GM Tarondor's Skandersvik - Traveller (Inactive)

Game Master Tarondor

Player's Guide to Skandersvik

Trading Summary

Speculative Cargo List

Images and Maps for Skandersvik


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Check out "Requirements of Play" on p. 49 of the Player's Guide. In particular:

* Full body, full color picture of your character. Keep it serious, please.

* Format your character's header as shown on p. 49 of the Player's Guide.

* Write up a short background as part of your character sheet.

* Write up a short "botting" section of your character sheet for when you're not around.


Then start talking about how you want to fit into the crew. I see two reasonable ways to do it, but am open to others.

Command Team I think of this as the "Star Trek" model. Your characters are the main characters of the story, so why not also be the main officers of the ship? Maybe the Captain, maybe not (don't forget, the Owner Aboard is the ultimate authority, not the Captain.) But certainly Department Heads or other important crew members. Maybe you're the Chief Engineer or the hotshot pilot or the Chief Negotiator or whatever. This one requires a certain suspension of disbelief (because why am I sending my Chief Engineer, Head of Security and Chief of Operations away from the ship all the time?

Specialist Team This one's certainly easiest to work into play because its the easiest to explain why you leave the ship on so many away missions. Here, you'd be a team of specialists hired by Sundstrom to handle detached missions. It's why you're so well-rounded. You can go off to distant cities on the target planet and handle business without Sundstrom's direct supervision.


Mustering Out Details:

Crastor, pick a weapon: Select any weapon with a limit of Cr3000 and TL12

Your “ship’s boat” can be a Launch, Ship’s Boat or Slow Boat (pp. 220-222). Note the various roles and especially the maintenance cost! Nothing says you can’t leave this boat behind if you don’t want to worry about maintenance.

Kadal: Pick a blade: Select any blade weapon with a limit of Cr1000 and TL12.

Yuri: Select any type of armor with a limit of Cr10000 and TL12. If you roll this Benefit again, then you can either select another type of armor with the same limits or trade your original in for armor with a limit of Cr25000.


EQUIPMENT

Now it’s time to talk personal equipment.

As previously said, everyone is required to have a Vacc Suit. You can purchase a TL 10 Vacc Suit for Cr10,000 on Narsil (where the story begins. ) If you don’t have Cr10,000, the ship’s quartermaster will assign one to you and take it out of your pay, but you start with a black mark - what kind of serious spacer doesn’t have their own vacc suit?

You can purchase basic personal armor (Jack, Mesh, Cloth or Flak Jacket)(see page 100 of the CRB), but nothing more will generally be permitted on the away missions. And Sundstrom won’t even consider allowing anyone to bring combat armor aboard his ship. This is a merchant ship. The sole exception is Yuri, who may bring aboard whatever armor he musters out with.

You can purchase any augment of TL-12 or below that you can afford (p. 106).

You can purchase any communications device of TL-12 or below that you can afford (p. 108).

You can purchase any computer and/or software of TL-12 or below that you can afford (pp. 110-113).

You can purchase any medkit of TL-12 or below that you can afford (pp. 114) as well as any of the drugs on p. 115 except for anagathics, combat drugs, fast drugs, slow drugs or metabolic accelerator.

You can purchase any sensors of TL-12 or below that you can afford (pp. 116).

Assume that Skandersvik has plentiful basic survival equipment, but you may still purchase any survival equipment of TL-12 or below that you can afford (pp. 118).

The ship carries shields and stunsticks, but you can purchase any melee weapons. Anything more than a survival knife will be locked up in the armory, though.

Skandersvik carries shotguns, but you are permitted to board with any legal firearm (not heavy weapons...). However, all firearms will be secured in the armory. It’s highly unlikely that Sundstrom will release any of these weapons to your use except in dire circumstance. Even then, body pistols are more likely to be permitted than Advanced Combat Rifles. Choose wisely. All that said, you can purchase any of the firearms on pages 126 and 129 except for gauss pistols, gauss rifles, sniper rifles or plasma rifles.

Grenades, heavy weapons and explosives thou shalt not purchase.

You can purchase any of the Weapon Options on p. 136 except for the auxiliary grenade launcher.


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

Crastor would be happy to learn some Melee Combat from the marines.

Crastor would also pay the Cr5000 to get the STR back.

I like the Command Team option more.

The Specialist Team probably makes more sense, but in theory we would lose the ability to choose where we go to a greater extent and it would be more of we go here and go investigate X. I am not sure how open this module is, but this one seems like it would be better if is intended to be a pretty linear module.

GM Question- Does the 3K gun come with a power pack or not? I only have the main book. Are there laser swords or vibroblades or something for 3K in another book?


CONTACTS, ENEMIES and RIVALS

Cor:
I’m reversing your enemy and rival to make them more thematic.

Enemy: Former Scout Axel Guthvaal.
Rival: Professor Jacob Gunnarsson.

Crastor:
Two enemies:
- Former Navy Commander Lief Thorqvisst.
- Mutineer and former Navy sublieutenant Egil Skallagrimson

Kadal:
Two contacts:
....Joreh Gaashuggi - a broker on Asteltine
....Iliana Forsyte - first officer aboard SS Torvald, a merchant cruiser out of Gram

Freyjason:
Two academic enemies (the worst kind!):
Marta Hrolfisdottir and Svein Edricsson.

Yuri:
One rival: Master Sergeant Yokai Vestegard.

Zaeta:
One academic rival: Brigid Winther.


Crastor Deems wrote:
The Specialist Team probably makes more sense, but in theory we would lose the ability to choose where we go to a greater extent and it would be more of we go here and go investigate X. I am not sure how open this module is, but this one seems like it would be better if is intended to be a pretty linear module.

The itinerary is chosen, but Sundstrom is open to taking side trips if you impress him -and- have a good reason.

Crastor Deems wrote:
GM Question- Does the 3K gun come with a power pack or not? I only have the main book. Are there laser swords or vibroblades or something for 3K in another book?

Yyyyyyes. But I'd really like to stick with what's in the Core Rule Book. Mostly because I don't want to start looking stuff up for everyone with a request and I don't want anyone to feel they have to have more books than the CRB. So I'm just going to request that we stick to the CRB for this campaign.

No, the Cr3,000 weapon does not come with the power pack. Power Packs sold separately.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

Tarondor Skill: Admin +1

I firmly believe the Command Structure is the best structure to go with, mostly based on the Player's Guide. The crew should not be a bother to the owner-aboard. The owner should be laser focused on making money, so that the 5% (10% really) that crew members are splitting is gigantic.

[Page 15, Player's Guide] Frey would probably be most comfortable running the Operations Department, as it is most closely aligned to running like a hospital. That said, he is also no slacker when it comes to command (and life or death making), so he could be first officer as long as there were a Captain who was Chief Astrogator and head of the Flight Dept.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

FREYJASON – 67677C
Son of Freyja / Fray - ah - son
[Frey or Jason]


World-Renowned Surgeon
Species: Human
Age: 38 (22)
Homeworld: Narsil (Spinward Marches 0927)

STR: 6
DEX: 7
END: 6
INT: 7
EDU: 7
SOC: 12 (+2)

Skills:
Flyer (grav) 0
Mechanic (grav) 0
Drive 0
Diplomat 0
Electronics (Computers) 1
Gun (Energy) 1
Leadership 1
Persuade 1
Investigate 1
Science (gravitics) 1
Science (physiology) 1
ADMIN 2
MEDIC 4

Traveller's Aid Society Member in good standing
LOAN: 275,000cr
CASH: 70,000cr


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:

CONTACTS, ENEMIES and RIVALS

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GM: I remember something about you wanting Freyjason's romance to be with someone's former girlfriend, but wasn't sure if that was mandated. Also: I would like for Frey's Noble Ally to actually be his grandparents, on Darrian. He would like to visit them when the ship gets there.


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Are any of the armor options allowed? And how does the Benefit for the weapon work? Cor has a 3k Weapon benefit, does that allow him to get the TL 11 Laser Pistol and purchase the power pack with 3k from his own funds?

I'm good with Command Team. Cor has Pilot (Starcraft) 1 and Astrogation 2. He's also got Science (Planetology) and Leadership both as 1. Not sure that qualifies him for Captain or not, but maybe First Officer?


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

@GM I messed up and highlighted Pilot for a choice in Term 4, but that should have been Electronics. Is it ok to switch to Electronics or should I keep the Pilot?


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

Does Frey have connections that I am not remembering?
I didn't add skills for any.


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

Are we going to be tracking Living Cost while we are on the ship? With my SOC 10 it says I can look bad without having a really high Living Cost.

For the small ship I get. Can I bring it with us or is there not room for spare ships? Do I need to pay for maintenance for the weeks we are in transit between planets? If I maintain it myself does that lower costs?


Freyjason wrote:


GM: I remember something about you wanting Freyjason's romance to be with someone's former girlfriend, but wasn't sure if that was mandated. Also: I would like for Frey's Noble Ally to actually be his grandparents, on Darrian. He would like to visit them when the ship gets there.

Except that the ship isn't going to Darrian. You can have your ally be whom you like, however.


Corellon "Cor" Anders wrote:
Are any of the armor options allowed?

Sure. TL12 and below.

Again, this is a trading voyage, so don't get your hopes up where armor is concerned, but spend your bucks as you see fit (within the guidelines above.

Corellon "Cor" Anders wrote:
And how does the Benefit for the weapon work? Cor has a 3k Weapon benefit, does that allow him to get the TL 11 Laser Pistol and purchase the power pack with 3k from his own funds?

Of course.

Corellon "Cor" Anders wrote:
I'm good with Command Team. Cor has Pilot (Starcraft) 1 and Astrogation 2. He's also got Science (Planetology) and Leadership both as 1. Not sure that qualifies him for Captain or not, but maybe First Officer?

Man, I did not lay down that "Choose the Specialist Team" hint heavily enough, did I?

Okay, Command Team it is.

At the very least, I'd want to see the Captain have a SOC of 9+, plus three of the following four: Admin 1, Advocate 1, Astrogation 1, Leadership 1.

For First Officer I'd accept SOC 8+, plus any two of the above.

I think you're better off not playing the Captain, because he or she will need to stick with the ship, which means not going off to do the fun stuff.

For the other department heads, I'll let you decide. Remember, not everyone needs to be a department head. "Hotshot Pilot", "Navigator", "Chief Ne"Mysterious Intel Agent", etc. are perfectly fine roles for this story. It's going to be up to you.

Hint: It may be a trading voyage, but the fun stuff isn't about the trading.


Crastor Deems wrote:
@GM I messed up and highlighted Pilot for a choice in Term 4, but that should have been Electronics. Is it ok to switch to Electronics or should I keep the Pilot?

As you wish.


Crastor Deems wrote:
Are we going to be tracking Living Cost while we are on the ship? With my SOC 10 it says I can look bad without having a really high Living Cost.

I'm going to say that everyone lives a rather spartan existence onboard ship. I will expect you to live lavishly when in civilized ports, however.

Crastor Deems wrote:
For the small ship I get. Can I bring it with us or is there not room for spare ships?

You can bring it.

Crastor Deems wrote:
Do I need to pay for maintenance for the weeks we are in transit between planets?

Yes.

Crastor Deems wrote:
If I maintain it myself does that lower costs?

Possibly. Do you have the skills?


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:
Corellon "Cor" Anders wrote:
Are any of the armor options allowed?

Sure. TL12 and below.

Again, this is a trading voyage, so don't get your hopes up where armor is concerned, but spend your bucks as you see fit (within the guidelines above.

Corellon "Cor" Anders wrote:
And how does the Benefit for the weapon work? Cor has a 3k Weapon benefit, does that allow him to get the TL 11 Laser Pistol and purchase the power pack with 3k from his own funds?

Of course.

Corellon "Cor" Anders wrote:
I'm good with Command Team. Cor has Pilot (Starcraft) 1 and Astrogation 2. He's also got Science (Planetology) and Leadership both as 1. Not sure that qualifies him for Captain or not, but maybe First Officer?

Man, I did not lay down that "Choose the Specialist Team" hint heavily enough, did I?

Okay, Command Team it is.

At the very least, I'd want to see the Captain have a SOC of 9+, plus three of the following four: Admin 1, Advocate 1, Astrogation 1, Leadership 1.

For First Officer I'd accept SOC 8+, plus any two of the above.

I think you're better off not playing the Captain, because he or she will need to stick with the ship, which means not going off to do the fun stuff.

For the other department heads, I'll let you decide. Remember, not everyone needs to be a department head. "Hotshot Pilot", "Navigator", "Chief Ne"Mysterious Intel Agent", etc. are perfectly fine roles for this story. It's going to be up to you.

Hint: It may be a trading voyage, but the fun stuff isn't about the trading.

Still volunteering to be first officer (mostly to handle the Captain's paperwork) or Chief of Operations.

Frey will be getting a super-cool outfit to make sure he looks appropriate.

Frey


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:


Man, I did not lay down that "Choose the Specialist Team" hint heavily enough, did I?

I have now COMPLETELY changed my mind ...

Frey would like to be the Medical Specialist ;)


No, no no. Let's do this. Getting the GM outside his comfort zone is a good thing sometimes. We'll work on it as a team.


For Kadal's blade selection is he limited to the core book or can he pick from the CSC? Saw the post above about sticking with Core book

For crew position, Kadal would fit in as a negotiator


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Ha! Nope, my SOC isn't anywhere near high enough for those. The Specialist Team is looking better to me...

If we do stick with Command, I'm probably better served as being the Navigator with my Astrogate 2, presuming somebody has better than a Pilot 1.

Thinking I'll fall back on my background as a scout for any planet-side operations. Cor is fairly self-sufficient and can be stealthy as well. He's also a pretty good shot with his laser carbine!


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA
Crastor Deems wrote:
If I maintain it myself does that lower costs?
Quote:
Possibly. Do you have the skills?

I should. I aimed for a mechanic and have Electronics, Engineering, Mechanics and Science. Am I missing something that would be needed (other then spare parts).


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

I had 3 rolls for armor...is it possible to use all of them to get a set of combat armor???


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

Crastor Deems


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link
Traveller Referee Tarondor wrote:
Once all that is done, I'd like each of you to tell me why you're willing to embark on Magnus Sundstrom's voyage. Is it the chance at wealth? Glory? Travel? Are you running from something? Do you have a mad theory about Admiral Denisov? Are you simply honored to be voyaging with the great Sundstrom?

I'll take Gun Combat [Energy] +1 for Tarondor's Bonus.

Picture of Cor

As far as the reasons for embarking on this voyage, I've touched on it in my Background, but it's basically finding a way to continue his dream of seeing new worlds - though it's also about putting the recent betrayal of his mentor firmly behind him. Perhaps another opportunity in the Scout Service awaits him in the future, but fulfilling his childhood dream and watching it end in such a manner was nearly more than Cor could handle. Signing on with a trading vessel isn't exactly where he saw himself just a year ago, but it's either this or drink himself into oblivion.

I've updated my character sheet and posted it in my profile, let me know if I need to make any changes. The only thing I didn't add yet is my botting suggestions. Not sure exactly what you need?

Anyway, below is my purchase list. Figure this is everything he's collected over his years in the Army and as a Scout on alien worlds that offered a variety of dangers and obstacles. Whether they'll be of any use in this adventure, who knows? But they seemed logical to me in putting together his inventory list. Again, let me know if I accidentally grabbed anything that's not allowed. Thanks!

ARMOR: Cloth +8 / TL10 / 3kg / Chameleon, IR [TL12] (DM -4 to detect with sensors); Self-Sealing [TL 11]; Magnetic Grapples [TL 8]
AND
ARMOR: Vacc Suit +8 / TL 10 / 60 RAD / 12kg / Extended Life Support [TL 10] (18 hours of life support); Medikit [TL 10] (automatic first aid if reduced to END 0 as Medic 3); Self-Sealing [TL 11]; Magnetic Grapples [TL 8]

WEAPON: Laser Pistol / TL 11 / 30m / 3D+3 / 1kg / 100mag / Zero-G
AND
WEAPON: Laser Carbine / TL 11 / 200m / 4D+3 / 2kg / 50mag / Scope (TL 7), Zero-G
AND
WEAPON: Blade / TL 2 / melee / 2D / 1kg

EQUIPMENT:
Mobile Comm / TL 10 (Computer/1)
Portable Computer / TL 12 / Computer/3 / 0.5kg / Comms included
Software - Interface [TL 7], Intelligent Interface 1 [TL 11], Expert 1 [TL 11] (Engineer, Electronics, Science, Astrogation), Translator 1 [TL 10]
Radio Transceiver / TL 12 (Computer/0) / 10,000km / 1kg
Binoculars / TL 12 / 1kg
PRIS observes the EM-spectrum, from infrared to gamma rays
Geiger Counter / TL 10
Light Intensifier Goggles / TL 9
Can see normally in anything less than total darkness as well as heat-emitting sources in the dark
Artificial Gill / TL 8 / 4kg
Breather Mask / TL 10
Includes filter and respirator, fits into the nose
Climbing Kit / TL 8 / 2kg
DM +2 to climb rock surfaces
Tent / TL 7 / 5kg
Toolkit (Scientific - Planetology) / TL 5 / 8kg

7,600cr (cloth armor & armor options)
17,100cr (vacc suit - 10k Benefit credit & options)
3,000cr (laser pistol - 3k Benefit credit & power pack)
7,050cr (laser carbine rifle, power pack & scope)
100cr (blade)
500cr (mobile comm)
1,000cr (portable computer)
100cr (software - intelligent interface)
4,000cr (software - expert)
500cr (software - translator)
1,000cr (radio transceiver)
3,500cr (binoculars)
150cr (geiger counter)
1,250cr (light intensifier goggles)
4,000cr (arificial gill)
2,000cr (breather mask)
500cr (climbing kit)
2,000cr (tent)
2,000cr (toolkit)
---------------------
57,350cr total (deducted from 65,000 credits leaves him 7,350 cr in his account)


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

If it helps, maybe we should share our skill set to figure out crew positions?

SKILLS: Astrogation 2, Athletics 0, Admin 1, Carouse 1, Electronics (Sensors) 1, Engineer (M-Drive) 1, Drive 0, Flyer 0, Gun Combat (Energy) 2, Heavy Weapons 0, Investigate 1, Leadership 1, Mechanic 0, Melee 0, Pilot (Spacecraft) 1, Recon 1, Stealth 1, Survival 1, Science (Planetology) 1, Tactics (Military) 1, Vacc Suit 1

Mine are pretty well spread out into several competencies, but nothing really expert. The DEX 12 will definitely help with the firearms though, and probably with Pilot as well. Depending if Astrogation is INT or EDU, I'd be looking at +0 or +1 DM respectively.


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

Yuri is a blunt tool...so security or leg breaking!! Good with weapons and hand to hand, as well as stealth!!


Yuri Sokolov wrote:
I had 3 rolls for armor...is it possible to use all of them to get a set of combat armor???

No. You can combine two at most. The third must go to a second set of armor.


Today is Tuesday. Let's try to start play by Thursday.


I've added two pages to the Player's Guide detailing crew positions.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:
I've added two pages to the Player's Guide detailing crew positions.

Still willing to be either 1st or 3rd Officer


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

I have naval tactics and astrogation. I could do the captain. Or I can run engineering.


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

Same here...will do my best, but I just started to update my alias and the system dies...:(


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Still here, but that's a lot of stuff to update. I usually just have small blocks of time, not gigantic ones. ... Will try to get it done by Thursday as the GM (err, referee) suggested. What are you guys doing for full body artwork? Heroforge?


Skills:
Admin 0, Astrogation 1, Ath 0, Electronic 1, Engineer 1 (Power), Gunner 1 (Captial), Gun Combat 1 (Energy), Mechanic 1, Melee (Blades) 2 , Naval (Tactics) 1, Persuade 1, Pilot 0, Recon 1, Science (Physics) 1, Stealth 1
Human
Attacks:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
Officer four-Engineering 6968AA

My image is above. I just pulled it from google images looking up fantasy space etc.

Liberty's Edge

Male Historian/Curator

I will take the position of Security Chief (or senior security officer)


Corellon "Cor" Anders wrote:
The DEX 12 will definitely help with the firearms though, and probably with Pilot as well. Depending if Astrogation is INT or EDU, I'd be looking at +0 or +1 DM respectively.

This is a good place to have this discussion. I want, as much as possible, for this to be a narrative roleplaying game. I have no intention of having anyone make checks for anything remotely routine. We won't be rolling for astrogation between known locations or to pilot a ship into a normal high port. For the most part, we won't be using die rolls for anything that isn't extraordinary. You people are good at what you do and you'll very rarely screw up an ordinary task. I hope to go long stretches of the game dealing with personalities, not dice.

But when dice are needed, which Characteristic is used will depend on the situation. If you're plotting a course to an unknown location, that will be INT. If you're recalling an obscure fact about astrogation, that will be EDU. In general, EDU is about knowledge and INT is about clever thinking on your feet. Lots of Traveller GM's just use whichever is higher but I hope to maintain a distinction between them.

Piloting might use EDU to know about a particular spacecraft's capabilities, or INT to predict the right course through an asteroid field, or DEX when trying to land in high winds.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Freyjason wrote:
Traveller Referee Tarondor wrote:
I've added two pages to the Player's Guide detailing crew positions.
Still willing to be either 1st or 3rd Officer

Frey can just be the medic I think.

Like the doctor on The Love Boat.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:

EQUIPMENT

Now it’s time to talk personal equipment.

As previously said, everyone is required to have a Vacc Suit. You can purchase a TL 10 Vacc Suit for Cr10,000 on Narsil (where the story begins. ) If you don’t have Cr10,000, the ship’s quartermaster will assign one to you and take it out of your pay, but you start with a black mark - what kind of serious spacer doesn’t have their own vacc suit?

You can purchase basic personal armor (Jack, Mesh, Cloth or Flak Jacket)(see page 100 of the CRB), but nothing more will generally be permitted on the away missions. And Sundstrom won’t even consider allowing anyone to bring combat armor aboard his ship. This is a merchant ship. The sole exception is Yuri, who may bring aboard whatever armor he musters out with.

You can purchase any augment of TL-12 or below that you can afford (p. 106).

You can purchase any communications device of TL-12 or below that you can afford (p. 108).

You can purchase any computer and/or software of TL-12 or below that you can afford (pp. 110-113).

You can purchase any medkit of TL-12 or below that you can afford (pp. 114) as well as any of the drugs on p. 115 except for anagathics, combat drugs, fast drugs, slow drugs or metabolic accelerator.

You can purchase any sensors of TL-12 or below that you can afford (pp. 116).

Assume that Skandersvik has plentiful basic survival equipment, but you may still purchase any survival equipment of TL-12 or below that you can afford (pp. 118).

The ship carries shields and stunsticks, but you can purchase any melee weapons. Anything more than a survival knife will be locked up in the armory, though.

Skandersvik carries shotguns, but you are permitted to board with any legal firearm (not heavy weapons...). However, all firearms will be secured in the armory. It’s highly unlikely that Sundstrom will release any of these weapons to your use except in dire circumstance. Even then, body pistols are more likely to be permitted than...

Is this where we would add the 2500cr starting bonus ... ?


I have:

Second Officer/Astrogation - Cor
Third Officer/Operations - Freyjason
Fourth Officer/Engineering - Crastor Deems
Security Chief - Yuri Sokolov

That leaves Kadal Kuttner and Zaeta.

Kadal, the ship doesn't have a "negotiator" position because Magnus Sundstrom does the negotiating. One of you might be the ship's Purser. I'm not certain where the other would fit in. Take a look at the ship's roster and tell me. Because neither of you have yet filled out your character sheets I can't easily see what your final skills look like. Are either of you good with investigatory skills? There could be an innocuous position like Cultural Liaison which was really the ship's Intel officer.


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Looking forward to the game! Think my character sheet and all the rest you asked for is ready to go. Only part I'm still unsure about is the 'botting' section. Not familiar enough with the system to know what you're looking for.


Just tell people how you'd like your character to be run. Do you charge the enemy? Seek cover first? Speak boldly? Avoid confrontation? etc.

This is more a role-playing thing than a mechanical thing.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

Not interested in 3rd Officer.
Chief Medic is fine.

3rd officer would be great for Kadal.

He has Advocate, he has Persuade, he has Broker, he even has Steward 0.
In spite of his low SOC, he would be great in the role given the bredth of the team he would lead ... and he can always call on Frey when he needs some noble to be out-snobbed.


Freyjason wrote:
Not interested in 3rd Officer.

Oh. I thought you had specifically asked for that. Alright.

Freyjason wrote:

Chief Medic is fine.

3rd officer would be great for Kadal.

He has Advocate, he has Persuade, he has Broker, he even has Steward 0.
In spite of his low SOC, he would be great in the role given the bredth of the team he would lead ... and he can always call on Frey when he needs some noble to be out-snobbed.

Sounds good. Kadal and Zaeta, what do you think? I could put Kadal in as 3rd Officer/Operations and Zaeta in as Purser or I could create that "Cultural Liaison" position for Zaeta if you prefer.


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

OK, think I've got the botting information you're looking for. Thanks for the tip!


Looks great!


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

How about put Zaeta in as Administrator (Legal). She has Advocate 1, and Electronics (computers) to do the research necessary for the position. That should get her a berth and a chance to be in on investigations and negotiations, which is what she wants to do.


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Another question:

Vacc Suits say they require at least a Vacc Suit 0 skill, but I don't have that. Can we assume that we are/will be trained on that, since the suit is required, or will we just need to roll at a negative to wear it without the skill or something?

Also, was there a signing bonus, or do we just have the money we got from mustering out our careers? (I wasn't sure if Frey was joking or not above.)

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