The Long Night Ends (A Traveller T20 Game) (Inactive)

Game Master mdt

Four hundred and fifty plus years is a long time for a colony to be isolated. A lot of funny things happen to people when they are isolated from the rest of humanity for that long. What will become of these people?

SHIPS : Martha McTavish | Hera's Folly | Kerrus Refinium 2383 | Resplendent Commerce Delta Star Class Exploration Vessel

DECKPLANS : Martha McTavish | Hera's Folly

VEHICLES : Fulcan APC

Crew : Crew Roster
-----------------------------

MAPS :

Current Combat : NONE
Star Map : Explored Space
Explored Space Data : Data


1 to 50 of 1,648 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Discussion thread up now.

For those interested, Naval Ranks have been placed in the campaign tab, along with some naval terminology and titles.


HI guys, looks like we may be doing a salvage trip, lots hope there is a Far-Trader in its hold


Male Mazinger-type Fan of Go Nagai level 38

Hi everyone.


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

Well Annara is being Annara, running ahead of the bell curve.
Just wanted her to be kind of freaky when they say just what she said.
In a kind of Clairvoyant way. hehe


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Morialis Dawn

Deck plan (No smuggler compartment)

For those who are curious.


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

If the internal thinking of her ladyship is to much guys let me know and I'll cut it back.
But she's a noble and has views hehe


Mdt

Vannara says that she has vac suit familiarity. I remember when Vathan got that from merchant you took it away from him due to the setting. Did she keep it due to noble?

Cheers


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

Humm odd, Your right Nobles do get it. The only thing the GM said no to was high passage, which she cot credits for in its place. Vacc suit proficiency has been on her sheet from the get go and nothing was said.
I think she would have defiantly have gotten basic training before going up to an old leaky space station for any length of time.
It's way I have her with a Vacc suit on her sheet.
Its just me but I think every one going up would do some form of basic.
but im not the GM, GMs game GMs setting and rules. :)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You get the vacc suit feat, but, you may not have it at character start. So, Vathan and Annara have it, but they don't have access to it. I know, that's a bit confusing. Basically, they've had traditional training in them, but they haven't actually used them in actual space use. What this does is allow them to pick it up in game with a week or so of intense training (or two weeks of continuous use). The space station is old and leaky, but it's not that bad (other than the quadrant that's navy only).

So, they have the proficiency, but it doesn't kick in until they have some time to train on the suits in actual usage. I feel rather confident they'll have time for such training shortly. :)


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Checking in!

Note: There is a small error in your Navy Ranks spoiler - Station Commander and precedence still refers to Captain.

Also - Ceres has been very quiet so far, but that is merely because she is currently just a grunt being ordered around. Not a mute, don't worry ^^

Lastly @mdt - do you want a list or something of requisitioned equipment, or will we get what the station can spare?

Useful things:
Suits
Food
Oxygen
Scanners
Comms
Extra Comms
Beacon
Camera
EM-thingy (to read emission, not sure about the proper word)
Geiger counter
Medkit /w anti rad
Blowtorch
Lots of cable and wire
Ducttape


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
mdt wrote:

Morialis Dawn

Deck plan (No smuggler compartment)

For those who are curious.

Shiny ! I'm going to take a guess and say we don't have the shield generator either :)?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope, and the Jump Drive was removed a long time ago, Ceres isn't sure where it is. To the best of my knowledge, Traveller doesn't use shield tech.

Fixed copy/pasta error in naval ranks.

Suits : Every Naval person has a vacuum suit. Civilians will be issued a bulky, hard to use, but one size fits all suit.

Food : You'll need to requisition this.

Oxygen : Boat has a full life support system. It'll go several months without being flushed before the oxy regenerator goes out.

Scanners : Hand held scanners? Not really available other than Geiger Counters and military comm units (which can pick up EM flux fields).

Comms : All Naval personnel have military comm units. Civilians either need their own, or some of the 'less than pristine' extras floating around.

Extra Comms : See above re 'less than pristine' second hand stores.

Beacon : Shuttle has standard layout of probes. Probes can be remotely controlled or used as beacons.

Camera : Standard part of Military Communicator. 8 megapixel.

EM-thingy (to read emission, not sure about the proper word) : See Scanners.

Geiger counter : See Scanners.

Medkit /w anti rad : Standard loadout. Additional medkits can be requested.

Blowtorch : Can be requisitioned from Station Stores.

Lots of cable and wire : Can be requisitioned from station stores.

Ducttape : Can be requisitioned from station stores.


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

Vethan & Gomez if you have snub class weapons + rounds Annara will ask you for them. Placing them under under lock and key, she will also tell you not to take any other fire arms. hidden or not. Up to you if you try to smuggle some thing on, but if your court she may have to make you stay
:(

Clothing:
Jump suit Ballistic weave AC+4
Vacc Suit + Helmet with Communicator [supplied]
Personal Watch, Wrist + Locater

10kg
Carrying Bag.
Belt case[Air tight/Water/Shock resistant]
PDI-Hand Computer [Computer/1] + Software.
Cold light Torch
Small First Aid Kit 5/5 + Medical Drugs (10 doses)
Spear clothing.
Small Multi-tool [Leather-man type]

Weapons Locker.
1: Body Derringer + 12 rouds
2: Snub Pistol + 4 clips
3: Boot Knife
4: Tranquilizer Rounds x 30


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Excellent : )

We would also want/need a toolkit of most sorts - especially Engineering, but I have not found one. Perhaps there are only shops at that level ...

If anyone else has an idea of what to bring, please post !

And even if IC the Captains decision is law, if it comes to a major plot waypoint, I'd say we all get an OOC say in the mater : )

ps - there are some 'screens' in traveller, but they all seem high TL and awfully specific.


Worn = 8.7 kg
* Flak Jacket (TL 7): AC 4/Max Dex +6/ACP 0/1 kg/Speed 9m/6m - 1 kg
* Wrist Watch: Price determines quality and functionality.
* Short Range Communicator (TL 7): radio capable of 10 km range (much shorter underground or underwater). Three separate channels. At tech level 7 reduce the weight to and it becomes hand-held.
Worn on belt bag
* Cold Light Lantern: A fuel cell powered version of the electric torch, but will last 3 days with continuous use. Produces a wide cone of light up to 1 8 meters away with a radius of 6 m at the end of the beam. Also capable of producing a tight beam of light up to 36 meters away with a 1 meter radius or be used to illuminate a 10 meter radius. - 0.25 kg
* Light-Intensifying Goggles (TL 7): Permits the user to see normally in anything less than total darkness by electronically ntensifying any available light. Range is 18 meters.
* (2) Breather Masks (TL 5): Combines the filter and respirator into a single package. - 2 kg
* Lock Pick Set: Allows picking of ordinary mechanical locks. Picking a lock takes 3 rounds and requires a successful T/Mechanical skill check (DC based on the type of lock). Lockpicks are illegal on worlds of law level 8+; on such worlds the cost rises to Cr100 or more. - 0.25 kg
* First Aid Kit (TL 7): +2 on T/medical - 250 g
* Medical Drugs (TL 8): (10 doses) Heals 3d6 Stamina, 1 d4 Lifeblood. If the Medical Drug is taken more than once in a 24-hour period there is a high risk of overdose. The user must make a Fortitude saving throw (DC20) or immediately fall unconscious (reduce Stamina to 0) and suffer 3d6 Lifeblood damage.
* Binoculars (TL 9): Allows the user to see further. At TL 8 electronic enhancement allows images to be captured; light intensification allows them to be used in the dark. 50x Magnification - 1 kg
* Long Range Communicator (TL 7): Back-pack mounted radio capable of ranges up to 500 km and contact with ships in orbit. Ten separate channels. At tech level 7 reduce the weight to 1.5 kg and it becomes belt mounted. - 1.5 kg

Stored in weapons locker = 9.5 kg
* Accelerator Rifle (TL 9): Designed specifically for zero-g combat, the accelerator rifle fires a specially designed round which upon leaving the barrel is accelerated by a secondary propelling charge. Normally the rifle fires bursts of three rounds per pull of the trigger, but may be adjusted to fire single rounds. RoF 1/3, Range 60 m, 1d12 (x2), Medium, Piercing, No recoil, Clip 15 rounds, 500g, Cr25 - 2.5 kg
- (200 Cr) with Telescopic Sight (TL 6): High quality telescopic sights for attachment to weapons, for increasing their accuracy, especially at longer ranges. A weapon equipped with such sights effectively doubles its normal range increment. Telescopic sights are delicate, however, and may be jarred out of alignment by any violent action (such as being left untended in a moving truck, a close explosion, or being dropped) on a basic check (DC 12). When the sights go out of adjustment, the basic throw to hit should not be revealed to the firer, and he or she will always miss.
* 4 magazines for accelerator rifle attached to rifle - 2 kg
* 10 magazines for accelerator rifle - 5 kg


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Man-portable toolkits are available.

Mechanical Tool Set: TL5, Cr1000. Includes basic tools
necessary to repair and alter mechanical devices. Required for the
use of the T/Mechanical skill without suffering a -2 circumstance
penalty.

Electronic Tool Set: TL7, Cr2000. Necessary tools for basic
electronic assembly and repair. Required for the use of the T/
Electronics skill without suffering a -2 circumstance penalty.

Use the Electronic Tool Set prices/stats for T/Computer, T/Sensors, T/Communications. Alternately, add 10% to the price and weight for any tool set in that list to cover another. So 2200 for an Electronic/Computer tool set (there's a lot of overlap).

A ship's boat would contain both a mechanical tool set, and a fully expanded electronic tool set.

MW versions are 1 tech level higher, and cost 3 times as much, but grant a +2 to repair or build checks.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Mkay ^^

T\Engineering is what is used to repair most of the advanced stuff on a spaceship - and that skill is the one that appears to be lacking in Toolkits. However, that might simply be because it is a 'large scale' skill - most uses assumes teams of engineers as opposed to a single one : )


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

If they are doubling up rooms. I think the noble will insist doubling up with the captain.
No way she's going to share with stinky boys :)


|12/20 Stamina | 11/11 LB | Def AC:11/T:11/FF:10 | R:3/W:6/F:1 | Init +1 | Per:+2 | Academic 3 / Navy 2

@ Viktoria Ceres - I am assuming we have worked together before. I am assuming that you were the only other person excited to get the gravitic sensors back on line, because we can use the downcycles to make astronomical observations.


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

Commander Ceres? Wow two promotions in one day, hehe.
Ceres only just got promoted to captain, good doctor. :)


|12/20 Stamina | 11/11 LB | Def AC:11/T:11/FF:10 | R:3/W:6/F:1 | Init +1 | Per:+2 | Academic 3 / Navy 2

Indeed she was, but I don't know that yet. I have been in the dark in the basement.

I call her Commander because Lt. Commander is such a mouthful, and Commander is more flattering than Leutennant. Ziirkaa only cares about military protocol when it is convenient for Ziirkaa.

For example, Ziirkaa loves ranks. I don't need to remember the names of the intellectually inferior, I can just identify them by the marks on their outfits.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

According to the table in the book, Ceres mustered out as O3 or Lt. Commander and I labelled her as such. Then mdt introduced more naval ranks, so I'm not sure what she actually is (except acting Captain) ^^


Actually, I think in RL Lt. Commander are commonly shortened to Commander.

cheers


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

To make those matters more fun, O4 is listed as Commander ^^


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Enlisted :
E1 - Recruit
E2 - Seaman
E3 - Petty Officer
E4 - Chief Petty Officer "Chief"
E5 - Senior Petty Officer "Senior Petty"
E6 - Master Chief Petty Officer "Master Chief"

Officer :
O1 - Ensign
O2 - Lieutenant, JG "Jag"
O3 - Lieutenant
O4 - Lieutenant Commander "LC"
O5 - Commander
O6 - Senior Commander
NA - Commodore
NA - Rear Admiral*
NA - Admiral*

The planet is a bit backwarer, so it's done up it's own ranks. Ceres is a Lieutenant. Lieutenant Commanders are usually given a courtesy promotion in speech to Commander when spoken of semi formally (Tell Commander Ceres to have the shuttle prepped for launch), or informally they're called LC's (Tell the LC to get her butt in gear and secure that LZ!). Usually they are only called Lieutenant Commander during formal services (Councilor Lee, I'd like to present your pilot, Lieutenant Commander Ceres).

You can't attain a rank of Commodore or higher during prior history, for obvious reasons. Same goes for Jags. Semi-Formal : Tell Lieutenant Ceres to relieve Ensign Burnette. Informal : Tell Jag Ceres (or sometimes Jig) to get that damn shuttle off the ground! Formal : Lieutenant, Junior Grade, Ceres reporting for duty, Ma'am!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

While helping our last player with his character, some things became apparent.

The system makes a hash of clarifying Tech vs Craft. So, here's my take on it, and how it will work.

Tech is used to repair or build using parts. For example, let's take a car. If you take your car to the garage, and it needs a new engine, the mechanic doesn't sit down and start building an engine from ore. He orders an engine, and any other parts he needs. When it gets there, he assembles the engine and installs it in the car. This is T/Mechanical. By the same token, if you bring in your fully functional car, and tell him to trick it out with spoilers, NOS, and put a 457 Hemi in it, he doesn't go make all that stuff by hand. He orders kits, orders an alternator, a turbo charger, a hemi engine, a wiring harness, and so on. Then he assembles them and installs them in the car.

Now, if he calls the factory and orders a custom engine for your car, then a Craftsman sits down with a block of aluminum and designs out the engine, bores the cylinders, bores the mounting brackets, and so on. He has Crafted that engine from raw material (a block of aluminum).

So, in game, the difference between T/Mechanical and Craft/Metalsmithing is that the Metalsmith can smelt the ore, pour the metal in a mold, bore out the shafts, and so on to make the parts. The T/Mechanic can then take the part, add some more parts, and make a working car.

So, Craft/Gunsmithing would allow someone to build a gun from raw materials. T/Mechanical would allow someone to assemble pre-made parts into a gun.

So, why wouldn't you always take Craft instead of Technical? Because Craft requires a LOT of tools and raw materials, and you can't always craft all the parts without a foundry or die centre (for example, Craft/Electronics would require a multi-million dollar chip plant). You can do Tech/Electronics with a toolkit and parts.

If you want to adjust your skills in light of this, please feel free. The Navy doesn't really teach craft, they aren't interested in teaching people to build from scratch, they want tab A in slot B so that every recruit knows how that part fits in where. Crafting is more of a Professional skillset.


So Craft is design & manufacturing (mostly RL engineering work),
and Technology is trouble-shooting & assembly (mostly RL technician work).

The Navy probably does teach Craft (ships) to supervise contractors. At least, they do in RL.

Right?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

A real Navy would.

This star system doesn't have the resources to build starships. They do build airplanes for the Army though.


Go Army!


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Captain Wombat:

You make the mistake of thinking that just because you have and can do both jobs, that everyone can.

You have both the craft and tech skill, so you can do both. However, the vast majority of mechanics could not work the C&C machine, nor even know what they needed to do with it. :) Nor could every gun shop owner bore the barrel out from bar stock, lathe the stock, build the trigger mechanism from raw metal sheets, etc.

What I'm saying is this, the game system is not a perfect replica of real life, it's a close approximation. Also, the Developers themselves contradicted themselves and made it hard to tell the difference between craft and tech in some places.

So, what I'm doing is giving my interpretation of how the system will work in this game. So, the mechanic who can diagnose and replace discreet parts (or the electronics person who can diagnose and remove and replace computer parts to fix a computer) is using only the Tech skill. Those who can create the parts from raw materials (no matter how advanced the tools may be) are using the Craft skill. Those who can do both are, of course, using both skills. Note that designing something new could use either skill, but the two approaches would be different. The assembler would design something using existing components off the shelf. The crafter would design new parts and put them together. The first would take much less time, but wouldn't be as highly customized.

In other words, X-BOX 360 was assembled, PS3 was crafted. :)


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14
mdt wrote:
Not how it works, the bunks include straps. The way it works is, the room belongs to person A for 12 hours, and person B for 12 hours. These two are always on different shifts. There's 3 shifts per 24 hours on the ship. Alpha shift, Beta shift, and Delta Shift. Traditionally, Delta shift is the 'late night' shift. Alpha is day, and Beta evening. So you're not sleeping in the room at the same time. So each person get's 8 hours of sleep and four ours of private time in the room away from others, to keep people from going insane.

Got you GM,

There are 16 Crew
and 8 beds, that's two per bed,

EDIT--

Room 11a - Lady Annara and Captain Ceres
Room 11b - Doctor / Vathan
Room 6a - Fernán / ?
Room 6b - ?/?
Room 6c - ?/?
Room 6d - ?/?
Room 6e - ?/?
Room 6f - ?/?

Is that the lay out.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Works for me if it works for everyone else.

Given the medical bay is being set up in the hold, I'd guess that the doctor should be in 11b.


|12/20 Stamina | 11/11 LB | Def AC:11/T:11/FF:10 | R:3/W:6/F:1 | Init +1 | Per:+2 | Academic 3 / Navy 2

That makes sense to me. I assume I will be hot-bunking with 1 or 2 gig crew. Honestly, the Dr doesn't care where he is put. You could strap him on the outside in a vac suit, as long as he gets to go... ;)


mdt:

mdt wrote:
You make the mistake of thinking that just because you have and can do both jobs, that everyone can.

I did make clear it was part of my training, I'm not the only one, I have workmates just the same as me. Trust me unless your doing very basic training you lean the craft and move up to technical.

mdt wrote:


You have both the craft and tech skill, so you can do both. However, the vast majority of mechanics could not work the C&C machine, nor even know what they needed to do with it. :) Nor could every gun shop owner bore the barrel out from bar stock, lathe the stock, build the trigger mechanism from raw metal sheets, etc.

Your thinking Car and plane mechanics not Engineering mechanics. In light and heavy mechanical Engineering, the majority fabrication Engineering, any one with a apprenticeship knows the craft.

mdt wrote:


What I'm saying is this, the game system is not a perfect replica of real life, it's a close approximation.

That's true of all RPG systems.

mdt wrote:


Also, the Developers themselves contradicted themselves and made it hard to tell the difference between craft and tech in some places.

No you mixed two systems, Pathfinder and traveller.

Pathfinder is a skill set for pre-industrial revolution worlds.

Traveller: is made of pre-industrial revolution and post industrial revolution worlds stellar community. Where a PC from a low level world may not get high level tech skills, but can go out to other higher tech places and get them.

What I am saying is that Tech level moves Craft Skill into Tech/Kno Skills so that what you say next is right in I think a way to deal with this.

mdt wrote:


So, what I'm doing is giving my interpretation of how the system will work in this game. So, the mechanic who can diagnose and replace discreet parts (or the electronics person who can diagnose and remove and replace computer parts to fix a computer) is using only the Tech skill. Those who can create the parts from raw materials (no matter how advanced the tools may be) are using the Craft skill. Those who can do both are, of course, using both skills. Note that designing something new could use either skill, but the two approaches would be different. The assembler would design something using existing components off the shelf. The crafter would design new parts and put them together. The first would take much less time, but wouldn't be as highly customized.
In other words, X-BOX 360 was assembled, PS3 was crafted. :)

I think we are missing out how ever Profession.

Lets take someone who makes Cloths.

Pathfinder TL5
Craft -> Clothing [You can make clothing]
And
Kno Nobility / Religion [You know what clothing to ware]
And
Profession -> [Seamstress] [You can make money selling Clothing]

now lets look at Traveller

Traveller

T/Fashion Designer [You know what Fashion is, what to ware, you can design. make, sell clothing and know the manufacturing processes for the faction industry]

I think to simply the whole thing just dump Craft, Knowledge and Profession into one skill, no ones from a TL5/6 world.
List/Convert all making tech skills into
[Wis/Int] T/what ever TL[n]*
Allowing academic to swap out wis for Edu.

Being the max TL stuff you can do with that skill.
So gunsmith TL5 would be a lot different from Gunsmith TL11

Simple :)


mdt:

Sorry, I thought you where asking for player feed back and ideas on the whole skills thing. I did not mean to enter an argument with you GM. I was offering up a suggestion that was all. If I have over stepped some line I am sorry. That was not my intent at all. I was genuinely seeking to offer up ideas and nothing more.

I will not mention this again.

Cap


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Captain Wombat:

No, my apologies. Just really tired right now. I think my blood sugar is low. :) Sorry about that. I did ask people to point out obvious errors. :) But I think the rules as posted will work, and make more sense, cause otherwise there'd never be any reason to take craft skills. You could use Tech/Computer to make art and claim it was programming the computer to do it using cad software. :)


GM:

Thats ok, GM im the same some times, and I did go on about, sometimes I can be really anal about stuff. Have to keep an eye that, just tell me im braking "Wheaton's LAW of gaming" and ill stop hehe.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

We have 4 probes.

1 will be used to test the waters so to speak, and give us initial intel. Best case would be if this could be dropped so that it could scan before we entered our window.

Any ideas about the others ?


|12/20 Stamina | 11/11 LB | Def AC:11/T:11/FF:10 | R:3/W:6/F:1 | Init +1 | Per:+2 | Academic 3 / Navy 2

Just Brainstorming at this stage:

Send one to get a closer look at the damage, see what took it out... space forensics

See if we can find a boat bay, if it is a large warship, it's likely to have subcraft we may be able to salvage.

Send out 2 on the "test the waters" mission, and send them in different directions... "Let's split up, we can do more damage that way." Seriously that would let all our tech people divide into groups and make separate searching rolls to find something interesting. Downside... we might find 2 interesting things....

I really think we should try to establish a link and get the computers running if we can. May need to power them from the Dawn.


Stamina 26/26 | Lifeblood 12/12 | Init +6 | AC17 T14 FF13 | BAB +2 | F +4 R +7 W +3 | Perc +7

2800 Sieverts (assumedly per hour)! Holy guacamole. Exposed fusion reactor or nuclear core? *whistles*


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

If we came around the shielded , lower rad side. If there is a docking point we could get close.

Also her ladyship can look for life PSI wise once close and with an area to look in, like the lit area.


Stamina 26/26 | Lifeblood 12/12 | Init +6 | AC17 T14 FF13 | BAB +2 | F +4 R +7 W +3 | Perc +7

Oh, I didn't get that from the description. Still, it would be somewhere between suicidal and stupid to try and board that thing. Which doesn't mean someone won't try...


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

I tonight some parts where not so hot and radiated.
And there are lights.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

I have Know(Navy Procedures) which I was thinking was a catch-all for navy related stuff. Is that okay or should I just change it to Profession(Navy)?

Personally, I'm a bit against profession skills when one already use technical skills to complete the work. But then again, your call : )


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

Thought not tonight

Also at some point in the 4 day trip Annara would have had a meeting with Ceres about her Psionics and talents that may aid the mission.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Yes, that makes sense Counsellor :P

From the description, my understanding is that the sides are all irradiated, but perhaps the rear is not. Which would make sense, since it would be sheltered by the rest of the ship from a burst.

However, since the ship is moving faster then the shuttle - an attempted landing would be extremely difficult.

What we could do, if we are feeling adventurous - is to release some people in a slingshot manoeuvre just as we pass the rear, swinging them up and behind the ship. They would then have to carry something to propel themselves off the wreck when they are done, taking great care to launch themselves backwards of the ship into the trailing shuttle.

This all depends on our fuel stores and that the difference in velocity isn't that great.


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

What. Do you think about us all the crew suiting up, Vacc suits wile in our ship. This could give another lever of rad protection.

Wile on the trip Annara was acting as you expect a noble to. A little aloof from the crew.
She seems to be in control of herself at all times, reserved even.
Stiff upper lip and all that, what what. :0)


|12/20 Stamina | 11/11 LB | Def AC:11/T:11/FF:10 | R:3/W:6/F:1 | Init +1 | Per:+2 | Academic 3 / Navy 2

Cap, I think the ships engines are going to be the best option to match velocity with the ship, getting on or off.

Don't get me wrong, I love the daring one person drop dramatically. I just think landing the whole ship will be easier, if a landing is warranted.

@M'lady, vac suits on a ship are never a bad thing, radiation or not. ;)


Psionic Noble L3 Zhodani lineage | Stamina 12/12 | Lifeblood 11/11 | AC 11/11/10 | R+2 F+1 W+4 | Init +1 | Per: +1 | PSI 14/14

I agree, Doctor Ziirkaa

Lady Annara is going to put on her Vacc suit on and order her team do the same.
It may be overkill, but I don't see a problem with her and the others doing this a added protection and precaution for duration. Helmets will be off, but carried. Her thinking is a second layer of rad protection wile on their ship is a really good idea right now. And It will only be for the 6 to 8 hours they are talking readings. Its not as if they will be going out side the ship, but a radiation spike well, like I said the more shielding the better.

1 to 50 of 1,648 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Long Night Ends (A Traveller T20 Game) Discussion All Messageboards

Want to post a reply? Sign in.