GM Tarondor's The Pirates of Drinax - Traveller (Inactive)

Game Master Tarondor

Map of the Trojan Reach
GM Tarondor's Player's Guide to the Pirates of Drinax
CHARACTER SHEETS
HMS Nemesis Finances
CAMPAIGN LINKS

Piracy in The Pirates of Drinax

Images from "Marooned on Marduk"

Standing with the Third Imperium: 0 (Ignored)
Standing with the Aslan Hierate: -4 (Ignored)

Havens: Drinax
Friendly Ports: Theev

Current Crew Morale aboard Nemesis: 12


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Byron returns to aid in flying the ship.

If I can go slow or do something like that to get bonuses, I do.

EDU+Pilot (Starship): 2d6 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9


It takes Byron nearly an hour of careful maneuvering, but he manages only to bump the docking collars a little before Nemesis settles at last into the ancient space station.

Most of the ancient station is completely non-functional. No light, no gravity, no air, no heat, no functioning computer system, no automatic doors or airlocks – you will have to use vacc suits and operate all the doors manually to move through the station. Scans show a few areas have light, heat and thin air, powered by nuclear batteries. You've docked at one of these.

Opening a dead airlock requires a Mechanics check (INT/EDU) 8+


Byron returns to the airlock and checks on the marines before moving to open the door.

Mechanics+EDU: 2d6 + 0 + 1 ⇒ (4, 4) + 0 + 1 = 9


Jerry speaks with the boarding team before they enter the station.

"We want to speak with whoever is on that station. But that doesn't mean that you need to take any risks that are not needed. Get in there, find whoever is alive and take them prisoner. Unharmed, if possible."

"Do it smart, listen to your leaders and come back to the ship in one piece," Jerry finishes.

SOC + Leadership: 2d6 + 2 + 1 ⇒ (3, 1) + 2 + 1 = 7


Does this mean Jerry isn't going with Byron? Who -is- going in?

_____________________________________________

Byron uses a combination of mechanical expertise and brute force to slowly wedge open the outer hatch of the airlock. The inner hatch is still closed and the status panel is lit. It shows that there is a thin and breathable atmosphere on the far side of the door.


"If there is anyone who can communicate with the Vargyr it might be good for them to come along. Even if they stay back and let the marines clear areas before them." Byron suggests.

I don't think I speak that language, and I did not see anything on my character sheet that would indicate I do.


Jerry seals his vac suit and prepares to accompany the boarding party.

I don't think that we have anyone who can speak to the Vargr in their own language. That being said, Captain Vlaw told us that the pirate scout ship made a demand for cargo ... language was not mentioned, but he also only "thought" that the captain was a vargr.


UPP: 797A45+8

Daneel helps Jerry button up his suit. "I'll stay here and see if I can help guide the search." He moves back to his station and tries to refine the sensor scan.

Electronics(Sensors) + INT: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8

Tarandor:
As the others leave the ship, Daneel will use Life Detection to see who's on the derelict station. Range is Distant, so I think I can cover the whole station.

Life Detection
The most elementary form of Telepathy is the ability to detect the presence of other minds. Life detection enables a Traveller to sense the presence of other minds, the number of other minds present, the general type of minds (animal, human. etc.) and their approximate location.

Life Detection is reasonably sophisticated, and can distinguish intelligent beings from bacteria or unimportant animals in the area. It functions best in detecting intelligent minds. Shielded minds are undetectable. If an individual whom the telepath knows in detected using this power, he or she will be recognized.

Check: Easy (4+) Telepathy + PSI (1D x 10 seconds)
Reach: Distant
PSI Cost: 1

Telepathy + PSI: 2d6 + 1 + 0 ⇒ (4, 3) + 1 + 0 = 8


The Vargr Extents are a long way away. Any vargr living in the Trojan Reach are likely goin to speak Anglic as their native tongue.

Byron and Jerry lead the marines through the inner air lock and into the ancient station.

There's a lovely map but it's all marked up with points of interest. The small station has two main hulls. Forward is a spherical hull that contains a command module, engineering and public spaces. Aft, there is a boxier structure that contains living spaces. These two hulls are connected by a single set of double airlocks, but both are connected to a separate narrow cylinder that runs parallel to both on the port (left) side that was once the concourse visited by ships and travelers. There is a smaller fourth module connected to the sphere on the starboard (right) side that is likely storage and maintenance.

You have entered at the aft of the public concourse. Before you lies a shabby, dangerously broken-down avenue of what must once have been shops, food stalls and brokers. You can move forward up the concourse head more towards starboard and the crew area.

Daneel:
You sense the lives of everyone in Nemesis's crew, of course. They're bright, well-defined points of psychic energy. You sense another mind, also a sentient being of some sort. It is fuzzier, perhaps asleep or drugged. It's further away than the boarding party, but definitely on the station. Possibly on the far side of the station, from the feel of it.

Then there is another mind. It is puzzling. It is simpler in some ways that the clearly-defined points of awareness that indicate the crew, yet more complex than the simpler topographies of animal minds. It is strong. As Daneel reaches out towards it, it becomes -aware- of him and reaches out for him!

At the last instant, Daneel cuts off the contact and shivers in the rich but faded leather of his chair on the bridge.


"This place might be a nice thing to keep an eye on. If its normally empty anyway." Byron looks around and radios to Daneel, "Daneel, any chance you have narrowed the signals location down to at least a section of this place?"


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Steph comes running up sealing her Vacc suit. "Sorry bad food last night. Thanks for bringing us in safely Byron."

"One life sign? I wonder if it's our captain, and if his crew dumped him off here to die?" She has a weapon out just in case.


Which way?


UPP: 797A45+8

over the comms, Daneel says, "I'm having trouble locking down the position, but it seems to be on the far side of the station from you. And there's...another reading. It's vague - shielded maybe - so stay alert.


Jerry makes a snap decision.

"Well, more than the vargr. Maybe. Daneel, if you can locate the shielded life reading, it would be much appreciated."

"Bull - set up to provide cover. Thumper - you have point. Stop at the next door or intersection."

"Afaar'iy, behind her. Then the rest of us. When we get set, Bull comes forward. Leapfrog - one of the marines always ready to provide support fire."

Jerry draws his pistol and holds it ready. He has his sword with him, too, but it is not much more than a badge of authority or rank.

"I really should learn how to use that thing," he thinks to himself.

SOC(+2) + Leadership(1): 2d6 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13


Very cool, folks. But I still want to know if you're heading forward up the concourse or starboard towards the crew area.


UPP: 797A45+8

Daneel directs them in whichever direction he believes will take them towards the fuzzy signal he's getting.


Byron motions them to head towards the crew area unless Daneel says something different.


Daneel directs the team starboard and so the marines take point with Jerry and Byron just behind. The airlock into the crew compartment shows atmosphere on the far side.


Jerry gestures for Bull to join them.

"Daneel? Any change in those life signs? Are they moving?," asks Jerry.


Daneel doesn't sense any movement in either life form. The marines take up firing positions around the door, waiting for Jerry's signal.


"No movement? Well, let's move through the door and see how it looks," says Jerry.

After checking the positions of the marines and his companions, Jerry continues, "Steph? Can you open the door?"


You guys will have to fill in for Steph.


Steph checks her slug pistol in its holster before keying the door panel.

As soon as the open wide enough, the marines and everyone else check for movement on the far side.


Byron will follow the marines in with his cutlass out and says, "Watch the guns in here."


The door slides open and horror issues forth.

Jerry, this is the worst chapter of your life, returned. Not three meters from you is a Chamax Hunter, the alien terror that hunted you in your past. Feared throughout Spinward space, the Chamax are a semi-intelligent xenomorphic species that kills everything it encounters. Your mind reels in terror!

Everyone else, there is a hissing, drooling alien in the doorway, ready to launch itself at you!

See map.

Everyone, give me an Initiative check! (2d6+DEX or 2d6+INT).


Initiative+Dex: 2d6 + 1 ⇒ (5, 5) + 1 = 11


Male UPP: 446C7C

Initiative for Steph

Initiative (2d6+INT): 2d6 + 1 ⇒ (3, 5) + 1 = 9


"Kill it!," shouts Jerry.

Initiative (2d6+INT): 2d6 + 2 ⇒ (1, 1) + 2 = 4


UPP: 797A45+8

Initiative + INT: 2d6 + 1 ⇒ (4, 4) + 1 = 9


Steph Initiative: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Marines Initiative: 2d6 + 1 ⇒ (3, 1) + 1 = 5
Chamax Initiative: 2d6 + 3 ⇒ (6, 1) + 3 = 10

STATUS
Byron
Chamax
Daneel
Steph
Marines
Jerry

Byron, Lay it on us, my man!


Byron steps forward and slashes at the creature with his blade.

I will dodge every attack from it directed at me as much as possible.

Melee [Blades: 2d6 + 2 + 1 ⇒ (6, 5) + 2 + 1 = 14

Cutlass Damage?: 2d6 ⇒ (4, 4) = 8

I did not write down the damage for a Cutlass, but I think its 2d6.


Cutlass is a seriously deadly weapon. 3D (which is Traveller's notation for 3d6.) Gimme another die!


Extra Die!: 1d6 ⇒ 4

Cool, I will note that down. Very consistent rolling on this attack.


The creature tries to block your attack with one of its razor-sharp horns Parrying, Page 73, but Byron's cutlass slips past it to bite deep into the chitinous plates of the horror's armor.

Chamax bite v. Byron, 1 reaction: 2d6 + 3 - 1 ⇒ (4, 1) + 3 - 1 = 73d6 ⇒ (1, 5, 3) = 9

It responds by biting at Byron's sword arm, but the ex-Marine deftly blocks the attack with his cutlass, driving the sturdy basket hilt into the side of the giant arachnid's head.

STATUS
Byron
Chamax - 9 damage
Daneel
Steph
Marines
Jerry

Everyone, go!


Strike again. I will dodge as needed to avoid getting eaten.

Melee [Blades: 2d6 + 2 + 1 ⇒ (5, 4) + 2 + 1 = 12

Cutlass Damage: 3d6 ⇒ (4, 6, 4) = 14


UPP: 797A45+8

Daneel shouts over the sudden spike in comms traffic, "What's going on out there? Talk to me!"

Referee:
Daneel reaches out again towards the puzzling awareness he sensed before. This time, when he finds it, he envelops it in fear.

Use Telempathy to project fear onto the mind that Daneel guesses is attacking the others.

Telepathy + PSI, Routine (6+) check: 2d6 + 1 + 0 ⇒ (5, 1) + 1 + 0 = 7

Telempathy:The communication of emotions and basic feelings is accomplished by Telempathy. This ability serves well in the handling of animals and beasts of burden, but may also be applied as a psychological weapon against people. Sending of emotions such as love, hate, fear and others may influence other beings (although not necessarily in the manner desired). The Effect of the Telepathy check is used to judge the strength of the emotion projected.

Telempathy also allows the emotions and feelings of others to be read by the Traveller.

Other telepaths will always recognize when someone is using Telempathy to bend their emotions, but non-telepaths will not. The change in mood may be dramatic and inexplicable, but most will simply ascribe it to the mercurial nature of emotions.

Check: Routine (6+) Telepathy (1D x 10 seconds, PSI)
Reach: Long
PSI Cost: 1


Steph aims her pistol and fires at the chamax.

Minor = Aim (+1)
Significant = Fire pistol (0 Gun Combat, DEX +0, Short Range +1)

Body Pistol: 2d8 + 0 + 0 + 1 + 1 ⇒ (8, 4) + 0 + 0 + 1 + 1 = 14

Damage: 2d6 ⇒ (4, 4) = 8


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

"There's a thing. I don't know what it is, but it's very bitey and scary." Steph responds after her pistol fires.


It's been awhile, so I want to remind everyone (including myself) how Traveller combat works. First, Byron takes a -1 to his attack because he was Dodging. Second, the attack roll in excess of the target (often 8) is called the "Effect" and the Effect is added to damage. So Byron here actually does 17 points of damage!

Third, John used 2d8 for Steph's attacks. Traveller has only d6's in it. Also, she's using her rare Sindalian Officer's Pistol, which requires some further choices. So I'll reroll that attack. But thank you for stepping up, John.

Steph's Sindalian Pistol (Blue Round): 2d6 + 2 ⇒ (1, 3) + 2 = 63d6 - 4 ⇒ (4, 2, 5) - 4 = 7

Steph's pistol booms in the tight enclosure, but because she has chosen to use a "cool" round, she doesn't blow a hole in the ancient station.

Daneel:
You reach out and find that your attempt is simply blocked. The mind you try to reach into has a psionic shield!

STATUS
Byron
Chamax - 23 damage
Daneel
Steph
Marines
Jerry

Jerry, go!


Jerry points his pistol at the chamax and jerks the trigger. As he does, he is nearly chanting.

After firing, he scrambles back to provide a clear field of fire for the marines (at least, that is how he will explain it).

"Kill it! Before it kills all of us!"

Significant = Fire pistol (Gun Combat 1 (+1 for slug specialty), DEX -1, Short Range +1)
Minor - Move

Gun Combat: 2d6 + 1 + 1 - 1 ⇒ (4, 4) + 1 + 1 - 1 = 9
Damage: 3d6 ⇒ (1, 1, 4) = 6


Jerry's slug hits the chamax, causing a spout of caustic blood.

The marines then open fire, but Byron in their way and they can't hit the hideous arachnid monster.

All the Marines: 3d6 + 1 ⇒ (1, 1, 2) + 1 = 52d6 + 3 ⇒ (3, 3) + 3 = 9

Chamax bite v. Byron: 2d6 + 3 ⇒ (4, 6) + 3 = 133d6 ⇒ (6, 4, 5) = 15 Uh-oh.

With Byron's dodge, that's an effect of 4, for a total of 19 points of damage. I'm going to assume that he's wearing his ceramic carapace, with an armor rating of 10. So Byron takes 9 damage, all of which goes to his END. Byron's END is 8, so he takes on additional point to either STR or DEX. His choice.

The Chamax leaps at Byron, tearing through is ceramic carapace like a dog through cardboard and tears a horrible wound in the warrior's right arm.

Bryon, tell me if you want to take a point to your DEX or END.

Then, everyone, go!


Remember that I also have the Protect under armor and subdermal Implants with armor 1. I would wear all the layers I could on a mission, and one is just always on. I think these three all stack. If that still leaves me down a point from one or the other I will take a point to END I guess. If I take Dex damage does it reduce my attack?

Byron cries out in pain at the vicious slash and then tries to cut the critter down in return.

Melee (Blades)+Dex-Dodge: 2d6 + 2 + 1 - 1 ⇒ (2, 5) + 2 + 1 - 1 = 9

Cutlass Damage: 3d6 ⇒ (6, 1, 1) = 8


I don't think you can wear both Protec and the armor...can you?


I thought it could fit under clothes and not be noticeable and assumed that worked for armor as well. I am not sure if that is true or not and I am far from an expert in this game system so I may be totally off base.


I think Protec -is- the clothes. I'm no expert either, but I'm going to say that they're not additive. Allowing them to stack creates an arms race I don't want to entertain![ooc]

[ooc]However, you're right about the subdermal implants. So you don't lose any DEX or STR.

Even badly injured, Byron slashes down on the chamax warrior's carapace and cracks it.

STATUS
Byron
Chamax - 28 damage
Daneel
Steph
Marines
Jerry

Jerry, Daneel, Steph, go!


Jerry calls out to the marines and his companions, "Concentrate your fire on that crack in its shell!"

Leadership (+1) + SOC (+2): 2d6 + 1 + 2 ⇒ (2, 6) + 1 + 2 = 11

Mr GM - Does that grant a Boon for this combat?


UPP: 797A45+8

Daneel contacts Dr. Hargek on the ship's comms. "Doc, the boarding party has encountered a hostile creature. I think everyone is still standing, but it sounds like we're gonna have wounded. Prep yourself!"


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Steph takes the time to aim her pistol again and fires. Byron you good? Maybe you should get out of there."

Officer's Pistol: 2d6 + 1 + 1 ⇒ (4, 6) + 1 + 1 = 12
Damage Blue Round: 3d6 - 4 ⇒ (1, 6, 6) - 4 = 9


Jeremiah Xavier Jaramillo-Smith wrote:
Mr GM - Does that grant a Boon for this combat?

Yes, Jerry's leadership skills are solid and his commands clear and to the point. You may give out 3 Boons.


All the Marines: 3d6 + 1 ⇒ (6, 4, 2) + 1 = 132d6 + 3 ⇒ (6, 5) + 3 = 14

Steph's big Sindalian pistol barks out, blasting a hole in the Chamax warrior. Around her, the Marines keep up their fire, peppering it with low-velocity rounds. The creature at last collapses to the floor.

COMBAT OVER!

____________________________________________________________________

Daneel, you notice a new contact on the scanner. It is Sal Dancet's Far Trader making its slow way towards you from Borite.

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