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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UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:
Yes. If you're going to hole up, you can do that.

Frey isn't going to back a plan which puts actual real people who should be saved at risk. There is nothing discussed which remotely makes this basement thing seem viable; at this point, it's like killing everyone who needs to be stabilized.

We took down what they thought they needed to take the room, do we really think they're going to reinforce with more than that? Coming through the city with opposition that's aware of them? Let's have the ship fly over the City Hall and pepper the terrorists with ship grade weapons. Let's have Castor remotely fly his shipsboat into their artillery or something.

Killing the people we worked to save isn't the best option.


Just a reminder that the imperial cruiser overhead won't let you (or anyone) take off.

But they -are- broadcasting the location of the rebels, giving you a real-time feed of orbital intelligence.


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

We're just getting the civilians to a safer place, not putting them at risk. When the referee said that we didn't need to role-play it I took that to mean that we could hand wave getting them stable and safe so that we could go pursue more of the plot... namely at this point, clearing the building so there is no more threat to them.


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

The only risk I see is taking these people outside. Or worse yet, having one of our ships take off in violation of the Imperial Cruiser's warning. Cor isn't going to risk that, even if it's a bluff.

The way I see it we have two options once we get the civilians into the somewhat defensible location of the Archives. Stay and fight if the rebels show up to keep them secure, or leave them to their fate and make our own way back to the ship.

Cor is going to stay.


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I’m gone for the 5th and 6th. See you Friday or thereabouts.


Have fun!


New Player to the game and to Paizo: testing out the dice roller code and first attribute

2d6 ⇒ (6, 4) = 10


2d6 ⇒ (3, 3) = 6


2d6 ⇒ (3, 3) = 6
2d6 ⇒ (5, 3) = 8


2d6 ⇒ (1, 1) = 2
2d6 ⇒ (5, 5) = 10


Rynar:
86A6A(5)


University Entrance:
2d6 ⇒ (6, 3) = 9

+1 Edu
0- Electronics/Comm
1- Electronics/Sensors


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Roll to determine homeworld:
2d6 ⇒ (5, 2) = 7

Gram Arm
Homeworld
2d6 ⇒ (4, 1) = 5

Term event:
2d6 ⇒ (4, 6) = 10
Partied as much as studied- Carouse 1


+1 to last = 11: Grad w/Honors

World within Gram Arm
1d6 ⇒ 3
Joyeuse- University of Joyeuse

New UPP:
6,6,10,9,12,5


University Skills:
Elec/Comm-1
Elec/Sensors-2

Background Skills:
Drive-0
Gamble-0
Mechanic-0
Science-0

Marine Basic Training:
Athletics-0
Gun Combat-0
Heavy Weapons-0
Stealth-0
Tactics-0
Vacc Suit-0

Term 1: Marine Support
Commission: 2d6 ⇒ (3, 2) = 5 Fail
Skill/Trng: 1d6 ⇒ 1 +1 Strength
Advancement: 2d6 ⇒ (4, 4) = 8 Success (Lance Corporal) Melee/Blade-1
Event: 2d6 ⇒ (5, 6) = 11 Commander interested in my career Tactics-1 (Connect to other Traveller- Yes asking to connect with Frey and learned Electronics/Computer if agreeable)


New UPP
7,6,10,9,12,5

Survive:
2d6 + 2 ⇒ (1, 6) + 2 = 9


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Advancement Rank Roll last term:

1d6 ⇒ 5 Melee/Unarmed-1


It looks like everybody got a +1 to a characteristic...assuming "Me Too"...I'll apply it to Strength.

New UPPC
8,6,10,9,12,5

Term 3/Marine 2:

Skill/Trng:
1d6 ⇒ 5 Gun Combat/Energy-1
Survival:
2d6 + 1 ⇒ (2, 3) + 1 = 6 Success
Event:
2d6 ⇒ (2, 2) = 4Assigned security on space station Vacc Suit-1
Advancement:
2d6 + 2 ⇒ (4, 4) + 2 = 10 Success
Commission:
2d6 - 3 ⇒ (2, 3) - 3 = 2 Fail

Advancement Skill:
1d6 ⇒ 1 Strength +1

New UPCC
9,6,10,9,12,5


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

Welcome to the game!!


Attempt to transfer to Sword World Patrol (Investigate) before he's too old:

Complete Basic Training (Bonus for End, Marines, University):
2d6 + 5 ⇒ (1, 5) + 5 = 11 Succes
Complete Advanced Training (Same bonuses except Edu)
2d6 + 6 ⇒ (4, 1) + 6 = 11 Success


Requesting connection and learn Recon-1

Marine Muster:
1d6 ⇒ 2 Armor
1d6 ⇒ 1 5,000cr

Patrol Basic Training includes those Rynar already possesses. He'll substitute for background skills per the Player Guide

Admin-0
Drive-0
Flyer-0

Medic-0

Advanced:
Investigate-0
Deception-1

Streetwise-1


Term 4/Patrol 1:

Skill/Trng:
2d6 ⇒ (4, 1) = 5 Explosives-1
Survival:
2d6 + 1 ⇒ (4, 5) + 1 = 10
Event:
2d6 ⇒ (4, 2) = 6 Advanced Training in own field: Pursuade-1
Advancement:
2d6 + 2 ⇒ (2, 4) + 2 = 8 Fail


Term 5/Patrol 2:

Skill/Trng:
1d6 ⇒ 1 Elect/Sensors-3
Survival: Success
2d6 + 1 ⇒ (3, 4) + 1 = 8
Event: Routine Development of contacts & informants nets d3 contacts 3d6 ⇒ (3, 2, 3) = 8
2d6 ⇒ (5, 2) = 7
Advancement: Success
2d6 + 2 ⇒ (1, 6) + 2 = 9

Korporal: Gun Combat/Slug-2 & Investigate-1

Patrol Muster:
1d6 ⇒ 4 Adulation (Sword Worlds Hero)
1d6 ⇒ 3 Golden Handshake 2d6 ⇒ (1, 6) = 7 = 17,500cr

Free Skill Raise: Elect/Comm-2
Package/Free: Diplomat-1


Thanks for the welcome. My name is Kent. Played a bit of Traveller and other games. This one attracted me because the pace seems fairly consistent. My work is travelling, so there will be times my posts will be short and also times when spotty. I promise not to hold up the story line long.

You've all written a good story so far...

Sorry for the disjointedness of my char gen posts. I am just learning Paizo. Never played this forum before.


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

Ah! Well, welcome to the board as well! I presume you were invited by the GM? Just wanted to make sure, as the games on the Paizo boards are by invite only.


Wouldn’t have joined unless I asked first.


What! Outrageous! I've never been so... oh, it's you. Welcome aboard!

Yes, Rynar is legit! He'll be joining the effort when you folks get back to Skander. He's a certain "gray man" who's been working in ops all along but now needs to break cover.


Bonus Benefit Roll
Marine (Rank 2)
1d6 ⇒ 6 Endurance+1
Patrol (Rank 2)
1d6 ⇒ 5 25,000cr


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Folks, I'm under the weather -and- busy with taxes. If I am a player, please bot me. If I am the GM, I'll be back as soon as I can.


Character sheet is finished. I moved some skill levels between some of the skills that were elective (not specified by dice rolls).

Would like to establish connection to Crastor to gain Recon 1 and Freyja to gain Computers 1. Could have been from Rynar Term in University (maybe a University exchange trip), Term 2 or 3 in Marines, or Term 4 or 5 in the SW Patrol (law enforcement) Investigative Branch. Perhaps one of those connections led to Rynar joining the voyage.

With the ongoing fighting on Bularia, and Rynar Bodo conquering his recent demons, the fighting will break Rynar out of his funk and he'll get back to himself.


Almost forgot....need to roll the aging affects:
Age 34: 2d6 - 4 ⇒ (3, 3) - 4 = 2
Age 38 2d6 - 5 ⇒ (2, 6) - 5 = 3

No ageing affects


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

Character sheet is finished. I moved some skill levels between some of the skills that were elective (not specified by dice rolls).

Would like to establish connection to Crastor to gain Recon 1 and Freyja to gain Computers 1. Could have been from Rynar Term in University (maybe a University exchange trip), Term 2 or 3 in Marines, or Term 4 or 5 in the SW Patrol (law enforcement) Investigative Branch. Perhaps one of those connections led to Rynar joining the voyage.

With the ongoing fighting on Bularia, and Rynar Bodo conquering his recent demons, the fighting will break Rynar out of his funk and he'll get back to himself.

I can totally see an internship or exchange having happened at Narsil Memorial; hospitals are always lookig for free talent.


Student internship…sounds very reasonable! Maybe Freyja had something to do with Reynar joining up with the ship’s crew?


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Folks, I want to apologize for my absence. It was a combination of several personal things going on, filing taxes (I own a few businesses so it takes awhile) and having a fairly bad case of bronchitis (which I’m still not over). Nonetheless, I wish I had posted to let you all know I’m still alive.

My plan is to return to all my games tomorrow (Thursday the 20th).


Glad you’re at least a little better. Plus, Real life first!!!

Thanks for the link. I did miss that Spoiler bubble when reading the story-to-date.


Does the Dow port have any ground vehicles which can be commandeered? I’d prefer to get those shot up vs Rynar’s boss’ trucks.


You can see a fuel truck and a maintenance truck. Neither is armored or ruggedized like those carried by Skander.


Rynar thinks to himself: There’s two distractions…I don’t think the Calubrian government officials would mind losing a couple of their vehicles in exchange for gaining sanctuary on the Skander. If I can find a combination of substances that will explode or combust when mixed, we could load them in the back of the truck along with mixture of loose shells. Shells can detonate in fire, but the slugs lack the any dangerous velocity of being fired from a firearm…but they sure sound loud. Park it someplace then shoot the cans in the truck bed from a distance…they mix and there goes a fire…added shells for a little firework audio effect…the rebels will think the truck was hit and fighters linger in the area shooting at…something. Should pin them down for a while. Especially if the fuel tank blows. Set that truck 45 degrees out from the direction the ITG needs to ingress. Just need a longer range rifle than I own. Did the arms locker have one? I thought I saw one there.

The fuel truck can be positioned 45 degrees or so off the ingress path the other direction. Open a valve to leave a continuous stream of fuel in its wake the last hundred meters or so. Throw a few shells in the cab, park it, run back and ignite the fuel stream. Same thing only potentially lasts longer than the first!! Might have to shoot the tank a couple times to permit the inert nitrogen to escape and leave only the explosive vapors in the tank. Hydrogen is quite volition and explosive!

Ya, I think that’s how I would do this I were in charge!


Let's take this out of Discussion and to Gameplay.


What is the spatial relationship between manned gates, the ITG and their “guests” and the ship? How far from the ship is the perimeter fence line? Do the rebels patrol the fence line? I’m assuming the rebels don’t have the personnel to provide a solid cordon along the perimeter fence.


Is the fence easily breached or cut? Can a vehicle ram through it?


Sorry for the 20 questions: are there multiple gates to the starport.


-Rynar- wrote:
What is the spatial relationship between manned gates, the ITG and their “guests” and the ship? How far from the ship is the perimeter fence line? Do the rebels patrol the fence line? I’m assuming the rebels don’t have the personnel to provide a solid cordon along the perimeter fence.

Skander is parked about 100 meters from the hangar and another 100 meters to the starport's main gate. The rebel blockade is about 500 meters beyond the gate. A smaller group of rebels armed with small arms have occasionally shot harmlessly at Skander's hatches just to keep the crew penned in. They seem to be situated at the fence line about 90 degrees off the line from the gate.

-Rynar- wrote:
Is the fence easily breached or cut? Can a vehicle ram through it?

Well, you can't be sure from within the ship, but you're pretty sure your reinforced vehicles can ram the gate, yes.

-Rynar- wrote:
Sorry for the 20 questions: are there multiple gates to the starport.

Sure. The main gate and at least one entrance for maintenance and firefighting vehicles about 1000 meters away (opposite the direction of the main gate.[/ooc]


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
-Rynar- wrote:
Is the fence easily breached or cut? Can a vehicle ram through it?

Well this is kind of why I made the suggestion that I guess wasn't understood: Boba Fett understood it, like when he was 7 years old, but yeah ...

There is nothing that says that ship gravitics cannot be active
There is nothing that says the ship cannot move
There is nothing that says the ship cannot fire weapons
There is nothing that says the ship could not rotate to bring its weapons to bear on almost any target nearby (like Boba Fett did on Camino)
There is also nothing that says the crew shouldn't support the legitimate government of the planet or that any act which would do so would in any way risk a war (with who?) or not actually be expressly in line with creating goodwill with the people the Skander came to initiate trade with in the first place

So I'm still not sure why the ship cannot create a diversion by blowing us a hole through the fence, and then repeatedly bombarding the gate so that everyone's attention is focused elsewhere while we all roll in.


So, for further clarification, the area of the main gate and possibly possibly occassionally has a small number of rebels. Is the rebel blockade 500 meters beyond the same underpass blockade Cor, Freyja and Zaeta are circumnavigating, or are we speaking about 2 separate blockades?


Freyjason wrote:
-Rynar- wrote:
Is the fence easily breached or cut? Can a vehicle ram through it?
Well this is kind of why I made the suggestion that I guess wasn't understood: Boba Fett understood it, like when he was 7 years old, but yeah ...

That's kind of insulting. Don't insult your fellow gamers.

Freyjason wrote:

There is nothing that says that ship gravitics cannot be active

There is nothing that says the ship cannot move
There is nothing that says the ship cannot fire weapons
There is nothing that says the ship could not rotate to bring its weapons to bear on almost any target nearby (like Boba Fett did on Camino)

That's putting a lot of trust in the forbearance of the Imperial cruiser overhead.

Freyjason wrote:
There is also nothing that says the crew shouldn't support the legitimate government of the planet or that any act which would do so would in any way risk a war (with who?) or not actually be expressly in line with creating goodwill with the people the Skander came to initiate trade with in the first place

No argument there.

Freyjason wrote:
So I'm still not sure why the ship cannot create a diversion by blowing us a hole through the fence, and then repeatedly bombarding the gate so that everyone's attention is focused elsewhere while we all roll in.

No one said you couldn't. Not with the gravitics, because A) it don't work that way and B) it would require taking off, which is bad. But yes, the ship has weapons. They could be used. However, remember that ship-to-ship weapons are MASSIVE on the scale of ground combat.

Anyway, the fact that another player who isn't located next to your character isn't doing what you suggest just means he's playing HIS character.


-Rynar- wrote:
So, for further clarification, the area of the main gate and possibly possibly occassionally has a small number of rebels. Is the rebel blockade 500 meters beyond the same underpass blockade Cor, Freyja and Zaeta are circumnavigating, or are we speaking about 2 separate blockades?

There is only the one blockade in this scenario. Rynar, you need to make a call or it will be too late.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:
Freyjason wrote:
-Rynar- wrote:
Is the fence easily breached or cut? Can a vehicle ram through it?
Well this is kind of why I made the suggestion that I guess wasn't understood: Boba Fett understood it, like when he was 7 years old, but yeah ...

That's kind of insulting. Don't insult your fellow gamers.

Freyjason wrote:

There is nothing that says that ship gravitics cannot be active

There is nothing that says the ship cannot move
There is nothing that says the ship cannot fire weapons
There is nothing that says the ship could not rotate to bring its weapons to bear on almost any target nearby (like Boba Fett did on Camino)

That's putting a lot of trust in the forbearance of the Imperial cruiser overhead.

Freyjason wrote:
There is also nothing that says the crew shouldn't support the legitimate government of the planet or that any act which would do so would in any way risk a war (with who?) or not actually be expressly in line with creating goodwill with the people the Skander came to initiate trade with in the first place

No argument there.

Freyjason wrote:
So I'm still not sure why the ship cannot create a diversion by blowing us a hole through the fence, and then repeatedly bombarding the gate so that everyone's attention is focused elsewhere while we all roll in.

No one said you couldn't. Not with the gravitics, because A) it don't work that way and B) it would require taking off, which is bad. But yes, the ship has weapons. They could be used. However, remember that ship-to-ship weapons are MASSIVE on the scale of ground combat.

Anyway, the fact that another player who isn't located next to your character isn't doing what you suggest just means he's playing HIS character.

Apologies: was meant to be illustrative, not insulting. Not particularly a compliment to Boba either, just situational of what I thought could happen. But if a ship cn't pivot like a grav-car ... then it can't, and we did all already agree that we would NOT be engaging in any take off activities.

LOL that said, I'm still jonesin' for the Skander to blow something up. That may be a personal issue, and I will work thru that.


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I took the Bobba Fett referrence to be an example of a ship hovering slightly in place to bring to bear ship board weapons to shoot targets horizontally at ground level. Don’t think that was a swipe at me. Frey was just piggy backing on my question…I think…

Otherwise, Rynar will have to blacken Frey’s eye!!!

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