SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[TRAV - Antebellum Blues] OOC Thread

Started by Ian Absentia, June 07, 2007, 09:32:06 PM

Previous topic - Next topic

beeber

Quote from: Ian AbsentiaActually, 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:

beeber

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:

Ian Absentia

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!

Werekoala

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)?
Lan Astaslem


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

beeber

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 ;)

Ian Absentia

Quote from: beebershouldn'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!

beeber

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.

beeber

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 . . . .

Ian Absentia

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!

beeber

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.