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Post by makofan on Nov 17, 2016 19:06:31 GMT -5
I'm just waiting to equip Lui ... I have some things I want I might have to clear with the Referee ... As for ship armaments, I suggest Three Missile Launchers ... Defensively, it give the bad guys something to shoot at besides us while potentially doing damage. You might as well post your hoped for purchases here. Note that you come from a TL-7 world, but Penzance is TL-10 so I'm guessing you can purchase anything up to TL-10 (sadly, no Combat Armor for us). Makofan, does law level 9 limit our purchases at all? I am thinking "No you are not limited" as this is sort of semi-official government charter/letter-of-marque thing
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Post by makofan on Nov 17, 2016 19:10:36 GMT -5
That's about right, but if you are in desperate need of something at a planet, I may allow an 8+ for it to be on hand in the ship's locker
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Post by Deleted on Nov 17, 2016 19:15:15 GMT -5
How much for a few cartons of cigarettes?
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Post by Deleted on Nov 17, 2016 19:22:21 GMT -5
"The coffee is the only thing good on this ship ..."
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Post by ffilz on Nov 17, 2016 19:28:59 GMT -5
Incidentally, we COULD try and write some computer programs:
Marci could try and write Predict-1, Maneuver/Evade-1, Maneuver/Evade-2, Maneuver, Jump-1, Library
If Marci did a Skills Expertise improvement: Navigation-2 would allow writing Predict-2 and Jump-2 Gunnery-2 would allow writing Gunner Interact, Select-1, and Launch Pilot-4 would allow writing Maneuver/Evade-3
Abigail could try and write Library
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Post by Mighty Darci on Nov 17, 2016 23:28:55 GMT -5
Incidentally, we COULD try and write some computer programs: Marci could try and write Predict-1, Maneuver/Evade-1, Maneuver/Evade-2, Maneuver, Jump-1, Library If Marci did a Skills Expertise improvement: Navigation-2 would allow writing Predict-2 and Jump-2 Gunnery-2 would allow writing Gunner Interact, Select-1, and Launch Pilot-4 would allow writing Maneuver/Evade-3 Abigail could try and write Library You can only try to improve two skills at a time, which two of the three are the priority? I am guessing Navigation-2 and Pilot-4, what do you think?
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Post by Mighty Darci on Nov 17, 2016 23:31:36 GMT -5
Does anyone besides ffilz, have a preference on the ship name? If not a am good with Grey Ghost. Also on the other things that ffilz and I have been discussing, do any of you have input into those decisions? Or other comments? Are we going with Abigal or Larissa? I am cool with it either way.
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Post by coffee on Nov 18, 2016 8:52:21 GMT -5
For ship name, I would suggest "Quo Vadimus", which is Latin for "Where are we going?". Seems to me to fit an exploratory vessel.
I would be good with either 3 missile launchers or 2 and one sand. We also need to buy missiles and sand cannisters, though; so keep that in mind. (Resource management.)
Also, as far as Life Support goes, the 2000/stateroom figure assumes single occupancy. Page 8 of Book 2 (81) notes: "...a double occupancy system...requires twice the normal cost."
Ship's Locker may or may not be kitted out when you receive the ship. Remember, these are scout ships deemed surplus to needs by the scout service at the moment, so they may try to hang onto the odd filter mask or shelter half out of a bureaucratic sense of what's right. In other words, we may need to outfit it ourselves.
Vacc suits, for instance, would be a nice thing to have. Sir John mustered out with a mere Cr 10000, so if he wanted one he could buy one -- and then starve until such time as he found work. So he'll be relying on the kindness of strangers for that...
More thoughts this weekend. (Sorry if I don't seem to be posting much, but it's my really busy time at work.)
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Post by makofan on Nov 18, 2016 9:38:40 GMT -5
If we add a 6th character, it would be my preference that the person with 2 characters would leave one back in the ship when exploring/venturing out
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Post by Mighty Darci on Nov 18, 2016 12:05:46 GMT -5
For ship name, I would suggest "Quo Vadimus", which is Latin for "Where are we going?". Seems to me to fit an exploratory vessel. I would be good with either 3 missile launchers or 2 and one sand. We also need to buy missiles and sand cannisters, though; so keep that in mind. (Resource management.) Also, as far as Life Support goes, the 2000/stateroom figure assumes single occupancy. Page 8 of Book 2 (81) notes: "...a double occupancy system...requires twice the normal cost." Ship's Locker may or may not be kitted out when you receive the ship. Remember, these are scout ships deemed surplus to needs by the scout service at the moment, so they may try to hang onto the odd filter mask or shelter half out of a bureaucratic sense of what's right. In other words, we may need to outfit it ourselves. Vacc suits, for instance, would be a nice thing to have. Sir John mustered out with a mere Cr 10000, so if he wanted one he could buy one -- and then starve until such time as he found work. So he'll be relying on the kindness of strangers for that... More thoughts this weekend. (Sorry if I don't seem to be posting much, but it's my really busy time at work.) JMiskimen , brumbar , ffilz , and coffee which name do you want? "Grey Ghost" or "Que Vadimus" are the nominations so far by ffilz and coffee . I do not really have a preference and will be happy with whatever you pick. If I need to make the deciding vote I will flip a coin and let fate decide it. My suggestion based on the feedback so far is missile launchers, since I read that missile can be re-purposed as drones for reconnaissance and such. I am assuming that it is 2 000 CR/stateroom/person so a double occupancy would be a total of 4 000 CR. Regarding the Ship's Locker earlier there was this exchange, between ffilz and makofan . Perhaps we should go with this and perhaps add anything that someone of us thinks we may really need and is not likely to be included in the above. Also makofan are there Vacc Suits in the ship's locker or do we need to buy one for each of us or add to what is already available? If we do not go with the Anti-hijack that frees up a lot of CR for supplies and per makofan , If we go with Larissa, this is fine with me, less juggling two characters and it leaves a guard with the ship. I assume ffilz agrees if we take Abigail.
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Post by ffilz on Nov 18, 2016 12:14:27 GMT -5
If we add a 6th character, it would be my preference that the person with 2 characters would leave one back in the ship when exploring/venturing out Yea, that's a reasonable request. Hmm, with that in mind, maybe we just stick with the 5 PCs we have. We could sort of use a 2nd character with Gunnery so Marci can be Pilot during combat, but we also rolled up the extra PCs to get more interpersonal skills, which implies being part of the ground team. I don't expect any of us would want to leave our 1st PC back at the ship. We could go with Larissa as being able to fill almost any position on the ship, and capable of getting the ship ready for departure while the ground team races back to the ship... I kind of liked the idea of Lady Marie having a retainer, but will yield to what makes the most sense for all (and she certainly wouldn't be leaving her retainer back at the ship)...
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Post by ffilz on Nov 18, 2016 12:43:38 GMT -5
For ship name, I would suggest "Quo Vadimus", which is Latin for "Where are we going?". Seems to me to fit an exploratory vessel. I would be good with either 3 missile launchers or 2 and one sand. We also need to buy missiles and sand cannisters, though; so keep that in mind. (Resource management.) Also, as far as Life Support goes, the 2000/stateroom figure assumes single occupancy. Page 8 of Book 2 (81) notes: "...a double occupancy system...requires twice the normal cost." Ship's Locker may or may not be kitted out when you receive the ship. Remember, these are scout ships deemed surplus to needs by the scout service at the moment, so they may try to hang onto the odd filter mask or shelter half out of a bureaucratic sense of what's right. In other words, we may need to outfit it ourselves. Vacc suits, for instance, would be a nice thing to have. Sir John mustered out with a mere Cr 10000, so if he wanted one he could buy one -- and then starve until such time as he found work. So he'll be relying on the kindness of strangers for that... More thoughts this weekend. (Sorry if I don't seem to be posting much, but it's my really busy time at work.) Quo Vadimus sounds good too, I would second this choice. Yea, we need to purchase missiles and canisters (unless ship starts with a normal load). I think we should plan on buying Vacc Suits. Note our TL-10 Vacc Suits weigh only 6 kg (see Book 1 p.42). If Makofan is ok with the additional equipment I linked to, I think we should stock the ship's locker with at least 6 Hostile Environment Kits (CR 300 ea). It comes from JTAS issue #5. There is a similar kit in DA04 Marooned, but it doesn't have a price.
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Post by makofan on Nov 18, 2016 12:57:55 GMT -5
Any items you find from any version of Traveller or Traveller supplements, whether official, non-official or fanzines such as Freelance Traveller, should be fine if they are non-military and in your tech level. I would allow up to tech level 13 due to the proximity of Miscatoon. Any military equipment is limited to tech 10 (for now). I would consider up to tech 13 military equipment through the black market but its costs would be 10x.
I reserve the right as the GM to veto or modify stuff, but hopefully it will be based on mutual respect for the game
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Post by ffilz on Nov 18, 2016 13:28:34 GMT -5
Any items you find from any version of Traveller or Traveller supplements, whether official, non-official or fanzines such as Freelance Traveller, should be fine if they are non-military and in your tech level. I would allow up to tech level 13 due to the proximity of Miscatoon. Any military equipment is limited to tech 10 (for now). I would consider up to tech 13 military equipment through the black market but its costs would be 10x. I reserve the right as the GM to veto or modify stuff, but hopefully it will be based on mutual respect for the game I think we should actually stick to TL-10 for most gear, maybe double price for some higher TL stuff... Hmm, TL-13 Vacc Suit is negligible weight (armor doesn't count against your weight limit, so I guess that's ok...). There are sources that add a lot of complexity to Vacc Suits. I recommend we just stick with the basics. In the Consolidated List of Traveller Equipment spreadsheet, there are TWO PAGES of Vacc Suits...
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Post by makofan on Nov 18, 2016 13:48:21 GMT -5
I would assume you have 6 tech level 10 vacc suits in your locker
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Post by ffilz on Nov 18, 2016 13:51:46 GMT -5
I would assume you have 6 tech level 10 vacc suits in your locker Cool.
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Post by brumbar on Nov 18, 2016 23:13:11 GMT -5
Name quo vadimus is good with me. 3 missles first choice, Will contribute 30k to equipping group and ship
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Post by Mighty Darci on Nov 21, 2016 10:48:12 GMT -5
Name quo vadimus is good with me. 3 missles first choice, Will contribute 30k to equipping group and ship coffee , ffilz , brumbar , and JMiskimen , have all of you played Traveller before? I think that is the case, please correct me if I am wrong. Based on the above post and the non-quoted ones, we have (and please post with corrections, suggestions, etc) Ship Name - Quo Vadimus Mighty Darci Marci Boudreaux putting in 60,000 CR to equip group and ship and/or add in a small amount of trade goods. brumbar Colonel Abigail Wescoat putting in 30,000 CR to equipping group and ship ffilz Lady Marie can contribute some to the software package (and that's 27,000 she can sell the 3 high passages for), she will contribute 20,000 CR to Anti-Hijack. Choices to be made Go with the five PCs we have or add Adele or add Larissa or do something else Three missiles or two missiles and one sand caster Do we get Anti-Hijack or leave it for later (if we add a 6th character, then we can leave a guard at the ship) Any specific equipment we need to verify is in the locker or any thing we want that we need to add Supplies and quantity
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Post by Deleted on Nov 21, 2016 10:57:04 GMT -5
I have played Traveller since the early 80s ...
I stated my position on ship armament and I stand by it ...
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Post by Mighty Darci on Nov 21, 2016 11:06:37 GMT -5
I have played Traveller since the early 80s ... I stated my position on ship armament and I stand by it ... Yes, you stated three missile launchers, three of us are good with either decision and I don't think we have heard from the 5th member, or I missed it. But that looks like we are going with three missile launchers unless someone has a strong objection. JMiskimen, how about the other issue, what is your input on those things?
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Post by Deleted on Nov 21, 2016 11:22:21 GMT -5
I dont have any strong opinions on the other issues, except maybe for a supply of coffee on the ship and my cigarettes - I wasnt kidding .... these things are essential ...
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Post by Mighty Darci on Nov 21, 2016 12:36:39 GMT -5
I dont have any strong opinions on the other issues, except maybe for a supply of coffee on the ship and my cigarettes - I wasnt kidding .... these things are essential ... I am fine with the coffee and as long as Marci gets her pipe you can have your cigarettes (at least my vice smells good) How does everyone else feel about the pipe and the cigarettes? I am assuming that no one objects to the coffee. To the group, I suggest that we set aside funds specifically for berthing fees, at least 2-3 fuel loads, for planet bound living expenses and an amount towards the annual maintenance and consider starting a fund towards a larger ship and appropriate accouterments for the ship.
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Post by Mighty Darci on Nov 21, 2016 12:45:36 GMT -5
Note that everyone should read the Experience rules in Book 2, but the gist for us is: Pick one of the following programs: Weapons Expertise: choose 1 gun combat and 1 blade combat skill, roll 8+ to commence the 4 year program, if you succeed that roll, you increase those two skills 1 level immediately, after 4 years, they become permanent if increasing from level-0 (every PC gets level-0 in gun combat and blade combat), or if increasing another skill, you must make a 2nd 8+ dedication roll to continue the program for 4 more years at which point the increase becomes permanent. Skills: choose 2 skills that you have at level-1 or higher, roll 8+ to commence the 4 year program. Like the above, the increase is immediate, but it will take a 2nd 4 year program to make it permanent. Physical Fitness: roll 8+ (DM +2 for Int 8-, DM +4 for Int 5-), increase Strength, Dexterity, and Endurance by 1 for the duration of the program. For the Experience programs we have in bold: Adele Boudreau ( possible add) She has made her dedication roll (8) to start a Weapons Expertise program in Shotgun and Foil. Larissa "Red" Kininson ( possible add) She has made her dedication roll (10) to start a Weapons Expertise program in Cutlass and Rifle.Current MembersMarci Boudreaux Skill Improvement - waiting on feedback per the notes under Writing Computer Programs before I attempt the improvement roll.Sir John Corrigan Skill Improvement ??Abigail Wescoat Skill Improvement ??Lady Marie Leroux Missed the Skill Improvement RollLui Wu Skill Improvement ??Writing Computer ProgramsPer ffilz in a previous post and You can only try to improve two skills at a time, which two of the three are the priority? I am guessing Navigation-2 and Pilot-4, what do the rest of you think the priority should be?
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Post by ffilz on Nov 21, 2016 13:03:04 GMT -5
I had hoped to purchase equipment over the weekend, but that didn't happen, I should be able to handle it this evening.
Let's drop Anti-Hijack for now and keep a decent amount of cash for operating expenses.
We really do need input from the other players on 6th PC, Adele, Larissa, someone else, or none.
As to smoking, Lady Marie is not fond of the odor, unfortunately with scout ships history and quirky life support, the odors are probably present anyway, and at least active smoking will be fresh as opposed to the stale odors that permeate the ship. Lady Marie is definitely disappointed her father did not allow her use of one of the family yachts. Coffee on the other hand is certainly a must.
Three missiles it is.
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Post by Mighty Darci on Nov 21, 2016 15:24:20 GMT -5
I had hoped to purchase equipment over the weekend, but that didn't happen, I should be able to handle it this evening. Let's drop Anti-Hijack for now and keep a decent amount of cash for operating expenses. We really do need input from the other players on 6th PC, Adele, Larissa, someone else, or none. As to smoking, Lady Marie is not fond of the odor, unfortunately with scout ships history and quirky life support, the odors are probably present anyway, and at least active smoking will be fresh as opposed to the stale odors that permeate the ship. Lady Marie is definitely disappointed her father did not allow her use of one of the family yachts. Coffee on the other hand is certainly a must. Three missiles it is. Will you be handling the equipment and the supplies both? If both that is fine with me. Three missiles it is then. I agree with dropping the Anti-Hijack for now. Any comments on which two skills I should try to improve first? Other players please let us know if you have a preference or just want me and ffilz to decide. JMiskimen indicated no preference in the matter.
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Post by makofan on Nov 21, 2016 15:56:00 GMT -5
JMiskimen Are your character's psionic abilities known to others in the party?
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Post by Admin Pete on Nov 21, 2016 17:41:57 GMT -5
JMiskimen Are your character's psionic abilities known to others in the party? I know I am curious about that.
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Post by Deleted on Nov 21, 2016 17:44:20 GMT -5
Perhaps suspected more than confirmed due to his religious/philosophical beliefs ...
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Post by brumbar on Nov 21, 2016 18:39:26 GMT -5
No skill improvements for me this year
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Post by ffilz on Nov 22, 2016 0:07:54 GMT -5
Lady Marie Leroux's Purchases: Equipment and cash after selling 3 High Passage for 27000: 23,610 CR Supplies for the ship: 100 days dehydrated rations, 8 Hostile Environment Kits Combat Gear: Auto Pistol + 10 clips, Rifle + 10 clips, Dagger, Cloth, Reflec Other Gear: Hand Computer, Long Range Communicator, Radiation Counter, Atmosphere Tester, Medscanner, Light Intensifier Goggles, Cold Light Lantern, Respirator, Filter Mask, Combo Mask, Cloth Protective Suit, TL 8 Heat Suit Read more: ruinsofmurkhill.proboards.com/thread/978/post-finished-characters?page=1#ixzz4Qi9Us2Tb
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