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Other Games, Development, & Campaigns => Play by Post Games => Topic started by: Ian Absentia on June 07, 2007, 09:32:06 pm

Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 07, 2007, 09:32:06 pm
[synopsis]Game System: "Classic" Traveller, c. 1977-81
[/synopsis][links][/links]OOC
This thread is for all Out-Of-Character interaction.  What you'll find here are mechanics resolution, discussion of In-Character knowledge regarding the setting, occasional idle chit-chat, etc.  Needless to say, focus is on the IC thread, but this is the place to ask questions and get answers.

The Characters
Merchant Kapiten Gerrard Bane (Werekoala)
UPP: 966B97  Age 46  7 Terms  Cr 30000
Computer-3, Dagger-1, Engineering-1, Jack-o-T-2, Mechanical-1, Navigation-1, Pilot-3, Revolver-3, Steward-1, Streetwise-1

Sten Ramgaard, Army Serviceman (Dr. Rotwang!)
UPP: 789767  Age 22  1 Term  Cr 10000
Air/Raft-1, Gambling-1, Rifle-1, Electronics-0

Eraan Shengeru, Belter (beeber)
UPP: A99B79  Age 22  2 Terms  Cr 0
Electronics-1, Instruction-1, Ship’s Boat-1, Vacc Suit-1, Mechanical-0 Traveller’s Aid Society
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 09, 2007, 11:22:24 pm
Ready when you are, Cheef.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 10, 2007, 01:35:54 am
(have to find my copy of high guard for those USPs)

i'll make sure the ship's boats are ready and ask Eva if the captain may need its use.

would all weapons be kept in staterooms or lockers?  if not, i'd like to clear the small craft of any weapons that would infringe upon anselhome's law level.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 11, 2007, 10:57:01 am
I would say keep personal weapons personal: i.e. on you or secured in your stateroom. Weapons locker (if any) will be kept locked, but each of you will have access codes of course.

Welcome aboard! :)
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 11, 2007, 12:00:50 pm
During the two-day transit, Gerrard will busy himself with paperwork and administrative taskes, ensuring that the transfer of the ship will be as smooth (and legal) as possible. In addition (should we lack qualified PCs for some ship's functions), he will contact the local Merchant Guild and see if there are spacers looking to sign on who could fill any gaps in the crew coverage. There won't be alot to choose from, and we might all have to pully triple duty untile we can get back to civilization - Anselhome isn't exactly the hub of excitement, looks like. :)

Things to look for - status of the ship (will it need any maintainence or is it ready to go as-is?), possible cargoes (based on routes from Anselhome, we'll look for planets needing refined ores/materials or manufactured goods within, say, two jumps).
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 12, 2007, 12:14:53 am
Here's a breakdown of the relevant portion of the USP:

MP = "Merchant, Provincial "
4 = 400 to 499 tons
2 = Conical hull
2 = Jump-2
2 = Maneuver-2
1 = Power Plant
S = Model 2/bis computer
1 = 1 to 9 crew

The ship rates no armor and no weaponry, but it is fitted with one battery that can be armed with standard turrent weaponry.

The ship that you're taking possession of is 38 years old, and maintenence records on it are, at best, 3 years out of date.  It was pressed into service at the beginning of the Fifth Frontier War, and had a spotty maintenence record at that point.  Long story short, it will need some work.  Probably your best plan is to get the ship up and running, then make either Jump-1 straight to Hrunting (Sword Worlds 0101 B463747-9) or Jump-2 to Tizon (Sword Worlds 0102 B386887-A) for more comprehensive service and repairs as needed.

There's little doubt about it -- the Querion Subsector is pretty much the ass-end of the Marches.  Fortunately, though, both Hrunting and Tizon are classified as "rich" worlds, with a number of less-developed worlds within an easy Jump-2 pathway.  Anselhome is a planet known for its ore mining and processing from the extensive mineral-rich belts, and for certain low-gravity-processed alloys.  Bets aren't on for wealthy passengers, though.

As far as crew positions go, a dedicated navigator and engineer appear to be priorities.  Gerrard can keep a working ship going, but has limited knowledge in a real pinch.

With regard to weapon storage, Kapiten Kammereck was a little leery about seeing an organised crew come aboard together, so he ordered all weapons secured in the ship's locker.  It hasn't been an issue, obviously, but he was still kind of a dick about it.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 12, 2007, 12:41:01 am
Sounds good, we should be able to get a load of refined ore (I would imagine) and transport it to Tizon (preferred destination for facilities, but I'm leery of the Jump 2). Normally, a 38 year old ship would make my heart sing, but from the sounds of it, this is going to be touch and go until we can get into a refit harness.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 12, 2007, 10:38:52 am
as all i have is my jumpsuit and (weapon), i'll check in at customs as well.  i'll need to move my (weapon) between ships, so i should probably clear it with the authorities on the way.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 12, 2007, 11:44:11 am
I'll concentrate my hiring search on an Engineer - I can plot navigation if I have to, and of course I'm a better-than-average pilot, so the bridge isn't an immediate concern.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 12, 2007, 12:53:38 pm
A couple of things I neglected to mention:

The Date: Current date is 156-1112.  The armistice that ended the Fifth Frontier War was signed on 001-1110, almost two and a half years ago.

Uniforms: Chaperon Blanc was adamant that company employees, even subsidised contractors, be provided with company uniforms.  What you received are reinforced spacer's coats that serve as jack armor in a pinch.  They are dark tan, and look just like the coats they wore on the original Battlestar Galactica.  I mean just like them.

(http://www.heybirdyproductions.com/SOLITAIRE/images/solitaire14.jpg)

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 12, 2007, 01:13:14 pm
Quote from: Ian Absentia

Uniforms: Chaperon Blanc was adamant that company employees, even subsidised contractors, be provided with company uniforms.  What you received are reinforced spacer's coats that serve as jack armor in a pinch.  They are dark tan, and look just like the coats they wore on the original Battlestar Galactica.  I mean just like them.

(http://www.heybirdyproductions.com/SOLITAIRE/images/solitaire14.jpg)


[cartman] Sweeeet! [/cartman]
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 12, 2007, 01:16:11 pm
i guess i should get a matching holster?  :D   killer!

i suppose i should start looking over the ship's electronics for any maintenance issues.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 12, 2007, 01:29:57 pm
Glad you like the coats.  I'll confess that I was somewhat inspired by my new Carhartt work coat.  That, and the fact that I believe that anyone travelling in space needs a Battlestar Galactica coat.

As for the electronics aboard the new ship, you'd best find the ship first.  Maybe dinner, too...or would it be breakfast local-time?

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 12, 2007, 03:27:05 pm
Sorry, guys, I've lacked the opportunity here lately.  Lemme get caught up and I'll be IC pretty soon.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 12, 2007, 03:30:44 pm
Yeah, well, just for being late to the game, you need to include the words "monkey", "queen", and "underground" in your next IC post.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 12, 2007, 03:36:22 pm
Quote from: Ian Absentia
Yeah, well, just for being late to the game, you need to include the words "monkey", "queen", and "underground" in your next IC post.


Please, this is the Doc. He does that in every other post!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 12, 2007, 06:00:15 pm
Quote from: Ian Absentia
Yeah, well, just for being late to the game, you need to include the words "monkey", "queen", and "underground" in your next IC post.

!i!
Done.  First, though, I hafta take my little girl to the pool.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 18, 2007, 10:52:27 am
How long before we hafta board the new ship, and what is its name?
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 18, 2007, 12:21:45 pm
Quote from: Dr Rotwang!
How long before we hafta board the new ship, and what is its name?
That'd be up to your captain and you.  I got called away for a few days, so I'm pedalling to catch back up.

I'm ready to introduce the ship any time now.  I've been undecided on naming it at this point, figuring that, as a mothball, it's been stripped of anything but a serial number designation.  As a Tümmler (dolphin) class merchant vessel, it probably had a delphinid-oriented name. Digging through the various sundry documentation, you determine that it was once called "The Aduncus".  Yuck.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 18, 2007, 01:28:04 pm
Just don't call it "Flipper".
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 18, 2007, 02:21:30 pm
It had crossed my mind.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 18, 2007, 04:21:13 pm
Well, we can choose whatever name we like, I assume? Or is it assigned by the Board? I have no problem with "Flipper" - that's what we're doing, "flipping" cargoes. ;)
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 18, 2007, 04:28:14 pm
I think you have a certain latitude, as long as the registry remains above-board.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! on June 18, 2007, 07:58:07 pm
The Blowhole.

The Tuna-Safe.

The Starkist?
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 18, 2007, 10:44:33 pm
Quote from: Dr Rotwang!
The Starkist?
Gentlemen, we may have a winner.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on June 19, 2007, 10:36:20 am
Yeah, has a nice double-meaning to it. :)

Also, I smiled when I read "Tuna-Safe" - don't want to get any tuna in the canned dolphin! :)
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 19, 2007, 09:24:24 pm
would i have a toolkit of any sort?  also, would i have my (weapon) or would that have been forwarded to this docking bay?  if we were heading to the ship with intent to take possession, i'd have all my belongings on me, ready to get offworld and back into lovely space a.s.a.p.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 19, 2007, 10:51:44 pm
Yes, this would be a good spot for some of that creative editing I was mentioning earlier.  Feel free to fill in the empty spaces if it makes sense and it doesn't hi-jack the plot or unreasonably skew the odds in anyone's favor.

All of you are probably carrying all of your worldly possessions.  If you have an electrical tool kit, it's probably a man-portable one, though this could still be plenty bulky.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 19, 2007, 11:27:15 pm
let's see, IIRC i mustered with weapon x1, Cr 0.  if the company gave me a toolkit, then i'd have one.  otherwise, i'd be checking out the light panel for the obvious (panel open, wires hanging out).

for the weapon--
1st choice, gauss pistol (TL 13, i know it's in MT; unaware of any CT stats for it)

2nd choice, snub pistol, autopistol version or revolver, no pref.  your choice of loads

3rd, shotgun.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 19, 2007, 11:33:30 pm
Quote from: beeber
for the weapon--
1st choice, gauss pistol (TL 13, i know it's in MT; unaware of any CT stats for it)
The gauss pistol appeared in one of the JTAS issues with CT stats as I recall.  However, being a TL13 weapon in a political state that maxes out at TL11, I'm ruling against it.  Snub pistol works fine by me.

By the way, the light switch required a minor cross-wiring to override the automatic switch.  It didn't take much to get it to work, but it's going to be problematic turning it on an off from now on until you wire it properly.  That's time away from working on the ship.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on June 20, 2007, 12:09:18 pm
By the way, I was totally taken with S.John Ross' Travelling Light coversion for RISUS (http://www.freelancetraveller.com/features/rules/convert/risustrav.html).  Anyone want to take a stab at converting their character to RISUS?  It'd take, like, two minutes.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 20, 2007, 12:58:07 pm
actually, my "summer project" is taking the opposite tack--"BRP-ifying" traveller.:raise:
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia 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 (http://basicrps.narod.ru/index-wow.html), 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber 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!)
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala 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).
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala 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.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber 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?
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! 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.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia 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!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber 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:
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Dr Rotwang! 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.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 28, 2007, 12:50:28 pm
Quote from: Ian Absentia
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!


oops!  missed this post, being on the bottom of page 4, etc.  
i'll take mechanical-0 as it would work with the character concept.  unless i end up with mechanical-1 from that extra term, in which case i'll take engineering-0.

i thought that stat header was new!  :keke:
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on June 30, 2007, 10:48:43 pm
just in case you hadn't got around to it, and for the hell of it, i threw for that extra skill.  rolled on the advanced edu table (the first one, since my edu is only 7) and got a "6," instruction-1.

funny, my mustering out is correct for age 22/2 terms--i have two benefits, TAS & weapon.  odd how that turned out. . . . :what:
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on July 02, 2007, 03:42:50 pm
Shall I assume that someone has contacted the port authority to turn on an electrical feed to the ship?  Minor point, I realise, but it'd be good to know.

By the way, doesn't it make better sense that Gerrard work on bringing the computer online, seeing how he's a qualified expert?

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Werekoala on July 02, 2007, 04:01:12 pm
My priority would be to get the engines semi-functional first. The others can at least work on mechanical/electrical issues elsewhere, then I'll shift to computers. We're going to probably need a more qualified engineer to at least get us in gear though. Does the Starport have engineers for hire at the Port (not to take with, just to get this thing operational)?
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on July 02, 2007, 04:03:06 pm
i would assume that gerrard would have to contact PA for their power feed, captain and all.  but if just a crew's authorization is all that's required, then i'll do it.  make sure the cycles match, etc.  

i was wondering the same, myself.  but which would you need first, a functional powerplant or computer?  i guess either, but maybe the comp affects more systems.  

shouldn't there be 3 comps on board?  and are they all kaput?

edit:  scooped!  sorry captain ;)
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on July 02, 2007, 04:16:44 pm
Quote from: beeber
shouldn't there be 3 comps on board?  and are they all kaput?
That's an interesting question.  Traveller ship design rules only discuss a single computer, presumably the centralised, unified shipboard control system, including navigation, drive control, and fire control.  30 years later, I'd assume that each system has it's own computerised functions, but needs the overarching computer framework to operate in unison while in flight.

In short, I don't really know, and I'll try to make sense of it as I go along. :D

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on July 02, 2007, 04:56:01 pm
it must be a MT thing, then.  ship design there required 3 computers; since i never got into the book 2 designs in CT, i guess i assumed it was a carryover between editions.

no worries, i'm just cleaning up electronic messes (and simple mechanical ones too) until the captain says otherwise or needs assistance.
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on July 02, 2007, 09:15:20 pm
on a related note, are any of you guys on CotI?

http://www.travellerrpg.com/CotI/Discuss/

i may be spending more time there in the future than i used to, wot with getting the traveller bug back and all.  and since my summer grad course has started, the only gaming i can do (aside from this) would be the solo CT stuff . . . .
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: Ian Absentia on July 02, 2007, 11:42:49 pm
It may seem a little strange, but, even though I've been playing Traveller since 1979-80, I've avoided CotI or any other Traveller websites like the plague, and I'm convinced I'm happier for it.  I'm afraid that I'd be internally or externally pitting my personal grognardism against someone else's and then come away feeling all unhappy and inadequate.  I fear this because a similar thing happened with Glorantha when I discovered Gloranthan discussion groups -- as enthusiastic as I was about the topic, there was always someone else somewhere else who was even moreso and ready to tell me to "read the FAQ, stupid."  Greg Stafford's mantra of "Your Glorantha May Vary" arrived too late to salve my ego completely.

So, I happily live in my own pocket Traveller universe that coincides with most other people's, and I don't care to know how it differs. :)

All that said, I understand it's an extremely cool resource.

!i!
Title: [TRAV - Antebellum Blues] OOC Thread
Post by: beeber on July 08, 2007, 08:29:57 pm
Cr300 will go pretty quick, so i'll be careful about it.  i'll need to either walk or take the subway/slidewalk to the bars, then look around for the right place--or just go to the local TAS office and see what place might be appropriate for our search.