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Author Topic: [TRAV - Antebellum Blues] OOC Thread  (Read 5972 times)

Ian Absentia

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[TRAV - Antebellum Blues] OOC Thread
« Reply #30 on: June 20, 2007, 12:09:18 PM »
By the way, I was totally taken with S.John Ross' Travelling Light coversion for RISUS.  Anyone want to take a stab at converting their character to RISUS?  It'd take, like, two minutes.

!i!

beeber

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[TRAV - Antebellum Blues] OOC Thread
« Reply #31 on: June 20, 2007, 12:58:07 PM »
actually, my "summer project" is taking the opposite tack--"BRP-ifying" traveller.:raise:

Ian Absentia

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« Reply #32 on: June 20, 2007, 01:15:21 PM »
You know, I've tried this a few times.  At one point I even had conversion notes for Ringworld, mostly for interpreting Vargr and Aslan in BRP terms, sadly lost.

Hey, I posted this to zomben's thread asking for similar resource material: Worlds of Wonder, wherein you'll find the very Trav-like Future World rules.  I promise that, if someone ever puts Worlds of Wonder back into print in any form, I'll stop linking to this site.

!i!

beeber

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[TRAV - Antebellum Blues] OOC Thread
« Reply #33 on: June 20, 2007, 01:56:16 PM »
as soon as i saw that thread (and yer post) i jumped on it.  i'd seen the WoW link before, but for some reason the pdf's would never load.  they did this time, tho :D

i agree, if a reprint comes out i'll pick it up at once

(this ends the side track.  we now return you to your favorite d6 based sf rpg, already in progress)

after eraan cleans up the tools in the bay, he'll go onboard for a casual inspection of ship's facilities.  (crosses fingers and hopes the head works fine!)

Werekoala

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[TRAV - Antebellum Blues] OOC Thread
« Reply #34 on: June 20, 2007, 01:59:34 PM »
Gerrard will do a quick wal-by of the ship as well, then head inside to the bridge to start checking nav systems and such (no mecahics skills per-se but good piloting skills - I would assume I'd know at least the basics of maintining some of the bridge work stations).
Lan Astaslem


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Ian Absentia

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« Reply #35 on: June 20, 2007, 02:14:03 PM »
By which means to you enter the ship?  The main airlock entrance to the ship is elevated significantly, and will require a gangway to enter by that means.  The gangway is currently pulled far off to the side of the berth, is very heavy, and will require considerable effort (or some sort of machinery) to move it into the place.  The other means of entry is by opening the main cargo bay doors and ramp, which you should be able to do through an exterior access panel similar to the one you'd expect to find on the main hatch.

!i!

Werekoala

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« Reply #36 on: June 20, 2007, 03:02:17 PM »
Hm. Cargo bay and ramp. Need to check that section out as well, may as well start there.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

"They don't fucking think for even a second about what they're doing because they're blinded by their ideology....Idiots." -  Sacrosanct

beeber

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« Reply #37 on: June 26, 2007, 11:51:32 AM »
"Son, we need every ounce of space we can muster to make money as a trader, so of course we're going to use them. Not to smuggle, of course - if we could spot the modifications that fast, a half-blind custom's official or SDB boarding crew would find it in a nanosecond. We'll find a way to fit regulation cargo in there until we can afford to have them ripped out.

Besides, there are better ways to smuggle things..."  (from the IC thread)

:what:

the imperium or sword worlds aren't known for cavity searches, are they?

:D

eraan looks over a few key areas (electronics skill) like junction boxes, bridge controls, airlock panels, etc. to make sure they're in working order.  that may take until mealtime.  what do we do for eats on this baby?

Dr Rotwang!

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« Reply #38 on: June 27, 2007, 12:42:28 PM »
Granted I have but Electronics-1, I'd like to get into the computer room and start doing a little basic maintenance.
Dr Rotwang!
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Ian Absentia

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« Reply #39 on: June 27, 2007, 06:57:51 PM »
Actually, Sten's skills are Air/Raft-1, Gambling-1, and Rifle-1.  I'm perfectly okay with either switching out Air/Raft for Electronics, or with just plain granting him Electronics-0, which suggests familiarity, but not competence.  Eraan is a little light on useful skills too, so beeber, if you want to take a useful Skill-0 (say, Mechanical, Engineering, or Computer) I'm okay with that.

Essentially, I figure that having Skill-0 means that you can help someone with at least Skill-1 without getting in the way or making things worse.

By the way, I've updated the header at the top of this thread to show your character stats and current resources for reference.

!i!

Ian Absentia

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« Reply #40 on: June 27, 2007, 07:03:54 PM »
Hey, here's something weird.  I just noticed that Eraan is 22 years old with only 1 term as a belter under his belt.  Technically, belters begin at age 14, so he'd have 2 terms to his name.  Not that it's really a big deal or anything.

!i!

beeber

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« Reply #41 on: June 27, 2007, 07:47:50 PM »
wow, that is weird.  somehow over the years i've missed that exception!  your choice, you can make me 18 instead, or throw a second term and see what skills i get ;)

although, upon further examination of my supplement 4, it looks like it would be only one more skill.  doesn't seem like there's any allowance for the lack of ranks  amongst belters.  

that was the one thing i absolutely loved about MT--lotsa skills gained in chargen!

Ian Absentia

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« Reply #42 on: June 27, 2007, 08:01:54 PM »
Actually, I'll leave it up to you.  I figure the Age-14 provision was more of an option for belters, not a mandatory ruling.  And, you're right, it'll translate as only one more roll on the tables (I'll give you a pass on the very unforgiving survival roll, as Eraan is presumably not a ghost).

!i!

beeber

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« Reply #43 on: June 27, 2007, 08:13:51 PM »
not just any ghost. . . a psionic ghost . . . :hmm: :heh:

who am i to pass up another skill?  go for it!  

er, please, thank you!  :D

now i'll have to adjust my character sheet :keke:

Dr Rotwang!

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« Reply #44 on: June 28, 2007, 10:48:57 AM »
Quote from: Ian Absentia
Actually, Sten's skills are Air/Raft-1, Gambling-1, and Rifle-1.
I AM AN IDIOT

In THAT case, Sten's just gonna go in and start straigtening stuff up.
Dr Rotwang!
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