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Post by Mighty Darci on Jul 27, 2017 20:56:28 GMT -5
Note To Mighty Darci: Given Rockie's high Pilot and lack of Vacc Suit skill, I'm thinking that you might want to pick an NPC with Vacc Suit, so that you'll have somebody to play when we set out to explore the Event Horizon . . . er . . . I mean the obviously abandoned yet totally non-dangerous derelict mystery vessel. E.g. bringing Rockie along on such an away mission would strain credulity, as given our druthers we'd leave her behind, as the person both most likely to be able to pilot The One into extreme jeopardy to save us and also as the person most likely to f**k up in a vacc suit. Rockie, has Vacc Suit-1, so that is not an issue, but I would have no problem with Rockie manning the ship and sending an alternate NPC on the away teams, would make more sense.
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Post by Mighty Darci on Jul 27, 2017 21:26:02 GMT -5
OK first marine that didn't die, I would like this one as my NPC
URL Parms: history=debug&muster=split&service=marines&minscore=8888
Marine Captain Oliver Brown CAAA86 Age 22 1 term Cr10,000 Skills: ATV-1, Cutlass-2, Revolver-1, Vacc Suit-2 Benefits: Cutlass
Service History: Rolled attributes: CAAA86 Starting with Marines score 8888 Attempted to enlist in Marines. Enlistment roll 10 + 3 vs 9 Enlistment accepted. Learned Cutlass-1 -------------------------------------------- Term 1 age 22 Commission roll 9 + 1 vs 9 Learned Revolver-1 Commissioned during first term of service as Lieutenant. Promotion roll 11 + 1 vs 9 Promoted to Captain. Learned Vacc Suit-1 Improved Vacc Suit-2 Learned ATV-1 Improved Cutlass-2 Survival roll 11 + 2 vs 6 Reenlistment roll 9 vs 6 Chose not to reenlist after first term. -------------------------------------------- Mustered Out 10,000 credits Cutlass
Shame this one did not run at least 3 or 4 terms. I was really hoping to get Admin and would love to have Bribery and Forgery in the group also for someones NPC or PC.
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Post by ffilz on Jul 28, 2017 12:35:47 GMT -5
ffilz , did I understand correctly that having J-o-T-2 doesn't gain me anything? If that is so can I reduce it to J-o-T-1 and raise my Pilot-3 to Pilot-4? It doesn't confer nothing, it's just not immediately obvious how it's useful, it will make a difference. Scouts get J-o-T the easiest, with the downside of additional levels not being obvious in their use. The upside of Scouts is that they always get 2 skills per term...
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Post by ffilz on Jul 28, 2017 12:38:57 GMT -5
Shame this one did not run at least 3 or 4 terms. I was really hoping to get Admin and would love to have Bribery and Forgery in the group also for someones NPC or PC. Bribery is only available to Merchants and Other, and Forgery only to Other. To get the best chance of Forgery, use the 1977 skill tables for Other (1981 added Vehicle in place of Forgery on the Service Skills table). Note that for Merchants, Bribery is only available on the Personal Development table which the online generator doesn't use for characters with Education 8+ unless you use the personal=always option. Frank
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Post by ffilz on Jul 28, 2017 12:41:06 GMT -5
Jame Rowe were you going to roll a secondary character?
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Post by ffilz on Jul 28, 2017 12:41:28 GMT -5
I think we'll pick up mao's character when he comes back online.
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Post by Jame Rowe on Jul 28, 2017 23:13:02 GMT -5
Jame Rowe were you going to roll a secondary character? We do have several so I may hold off for now.
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Post by Richard on Jul 29, 2017 1:21:10 GMT -5
Jame Rowe were you going to roll a secondary character? We do have several so I may hold off for now. I think ffliz was really asking if you were going to roll an additional NPC or pick one of those I or Mighty Darcy didn't choose as your alternate character. Assuming the above is correct - and considering ffliz's other post about adding mao's character when that individual next appears online (given his ongoing connection issues) - I think the above decision is possibly the only thing stopping us from commencing play. [I'd still like to have a definite rendering of The One before we start, but that's probably just me.]
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Post by Richard on Jul 29, 2017 2:13:43 GMT -5
Note To Mighty Darci: Given Rockie's high Pilot and lack of Vacc Suit skill, . . . Rockie, has Vacc Suit-1, so that is not an issue . . . Sorry. I could swear that - before writing that - I was looking at a skill list for her that you posted [somewhere] that did *not* list Vacc Suit. Maybe it was on the Google doc?
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Post by Richard on Jul 29, 2017 2:17:26 GMT -5
In the end, we will use the various graphic tools to help the role playing. If we need a deckplan for a boarding action, or just to define the spaces, I'd say let's just take that Supplement 7 deck plan as is and not loose too much sleep over what the various spaces are... The 3-D rendering and the physical model are both cool, and can be useful even if their layout doesn't match up with the deck plan. Sorry. Missed this the first time, somehow. Alright. But - just FYI - I printed out the canon deckplans you mentioned and I'm going to use these to help me build a small cardboard model, for use if I manage to run something for a local FTF group I just joined. If I manage to kludge together something that looks halfway decent, I'll post pics.
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Post by Mighty Darci on Jul 29, 2017 7:16:02 GMT -5
ffilz , did I understand correctly that having J-o-T-2 doesn't gain me anything? If that is so can I reduce it to J-o-T-1 and raise my Pilot-3 to Pilot-4? It doesn't confer nothing, it's just not immediately obvious how it's useful, it will make a difference. Scouts get J-o-T the easiest, with the downside of additional levels not being obvious in their use. The upside of Scouts is that they always get 2 skills per term... ffilz so two of us have J-o-T-2, so we should have at least a chance of doing almost anything and the extra level does not give us a bonus, but might help us out in some undefined way, so if a tight spot comes up we need to think of a creative way to use that extra level with an argument that you might buy, is that it? OK, I need to finalize equipment for my primary and backup, as does Jame Rowe. Also I suggest that Jame Rowe take a backup character or not as you decide, if you do decide to take a backup character I would suggest for the simple reason that it gains us the two skills we are lacking Administration and Bribery. IMO we would be really handicapped without Administration. However, it is up to you and if you do something else it is no biggie. Since ffilz previously commented about the cash for this character, I think ffilz should adjust the cash if the character is used. As soon as the two of us finalize our equipment (which I can't do this morning) and you decide to add a backup or not, then we are ready to go I believe. I am looking forward to getting mao back on line. It will be a really fun group.
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Post by Jame Rowe on Jul 29, 2017 13:29:03 GMT -5
for the simple reason that it gains us the two skills we are lacking Administration and Bribery. IMO we would be really handicapped without Administration. However, it is up to you and if you do something else it is no biggie. Since ffilz previously commented about the cash for this character, I think ffilz should adjust the cash if the character is used. As soon as the two of us finalize our equipment (which I can't do this morning) and you decide to add a backup or not, then we are ready to go I believe. I am looking forward to getting mao back on line. It will be a really fun group. Sure, I'll take him. I also need to equip.
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Post by Richard on Jul 30, 2017 21:26:58 GMT -5
Technically, I also need to equip. All I've specified so far are my weapons and armor. The most I've done toward other items is dedicate ~KCr4 to them.
EDIT FOR CLARITY: ~KCr4 per character, meaning I expect the vacc suit for each ran ~KCr10 and the weapons/armor/ammo~KCr1, of the KCr15 I have subtracted from each character's starting funds.
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Post by Richard on Jul 30, 2017 21:32:26 GMT -5
ffliz, how much stuff are we going to need to buy out of our starting funds for the ship? You've said it was "stripped." Does that mean we need to buy tool kits, medical equipment, foodstuffs, spare parts, etc, etc, etc? All we know for certain is that it has four shotguns and four issue vacc suits.
In other words, how bad off did the beancounters leave us?
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Post by ffilz on Jul 31, 2017 13:10:08 GMT -5
ffliz, how much stuff are we going to need to buy out of our starting funds for the ship? You've said it was "stripped." Does that mean we need to buy tool kits, medical equipment, foodstuffs, spare parts, etc, etc, etc? All we know for certain is that it has four shotguns and four issue vacc suits. In other words, how bad off did the beancounters leave us? You should purchase tool kits, you may want to purchase drugs, you may want things like filter masks, light intensifier goggles, communication devices and such (also see my house rules for additional equipment, oh, the ships locker also has 4 survival kits from my house rules - you may want more of those). Foodstuffs is covered by the life support costs for the ship (plus living expenses rules if you spend more than 1 week in port or travel overland), life support is 2kcr per stateroom (occupied or not). The equipment list in Book 3 isn't all that long, my feeling as a player has always been to purchase many of the items in there depending on what I can afford. I don't want to go overboard with equipment, but I also don't want to do generic spend some money on a bucket of equipment and whatever you happen to need is in the bucket until the bucket runs out or something like that... We'll be reasonable... I'm flexible with equipment that isn't on the list, but don't go wild. I've also just added this to the house rules: COMMUNICATIONS AND COMPUTERS So communications and computer technology are one of the areas that always troubles me with SFRPG... My plan is to run Traveller with a definite pulp SF and maybe 70s lens to technology. That said, enough SF of the times assumes some degree of easy communication. Within the Imperium, I will assume reasonable cost "cell phone" technology that can be assumed to work on any Imperium world with a Class C or higher Star Port, but they may well only be usable in urban areas, or possibly even only the Star Port itself. Not everyone in the population necessarily has one, but all "Travellers" (which includes all PCs) certainly do. Janet Smyth is definitely a fellow Traveller. Outside of these situations, communication will only be possible using the communicators available in the rules and purchased by characters. Of course these "cell phones" go through a planetary cell network so may be hacked by PCs and NPCs... For capabilities of the phone, I'll assume voice, text, pictures, and limited video, maybe a few minor apps, but pointedly NOT the computing power of the hand computer. The Traveller Book has a few additional interesting bits of equipment and useful notes. If that equipment list is used, note that the 1977/1981 prices for communicators will apply to the TL 8-10 versions (Short Range CR 100, Medium Range CR 200, Long Range CR 500). All other Traveller Book prices are fine. Frank
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Post by ffilz on Jul 31, 2017 13:11:01 GMT -5
p.s. I read over the weekend, but don't always respond, if you feel like I didn't respond, just ask your question again...
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Post by Jame Rowe on Jul 31, 2017 14:15:02 GMT -5
Here's Tab's equipment: Combo filter/respirator (bought off world, TL10), hand computer, long range communicator (tl10), TL-12 Vacsuit, IR/LA goggles (tl 10), 300 rounds autopistol ammo, Cloth armor, medical kit, electronics kit, mechanic kit, med-scanner, electronic binoculars, survival kit, 10 days clothes, 30450 cr
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Post by ffilz on Jul 31, 2017 14:38:33 GMT -5
Here's Tab's equipment: Combo filter/respirator (bought off world, TL10), hand computer, long range communicator (tl10), TL-12 Vacsuit, IR/LA goggles (tl 10), 300 rounds autopistol ammo, Cloth armor, medical kit, electronics kit, mechanic kit, med-scanner, electronic binoculars, survival kit, 10 days clothes, 30450 cr Yea, that's all good. Note there may be some limitations due to mustering out on TL 7 world, but there is a Scout base, and all of that stuff looks fine to get not dependent on local TL. BTW, not sure if you paid for clothes, you don't need to unless you want something special. Frank
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Post by Mighty Darci on Jul 31, 2017 16:19:03 GMT -5
Rockie Kana
Purchases
Carbine - 200 CR For the Carbine - 30 magazines - 300 CR For the Shotgun - 30 Magazines - 300 CR Cloth Armor - 250 CR Reflec - 1500 CR Level 10 Vacc Suit 10,000 CR Holsters, magazine carriers, belts, scabbards and cleaning kits - 150 CR Atmosphere Tester - 150 CR Inertial Locater 9 1200 CR Wrist Watch CR 1000 Radiation Counter - 250 CR Reflectorized Tarpaulin - 400 CR Medscanner - 1500 CR Hand Computer - 1000 CR Long Range Communicator - 500 CR Binoculars, Electronic 8 750 CR Infrared Googles 6 500 CR Light Intensifier Goggles - 500 CR Cold Light Lantern (6) - 20 CR Respirator(5) - 100 CR Filter Mask(3) - 10 CR Combo Mask(5) 150 CR HOSTILE ENVIRONMENT KIT 7 300 CR 10 days clothes 100 CR Cloth Heavy Protective Suit 1400 CR TL 8 Heat Suit - 300 CR Cold Weather Clothing (10) - 800 CR Medical Kit (7) - 1000 CR Mechanical Tool Set (5) 1000 CR - for the ship Electronic Tool Set (7) 2000 CR - for the ship Equipment 27300 CR Remaining Cash 72670 CR
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Post by ffilz on Jul 31, 2017 16:30:37 GMT -5
Mighty Darci , that all looks good. Do you want to do purchases for your 2nd character?
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Post by Mighty Darci on Jul 31, 2017 16:47:50 GMT -5
Oliver Brown Using Ship Vacc Suit
Purchases Revolver - 150 CR For the Revolver - 60 Clips (180 rnds) - 300 CR Cloth Armor - 250 CR Reflec - 1500 CR Holsters, magazine carriers, belts, scabbards and cleaning kits - 150 CR Inertial Locater 9 1200 CR Wrist Watch CR 1000 Reflectorized Tarpaulin - 400 CR Long Range Communicator - 500 CR Binoculars, Electronic 8 750 CR Infrared Googles 6 500 CR Light Intensifier Goggles - 500 CR Cold Light Lantern (6) - 20 CR Respirator(5) - 100 CR Filter Mask(3) - 10 CR Combo Mask(5) 150 CR HOSTILE ENVIRONMENT KIT 7 300 CR 10 days clothes 100 CR Cloth Heavy Protective Suit 1400 CR TL 8 Heat Suit - 300 CR Cold Weather Clothing (10) - 800 CR
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Post by Mighty Darci on Jul 31, 2017 16:48:37 GMT -5
Mighty Darci , that all looks good. Do you want to do purchases for your 2nd character? Thanks (in progress right now and complete on 2nd character)
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Post by Jame Rowe on Jul 31, 2017 17:26:21 GMT -5
Here's Tab's equipment: Combo filter/respirator (bought off world, TL10), hand computer, long range communicator (tl10), TL-12 Vacsuit, IR/LA goggles (tl 10), 300 rounds autopistol ammo, Cloth armor, medical kit, electronics kit, mechanic kit, med-scanner, electronic binoculars, survival kit, 10 days clothes, 30450 cr Yea, that's all good. Note there may be some limitations due to mustering out on TL 7 world, but there is a Scout base, and all of that stuff looks fine to get not dependent on local TL. BTW, not sure if you paid for clothes, you don't need to unless you want something special. Frank I paid for clothes on the off chance that you don't assume we can start with clothes. Say, 10 days of clothes and two nice suits, which takes up the 1000 credits?
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Post by Jame Rowe on Jul 31, 2017 17:33:49 GMT -5
for the simple reason that it gains us the two skills we are lacking Administration and Bribery. IMO we would be really handicapped without Administration. However, it is up to you and if you do something else it is no biggie. Since ffilz previously commented about the cash for this character, I think ffilz should adjust the cash if the character is used. As soon as the two of us finalize our equipment (which I can't do this morning) and you decide to add a backup or not, then we are ready to go I believe. I am looking forward to getting mao back on line. It will be a really fun group. Sure, I'll take him. I also need to equip. I'm going to equip Oliver now, but I noticed he hasn't gotten 2 skills, 1 for promotion and 1 for commission. Mind if I up his SOC to 4 from 2?
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Post by ffilz on Jul 31, 2017 17:41:53 GMT -5
Sure, I'll take him. I also need to equip. I'm going to equip Oliver now, but I noticed he hasn't gotten 2 skills, 1 for promotion and 1 for commission. Mind if I up his SOC to 4 from 2? He got all the skills, it does all the commission and promotion for a term, then does skill rolls. Hmm, can we change his name, two Oliver's is going to be challenging... I need to add some more names to the character generator...
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Post by Jame Rowe on Jul 31, 2017 17:45:12 GMT -5
I'm going to equip Oliver now, but I noticed he hasn't gotten 2 skills, 1 for promotion and 1 for commission. Mind if I up his SOC to 4 from 2? He got all the skills, it does all the commission and promotion for a term, then does skill rolls. Hmm, can we change his name, two Oliver's is going to be challenging... I need to add some more names to the character generator... You sure? Two skills for first term, one for promotion, one for commission? And I'll change his name. Quentin.
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Post by ffilz on Jul 31, 2017 17:47:43 GMT -5
He got all the skills, it does all the commission and promotion for a term, then does skill rolls. Hmm, can we change his name, two Oliver's is going to be challenging... I need to add some more names to the character generator... You sure? Two skills for first term, one for promotion, one for commission? And I'll change his name. Quentin. He never got a promotion... (4th Officer is lowest Merchant rank). Quentin Hoffmann it is, I'll update in the doc
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Post by Jame Rowe on Jul 31, 2017 17:50:53 GMT -5
You sure? Two skills for first term, one for promotion, one for commission? And I'll change his name. Quentin. He never got a promotion... (4th Officer is lowest Merchant rank). Quentin Hoffmann it is, I'll update in the doc Hmmm. In that case, may I lower his Strength by 2 and raise his Social by 2? A Soc-2 character is going to have a very tough time bribing and administering.
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Post by ffilz on Jul 31, 2017 18:34:54 GMT -5
He never got a promotion... (4th Officer is lowest Merchant rank). Quentin Hoffmann it is, I'll update in the doc Hmmm. In that case, may I lower his Strength by 2 and raise his Social by 2? A Soc-2 character is going to have a very tough time bribing and administering. Hmm, maybe we should try some different options, here's a couple I generated (after fixing some bugs in the generator): Merchant 3rd Officer Aarav Jones B36CA8 Age 38 5 terms Cr35,000 Skills: Admin-1, Bribery-1, Navigation-1, Pike-1, Wheeled Vehicle-1 Benefits: 4,000/yr Retirement Pay, Laser Carbine, Low Passage, Pike Merchant 4th Officer Emma Tanaka A74987 Age 46 7 terms Cr90,000 Skills: Admin-1, Bribery-1, Electronics-1, Gun-2, Steward-1, Streetwise-1 Benefits: 8,000/yr Retirement Pay, Blade, Gun Full histories available here: docs.google.com/document/d/1RjpuDj3cYJF6wqoslM85QbUd7cV7Mjd780X2-s48ugo/edit?usp=sharing (scroll to the bottom).
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Post by Jame Rowe on Jul 31, 2017 19:45:00 GMT -5
Hmmm. In that case, may I lower his Strength by 2 and raise his Social by 2? A Soc-2 character is going to have a very tough time bribing and administering. Hmm, maybe we should try some different options, here's a couple I generated (after fixing some bugs in the generator): Merchant 4th Officer Emma Tanaka A74987 Age 46 7 terms Cr90,000 Skills: Admin-1, Bribery-1, Electronics-1, Gun-2, Steward-1, Streetwise-1 Benefits: 8,000/yr Retirement Pay, Blade, Gun Full histories available here: docs.google.com/document/d/1RjpuDj3cYJF6wqoslM85QbUd7cV7Mjd780X2-s48ugo/edit?usp=sharing (scroll to the bottom). I will use Ms. Tanaka. Her equipment: TL-10 Hostile Environment Kit, TL-12 vacsuit, TL-9 long range comm, cutlass, IR Goggles, hand computer, 2 fancy suits, 76600 Cr
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