 Broker, +1 Edu.

IIRC some version of Electronics also works in systems that have sufficiently advanced infrastructure and illegal dealings use Streetwise, but of course that's of no interest to an upstanding bunch like us...
Zhouth
player, 630 posts
Vargr
669999
Wed 11 Nov 2020
at 11:52
  • msg #373

Re: Travellers Aid Society (OOCs)

We have four things to do:

1) Repair the fuel tanks and missile turret.
2) Train the new people.
3) Sell a few more missiles.
4) See if we can get any more info about the attackers.


1) We can get the work done by those companies with Ingrid overseeing it?

2) BB and Rejji train the new marines; Donio gets on-the-job training as part of #1.

3) Theodore has been designated to sell the missiles, but maintaining appearances demands an escort. Could be Varca (bodyguard) or Viridian (gunnery expertise).

4) Aaron, Zhouth, and Viridian/Varca (whoever isn't involved with the missiles)?



...and maybe cover all of this with a bit of exposition so we aren't vacationing on Torpol into 2022. ;)
This message was last edited by the player at 09:04, Thu 12 Nov 2020.
BB Nova
player, 171 posts
I7C966
Orbital Drop Marine
Wed 11 Nov 2020
at 19:45
  • msg #374

Re: Travellers Aid Society (OOCs)

FYI I am here just...busy. For reasons of my own making I have kind of written myself out of most of the discussions and negotiations and I don't mind taking a back seat while you hammer out the details. I'll be following along and if you need me I should catch it otherwise feel free to PM me but until we hit orbit again and start shooting stuff I don't mind kicking my feet up in a manner of speaking as the holiday season is usually pretty tough for me.

Plus I'm writing a novel as part of NaNoWriMo and as we speak I am about 10,000 words behind where I am supposed to be at this point so I might be going quiet but I am still here and checking in.
Varca Lexand
player, 514 posts
Human Vespexer
Raider
Thu 12 Nov 2020
at 07:13
  • msg #375

Re: Travellers Aid Society (OOCs)

Yes, Zhouth, I was/am going to have Varca suggest that Ingrid--as our Chief Engineer--take the lead on getting the ship repairs done...unless it turns out Ingrid has the higher Broker-or-whatever skill, and would better serve the group by selling the missiles.  I just haven't/hadn't gotten to putting up a pot for that.

I assumed that Theo was the better, because of his Imperial Navy background--and that he often points out that he has Broker skill.

Y'know...Varca may be a professional Thief, but he only has Streetwise at Level 0 ^_^

What the frell would a wasteland-residing Vespexer know about Urban Underworld/Underground Culture?! ^_^
Theodore McFarlane
player, 834 posts
Human Capt, IN ret.
697AAA
Thu 12 Nov 2020
at 12:40
  • msg #376

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 374):

Congrats on the novel, is it good? ;-) Probably.
BB Nova
player, 172 posts
I7C966
Orbital Drop Marine
Thu 12 Nov 2020
at 17:24
  • msg #377

Re: Travellers Aid Society (OOCs)

If you want to read along here it is:

https://www.worldanvil.com/w/e...l---prologue-article

Feedback of any kind is more than welcome. It's a first draft and my goal is to write it in just a month so I'm not very sensitive about overall quality. The first draft just gets the overall ideas and directions down. 2nd draft is where you go back and have the ideas you added later on be reflected throughout the whole novel and the 3rd draft is the big quality push.
Varca Lexand
player, 515 posts
Human Vespexer
Raider
Thu 12 Nov 2020
at 21:04
  • msg #378

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 377):

I'm sorry, but I don't have--or want--either a Reddit or Twit-Wit account.

But I did notice something in Chapter 2...

You start the chapter with the Commander glumly gazing at the stars.  Part of his reminiscing is his lament that there were now only "4" Dwarves left alive--as the chapter progresses, these  dwarves are, mostly, accounted for:

#1--The Commander.  I assumed that The Commander included himself in that number.  It wasn't exactly clear if The Commander was thinking the survivors were "himself PLUS four other dwarves", or if he was thinking "just the 4 of us".

#2--The Navigator.  The navigator existence of The Navigator is brought up by...

#3--"I'm not a Medic".  This dwarf shows his presence by alerting The Commander that The Navigator is dying.

So, here's where I get my confusion...

The Commander is at the Bow, Dwarf #3, "I'm Not a Medic" and Dwarf #2, The Navigator, are at "the back of the ship", where The Navigator is tied to "a mast"...

Not saying that "a mast" near the stern of the ship is odd, but the implication is that The Navigator somehow needed to be in contact with the "mast" to do the Navigator-like stuff--because the Navigator was "guiding" the ship (though not, actually Piloting the ship).  Just to make that association a little stronger, you might consider having The Navigator "lashed/tied/bound" to "the wheel" or to "the tiller", both of which have stronger association with the act of "guiding/piloting a boat.

Okay, with The Commander at the bow, and 2 dwarves, together, at a mast near the stern of the vessel, that leaves just 1 dwarf--Dwarf #4--unaccounted for...

So, who are the "Lads" that The Commander is yelling rowing orders at?  There is only the ONE Dwarf left--unless there are "Sailor Dwarves" aboard which hadn't been mentioned.  But, your scene with The Commander running back to The Navigator--and running past rows and rows of empty rowing benches--would tend to counter-imply that there were other dwarves, or non-Dwarves, or ANY others aboard, to be doing the rowing.

There is an old Print Journalism adage you should keep in the back of your mind, as you write-- "The Reader only knows what you tell him" (that might have been Hearst...or maybe Horace Greely...I dunno).  But it applies even to the writing of fiction.

Unless you find some way of getting the information--about the setting, the characters, the mood, whatever--to the reader, then they have no knowledge of "whatever", and then when you later bring that subject/issue/topic up, the reader can get confused--"Hey! He's talking to some 'Lads'--that means more than one--Where did they come from?!"--and that's where you lose your reader...

Take a moment and google "literary exposition", it's one of the first things I always recommend a writer learn about.  But, hey...take my advice with a grain of salt!  With the exception of 1 gaming article in the old Challenge Magazine, I've never been published ^_^


Oh, and while it may be obvious to YOU that, even though in Chapter 1, the Reader is kinda-sorta led to believe that The Commander dies--but then, when we find him alive in Chapter 2--OBVIOUSLY he managed to get out of the fort and down to the boat, but most readers don't want to have to make their own conclusion, like that.  Now, you don't have to write half-a-chapter detailing his heroic fight to the boat, but some kind of acknowledgement of that act would be nice...

"Gazing up at the confusing stars, (The Commander) thought back to the bloody, chaotic struggle of his escape, fighting for every step as he got through the fortress and out to the docks--collecting the few survivors he now had with him--and escaping, aboard the stoneship.  (He) thought again of the young dwarf, (Whats-his-name), that he'd sent off to sound The Horn--and how the lad must be dead ... for The Horn had never sounded."

There.  Two, 2-and-a-half, Sentences, and the whole time between the end of Chapter 1 and the start of Chapter 2 is "covered".  At least, covered well enough for the Reader to accept what comes next in Chapter 2, without being distracted by thoughts of "But, how...?"
BB Nova
player, 173 posts
I7C966
Orbital Drop Marine
Fri 13 Nov 2020
at 15:38
  • msg #379

Re: Travellers Aid Society (OOCs)

Excellent points! There are five dwarves (commander,  navigator, medic, and two rowers.) Great point about the commander reminiscing about how he escaped. Originally this was a completely different character but at last minute i changed it to preserve the characterization. Why introduce him if I need a different commander later on?

i think i can rewrite it better once i get off of mobile
BB Nova
player, 174 posts
I7C966
Orbital Drop Marine
Sat 14 Nov 2020
at 01:48
  • msg #380

Re: Travellers Aid Society (OOCs)

@Varca: Fixed! Added a paragraph, hopefully that explains for now.
Varca Lexand
player, 516 posts
Human Vespexer
Raider
Mon 16 Nov 2020
at 07:02
  • msg #381

Re: Travellers Aid Society (OOCs)



Well Folks, on top of all the Pandemic Crap and Pustulent Political Posturing we've been having to deal with, we now are entering that most dreaded of social crises....

THE HOLIDAYS!

That's right, the time of year when IRL shoves it's unwanted presence upon all of us--interfering with our Gaming Plans and causing a general Slow Down of all our Posting!

I tell ya, it's enough to make a person want to eat Fruit Cake and wear Ugly Sweaters--just to make it Go Away!





Seriously though, over the next couple of months activity across the Boards traditionally  does tend to slow down, as everyone gets caught up in The Holidays.

So, whether it's pulling extra hours at work, having to "entertain" visiting Family, or just running around in circles and screaming in frustration, we all need to be just a little patient if some of our favorite Boards start to slow down--or even grind to a halt!

It's just temporary!  This, too, shall pass!

And soon enough we can get back to what's really important -- Gaming!

Theodore McFarlane
player, 835 posts
Human Capt, IN ret.
697AAA
Mon 16 Nov 2020
at 12:31
  • msg #382

Re: Travellers Aid Society (OOCs)

This could have been a real post! But NOOOOOOOOOOOO!! ;-)
StarMaster
GM, 158 posts
Mon 16 Nov 2020
at 19:15
  • msg #383

Re: Travellers Aid Society (OOCs)

Bah! Humbug!!!!
BB Nova
player, 175 posts
I7C966
Orbital Drop Marine
Mon 16 Nov 2020
at 20:55
  • msg #384

Re: Travellers Aid Society (OOCs)

LMAO!!!

I was social distancing before it was cool :D
Zhouth
player, 631 posts
Vargr
669999
Tue 17 Nov 2020
at 13:31
  • msg #385

Re: Travellers Aid Society (OOCs)

I notice that Theodore has carefully avoided responding to the suggestion of a Magnificent Mustache Makeover. I can't imagine why. As everyone has seen, Zhouth has impeccable fashion sense...
Theodore McFarlane
player, 837 posts
Human Capt, IN ret.
697AAA
Tue 17 Nov 2020
at 13:52
  • msg #386

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 385):

Teddy has an impeccable moustache! NO! You may not mess with it!
BB Nova
player, 176 posts
I7C966
Orbital Drop Marine
Tue 17 Nov 2020
at 16:52
  • msg #387

Re: Travellers Aid Society (OOCs)

Go big or go home:


Theodore McFarlane
player, 838 posts
Human Capt, IN ret.
697AAA
Tue 17 Nov 2020
at 17:06
  • msg #388

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 387):

Sweet! Now we know you have time to post! Great!! Your roommate Collyn is still waiting on rooming arrangements! ;-)
Varca Lexand
player, 517 posts
Human Vespexer
Raider
Wed 18 Nov 2020
at 18:44
  • msg #389

Re: Travellers Aid Society (OOCs)

Don't get old--it's a trap!

My freaking memory is so bad...How Bad Is It?...My Memory is So Bad...um...what were we talking about?


Anyway, I've forgotten how many missiles we decided could be stuffed into that Missile Storage Bay.  We're giving the Torpol Gov't a rack of 12 for free, but we've also extended them an offer that they could buy more, if they want.

Varca advocates for selling no more than half of what's left, after the 12 freebies are given away--I mean, what's the point of installing this damned Missile Turret if we don't have decent missiles to fire!  And I again remind everyone that, in all the literature about this Campaign, the original missile turrets installed on Harriers appear to be single tube launchers! (unless altered by the GM).

I'll add the caveat that, should we find some sucker interested party willing to pay us Cr30,000 per missile...then Varca would consider selling a few more missiles.  But even then, Varca will insist that we keep at least one-quarter of the available missiles.

So....how many missiles do we have?
Theodore McFarlane
player, 840 posts
Human Capt, IN ret.
697AAA
Wed 18 Nov 2020
at 19:08
  • msg #390

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 389):

Zhouth? How many missiles were there?
StarMaster
GM, 160 posts
Thu 19 Nov 2020
at 00:39
  • msg #391

Re: Travellers Aid Society (OOCs)

The missile STORAGE bay (not to be confused with a 'missile bay') has 16.25 squares. Two squares equal 1 ton. Therefore, the bay is capable of holding 8 tons of material. A single missile rack takes up 1 ton of cargo space, so that means there are 8 missile racks. Each rack holds 12 missiles.

So, there are 96 total missiles in the storage bay.
Rayjaynul Brown
player, 1 post
Human, Drinaxian
Navy Gunner, PO 2nd Class
Thu 19 Nov 2020
at 19:43
  • msg #392

Re: Travellers Aid Society (OOCs)

"New Gunna 'ere, flesh and blood wit all te gristle to boot!"

Just about finished with char gen, got my min connections and Rival sorted out, but still have a Contact to identify, so was wondering if there's a particular Contact type the crew might want or need for the future? A Lawyer is the most obvious answer I suppose, but figured I'd get a bit more cooperative creation in before I burst onto the scene.

Also suppose it doesn't hurt to have more connections if you don't mind associating "wit an rail tin ole nayvay salt and one time merchant marine."
Theodore McFarlane
player, 841 posts
Human Capt, IN ret.
697AAA
Thu 19 Nov 2020
at 19:46
  • msg #393

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 392):

Sounds like all of us, Merchants or Navy/Military.
Varca Lexand
player, 518 posts
Human Vespexer
Raider
Thu 19 Nov 2020
at 20:36
  • msg #394

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 393):

     What, I gotta shove you in front of a rampaging Kucingila beast--again!--Theodore?!!

     Varca is not any kind of "naval" type!  He's not even a "marine" type! (no offense, BB)

  Varca is a...uh...he's a...(just what the hell am I, this week?)...he's a Scout type!!  Yeah, that's close enough--he's a hit-you-in-the-head-and-then-demand-your-wallet kinda Scout! (wait, that is what Scouts do, right?)
Varca Lexand
player, 522 posts
Human Vespexer
Raider
Mon 23 Nov 2020
at 01:34
  • msg #395

Re: Travellers Aid Society (OOCs)

     Waitaminute!!!

     Rayjaynul--you've got yourself listed as "Human, Drinaxian"--are you from Drinax?!!
Ingrid Gustavdottir Sigar
player, 237 posts
Human Merchant
Sword Worlder
Mon 23 Nov 2020
at 05:26
  • msg #396

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 392):

Welcome!

I'll probably post later today, work is a huge pain right now.
Rayjaynul Brown
player, 6 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Mon 23 Nov 2020
at 09:14
  • msg #397

Re: Travellers Aid Society (OOCs)

Indeed Vespexer, he's from the Floating Palace of all places, believe it or not.

And thank you Ingrid.
Varca Lexand
player, 523 posts
Human Vespexer
Raider
Tue 24 Nov 2020
at 02:29
  • msg #398

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 397):

Rayjaynul Brown:
Indeed Vespexer, he's from the Floating Palace of all places, believe it or not.

     NOT!!!

     Pustulent Contagion, Ray!  What, did you grow-up underneath one of the old Grav Engines?!!  Even ignorant Vespexers from the Deep Waste don't have accents as thick as yours!

     So, if you are a 'Palacer', then what's your Family Title?  All real Palacers have some kind of Title to hang after their names--maybe you're the Lord Wiper of the Ducal Steak Knives?  Master of the Royal Wine Cork Collection?  A Son of the Grand High Royal Garage Mechanic, perhaps?

     I think Theodore's Daddy-the-Baron is the Illustrious Cleaner of the Royal Bidet, or something like that...I'm pretty sure his Family Title has something to do with Waste Reclamation....

      ^_^
Rayjaynul Brown
player, 8 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Tue 24 Nov 2020
at 02:44
  • msg #399

Re: Travellers Aid Society (OOCs)

Well clearly Rayjay hales from an esteemed line of Court Jesters, though I doubt even the Floating Palace could survive that much Helium in one city, I mean Plumbers are bad enough to deal with without some sort of Barony to boot.
This message had punctuation tweaked by the player at 02:44, Tue 24 Nov 2020.
Varca Lexand
player, 525 posts
Human Vespexer
Raider
Tue 24 Nov 2020
at 03:10
  • msg #400

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 399):

Rayjaynul Brown:
...te name is Rayjaynul Brown or Rayjay if ya please...


     no...No...NO...NO!!!!

     Can't...stop...it....

Oh...you can call me Ray...or you can call me Jay...
    Or you can call me RJ...or you can call me Rayjay...
    Or you can call me...


     Brain...too Old...reference too vague...my head gonna...
                                   
Rayjaynul Brown
player, 9 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Tue 24 Nov 2020
at 03:47
  • msg #401

Re: Travellers Aid Society (OOCs)

Sadly too young for that reference, had to look that reference up lol

But you can call him RJ0 if you want lol
StarMaster
GM, 161 posts
Tue 24 Nov 2020
at 08:55
  • msg #402

Re: Travellers Aid Society (OOCs)

His official title is Grand Poobah of the Loyal Order of Water Buffaloes.
Zhouth
player, 637 posts
Vargr
669999
Tue 24 Nov 2020
at 14:09
  • msg #403

Re: Travellers Aid Society (OOCs)

Way back in the late 90s when the internet was still a new thing in most peoples' eyes and companies were still trying to figure out how to use it, one IT/network person that I know (or knew - haven't talked in ages) actually got himself the job title of  Grand Information Poobah for his year and a half with one company. Was on his business cards and everything.
Theodore McFarlane
player, 847 posts
Human Capt, IN ret.
697AAA
Tue 24 Nov 2020
at 14:15
  • msg #404

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 403):

Wow! All these posts and RPoL never told me there was one even with the red number. What good are they?
Rayjaynul Brown
player, 10 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Tue 24 Nov 2020
at 19:40
  • msg #405

Re: Travellers Aid Society (OOCs)

Not much I'm afraid, not much at all.
Theodore McFarlane
player, 848 posts
Human Capt, IN ret.
697AAA
Tue 24 Nov 2020
at 19:42
  • msg #406

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 405):

True, the number is supposed to turn red to tell you there was a new post, that didn't happen for all of them.
Theodore McFarlane
player, 849 posts
Human Capt, IN ret.
697AAA
Wed 25 Nov 2020
at 14:52
  • msg #407

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 406):

What is BB's Strength?
Zhouth
player, 638 posts
Vargr
669999
Wed 25 Nov 2020
at 16:08
  • msg #408

Re: Travellers Aid Society (OOCs)

10, according to her UPP entry.

We're missing the two new guys from there though!
Theodore McFarlane
player, 850 posts
Human Capt, IN ret.
697AAA
Wed 25 Nov 2020
at 16:11
  • msg #409

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 408):

Yeah, I found it too, thanks! Yes, they are missing from it. So is RayJay.
BB Nova
player, 179 posts
I7C966
Orbital Drop Marine
Wed 25 Nov 2020
at 17:24
  • msg #410

Re: Travellers Aid Society (OOCs)

Correct, it is 10 but she also has a high tech combat arm that allowed her to carry ridiculous amounts of weight so if she wants, she can be considered to have Strength 18 :D
Rayjaynul Brown
player, 12 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Wed 25 Nov 2020
at 17:55
  • msg #411

Re: Travellers Aid Society (OOCs)

Poor poor Rayjay and his Strength of 3 lol
Varca Lexand
player, 527 posts
Human Vespexer
Raider
Wed 25 Nov 2020
at 18:28
  • msg #412

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 411):

     Are you sure you weren't born on Drinax, rather than on The Palace?  That sounds like a Light-Worlder STR...and the gravity down on the planet (*ahem*...where Varca was born...) is only 0.39 G...
Rayjaynul Brown
player, 13 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Wed 25 Nov 2020
at 20:21
  • msg #413

Re: Travellers Aid Society (OOCs)

Going by the stat modifiers, Floating Palace -1 Str and End, I don't think it's an issue of gravity but rather opulence. After all 60kg is 60kg no matter the gravity, earth like gravity just simplifies the fitness logistics, as does survival.

Though mostly my goal was to make a Navy Gunner, which made Int, Edu, and Dex my highest priorities, and of the worlds within the sector, the Floating Palace provided the only boost to one of those three stats.

I suppose I could have made a Star Marine, and gone Vespexer or Asim, or just ignored the planet options and simplified my stat reqs by going Pirate or Free Trader. But I really liked the idea of him being a Navy Gunner, so being from the Floating Palace helped.
Theodore McFarlane
player, 852 posts
Human Capt, IN ret.
697AAA
Wed 25 Nov 2020
at 20:31
  • msg #414

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 413):

You're good, quit picking Vince! ;-P

Hehehehehehehehehehe.
Varca Lexand
player, 528 posts
Human Vespexer
Raider
Thu 26 Nov 2020
at 12:17
  • msg #415

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 414):

     Nononononononono...nothing like that!

     I was just poking fun because Varca is a little "delusional" about that topic--Varca "thinks" he should have a 7 STR--but that when the Palacer Doctors fixed an Attribute Loss from a Life Event--they screwed it up.  They told him he was "fully restored", but he felt "weaker" during Physical Therapy...

     Of course, this was also his first time on the Palace, and so his first exposure to a full 1G field--his STR has always been 5, and compared to other Vespexers, down on Drinax (with it's 0.39 gravity), that was a little abouve average.  But up on the Palace, during physical therapy, he was seeing "smaller" people have a "greater" STR than him (Palacers who'd grown up in 1G)--and he has a hard time believing it...

     That's all ^_^
Rayjaynul Brown
player, 15 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Thu 26 Nov 2020
at 18:39
  • msg #416

Re: Travellers Aid Society (OOCs)

Surprisingly I lucked out in that department, no stat damage from events, or even old age.
Theodore McFarlane
player, 855 posts
Human Capt, IN ret.
697AAA
Thu 26 Nov 2020
at 18:43
  • msg #417

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 416):

Maybe you can build your strength with BB's help.
Zhouth
player, 641 posts
Vargr
669999
Thu 26 Nov 2020
at 18:50
  • msg #418

Re: Travellers Aid Society (OOCs)

Zhouth also avoided any old-age stat damage (at 42). I'm putting it down to working at a top-secret top-TL life sciences facility...
Rayjaynul Brown
player, 16 posts
Human, Drinaxian
Navy Gunner, PO 2nd Class
Thu 26 Nov 2020
at 19:04
  • msg #419

Re: Travellers Aid Society (OOCs)

That's the hope as cybernetics and bionics are too rich for my blood.

Also it might just be the three of us, but the thought of a ship full of retirees amuses me. What could possibly go wrong? lol
This message was last updated by the player at 19:09, Thu 26 Nov 2020.
StarMaster
GM, 162 posts
Thu 26 Nov 2020
at 21:52
  • msg #420

Re: Travellers Aid Society (OOCs)

Since Tom Brady is 43 and has barely missed a beat, and a recent study reported on 60 minutes that half of all children born now could expect to see their 103rd birthday, I think the aging rules in Traveller are another anachronism.

Better nutrition, better medical knowledge, and a better understanding of what constitutes bad nutrition have pushed those benchmarks forward considerably.
Rayjaynul Brown
player, 18 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 26 Nov 2020
at 22:10
  • msg #421

Re: Travellers Aid Society (OOCs)

Maybe, but there are biological limits that would require genetic engineering and or constant training to overcome, as would be the case of Tom Brady and other star athletes, all the same the medical solution for old age is present in the form of Anagathics and the multitude of Augments available.
Rayjaynul Brown
player, 19 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 27 Nov 2020
at 00:13
  • msg #422

Re: Travellers Aid Society (OOCs)

Was looking back over some past posts and got to ask, how did you wind up with 96 missiles?
Ingrid Gustavdottir Sigar
player, 240 posts
Human Merchant
Sword Worlder
Fri 27 Nov 2020
at 10:10
  • msg #423

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 419):

Hey, I'm only 26.

In reply to StarMaster (msg # 420):

True, but Brady's the exception. Look at the way Peyton Manning's arm strength dropped like a stone in his last season, and he hadn't yet turned 40. Not everyone can be George Foreman, knocking out people at 45.
Rayjaynul Brown
player, 20 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 27 Nov 2020
at 10:27
  • msg #424

Re: Travellers Aid Society (OOCs)

Well I did suggest there might just be three of us old fogies on the ship as well, pushing our luck to it's very limits.
Theodore McFarlane
player, 856 posts
Human Capt, IN ret.
697AAA
Fri 27 Nov 2020
at 13:57
  • msg #425

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 424):

Teddy is 42. He's dating Ingrid at 26! :-) WOOOOOOOOOTTT!!!
Theodore McFarlane
player, 857 posts
Human Capt, IN ret.
697AAA
Fri 27 Nov 2020
at 18:38
  • msg #426

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 423):

Brady takes VERY good care of himself! He works VERY hard to keep himself in condition.

I was a Patriot fan for over 40 years, they treated Tom badly so now I root for TB, though I Don't watch much any more, you kneel, I turn you off, I served my country for 8 yrs.
Theodore McFarlane
player, 858 posts
Human Capt, IN ret.
697AAA
Fri 27 Nov 2020
at 18:46
  • msg #427

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 426):

Anyone get The Sword Worlds for MgT2e or you just using 1e? Skandersvik, a Sword World adventure is out now!
Zhouth
player, 642 posts
Vargr
669999
Fri 27 Nov 2020
at 19:05
  • msg #428

Re: Travellers Aid Society (OOCs)

Don't have either and I'm not really planning on getting them.
Ingrid Gustavdottir Sigar
player, 241 posts
Human Merchant
Sword Worlder
Fri 27 Nov 2020
at 22:26
  • msg #429

Re: Travellers Aid Society (OOCs)

I have Sword Worlds 1e. It's a little sloppy (it references the Border Worlds who haven't been created yet, for example) and is mostly not as good as GURPS Traveller Sword Worlds which it seems to have been based on. I actually didn't know there was a 2e. I'll take a look.
Zhouth
player, 643 posts
Vargr
669999
Sat 28 Nov 2020
at 00:02
  • msg #430

Re: Travellers Aid Society (OOCs)

So. Administrator's office?
Varca Lexand
player, 529 posts
Human Vespexer
Raider
Sat 28 Nov 2020
at 02:49
  • msg #431

Re: Travellers Aid Society (OOCs)

Rayjaynul Brown:
Was looking back over some past posts and got to ask, how did you wind up with 96 missiles?

     The Harrier-class Commerce Raider was built by Drinax, for Drinax, over 200 years ago.

     Since Varca spent half of his "Careers" either living down on Drinax, or, at least, having access to "exploring" down on Drinax, StarMaster & I came up with the idea that all the "Ship Shares" that Varca got as Mustering Out Benefits would actually represent ruined locations, down on Drinax, where Varca knew/suspected we could find salvageable parts/materials for making the required repairs to the ship.

     One of those locations was a small Harrier Base "hidden" in some mountains.  Now, despite being hidden, the Aslan still knew about/discovered the base, 200 years ago, when they attacked Drinax--they caught over 100 Harriers on the ground, and smashed them up pretty good.  But, with 100+ of them laying around, and with us only needing parts for one ship, we found lots of salvageable material.

     Including lots of undamaged TL14 "Advanced Missiles" still sitting in launch racks, on lots of those wrecks.  And we have only 96 of the better-quality "refurbished" missiles aboard because...well...that's all we could put into the ship's dedicated missile storage space.  And, due to other issues/considerations, we just didn't have the room to put more of them in the cargo bay.


     Oh, by the way, Guys--if any of you have concerns that Clan Stregor might try and sell-off the missiles we left behind--don't worry, they'll never have the chance.

     Varca v-mailed the location of the Old Base to the Grand Admiral, just before we jumped out from Drinax.  I expect the place is firmly in the hands of the Star Guard, by now.  And Varca is expecting (hoping, actually) that, by the time we get around to returning to Drinax for a visit, they will be ready to go into production of new Missiles--because he's also hoping they will have managed to build 1 or 2 other Harriers from the remaining wrecks....
Varca Lexand
player, 530 posts
Human Vespexer
Raider
Sat 28 Nov 2020
at 02:59
  • msg #432

Re: Travellers Aid Society (OOCs)

Zhouth:
So. Administrator's office?

     Maybe...you know I have the bad habit of reading OOCs before I read the IC posts...

     Varca wants more of a reason from Rayjay other than "I always wanted to Join the Navy", for why he left Drinax.  I mean, at least Theo gave us the excuse of "Daddy Issues"...(*snicker*..."Daddy Issues"...heeheeheeheeheehee...)
Rayjaynul Brown
player, 21 posts
Human, Drinaxian
3-9-6-C-9-4
Sat 28 Nov 2020
at 05:14
  • msg #433

Re: Travellers Aid Society (OOCs)

I see, though isn't the Harrier's missile storage only like 1 ton? I suppose there's more than enough cargo space, and I'm not entirely certain if the Magazine's walls provide any additional protection, but it might raise some questions with the wrong crowds if they ever got on board.

As for motivations, sometimes the simplest are the most mind boggling I suppose.
Varca Lexand
player, 532 posts
Human Vespexer
Raider
Sat 28 Nov 2020
at 06:26
  • msg #434

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 433):

     A Missile Turret (the Launcher), also holds a "Rack" of 12 Missiles, which masses "1 Ton".  This Harrier is supposed to have a "1 Tube" Missile Turret (launches only 1 missile at a time) mounted "ventrally" (on the belly)--that turret is not, currently, installed.

     Now, if you look at the deckplans of our ship (which has been modified by the GM), found in the "Game Map" link, above, as the "Main Map", you will see a room on the Lower Deck--room #31--which is labeled as "Missile Bay".

     The use of the word "Bay", here, is not to be confused with the weapon systems, referred to in the rules as "Bay Weapons".  The use of the word "Bay", in this instance, is the older, nautical term for "a room where something is stored"--as in "Cargo Bay" or "Shuttle Bay" or "Sick Bay".

     Thus the "Missile Bay" is where extra Missiles are stored.

     Room #31, according to the ship-building rules from the High Guard rules supplement, works out to be a space that can hold "8.5 Tons".  As each "Rack" of 12 Missiles weighs 1 Ton, we have put 8 Racks of 12 missiles into a room that is specifically designed to store missiles.  8 x 12 = 96.

     That's where we have 96 missiles.  In the Missile Storage Bay.
Theodore McFarlane
player, 859 posts
Human Capt, IN ret.
697AAA
Sat 28 Nov 2020
at 14:00
  • msg #435

Re: Travellers Aid Society (OOCs)

Ingrid Gustavdottir Sigar:
I have Sword Worlds 1e. It's a little sloppy (it references the Border Worlds who haven't been created yet, for example) and is mostly not as good as GURPS Traveller Sword Worlds which it seems to have been based on. I actually didn't know there was a 2e. I'll take a look.


It was just released a few weeks ago, on sale now on drivethru, though a little salty.
Rayjaynul Brown
player, 22 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 29 Nov 2020
at 00:47
  • msg #436

Re: Travellers Aid Society (OOCs)

Ah I see, was going off the Harrier supplemental, which appears quite a bit different.

For starters 33 and 32 are two separate 6x6m rooms, with 33 serving as both Missile Turret Access and 1t Magazine, while 32 appears to be the only Airlock, and 31 being a 3x12m hall serving to permit the transfer of cargo from the Scoop to the Cargo Bay.

While the neck section is only about about 10.5m wide including armor, fuel, and hall instead of 13.5m. In fact the lower deck seems about 3m wider and 4.5m shorter, while the upper deck seems to be the same width over all, but 3m longer.

Either case good to know which reference to use now.
Zhouth
player, 644 posts
Vargr
669999
Sun 29 Nov 2020
at 01:29
  • msg #437

Re: Travellers Aid Society (OOCs)

StarMaster created his own version of the Harrier. The map and stats are in the game files here.
BB Nova
player, 181 posts
I7C966
Orbital Drop Marine
Mon 30 Nov 2020
at 19:11
  • msg #438

Re: Travellers Aid Society (OOCs)

Couple of questions:

1) Can we have the ship set up to track where people come and go through their comms? I want to GPS tag everyone :D

2) Are there really only 8 rooms? Am I reading this right that it is 8 crew rooms but 11 "slots" on the ship's crew?
Rayjaynul Brown
player, 24 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 30 Nov 2020
at 20:07
  • msg #439

Re: Travellers Aid Society (OOCs)

Going by the official graphics, the bunks are typically depicted as having a top and bottom bunk. So we should have enough space for 16 without worrying about hot bunking.
Zhouth
player, 645 posts
Vargr
669999
Mon 30 Nov 2020
at 20:32
  • msg #440

Re: Travellers Aid Society (OOCs)

Four are 'officer' staterooms and four are 'crew' staterooms. The crew ones are two-person (though of much greater quality than a typical double berth). Total of twelve spaces.

The officer ones are currently assigned to Theodore, Ingrid, Zhouth, and (I think) Aaron.

BB and Collyn are sharing one, the other two new marines are in another, my guess is that Varca and Rejji are in the third (both Vespexers, so...) and the last one was Viridian's, soon to be shared with Rayjanul.
This message was last edited by the player at 20:34, Mon 30 Nov 2020.
BB Nova
player, 182 posts
I7C966
Orbital Drop Marine
Mon 30 Nov 2020
at 23:35
  • msg #441

Re: Travellers Aid Society (OOCs)

What is going to happen with Aaron?
Zhouth
player, 646 posts
Vargr
669999
Tue 1 Dec 2020
at 00:43
  • msg #442

Re: Travellers Aid Society (OOCs)

He's handling astrogation and some electronics along with being the medic, so for the time being he's still here as a (mostly off-stage) NPC.
Rayjaynul Brown
player, 26 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 1 Dec 2020
at 20:16
  • msg #443

Re: Travellers Aid Society (OOCs)

Rayjaynul will remember tis Collyn. lol
Varca Lexand
player, 533 posts
Human Vespexer
Raider
Tue 1 Dec 2020
at 22:26
  • msg #444

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 443):

     Oy!  Ingrid only got a stateroom to herself 'cuz, at the time, she was the only Female on the Crew.  Now we got BB....  ^_^

I think it's only the "Captain's Cabin" that is laid out to be specifically a "single occupancy"--but given the penchant for hedonism in Drinaxi design, the one bed is probably big enough for 2 people...if they're friendly  ^_^

Theo gets the Captains Cabin both because he holds that Position, and because, as Zhouth pointed out, Varca, as with most Vespexers, is very minimalist when it comes to personal living space--he wouldn't be comfortable such a "big" personal area, and would see it as wasteful to not give the extra space to other people.  And Varca was expecting to bunk with Rejji, yes, because of shared cultural values (even though Rejji sees Varca as a "Palace Poser").
Zhouth
player, 647 posts
Vargr
669999
Tue 1 Dec 2020
at 23:57
  • msg #445

Re: Travellers Aid Society (OOCs)

All four of the officer ones are single in the standard version. That's one of the perks of being an officer - a giant room all to yourself, because high-ranking Sindalians deserved nothing less!
Theodore McFarlane
player, 860 posts
Human Capt, IN ret.
697AAA
Wed 2 Dec 2020
at 13:09
  • msg #446

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 445):

Ingrid can move into the Captains Cabin and BB can take it  if everyone agrees, want to marry a Imperial Ingrid? ;-)
BB Nova
player, 183 posts
I7C966
Orbital Drop Marine
Wed 2 Dec 2020
at 15:24
  • msg #447

Re: Travellers Aid Society (OOCs)

So what's next on the agenda! I get we have to get the newbies situated and I guess nobody is going to object to BB just declaring herself head of security on the ship and throwing her weight around.

@Collyn - if you want to practice fight with a sword...


Collyn Ramburton
Player, 35 posts
Solomani
6B788A
Wed 2 Dec 2020
at 15:31
  • msg #448

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 447):

Sweet! Hand to hand too! Blade Combat 3! I'm real good, but not the best! Hand to hand I need bad though, I have melee 0 for that.
This message was last edited by the player at 15:32, Wed 02 Dec 2020.
Rayjaynul Brown
player, 27 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 2 Dec 2020
at 19:30
  • msg #449

Re: Travellers Aid Society (OOCs)

You people and your titles lol
Collyn Ramburton
Player, 36 posts
Solomani
6B788A
Wed 2 Dec 2020
at 19:39
  • msg #450

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 449):

Hey RayJay, some of us, it's all we got.

Collyn, at 6'2" and 190 pounds and 34, might be interested in BB, the friction could be fun! That leaves Taliesa Dieros to find a friend!
Collyn Ramburton
Player, 37 posts
Solomani
6B788A
Sat 5 Dec 2020
at 15:24
  • msg #451

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 450):

Damn, BB is bad ass, she's a little better than Collyn even! That PGMP is just the shit too!
Varca Lexand
player, 535 posts
Human Vespexer
Raider
Sun 6 Dec 2020
at 00:35
  • msg #452

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 451):

     Yeah, but every time she struts around the ship, wearing it on her hip, she keeps knocking the furniture over....

     ^_^
Collyn Ramburton
Player, 38 posts
Solomani
6B788A
Sun 6 Dec 2020
at 13:33
  • msg #453

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 452):

It is a big ole thing!
Collyn Ramburton
Player, 39 posts
Solomani
6B788A
Sun 6 Dec 2020
at 15:26
  • msg #454

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 453):

Collyn had been at Traefar before the lowport/highport. He was looking for a way out of Torpol. Thank you Vultan!

Traefar has a small commercial spaceport which mainly
serves mining ships whose operators do not want to
pay the high fees charged at Torpol Highport. The port
is rather basic, but the associated city of about two
million inhabitants has enough recreation facilities to
entertain commercial spacers who have been cooped
up in a mining ship for weeks on end. Belters from the
outer belt sometimes call there to trade or to enjoy some
‘sophisticated’ leisure time.

Traefar spaceport is a good place to pick up new
crewmembers. The sort of spacer found there tends
to have few formal qualifications but solid practical
experience. Most are former commercial spacers
or belters who have decided they want a change of
lifestyle. Some are inveterate drifters, and a few are the
sort of spacefarer who has to stay away from the
major ports.

The Imperial Navy has been known to raid Traefar
spaceport from time to time, searching for pirates and
similar criminals. They tend not to find many however;
Traefar is not a pirate haven and is culturally quite
hostile to those who rob and kill for a living. It is a place
where hard-working spacers congregate, and whilst
few questions are asked about individuals it is not
somewhere to spend a ton of pillaged booty and rest up
before the next raid.

Traefar spaceport is defended by the grandly named
Traefar Flotilla, which consists of a handful of armed
small craft and a couple of old fighters. This small
force could be augmented in a crisis by belters and
commercial miners, some of whose ships are
lightly armed.
5
This message was last edited by the player at 15:27, Sun 06 Dec 2020.
BB Nova
player, 184 posts
I7C966
Orbital Drop Marine
Sun 6 Dec 2020
at 18:39
  • msg #455

Re: Travellers Aid Society (OOCs)

Is the whole crew going or should BB stay behind and start her bootcamp for our new marines?

If the latter then can Mr Starmaster set up a Cargo Hold thread that BB can turn into an obstacle course and training ground while the delegation is delegating?
Rayjaynul Brown
player, 28 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 6 Dec 2020
at 18:42
  • msg #456

Re: Travellers Aid Society (OOCs)

I think the idea was for you to start boot camp while the rest were off selling the missiles.
Collyn Ramburton
Player, 40 posts
Solomani
6B788A
Sun 6 Dec 2020
at 18:48
  • msg #457

Re: Travellers Aid Society (OOCs)

Torpol Recruitment thread will work just fine, won't it BB?
BB Nova
player, 185 posts
I7C966
Orbital Drop Marine
Mon 7 Dec 2020
at 20:29
  • msg #458

Re: Travellers Aid Society (OOCs)

Done.
Varca Lexand
player, 537 posts
Human Vespexer
Raider
Thu 10 Dec 2020
at 04:57
  • msg #459

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 458):

I was having difficulty with my Mobile Hotspot capability.  I finally gave up, tonight, and threw money at solving the issue.  I might get a couple of posts up, tonight, but more than likely it won't be until tomorrow (Thursday) afternoon, before I start getting caught back up.

But, at least I figgered out my new All-Purpose Excuse!

quote:
"....I blame Trump!..."

Theodore McFarlane
player, 867 posts
Human Capt, IN ret.
697AAA
Thu 10 Dec 2020
at 13:40
  • msg #460

Re: Travellers Aid Society (OOCs)

Varca Lexand:
In reply to BB Nova (msg # 458):

I was having difficulty with my Mobile Hotspot capability.  I finally gave up, tonight, and threw money at solving the issue.  I might get a couple of posts up, tonight, but more than likely it won't be until tomorrow (Thursday) afternoon, before I start getting caught back up.

But, at least I figgered out my new All-Purpose Excuse!

quote:
"....I blame Trump!..."


Democrap! You blame Trump for EVERYTHING! ;-)
Rayjaynul Brown
player, 32 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 10 Dec 2020
at 14:55
  • msg #461

Re: Travellers Aid Society (OOCs)

My go to is "Blame Canada!"
Theodore McFarlane
player, 868 posts
Human Capt, IN ret.
697AAA
Thu 10 Dec 2020
at 15:02
  • msg #462

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 461):

Ahhhh, Justin's fault! I like that!
Rayjaynul Brown
player, 33 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 10 Dec 2020
at 15:33
  • msg #463

Re: Travellers Aid Society (OOCs)

Yep, even comes with a catchy lil tune too lol
Collyn Ramburton
Player, 45 posts
Solomani
6B788A
Thu 10 Dec 2020
at 18:40
  • msg #464

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 463):

Is Taliesa Dieros run by BB, or StarMaster?
Zhouth
player, 652 posts
Vargr
669999
Fri 11 Dec 2020
at 23:21
  • msg #465

Re: Travellers Aid Society (OOCs)

I think BB has control but StarMaster can post for them too.
This message was last edited by the player at 23:21, Fri 11 Dec 2020.
Theodore McFarlane
player, 871 posts
Human Capt, IN ret.
697AAA
Sat 12 Dec 2020
at 15:30
  • msg #466

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 465):

StarMaster can post for EVERYONE if he wants to! ;-)

I have Collyn.
BB Nova
player, 190 posts
I7C966
Orbital Drop Marine
Tue 15 Dec 2020
at 04:29
  • msg #467

Re: Travellers Aid Society (OOCs)

From Rayjay's posts I thought he was in his 60s but he isn't that much older than BB, lol :D
Rayjaynul Brown
player, 35 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 15 Dec 2020
at 04:32
  • msg #468

Re: Travellers Aid Society (OOCs)

Nope, tis only 42, he's just got that "oldman"itis and not much muscle mass to boot lol
This message was last edited by the player at 04:35, Tue 15 Dec 2020.
Collyn Ramburton
Player, 47 posts
Solomani
6B788A
Tue 15 Dec 2020
at 14:38
  • msg #469

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 467):

BB & Collyn are 34. Teddy is 42 as is Varca I think. Ingrid is 26.
This message was last edited by the player at 14:39, Tue 15 Dec 2020.
Theodore McFarlane
player, 874 posts
Human Capt, IN ret.
697AAA
Tue 15 Dec 2020
at 16:48
  • msg #470

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 469):

From Game Proposals, Input, and Advice

link to a message in another game
Rayjaynul Brown
player, 36 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 15 Dec 2020
at 18:36
  • msg #471

Re: Travellers Aid Society (OOCs)

Teddy be a naughty naughty boy, dating a woman old enough to be his daughter lol
Tis only jealousy lol
BB Nova
player, 191 posts
I7C966
Orbital Drop Marine
Tue 15 Dec 2020
at 21:34
  • msg #472

Re: Travellers Aid Society (OOCs)

The golden rule is half your age + 7. 42 -> 28 so pretty scandalous, Teddy.
Zhouth
player, 653 posts
Vargr
669999
Tue 15 Dec 2020
at 21:58
  • msg #473

Re: Travellers Aid Society (OOCs)

And he's in a relationship with someone who is directly his junior officer, too!
Rayjaynul Brown
player, 37 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 16 Dec 2020
at 02:02
  • msg #474

Re: Travellers Aid Society (OOCs)




Theodore McFarlane
player, 875 posts
Human Capt, IN ret.
697AAA
Wed 16 Dec 2020
at 15:53
  • msg #475

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 473):

Good thing I'm not in the navy anymore isn't it Zhouth? ;-)

But BB, I'm almost 60!
Varca Lexand
player, 540 posts
Human Vespexer
Raider
Wed 16 Dec 2020
at 17:21
  • msg #476

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 475):

     Right.  Varca is 42 -- Vince is Older Than Dirt...at least I feel that old...
Theodore McFarlane
player, 876 posts
Human Capt, IN ret.
697AAA
Wed 16 Dec 2020
at 17:23
  • msg #477

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 476):

Old as me? Younger? Older?
Varca Lexand
player, 541 posts
Human Vespexer
Raider
Wed 16 Dec 2020
at 17:26
  • msg #478

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 477):

     Pretty much as old--celebrated my 58th this past September....
Theodore McFarlane
player, 877 posts
Human Capt, IN ret.
697AAA
Wed 16 Dec 2020
at 17:28
  • msg #479

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 478):

Ahhh, born in '62-'63. Young whippersnapper!
Ingrid Gustavdottir Sigar
player, 245 posts
Human Merchant
Sword Worlder
Thu 17 Dec 2020
at 11:58
  • msg #480

Re: Travellers Aid Society (OOCs)

Don't tease boyfriend too badly, folks.
Theodore McFarlane
player, 878 posts
Human Capt, IN ret.
697AAA
Thu 17 Dec 2020
at 12:40
  • msg #481

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 480):

:-) When do we get married Ingrid?
Ingrid Gustavdottir Sigar
player, 247 posts
Human Merchant
Sword Worlder
Mon 21 Dec 2020
at 21:50
  • msg #482

Re: Travellers Aid Society (OOCs)

Is Torpol recruitment taking place at a different time than Next Stop Torpol? Ingrid wanted to say something to BB.

In reply to Theodore McFarlane (msg # 481):

All in good time, dear
BB Nova
player, 194 posts
I7C966
Orbital Drop Marine
Mon 21 Dec 2020
at 22:49
  • msg #483

Re: Travellers Aid Society (OOCs)

I like to think of time as wibbly wobbly so if you want to swing by and say hi by all means!
Varca Lexand
player, 544 posts
Human Vespexer
Raider
Tue 22 Dec 2020
at 02:21
  • msg #484

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 483):

     So, BB, are you saying that "... People assume that time is a strict progression of cause to effect, but actually from a non-linear, non-subjective viewpoint -- it's more like a big ball of wibbly wobbly  ... time-y wimey ... stuff ..."

     ^_^
Varca Lexand
player, 546 posts
Human Vespexer
Raider
Tue 22 Dec 2020
at 03:33
  • msg #485

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 484):

BB Nova:
As a way to show celebration she popped open the crate she had been standing on top of revealing a cooler full of fresh bootleg still moonshine.

     ^_^  Yeah, if it's from BB's still, that 'shine is probably like raw Grain Alcohol, or maybe raw Vodka.  If it's from Varca & Rejji's still, it's closer to being raw Tequila--Vespexers really don't care what ingredients they use to produce Hooch...to the point where it is sometimes mildly toxic.

     Or, specifically, if it's some of the brew that Varca & Rejji have made here, aboard Vultan, it might be mildly radioactive...

     Nobody took note, when Varca said he'd "...tapped the reactor to heat..." his still.  You all assumed he meant "stole power"...No!  He ran a pipe into the reactor casing, and ran his brew mash through it, using the super-heated plasma therein to boil-out and vaporize the alcohol from the mash...

     Hey! Vespexers thrive in a contaminated Hellworld environment--what's a little Ionizing Radiation between Friends, eh?

     ^_^  Bwa-ha-ha-ha-ha-ha-ha!!
BB Nova
player, 195 posts
I7C966
Orbital Drop Marine
Tue 22 Dec 2020
at 05:28
  • msg #486

Re: Travellers Aid Society (OOCs)

Come try our patended Varca's Glow-In-The-Dark Hooch™

We put the shine back in moonshine! Guaranteed to sterilize you or your money back!
Collyn Ramburton
Player, 50 posts
Solomani
6B788A
Tue 22 Dec 2020
at 12:19
  • msg #487

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 486):

8-( What!! What about Collyn and BB's bairns?
Varca Lexand
player, 547 posts
Human Vespexer
Raider
Sat 26 Dec 2020
at 08:13
  • msg #488

Re: Travellers Aid Society (OOCs)

     Buon Natale, y'all!
Zhouth
player, 658 posts
Vargr
669999
Sun 27 Dec 2020
at 02:50
  • msg #489

Re: Travellers Aid Society (OOCs)

Advanced Sensors give +2 DM, so Varca's total is actually 8.

Which probably doesn't give us much new info, but it's still a marginal success.
Varca Lexand
player, 549 posts
Human Vespexer
Raider
Sun 27 Dec 2020
at 05:45
  • msg #490

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 489):

     We can only hope...

     I can't believe I rolled frikkin Snake-Eyes!

     I know that it's not an automatic Critical Failure--just that it gives the GM the Option to slap us around like we owe him money...
Theodore McFarlane
player, 882 posts
Human Capt, IN ret.
697AAA
Mon 28 Dec 2020
at 17:56
  • msg #491

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 490):

Rob wouldn't do that now would he?
Zhouth
player, 659 posts
Vargr
669999
Mon 28 Dec 2020
at 20:48
  • msg #492

Re: Travellers Aid Society (OOCs)

  It still gave us an 8! That's a baseline success. We're that good at it! (Or at least that not-bad at it.)


  Unfortunately, a baseline success probably doesn't do much more than confirm what had already been surmised by the local authorities.
StarMaster
GM, 170 posts
Tue 29 Dec 2020
at 03:33
  • msg #493

Re: Travellers Aid Society (OOCs)

een sick for the past week. Nothing serious, just a seasonal cold where my whole body aches, I take the usual meds, and then all I feel like doing is laying around in bed all day. It's still hanging on which is why I'm posting this.
BB Nova
player, 197 posts
I7C966
Orbital Drop Marine
Tue 29 Dec 2020
at 05:58
  • msg #494

Re: Travellers Aid Society (OOCs)

@Ingrid do you want to handle their girl chat via PM or are you fine with "the boys" listening in?
Zhouth
player, 660 posts
Vargr
669999
Tue 29 Dec 2020
at 11:28
  • msg #495

Re: Travellers Aid Society (OOCs)

You know, if(when) we end up in Aslan space, or at least doing thing among an Aslan population, BB will have to get used to being considered one of "the boys"...
Varca Lexand
player, 550 posts
Human Vespexer
Raider
Thu 31 Dec 2020
at 19:53
  • msg #496

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 495):

     Soooo... is Zhouth saying that all the "Fur-Ball" Races just see all of us Humans as nothing but genderless "big Pink Monkey-Boys?"

     Hmmmmm?

     ^_^
Zhouth
player, 661 posts
Vargr
669999
Thu 31 Dec 2020
at 22:44
  • msg #497

Re: Travellers Aid Society (OOCs)

Well, no. Zhouth hasn't really thought about it at all. And you're hardly all pink. Just a bunch of weird colors that could do with some more intensity. And the vargr are all over the place in terms of how their cultures view gender (if they even think about it).


But for the Aslan, at least the Hierate-culture Aslan? They look at non-Aslan through the lens of their gender/caste system: males fight and lead, females make and manage. It doesn't matter what your physical gender is.

In other words, BB is male because she's a combatant (and leader of the troops).

On the flip side, Viridian, Donio, Aaron, and Zhouth would be seen as female.

The rest of you would be reasonably safe from gender-confusion.


(As for how Zhouth will react to that when the time comes... well, if nothing else, he'll be relieved that being seen as female exempts him from being deemed a warrior and therefore exempt from arbitrary dismemberment by nine-foot temperamental claw-monsters.)
This message was last edited by the player at 01:03, Fri 01 Jan 2021.
Varca Lexand
player, 551 posts
Human Vespexer
Raider
Sat 2 Jan 2021
at 04:46
  • msg #498

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 497):

     Oh, well...yeah!  If you're talking Culturally, sure!

     But Varca tends to think in...colorful Racial Epithets...^_^
BB Nova
player, 199 posts
I7C966
Orbital Drop Marine
Mon 4 Jan 2021
at 17:27
  • msg #499

Re: Travellers Aid Society (OOCs)

I would think that being a heavily armored drop marine that BB is fairly used to being mistaken for a man. They don't exactly make "girly" power armor, at least not for the rank and file troopers.

All in all it reminds me of this scene from Aliens:

https://www.youtube.com/watch?v=Cb8bqidtzzo
Collyn Ramburton
Player, 56 posts
Solomani
6B788A
Mon 4 Jan 2021
at 17:30
  • msg #500

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 499):

It even looked like BB!
BB Nova
player, 200 posts
I7C966
Orbital Drop Marine
Tue 5 Jan 2021
at 16:05
  • msg #501

Re: Travellers Aid Society (OOCs)

I am not ashamed to admit that 90% of BB is based off of Vasquez :D
Theodore McFarlane
player, 883 posts
Human Capt, IN ret.
697AAA
Tue 5 Jan 2021
at 16:26
  • msg #502

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 501):

No reason to be ashamed, looks good!
Varca Lexand
player, 554 posts
Human Vespexer
Raider
Thu 7 Jan 2021
at 02:32
  • msg #503

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 502):

It's not a Rip-Off!  It's an Homage(the Lawyer in the Cell next to mine says so!)
Taliesa Dieros
Player, 5 posts
Vilani Fringe/Marine
Thu 7 Jan 2021
at 03:42
  • msg #504

Re: Travellers Aid Society (OOCs)

So, you're saying BB doesn't have Pink Power Armor?
BB Nova
player, 201 posts
I7C966
Orbital Drop Marine
Thu 7 Jan 2021
at 22:20
  • msg #505

Re: Travellers Aid Society (OOCs)

I wouldn't go that far.

Actually digging up her introductory post...

quote:
Nova was wearing a standard armored vacc suit although hers looked quite pitted and worn from use. There were several signs of catastrophic damage to it that had been patched or replaced so her armor was a patchwork of colors, dings, and dents.

On one forearm written down the inside was the word: "BADASS" spray painted in  bright pink. It was positioned so she could see it easily but if the operation called for camouflage it wouldn't give away her position. On her left forearm was spray painted "BITCH" with a stylized skull and crossbones with the skull sticking out its tongue in a goofy manner.

Attached at her hip was a static sword in its sheath and across her back was a small rucksack. Incredibly durable but not one that had a lot of space. It was likely their new drop marine guest would need to borrow toiletries and would be re-using the same pair of clothes for awhile.

Zhouth
player, 665 posts
Vargr
669999
Thu 7 Jan 2021
at 22:32
  • msg #506

Re: Travellers Aid Society (OOCs)

Well, she looks more or less like a pirate should. Not quite so much like a respectable shipboard security head when we're in port though...

On the other hand, she must appreciate Zhouth's similar (if louder) fashion aesthetic when it comes to everyday outfits!
Varca Lexand
player, 556 posts
Human Vespexer
Raider
Sat 9 Jan 2021
at 05:42
  • msg #507

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 506):

     Wait...what?

     Y'mean Zhouth wears those outrageously bright colors because he thinks they are fashionable?!  Not because Vargr color-sight is dull...?

     Oh.  Dear.  Gawd!!!


^_^
Theodore McFarlane
player, 885 posts
Human Capt, IN ret.
697AAA
Sat 9 Jan 2021
at 16:07
  • msg #508

Re: Travellers Aid Society (OOCs)

The Sendika are members of a criminal syndicate originating on Neumann (Gazulin / Trojan
Reach 3105). Neumann was originally settled by Transhumanist Terrans who made extensive use
of cybernetics, nanotechnology and artificial intelligence. The accidental release of an
uncontrolled nano swarm almost destroyed civilisation on Neumann - only releasing a counter
swarm allowed the “grey goo” to be checked and prevented the complete disassembly of all
organic life.
In the wake of the disaster, a new religious cult named the Shield Church assumed absolute rule
of the planet. Led by their “Immortal Protector” the church strictly controls the introduction of
new technology on Neumann.
The Sendika no longer exists on Neumann but members had already left the world amongst the
refugees fleeing the nano swarm. Using connections off world they were able to gain the support
from GeDeCo, who funded the construction of the starport at Tech World (Borderland / Trojan
reach 2624).
Though the starport remains a major source of income for GeDeCo by serving Imperium-Hierate
traffic, the Sendika who control the management layer of Tech World’s society from behind the
scenes remain criminals at heart. Their acquisition of Ark 5 and the abandoned Sindalan base in
the outer reaches of Inurin (Borderland / Trojan reach 2724) has provided them with additional
riches which are unknown to GeDeCo, and the syndicate is using its newfound wealth to spread
it’s operations further into the sector.
Sendika members are mostly of Solomani human descent, but a few have Vilani heritage. Aslan
are sometimes used as muscle, but they usually do not progress far within the organisation itself.
Rank and file Sendika who wish to move up in rank find they will be required to accept the
implantation of cyberware, which enhances their abilities but also ensures their loyalty. Higher
ranks are required to accept even more cyberwear. Members of the inner council who guide the
syndicate itself are thought to be full conversion cyborgs.
Zhouth
player, 668 posts
Vargr
669999
Sat 9 Jan 2021
at 17:24
  • msg #509

Re: Travellers Aid Society (OOCs)

Is that on Theodore's to-do list?
Theodore McFarlane
player, 886 posts
Human Capt, IN ret.
697AAA
Sat 9 Jan 2021
at 18:29
  • msg #510

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 509):

Fandom came up with it. The underworld on Tech-World
Zhouth
player, 669 posts
Vargr
669999
Sat 9 Jan 2021
at 20:13
  • msg #511

Re: Travellers Aid Society (OOCs)

Hmm. Don't know how compatible it is with the Drinax material, unless it's a really tiny operation in practice. (A few well-placed people coming up with schemes to skim money or gain a bit more on the side isn't exactly setting-shattering.)
Varca Lexand
player, 559 posts
Human Vespexer
Raider
Sun 10 Jan 2021
at 04:54
  • msg #512

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 511):

     I think everything mentioned there--except for the Sindika, themselves!--is, one way or another, actually Canon.

     The stuff about planet Neumann is correct...that the GeDeCo Starport on Tech-World was built by contractors/refugees/colonists/exiles from Neumann is also correct...but whether Tech-World is being run by Neumenn (in StarMasters IMTU) has yet to be confirmed.

     One of Varca's Life Events was a mission to Tech-World, but the level of detail, concerning the Neumenn or advanced Neumann technology, was that he was assigned an Android "Guide", and that he saw a lot of automation and robot labor.

     So, until we actually get there, we should take any mention about Tech-World--other than those we get via StarMaster--with a grain of salt.
Theodore McFarlane
player, 889 posts
Human Capt, IN ret.
697AAA
Sun 10 Jan 2021
at 13:48
  • msg #513

Re: Travellers Aid Society (OOCs)

I read the canon, I know most IS canon, even canon can be changed by StarMaster Vince! Ideas for him and us, rumors and such about possible contacts.

We can go to Theev too TL15 and home of the pirates also supported by GeDeCo!
Theodore McFarlane
player, 890 posts
Human Capt, IN ret.
697AAA
Sun 10 Jan 2021
at 17:52
  • msg #514

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 513):

link to another game

If you are interested.
Zhouth
player, 671 posts
Vargr
669999
Sun 10 Jan 2021
at 22:05
  • msg #515

Re: Travellers Aid Society (OOCs)

So... should we go for a bit of a time-jump? The characters can TALK about things in post after post, but it's heading into retread, and we can't really really DO anything until the repair work is finished and/or some other major event occurs.
Ingrid Gustavdottir Sigar
player, 252 posts
Human Merchant
Sword Worlder
Mon 11 Jan 2021
at 04:56
  • msg #516

Re: Travellers Aid Society (OOCs)

Well, I do have one thing to do before the timeskip.
Theodore McFarlane
player, 891 posts
Human Capt, IN ret.
697AAA
Mon 11 Jan 2021
at 12:42
  • msg #517

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 516):

Time skip sounds good.
BB Nova
player, 202 posts
I7C966
Orbital Drop Marine
Mon 11 Jan 2021
at 19:17
  • msg #518

Re: Travellers Aid Society (OOCs)

Skip sounds good to me.
Donio Scarte
NPC, 37 posts
Human Mercenary
UPP 6C8B63
Mon 11 Jan 2021
at 19:17
  • msg #519

Re: Travellers Aid Society (OOCs)

I agree with whatever the scary lady with the BFG says!
Rayjaynul Brown
player, 43 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 11 Jan 2021
at 19:47
  • msg #520

Re: Travellers Aid Society (OOCs)

Here here!
StarMaster
GM, 172 posts
Mon 18 Jan 2021
at 22:55
  • msg #521

Re: Travellers Aid Society (OOCs)

Still struggling with this damned cold. And company and the putt-putts...
Varca Lexand
player, 561 posts
Human Vespexer
Raider
Wed 20 Jan 2021
at 19:22
  • msg #522

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 521):

     We've sold all the missiles we wanted to sell (I think) so, yeah, we can leave Torpol as soon as the missile turret is installed (however long that is gonna take.
     Question: did the repair yard allow us to stay aboard Vultan, while they installed the turret--or did we have to leave the ship, and go stay at a hotel (which will cost us money)?

What we Now Know (but Didn't, before):
     The "Raiders" were 2 ships--a 200-ton Far Trader and a 400-ton Vulture-class Salvage Hauler.
        That's 6 potential Hardpoints/Turrets.
        Cmdr Reldam only mentioned the Raiders using Lasers.  Maybe that's all they have, maybe not.  TO DO: verify if only Lasers were used...verify how many specific weapons were used.
     The "Raiders" bought fuel at the refueling station
     The "Raiders" never appeared to anyone in person.  All dealings on/at Torpol were via electronic comms.  TO DO: even though likely false aliases, try to get the name of the Ship Captain each vessel used, in their documentation.  We might get lucky, in the future, and those names might pop up again.  For that matter, get the names of the ships, themselves, that they used--again, these were likely false names, but they might show up again, somewhere else.
     The "Raiders" left Torpol & went straight to Clarke--Cmdr Reldam said that word had just reached him that Clarke was attacked "1 week" after Torpol.

SO...
     Unless anyone has an idea about how to ferret-out any possible "Inside People", here at Torpol, who might have been working with The "Raiders", then I think we may have all the info we're gonna get from Torpol.

     Did we buy fuel, already?  We made a J-2 to get to Torpol, so we're out of Jump Fuel.  The Temp Fuel Tank we put in the cargo bay actually gave us a little more fuel storage than normal, but not enough for a J-1--so we have to top off the fuel.
     If we've already bought it, fine.  If not, then we can either fly out to the nearest Gas Giant and collect some--or we can take our chances on dropping down to a "wilderness" zone on Torpol--some area of open ocean that (hopefully) isn't being monitored too closely--where we can process some ocean water into fuel.  Remember that our processors will take about 20-24 hours to fill the tanks.
     Despite the potential relations fall-out, Varca would recommend going down and stealing collecting sea water from Torpol, in order to save the time it would take to fly out to a Gas Giant.
Theodore McFarlane
player, 896 posts
Human Capt, IN ret.
697AAA
Wed 20 Jan 2021
at 19:28
  • msg #523

Re: Travellers Aid Society (OOCs)

I thought we fueled at the giant first thing entering the system.
Varca Lexand
player, 562 posts
Human Vespexer
Raider
Wed 20 Jan 2021
at 19:47
  • msg #524

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 523):

I did remember that discussion, I just couldn't remember if we actually did that, or, after some discussion, we chose not to take the time--then--and went straight in.  I honestly don't remember.   (and I'm too lazy to go and root through the old posts...)
BB Nova
player, 203 posts
I7C966
Orbital Drop Marine
Wed 20 Jan 2021
at 19:53
  • msg #525

Re: Travellers Aid Society (OOCs)

shhh. Just call our tanks full and all it a day ;)
Theodore McFarlane
player, 897 posts
Human Capt, IN ret.
697AAA
Wed 20 Jan 2021
at 19:59
  • msg #526

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 525):

I'm NOT going through all of those posts, not happening.
Zhouth
player, 674 posts
Vargr
669999
Wed 20 Jan 2021
at 20:05
  • msg #527

Re: Travellers Aid Society (OOCs)

The raiders also hit Clarke, so that should be our next stop.

Zhouth would recommend *not* going down and taking water unless we have permission. Aside from the immediate implications, we're supposed to be making a good impression on behalf of Drinax and that wouldn't help any.


If we've sold all of those missiles then hotel rooms are probably a rounding error and even fuel won't be much of a cost consideration. I can't see why we'd be expected to leave the ship while the work is going on through. Stay out of the way in the launcher room, yes.
Varca Lexand
player, 563 posts
Human Vespexer
Raider
Wed 20 Jan 2021
at 20:30
  • msg #528

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 527):

Glad you agree on our next destination, Zhouth! ^_^

While I agree with you in principle about staying on the ship during repairs, there is also the consideration that, should we need to leave/enter the ship, we would then be wandering through the shipyard--and the Yard Boss might take exception.

Consider--you take your car to the garage for repairs, then ask if you can sit inside the car and listen to the radio, while they work.  What are the chances?

Maybe not an exact analogy, but kinda close...
Theodore McFarlane
player, 898 posts
Human Capt, IN ret.
697AAA
Wed 20 Jan 2021
at 20:32
  • msg #529

Re: Travellers Aid Society (OOCs)

We'll have to stay in a hotel/motel for a day or two.
Zhouth
player, 675 posts
Vargr
669999
Wed 20 Jan 2021
at 20:54
  • msg #530

Re: Travellers Aid Society (OOCs)

This is more like getting work done on your house, maybe like getting work done on a cruise ship - you don't empty the whole place out just for a single installation.
Zhouth
player, 676 posts
Vargr
669999
Sat 23 Jan 2021
at 10:31
  • msg #531

Re: Travellers Aid Society (OOCs)

So, whenever StarMaster is back in action, we...

1) Repair the missile turret.
2) (Re)analyze the video data.
3) Jump to Clarke to find out what happened there.
Varca Lexand
player, 565 posts
Human Vespexer
Raider
Sat 23 Jan 2021
at 12:16
  • msg #532

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 531):

Yep.  That sums it up perfectly.

And we can even do #1 and #2 simultaneously.
StarMaster
GM, 173 posts
Sun 24 Jan 2021
at 01:25
  • msg #533

Re: Travellers Aid Society (OOCs)

Nope, you refueled at the gas giant back at Drinax, and then jumped to Torpol.

On the other hand, unless you tell a port that you don't want them to refuel your ship (usually because the prices are too high or you don't trust them), then refueling is  automatic, along with all the additional processing, including an umbilical for air, water and waste processing.

That's what the port fee covers, plus the cost of fuel.

When you came in to the Torpol system, Teddy headed straight for the highport, so you didn't stop to refuel at the gas giant in the Torpol system.


While there will need to be some access to the interior of the ship to install the turret, they pretty much expect someone to oversee their work as it's going on just to make sure they don't do something stupid. However, the majority of the work will be on the outside, so there's no reason to vacate the ship.  Anyone who wants to remain on board can.
Ingrid Gustavdottir Sigar
player, 255 posts
Human Merchant
Sword Worlder
Sun 24 Jan 2021
at 08:58
  • msg #534

Re: Travellers Aid Society (OOCs)

Should be posting today, I've been a bit slowed up by events
Theodore McFarlane
player, 901 posts
Human Capt, IN ret.
697AAA
Sun 24 Jan 2021
at 14:44
  • msg #535

Re: Travellers Aid Society (OOCs)

Okay, we need to refuel at the gas giant or buy it here. GG? Cause it's free.
Zhouth
player, 679 posts
Vargr
669999
Sun 24 Jan 2021
at 15:59
  • msg #536

Re: Travellers Aid Society (OOCs)

It sounds as though we've already bought it here.
Theodore McFarlane
player, 902 posts
Human Capt, IN ret.
697AAA
Sun 24 Jan 2021
at 16:04
  • msg #537

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 536):

Okay, deduct it from our funds, where are our funds? How much we got?
Zhouth
player, 680 posts
Vargr
669999
Sun 24 Jan 2021
at 22:40
  • msg #538

Re: Travellers Aid Society (OOCs)

While Zhouth will have meticulously detailed account of everything, I have no idea how much the missiles gave us, what the repair costs are, etc, so that's something that StarMaster is going to have to update us on.
This message was last edited by the player at 22:41, Sun 24 Jan 2021.
Ingrid Gustavdottir Sigar
player, 256 posts
Human Merchant
Sword Worlder
Mon 25 Jan 2021
at 09:56
  • msg #539

Re: Travellers Aid Society (OOCs)

Does Varca share the new information on those two pirate ships?
Zhouth
player, 681 posts
Vargr
669999
Mon 25 Jan 2021
at 10:20
  • msg #540

Re: Travellers Aid Society (OOCs)

It'd be shared soon-ish after learning it, I'm sure. The 'officers' would hear about it from Zhouth before long even if Varca didn't say anything.
BB Nova
player, 204 posts
I7C966
Orbital Drop Marine
Mon 25 Jan 2021
at 21:23
  • msg #541

Re: Travellers Aid Society (OOCs)

Adventure awaits! HUZZAH!
Varca Lexand
player, 568 posts
Human Vespexer
Raider
Wed 27 Jan 2021
at 07:20
  • msg #542

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 541):

Ingrid Gustavdottir Sigar:
Does Varca share the new information on those two pirate ships?



Zhouth:
It'd be shared soon-ish after learning it, I'm sure. The 'officers' would hear about it from Zhouth before long even if Varca didn't say anything.



     Yes, Varca is/would be planning on sharing this information, and soon.  But he's also planning on having his little meeting with Rayjaynul, first.  So it is more likely that Zhouth would have the opportunity to pass it on, before Varca can.
BB Nova
player, 205 posts
I7C966
Orbital Drop Marine
Wed 27 Jan 2021
at 21:04
  • msg #543

Re: Travellers Aid Society (OOCs)



https://www.youtube.com/watch?v=SY3y6zNTiLs
This message was last edited by the player at 21:05, Wed 27 Jan 2021.
Rayjaynul Brown
player, 48 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 27 Jan 2021
at 22:45
  • msg #544

Re: Travellers Aid Society (OOCs)

Quite the amusing little series.

"Health bars only appear above those who are enemies to themselves."
This message was last edited by the player at 22:46, Wed 27 Jan 2021.
StarMaster
GM, 175 posts
Thu 28 Jan 2021
at 15:32
  • msg #545

Re: Travellers Aid Society (OOCs)

FYI Note: unless information is requested to be private, I post it so that everyone can see it. So, rather than go into detailed exchange of info among PCs (which takes time and eats up unnecessary server memory), if you can read it, then it was shared with your character (however that was done).
Varca Lexand
player, 573 posts
Human Vespexer
Raider
Sun 31 Jan 2021
at 06:05
  • msg #546

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 545):

Something from outta left field....

     Is Vultan's holographic hull system completely inoperable--or can it still be used "in places" across the hull?  Is there any functionality?

Theodore McFarlane
player, 904 posts
Human Capt, IN ret.
697AAA
Sun 31 Jan 2021
at 13:53
  • msg #547

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 546):

I thought he said it was 40 - 50% operational.
Varca Lexand
player, 574 posts
Human Vespexer
Raider
Mon 1 Feb 2021
at 03:05
  • msg #548

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 547):

     Exxxxxxcellent...!
Theodore McFarlane
player, 905 posts
Human Capt, IN ret.
697AAA
Mon 1 Feb 2021
at 12:52
  • msg #549

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 548):

That is why we need a high tech place to work on the Vultan, the holographic hull armor won't work again if the fix the fuel system on Torpol or Clarke, we need tech to fix the fuel tanks as it is part of the hull.
Varca Lexand
player, 576 posts
Human Vespexer
Raider
Tue 2 Feb 2021
at 08:47
  • msg #550

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 549):

     Zhouth, I hope you're just playing the Absent-Minded Scholar... ^_^

     Our Relationship ... with King Oleb ... y'know--that Letter we keep locked up on the Bridge ...
Zhouth
player, 687 posts
Vargr
669999
Tue 2 Feb 2021
at 10:00
  • msg #551

Re: Travellers Aid Society (OOCs)

He got that part. Not knowing the actual question and context has him fumbling about a bit for an answer (so he's doing the research, as befits a scholar).
Rayjaynul Brown
player, 53 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 2 Feb 2021
at 13:40
  • msg #552

Re: Travellers Aid Society (OOCs)

Rayjay would be roaring with laughter right now if he wasn't shitting himself, thank god for space diapers. lol
Theodore McFarlane
player, 907 posts
Human Capt, IN ret.
697AAA
Tue 2 Feb 2021
at 13:43
  • msg #553

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 552):

Adult Depends!
Zhouth
player, 688 posts
Vargr
669999
Wed 3 Feb 2021
at 00:03
  • msg #554

Re: Travellers Aid Society (OOCs)

Attention! Once again, I must remind...

None of you met Kastimir Kang.

He was in the basement of the house when we invaded on behalf of 'Cheshire', was there for a completely different purpose, and stayed there. Zhouth was the only one that encountered him. And while Zhouth did describe meeting Kastimir, and that the guy was the source of the psi-signal...

...this was before the Vultan, Oleb, or any talk of the restoration plan had entered the picture, so he wouldn't have known about it.
This message was last edited by the player at 00:05, Wed 03 Feb 2021.
Theodore McFarlane
player, 909 posts
Human Capt, IN ret.
697AAA
Wed 3 Feb 2021
at 13:01
  • msg #555

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 554):

We know! ;-) Keeping you on your toes!
BB Nova
player, 206 posts
I7C966
Orbital Drop Marine
Mon 8 Feb 2021
at 23:22
  • msg #556

Re: Travellers Aid Society (OOCs)

Boo!
StarMaster
GM, 178 posts
Tue 9 Feb 2021
at 20:47
  • msg #557

Re: Travellers Aid Society (OOCs)

But he was psionic and could have read Rao's mind!
Theodore McFarlane
player, 914 posts
Human Capt, IN ret.
697AAA
Tue 9 Feb 2021
at 20:54
  • msg #558

Re: Travellers Aid Society (OOCs)

BB Nova:
Boo!

Hi BB, missed you, post a little bit.
Varca Lexand
player, 580 posts
Human Vespexer
Raider
Wed 10 Feb 2021
at 02:32
  • msg #559

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 558):

     Actually (unless you're busy IRL) that's not a bad idea!  Zhouth asked for someone to go with him, to back him up.  Theo & Ingrid are doing...whatever it is they do ^_^ ... Varca is bondo'ing Rayjay--oops!  Sorry, I meant to say bondo'ing--dammit!--bonding!...Varca is bonding with Rayjaynul! ... so that leaves BB as a loose PC to go with Zhouth.

     Wait...that doesn't sound right... ^_^
Ingrid Gustavdottir Sigar
player, 260 posts
Human Merchant
Sword Worlder
Wed 10 Feb 2021
at 08:29
  • msg #560

Re: Travellers Aid Society (OOCs)

I mean, I could go along
Zhouth
player, 693 posts
Vargr
669999
Wed 10 Feb 2021
at 09:45
  • msg #561

Re: Travellers Aid Society (OOCs)

Ingrid's absence has already been factored into his dialogue! She may have a purchase order to fulfill soon though.
Zhouth
player, 695 posts
Vargr
669999
Wed 10 Feb 2021
at 18:35
  • msg #562

Re: Travellers Aid Society (OOCs)

Is the sudden IC silence from everyone else a sign that Zhouth's scatterbrained geniality is keeping you all entertained? Or is it more a case of astonishment at the fact that it seems to be (sort of) getting results? ;)
Theodore McFarlane
player, 915 posts
Human Capt, IN ret.
697AAA
Wed 10 Feb 2021
at 18:36
  • msg #563

Re: Travellers Aid Society (OOCs)

You're doing good! I'm here, just giving things time to unfold.
This message was last edited by the player at 19:05, Wed 10 Feb 2021.
BB Nova
player, 207 posts
I7C966
Orbital Drop Marine
Fri 12 Feb 2021
at 01:33
  • msg #564

Re: Travellers Aid Society (OOCs)

Zhouth did nothing wrong!
Varca Lexand
player, 581 posts
Human Vespexer
Raider
Fri 12 Feb 2021
at 07:58
  • msg #565

Re: Travellers Aid Society (OOCs)

Zhouth:
Is the sudden IC silence from everyone else a sign that Zhouth's scatterbrained geniality is keeping you all entertained? Or is it more a case of astonishment at the fact that it seems to be (sort of) getting results? ;)


     Yes...!  ^_^
Zhouth
player, 698 posts
Vargr
669999
Fri 12 Feb 2021
at 16:46
  • msg #566

Re: Travellers Aid Society (OOCs)

So... 3000 cr for the freight shipping, plus however much the 2 tons of common consumables costs (once Ingrid does her Broker magic). Plus however much our consumables cost, ditto.

And I'm not sure what the normal install price would be for the turret to 1/10th it?
Theodore McFarlane
player, 918 posts
Human Capt, IN ret.
697AAA
Fri 12 Feb 2021
at 16:49
  • msg #567

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 566):

I think it is normally 1MCr for a triple turret, so it won't be more than 100KCr, probably less.
StarMaster
GM, 185 posts
Fri 12 Feb 2021
at 17:35
  • msg #568

Re: Travellers Aid Society (OOCs)

Only because of the way the rule AREN'T written, the purchase price of any ship equipment apparently includes installation.

A single turret (according to High Guard) costs 0.2MCr, or 200,000Cr. Thus, installation will only cost 20,000Cr.
Theodore McFarlane
player, 919 posts
Human Capt, IN ret.
697AAA
Fri 12 Feb 2021
at 17:51
  • msg #569

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 568):

Sweet! Thanks!
Varca Lexand
player, 582 posts
Human Vespexer
Raider
Sat 13 Feb 2021
at 02:53
  • msg #570

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 569):

     Yeah, none of the various versions of Traveller actually took into account that after defeating those Pesky Pirates, a PC Crew might wanna rip-out that way-better missile turret the Pirates had, and then actually be so petty as to want to install the better weapon system on their own vessel!!

     I mean, c'mon!  How silly is the idea of salvaging a better weapon, and then wanting to upgrade what you have with the salvage!!  That's just silly.... ^o^
Zhouth
player, 700 posts
Vargr
669999
Sat 13 Feb 2021
at 08:28
  • msg #571

Re: Travellers Aid Society (OOCs)

It wouldn't surprise me if it *has* been stated somewhere and is now lost in some old JTAS article.

Or they just assume that installing the thing is relatively trivial compared to the cost of the item due to hardpoint standardization and handwave it. Because sometimes Traveller is like that.

(Standardized hardpoints don't make sense? Well, everything ELSE about starship design is standardized to the point of complete interchangeability (except where Plot Demands Otherwise), right down to ships from all across every region and society that exists apparently using the same power standard and plug type, so...)
This message was last edited by the player at 08:29, Sat 13 Feb 2021.
Varca Lexand
player, 584 posts
Human Vespexer
Raider
Sat 13 Feb 2021
at 09:15
  • msg #572

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 571):

     Oh, don't get me started...!!   ^_^
StarMaster
GM, 187 posts
Sat 13 Feb 2021
at 18:21
  • msg #573

Re: Travellers Aid Society (OOCs)

Well, it's about building that better mousetrap. After a thousand or so years, the mousetrap has achieved its pinnacle of development. Anything after that is just luxury items (fur-lined, auto-alert, self-cleaning, etc.).

Hardpoints are simply an area of the hull that has had the underlying structure reinforced so it can support a hatch, barbette, turret, weapon, etc. If you are going to put any of those on  your ship (a hatch is definitely advisable), then even a 4-year old engineer will have enough sense to reinforce an area for that.

The only time it wouldn't be standard is if you need a bigger size, like for a hangar bay door.

If you want to build your ship out of papermache rather than hull steel, well, NOW you have problems.
Zhouth
player, 702 posts
Vargr
669999
Sun 14 Feb 2021
at 09:11
  • msg #574

Re: Travellers Aid Society (OOCs)

I can see a 12-salvo being useful in that if you want to overcome a ship's point defenses then sending one missile at a time isn't likely to cut it, and even a triple-launcher can be foiled; for a non-military ship to screen out a dozen incoming at once is unlikely, and the missiles are long-range like the barbette; between that, the stealth/countermeasures, and the high thrust, a typical freighter may not even be able to tell where you are, much less get in range to shoot back.
Zhouth
player, 708 posts
Vargr
669999
Mon 15 Feb 2021
at 00:41
  • msg #575

Re: Travellers Aid Society (OOCs)

Theodore and Viridian were looking up the info. Varca is presumably <strike>interrogating</strike>talking to Donio about Borite. Zhouth is off to the meeting. Reyj is probably trying to stay away from that scene. Ingrid (maybe) still has provisioning to deal with. BB is training the other two recruits. I'm not sure about Aaron.

I think that about covers everyone?
Rayjaynul Brown
player, 60 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 15 Feb 2021
at 22:25
  • msg #576

Re: Travellers Aid Society (OOCs)

Single missile salvos have their place I guess, which is forcing enemies who have fewer weapons to focus their fire on your incoming missiles rather than your ship, but yeah, given how missiles work, larger missile salvos are not only more deadly, but harder to destroy, and more accurate as well.

Also theoretically if you can keep pace with your missiles, you could increase the salvo size in flight.
This message was last edited by the player at 22:27, Mon 15 Feb 2021.
Varca Lexand
player, 587 posts
Human Vespexer
Raider
Tue 16 Feb 2021
at 13:49
  • msg #577

Re: Travellers Aid Society (OOCs)

     Oh, there is a very special place in Varca's sick and twisted imagination for the Oghmans!

     They are definitely on his List....right after the Aslan....
Zhouth
player, 710 posts
Vargr
669999
Tue 16 Feb 2021
at 14:28
  • msg #578

Re: Travellers Aid Society (OOCs)

I'm not sure who/what/where Tanisharis is, so I'm waiting on that before replying ICly.
Collyn Ramburton
Player, 61 posts
Solomani
6B788A
Tue 16 Feb 2021
at 15:09
  • msg #579

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 578):

Tanisharis is not on the Traveller map.
Zhouth
player, 711 posts
Vargr
669999
Tue 16 Feb 2021
at 16:00
  • msg #580

Re: Travellers Aid Society (OOCs)

Yes, that's why I'm wondering what the reference is - if it's supposed to be something we know about. Could be a person or a settlement somewhere, etc.
StarMaster
GM, 191 posts
Tue 16 Feb 2021
at 16:55
  • msg #581

Re: Travellers Aid Society (OOCs)

It's one of those situations where I knew what was meant, but failed to adequately convey that in the post. Answered Zhouth and fixed it in the post anyway.
Zhouth
player, 714 posts
Vargr
669999
Tue 16 Feb 2021
at 23:59
  • msg #582

Re: Travellers Aid Society (OOCs)

Alright, so we have one ton of cargo to carry, which leaves a little bit of space. And it probably stays that way unless we want to haul some fish to Borite while we're chasing after the raiders...
Varca Lexand
player, 588 posts
Human Vespexer
Raider
Thu 18 Feb 2021
at 01:11
  • msg #583

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 582):

     We did not get the fuel tanks repaired, here at Torpol,  That means we have to keep the 10-ton Fuel Bunker set up in the Cargo Hold.

     As I recall, the Harrier normally has fuel capacity of 42 tons--40 of which is used for a Jump-2.  The Cargo Hold has equipment to "build" a 10 ton fuel storage unit.  We had to make hookups from the Fuel Bunker to the Reactor--we cannot use the fuel in the Bunker to fuel a Jump.  So, technically, we are "running" the ship off of the 10 tons of fuel in the cargo hold, while putting fuel to use exclusively for Jumps, into the available "regular" ship's tanks.

     All we need(ed) to buy is 40 tons of fuel.  Which costs...what?...here at Torpol?

     Varca isn't an Accountant!  Somebody give Me a Costs Rundown, before I start shooting computers!!

     ^_^

     On a side note--Who has Engineering(Power Systems(?))
Varca Lexand
player, 589 posts
Human Vespexer
Raider
Thu 18 Feb 2021
at 03:20
  • msg #584

Re: Travellers Aid Society (OOCs)

      Yeah, Zhouth, while it was called a "tank", it was a storage cylinder for pharmaceutical "chemicals" manufactured in micro-gravity, that the Raiders pulled off the side of a small orbital station (possibly even the orbital factory they were made in).
Zhouth
player, 715 posts
Vargr
669999
Thu 18 Feb 2021
at 04:59
  • msg #585

Re: Travellers Aid Society (OOCs)

Yes, and from Zhouth's perspective as someone who has dealt with life sciences research, a storage module full of pharmaceuticals can be pretty dangerous in its own right if someone wants to cause havoc...
Theodore McFarlane
player, 928 posts
Human Capt, IN ret.
697AAA
Thu 18 Feb 2021
at 20:38
  • msg #586

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 585):

Borite is an agricultural garden world with a near-ideal, utopian environment conducive to most sophonts.

As an agricultural world, this world is a near-ideal environment for producing quality foodstuffs of plant, animal, and other forms. Quality foodstuffs are a major export commodity for this world.

Its economy and population are rapidly growing and living conditions are expected to incrementally rise barring outside forces.
This a "low technology" world with technology competency well below technology standards for Charted Space.
It is a Non-Aligned world dominated by human sophonts located in the Sindal Subsector of Trojan Reach Sector.
Zhouth
player, 718 posts
Vargr
669999
Fri 19 Feb 2021
at 03:38
  • msg #587

Re: Travellers Aid Society (OOCs)

The Drinax gazeteer has a more extensive entry:


Borite

Some systems were named by their inhabitants, or to commemorate the circumstances of their discovery. Others were named after legends or heroes or myths.

Borite was named for the high concentration of boronheavy compounds in its surface. That is the most interesting thing about this system. From orbit, it looks like a yellow-brown stain of a planet, and it does not even live up to this first impression. The planet is inhabited by several million unfortunate colonists who mine the borite or try to scrape a living out of the soil; it is ruled by the Borite Continuity Authority, a decaying remnant of the old Drinaxian bureaucracy. The BCA control all trade and travel on and off-world – not that many people come here. The planet’s Class E starport sees only a handful of ships every year, mostly traders trying to dodge pirate attacks on the Florian route.

Like Marduk, Borite is often attacked by the Oghman Clans, who target scientists and scholars. Writing is therefore forbidden on Borite except for the few heavilyguarded members of the BCA.



So not exactly a resort planet and unlikely to improve unless the Oghmans are somehow neutralized.
Varca Lexand
player, 594 posts
Human Vespexer
Raider
Mon 22 Feb 2021
at 04:14
  • msg #588

Re: Travellers Aid Society (OOCs)

Okay, so I wanted to find out what the correct pronunciation of "Oghma" is...

     It's an Irish word--which means it's Celtic (so I hit myself in the head with a hammer, before I tried to pronounce it, myself).

     The website HowToPronounce.com has an audio file.  To my ear, it sounds like the pronunciation is "O'guh-hah-mah".

     Huh.  In my head, I'd been pronouncing that "gh" as if French, and saying "Off-mah"....
Zhouth
player, 725 posts
Vargr
669999
Mon 22 Feb 2021
at 17:12
  • msg #589

Re: Travellers Aid Society (OOCs)

Varca is the one who suggested shorting Oleb, and he hasn't actually repudiated the idea yet. This appears to be something that's getting Zhouth more worried than usual...
Collyn Ramburton
Player, 62 posts
Solomani
6B788A
Mon 22 Feb 2021
at 17:14
  • msg #590

Re: Travellers Aid Society (OOCs)

Varca Lexand:
Okay, so I wanted to find out what the correct pronunciation of "Oghma" is...

     It's an Irish word--which means it's Celtic (so I hit myself in the head with a hammer, before I tried to pronounce it, myself).

     The website HowToPronounce.com has an audio file.  To my ear, it sounds like the pronunciation is "O'guh-hah-mah".

     Huh.  In my head, I'd been pronouncing that "gh" as if French, and saying "Off-mah"....



Og-mah is how I pronounce it.
Zhouth
player, 728 posts
Vargr
669999
Fri 26 Feb 2021
at 11:35
  • msg #591

Re: Travellers Aid Society (OOCs)

I think we're ready to move to Borite, since the pickup/dropoff of the cargo crates (and the dropoff of that last bottle of Asim wine)), and the testing of the new (antique) missile system can both be narrated over unless something untoward happens with them?
Varca Lexand
player, 599 posts
Human Vespexer
Raider
Sat 27 Feb 2021
at 01:54
  • msg #592

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 591):

     I'd agree with that.  So, just to settle our accounts as we leave the system...

     We got Cr250,000 per Rack of missiles, and sold 3 Racks--that's Cr750,000 in our pockets.

     We are operating the ship off of the 10-Tons of fuel in the temporary Fuel Bunker in the Cargo hold (I may not be remembering this correctly, but I think it's 2-Tons for every Month (?) of Operations?) so we're good for another...4 months?  3.75?
     So all we needed to buy at Torpol was the 40-tons needed for a Jump-2, which is how much we can still put into the ship's tanks.  So, remind me, how much did we spend to buy 40-tons of fuel?
     Also to remember--unless we're gonna plan on Wilderness Refueling when we get to Borite, we'll need to have about that much Petty Cash in order to buy Fuel at Borite.
     CRAP!!!  Never mind.  Class E starport(s).  Frikkin Airports!  Wilderness Refueling it is, then....

     Did we ever, actually, determine a price for the Turret install?  I've got "10% of purchase price" bouncing around in my head--is that correct?  If so, then...lessee, a single launcher turret costs MCr0.2, so...10% of 200,000 is, um, thirteen-hundred?  Nononono...uh, 20,000!  Yeah, that's it, 10% of the purchase price of MCr0.2 is Cr20,000...
     That sound right, or am I way off?

     Were there any other Docking Fees?  We must have made a payment to get each of us hooked into the PlanetNet--or whatever--or was that lumped into the Docking Fees? Either way, how much do/did we pay for Docking Fees?

     And let's not forget that, the moment we break orbit from Torpol, we gotta start Paying these guys we just hired!  So we gotta settle on whether we've hired them as Troops, or Crew.  'Cuz they can expect/demand some Pay, when we land/dock at Borite.

     Except for you, Rayjaynul!  You talked yourself out of a Paycheck and into the Inner Circle!  You now get a Percentage....and 10% of Nothing, is.... ^_^


     So--what was I asking?  Oh, yeah!

     How much of that Cr750,000 is left in the Ship Accounts?
Zhouth
player, 729 posts
Vargr
669999
Sat 27 Feb 2021
at 02:13
  • msg #593

Re: Travellers Aid Society (OOCs)

20,000 for the fuel (40 x 500 cr).
20,000 for the turret installation.

Docking is... 1d6 * 500 cr. We also hired two marines and a mechanic (which is something like 8,000 cr for a month?) so let's say 10,000, and petty cash stuff is also covered by it.

That leaves 700,000.
This message was last edited by the player at 02:15, Sat 27 Feb 2021.
Varca Lexand
player, 600 posts
Human Vespexer
Raider
Sat 27 Feb 2021
at 07:19
  • msg #594

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 593):

     Oh, we're in...okay shape, then.

     If we didn't have to go to Borite, I'd almost be tempted to suggest sneaking off to Tech-World and have the Hull fixed... ^_^

     Which reminds me--everyone keep a look-out for a reputable Arms Dealer....what'd I say that was so funny?  Stop laughing!

     We need to get a supply of weapons for the Armory--something everyone can use, which we'll buy a bunch of, for standardization and ease of repair--that'll also allow us to buy tons and tons of just the one type of ammo.

     Which reminds me....

     I remind all that we (Varca) purchased 12 Drinaxi-made TL13 Boarding Assault Vacc-Suits--only 5 of which were personalized with custom features....
TL13 Drinaxi Type-Three Basic Boarding Assault Suit


     ....That leaves 7 Boarding Suits available for fitting to the "new guys".

(OOC: in looking this data up, I was reminded that several of us had promised to give Ingrid instruction in Vacc-Suit skill, so she could properly use the hardened Boarding Suit. I don't know if Ingrid has/had No Skill, or just Vacc-Suit/0, back then--but it's been at least 2 weeks, maybe 3 (and 1 of those weeks In Jump), since such training would have begun.  So, Ingrid, maybe you should PM with StarMaster and find out if your skill level either has, or if it is about to, increase)

     BB, I'm assuming that you, likely, have something better than this?  'Cuz I'm not sure these suits are rated for handling Fusion-weapons!  They are TL13 manufacture--but that mostly means they weigh a little less than the standard Boarding Suit--and that they could have a TL13 Electronics suit....except that Varca didn't want to pay for that, and only had a very Basic (but still TL13-built) Comm & Sensor package built in.  And while there are mounts on the suits forearms & shoulders where specially modified weapons could be placed--we do not have any such modified weapons currently available (except for the 5 custom jobs).

     Rayjaynul, I know you have your own Vacc-Suit, but one of these 7 could be set aside for your use, if you'd like.  And, when we get back to Drinax, Varca can introduce you to his suit-maker friends, and get you upgraded.


     Theo!!  I didn't catch it, back then, but when I went looking up the old posts about this stuff, I noticed that after Varca said...
Varca:
"...So, for the suit made to my measurements, add the E-Suite and one removable Snub-type submachine gun..."

OOC: I added he underline just now....

     After Varca said that, you posted....
Theodore McFarlane:
"....I'll take the 'E' Suite and a submachine gun as well....."

OOC: again, I added the underline...

     So, just to be clear, when you said "as well", were you saying that you just wanted a "regular" type sub-machine gun--or did you mean that you wanted the sub-machine gun to be a Snub weapon, just like Varca's?

(OOC:  Hey Ingrid!  Don't forget!  If Theo ever annoys you too much, old Master Cassimir is still willing to take you on as his Third Wife...or marry you off to his 9 year-old son Assan...the Zariid Family are very well placed in Drinax Society)  ^_^
Theodore McFarlane
player, 940 posts
Human Capt, IN ret.
697AAA
Sat 27 Feb 2021
at 13:49
  • msg #595

Re: Travellers Aid Society (OOCs)

The same.
Zhouth
player, 730 posts
Vargr
669999
Sat 27 Feb 2021
at 15:14
  • msg #596

Re: Travellers Aid Society (OOCs)

One of the five was built for Zhouth - or were there five special ones besides his?

I don't remember whether any of the 'generic' boarding suits were designed for vargr/aslan/etc; at least a couple of the non-combat and emergency ones were, though.
Varca Lexand
player, 601 posts
Human Vespexer
Raider
Sun 28 Feb 2021
at 02:49
  • msg #597

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 596):

     1 of the 5 "custom" suits was built using Zhouth's specific biometrics, yes.  And, unless Zhouth had purchased/gained his own suit during Character Creation, the Type-Three Boarding Assault Suit made for him is the only vacc-suit he may have ^_^

     I'd like to point out that, in accordance with your desires at the time, Zhouth's Boarding Suit (besides being made for the Vargr form) has another "different appearance" than any of the other 12 suits....

     All Boarding Suits have attachment points on the forearms & shoulders where weapon/gear mounts can be placed....except (apparently) Zhouths.
     Only the 5 customized suits actually have such weapon/gear mounts attached...except (apparently) Zhouths.
     To the best of my knowledge, the only people who stated what weapons they wanted mounted on their suits were Varca and Theo...and Zhouth!
     Zhouth had a retractable 20-centimeter (8-inch) long combat blade mounted on each forearm.  This is such a low-profile weapon (compared to other such mounted weapon systems) that it can almost go un-noticed--until he unsheathes them...."harmless scholar" my ass!  ^_^

     Ingrid--I vaguely recall asking you about mounting a weapon on your suit, back then, but I couldn't find a reference to what you finally decided.  Do you remember?  I know you've mentioned possessing a "pistol" from your Father--would you want something similar mounted on one, or both, forearms?  And, if it's a Slug pistol, you could even consider mounting a "Snub"-type pistol.  Snub Guns are designed to eliminate the -DM you get when firing a Slug weapon in Zero-G.  That's why Theo & Varca chose Snub SMGs.
     Oh!  Oh!  Get shoulder-mounted Micro-Grenade Launchers!!  Then we can make your Pirate Nickname be "The Queen of Ruin"--because you leave wreckage and rubble in your wake ^_^

     Okay, that's 4--who got the 5th customized suit?  Aaron?  Viridian?  They both stayed aboard the ship, while the rest of us went to the Floating Palace...  Rejji, maybe?  Damn, I can't remember who it was....
Zhouth
player, 731 posts
Vargr
669999
Sun 28 Feb 2021
at 03:00
  • msg #598

Re: Travellers Aid Society (OOCs)

He has the retractable blades because someone (*coughVarcacough*) thought that it would make him look more corsairy, just like the vids.


We got a few general-purpose (non-boarding/non-combat) vacc suits and rescue suits too, IIRC. Those would mostly be for utility work rather than when combat is expected, and they definitely don't have a bunch of fancy upgrades on them.

IIRC it was Rejji since he'd be one of the boarding crew.
This message was last edited by the player at 03:02, Sun 28 Feb 2021.
Rayjaynul Brown
player, 66 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 28 Feb 2021
at 07:19
  • msg #599

Re: Travellers Aid Society (OOCs)

So there I was being a swashbuckling dandy of a retiree when all of a sudden, bam! Co-conspirator against the Empire! I'll need to get a fancy helmet or mask if I want to keep my pension for long lol, well once we actually start acting against the Empire that is.

And I have TL12 Cloth, don't think it's void rated, but it can be combined with armor to make me just a bit tougher. So I would very much appreciate a Vacc-suit being set aside for lil ol me.

As for "Standard Issue" generally can't go wrong with Snubs and Accelerators, though we do have quite a few trained with Energy as well, though Lasers are fairly expensive upfront, especially if you want a reload or two. Also can't go wrong with Boarding Shields, who honestly doesn't want extra armor?
Zhouth
player, 733 posts
Vargr
669999
Mon 1 Mar 2021
at 03:38
  • msg #600

Re: Travellers Aid Society (OOCs)

So.

1) Test the missile system.
2) File a flight plan to Borite (and add detail for Commander Whosit).
3) Zhouth delivers the Asim wine to the Sarcomond (if this hasn't already been done).
4) Inspect the cargo that we've been asked to carry.

5) Proceed to Borite.


That's a go?
Theodore McFarlane
player, 942 posts
Human Capt, IN ret.
697AAA
Mon 1 Mar 2021
at 12:18
  • msg #601

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 600):

That's a go!
BB Nova
player, 208 posts
I7C966
Orbital Drop Marine
Mon 1 Mar 2021
at 19:58
  • msg #602

Re: Travellers Aid Society (OOCs)

6) Get Zhouth hammered on moonshine.
Varca Lexand
player, 603 posts
Human Vespexer
Raider
Tue 2 Mar 2021
at 01:48
  • msg #603

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 602):

     So, Ingrid--what was the answer for where your Vacc-Suit skill level is?

     If my calculations are correct, you'd have had:
          Travel Time from Drinax out to Torpol Jump Point...
          @ 1 Week for Jump-2 to Torpol...
          Travel Time from Jump Point to Torpol...
          (What?  3-4 day at Torpol?)
          Travel Time from Torpol to Borite Jump Point...
          @ 1 Week for Jump-2 to Borite...

     Were you working towards Level/0, or Level/1?  And remember, when we left Drinax, it wasn't just a bunch of space-trained knuckleheads teaching you--you had an actual Drop Marine showing you the ropes!

     And, while on the subject, did anyone else need to acquire/improve Vacc-Suit skill?  During the Jump to Borite, we will be assigning the remaining 7 Boarding Suits--yes, Rayjay, you'll get one assigned to you--and making the needed adjustments for better fit, and whatnot.
Rayjaynul Brown
player, 67 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 2 Mar 2021
at 03:10
  • msg #604

Re: Travellers Aid Society (OOCs)

So would anyone care to help an old man lift some weights or run a mile on ship?

Also what're the stats of the Boarding Assault Vacc-suit? You mention it being TL13, but how different would it be from the TL12 Boarding Vacc-Suit from Central Supply Catalogue?
Varca Lexand
player, 604 posts
Human Vespexer
Raider
Tue 2 Mar 2021
at 04:02
  • msg #605

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 604):

     Don't make me Gibbs-Slap you, Rayjay!  ^_^

     These suits are identical to the "Boarding Vacc Suit" of TL12, as presented on Page 19 of the Central Supply Catalogue (2nd Ed), BUT they are equipped with the TL13 "Electronics Suite" as shown on the Table found on Page 19 of the Central Supply Catalogue (2nd Ed)...right under the entry for the Boarding Vacc Suit!

     No weapons are mounted, but the attachment points for compatible weapons are there.

     For all intents & purposes, between the onboard computer, all the devices that need to be "displayed", the Scope, and the weapon mount control runs--these suits have de facto HUD & SmartWeapon gear.  Correction: My use of the term "SmartWeapon" was a hold-over from playing Shadow-Run, and meaning a weapon that you had greater control over, due to being "linked" to it.  I did not mean the "Intelligent Weapon" add-on, found in the CSC.  Here I am only referencing the P-HUD, found in CSC. Sorry for any confusion.

     The built-in Computer/2 has no software other than the basic operating system (Zhouth, we might wanna see if we (you) can "upgrade" this software--maybe you have some higher-tech personal gear with better cyber-security we can Pirate?)

     CRAP!!  I only just now realized none of us actually have a software list for our suit computers...me and my big mouth...
This message was last edited by the player at 04:13, Tue 02 Mar 2021.
Zhouth
player, 734 posts
Vargr
669999
Tue 2 Mar 2021
at 04:20
  • msg #606

Re: Travellers Aid Society (OOCs)

Erm, the only thing that Zhouth has handy is the translator software on his comm. He didn't get to bring any of that top-secret stuff from Vanejen!
Zhouth
player, 735 posts
Vargr
669999
Tue 2 Mar 2021
at 05:52
  • msg #607

Re: Travellers Aid Society (OOCs)

IIRC we had just over two months worth of operating costs (and basic petty cash stuff) covered with the donations that everyone made on the way here. That's on top of the 700,000 we just made, so we won't actually need to dip into that for ~9 weeks (and or longer if we aren't jumping as often).

I wish I could remember where I put the math for it though...
Rayjaynul Brown
player, 68 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 2 Mar 2021
at 06:21
  • msg #608

Re: Travellers Aid Society (OOCs)

Why? Am I good? lol But good to know, might even be able to wear it, but not carry it ironically enough.
Zhouth
player, 736 posts
Vargr
669999
Tue 2 Mar 2021
at 06:41
  • msg #609

Re: Travellers Aid Society (OOCs)

The suits require Vacc Suit 1, which you have. You could still use it even without that but you'd take a penalty to most physical actions due to being untrained (or at least insufficiently practiced).
Rayjaynul Brown
player, 69 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 2 Mar 2021
at 07:20
  • msg #610

Re: Travellers Aid Society (OOCs)

Well I meant weight wise, I'm a weak old man whose barely able to carry 18kg lol
Zhouth
player, 737 posts
Vargr
669999
Tue 2 Mar 2021
at 08:21
  • msg #611

Re: Travellers Aid Society (OOCs)

Looks like you might want to prioritize strength training during downtime...
Ingrid Gustavdottir Sigar
player, 263 posts
Human Merchant
Sword Worlder
Tue 2 Mar 2021
at 08:48
  • msg #612

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 603):

I have Level 0.
Varca Lexand
player, 605 posts
Human Vespexer
Raider
Tue 2 Mar 2021
at 08:59
  • msg #613

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 612):

     Okay, that's gonna help--instead of the Non-Trained DM-3, that's only a DM-1 (I think)--but that's only when you're wearing the Boarding Suit!!  When wearing your General Purpose suit, you're all set, Level/0 is all you need.

     You gotta keep working at that, get it up to Level/1.  But, for now, I think, if you want to pursue training in something else, you'll likely be okay.  Or maybe not...we are heading to Borite to try and take on a Vargr Captain and the Crew of his Type-S scoutship.

     That could be, what, 6 people, maybe?  At maximum?
Rayjaynul Brown
player, 70 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 3 Mar 2021
at 23:10
  • msg #614

Re: Travellers Aid Society (OOCs)

Endurance also increases Carry Cap and would be a bit easier for me to learn, at least starting out.
Varca Lexand
player, 607 posts
Human Vespexer
Raider
Fri 5 Mar 2021
at 04:18
  • msg #615

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 614):

Oh!  Hey!  Everybody, if you didn't know, the skill specialization Athletics (Dexterity) is mentioned as the skill used for working in Zero-G.

We could always turn off the gravity in the cargo hold--or the hall on the Lower Deck that leads out to the Cargo Grapple chamber--and practice it.  Um, assuming anyone actually has that specialization (Varca doesn't)...
Zhouth
player, 739 posts
Vargr
669999
Fri 5 Mar 2021
at 11:03
  • msg #616

Re: Travellers Aid Society (OOCs)

Umm. Almost everyone is listed as having it?

The three that don't are Reyj (none at all), and BB and Rejji (who both have Endurance instead).
Rayjaynul Brown
player, 73 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 5 Mar 2021
at 20:12
  • msg #617

Re: Travellers Aid Society (OOCs)

Yep, could be useful as well.
Varca Lexand
player, 609 posts
Human Vespexer
Raider
Sat 6 Mar 2021
at 05:47
  • msg #618

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 616):

     ??????????????????????

     BB doesn't have Athletics(Dexterity) to cover Zero-G maneuvering?!!  She falls out of spaceships Professionally!

     How did that happen?

     ^_^
Zhouth
player, 740 posts
Vargr
669999
Sat 6 Mar 2021
at 05:50
  • msg #619

Re: Travellers Aid Society (OOCs)

Someone else must have been operating the drop pods...
Varca Lexand
player, 610 posts
Human Vespexer
Raider
Sat 6 Mar 2021
at 07:05
  • msg #620

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 619):

     Oh, yeah...
     I brain-farted, and forgot that Jump Troops don't, actually, "jump out of" their ships--they get dropped/launched out of the ship in a small, disposable capsule.  If I remember correctly, they lose the capsule somewhere around, ummm--dammit! Now I can't remember what the highest altitude for a HALO jump is!  mumble-grumble-mumble.....
Zhouth
player, 741 posts
Vargr
669999
Sat 6 Mar 2021
at 07:52
  • msg #621

Re: Travellers Aid Society (OOCs)

Unless they're being sent to Hoxxes, in which case it goes all the way down...
Zhouth
player, 745 posts
Vargr
669999
Thu 11 Mar 2021
at 22:49
  • msg #622

Re: Travellers Aid Society (OOCs)

BB, Collyn, and Taliesa are our boarding party if they're hostile; who (else) would be going in if they're not?
Varca Lexand
player, 615 posts
Human Vespexer
Raider
Fri 12 Mar 2021
at 02:14
  • msg #623

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 622):

I'd think that'll depend on what we find when we get there.  We're receiving a distress beacon--that would imply who/whatever is there might be experiencing some kind of difficulty.

If we get there and they've suffered some kind of disaster, then we all might be able to "board" them, leaving just a skeleton crew on Vultan.

If we get there, and there's more than the Scoutship, we might have to keep fighting with Vultan, while trying to make a fighting boarding action.  If this happens, Varca will stay aboard Vultan as the Countermeasures Officer.

So, as long as there is Ship Combat going on, Varca will stay aboard to screw with the enemy sensors & comms.  Otherwise, Varca will join the boarding squad.

Similarly, Varca's specialty is breaking into "places"--so, while he might be able to set a breaching charge to pop a whole in a ship, BB (probably) is the expert on boarding and capturing a ship.  So Varca will follow her lead, while boarding a ship.
Zhouth
player, 747 posts
Vargr
669999
Fri 12 Mar 2021
at 03:58
  • msg #624

Re: Travellers Aid Society (OOCs)

Well, we apparently have an abandoned station situation perfectly suited to Varca's horror vid of choice...
Rayjaynul Brown
player, 76 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 12 Mar 2021
at 07:08
  • msg #625

Re: Travellers Aid Society (OOCs)

Would be quite the odd place for such a horror vid to come true, but I suppose more details regarding the condition of the station and any attached ships could help us decide on what to do, but I for one am here for ADVENTURE!
Zhouth
player, 751 posts
Vargr
669999
Sun 14 Mar 2021
at 00:00
  • msg #626

Re: Travellers Aid Society (OOCs)

How large is the station and where in it is that heat signature coming from?
Zhouth
player, 753 posts
Vargr
669999
Mon 15 Mar 2021
at 23:17
  • msg #627

Re: Travellers Aid Society (OOCs)

The marine squad is going over. From what I understand that means BB, Taliesa, Rejji, and Collyn?
Varca Lexand
player, 620 posts
Human Vespexer
Raider
Tue 16 Mar 2021
at 01:38
  • msg #628

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 627):

yeah, 1 PC, that's right.
Zhouth
player, 754 posts
Vargr
669999
Tue 16 Mar 2021
at 02:03
  • msg #629

Re: Travellers Aid Society (OOCs)

Well, that shouldn't be an issue.

If it's just one rescuee to retrieve then they should easily do so and it won't take more than a post or two.

If this turns out to be an elaborate trap then all of the non-marine PCs will have to rush out to their rescue in a flurry of posts.

Win-Win!
Varca Lexand
player, 622 posts
Human Vespexer
Raider
Tue 16 Mar 2021
at 02:28
  • msg #630

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 629):

Like these things ever turn out to be simple....

Okay, StarMaster, how's BB getting aboard that station?  We spot an airlock or a hole in the hull--or does she have to spacewalk?
Zhouth
player, 755 posts
Vargr
669999
Tue 16 Mar 2021
at 02:30
  • msg #631

Re: Travellers Aid Society (OOCs)

The 'in poor health' part shouldn't be too much of a problem. Aside from the ship's doctor (Aaron), most of the crew has various levels of Medic.

The ones that don't are Varca and... all but one of our marines.

The 'bring him back alive' part might actually turn out to be the problem here.
Varca Lexand
player, 623 posts
Human Vespexer
Raider
Tue 16 Mar 2021
at 02:36
  • msg #632

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 631):

BB has a plasma gun--'problems' are just things she hasn't disintegrated, yet....
^_^

But you make a good point about the Vargr's health--maybe Zhouth should remind Aaron about that, and nudge him into getting ready to receive a patient...?  We did (slightly) reconfigure the Cold Sleep Bay into a place to use as an ad hoc Medic Station.
This message was last edited by the player at 02:40, Tue 16 Mar 2021.
Varca Lexand
player, 625 posts
Human Vespexer
Raider
Wed 17 Mar 2021
at 03:21
  • msg #633

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 632):

Okay BB, you are in charge of the Boarding.

The station is a rectangular box with 2 tube-like pods--one bigger than the other--on opposite sides of the box.

The Vargr lifesign is at one end of the smaller pod.

There's 2 ways onto the station:

The larger pod has an airlock at either end.  We might be able to dock with either one--or you could spacewalk over to the airlocks.  Going this way, you'll need to cross the entire station, pretty much, to get to the Vargr.  We can't be sure how much of that distance has air, or if there is any wreckage blocking the way.

There's a whole in the hull at one end of the big, boxy central section.  You'll need to spacewalk over and through the hole, get through the damaged and airless section, find a way into the still-pressurized area, then get to the Vargr.  A shorter trip, maybe, but full of uncertainties.

How to enter is your call.

Do you want Cap'n Theo to try and dock?  The station could be unstable, this could be dangerous.

Do you spacewalk to an airlock, or through the hole in the hull?  There's no certainty that either airlock still opens, or that, if you go through the hole, that you can get into the pressurized section.

Without breaching charges, that is ^_^
Zhouth
player, 758 posts
Vargr
669999
Wed 17 Mar 2021
at 05:15
  • msg #634

Re: Travellers Aid Society (OOCs)

There should be a clear route to the target from at least one of those entrances - they'd have moved through the station on the way to setting up that comm unit and into the back area.

If the airlocks aren't powered then the big hole is the most likely option.
Ingrid Gustavdottir Sigar
player, 270 posts
Human Merchant
Sword Worlder
Tue 23 Mar 2021
at 09:01
  • msg #635

Re: Travellers Aid Society (OOCs)

Good question, I have tools, but I don't know if that means I have a cutter.
Zhouth
player, 764 posts
Vargr
669999
Tue 23 Mar 2021
at 09:32
  • msg #636

Re: Travellers Aid Society (OOCs)

If we have an engineering toolkit then it'd include some basic cutting tools. Maybe not ideal for outer hull plating but they'd work, especially if the place is a radiation-scarred wreck.

And if that fails, the PGMP would be good for 'cutting' a hole too.
Theodore McFarlane
player, 965 posts
Human Capt, IN ret.
697AAA
Tue 23 Mar 2021
at 14:24
  • msg #637

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 636):

We need to make sure we get one for next time we need to breach a hull, or some plastic explosives.
StarMaster
GM, 200 posts
Tue 23 Mar 2021
at 16:07
  • msg #638

Re: Travellers Aid Society (OOCs)

One of the Engineering specialties that should have been there is Structural... for repairing the hull, hull breaches, turret damage, fixing bulkheads, etc. So, yes, there's a plasma torch among the Engineer's Toolkit.

You'll probably need a spare battery for it, as the station has a double hull, so you've got to cut through two hulls. You just have to make it big enough for someone to go through.
Zhouth
player, 765 posts
Vargr
669999
Tue 23 Mar 2021
at 16:13
  • msg #639

Re: Travellers Aid Society (OOCs)

Spare battery, or just a power cable, since we've got the ship right there?

We're going in, any which way!


Re structural: AFAIK that's covered by Profession (Construction) rather than being under Engineering.
This message was last edited by the player at 16:16, Tue 23 Mar 2021.
Theodore McFarlane
player, 967 posts
Human Capt, IN ret.
697AAA
Tue 23 Mar 2021
at 17:57
  • msg #640

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 639):

That's 2x4's and hammer and nails to me! ;-)
Varca Lexand
player, 630 posts
Human Vespexer
Raider
Wed 24 Mar 2021
at 05:41
  • msg #641

Re: Travellers Aid Society (OOCs)

Zhouth:
Spare battery, or just a power cable, since we've got the ship right there?

We're going in, any which way!


Re structural: AFAIK that's covered by Profession (Construction) rather than being under Engineering.

     That, and I think they included something about "general repairs to structures"--or words to that effect--in the definition of the Mechanic skill.  I.e., that is the skill for "building" things.
Zhouth
player, 766 posts
Vargr
669999
Wed 24 Mar 2021
at 06:32
  • msg #642

Re: Travellers Aid Society (OOCs)

We're just waiting on what we find inside at this point, AFAIK.
Varca Lexand
player, 632 posts
Human Vespexer
Raider
Wed 24 Mar 2021
at 07:06
  • msg #643

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 642):

     Not certain...but I think StarMaster is just waiting for BB to say "We step out the airlock".  We've all been talking about what we should do, but nobody's posted what they are doing...

     I think....
Theodore McFarlane
player, 968 posts
Human Capt, IN ret.
697AAA
Wed 24 Mar 2021
at 11:56
  • msg #644

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 643):

I think BB only checks in once or twice a week. Patience I guess.
This message was last edited by the player at 11:57, Wed 24 Mar 2021.
Zhouth
player, 767 posts
Vargr
669999
Wed 24 Mar 2021
at 14:25
  • msg #645

Re: Travellers Aid Society (OOCs)

Umm, Theodore, docking the ship if they're in the process of space walking might not improve the situation...
This message was last edited by the player at 14:25, Wed 24 Mar 2021.
Theodore McFarlane
player, 970 posts
Human Capt, IN ret.
697AAA
Wed 24 Mar 2021
at 15:00
  • msg #646

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 645):

I know that, just dock and give them an option.
StarMaster
GM, 201 posts
Wed 24 Mar 2021
at 19:05
  • msg #647

Re: Travellers Aid Society (OOCs)

No, I was just working on a map.


It's now uploaded to Game Map D. The red 'V' is where the Vargr life sign is. The shaded area is the sections of ship that has a thin atmosphere.
This message was last edited by the GM at 19:10, Wed 24 Mar 2021.
Theodore McFarlane
player, 971 posts
Human Capt, IN ret.
697AAA
Wed 24 Mar 2021
at 20:49
  • msg #648

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 647):

We can't see 'D'.
Zhouth
player, 768 posts
Vargr
669999
Thu 25 Mar 2021
at 08:53
  • msg #649

Re: Travellers Aid Society (OOCs)

So we're cutting in along the 'top' there somewhere.
BB Nova
player, 216 posts
I7C966
Orbital Drop Marine
Thu 25 Mar 2021
at 15:27
  • msg #650

Re: Travellers Aid Society (OOCs)

Do we have any cutters that can work in zero-g?
Theodore McFarlane
player, 972 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 15:41
  • msg #651

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 650):

The cutter would have to be like an Oxy-acetylene torch, it own source of oxygen. Or plasma.
Zhouth
player, 769 posts
Vargr
669999
Thu 25 Mar 2021
at 16:01
  • msg #652

Re: Travellers Aid Society (OOCs)

Yes, we have them, in the form of our engineering toolkit, among other things - those other things including a certain marine's high-powered weaponry.
Theodore McFarlane
player, 973 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 16:07
  • msg #653

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 652):

No problem then. Teddy will dock the ship to the port and BB and her crew can either break in here, or there, her choice!
BB Nova
player, 217 posts
I7C966
Orbital Drop Marine
Thu 25 Mar 2021
at 16:25
  • msg #654

Re: Travellers Aid Society (OOCs)

I ask because the PGMP is not zero-g friendly.
Theodore McFarlane
player, 974 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 16:26
  • msg #655

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 654):

It can't be used in Zero-G? I didn't know that.
Zhouth
player, 770 posts
Vargr
669999
Thu 25 Mar 2021
at 16:38
  • msg #656

Re: Travellers Aid Society (OOCs)

They can be used.

You need to make an Athletics/Dexterity check to maintain control, although with battle dress and the like the check usually wouldn't be too difficult due to the enhanced stats.

Outside of that, the 'spinning out of control' problem would be mitigated by being properly braced or tied down, which you wouldn't want to do in combat, but in the case of cutting through the hull shouldn't be a problem.


Edit: I was under the impression that our other marines are going over with BB, even if none of the PCs do?
This message was last edited by the player at 16:40, Thu 25 Mar 2021.
Theodore McFarlane
player, 977 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 17:19
  • msg #657

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 656):

They are, Collyn and Taliesa
This message was last edited by the player at 17:19, Thu 25 Mar 2021.
BB Nova
player, 219 posts
I7C966
Orbital Drop Marine
Thu 25 Mar 2021
at 17:32
  • msg #658

Re: Travellers Aid Society (OOCs)

Zero-G Combat:
Every time the Traveller uses a ranged weapon that does not have the Zero-G trait or any close combat weapon, he must make an Average (8+) Athletics (dexterity) check or not only automatically miss his target but start to spin helplessly out of control.

A Traveller spinning out of control in zero gravity may regain control with an Average (8+) Athletics (dexterity) check.

Theodore McFarlane
player, 978 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 17:34
  • msg #659

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 658):

We have one of those seals to fasten our ship to the station and breach it in gravity?
BB Nova
player, 221 posts
I7C966
Orbital Drop Marine
Thu 25 Mar 2021
at 17:42
  • msg #660

Re: Travellers Aid Society (OOCs)

Nope. We're just parking close to it and pushing off like little projectiles.
Theodore McFarlane
player, 979 posts
Human Capt, IN ret.
697AAA
Thu 25 Mar 2021
at 17:50
  • msg #661

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 660):

Okay, I'll park right outside of the area where you breach
Zhouth
player, 773 posts
Vargr
669999
Thu 25 Mar 2021
at 20:50
  • msg #662

Re: Travellers Aid Society (OOCs)

Viridian is the actual pilot, IIRC. Theodore is 'just' the one issuing orders!


So at this point the plan is...

Keep the ship just outside the breach.

One of the marines brings the vargr into the airlock; once it's pressurized, Aaron goes to work on the medical issues.

BB and whichever marine isn't bringing the vargr back look around.

Zhouth sees (or not) whatever is about to happen on the sensors. (Because you *know* that we wouldn't have this elaborate set-up if pulling the guy out is all there was...)
Varca Lexand
player, 633 posts
Human Vespexer
Raider
Fri 26 Mar 2021
at 02:58
  • msg #663

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 662):

     Okay, I gotta apologize about Varca's attitude.  Until I saw the map of the station, I thought that the Vargr was inside a pressurized area--where I would expect somebody to remove their helmet (to save suit air)--and if we cut into that zone, we'd blow the pressure.

     Looking at the map, I now see that the Vargr is in an unpressurized zone--The Maker knows why!--so I now have no issue with cutting a great big hole in the station hull.

     Yeah, I heard the names Rejji, Collyn, and Taliesa mentioned as going....give the plasma cutter to whoever has the highest Mechanic skill.  It's a tool for cutting--just like a saw with metal  ^_^

     I know it's extra (unwanted) detail, but whoever has the highest Athletics(Dex)--thus is better in Zero-G--should hop over first, towing a guide cable, and anchor it to the station.  Then everyone else will have a safety line to attach to, when they hop over.  And nobody goes flying off on a personal tour of being crushed in a gas giant's environment....

     We should wait to move Vultan across the station to the airlock until we've got the Vargr in hand--he may either be in no shape to be moved that far, or he may be in a condition to resist being removed, and a long walk will give him plenty of opportunity to break away.

     I will admit, that while it would be more convenient to shove the Vargr out the hole in the hull, it'll probably be easier to get him to the airlock, if he's injured....oh, wait...

     It just occurred to me...there may not be any gravity aboard the station.  If that's the case...
Zhouth
player, 774 posts
Vargr
669999
Fri 26 Mar 2021
at 03:02
  • msg #664

Re: Travellers Aid Society (OOCs)

Zhouth repeatedly stated that the vargr was in a non-pressurized area. Varca kept ignoring that for some reason!

There's no gravity (well, maybe microgravity from the gas giant that the station is orbiting), and the vargr is unconscious, so out the hole and across to the Vultan is far and away the easiest. Circling around to an airlock is redundant at this point unless we plan to spend a long time here.
Varca Lexand
player, 634 posts
Human Vespexer
Raider
Fri 26 Mar 2021
at 03:11
  • msg #665

Re: Travellers Aid Society (OOCs)

Zhouth:
Zhouth repeatedly stated that the vargr was in a non-pressurized area. Varca kept ignoring that for some reason!

     I know!  That's what I'm saying!  For some reason I can't figger out, what you--and StarMaster--were saying just wasn't registering on my brain!
BB Nova
player, 223 posts
I7C966
Orbital Drop Marine
Sun 28 Mar 2021
at 23:18
  • msg #666

Re: Travellers Aid Society (OOCs)

BB will take the lead scouting the rest of the station for threats while salvage is underway. Donio can stay at the sensors and notify us if anything goes. ping
Zhouth
player, 775 posts
Vargr
669999
Mon 29 Mar 2021
at 00:40
  • msg #667

Re: Travellers Aid Society (OOCs)

Umm, Zhouth is on the sensors. And Donio has no skill in electronics!

If BB really wants to suggest that they swap, though...
Varca Lexand
player, 637 posts
Human Vespexer
Raider
Mon 29 Mar 2021
at 00:41
  • msg #668

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 667):

Y'beat me to it!  Yeah, Zhouth has been on sensors all along...
Theodore McFarlane
player, 982 posts
Human Capt, IN ret.
697AAA
Mon 29 Mar 2021
at 12:06
  • msg #669

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 668):

Time for Donio to man up then!
Zhouth
player, 776 posts
Vargr
669999
Sat 3 Apr 2021
at 19:49
  • msg #670

Re: Travellers Aid Society (OOCs)

Umm, yeah. It doesn't make a lot of sense to be docking on the other side of the station from where everyone is spacewalking - and at an airlock that we don't even know works.


Now we just need someone who *isn't* spacewalking or manning a station to go talk to the rescuee. Or...



Edit: Varca, you probably don't need to roll Athletics or anything else. Not until something goes wrong...
This message was last edited by the player at 08:54, Sun 04 Apr 2021.
Theodore McFarlane
player, 986 posts
Human Capt, IN ret.
697AAA
Sun 4 Apr 2021
at 12:18
  • msg #671

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 670):

you have a cable
Zhouth
player, 779 posts
Vargr
669999
Sun 4 Apr 2021
at 17:52
  • msg #672

Re: Travellers Aid Society (OOCs)

Port-side Counter-Measures Suite: Rayjaynul on Weapons Control.

IIRC the Harrier-class was designed with bridge gunnery stations (at the back-left and back-right by default, although all of the stations are reconfigurable), so he'd probably be there?
StarMaster
GM, 206 posts
Sun 4 Apr 2021
at 18:03
  • msg #673

Re: Travellers Aid Society (OOCs)

That's strange. I don't remember putting any gunnery stations on the bridge...

Oh, wait! I didn't!

I'm not sure the bridge stations are reconfigurable. That's intelligent thinking, but not pompous thinking of the Sindalians. When the captain's on the bridge, he wants to be able to tell at a glance what stations are manned. If the Sensor Station is empty, he can see that. He doesn't want to have to guess which station is now Sensors.
Varca Lexand
player, 639 posts
Human Vespexer
Raider
Mon 5 Apr 2021
at 01:44
  • msg #674

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 673):

     Yeah, I'd been thinking similar thoughts, whenever I thought about the (Old) Sindalian Empire--that their kinda-sorta-neo-Baroque sense of style fit in with the concept of the "Comic Opera Generalissimo".

     And, ever since I stumbled across info that leads me to believe that the original Sindalians were ethnically Asian, I've (personally) been operating with the thought that the "Sindalian Empire" was formed when several different communities of Malaysian and Indonesian Pirates, and their dependents, settled there--on the run from...well...everybody!

     In that scenario, I can easily see, in my Mind's Eye, a pompous Captain, over-dressed in an over-the-top Uniform--with a cape and a sword, of course!--shouting that "the Daily Beatings would continue until Morale Improved!!!"
Varca Lexand
player, 640 posts
Human Vespexer
Raider
Mon 5 Apr 2021
at 02:01
  • msg #675

Re: Travellers Aid Society (OOCs)

     Varca is on the Station.  He went over with Ingrid and Collyn.

     I'd posted an OOC--in the Game Thread...My Bad!--correcting Varca's previous post, where he said he didn't have any "Zero-G experience" (i.e., I'd forgotten Varca DID have the Athletics(DEX) skill).

     As much as Varca would like to be there beating interrogating Capt. Krrrsh--Varca is confident that Krrrsh will be "available" for a while, so he's prioritizing scavenging whatever we can from this old Sindalian station.  He'll be using his Scavenging Edge (don't ask me, StarMaster, it's your House Rule item!) to rapidly find stuff that is of value and/or importance (like frikkin tablecloths...) alongside Ingrid's search for stuff.
Zhouth
player, 783 posts
Vargr
669999
Tue 13 Apr 2021
at 06:32
  • msg #676

Re: Travellers Aid Society (OOCs)

Yes, Zhouth was transmitting it to everyone on the crew, per what he thought was the request. Well, unless you've specifically blocked it.
Varca Lexand
player, 644 posts
Human Vespexer
Raider
Tue 13 Apr 2021
at 07:49
  • msg #677

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 676):

No, not specifically.

I just hadn't considered the option to "listen in", so I didn't pay it any mind.  I likely read that Zhouth was leaving the comm open--and just didn't register the words on my consciousness ^_^
Varca Lexand
player, 645 posts
Human Vespexer
Raider
Wed 14 Apr 2021
at 18:58
  • msg #678

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 677):

That would be me saying I Brain-Farted...  ^_^
Zhouth
player, 784 posts
Vargr
669999
Sat 17 Apr 2021
at 23:51
  • msg #679

Re: Travellers Aid Society (OOCs)

We might need to handwave for BB's characters. They haven't been on for a while and at one point they indicated that they didn't have as much time for this game.
Varca Lexand
player, 647 posts
Human Vespexer
Raider
Sun 18 Apr 2021
at 01:28
  • msg #680

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 679):

Yeah, we don't get to the blowing up stuff fast enough ^_^
StarMaster
GM, 209 posts
Sun 18 Apr 2021
at 02:03
  • msg #681

Re: Travellers Aid Society (OOCs)

Computer problems. Ran out of memory!
Varca Lexand
player, 648 posts
Human Vespexer
Raider
Sun 18 Apr 2021
at 02:31
  • msg #682

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 681):

Yeah, sure!  Nice try!

That's what I say, every time I lose my keys!

Zhouth
player, 785 posts
Vargr
669999
Sun 18 Apr 2021
at 02:47
  • msg #683

Re: Travellers Aid Society (OOCs)

All those obsolete models. Technical failures left and right...
StarMaster
GM, 210 posts
Sun 18 Apr 2021
at 04:04
  • msg #684

Re: Travellers Aid Society (OOCs)

I don't even know what's eating up the memory. I keep deleting my files and it doesn't make a dent.
Theodore McFarlane
player, 996 posts
Human Capt, IN ret.
697AAA
Sun 18 Apr 2021
at 12:51
  • msg #685

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 684):

What are you running? A 486 with Win95? ;-)
StarMaster
GM, 211 posts
Mon 19 Apr 2021
at 02:14
  • msg #686

Re: Travellers Aid Society (OOCs)

Sadly, I don't know what that jargon means. It's a Dell Inspiron 15 3000 series with AMD A6. That's what it says on keyboard of the laptop. It's Windows 10. And I have 213GB memory, which is about 99% used.
Zhouth
player, 786 posts
Vargr
669999
Mon 19 Apr 2021
at 03:03
  • msg #687

Re: Travellers Aid Society (OOCs)

213 GB of memory? Do you mean hard drive space, or is it actually showing that much memory?

A decent gaming system would have 16 or 32 GB. More than that would only be found on servers or other enterprise systems.

It's probably using virtual memory, which means that it's using hard drive space as 'pretend' memory above the amount that's actually there, but if it's getting up to 213 GB of that then it's loading far, far too much for any sane scenario. Either there's some kind of malware on there, or Windows itself is messed up somehow.
This message was last edited by the player at 17:14, Mon 19 Apr 2021.
Theodore McFarlane
player, 998 posts
Human Capt, IN ret.
697AAA
Mon 19 Apr 2021
at 16:16
  • msg #688

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 687):

You need to take it to a GOOD CREDIBLE person to get it taken care of. Fortunately I have such a person, they're rare.
StarMaster
GM, 213 posts
Mon 19 Apr 2021
at 19:06
  • msg #689

Re: Travellers Aid Society (OOCs)

213GB on the hard drive. Spent about 3 hours earlier today with Microsoft support via chat to solve my computer problems, but they weren't any help. She essentially told me to get rid of all the stuff that I actually use (like my 5,600 songs), and I said, what's the point of having a computer then? The 'solution' is get a bigger hard drive, like 1TB, but I can't afford it. Even my external hard drive (from prior computer) is too full to handle the music. Need to get another flashdrive for that. On the other hand, I have a second external hard drive (from yet a prior computer) that I need to get boxed so I can access it. I could put the music on there.

Second problem was I'm using an external monitor, but when I plug the HDMI plug into the laptop, it eliminates the sound. MS Support could solve that problem either.
Theodore McFarlane
player, 999 posts
Human Capt, IN ret.
697AAA
Mon 19 Apr 2021
at 19:15
  • msg #690

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 689):

You can get an 8TB external HDD for a little over $120.00. Can't come up with it?

I have nearly 20TB of HDD space.
Zhouth
player, 788 posts
Vargr
669999
Mon 19 Apr 2021
at 19:23
  • msg #691

Re: Travellers Aid Society (OOCs)

My guess re the monitor is that it's trying to play audio through the monitor's speakers; you'd need to check the audio and device settings and see if you can set playback back to the laptop.
Theodore McFarlane
player, 1000 posts
Human Capt, IN ret.
697AAA
Mon 19 Apr 2021
at 19:34
  • msg #692

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 689):

https://www.newegg.com/Desktop...ry/ID-414?Tid=167525


I can chip in if you need help.
This message was last edited by the player at 19:35, Mon 19 Apr 2021.
Zhouth
player, 792 posts
Vargr
669999
Wed 21 Apr 2021
at 10:28
  • msg #693

Re: Travellers Aid Society (OOCs)

Please keep in mind that Zhouth only has his comm set to send (to everyone else), not to receive (so that Krssh can't hear what everyone else is doing/saying); they won't hear any comments unless you specifically message Zhouth (or at least the medbay).
Zhouth
player, 796 posts
Vargr
669999
Fri 30 Apr 2021
at 21:53
  • msg #694

Re: Travellers Aid Society (OOCs)

It's a good thing that Zhouth is only receiving those messages in voice-to-text rather than them being broadcast to Krssh as well...
This message was last edited by the player at 21:54, Fri 30 Apr 2021.
Rayjaynul Brown
player, 88 posts
Human, Drinaxian
3-9-6-C-9-4
Sat 1 May 2021
at 03:12
  • msg #695

Re: Travellers Aid Society (OOCs)

Indeed, especially with that last remark.
BB Nova
player, 224 posts
I7C966
Orbital Drop Marine
Mon 3 May 2021
at 20:50
  • msg #696

Re: Travellers Aid Society (OOCs)

I'm here. Sorry for being AWOL. I'll try and catch up with some reading tonight and resume posting more regularly.
Zhouth
player, 797 posts
Vargr
669999
Tue 4 May 2021
at 03:21
  • msg #697

Re: Travellers Aid Society (OOCs)

Varca's speech reminds me of the Evil Overlord List entry about having three categories of Lieutenant: untrusted, trusted, and completely trusted. "Promotion to the third category will only be granted posthumously."
Zhouth
player, 799 posts
Vargr
669999
Wed 5 May 2021
at 21:52
  • msg #698

Re: Travellers Aid Society (OOCs)

You're going to be making a lot of trips back and forth for O2 if we want to clear the place out. And 80 rooms worth might be more cargo tonnage than we have free.
Rayjaynul Brown
player, 89 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 6 May 2021
at 06:23
  • msg #699

Re: Travellers Aid Society (OOCs)

Yeah, my idea was mostly to secure a line of retreat against potential ambush from the supposed alien on board. Also not sure how likely it would be able to vent the whole station without doing so manually.
Varca Lexand
player, 654 posts
Human Vespexer
Raider
Sat 8 May 2021
at 02:38
  • msg #700

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 699):

     Yeah, I/Varca isn't really expecting to find all that much, on the station.  The Station's been here for about a Millennium--forgotten, maybe, for a lot of that time, but still here for anyone to find.  I'm assuming the most we're gonna find is, maybe, several dozen kilos of "repurposable" metals, ceramics, or plastics--stuff that we could melt/grind down and use in a 3D printer, or to make small patches out of. At most, maybe 1 or 2 hundred kilos of semi-useful stuff.

     The "best" stuff I expect out of this is gonna be stuff like those tossed-aside crates of tableware, with Sindalian Imperial designs all over it, or maybe some bed sheets in vacuum-sealed bags (that aren't just dust, after a millennium).  Or some "useful" stuff, like several (hundred?) meters of wiring, or control switches (for "lights", door opening, etc.)  Plus things like over-looked/ignored bits of décor (like the decorative air-grills and the (slightly) busted statue).

     That stuff may have no intrinsic value, but when King Oleb sees pictures of that stuff being used on "His Harrier", it will make him happy--and keep him off our backs...
^_^



     Oh....yeah....and, of course....despite our efforts to avoid it....I fully expect that we will also bring that Nasty Critter aboard, too....'Cuz StarMaster really is just...that...Evil...
Zhouth
player, 800 posts
Vargr
669999
Sat 8 May 2021
at 03:09
  • msg #701

Re: Travellers Aid Society (OOCs)

Hey, if we're lucky then some of those odd overlooked bits might have actual market value as antiques. That doesn't necessarily mean that they get converted to cash; the right gift to the right person can work wonders in diplomacy.
Varca Lexand
player, 656 posts
Human Vespexer
Raider
Sat 8 May 2021
at 03:19
  • msg #702

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 701):

Yup, that too.
Zhouth
player, 801 posts
Vargr
669999
Sat 8 May 2021
at 04:18
  • msg #703

Re: Travellers Aid Society (OOCs)

So the Krssh conversation is definitely well in the past by the time you're planning your return and transferring the haul. Unless, of course, The Space Monster eats you in the meantime.

Either way I guess Zhouth will have to figure out what to do with him in the meantime.
Theodore McFarlane
player, 1011 posts
Human Capt, IN ret.
697AAA
Sat 8 May 2021
at 14:32
  • msg #704

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 703):

You want to spend more time on the station Varca? After the refill go back and spend more time.
Varca Lexand
player, 657 posts
Human Vespexer
Raider
Sun 9 May 2021
at 06:02
  • msg #705

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 704):

First:
Theodore McFarlane:
In reply to Collyn Ramburton (msg # 178):

"Get the loot ready for the cargo scoop. Then get your butts over here before you run out of oxygen!"


Then:
Varca Lexand:
In reply to Theodore McFarlane (msg # 179):
[Aboard the Wrecked Station, Borite StarSystem]

     "Acknowledged, Captain." Varca sends back to Theo, "About to begin ejecting cargo.  Will contact you when last item is out, so you can start scoop operations."


Finally:
Theodore McFarlane:
In reply to Varca Lexand (msg # 185):

"You want to spend more time on the station Varca? After the refill, go back and spend more time."


     ...?...

     When did Varca ask for, or even say, he wanted more time on the station?  Because, in the sequential posts I've copied, abouve, all Varca says, basically, is that he and the others were heading back--with no mention of any desire to either stay or return, later.

     In the Out Of Character post that I put up, I was answering a question asked by StarMaster--he had asked "how extensively" were we going to scavenge, so I was bringing up my uncertainty about how much time we had spent aboard the station.  I did so because Varca has a skill/ability that lets him scavenge "good stuff" at a faster rate--so exactly how long we'd been at it was important, to determine just how much we had to move over to Vultan.

     And, while I did mention that it had been my/Varca's intent to only scavenge around for an hour-or-two, I readily admit that, prior to that OOC, I/Varca never actually stated, or made known in any way, that that was my/Varca's plan.

     What I meant to do, don't mean shit, if I never act on it!  That's My Bad...

     Now, when I pointed out the comment about returning to the ship "before running out of air", I was only pointing out that Vacc Suits have an air supply that lasts for 6 hours, and, by doing so, providing a timeline with which to answer StarMaster's question about "how extensively" we'd be scavenging/salvaging....

     We would be scavenging for about 6 hours--if we'd be almost "running out" of air.

     I say this in the confident belief that nobody trained to a skill level of 1, or higher, with a Vacc Suit--which would be all of us on the station...except, maybe, Ingrid?--would ever step off the ship wearing a suit that didn't have a full air supply (maybe in an Emergency...).

     Therefore, if the suits had 6 hours of air, and we were almost "running out" of air, it follows that we must have been scavenging for about 6 hours.  And more time means more stuff scavenged--and it'll be "good stuff", because of Varca's special Knack.

     Varca never said anything about wanting/needing "more time" on the station.  I have no idea where that comes from.  And please note that, at no time after Theo says we're almost "running out" of air, does Varca state any dispute/disagreement with Theo's claim/belief that our air tanks are almost empty--nor do I ever present an argument against all of us having spent enough time on the station that we'd empty our air tanks.  I was, in fact, agreeing with Theo's statement.

     I had Varca acknowledge the statement without argument, and then had Varca verify that he was doing what The Captain had instructed.

     I only have Varca call Theo "Captain" when Varca is acknowledging that something falls under Theo's area of authority in running the ship--the Captain's authority!

     Or....I also have Varca call him Captain when I'm having Varca act like a Sarcastic Dickhead.  'Cuz, y'know, it means basically the same thing....
Theodore McFarlane
player, 1013 posts
Human Capt, IN ret.
697AAA
Sun 9 May 2021
at 11:32
  • msg #706

Re: Travellers Aid Society (OOCs)

If you note the question mark, it was asking you if you want more time.
Zhouth
player, 802 posts
Vargr
669999
Sun 9 May 2021
at 11:34
  • msg #707

Re: Travellers Aid Society (OOCs)

"We search the station, following sensible procedures." Can we just say that and get on with it? :P
Rayjaynul Brown
player, 90 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 10 May 2021
at 16:35
  • msg #708

Re: Travellers Aid Society (OOCs)

Yeah, six rooms in about as many hours does seem like a lot of time per room, especially if we have 80+ as SM has suggested. Not to mention unless there's at least a 100 tons of cargo per six rooms using the "Nailed Down" looting option from Pirates of Drinax. Otherwise it might seem to be more trouble than it's worth, even before the team runs into this xeno.
This message was last edited by the player at 16:37, Mon 10 May 2021.
BB Nova
player, 225 posts
I7C966
Orbital Drop Marine
Thu 13 May 2021
at 19:41
  • msg #709

Re: Travellers Aid Society (OOCs)

I'm still here. Apologies but this week has been hell. If you need me for anything just PM me the specifics but I am still looking to set time aside to catch up.
Theodore McFarlane
player, 1015 posts
Human Capt, IN ret.
697AAA
Thu 13 May 2021
at 19:48
  • msg #710

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 709):

Glad you're still here.
Ingrid Gustavdottir Sigar
player, 279 posts
Human Merchant
Sword Worlder
Fri 14 May 2021
at 03:17
  • msg #711

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 709):

I hope things get less difficult!
BB Nova
player, 226 posts
I7C966
Orbital Drop Marine
Tue 18 May 2021
at 19:19
  • msg #712

Re: Travellers Aid Society (OOCs)

Alright I finally have time. Sitting down and catching up. I'll mark the time to see just how long it actually took me and whether I was ridiculous waiting this long or not.
BB Nova
player, 228 posts
I7C966
Orbital Drop Marine
Tue 18 May 2021
at 19:33
  • msg #713

Re: Travellers Aid Society (OOCs)

Done!
BB Nova
player, 229 posts
I7C966
Orbital Drop Marine
Tue 18 May 2021
at 19:40
  • msg #714

Re: Travellers Aid Society (OOCs)

15 minutes. Huh. When I saw ~200 posts in the thread I panicked a bit I guess but most of it was just Zhouth making friends and Varca having mental orgasms over free loot :D

If we have 6 hours of oxygen I propose we make this trip worth our while and spend 5 hours looting. In an emergency BB can always cut a quick exit hole so we don't have to play it that safe.

Also considering all my salvage knowledge comes from playing Hardspace Shipbreaker there are three kinds of "walls". Decorative, protective, and structural. So what you really have is a solid frame similar to any other large structure and on the interior you have what are basically the space equivalent of drywall but then around important sections, security posts, and especially the outer hull you have protective plates of armor and anti-radiation plating etc.

Therefore you should be able to cut person sized holes pretty easily without doing much damage to the overall structure, the danger becomes you don't know what is BEHIND the wall. I have blown up many a time cutting through thin aluminum because I didn't do a scan first and realize there was an oxygen or fuel tank right on the other side (oops!).

I don't know how Starmaster would want to rule it. Maybe our suits can identify structural vs. "drywall" elements, maybe that will require some kind of engineering roll but just like in a house I doubt the full wall itself is what the structure is reliant on. If we're in zero gravity than there aren't really any complicating stressors on the station that would result in some kind of cascading disintegration.

Now if the station was being pulled into the gravity of the gas giant but the station thrusters were firing to keep it afloat THAT would be a bad time to do some random cutting through things.
Zhouth
player, 803 posts
Vargr
669999
Tue 18 May 2021
at 21:19
  • msg #715

Re: Travellers Aid Society (OOCs)

I'm pretty sure that the Vultan's sensors are capable of telling you what's there. And with their tech/sophistication, probably telling you down to the milligram exactly how much of it there is.
BB Nova
player, 230 posts
I7C966
Orbital Drop Marine
Tue 18 May 2021
at 22:20
  • msg #716

Re: Travellers Aid Society (OOCs)

BB'S Slice 'N' Dice Tours™ is now open for business. I'll get you where you need to go directly.
Varca Lexand
player, 659 posts
Human Vespexer
Raider
Wed 19 May 2021
at 03:00
  • msg #717

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 716):

Again, I don't know the specifics for BB's armor/spacesuit, but the Boarding Suits--and the "standard" suits that Ingrid and Zhouth bought (I think Zhouth bought one, too)--were manufactured to TL13 standards, and that means they have sensors equal to the PRIS Goggles.

And that means that we have some limited "X-Ray Vision" capacity--go look up the PRIS Goggles in the Central Supply Catalogue, to see everything they can do.
Zhouth
player, 804 posts
Vargr
669999
Wed 19 May 2021
at 09:47
  • msg #718

Re: Travellers Aid Society (OOCs)

PRIS Binoculars.

PRIS (Portable Radiation Imaging System) binoculars or goggles have no lenses, but instead project an image for the Traveller as if she were using optical binoculars. The image can be gathered using a variety of wavelengths; optical, infrared, ultraviolet, radio and x-ray to name a few. The binoculars do not emit these wavelengths, they instead read naturally-occurring emissions, then convert the data into an optical display using false colour. Composite images using different spectra are possible and can highlight things missed when viewing in just one mode, but can be very confusing to a new user.

Given that they're a standard part of high-tech vacc suits, in this case you'd only count as a 'new user' if you didn't have the relevant skill.


PRIS Goggles also exist but they're a specialized engineering tool rather than 'field' gear.
StarMaster
GM, 224 posts
Wed 19 May 2021
at 13:14
  • msg #719

Re: Travellers Aid Society (OOCs)

The two wavelengths that would be the most effective in the station would be thermal and sound, but in the cold of space, there's no thermal differences in the walls, floors and surroundings. And, without air, there's no propagation of sound waves.

That leaves radio waves and visual inspection. There aren't enough radio waves from the gas giant to penetrate the outer hull, clearly taken into account when the station was built. Visually, there's no distinction between any of the walls because even the inside of the outer hull was covered with insulating material and decorative treatments.
BB Nova
player, 232 posts
I7C966
Orbital Drop Marine
Wed 19 May 2021
at 14:01
  • msg #720

Re: Travellers Aid Society (OOCs)

As I said before, there is a difference between being able to see through walls and understanding what is behind walls.

In Shipbreaker I could always take the time to scan, but I didn't because I was rushed for time or I accidentally got a little turned around or I was just sloppy with my cutter.

All I'm saying is I am fine if no roll is needed. I am fine if a roll is needed so you don't get sloppy or stupid or careless but trust me, it is easier than it seems unless you're an experienced salvager.

When I first started that game and it was warning me of the dangers I was like "psssh, who would possibly screw this up..." cut ahead a couple hours and I am behind schedule and frustrated because I missed a salvage throw so an expensive piece of hardware had just bounced off the rim of the barge and was now entering the atmosphere of the planet and I made a cut without scanning first because I SWORE I was facing up where the electrical was and not left where the fuel lines were.

BOOM

Or another time I was like "what is that thing on the fuel tank? Better burn it off." Now I know what you're thinking: How can you be that stupid? But I did the proper procedure to purge the fuel lines first so it was just an empty tank. What I didn't know was that that "thing" was a malicious AI that had retriggered the fuel lines while I was busy elsewhere so I engaged my cutter on the now-full fuel lines. BOOM.

It happens, all I'm saying.
BB Nova
player, 234 posts
I7C966
Orbital Drop Marine
Wed 19 May 2021
at 15:41
  • msg #721

Re: Travellers Aid Society (OOCs)

Hey Mr. Starmaster, could you configure the dice roller to default to 2d6? It's a quick change that speeds things up a lot over time.
StarMaster
GM, 227 posts
Wed 19 May 2021
at 16:51
  • msg #722

Re: Travellers Aid Society (OOCs)

Never really thought about it before. I run so many different games, I'm just used to typing in the dice I need.

But should be done.
Collyn Ramburton
Player, 80 posts
Solomani
6B788A
Wed 19 May 2021
at 16:57
  • msg #723

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 722):

It's done. Did I hit?
Zhouth
player, 806 posts
Vargr
669999
Wed 19 May 2021
at 18:17
  • msg #724

Re: Travellers Aid Society (OOCs)

And so Captain Theodore abandons his post at the first sign of trouble...


Attacks are difficulty 8, so you need at least that to hit after any modifiers. Effect is added to the damage roll if you do, though.

You could get +1 to the attack roll for Aiming as a minor action, but not if you've changed weapons that turn, since Drawing is a minor action.
Rayjaynul Brown
player, 92 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 20 May 2021
at 16:12
  • msg #725

Re: Travellers Aid Society (OOCs)

Would seem so, might have to keep Ingrid onboard during any ship battles that's for sure.
Zhouth
player, 807 posts
Vargr
669999
Thu 20 May 2021
at 16:48
  • msg #726

Re: Travellers Aid Society (OOCs)

Aaron, Viridian, Rayjanul, Donio, Zhouth, and Theodore are the only ones on the ship right now AFAIK. Everyone else is over on the station.

The first three have assignments that they can't really walk away from, which means that the only options for an escort would be Donio or Zhouth. Not exactly an impressive escort. ;)

Plus, he really should be staying on the bridge to oversee things. Y'know, like a captain's supposed to. :P
Theodore McFarlane
player, 1017 posts
Human Capt, IN ret.
697AAA
Thu 20 May 2021
at 16:51
  • msg #727

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 726):

;-) It's called ROLE PLAYING for a reason Syrris!
Zhouth
player, 808 posts
Vargr
669999
Thu 20 May 2021
at 17:02
  • msg #728

Re: Travellers Aid Society (OOCs)

I'd post something more IC but there hasn't been anything from Varca, Ingrid, or Taliesa yet and I don't want to run ahead of them.
Donio Scarte
NPC, 40 posts
Human Mercenary
UPP 6C8B63
Thu 20 May 2021
at 20:27
  • msg #729

Re: Travellers Aid Society (OOCs)

Donio isn't terrible in combat (+2 to guns) but he can't use a vacc suit so is either going in with no protection or is eating a penalty.

Teddy if you really want an escort he's probably the "best" option.
StarMaster
GM, 228 posts
Thu 20 May 2021
at 21:44
  • msg #730

Re: Travellers Aid Society (OOCs)

Did some spring cleaning last weekend. Ran across a box of some ten-year old papers mixed in with some gaming materials. And then there was this sheet...

DIVERT YOUR COURSE

This is the actual radio conversation of a U.S. naval ship with Canadian authorities off the coast of Newfoundland in October 1995. Radio conversation released by the Chief of Naval Operations, 10-10-95.


CANADIANS: Please divert your course 15 degrees to the south to avoid a collision.

AMERICANS: Recommend you divert your course 15 degrees to the north to avoid a collision.

CANADIANS: Negative. You will have to divert your course 15 degrees to the south to avoid a collision.

AMERICANS: This the captain of the U.S. Navy ship. I say again, divert YOUR course.

CANADIANS: No, I say again, you divert YOUR course.

AMERICANS: This the Aircraft Carrier U.S.S. Lincoln, the second largest ship in the United States Atlantic Fleet. We are accompanied by three Destroyers, three Cruisers, and numerous support vessels. I DEMAND that you change your course 15 degrees north. I say again, that’s one-five degrees north, or counter-measures will be undertaken to ensure the safety of this ship.

CANADIANS: This is a lighthouse. Your call.
Zhouth
player, 809 posts
Vargr
669999
Thu 20 May 2021
at 22:55
  • msg #731

Re: Travellers Aid Society (OOCs)

I've heard that one before. Well before 1995, in fact.

Humorous though it is... https://en.wikipedia.org/wiki/..._vessel_urban_legend
BB Nova
player, 235 posts
I7C966
Orbital Drop Marine
Thu 20 May 2021
at 23:58
  • msg #732

Re: Travellers Aid Society (OOCs)

I love that story but yeah, older than dirt:

The earliest known version of the joke appeared in a single-panel cartoon, reproduced from the London tabloid weekly The Humorist by the Canadian newspaper The Drumheller Review in 1931. It showed two men standing by their rails, shouting through megaphones:

"Skipper: Where are you going with your blinking ship?
The Other: "This isn't a blinking ship. It's a lighthouse!""
Rayjaynul Brown
player, 93 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 21 May 2021
at 06:11
  • msg #733

Re: Travellers Aid Society (OOCs)

Same, remember a story about the Liberation of Grenada from my uncle. Goes something like this:

As part of the operation the CIA was going around destroying drug farms where they could find them, which was typically up in the mountains, unfortunately most cities tend to be down in the valleys. So one day while the CIA burned a pot farm up in the mountains a bunch of US Rangers were patrolling down below, and within minutes those very same Rangers had raced into town to buy any food they could get their hands on as they came down with a case of the super munchies.

Don't know if it's true, but he was a US Ranger himself and he was the right age to have been part of Operation Urgent Fury, but likely the story was passed around during that time as an in joke between Rangers.
Zhouth
player, 810 posts
Vargr
669999
Fri 21 May 2021
at 12:04
  • msg #734

Re: Travellers Aid Society (OOCs)

And realizes that, having not expected any trouble when he came aboard this abandoned station, he hadn't mounted them!

The next time that Zhouth tells you that there'll be a space monster lurking on the abandoned wreck... pay heed to his warning!
BB Nova
player, 236 posts
I7C966
Orbital Drop Marine
Fri 21 May 2021
at 15:44
  • msg #735

Re: Travellers Aid Society (OOCs)

Oh Zhouth, we never take you seriously on anything. Why would we change now?

;)
Zhouth
player, 811 posts
Vargr
669999
Fri 21 May 2021
at 16:07
  • msg #736

Re: Travellers Aid Society (OOCs)

Not getting eaten or even merely dissolved by the alien space monster that's lurking on the derelict station would be a good first reason...


When he started going on about having seen this one before and muttering about xenomorphic biocontamination and the like, you were all thinking that he'd watched one horror vid too many, right?

But remember where he worked: a life sciences facility run by naval intel that dealt with various stuff that qualifies as 'weird'.

He hadn't seen vids. He'd seen reports.
This message was last edited by the player at 16:12, Fri 21 May 2021.
BB Nova
player, 237 posts
I7C966
Orbital Drop Marine
Sat 22 May 2021
at 03:11
  • msg #737

Re: Travellers Aid Society (OOCs)

We will save you a piece, don’t worry.
Zhouth
player, 812 posts
Vargr
669999
Sat 22 May 2021
at 12:39
  • msg #738

Re: Travellers Aid Society (OOCs)

Hmm. How long *would* it take someone to get across if they were trying to do it quickly? Getting through an airlock probably isn't super-fast in combat terms if a round is six seconds, and then they'd have to make the jump...
StarMaster
GM, 229 posts
Sat 22 May 2021
at 19:51
  • msg #739

Re: Travellers Aid Society (OOCs)

If you are talking about an airlock to a pressurized section of the station, about 60 seconds to pressurize or depressurize the airlock, 6 seconds to open the door and enter, another 60 seconds to equalize pressure, and another 6 seconds to open the inner door.

If you are talking about an airlock to a depressurized section, then 12 seconds to get through both doors.

That's all assuming there is an airlock nearby.
Zhouth
player, 813 posts
Vargr
669999
Sat 22 May 2021
at 20:25
  • msg #740

Re: Travellers Aid Society (OOCs)

I was thinking of someone getting in/out of the Harrier airlock to reach or return from the station. I'm a bit unclear as to how far in they are inside the place though.
Varca Lexand
player, 664 posts
Human Vespexer
Raider
Mon 24 May 2021
at 08:56
  • msg #741

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 740):

From Harrier airlock to hole in the station hull...at least the length of one of the Harrier's wings PLUS--depending on just how good a Pilot you really think Theo is-- ^_^ --likely no less than 3 meters (call it 10-feet)
Zhouth
player, 816 posts
Vargr
669999
Mon 24 May 2021
at 13:54
  • msg #742

Re: Travellers Aid Society (OOCs)

Viridian was saying "nothing on sensors..." this whole time, so either the bug is stealthed against them somehow (despite their tech level) or Viridian doesn't know what he's doing. ;)
BB Nova
player, 238 posts
I7C966
Orbital Drop Marine
Mon 24 May 2021
at 19:33
  • msg #743

Re: Travellers Aid Society (OOCs)

I think in terms of Teddy or anyone else crossing over and joining into combat, that is a lost cause. However it might not be a terrible idea if this bug eats us all for someone to at least recover the loot on our bodies while it is snoozing from its space marine snack :D
Viridian Starfire
player, 88 posts
Human Merc
Tue 25 May 2021
at 20:29
  • msg #744

Re: Travellers Aid Society (OOCs)

Hey! I resemble that remark!

Someone turned the control label upside down!
Varca Lexand
player, 666 posts
Human Vespexer
Raider
Thu 27 May 2021
at 00:56
  • msg #745

Re: Travellers Aid Society (OOCs)

In reply to Viridian Starfire (msg # 744):

     The control labels aren't upside down, you Boob!  They're written in Sindalese!

     Though, admittedly, there's only a minor distinction, between the two... ^_^
Collyn Ramburton
Player, 87 posts
Solomani
6B788A
Sat 29 May 2021
at 18:45
  • msg #746

Re: Travellers Aid Society (OOCs)

BB Nova:
I think in terms of Teddy or anyone else crossing over and joining into combat, that is a lost cause. However it might not be a terrible idea if this bug eats us all for someone to at least recover the loot on our bodies while it is snoozing from its space marine snack :D


BB is too hard core to eat! ;-) Love her mean streak! Well, Collyn loves it!
Zhouth
player, 822 posts
Vargr
669999
Sun 30 May 2021
at 20:47
  • msg #747

Re: Travellers Aid Society (OOCs)

If all of those soldiers, marines, hardened scavengers, etc, won't have a damsel in distress to protect, I guess we'll have to give them something else...

Edit: There we go. Now it's a proper escort quest!
This message was last edited by the player at 02:06, Mon 31 May 2021.
Ingrid Gustavdottir Sigar
player, 284 posts
Human Merchant
Sword Worlder
Mon 31 May 2021
at 07:22
  • msg #748

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 747):

Well, I have to be in peril at some point or they'll kick me out of the damsel union.
Theodore McFarlane
player, 1024 posts
Human Capt, IN ret.
697AAA
Mon 31 May 2021
at 11:45
  • msg #749

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 748):

Awesome! We moved on nicely!
Theodore McFarlane
player, 1025 posts
Human Capt, IN ret.
697AAA
Tue 1 Jun 2021
at 14:28
  • msg #750

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 748):

My damsel in distress! ;-)
This message was last edited by the player at 14:29, Tue 01 June 2021.
Rayjaynul Brown
player, 97 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 1 Jun 2021
at 16:04
  • msg #751

Re: Travellers Aid Society (OOCs)

To be fair, I don't think there's any stipulations that you have to be in distress at all times, so you could have filled your daily or even weekly distress quota.
Theodore McFarlane
player, 1028 posts
Human Capt, IN ret.
697AAA
Tue 1 Jun 2021
at 16:24
  • msg #752

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 751):

heheheheheh
BB Nova
player, 243 posts
I7C966
Orbital Drop Marine
Wed 2 Jun 2021
at 20:25
  • msg #753

Re: Travellers Aid Society (OOCs)

Shut up Donio...

BUG HUNT! BUG HUNT! BUG HUNT!
Theodore McFarlane
player, 1030 posts
Human Capt, IN ret.
697AAA
Thu 3 Jun 2021
at 11:55
  • msg #754

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 753):

Roflmao!
Zhouth
player, 827 posts
Vargr
669999
Thu 3 Jun 2021
at 17:48
  • msg #755

Re: Travellers Aid Society (OOCs)

So, with the bug hunt commencing, and the bug either on sensors, or at least we know where it decided to take a nap, our deployment now is:


Starship Troopers
BB, Collyn, Rayjanul, Rejji, Varca

Escort Quest Protectee
Zhouth

Bridge
Viridian

Medbay
Aaron, Krrsh, Taliesa

Engineering
Donio, Ingrid

Anywhere But The Bridge
Captain Theodore


Did I miss anyone?
This message was last edited by the player at 17:48, Thu 03 June 2021.
Rayjaynul Brown
player, 98 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 4 Jun 2021
at 06:44
  • msg #756

Re: Travellers Aid Society (OOCs)

Assuming we're certain we won't need the ship's turrets any time soon, but if I can't pull a trigger probably won't be too much use in a fight with my -1 Strength and Rapier.
Zhouth
player, 828 posts
Vargr
669999
Fri 4 Jun 2021
at 07:02
  • msg #757

Re: Travellers Aid Society (OOCs)

Pulling the trigger should work eventually. And if there are five people attacking it at once, overwhelming its defenses is a factor too.
Theodore McFarlane
player, 1031 posts
Human Capt, IN ret.
697AAA
Fri 4 Jun 2021
at 10:54
  • msg #758

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 756):

Teddy is operating the cargo scoop. ;-P
Theodore McFarlane
player, 1035 posts
Human Capt, IN ret.
697AAA
Sat 12 Jun 2021
at 15:53
  • msg #759

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 757):

It can't control the fingers of 5 attackers!
BB Nova
player, 246 posts
I7C966
Orbital Drop Marine
Tue 15 Jun 2021
at 04:22
  • msg #760

Re: Travellers Aid Society (OOCs)

It can't stop a robotic assassin arm, lol
Varca Lexand
player, 678 posts
Human Vespexer
Raider
Sat 19 Jun 2021
at 03:29
  • msg #761

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 760):

     Okay, so, I'm not really expecting to get specific about anything we actually recover/salvage from the wrecked, old Sindalian Space Station--other than the painting of the old Sindalian Emperor and those cases of dishware--unless StarMaster really wants to give us a detailed list.  ^_^

     What I'm hoping to get is an acknowledgement that the items & materials we did drag out of there had value towards the RU's we still need to fix, on the list of repairs in the "Harrier Assessment" post.
BB Nova
player, 247 posts
I7C966
Orbital Drop Marine
Mon 21 Jun 2021
at 21:06
  • msg #762

Re: Travellers Aid Society (OOCs)

Agreed.
Ingrid Gustavdottir Sigar
player, 286 posts
Human Merchant
Sword Worlder
Tue 22 Jun 2021
at 07:03
  • msg #763

Re: Travellers Aid Society (OOCs)

Apologies, everyone, I've started a new job and I'm way behind.
Theodore McFarlane
player, 1040 posts
Human Capt, IN ret.
697AAA
Tue 22 Jun 2021
at 10:40
  • msg #764

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 763):

Job! Wow, my wife to be got a new job! ;-) I hope it is a better one!
Zhouth
player, 836 posts
Vargr
669999
Tue 22 Jun 2021
at 22:08
  • msg #765

Re: Travellers Aid Society (OOCs)

Zhouth has volunteered to redecorate the ship.

Somewhere on the ship or station, Varca has a feeling of imminent danger...

(Because he has seen Zhouth's idea of "redecorating" first hand!)
Varca Lexand
player, 679 posts
Human Vespexer
Raider
Fri 25 Jun 2021
at 07:00
  • msg #766

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 765):

Why would that concern Varca?  Zhouth was standing right there, along side Varca, when King Oleb yelled at said to us that he demanded requested we restore the original ship's décor.

Varca might discount Fat Oleb's gentle requests...but I have absolute confidence that a Researcher of Zhouth's caliber would make every effort to achieve the King's request, down to the finest detail...

^_^
Varca Lexand
player, 681 posts
Human Vespexer
Raider
Sun 27 Jun 2021
at 00:54
  • msg #767

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 766):

Hey you Lurkers!  What does the Trade Code "Lt" mean?  Is that "Low Tech"?
Zhouth
player, 838 posts
Vargr
669999
Sun 27 Jun 2021
at 01:04
  • msg #768

Re: Travellers Aid Society (OOCs)

Yes, it does! It's right there in the trade codes!

(Should you really be letting this guy play the captain of a trade ship in that other game if he doesn't know basic things like that...?)
Varca Lexand
player, 682 posts
Human Vespexer
Raider
Sun 27 Jun 2021
at 01:51
  • msg #769

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 768):

     Well, to paraphrase what I said elsewhere -- his job is just to look good, and decide whose butt needs biting!

     And I did know what it meant--I just needed confirmation ^_^
Theodore McFarlane
player, 1044 posts
Human Capt, IN ret.
697AAA
Sun 27 Jun 2021
at 14:25
  • msg #770

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 769):

Hehehehehehehehe
Varca Lexand
player, 685 posts
Human Vespexer
Raider
Mon 28 Jun 2021
at 02:41
  • msg #771

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 770):

     Guys, please take a look at Notice X: Harrier Statistics.

     If I'm reading this correctly, we've repaired/replaced everything on Vultan except for those items that have RU numbers listed in Red.

     According to that, the largest Big Ticket Item on the list is the Hull--needing 7 or more RUs to fix!  The handful of other items remaining only need 3 or less.

     While there is nothing wrong with the M-Drives, most of the work still needed on the Hull is Structural--and there isn't any real need, right now, to put extra stress on the ship--so let's save the 6-G Thrust for emergencies, hmm? ^_^

     Okay, we're basically running the reactors off of the fuel in the bunker in the cargo bay--that's enough fuel to run the ship for a couple Months...

     So...based on an assumption that the distance between Borite and this Gas Giant is about the same as the average distance between Earth and Mars (@ 225,220,000 miles), then at a "sedate" thrust of 3-Gs, we can be at Borite in about 61.07 Hours, or 2.54 Days.

     But if the distance is closer to the average distance between Earth and Jupiter (@ 408,610,000 miles), then a 3-G Thrust will get us there in 82.25 Hours, or 3.43 Days.

     2.5 to 3.5 days to get to Borite orbit.

     I think the most Critical issue we should deal with, travelling between the Gas Giant and Borite, is getting BB's Armor fixed--what would that be, StarMaster, just a simple Mechanic roll to patch the hole, or were some of the internal systems damaged, needing Electronics rolls of one kind or another?

     Other than that, all I can think of is for Varca, Ingrid & Zhouth to follow Cap'n Theo's suggestion that those three deal with incorporating any appropriate salvaged items into Vultan's décor.  While Varca is familiar with the Palacer's ostentatious sense of style, he has no skill/training for it--so he'll just step-and-fetch, while offering advice ^_^

     Anybody else got any short term projects they wanna do, while we're in transit?

     Oh!  We could have a "What Do We Do Next?" dinner conversation!  Varca promises there will not be a repeat of his "Projectile Mashed Potatoes" incident....probably...


     And this is the handy-dandy on-line Travel Time calculator I used to get these numbers.  Easy-peasy ^_^
https://www.cyborgprime.com/tr...avel-time-calculator
Zhouth
player, 839 posts
Vargr
669999
Mon 28 Jun 2021
at 05:51
  • msg #772

Re: Travellers Aid Society (OOCs)

Well, Zhouth is going to be examining the bug. I'm sure that Aaron won't mind the medbay being used for that.

Krssh needs to be assigned to whatever it is that we're assigning him to. If it's general marine duty then I guess it's up to BB to handle that, but if he has other usable shipboard skills, that's handy too.

Fixing the suit would use Vacc Suit, IIRC? It covers repair/maintenance along with use.

The main issue will be that, once we've been to Borite, pursing Redthane to Theev means at least one Jump 2 and one Jump 3 - the latter could be split into a 2/1 with drop tanks and/or stuffing the cargo hold with fuel drums for a deep space refill.

The other way around is about 11 hops around through Imperium space (trailing, then coreward, then rimward again). I'm sure that he'd be long gone by then, however.


I'd hope that we got some salvage that's functional along with the cosmetic stuff, and/or resalable (or donatable) pieces that aren't necessarily a fit for the ship itself?
Varca Lexand
player, 686 posts
Human Vespexer
Raider
Mon 28 Jun 2021
at 07:00
  • msg #773

Re: Travellers Aid Society (OOCs)

Zhouth:
Well, Zhouth is going to be examining the bug. I'm sure that Aaron won't mind the medbay being used for that.

Krssh needs to be assigned to whatever it is that we're assigning him to. If it's general marine duty then I guess it's up to BB to handle that, but if he has other usable shipboard skills, that's handy too.

     I think he said he has some Engineering skill, so he can work with Ingrid.  Or he can perform Housekeeping duties--vacuuming, laundry, dishwashing, etc.  There isn't all that much to "Marine Duty" when we're cruising through The Black and not attacking anyone ^_^

Zhouth:
Fixing the suit would use Vacc Suit, IIRC? It covers repair/maintenance along with use.

     Oh, well then, yeah--we use that...
     And I think that BB is still the person to do it--you got a Vacc Suit/2 skill level, don't you, BB?

Zhouth:
The main issue will be that, once we've been to Borite, pursing Redthane to Theev means at least one Jump 2 and one Jump 3 - the latter could be split into a 2/1 with drop tanks and/or stuffing the cargo hold with fuel drums for a deep space refill.

The other way around is about 11 hops around through Imperium space (trailing, then coreward, then rimward again). I'm sure that he'd be long gone by then, however.

     Yeah, I'd noticed that issue, myself.  I gotta double check the numbers, but I think that that fuel bunker we can put together in the cargo bay will hold a max. of 10 tons--and we can only build 1 of them.  The main tanks can currently hold 40 out of 42 tons of fuel & 40 tons is what we need for a Jump-2.  That means, including the 10 tons in the cargo bay, we'd need--at minimum--12 more tons of fuel on board, to make a Jump-2 + Jump-1 & 4 weeks of operations.
     I/Varca is starting to think getting to Theev--and ultimately earning the reward--might have to be put on hold, for a little while.  That's kinda-sorta why I suggested an "Operational Planning Dinner" -- Varca has a couple ideas for quicker, cash-producing operations we can do almost immediately.  They ain't nice, they won't be pretty, but we'll generate some much needed cash.

Zhouth:
I'd hope that we got some salvage that's functional along with the cosmetic stuff, and/or resalable (or donatable) pieces that aren't necessarily a fit for the ship itself?

     Yeah, good luck with that hope.  That old station orbited there for a thousand years--it's probably been picked over hundreds of times.  Scrap metal that we can use to make basic repairs is likely the best of what we pulled out of it.  Even the decorative materials we grabbed were the leftovers of leftovers.
     Unless that "bracelet" Varca found in the Bug's nest happens to be worth a bazillion creds...  ^_^
Varca Lexand
player, 687 posts
Human Vespexer
Raider
Mon 28 Jun 2021
at 07:16
  • msg #774

Re: Travellers Aid Society (OOCs)

Rayjaynul Brown:
....He added expressing his doubts for arming the satellites....


     And you just keep thinking that, Bubba!  'Cuz there's Armed, and then again, there's Armed!  Heh-heh-heh-heh-heh-heh....

     It'll all depend on exactly who is using those birds.

     If those satellites belong to the Oghman Raiders--that their function is to watch for, and report, any evidence of technological or manufacturing activity (that's the stuff they raid)--then Varca isn't thinking of "arming" those satellites with our sweet TL14 Advanced Missiles!  No-no-no-no-no....

     If they are TL9 Oghman satellites, Varca is thinking to arm them with some nasty TL16 Computer Viruses--courtesy of Scholar Zhouth  ^_^
Collyn Ramburton
Player, 95 posts
Solomani
6B788A
Mon 28 Jun 2021
at 12:02
  • msg #775

Re: Travellers Aid Society (OOCs)

Varca Lexand:
<quote>
Fixing the suit would use Vacc Suit, IIRC? It covers repair/maintenance along with use.


quote:
     Oh, well then, yeah--we use that...
     And I think that BB is still the person to do it--you got a Vacc Suit/2 skill level, don't you, BB?


Collyn has Vacc 2 as well, he'll assist BB with fixing her armor. Trying to get on her good side, he likes her alot!
This message was last edited by the player at 12:04, Mon 28 June 2021.
Rayjaynul Brown
player, 101 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 28 Jun 2021
at 18:03
  • msg #776

Re: Travellers Aid Society (OOCs)

Well our ability to arm the satellites is dependent on our ability to produce a launcher, upload a targeting system, and reposition the sensors to face outward, ideally without revealing the fact they've been tampered with. In either case a single Missile isn't a threat to any but untrained Gunners as you can shoot them down, so you'd have to invest more missiles into the project, and if you want the system to last longer than a single battle that's even more missiles, which would increase their mass and thus require more fuel and possibly improved thrusters to maintain orbit.

In short, possible, but not without it's costs or issues, both material and political.

But yeah, most likely Oghman spy sats, so definitely don't want to get spotted by them unless we want to draw some Oghman out.
Theodore McFarlane
player, 1047 posts
Human Capt, IN ret.
697AAA
Mon 28 Jun 2021
at 18:09
  • msg #777

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 776):

Yup. Lets do this IC! ;-)
Rayjaynul Brown
player, 102 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 28 Jun 2021
at 18:15
  • msg #778

Re: Travellers Aid Society (OOCs)

Yep, need to get closer though.
Theodore McFarlane
player, 1048 posts
Human Capt, IN ret.
697AAA
Mon 28 Jun 2021
at 18:16
  • msg #779

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 778):

I added to my previous post, Teddy is interviewing Krrsh himself, anyone wish to 'help'?
Zhouth
player, 840 posts
Vargr
669999
Mon 28 Jun 2021
at 22:42
  • msg #780

Re: Travellers Aid Society (OOCs)

Well if his UPP is anything to go by he'd be decent at piloting or gunnery, but mediocre at technical tasks due to his attributes. (Though I'm pretty sure that Int modifier should only be -1...)
Theodore McFarlane
player, 1050 posts
Human Capt, IN ret.
697AAA
Tue 29 Jun 2021
at 19:00
  • msg #781

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 780):

We got a big crew!
Zhouth
player, 842 posts
Vargr
669999
Wed 30 Jun 2021
at 00:11
  • msg #782

Re: Travellers Aid Society (OOCs)

And full staterooms. If we get any more marine types we'll have to start putting some of them on frozen watch.
BB Nova
player, 248 posts
I7C966
Orbital Drop Marine
Wed 30 Jun 2021
at 19:51
  • msg #783

Re: Travellers Aid Society (OOCs)

I'll be honest I'm slmamed at work recently. BB/Donio are going to have to be back burnered once again. If you need my input shoot me a PM and I'll hop back in but for now just assume they agree with whatever group consensus is.

I'm still here and committed to play, just looking like rough couple of weeks up ahead.
Zhouth
player, 843 posts
Vargr
669999
Thu 1 Jul 2021
at 00:15
  • msg #784

Re: Travellers Aid Society (OOCs)

It looks like Krssh is actually equal to our best pilots (Theodore is better at it than anyone else, but he's busy with other things whenever the situation goes south), so having him be on that duty at least some of the time would fit.

He's also third-best at gunnery... but with Taliesa and Rayjanul being the better ones, and Taliesa (at least) being more likely to get marine duty whenever anything is happening, we he's our de-facto second best (and we have two turrets now).


I'm not burning out on work right now, just burning out on heat. Smack in the middle of the 'heat dome' over western Canada and the northwestern US. Right now it's (Edit: I just looked again - it's worse than I thought) ~5:15 PM and hit 45.7 degrees Celsius - 114.2 degrees for all you Farenheiters. And this is at a high altitude. Air Conditioning doesn't really keep up under those conditions.
This message was last edited by the player at 00:20, Thu 01 July 2021.
Varca Lexand
player, 688 posts
Human Vespexer
Raider
Thu 1 Jul 2021
at 02:16
  • msg #785

Re: Travellers Aid Society (OOCs)

Zhouth:
It looks like Krssh is actually equal to our best pilots (Theodore is better at it than anyone else, but he's busy with other things whenever the situation goes south), so having him be on that duty at least some of the time would fit.

     I would even add that Krrsh's knowledge of the tricks and secrets needed to gain access to Theev likely cross over into "piloting" knowledge.
     But Varca is a distrustful guy.  While he believes that Krrsh would be truthful/helpful in getting us to Theev, if we let him do it for us--i.e., do the flying, plot the courses, transmit the verification codes--he might be able to do all that in such a way that we couldn't duplicate it, later.  I'd rather Theo or Viridian do the piloting, while Krrsh just provides us with info about how to do it.

Zhouth:
He's also third-best at gunnery... but with Taliesa and Rayjanul being the better ones, and Taliesa (at least) being more likely to get marine duty whenever anything is happening, we he's our de-facto second best (and we have two turrets now).

     Varca is more comfortable with putting Krrsh in a turret--probably the Particle Cannon (Varca believes alla you--including Rayjaynul--are squeamish about using the PC, but a heartless Pirate like Krrsh would radiation-blast a ship fulla people without hesitation).
     And remember, the Harrier, with its high degree of automation, is designed for both turrets to be controlled from the Gunners Station on the Bridge.  The gunner seats in each turret are back-ups--though Varca, being old school, prefers to put gunners in the turrets, while the guy on the Bridge acts as a gunnery coordinator, or Tactical Officer.
     But that's Theo's decision--gunnery falls under Ship Operations.  Varca's recommendation is that, for Ship Battle Stations during ship combat, Rayjaynul be "Tactical Officer" up on the bridge, put Krrsh in the Dorsal Particle Barbette, and put Taliesa in the Ventral Missile Turret.  This way, when we do manage to get a target ship to "heave to", then Taliesa can always leave the missile turret to join a boarding party, if needed, while Krrsh can keep the prize ship covered with the PC (as I said, he wouldn't hesitate to blast a ship with our Boarding Crew on it, if Theo or Varca ordered him to ^_^)

Zhouth:
I'm not burning out on work right now, just burning out on heat. Smack in the middle of the 'heat dome' over western Canada and the northwestern US. Right now it's (Edit: I just looked again - it's worse than I thought) ~5:15 PM and hit 45.7 degrees Celsius - 114.2 degrees for all you Farenheiters. And this is at a high altitude. Air Conditioning doesn't really keep up under those conditions.

     Wow.  I'm at the diametric opposite side of the continent from you--down in SW Florida--and it doesn't get that hot--yet!--but the 90% plus Humidity is like trying to breathe underwater.
Zhouth
player, 844 posts
Vargr
669999
Thu 1 Jul 2021
at 02:25
  • msg #786

Re: Travellers Aid Society (OOCs)

So, with the crew positions more or less re-settled, and nothing else demanding immediate attention at the station... on to Borite, perhaps playing pinball with a satellite or two along the way?
Theodore McFarlane
player, 1052 posts
Human Capt, IN ret.
697AAA
Thu 1 Jul 2021
at 12:11
  • msg #787

Re: Travellers Aid Society (OOCs)

Good idea, just destroy them on the way in.
Rayjaynul Brown
player, 103 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 1 Jul 2021
at 16:43
  • msg #788

Re: Travellers Aid Society (OOCs)

Fun fact, Missiles don't use player skills to hit, it's Number of Missiles in the salvo and the higher TL of the missiles or ship. So you could have the worst Gunner on board run the Missiles and it wouldn't matter one bit.

Either case, don't think there's enough room up on the bridge sadly, hence why I'm down in Counter-measures. Though I would not be against blowing up satellites all the same.
This message was last edited by the player at 16:51, Thu 01 July 2021.
Theodore McFarlane
player, 1053 posts
Human Capt, IN ret.
697AAA
Thu 1 Jul 2021
at 16:50
  • msg #789

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 788):

Volunteering? ;-)
Rayjaynul Brown
player, 104 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 1 Jul 2021
at 16:52
  • msg #790

Re: Travellers Aid Society (OOCs)

Well I am part of the crew ain't I? Though I think it might be better to use the PB as Missiles cost money.
Theodore McFarlane
player, 1054 posts
Human Capt, IN ret.
697AAA
Thu 1 Jul 2021
at 17:02
  • msg #791

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 790):

Particle Barbette should take care of the satellites. How many are there?
Varca Lexand
player, 690 posts
Human Vespexer
Raider
Fri 2 Jul 2021
at 07:23
  • msg #792

Re: Travellers Aid Society (OOCs)

Rayjaynul Brown:
Fun fact, Missiles don't use player skills to hit, it's Number of Missiles in the salvo and the higher TL of the missiles or ship. So you could have the worst Gunner on board run the Missiles and it wouldn't matter one bit.

Either case, don't think there's enough room up on the bridge sadly, hence why I'm down in Counter-measures. Though I would not be against blowing up satellites all the same.


     A lot of the stuff I spout is pulled straight outta my butt, I'll admit that.

     However, the presence of a gunners station on the Harrier bridge is mentioned in a couple of places--in the descriptions of the ship in the Pirates of Drinax 2 book, as well as the smaller book all about the Harrier.
Zhouth
player, 845 posts
Vargr
669999
Fri 2 Jul 2021
at 09:49
  • msg #793

Re: Travellers Aid Society (OOCs)

StarMaster has already emphasized once that he has redesigned the ship and put the gunnery stations in the turrets themselves. (This sort of thing doesn't actually make much sense as a general design practice in Traveller - it isn't Star Wars where you're sitting in a swivel-seat to manually aim at something twenty feet away that moves like it's in an atmosphere.)

If they're all holographic/configurable then you could presumably switch around who is doing what where, though. (It might not make much sense to stick the pilot and engineer in the turret stations, but you could do it...)
StarMaster
GM, 237 posts
Fri 2 Jul 2021
at 15:42
  • msg #794

Re: Travellers Aid Society (OOCs)

Hey! No fair! You can't hold something I said in a brain-fart moment against me!

As Varca was pointing out to me the other day, Star Wars rules were intended to be cinematic rather than realistic. Traveller was meant to be the opposite (which explains why no one's ever tried to make a Traveller movie).

Anyway, in retrospect, as I was looking over the RAW again, I realized that the turrets weren't large enough for someone to actually sit in one. Part of the issue, too, is that the definition of a turret is a bit wonky. The whole point of a turret is that it DOES rotate... to point the weapon at the target. There's  no need for that with a missile 'turret'--there's no way a missile is going to be useful at close range, so it can change course to reach any target.

I don't really agree with the rule that it's only the number of missiles that determines whether they hit. Missiles are evasive, hardened, and loaded with counter-ECM systems. The rules make it sound like shooting a missile is like shooting fish in a barrel.

So, gunner stations could be on the bridge or in the electronic suites.
Rayjaynul Brown
player, 105 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 2 Jul 2021
at 17:51
  • msg #795

Re: Travellers Aid Society (OOCs)

Yeah RAW it's Salvo size and Tech Level, be that either the Ships Tech Level or the Missiles'. So it's not solely the number of missiles you launch, higher tech ships can provide them more effective trajectories and evasive maneuvers, while higher tech missiles can do so themselves.

But ultimately they are Missiles not Rockets, so they will hit so long as someone's in range, hence why they can be shot down, jammed, and potentially evaded if you're far enough away.
Zhouth
player, 846 posts
Vargr
669999
Sat 3 Jul 2021
at 01:46
  • msg #796

Re: Travellers Aid Society (OOCs)

And as of today there is an official soundtrack for the campaign. It's up on both Mongoose and DriveThru.


However, be warned that while the track titles may be very minor (and probably non-worrisome) spoilers, the accompanying PDF has more significant ones, so is best left unread if you're only playing in PoD.

If you're running it somewhere then it won't tell you anything that you didn't already know.
This message was last edited by the player at 01:52, Sat 03 July 2021.
Zhouth
player, 855 posts
Vargr
669999
Sun 11 Jul 2021
at 19:46
  • msg #797

Re: Travellers Aid Society (OOCs)

So, there you go. No immediate diplomatic incident by way of the rest of you having to explain away a blinding attack on the welcoming committee.
Zhouth
player, 857 posts
Vargr
669999
Mon 12 Jul 2021
at 19:51
  • msg #798

Re: Travellers Aid Society (OOCs)

I don't think that we have any crates of food or luxuries or other trade goods right now. IIRC we bought one crate of seafood at Torpol and used it to stock our own galley. I can't imagine that we've used it all up in a week, so we could give them a half-crate or somesuch, but picking up a couple of tons of ore (or whatever else they have) to take to Theev sounds like a better idea.

(Actually, Borite is Agricultural, so nabbing a stock of Raw Materials and Common Consumables (food), for later sale at Theev, should be easy enough?)
Rayjaynul Brown
player, 106 posts
Human, Drinaxian
3-9-6-C-9-4
Tue 13 Jul 2021
at 00:19
  • msg #799

Re: Travellers Aid Society (OOCs)

Thought the plan was to blast or otherwise dismantle the satellites before we landed? Suppose it doesn't matter overly much, we could do so on our way out as well.
Theodore McFarlane
player, 1063 posts
Human Capt, IN ret.
697AAA
Tue 13 Jul 2021
at 15:15
  • msg #800

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 799):

Yup, we'll blast them on the way out. Hopefully Particle Accelerator will destroy them, don't want to waste a missile.
Zhouth
player, 858 posts
Vargr
669999
Tue 13 Jul 2021
at 15:37
  • msg #801

Re: Travellers Aid Society (OOCs)

If it doesn't destroy them on the first hit, it will eventually.

And the particle barbette has a huge range advantage over typical defensive systems so aren't likely to be in danger even if they are armed.
Zhouth
player, 860 posts
Vargr
669999
Wed 14 Jul 2021
at 00:11
  • msg #802

Re: Travellers Aid Society (OOCs)

I'm not sure who is speaking to who where at the moment so I'm working on the assumption that Zhouth and the locals are far enough away from the cargo bay door that they can't hear (or weigh in on) what the rest of the crew is saying. (Especially since the current crew exchange might sound a tad unprofessional if conducted within the locals' earshot...)
StarMaster
GM, 241 posts
Wed 14 Jul 2021
at 01:34
  • msg #803

Re: Travellers Aid Society (OOCs)

Depends on how you define 'professional'.

I figured a lot of the communication is done by comms. It was just a bit of pain in the ass to keep having to figure out who's on comms and who isn't.
Zhouth
player, 861 posts
Vargr
669999
Wed 14 Jul 2021
at 12:17
  • msg #804

Re: Travellers Aid Society (OOCs)

I've rewritten my post to account for the updated information.
Theodore McFarlane
player, 1066 posts
Human Capt, IN ret.
697AAA
Wed 14 Jul 2021
at 13:31
  • msg #805

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 803):

I think we're all on comms!
Rayjaynul Brown
player, 109 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 15 Jul 2021
at 16:22
  • msg #806

Re: Travellers Aid Society (OOCs)

Well I'm in person because one can only sit around for so long in an ancient ship with nothing to do besides exercise, and denoted as such not too long ago. But yeah, I assume besides the three of us everyone is relaying information via comms.
Zhouth
player, 862 posts
Vargr
669999
Thu 15 Jul 2021
at 16:57
  • msg #807

Re: Travellers Aid Society (OOCs)

Umm. Rayjaynul, Zhouth is the only one actually talking to then, and currently mid-response, so taking him aside would be more than a bit awkward...

And Theodore wants him to pass more info to them besides!


Are you sure you want to do it? ;)
This message was last edited by the player at 17:22, Thu 15 July 2021.
Theodore McFarlane
player, 1069 posts
Human Capt, IN ret.
697AAA
Thu 15 Jul 2021
at 17:15
  • msg #808

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 807):

Ain't it great to be popular Zhouth!
Zhouth
player, 864 posts
Vargr
669999
Thu 15 Jul 2021
at 19:09
  • msg #809

Re: Travellers Aid Society (OOCs)

Magnetite would presumably be Common Ore (1000 cr/ton)? It's a fancy form of iron, but it's still just iron.
Rayjaynul Brown
player, 110 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 18 Jul 2021
at 17:06
  • msg #810

Re: Travellers Aid Society (OOCs)

Maybe turn him to the side would have been better? Was just trying to spare the feelings of the locals a bit since Zhouth seemed to miss the fact that farming by hand is slow and tedious.
This message was last edited by the player at 17:08, Sun 18 July 2021.
Varca Lexand
player, 697 posts
Human Vespexer
Raider
Mon 19 Jul 2021
at 03:37
  • msg #811

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 810):

     Constipated, huh?  You are so going into the Protein Vat, Imperial!  ^_^

     And Varca really was struggling (a little) to move that 1000 kilogram pallet, Rayjaynul--even with a lifter!  Borite's gravity is just shy of a full Standard G (which Varca has adapted to, over the years, but was not born to).

     You, at least, had the help of a couple of Muscle-Heads!  (well...kinda-sorta Muscle-Heads...stronger than us, that is...)

     And also....

Rayjaynul Brown:
....It was however a bit surprising that the Varaxian could be so generous at times, might simply be that these poor Borites reminded him of his own people?....

     Did'ja mean "Vespexer", there...Palace-Boy?  ^_^
This message was last edited by the player at 03:49, Mon 19 July 2021.
Varca Lexand
player, 698 posts
Human Vespexer
Raider
Mon 19 Jul 2021
at 05:00
  • msg #812

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 811):

     On an almost-related note....

     Hey, Viridian!  Have you ever let on that your Homeworld is Theev?

     Or is that still a hidden part of your Dark & Mysterious Past^_^

     I ask because Varca wants to eat your brain...pick your brain...ask you a couple of questions about Life On Theev.  And Varca hasn't, yet, gotten to know Krrsh well enough to give a damn about that Vargr's opinions...
Collyn Ramburton
Player, 102 posts
Solomani
6B788A
Mon 19 Jul 2021
at 11:17
  • msg #813

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 812):

HOMEWORLD
Name Subsector Sector UWP
Theev Sindal Trojan Reaches A434500-F
Viridian Starfire
player, 97 posts
Human Merc
Mon 19 Jul 2021
at 18:33
  • msg #814

Re: Travellers Aid Society (OOCs)

Viridian has never mentioned he's from Theev, but then he's not likely to volunteer that he's descended from gypsies, tramps, and thieves. However, it is on his resume/CV. And his medical records would have confirmed/verified that. It's not like he has rampant kleptomania--a rare but treatable disease on Theev. Hasn't been an outbreak in 100 years. Well, maybe a few isolated cases...
Collyn Ramburton
Player, 103 posts
Solomani
6B788A
Mon 19 Jul 2021
at 18:37
  • msg #815

Re: Travellers Aid Society (OOCs)

In reply to Viridian Starfire (msg # 814):

Collyn is from Theev too, but doesn't know Viridian is from there.
Theodore McFarlane
player, 1076 posts
Human Capt, IN ret.
697AAA
Fri 23 Jul 2021
at 12:53
  • msg #816

Re: Travellers Aid Society (OOCs)

In reply to Collyn Ramburton (msg # 815):

Ready to move on? Are we missing something on Borite?
BB Nova
player, 251 posts
I7C966
Orbital Drop Marine
Sun 25 Jul 2021
at 01:05
  • msg #817

Re: Travellers Aid Society (OOCs)

OMG Week. From. Hell. My boss went on vacation and everything broke. I've been working 12 hour days trying to get everything fixed before he gets back. Just...so tired.

But he's back, everything is fixed. I am taking the weekend to relax and coming back next week strong!
Ingrid Gustavdottir Sigar
player, 290 posts
Human Merchant
Sword Worlder
Mon 26 Jul 2021
at 01:35
  • msg #818

Re: Travellers Aid Society (OOCs)

I'm not sure of the answer to Rayjaynul's question, is there something I need to roll?
Zhouth
player, 871 posts
Vargr
669999
Mon 26 Jul 2021
at 02:36
  • msg #819

Re: Travellers Aid Society (OOCs)

It's probably just a thematic thing; we're not hauling that much.
Theodore McFarlane
player, 1083 posts
Human Capt, IN ret.
697AAA
Wed 28 Jul 2021
at 12:53
  • msg #820

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 819):

Hmmmm, no one posting any more. :-(
Rayjaynul Brown
player, 113 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 28 Jul 2021
at 16:39
  • msg #821

Re: Travellers Aid Society (OOCs)

Probably is just thematic.
Zhouth
player, 872 posts
Vargr
669999
Wed 28 Jul 2021
at 17:35
  • msg #822

Re: Travellers Aid Society (OOCs)

We're missing a couple of people re posting. Also, Theodore didn't quite seem to get the central point that Zhouth was making there: we appear to have competition for influence over this world.
This message was last edited by the player at 18:16, Wed 28 July 2021.
Varca Lexand
player, 701 posts
Human Vespexer
Raider
Wed 28 Jul 2021
at 23:50
  • msg #823

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 822):

My apologies, my friends, for my recent disappearance.

I injured both of my hands last week, and typing was a bit painful.  And, Big Wuss that I am, I chose not to just "suck it up" and Post Thru The Pain... ^_^

I have finally regained the use of 1 index finger and 1 thumb--on opposing hands, so I'm still not able to pop open my own beer, dammit!--and will try to get back into things ASAP.

And I especially apologize to those games that were in the middle of exciting things!

Ingrid Gustavdottir Sigar
player, 292 posts
Human Merchant
Sword Worlder
Thu 29 Jul 2021
at 01:14
  • msg #824

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 823):

Oh my goodness! I hope you feel better soon!
Theodore McFarlane
player, 1084 posts
Human Capt, IN ret.
697AAA
Thu 29 Jul 2021
at 11:02
  • msg #825

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 823):

T thought you were old enough to know how to do that Vince! ;-)
Varca Lexand
player, 702 posts
Human Vespexer
Raider
Thu 29 Jul 2021
at 23:09
  • msg #826

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 825):

     I can see where you might think that--as I do require two hands for that...

     But, no.
This message was last edited by the player at 23:10, Thu 29 July 2021.
Theodore McFarlane
player, 1085 posts
Human Capt, IN ret.
697AAA
Fri 30 Jul 2021
at 12:15
  • msg #827

Re: Travellers Aid Society (OOCs)

In reply to Varca Lexand (msg # 826):

I just laughed so hard I choked Vince! ;-) Melted my heart, you adopted a sweetie pie! ;-)
This message was last edited by the player at 12:23, Fri 30 July 2021.
Rayjaynul Brown
player, 114 posts
Human, Drinaxian
3-9-6-C-9-4
Sat 31 Jul 2021
at 05:05
  • msg #828

Re: Travellers Aid Society (OOCs)

Definitely a story for later I'm sure, but speedy recovery.
Theodore McFarlane
player, 1086 posts
Human Capt, IN ret.
697AAA
Sat 31 Jul 2021
at 17:46
  • msg #829

Re: Travellers Aid Society (OOCs)

In reply to Rayjaynul Brown (msg # 828):

Picture of the new baby Vince?
StarMaster
GM, 244 posts
Thu 5 Aug 2021
at 05:06
  • msg #830

Re: Travellers Aid Society (OOCs)

Alas, she's camera shy. She's still hiding out on the porch.
BB Nova
player, 252 posts
I7C966
Orbital Drop Marine
Fri 13 Aug 2021
at 03:27
  • msg #831

Re: Travellers Aid Society (OOCs)

Oh?
StarMaster
GM, 247 posts
Fri 13 Aug 2021
at 04:00
  • msg #832

Re: Travellers Aid Society (OOCs)

When she was first brought home, we put her in the bathtub just to contain her temporarily. We put food and water in there with her, and a litter box, but after four days, she still wouldn't leave the tub. Afraid, traumatized... eventually we needed to use the tub/shower, so we sprinkled some catnip in there, and after she rolled in it for a few minutes, we talked our friend in to picking her up. She had no problem, carried her out to the back porch/lanai, and she's stayed there ever since. We open the door at night to get her to come inside, but, unless she does so when we're asleep, she says out there.

We've been bribing her with cat treats, go out and keep her company, and play with her with the cat toy. She's slowly starting to trust us. She let our friend pet her yesterday.

Anyway, none of us are shutterbugs and wouldn't know how to post it here if we did.
Theodore McFarlane
player, 1091 posts
Human Capt, IN ret.
697AAA
Fri 13 Aug 2021
at 11:36
  • msg #833

Re: Travellers Aid Society (OOCs)

In reply to StarMaster (msg # 832):

That's okay.
Rayjaynul Brown
player, 118 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 15 Aug 2021
at 02:42
  • msg #834

Re: Travellers Aid Society (OOCs)

Yep, stray cats are a handful, got mine out from under my house with some tuna after listening to their lil mews go unheeded for a couple of days. If they're young enough they imprint fairly quickly, otherwise you got to play the waiting game. Also don't forget cats rely on their sense of smell quite a bit, so if you want them to warm up to you quicker, transfer their scent onto yourself, easiest way is to find whatever they're using for a bed and rub that on your hands before you attempt to socialize them next time.
StarMaster
GM, 248 posts
Sun 15 Aug 2021
at 04:26
  • msg #835

Re: Travellers Aid Society (OOCs)

Thanks for the advice. Bed was the bathtub and then under the baker's rack on the porch. It was her safe place.

The day after our friend was petting her, she let me pet her, and now she wants petted all the time... after she gets her treats.

Today, she was laying on one of the chairs and when we opened the lanai door to let the dogs out into the back yard... she didn't even budge. The little dogs don't seem to bother her. It's only our BFD (Big Friendly Dog) that intimidates her because of his size. So, she's no longer jumpy. Our other cat still doesn't know what to make of her.
Rayjaynul Brown
player, 120 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 15 Aug 2021
at 04:43
  • msg #836

Re: Travellers Aid Society (OOCs)

Yeah, cats can be fairly territorial and they don't like changes at all, so it'll take a while for the old cat to accept or tolerate the new cat, so just keep an eye and ear out for them if they start getting particularly hissy. If the new cat is a kitten they'll usually warm up to them faster, neoteny and all, works on humans and animals alike.

But yeah, regarding the scent thing, cats have some scent glands in their cheeks, hence whey they're always rubbing their face on things, it's one way they mark their territory and particularly those they like to socialize with. Makes them more relaxed as well, both the familiar scent and the act of rubbing their face on something or someone.
This message was last edited by the player at 04:46, Sun 15 Aug 2021.
Ingrid Gustavdottir Sigar
player, 294 posts
Human Merchant
Sword Worlder
Sun 15 Aug 2021
at 07:20
  • msg #837

Re: Travellers Aid Society (OOCs)

Aww, kitties.
Theodore McFarlane
player, 1093 posts
Human Capt, IN ret.
697AAA
Sun 15 Aug 2021
at 12:18
  • msg #838

Re: Travellers Aid Society (OOCs)

In reply to Ingrid Gustavdottir Sigar (msg # 837):

Sounds like the kitty socialization class is on! ;-) I've been owned by 60 cats in the last 40 years. Loved them all!
Rayjaynul Brown
player, 121 posts
Human, Drinaxian
3-9-6-C-9-4
Thu 19 Aug 2021
at 21:57
  • msg #839

Re: Travellers Aid Society (OOCs)

Yeah, cats are strange but adorable.
Zhouth
player, 889 posts
Vargr
669999
Tue 7 Sep 2021
at 16:25
  • msg #840

Re: Travellers Aid Society (OOCs)

Well, I'm pretty sure that Varca isn't going to find anything with a result like that...


Are the pirate lords listed in the player book all part of the this-game set? It might affect our options.
This message was last edited by the player at 19:42, Tue 07 Sept 2021.
StarMaster
GM, 252 posts
Wed 8 Sep 2021
at 02:09
  • msg #841

Re: Travellers Aid Society (OOCs)

I have no idea what the 'player's book' is, so I have no idea what pirates are mentioned in there.
Zhouth
player, 890 posts
Vargr
669999
Wed 8 Sep 2021
at 03:10
  • msg #842

Re: Travellers Aid Society (OOCs)

Pirates of Drinax, Book 2 = Player Book for the campaign.

Page 25 has a list of the "best known" pirate lords - but I have no idea whether this is another thing that you've rewritten.
This message was last edited by the player at 03:20, Wed 08 Sept 2021.
Varca Lexand
player, 715 posts
Human Vespexer
Raider
Wed 8 Sep 2021
at 05:31
  • msg #843

Re: Travellers Aid Society (OOCs)

Zhouth:
Well, I'm pretty sure that Varca isn't going to find anything with a result like that...

      Well, just because Varca is paranoid, that doesn't mean The Universe isn't out to get him!!
StarMaster
GM, 253 posts
Wed 8 Sep 2021
at 16:05
  • msg #844

Re: Travellers Aid Society (OOCs)

I didn't remember seeing that list before, but others were mentioned in Book One, so they are all in play.
Zhouth
player, 893 posts
Vargr
669999
Wed 8 Sep 2021
at 16:31
  • msg #845

Re: Travellers Aid Society (OOCs)

For those who don't have the book, the list that Zhouth is now showing off is...



Pirates of Theev: The free pirates of the Reach use Sindal subsector as their base of operations, especially the ‘pirate world’ of Theev. As of 1105, the best-known pirates are:

• Admiral Darokyn: A former Imperial navy officer who fled the Imperium and made his name as a pirate. He operates out of Theev and commands a fleet of pirate ships, said to number more than fifty vessels. Other tales claim he still has allies in the Imperial Navy who protect his followers from hunters.

• Peytr Vallis: A newcomer, Vallis has had great success preying on Aslan traders along the border. Other pirates are said to be less than happy about Vallis stirring up the Hierate’s wrath, but the young captain seems to have a vendetta.

• The Ghost: A legend among pirates of the Reach, the Ghost is more thief than pirate. Whenever a ship vanishes without a shot being fired, the Ghost is held to be responsible.

• Hroal Irontooth: An Aslan outcaste, Hroal fled the Hierate with a retinue of a dozen warships, including a Halaheike-class pocket warship. His name comes from his cybernetically-enhanced jaws strong enough to bite through battle dress.

• The Dread Pirate Ashan: The reaver Ashan is perhaps the most feared pirate in the Reach. She rarely strays into the Borderlands, preferring to attack independent worlds with her band of cutthroats.

• Zuekhvi the Corsair: A Vargr born and bred to space, Zuekhvi has escaped Imperial hunting patrols time and again. No-one knows the trade route worlds better than him.

Varca Lexand
player, 716 posts
Human Vespexer
Raider
Thu 9 Sep 2021
at 02:55
  • msg #846

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 845):

     Oooooo...

     Varca likes what he hears about this Peytr Vallis fella!  Let's team-up with this guy! ^_^

     But it sounds like we'll be competing with The Dread Pirate Ashan...
Zhouth
player, 906 posts
Vargr
669999
Fri 17 Sep 2021
at 17:08
  • msg #847

Re: Travellers Aid Society (OOCs)

Should we split into two separate threads to cover the two groups?
Zhouth
player, 907 posts
Vargr
669999
Sat 18 Sep 2021
at 01:27
  • msg #848

Re: Travellers Aid Society (OOCs)

Re the pub-crawling group: Streetwise incorporated into a scene or two would be my expectation. Nothing could possibly happen while we're doing it, could it?
Varca Lexand
player, 723 posts
Human Vespexer
Raider
Sat 18 Sep 2021
at 04:38
  • msg #849

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 848):

     Poking about in various shabby drinking establishments, associating with violent sociopaths in the process of overindulging themselves with alcohol and other mind-altering chemicals, all while we fumble around asking probing questions?

     Really, how could that possibly go wrong for us?  I ask you...!
Zhouth
player, 908 posts
Vargr
669999
Sat 18 Sep 2021
at 07:18
  • msg #850

Re: Travellers Aid Society (OOCs)

For added comedy: Ingrid's Streetwise 1 combined with +1 from Soc makes her the best of us at it.

Ready to be The Face (tm), Ingrid? ;)
BB Nova
player, 254 posts
I7C966
Orbital Drop Marine
Sun 19 Sep 2021
at 16:16
  • msg #851

Re: Travellers Aid Society (OOCs)

Deep apologies but I am going to drop. I keep trying to get back into this game and it just doesn't ever happen for me. Good luck and god speed!
Theodore McFarlane
player, 1134 posts
Human Capt, IN ret.
697AAA
Sun 19 Sep 2021
at 16:20
  • msg #852

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 851):

Sorry to see you leave, come back if you get the urge, good luck in your games!
Rayjaynul Brown
player, 130 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 20 Sep 2021
at 01:13
  • msg #853

Re: Travellers Aid Society (OOCs)

A shame to see you go, but for as long as it lasted it was a pleasure to know you.
BB Nova
player, 255 posts
I7C966
Orbital Drop Marine
Fri 24 Sep 2021
at 15:31
  • msg #854

Re: Travellers Aid Society (OOCs)

Thank you very much. I had a lot of fun in this game but a new job means a lot less time for online games so I'm having to make cuts left and right :(

It was a pleasure gaming with you all! Give the sector hell for me :D
Theodore McFarlane
player, 1139 posts
Human Capt, IN ret.
697AAA
Fri 24 Sep 2021
at 17:49
  • msg #855

Re: Travellers Aid Society (OOCs)

In reply to BB Nova (msg # 854):

Good luck, hope to see you gaming again soon!
Varca Lexand
player, 728 posts
Human Vespexer
Raider
Sat 25 Sep 2021
at 02:57
  • msg #856

Re: Travellers Aid Society (OOCs)

In reply to Theodore McFarlane (msg # 855):

     Hey BB--if you check here one last time ^_^--keep this in mind....

     Knowing StarMaster, he'll keep your character around for a while--maybe just quietly lurking in the shadows, maybe just always volunteering to "stay and watch the horses", but "around" somewhere....

     So, in a month-or-six--after things get settled with your new job--come back and check in on us!  Y'never know, we might be in a situation where we need a hard-ass Space Marine to jump in and rescue us--again!

     Or, more likely--with this bunch'a Chatty Kathy's--in six months, we'll only just be getting around to talking to Krrsh's mechanic buddy.... ^_^

     Good luck with the new job!  And always--always--remember that when you are starting a New Job.....

"I am here to Kick Ass, and Chew Bubblegum!  And I'm all out of Bubblegum...!"

Zhouth
player, 915 posts
Vargr
669999
Sat 25 Sep 2021
at 22:49
  • msg #857

Re: Travellers Aid Society (OOCs)

Ingrid? Krrsh? Waiting for either of you to jump in!
Varca Lexand
player, 735 posts
Human Vespexer
Raider
Mon 4 Oct 2021
at 02:16
  • msg #858

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 857):

Theodore McFarlane:
"... I just run the ship and leave the details to you, Varca, and  Zhouth." he shrugs his shoulders, "I'm not a pirate or a Privateer... "

       Hey!!  Neither is Varca!!

       Well...okay...technically...he calls himself a Raider...  But that's not a Pirate or a Privateer!!

       Varca is doing this because...he's a Patriot!

       ^_^

     (...and I still have this Bridge, down on Drinax, that I could sell to you for a really low price...)
Zhouth
player, 919 posts
Vargr
669999
Mon 4 Oct 2021
at 02:21
  • msg #859

Re: Travellers Aid Society (OOCs)

...so he dwells in the last refuge of the scoundrel?
Varca Lexand
player, 736 posts
Human Vespexer
Raider
Mon 4 Oct 2021
at 06:44
  • msg #860

Re: Travellers Aid Society (OOCs)

In reply to Zhouth (msg # 859):

     I said Patriot, not Politician!

     One makes History, while the other steals History.

     I'm just not 100% sure which one does which....
Collyn Ramburton
Player, 109 posts
Solomani
6B788A
Thu 21 Oct 2021
at 17:10
  • msg #861

On the Vultan on Theev!

In reply to Varca Lexand (msg # 860):

Collyn works on maintaining the Vultan, he relaxes with a cup of kaffe watching the external monitor screens making sure nobody tries to come aboard the ship, and chats with Taliesa Dieros. She was tough and cute, but not mean like BB, who was a real bitch.

He chatted with and got to know Aaron a little better too, and Rejji. Good for the crew to like and trust each other.
This message was last edited by the player at 17:11, Thu 21 Oct 2021.
Zhouth
player, 926 posts
Vargr
669999
Sat 23 Oct 2021
at 14:06
  • msg #862

On the Vultan on Theev!

...Zhouth would make a good pirate leader!?
Theodore McFarlane
player, 1157 posts
Human Capt, IN ret.
697AAA
Sat 23 Oct 2021
at 14:08
  • msg #863

On the Vultan on Theev!

In reply to Zhouth (msg # 862):

I think you would! That evil cunning mind of yours! ;-)
Varca Lexand
player, 741 posts
Human Vespexer
Raider
Sun 24 Oct 2021
at 02:35
  • msg #864

On the Vultan on Theev!

In reply to Theodore McFarlane (msg # 863):

     Hmmm ... I dunno.  I agree with you, Theo, about Zhouth's hidden talents as an Evil Mastermind -- ^_^-- but I think he'd be better suited as a Terrorist Insurgent, rather than a Pirate leader.

     As for Varca -- eh, maybe.  I think of Varca as being a little too "hands on" for a truly good "Pirate Leader".  He kinda likes busting up stuff ... and people.  I often think of Varca as an "Intelligent Thug".  Somebody who would be a fan of Benito Mussolini....

(OH!!  You're going straight to Hell for this stuff!!)

Zhouth
player, 927 posts
Vargr
669999
Sun 24 Oct 2021
at 02:58
  • msg #865

On the Vultan on Theev!

C'mon, Zhouth is far too violence-averse and nowhere near mean enough to be good at leading anything that involves routinely mangling people for politics or profit.

Heading that Drinax Aid Corps, maybe.
Varca Lexand
player, 742 posts
Human Vespexer
Raider
Sun 24 Oct 2021
at 03:35
  • msg #866

On the Vultan on Theev!

In reply to Zhouth (msg # 865):

     But that's exactly what I said!

     I said that Zhouth would make a great Terrorist Insurgent -- y'know, the guy that plans the attacks, then sends other people out to do the actual killing.

     Y'know ... a Gutless Coward...  ^_^


(OOOOOOOHHH!!!  I'm gonna Burn in Hell, now!!!)

Zhouth
player, 928 posts
Vargr
669999
Sun 24 Oct 2021
at 03:48
  • msg #867

On the Vultan on Theev!

Same problem! You have to be ruthless and/or fanatical to organize and plan killings, nevermind mass-scale ones. Zhouth doesn't even have Rank 0 in those qualities!
Varca Lexand
player, 743 posts
Human Vespexer
Raider
Sun 24 Oct 2021
at 04:06
  • msg #868

On the Vultan on Theev!

In reply to Zhouth (msg # 867):

     Oh, yeah?  Well, Zhouth joined this Crew, didn't he?

     Our Ultimate Goal is to destabilize the politics of this entire region of space, by use of theft, graft, social manipulation, and violence -- and then exploit that destabilization to the political benefit of Drinax.

     We can tell ourselves that we're The Good Guys ... just pretending to be The Bad Guys ... in order to benefit the Greater Good ... and be The Heroes ...

     But just remember -- the Heroes of one Group, are the Terrorists of another Group ...


     And how the Hell did a Running Gag turn so philosophically dark?
Zhouth
player, 929 posts
Vargr
669999
Sun 24 Oct 2021
at 04:22
  • msg #869

On the Vultan on Theev!

You'll notice that all of his clever ideas tilt very heavily toward the social manipulation, outreach, and deal-making side of that equation (with a touch of plausible deniability thrown in) - and squarely away from the killing, looting, terrorism, and thuggery side. (Petty larceny is, of course, right out.)
This message was last edited by the player at 04:22, Sun 24 Oct 2021.
Varca Lexand
player, 744 posts
Human Vespexer
Raider
Sun 24 Oct 2021
at 04:46
  • msg #870

On the Vultan on Theev!

In reply to Zhouth (msg # 869):

     "But -- that skips all the fun stuff!!" - said the psychopathic Vespexer  ^_^
Zhouth
player, 930 posts
Vargr
669999
Sun 24 Oct 2021
at 08:27
  • msg #871

On the Vultan on Theev!

"Ethics. Of all of the flaws for a crew member to have, why did it have to be ethics?" - Sam Starfall, Freefall.
Varca Lexand
player, 745 posts
Human Vespexer
Raider
Sun 24 Oct 2021
at 23:00
  • msg #872

On the Vultan on Theev!

In reply to Zhouth (msg # 871):

     OMG!  I read Freefall decades ago!  Nice choice!
Rayjaynul Brown
player, 138 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 25 Oct 2021
at 19:47
  • msg #873

On the Vultan on Theev!

Still ongoing in fact.
Varca Lexand
player, 746 posts
Human Vespexer
Raider
Tue 26 Oct 2021
at 03:04
  • msg #874

On the Vultan on Theev!

In reply to Rayjaynul Brown (msg # 873):

     Yeah, I kinda lost track, a couple of blown-up laptops ago...

     This has me thinking to try and catch up.  'Course, if I'm over there, reading Freefall, then I won't be over here, posting on RPol....  ^_^
Theodore McFarlane
player, 1158 posts
Human Capt, IN ret.
697AAA
Thu 28 Oct 2021
at 14:36
  • msg #875

On the Vultan on Theev!

In reply to Varca Lexand (msg # 874):

Catch up to what, no one is posting sadly.
Zhouth
player, 931 posts
Vargr
669999
Thu 28 Oct 2021
at 16:44
  • msg #876

On the Vultan on Theev!

We're all (still) waiting on StarMaster...
Theodore McFarlane
player, 1159 posts
Human Capt, IN ret.
697AAA
Thu 28 Oct 2021
at 16:47
  • msg #877

On the Vultan on Theev!

In reply to Zhouth (msg # 876):

He hasn't been here since LAST Saturday!
Zhouth
player, 933 posts
Vargr
669999
Fri 29 Oct 2021
at 17:54
  • msg #878

On the Vultan on Theev!

"Scientific studies have shown that the cerebral cortex has a hard time processing exuberant and flashy colors. Gets back to the fight-or-flight instinct. Color usually means danger. With a helluva lot of training and conditioning, you can get over it, but it still can cause problems with you visual processor."

Hey, now! That's slander, that is! Zhouth's outfits don't convey the least bit of danger! (Well, not the clothing ones. The armor suit may, but that's not really due to the colors...)
Varca Lexand
player, 747 posts
Human Vespexer
Raider
Sat 30 Oct 2021
at 05:29
  • msg #879

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

     Yeah, yeah, yeah ... apologies for slow posting ... things got busy ... other bullshit excuses ... yadda-yadda-yadda ...

     Okay ... so, to review, what, if anything, have we learned from Trevor the Gambler?

     He acknowledged, pretty much, that it's (probably) common knowledge that Redthane is making a play to break-away from Admiral Darokyn...

     He told us that somebody is spreading the word around about Redthane's raid on Clarke & Torpol...

     He confirmed that he's heard Miria "Silverhand" is on-planet...

     He's told us that someone called "Stitch" claims to have actually seen Silverhand.  Stitch is an info-dealer, and we might be able to locate him at a place called "The Camp", or else engaged in "Brain Dimming" somewhere...

     Trevor also mentioned something about either current or past dealings that Redthane has had with the Shipyard that's nearby -- kinda-sorta "across the street" -- to the bar we're currently at.  And, wasn't one of Krrsh' "contacts" supposed to be a Ship Mechanic at that Yard...?


     Okay, then.  We have some info we could act upon, and some info that'll lead us to where we can find out more info...

     As I see it, we have three options on what to do next -- four, if you wanna include "Call It A Night & Go Back To The Hotel". (which I don't wanna include)

     #1 - We go over to the Shipyard, look up Krrsh' Mechanic buddy, and see if s/he knows anything about anything we're interested in....

     #2 - We skip the Shipyard, and just keep bar-crawling, picking up any/all/none of whatever other info may be out there...

     #3 - We skip the Shipyard and go seek out "Stitch" and Buy/Beat whatever he knows, out of him...


     Any y'all got anything y'wanna add to that?  Mebbe I missed something...?

     So, what's the consensus?  Who wants to do What?
Varca Lexand
player, 748 posts
Human Vespexer
Raider
Sat 30 Oct 2021
at 05:30
  • msg #880

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

What the...?  Why did the dang system put up 2 copies of this dang Post? *sigh*
This message was last edited by the player at 05:32, Sat 30 Oct 2021.
Zhouth
player, 934 posts
Vargr
669999
Sat 30 Oct 2021
at 06:29
  • msg #881

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Well, Zhouth was supposing #3, but #1 along the way wouldn't bother him too much. #2 can wait, in his book.
Varca Lexand
player, 749 posts
Human Vespexer
Raider
Mon 1 Nov 2021
at 03:38
  • msg #882

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Theodore McFarlane:
In reply to Viridian Starfire (msg # 45):

"How about Tan and Black? Tan with black accents and gold piping, like a planetary navy would wear? What do you suggest?" he asks the salesperson.


     I like it, Theo!  But stick with a Tan uniform -- maybe even a Khaki or Butternut -- and keep it to black accents.  Black piping, black buttons, black shoulder boards, black belt (with a black holster, of course), black boots.

     Then you toss in a flashy color -- I suggest Crimson, or "Blood" Red -- with a black bill, for the Captain's Cap.  And, of course, no fashionable Pirate Lord would forget to add a crimson half-cape, with lots of gold trim, draped over one shoulder!

     I'm just not sure if the gloves should be Crimson, to match the Cap and Cape, or if they should be Black, in keeping with the base uniform.

     Either way ... Oooooo ... Shivers!

     ^_^


     And just wait until I reveal the Sindalian uniforms I've worked up!  We'll be the coolest Retro-Techno-looking Bad-Ass Pirates behind The Claw!!
Theodore McFarlane
player, 1162 posts
Human Capt, IN ret.
697AAA
Mon 1 Nov 2021
at 13:16
  • msg #883

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Varca Lexand (msg # 882):

I like that, black gloves btw!
Rayjaynul Brown
player, 140 posts
Human, Drinaxian
3-9-6-C-9-4
Mon 1 Nov 2021
at 16:07
  • msg #884

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Well so long as you're not going Captain Harlock on me then I won't have to rib you constantly lol
Theodore McFarlane
player, 1163 posts
Human Capt, IN ret.
697AAA
Mon 1 Nov 2021
at 16:15
  • msg #885

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Rayjaynul Brown (msg # 884):

Who's Capt Harlock?
Zhouth
player, 935 posts
Vargr
669999
Mon 1 Nov 2021
at 23:19
  • msg #886

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Alas, Zhouth went with Group 2, because I'm sure that he'd be full of helpful design and style advice for the uniform-shoppers...
Varca Lexand
player, 750 posts
Human Vespexer
Raider
Tue 2 Nov 2021
at 04:56
  • msg #887

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Theodore McFarlane (msg # 885):

     Harlock is classic!  And the uniform is totally cool!  Lots of black leather ... huge, flowing, red-trimmed cape ... eye-patch ... and a honking-great big Skull-and-Crossbones plastered over the chest.

     And a sword that doubles as a Laser Blaster!

     それはアニメオタクの悪寒を与えます! Sore wa anime otaku no okan o ataemasu!
               "It gives the anime otaku chills!"
Zhouth
player, 936 posts
Vargr
669999
Wed 3 Nov 2021
at 07:23
  • msg #888

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Okay, so, group two is ready to move on to the shipyard for Krrsh's second contact, then (in absence of anything else) to look for the frazzled guy who dealt with Miria?
This message was last edited by the player at 07:24, Wed 03 Nov 2021.
Rayjaynul Brown
player, 141 posts
Human, Drinaxian
3-9-6-C-9-4
Wed 3 Nov 2021
at 16:58
  • msg #889

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Classic Harlock
https://img1.ak.crunchyroll.co...71449885718_full.jpg

Remake
https://wallpapers.moviemania....pg?w=1536&h=2732

Basically the original Space Pirate if memory serves me.
This message was last edited by the player at 16:59, Wed 03 Nov 2021.
Theodore McFarlane
player, 1165 posts
Human Capt, IN ret.
697AAA
Wed 3 Nov 2021
at 16:59
  • msg #890

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Rayjaynul Brown (msg # 889):

Cool, I never heard of it before! And I thought I was learned! Apparently NOT!
Varca Lexand
player, 751 posts
Human Vespexer
Raider
Sat 6 Nov 2021
at 04:44
  • msg #891

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Theodore McFarlane (msg # 890):

     Yup.  Harlock was created by Manga & Anime Legend Leiji Matsumoto, and goes all the way back to the Mid- and Late- Seventies.
StarMaster
GM, 259 posts
Sun 7 Nov 2021
at 19:47
  • msg #892

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Yeah, I don't know anything about him either, other than what Varca has mentioned. I was way past my childhood by then. When and where it aired was out of my scope.
Zhouth
player, 937 posts
Vargr
669999
Sun 7 Nov 2021
at 20:08
  • msg #893

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

This is also the first that I've heard of it, but then my knowledge of anime/manga hovers around zero.

Now, if you'd said "Captain Haddock" I would've known who you were talking about. That would be a rather strange character to draw into Traveller though.
Zhouth
player, 942 posts
Vargr
669999
Wed 17 Nov 2021
at 18:30
  • msg #894

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

So... another new player? And a second one who hasn't posted yet? We're going to run out of rooms on the Harrier!

Varca's used to living in a pressure suit, right? We'll just have to strap him to the outside of the hull to make space for the rest.
This message was last edited by the player at 18:31, Wed 17 Nov 2021.
StarMaster
GM, 262 posts
Wed 17 Nov 2021
at 18:37
  • msg #895

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Yep. He's still a bit new to RPoL and Travller, but he's one of Varca's old ftf gaming pals. Well, mine, too.

He's working on a character for another one of my games... Spelljammer. Hmmmm. Now that could be an interesting mash-up--Harrier vs. Battle Dolphin. The BD is definitely faster. Can you say "Picard Maneuver"?
Ghent Bel-Andis
player, 5 posts
Human Broker
C97E88
Wed 17 Nov 2021
at 18:39
  • msg #896

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Just secure me to a bulkhead... I'm not hard to please. LOL
Theodore McFarlane
player, 1177 posts
Human Capt, IN ret.
697AAA
Wed 17 Nov 2021
at 18:41
  • msg #897

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to StarMaster (msg # 895):

Ghent, or the other guy?
Ghent Bel-Andis
player, 7 posts
Human Broker
C97E88
Sat 20 Nov 2021
at 02:25
  • msg #898

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

I’m new to traveller too, though he is talking about one of his friends irl, I believe. Ghent is pretty much completed on paper.
Varca Lexand
player, 755 posts
Human Vespexer
Raider
Sat 20 Nov 2021
at 09:51
  • msg #899

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth:
So... another new player? And a second one who hasn't posted yet? We're going to run out of rooms on the Harrier!

Varca's used to living in a pressure suit, right? We'll just have to strap him to the outside of the hull to make space for the rest.

       No ... Varca is used to living in a crowded survival bunker, where he has a "personal space" the size of a closet!

       The Suit has nothing to do with "living" -- ya Mutt -- the Suit is Life!


       Pffft!  Offworlders...!

     But you make a good point, concerning bunk-space ... let'em sleep in Cold Sleep tubes ...?

     ^_^
Ghent Bel-Andis
player, 8 posts
Human Broker
C97E88
Sat 20 Nov 2021
at 14:44
  • msg #900

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Just saw the first episode of the Wheel of Time on Prime, who else thinks they’ve done a bang up job???
Varca Lexand
player, 756 posts
Human Vespexer
Raider
Sun 21 Nov 2021
at 08:52
  • msg #901

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 900):

     Wheel of Time.  Haven't seen it, yet.  Maybe later in the week...

     Okay, so, as many of you know, in a side-by-side comparison between my Brain and a bowl of Lime Jell-O ... 9-out-of-10 people wouldn't be able to tell the difference between the two....

     I know we discussed this -- maybe Viridian filled us in, even though he hasn't been around Theev for a few years -- but I can't remember who the Major Players amoung the Pirates are, anymore!

     I remember Admiral Darokyn is a Major Player ... and something Zhouth was talking about concerning Aslan ... and that Florians seem to be seriously under-represented in the Pirate Community ... and that while both Varca and Theodore seem to think an alliance with Darokyn might be achievable, everybody else didn't think it was a good idea -- but I don't remember why!

     So, were there any other Major Players on Theev that we might try to get on the good side of?  Are we even looking into this possibility?  Do we want to?

     Oh, yeah!  We used Krrsh's "recognition code" to approach the Blacksand City starport!  So, how do we get our own "Pirate Recognition Code"?  Can we get one?
Zhouth
player, 943 posts
Vargr
669999
Sun 21 Nov 2021
at 09:03
  • msg #902

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

A couple of other pirate lords were mentioned, mainly as people that Redthane might be trying to sign on with (to get protection from Darokyn), and whom we might be able to cut deals with to nab Redthane - as long as we have something to offer in return.

Zhouth had the notion that the Aslan one might be willing to deal in return for a little plot of land on Asim, because Aslan males are really drawn to that. This also has the side benefit of making Oleb his liege, and he's therefore at least slightly obligated to help out with protecting the place.

Of course, this is also the sort of proposal that's likely to cause Varca to have a heart attack.


The other one was virulently anti-Aslan, which might suit Varca better in terms of temperament, but is also much more likely to bring trouble down on Drinax in the long run.
This message was last edited by the player at 09:04, Sun 21 Nov 2021.
Varca Lexand
player, 757 posts
Human Vespexer
Raider
Mon 22 Nov 2021
at 07:12
  • msg #903

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 902):

     Yup, okay, I remember it now.

     Zhouth, you thought the Aslan Pirate Lord might be "amenable" to some kind of "payment" in land, to help us -- because every Male Aslan desires land... ^_^
     I kinda remember pointing out (or thinking of pointing out) that the Aslan Male in question was also running rough-shod over a multi-ship, multi-species band of hooligans -- and that land might not be especially important to that Male.

     I remember (now) that the other guy you mention -- Human, I think -- was a sophont after Varca's own heart.  Meaning that that guy also wanted to rip Aslan hearts out of their chests ^_^
     As we've all spent several weeks, now, cooped-up together aboard a starship, y'all would have learned that while Varca does not like the Aslan, in general, he only truly wishes to commit Genocide against the Ahroay’if clan -- the clan that burned Drinax and decimated The Kingdom.  Varca really hates those guys...
     But wasn't this other, "anti-Aslan" Pirate Lord kinda the same way, only about a different clan?

     So, assuming we can't come to some kind of arrangement with Admiral Darokyn -- and Zhouth thinks our best choices for assistance (or even alliance) comes down to either the Aslan Pirate Lord or the Anti-Aslan Pirate Lord....

     Varca would choose to cozy up to the Aslan.

     Heck, if nothing else we can use him as a scapegoat, to the Imperials, about Aslan plans for expansion into the region.  And promising Land on Asim to an Aslan Pirate is probably an easy thing to arrange -- which would be another reason to get Kazgar and any of his StarMechanic buddies to Asim!  We get Fat Oleb to put them in charge of Asim's Class B starport (they are all trained to TL15, y'know!)

     Beside ... if we hooked-up with the Anti-Aslan guy, it would just be a matter of time before he and Varca started butting heads over how to slaughter Aslan, and whether or not to kill Aslan kittens.  Varca draws a line at that...
     Ya don't just kill Aslan children ... Ya eat 'em!  ^_^
Zhouth
player, 944 posts
Vargr
669999
Mon 22 Nov 2021
at 07:23
  • msg #904

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

AFAIK the other one wants to burn Aslan (and their lands, and their planets, and all memory of them in the galaxy) generally. Zhouth doesn't like that for several reasons, but the strategic one is that the guy WILL end up bringing work home with him (to Drinax) at some point, and that's... bad. Especially for Drinax.

Since the Aslan pirate lord is an outcast he doesn't have a clan anymore, regardless of which one he originally came from.

Also, Zhouth has expressed the notion that making an ally out of the present-day Ahroay’if would be the best form of revenge. Not only because of the nearly comedic turnabout that it represents, but with their ancestor-based spiritual traditions, it'd be the biggest poke in the eye to those Drinax-burning ancestors you could ever arrange - more so than just wiping out the present-day clan!
This message was last edited by the player at 07:28, Mon 22 Nov 2021.
Varca Lexand
player, 760 posts
Human Vespexer
Raider
Wed 24 Nov 2021
at 10:23
  • msg #905

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 904):

     I'm all for it, Zhouth!  Let's go ask the guy out to Tea -- or to eviscerate a rabbit -- whatever the Aslan social niceties may be ... ^_^


Ghent Bel-Andis:
Varca Lexand:
OOC: Now, just why would all of you suddenly visualize a certain red-eyed glare, after Ghent asks this ...?   ^_^

ooc: allergies?

     Well ... a cultural fear of allergies, sure ...


Rayjaynul Brown:
OOC: Nah, Vespexers just have red eyes.

     Yup.  For Vespexers, the "white of the eye" is colored "red', while the "iris", or "pupil", is a standard eye-color -- Blue, in Varca's case.  I like to think of Varca's eyes as more of a "crimson" ... ^_^

     View Varca Lexand's description -- Link back to this game
Theodore McFarlane
player, 1183 posts
Human Capt, IN ret.
697AAA
Wed 1 Dec 2021
at 19:17
  • msg #906

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Can we post here a bit, don't want the game to die as it is a good game!
Ghent Bel-Andis
player, 14 posts
Human Broker
C97E88
Wed 1 Dec 2021
at 20:23
  • msg #907

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Just waiting patiently as December is uber busy for everyone and with Black Friday / Cyber monday just behind us.
Theodore McFarlane
player, 1184 posts
Human Capt, IN ret.
697AAA
Wed 1 Dec 2021
at 20:24
  • msg #908

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

True, it does slow down this time of year.
Ghent Bel-Andis
player, 15 posts
Human Broker
C97E88
Wed 1 Dec 2021
at 20:32
  • msg #909

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

But...! I am enjoying the game / banter. :D
thx everyone!
Zhouth
player, 948 posts
Vargr
669999
Thu 2 Dec 2021
at 04:20
  • msg #910

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Well, I'm waiting for Kazgar (StarMaster) to answer to the first part of my post, and anyone/everyone else in that group to respond to the second part.

I suppose that if they don't respond within a couple of days, I can just take their silence as permission and lead the group off to the drug den...
Zhouth
player, 949 posts
Vargr
669999
Fri 3 Dec 2021
at 09:33
  • msg #911

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Right, then. The resounding silence indicates that Varca, Ingrid, et al, are in dire need of relaxation, and so we're off to Brain Dimming!
StarMaster
GM, 264 posts
Fri 3 Dec 2021
at 18:28
  • msg #912

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

It's just timing. Not everyone gets to post as frequently as you. It's not that we don't want to, but I'm wide awake and sound asleep at the same time right now, so I'm not even sure what I'm typing. We should be able to storm the Bastille by end of the weekend.
Varca Lexand
player, 764 posts
Human Vespexer
Raider
Sat 4 Dec 2021
at 07:27
  • msg #913

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to StarMaster (msg # 912):

     zzzzzzzzz ... *snort!*  Huh?  Wuzzat?

     Stormin' the Castle?!!  Ho, Lads!  To your feet!  Up!  To Arms!  Up, I say!

     Down Styphon!  Up Harzburk!  Chaaaaaaaaaaaaaaaaarge...!

     Wait ... what are we doing, again ....


     Hey, Theo!  I've forgotten, are you 'oot an a'boot in Blacksand City wearing your Boarding Suit (or any other protective "suit")?
Zhouth
player, 950 posts
Vargr
669999
Sat 4 Dec 2021
at 09:43
  • msg #914

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth and BB were the only ones who went out in any kind of heavy protective gear AFAIK. (Well, unless you count Varca's pressure suit as heavy gear...)
Varca Lexand
player, 765 posts
Human Vespexer
Raider
Sat 4 Dec 2021
at 10:33
  • msg #915

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 914):

     Not so much "heavy" gear -- Hazard Suits, in general, and Varca's custom suit, in particular, are less bulky, and more limited, than a regular Vacc Suit...

     Just trying to recall what kinda commo gear Theo has.
Zhouth
player, 951 posts
Vargr
669999
Sat 4 Dec 2021
at 11:00
  • msg #916

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

They were trying to be all subtle and inconspicuous in the 'nice' part of the city, so I think they all went out in regular dress...
Ghent Bel-Andis
player, 21 posts
Human Broker
C97E88
Sun 5 Dec 2021
at 14:30
  • msg #917

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Theodore McFarlane:
"I don't have their number, if you do, by all means."


Ghent is such a poor liar, someone else might be better placed to bullsh*t the maitre d… Ghent would only muck it up.
Theodore McFarlane
player, 1192 posts
Human Capt, IN ret.
697AAA
Sun 5 Dec 2021
at 14:33
  • msg #918

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 917):

"Vir, Ghent just got fired. Your turn Vir, Just kidding Ghent, you're alright. RayJay?"
Zhouth
player, 952 posts
Vargr
669999
Sun 5 Dec 2021
at 14:40
  • msg #919

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

It looks like the absolute best among any of us for Deception is a massive +2, whether via Soc/skill or just skill ranks, and most of those are in the other group.

Persuade is much the same.
Ghent Bel-Andis
player, 22 posts
Human Broker
C97E88
Sun 5 Dec 2021
at 15:21
  • msg #920

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Theodore McFarlane:
In reply to Ghent Bel-Andis (msg # 917):

"Vir, Ghent just got fired. Your turn Vir, Just kidding Ghent, you're alright. RayJay?"



LOL - just an honest bloke, suggesting BS as our next step. I can probably convince the maitre d to let us in, but not bluff my way out of a sac… Viridian did say I was a terrible gambler!
Rayjaynul Brown
player, 149 posts
Human, Drinaxian
3-9-6-C-9-4
Sun 5 Dec 2021
at 16:43
  • msg #921

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

My social graces are minimal at best lol
Varca Lexand
player, 766 posts
Human Vespexer
Raider
Mon 6 Dec 2021
at 02:05
  • msg #922

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Rayjaynul Brown (msg # 921):

     *ahem* ... You guys should know by now that Captain McFarlane -- y'know, your buddy Theodore -- despite his protestations to the contrary, he is also Retired Imperial Navy Officer McFarlane, and Drinaxi Nobleman McFarlane....

     His Social Level should be putting all of us to shame ... well, except for Ingrid.  I think...

     The point is -- he's been around Arrogant Snobs his whole life!  He knows how to play that role.

     So Relax ... Theo's Got this ...





Varca will be starting a Betting Pool on just How Long It Will Take, once Theo opens his mouth, before things get so bad that The Widows show up ... ^_^
Zhouth
player, 953 posts
Vargr
669999
Mon 6 Dec 2021
at 03:15
  • msg #923

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Well... Zhouth is also just below that (Soc 9 to their Soc 10), though as with Ingrid, that's due to other reasons than being nobility.

Now, whether the fact that his research work was conducted under the auspices of Navy Intel would impress or alarm one ex-IN pirate admiral...
Varca Lexand
player, 767 posts
Human Vespexer
Raider
Mon 6 Dec 2021
at 03:59
  • msg #924

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 923):

     CRAP!  I hadn't thought of that!  If anyone has secrets to keep, it's a rogue Imperial Admiral gone Pirate!

     Darokyn is so gonna put a bullet in your head ... It's been nice knowing you, Zhouth  ^_^
Zhouth
player, 954 posts
Vargr
669999
Mon 6 Dec 2021
at 04:35
  • msg #925

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth wasn't planning to draw Darokyn's attention to that specific element of his past if/when they met, but since it seems like he won't be part of the delegation that does so (Theodore's group appears set to go say hello without us while we're busy scouring the scrapheap), it may not matter anyway.
Ghent Bel-Andis
player, 23 posts
Human Broker
C97E88
Mon 6 Dec 2021
at 11:55
  • msg #926

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth:
(Theodore's group appears set to go say hello without us while we're busy scouring the scrapheap), it may not matter anyway.


was wondering about this myself.. but Ghent doesn't know there are more people to the group, so hasn't mentioned it.
Collyn Ramburton
Player, 110 posts
Solomani
6B788A
Thu 9 Dec 2021
at 14:03
  • msg #927

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 926):

Collyn wished he was off this damn ship and carousing right now! Booze and women! He spent his time with Miss Dieros to occupy his time. He was glad the girls thought he was pretty!
Ghent Bel-Andis
player, 30 posts
Human Broker
C97E88
Wed 15 Dec 2021
at 18:39
  • msg #928

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Well, looks like we might just go off carousing a bit, if someone makes a reservation... LOL

Theodore McFarlane:
In reply to Ghent Bel-Andis (msg # 126):

"Reservations gentlemen? Tomorrow at the Blue Diamond at 8:00? As close to the Admiral as we can get."

Zhouth
player, 957 posts
Vargr
669999
Thu 16 Dec 2021
at 00:35
  • msg #929

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

We've still got Brain Dimming and the Scrapheap to get to in our thread. Some day...
Ghent Bel-Andis
player, 31 posts
Human Broker
C97E88
Thu 16 Dec 2021
at 13:44
  • msg #930

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Maybe it's time to merge the groups then, and help get them done. Or..
This message was last edited by the player at 13:45, Thu 16 Dec 2021.
Zhouth
player, 959 posts
Vargr
669999
Thu 16 Dec 2021
at 14:07
  • msg #931

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Having more people in that group isn't going to speed up the process at this point.
Varca Lexand
player, 769 posts
Human Vespexer
Raider
Sat 18 Dec 2021
at 07:14
  • msg #932

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Theodore McFarlane:
In reply to Theodore McFarlane (msg # 127):

"Go ahead and make a reservation for us tomorrow Viridian, close to the Admiral so he notices us. 8:00, we'll bring a few others too."

Rayjaynul Brown:
"Are we talking eight 'undred, or twenty 'undred t'ere? If t'e former I assume t'e Admiral enjoys t'eir breakfast selections?" Rayjay asked, finding it a bit odd that such a fancy looking restaurant would be open at such a time let alone have breakfast options, but he looked forward to it all the same.

Theodore McFarlane:
In reply to Rayjaynul Brown (msg # 129):

"20:00, 8 pm.


     The confusion, here, is that, when using "24 Hour" timekeeping, you don't use the colon (:) to separate the "hours" from the "minutes".
     In your head, you were probably saying "Eight o'clock", but wrote "8:00" (and still didn't specify AM or PM) -- but, with saying the "o'clock" bit, the PM was likely implied ... and could have been inferred.
     I'm not sure about European & Asian usage, but in The States we refer to 24 Hour "times" as "# Hundred Hours" -- thus 8AM would be called "Eight Hundred hours", or 0800 (also "Oh-Eight Hundred" or "Zero-Eight Hundred" hours, which acknowledges the way that it is "written"), and 8PM would be "Twenty Hundred" hours, or 2000.
     The last two numbers (of the four) are then used to represent the sixty minutes of that "hour", from 00 to 59 -- so 8:30AM would be 0830, spoken as "Oh-Eight Thirty" (or "Zero-Eight Thirty").

     In Milspeak ("Military Speak"; the often-cryptic terminology used by military personnel) this gets messed with, further. ^_^
     When I was in the US Army, we called Midnight "Twenty-Four Hundred" hours (2400), but only used that for exactly 2400.  At 1 minute after Midnight, it became "Zero Hundred" hours -- thus "Zero Hundred One".  You may have heard a play on this phrase, used to sarcastically refer to "early morning hours" -- that being "Oh-Dark Thirty" (as well as being the name of a pretty good movie).
     Not really sure if anyone outside the US Army -- and even then, it might have only been us Infantry Grunts -- that calls Midnight "Twenty-Four Hundred" hours.  A couple of times I've heard US Marines call Midnight "Zero Hundred" hours.
     Also, in many TV shows & movies, you've probably seen/heard of something called "Zulu Time".  While many military organizations often use this, it's mostly the Navies (not just the US Navy) that use it.
     "Zulu Time" is what the time is along the Meridian -- 00 Longitude on a map of Earth.  Knowing the exact time on the Meridian is important to Nautical Navigation -- and that makes it important to the Navy and the Marines ... and, to a slightly lesser degree, the Air Force (they gotta Navigate, too).  As far as the Army is concerned, those "Zulu Time" Posers can just Foxtrot-Oscar!  ^_^
Ghent Bel-Andis
player, 32 posts
Human Broker
C97E88
Sat 18 Dec 2021
at 15:29
  • msg #933

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Yeah... normally a naval officer (like Ted) would have used military time (which includes zulu time, which is also Greenwich time), but hust figured Rayj picked up on the 800hours vs 2000, and decided to play the jester.  lol
This message was last edited by the player at 15:30, Sat 18 Dec 2021.
Varca Lexand
player, 770 posts
Human Vespexer
Raider
Sun 19 Dec 2021
at 01:45
  • msg #934

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 933):

     Yeah, well, that ... and I'd been drinking when I wrote all that ... and I tend to pontificate, when I'm drinking ... heh-heh-heh-heh-heh-heh



"... I remember throwing punches around
And preaching from my chair ..."

Ghent Bel-Andis
player, 33 posts
Human Broker
C97E88
Sun 19 Dec 2021
at 01:49
  • msg #935

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

No worries, mate..! ;D

At least someone is drinking...!! Hahaha!!
Theodore McFarlane
player, 1202 posts
Human Capt, IN ret.
697AAA
Fri 24 Dec 2021
at 11:46
  • msg #936

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 935):

Merry Christmas everyone!
Ghent Bel-Andis
player, 34 posts
Human Broker
C97E88
Fri 24 Dec 2021
at 15:37
  • msg #937

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Merry Xmas!!:D
StarMaster
GM, 270 posts
Fri 24 Dec 2021
at 16:32
  • msg #938

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Bah! Humbug!
Rayjaynul Brown
player, 153 posts
Human, Drinaxian
3-9-6-C-9-4
Fri 24 Dec 2021
at 16:57
  • msg #939

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

So if Theo is Tiny Tim and Star is Scrouge, who is everyone else? lol
Zhouth
player, 967 posts
Vargr
669999
Sat 25 Dec 2021
at 15:11
  • msg #940

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

I'm pretty sure that Dickens never imagined anyone like Zhouth...
Theodore McFarlane
player, 1203 posts
Human Capt, IN ret.
697AAA
Sat 25 Dec 2021
at 15:17
  • msg #941

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 940):

I never imagined anyone like Zhouth, no one could pull it off but you Syrris! I try with Teddy, I can't hold a candle to you.
This message was last edited by the player at 15:20, Sat 25 Dec 2021.
Varca Lexand
player, 774 posts
Human Vespexer
Raider
Sun 26 Dec 2021
at 06:12
  • msg #942

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Theodore McFarlane (msg # 941):

Buon Natale, y'all!
Ghent Bel-Andis
player, 35 posts
Human Broker
C97E88
Sun 26 Dec 2021
at 15:36
  • msg #943

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Féliz navidad!
This message was last edited by the player at 15:39, Sun 26 Dec 2021.
Theodore McFarlane
player, 1204 posts
Human Capt, IN ret.
697AAA
Sun 26 Dec 2021
at 15:37
  • msg #944

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 943):

Felix? Hmmmmmm, I thought it was Felice Navidad?
Ghent Bel-Andis
player, 36 posts
Human Broker
C97E88
Sun 26 Dec 2021
at 15:39
  • msg #945

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Féliz…!
Theodore McFarlane
player, 1205 posts
Human Capt, IN ret.
697AAA
Sun 26 Dec 2021
at 15:46
  • msg #946

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 945):

Ohhh, okay ;-) I don't Hablo anything but English. And sometimes not even that.
This message was last edited by the player at 15:46, Sun 26 Dec 2021.
Varca Lexand
player, 775 posts
Human Vespexer
Raider
Mon 27 Dec 2021
at 01:26
  • msg #947

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Theodore McFarlane (msg # 946):

     Then you would hate a Stargate SG-1 game I'm in, Bubba!  I play an Officer of the Siły Zbrojne Rzeczypospolitej Polskiej ("Armed Forces of the Republic of Poland"; specifically, an Army Major), and I toss around a lot of polskie słowa ("Polish words") in my dialogue.

     For verisimilitude, of course... ^_^
Ghent Bel-Andis
player, 37 posts
Human Broker
C97E88
Mon 27 Dec 2021
at 04:51
  • msg #948

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

the only Polish I know is gin dobre


anything that's starts with gin oughta be good..! lol
Zhouth
player, 968 posts
Vargr
669999
Thu 30 Dec 2021
at 20:06
  • msg #949

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

December 30th. At this rate it's going to take us a whole year to get through that door!
This message was last edited by the player at 20:06, Thu 30 Dec 2021.
Theodore McFarlane
player, 1207 posts
Human Capt, IN ret.
697AAA
Fri 31 Dec 2021
at 12:35
  • msg #950

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 949):

I agree, Teddy needs to put his boot up someones ass and get them moving!
Varca Lexand
player, 776 posts
Human Vespexer
Raider
Sun 2 Jan 2022
at 04:32
  • msg #951

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Zhouth (msg # 949):

     No ... No!  Certainly not a whole Year...

     Maybe Eight ... Nine months -- tops!

     ^_^
Zhouth
player, 969 posts
Vargr
669999
Sun 2 Jan 2022
at 10:13
  • msg #952

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

See? I told you. We've been waiting a whole year now!
Ghent Bel-Andis
player, 41 posts
Human Broker
C97E88
Mon 17 Jan 2022
at 16:57
  • msg #953

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Theodore McFarlane:
In reply to Zhouth (msg # 949):

I agree, Teddy needs to put his boot up someones ass and get them moving!


Try...
Ghent Bel-Andis
player, 42 posts
Human Broker
C97E88
Mon 17 Jan 2022
at 20:18
  • msg #954

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth:
Zhouth took a half-step back as tension suddenly flared between Theodore and Ghent, clearly not wanting to get caught in any crossfire (whether verbal or literal) between the two!


Seriously though! LOL
Varca Lexand
player, 782 posts
Human Vespexer
Raider
Tue 18 Jan 2022
at 06:51
  • msg #955

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 954):

Zhouth's a Vargr -- he can actually smell the tension!  ^_^
Zhouth
player, 982 posts
Vargr
669999
Fri 28 Jan 2022
at 10:20
  • msg #956

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

So, umm, can we move this ahead? We've got everyone together and we know where we're going next, with at least a vague plan in place...

...also, RPOL is shouting about the thread becoming too long again!
Ghent Bel-Andis
player, 45 posts
Human Broker
C97E88
Fri 28 Jan 2022
at 13:45
  • msg #957

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Zhouth:
...also, RPOL is shouting about the thread becoming too long again!


Let it scream, it can go up to 1250 posts I think! :D

At least, we've managed to go over it in other game iirc, though they might have hard coded it since.
Theodore McFarlane
player, 1215 posts
Human Capt, IN ret.
697AAA
Fri 28 Jan 2022
at 13:48
  • msg #958

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 957):

I'm in a game where last I looked it was 1,056 in OOC
Ghent Bel-Andis
player, 46 posts
Human Broker
C97E88
Fri 28 Jan 2022
at 13:54
  • msg #959

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Thanks for being a character witness, Tedd! :D
Theodore McFarlane
player, 1216 posts
Human Capt, IN ret.
697AAA
Tue 1 Feb 2022
at 18:00
  • msg #960

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 959):

Viridian, not Valerian
Ghent Bel-Andis
player, 51 posts
Human Broker
C97E88
Tue 1 Feb 2022
at 18:12
  • msg #961

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Erm myeah.
Theodore McFarlane
player, 1217 posts
Human Capt, IN ret.
697AAA
Tue 1 Feb 2022
at 18:17
  • msg #962

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 961):

;-) No biggie.
Ghent Bel-Andis
player, 52 posts
Human Broker
C97E88
Tue 1 Feb 2022
at 18:52
  • msg #963

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Wasn't there a Valerian in Star Wars or something? It's probably the SW fan talking.
Theodore McFarlane
player, 1218 posts
Human Capt, IN ret.
697AAA
Tue 1 Feb 2022
at 18:54
  • msg #964

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

In reply to Ghent Bel-Andis (msg # 963):

I watched the SW 4 and 5 movies back in the 70's when they came out, he ruined the story completely and Disney only made it worse. I read the book first.
Ghent Bel-Andis
player, 53 posts
Human Broker
C97E88
Tue 1 Feb 2022
at 18:58
  • msg #965

Re: Varca, BB Nova, Krssh, Ingrid, and Zhouth

Agreed on E1-3, but I did enjoy Rogue 1, E5 is still my favorite though..!
Varca Lexand
player, 786 posts
Human Vespexer
Raider
Sat 5 Feb 2022
at 04:51
  • msg #966

Say WHAT, now?!

Rayjaynul Brown:
OOC: When was the last time the Ship's Locker was updated anyway?


Theodore McFarlane:
In reply to Rayjaynul Brown (msg # 569):

It wasn't updated, we had a few initial purchases and that was it.


     Yeah, Varca was/is hoping to get someplace--well, like Theev, actually--where we can purchase...heavier...weapons to add to the Ship's Locker/Armory.

     Of course, that plan also pre-supposes that we'll have Money to purchase weapons with!

     Y'know, that reminds me ... we did tell all you Newbies that we do not, actually, possess any funds to Pay any of you with ... didn't we ...?

     ^_^
Zhouth
player, 985 posts
Vargr
669999
Sat 5 Feb 2022
at 07:50
  • msg #967

Say WHAT, now?!

The ship's fund can cover our existing staff for another... 2 months, roughly, along with fuel expenses. (Existing staff being those people recruited post-Drinax). Anyone new who is meant to be paid would require a top-up.
Zhouth
player, 986 posts
Vargr
669999
Sat 5 Feb 2022
at 17:32
  • msg #968

Say WHAT, now?!

Ghent Bel-Andis:
this is my first character, and I never got the pistol at creation. I kept being successful at the merchant life, so I kept rolling. Never had combat in Traveller either, so... I'll do my best and re-roll if I have too. LOL</Orange>


Hey, neither Zhouth or Ingrid have any gun skills either. Zhouth does have some unarmed training, but if you've read back over the game any, you'll know that it isn't exactly his thing.

If you were a merchant marine then you may have picked up Athletics. Athletics (Dexterity) does help with throwing things, whether that be knives or grenades or dwarves.
Theodore McFarlane
player, 1220 posts
Human Capt, IN ret.
697AAA
Sat 5 Feb 2022
at 17:33
  • msg #969

Say WHAT, now?!

In reply to Zhouth (msg # 967):

We need to be making some cash!
Zhouth
player, 987 posts
Vargr
669999
Sat 5 Feb 2022
at 17:38
  • msg #970

Say WHAT, now?!

We've good for two months without any, and that number-crunch assumed that we jumped twice a month with refined fuel purchases - if we skim/crack/siphon or buy unrefined then it's effectively a refund to the ship's account every time.

Now that I think about it, we used a secret stash on the way here, didn't we? So that's one refill's worth back. (20500 cr, counting jump and power plant.)
Ghent Bel-Andis
player, 55 posts
Human Broker
C97E88
Sat 5 Feb 2022
at 17:42
  • msg #971

Say WHAT, now?!

Well, I guess we'll see when it gets to that. I'm not worried. :D

And yes, Ghent is made to make money. :D
Theodore McFarlane
player, 1221 posts
Human Capt, IN ret.
697AAA
Sat 5 Feb 2022
at 17:42
  • msg #972

Say WHAT, now?!

In reply to Zhouth (msg # 970):

We got some stuff we could sell, like the portrait?
Ghent Bel-Andis
player, 56 posts
Human Broker
C97E88
Sat 5 Feb 2022
at 17:44
  • msg #973

Say WHAT, now?!

Ghent could broker an art sale.
Theodore McFarlane
player, 1222 posts
Human Capt, IN ret.
697AAA
Sat 5 Feb 2022
at 17:49
  • msg #974

Say WHAT, now?!

In reply to Ghent Bel-Andis (msg # 973):

It's huge and an original! I could help if I can.

SKILLS
Admin 1
Melee (blade) 2
Athletics (Zero G) 1
Gun Cbt. (Gauss Rifle) 2
Leadership 2
Astrogation 2
Electronics (Computers) 2
Naval Tactics 2
Pilot 3
Animal 0*
Farming 0*
Engnrng 2*
Medic 1*
Vacc Suit 0
Swimming 1
Gunner 0
Mechanic 0
Gambling 1
Sensors 2
Broker 1
Streetwise 1
Zhouth
player, 988 posts
Vargr
669999
Sat 5 Feb 2022
at 18:00
  • msg #975

Say WHAT, now?!

Keep in mind that if we pull off this mission we'll be several million richer. And, depending on how things turn out, we may have an extra ship or two as well.
Theodore McFarlane
player, 1223 posts
Human Capt, IN ret.
697AAA
Sat 5 Feb 2022
at 18:01
  • msg #976

Say WHAT, now?!

In reply to Zhouth (msg # 975):

That would be good, but we might need some coin until then though. It won't happen overnight.

Need a new thread soon Rob.
Ghent Bel-Andis
player, 57 posts
Human Broker
C97E88
Sat 5 Feb 2022
at 18:04
  • msg #977

Re: Say WHAT, now?!

Here's Ghent's; seems a bit low compared to Ted imho. Thread is good to at least 1100. :D

Skill Sheet:
SKILLS
1 Advocate
1 Animals
3 Broker
1 Carouse
1 Drive (Wheel)
1 Electronics (Comms)
1 Mechanics
3 Melee (blade)
2 persuade
3 Pilot (Spacecraft)
1 Steward
1 Survival
1 Vacc Suit
0 Swimming

Theodore McFarlane
player, 1224 posts
Human Capt, IN ret.
697AAA
Sat 5 Feb 2022
at 18:06
  • msg #978

Re: Say WHAT, now?!

In reply to Ghent Bel-Andis (msg # 977):

Fat Oleb gets what? 10%? Or does he get 90% and us 10%? We do all the work and put ourselves in harms way and he gets rich.
This message was last edited by the player at 18:07, Sat 05 Feb 2022.
Zhouth
player, 989 posts
Vargr
669999
Sat 5 Feb 2022
at 18:21
  • msg #979

Re: Say WHAT, now?!

He gets 10%. Standard tithe. Also, we're using his ship.

Given how Rao presented things that 10% won't be spent on partying; it's a "get the Palace back into functioning shape and establish a diplomatic network" fund, so that Drinaxi Peace Corps that Varca was talking about will be getting some of it.
Theodore McFarlane
player, 1225 posts
Human Capt, IN ret.
697AAA
Sun 6 Feb 2022
at 12:33
  • msg #980

Re: Say WHAT, now?!

In reply to Zhouth (msg # 979):

Yup, not much in the coffer so far.
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