EG's Traveller Game

Game Master Josh Shrader

The Travels of the Beam Vixen
A Traveller RPG, about adventures in high Space

Current Sub-Sector: Deneb


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Current Planet: Pretoria 0406 B656967-C-N-Ga Hi CP Mr-720-Im

How to Read Planet Data

Starport: Good, refined fuel, Shipyard (Spacecraft)
Size: 9,600km, Grav .7 (3/4 Earths)
Atmosphere: Thin. No Filter needed, temperate
Hydro: 56-65% Water
Population: 7,200,000,000
Government: Captive Government, Military ruled
law level:Mod, No Shotguns, Drugs, Library Programs, TL7 or high gear, No free Speech, no Psionics, Visitors Confined to Starport.
Tech level: 12, Average Stellar
Bases: Naval

Trade codes: Garden Planet, Hi population


"Greetings fellas' I know Alexandre has a Scout Ship. But its not really cut out for trading. So i stopped by the local Used shipyard, and they have four Used Free traders avab, although some are pretty beat-up.

She hands over a Data pad with the ships listed..

The Dirty Greed
Type:Free Trader, Type A
Age: 40Yrs
Cost: 27.1 Mil cr
Mantaince::4,572 cr/month
Life Support: 22,000 cr/month
Notes:Black Listed, Will be impounded in certian Systems (-1Broker), Damaged Thrusters (-1 Pilot), Worn out sysems (+50% mantaince costs), Outdated Systems (-1 repairs)

Neptune's Scoundrel
Type:Free Trader, Type A
Age: 30Yrs
Cost:31.1 Mil cr
Mantaince: 2,744 cr/month
Life Support: 22,000 cr/month
Notes:Hidden Smuggling Compartments, Well mantained (-10% mantaince ), Vessel was Involved in a Notorious Battle, and has Enemies who want to Destroy it.

Beam Vixen
Type:Free Trader, Type A
Age: 20Yrs
Cost:34.9 Mil cr
Mantaince: 3,048 cr/month
Life Support: 22,000 cr/month
Notes: Upgraded Computers, Damaged Sensors (-1 Sensor)

Midnight trident
Type:Free Trader, Type A
Age: 10Yrs
Cost:35.2 Mil cr
Mantaince: 3,048 cr/month
Life Support: 22,000 cr/month
Notes:Cargo bay was tainted with Dangerous Chemicals, Vunlneranble cargo may be Damaged.

"The Morgage on these Ships will Range between 115k-145k a Month +Life support and mantaince. Which would be about a weeks or so worth of work. If you want me to look for something Larger let me know."

The Standard Ship catalog is on page 114 in the Core rules, and Here is an extended Ship Catalog


Male Himan Scholar (Field Researcher) 5 / Scout 0

"The Greed would just be too much work to bother with. There's no point in running a shipping company with your ship doesn't run. I'm apprehensive about the Scoundrel, not knowing who might be after it, though I can't imagine why someone would hold a grudge against a particular ship instead of it's crew. Still, it seems to be well kept, and the smuggling tubes do provide extra...options. I'm not a fan of chemical issues, so I'd prefer to pass on the Trident. My vote is for the Vixen first, then the Scoundrel. We can repair the sensors on the Vixen and while it has some age to it, it's not too old to keep in shape. I'll miss my scout ship, but right now it's little more than a credit sink for me, so I'm willing to invest if we're all in."


I hate to admit it, but I tend to agree with Alex. The monetary Δ is so nominal considering the vixen is 10yrs younger and less likely to get randomly attacked by some sandy vag who holds a grudge against a ship and not the crew/captain. I also have to say I love the idea of upgraded computers. The sensors are no big deal, I'm sure I can fix that shit without blowing anything up...last time it was a fluke I swear. The Scoundrel has nice options available but for 10% more I feel that overall the vixen is not only a better option but also more realistic in our present situation. If we find the transfer of "special" cargo to be potentially more lucrative we can always add hidden compartments or lab for research.


Male Himan Scholar (Field Researcher) 5 / Scout 0

Once the purchase of the Free Trader is made (and not until), Alexandre will trade in his scout ship for 1d6 ⇒ 6 shares.

Dark Archive

You guys are Currently in the Pretoria Subsector.


(OOC)Yes I too shall trade my ____ in for 1d6 ⇒ 8 shares.

Find me a decent bar that serves drinks and then we can discuss semantics.

Dark Archive

So how many Ship shares does that net us total between the three of you?


Male Himan Scholar (Field Researcher) 5 / Scout 0

I don't know how many the others have, but that gives me a total of 8 (6 from trading in the scout and 2 from a muster-out roll).


I believe we have a total of 12 shares all together

"The Last thing we need to look at is Weapons for the Ship, The Beam Vixen has 2 hard points for weapons. here is the Weapon Cost breakdown."

Turrets
One turret may be attached to each hardpoint on the ship. If a turret
is installed, then one ton of space must be allocated to fire control
systems (included in the following table):

Weapon TL Tons Cost (MCr.)
Single Turret 7 1 0.2
Double Turret 8 1 0.5
Triple Turret 9 1 1
Pop-Up Turret 10 2 +1
Fixed Mounting - 0 x 0.5

TURRET WEAPONS
Weapon TL Optimum Range Damage Cost(MCr.)
Pulse Laser 7 Short 1d6 0.5
Beam Laser 7 Medium 2d6 1
Particle Beam 8 Long 3d6 + crew hit 4
Missile Rack 6 Special Depends on missile 0.75
Sandcaster 7 Special Special 0.25

"the Standard array is 2 Triple Turrets, each with a Beam, Sandcaster, and Missle turret. This would run us 6 mill credits. So over all, after discounts, ship shares, and weapons, we're looking at 36.5 Mil Cr for the Beam Vixen With mantiance, Life support, and morage, we are looking at 177k Credits a month. We can pull that much Credits in about 1-2 hauls easy.. What say you gentlemen?"


Male Himan Scholar (Field Researcher) 5 / Scout 0

Alexandre punches some data into his computer, "And how long should a standard haul take us?"


"The Beam Vixen has J1, Drive, so we can travel one parsec in about 1 week. Then we'd need to refuel for another jump. We could rent an external Fuel pod if we have to make two jumps with out a planet inbetween. Those run about 8k, 3k for the rental, and 5k for the fuel."


I could be persuaded to spend some of my hard earned money on a external fuel pod. However I was dreaming about m-drive theory and improvements I can conceivable do while training on the ramifications of an external fuel pod. Will it reduce cargo carrying capacity due to weight? As a rental how long is the rent for? Can we get a permanent fix to improve our fuel capacity?


"Due to the External nature of the fuel pod, it will not take up any cargo space. Typically pods are rented on a per Jump basis. Not without removing current tonnage from the Ship. IE cargo, low berths, or staterooms."


Male Himan Scholar (Field Researcher) 5 / Scout 0

I say we stick with renting one when we need it for now.


Male Himan Scholar (Field Researcher) 5 / Scout 0

Alright, at this point, we're looking at 177k cr/mo for mortgage+life support+maintenance. None of the other crew members have objected, so this is what we'll go with. Let's find out what our job options are.


"Excellent.. I'll have the papers Signed, and the Beam Vixen Will be Waiting on Dock 34, Getting Fueled up, and also a Fresh paint Job, I didn't Choose anything Flashy, just Standard White job w/ a red Stripe. It will Take a 2-3Hours to get the Fuel loaded, So Make any transactions you need to make, and report to the Ship. We'll Discuess cargo there, and get everyone Situated."

Beam Vixen

A Few Hours goes By, and everyone meets at the Beam Vixen, Tara is Standing in the Cargo bay

"Welcome aboard out new home! Here is the Cargo Shipping out today to Saki, the Next Closest Planet, We have 87 Tons of Free Cargo Space for this Trip, so lets get as much as we can Carry."

5T, Cows, 6kcr
10T, Tires, 12kcr
10T, Seed, 12kcr
20T, Spare Parts, 24kcr
25T, Art Supplies, 30kcr
25T, Organic fertlizer, 30kcr
30T, Building Materials, 36kcr
60T, Farm Equipment, 72kcr


Male Himan Scholar (Field Researcher) 5 / Scout 0

Any mail or passengers?


Male Himan Scholar (Field Researcher) 5 / Scout 0

Mail roll: 2d6 + 6 ⇒ (2, 1) + 6 = 9


"well, we didn't Pass clearence for mail this Jump, but I've Got Lined up some Passengers who are travelling to Saki, here is the List"

11 Low berth - 11k cr

3 Mid berth - 9kcr

Banis, a Local Adventurer
Torin, his explorer partnet
Danny, an Economic Refugee

3 High Berth - 18kcr

Tomas, Dilentante
Monthry, Eccentric Nobleman
Jude, Well dressed Businessman

"Please make them Feel welcome aboard the Ship, be better reputation we have, the More High berths will want to travel with us"


Male Himan Scholar (Field Researcher) 5 / Scout 0

*Acts all welcoming and stuff... or as welcoming as a guy with a cyborg eye can be.*


*quickly glances a cargo options*
Which cargo we carry is irrelevant. Pay scale for each is same...(1.2kcr x Tonnage). Due these options 85 tons is best we can carry yielding us 102k Cr. Pick a few with a cumulative mass of 85, grab a few passengers to maximize credits and make a jump.


Male Himan Scholar (Field Researcher) 5 / Scout 0

*raises an eye at Crispin* You're apparently not considering the various complications which each cargo may bring. If we decide to transport cattle, you're cleaning the cargo bay.


Male Himan Scholar (Field Researcher) 5 / Scout 0

Since Crispin is ambivalent, it appears that the decision is mine. Farm equipment and art supplies it is.


"so Tractors and Art Supplies it is.. They will be loaded within the Hour. Lets get our Cabins Picked out, and store our Gear. Then lets Head to the Bridge, take out stations, and do a Systems Shake down, and prepare for Launch. I'll take the Cabin up top, by the Passenger Quarters, so I can be Closer to Serve them."

Once Cabins are picked out, Lets get some Skill checks to do a Systems shake down, and prepare for Launch. Give me Routine (+4 DM) checks for Engineering, pilot, Comms, Sensors, And Computers. these Will all be based on Edu (IE 2d6+skill,+edumod, +4)


Male Himan Scholar (Field Researcher) 5 / Scout 0

I'll take the quarters on the port side, next to the locker. I'll also show Parson about the ship.


Will also need a medic check for the passengers in Low berth, This is to help them prepare for the Journy, the Effect (how far you get over 8) will help them survive when they come out of Cryo


Male Himan Scholar (Field Researcher) 5 / Scout 0

Alexandre has all of these skills, and his Edu is 12(+2)
Engineer (Power) 1: 2d6 + 7 ⇒ (4, 4) + 7 = 15
Pilot (Spacecraft) 1: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Comms 1: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Sensors 1: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Computers 3: 2d6 + 9 ⇒ (4, 2) + 9 = 15
Medic 1: 2d6 + 7 ⇒ (5, 4) + 7 = 16


J-drive: 2d6 + 5 ⇒ (1, 3) + 5 = 9
M-Drive: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Crispin Also Checks a few Systems; J-Drive, and M-Drive. All Systems Check out, as Tara Gives the Thumps up for Launch.

"Mr. Qadar, Take us into Orbit, and Clear of the Planet.. I want to take this time to Thank every for giving me a chance to make us all alot of Money!"

the Pilot check to take off is routine (+2), thats for a 10-60 sec Take off, if you wanna bumpthe time up to 1-6 Mins, you can get a +1DM, So give me a 2d6+edu+pilot +2(3)


Male Himan Scholar (Field Researcher) 5 / Scout 0

I'll take the extra time (1d6 ⇒ 5 minutes) to try and make it a smooth launch.

Take off: 2d6 + 6 ⇒ (2, 2) + 6 = 10


The Beam Vixen rumbles as it struggles to free itself from the Planet's Grasp. A few minutes later, she is victorious, Clearing the Spaceport and heading into the Open Sky. 30 more minutes pass, as the ship finally breaks the Atmosphere, and into Orbit. It is yet another hour before you are far enough away from the gravity of the planet to prepare for a Jump

”please plot us a course to Saki.”

Whomever is Playing Navigator, I need an Astrogation check, Using the Ships Computer, roll 2d6+edu/int +7(+4 form teh computer, -1 for distance, +4 for Easy) This will take 10-60 Mins


Male Himan Scholar (Field Researcher) 5 / Scout 0

(I don't know if Alexandre can make the roll too since he's piloting, but if so, here goes)
2d6 + 9 ⇒ (6, 2) + 9 = 17


2d6 + 8 ⇒ (4, 3) + 8 = 15
Ill navigate...seems most logical since I believe I'm the only other member of our team with any flight experience


"Course Ploted, Please Divert Power to the Jump Drive, and Engage on my mark.

Need an Engineer(jump Drive)Check, Roll 2d6+e/i+skill


Jdrive check
2d6 + 2 ⇒ (4, 1) + 2 = 7
Jumping..
2d6 + 2 ⇒ (6, 5) + 2 = 13

"Diverting Power.. Prepare to Jump in 3...2...1"

The lights dim to a minimun, all non-essental are turned off. You hear a Slow, Humming sound that start to get louder and louder untill you see a Flash, then the lights return to normal, all teh systems boot back up, and you are travelling along in Jump Space

Travel Time, in hours
6d6 + 148 ⇒ (3, 1, 3, 3, 6, 2) + 148 = 166

You will spend the 6.9 days in jump space, Feel free to Rp. Please let me know which Skills you are Training on the way, and what rank that current skill is/how much your total skills ad up to. Please only pick someting that is feasable while abord the ship, you cannot Exit the ship while in jumpspace


Male Himan Scholar (Field Researcher) 5 / Scout 0

Alexandre will begin training on Astrogation, because someone needs to learn that stuff. (Current Ranks: 15)

Also training Parson to perform many mischievous tricks.


In the circumstance were without the lovely tara i think it would be advisable that I study up on jdrive

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