Traveller (Inactive)

Game Master trawets71


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Male Human Retired Fleet Admiral

Also. Sniping top of page


Jagger Stevens wrote:
Traveller Skill Package:
  • Pilot (any) 1
  • Sensors 1
  • Comms 1
  • Gunner (any) 1
  • Gun Combat (any) 1
  • Persuade 1
  • Stealth 1,
  • Medic 1

    1. Jagger - Stealth 1
    2. Axel - Pilot (any) 1
    3. Rion - Gun Combat 1 (any)
    4. Lucian - Gunnery 1 (any)
    5. Allen - Sensors 1
    6. Jagger - Persuade 1
    7. Lucian - ??
    8. Allen - ??

    Comms 1 & Medic 1 should remain if I got the adjusted choices correct.

  • Lucian will select Medic 1. I figure if he spent a lot of time flying alone he would need to know how to fix himself as well as his machine.


    I’ll take Comms then. I can patch it all through my neural comm system.


    Male Human Retired Fleet Admiral

    Let the games begin


    LOL, um, why don't we go ahead and actually press PAUSE
    At least for a minute

    Let's let DM catch up with us, and let HIM drive a stake in the ground that character generation has actually ended, and that there shouldn't be anymore changes, AND that we should begin.

    Hopefully that would be okay with everyone.


    Male Human Retired Fleet Admiral

    Well. There is a scene set by GM. We can continue that


    I am going to offically close term rolls and recruitment at this time.

    If everyone could continue or start their conversation in the bar that would be good. We need a decision on what ship you are choosing or I'll pick one and we can get going. Don't worry about economics of it at this point. This scenario isn't going to be about economics and I can work that out while we play.


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    Jagger's 2nd connection: It was discussed in the Discord a bit to perhaps involve Axel without being a connection and Rion for the connection, but since Axel's already RPing not knowing Jagger, I guess will just nix that part.

    During the 2nd Navy term, Jagger's affair with a female superior officer (Sophia Renstrat, Lieutenant; started in the 1st Navy term) was discovered by his Rival (Jon Rebly, Petty Officer 3rd) who reported it resulting in Jagger's discharge. At some point, maybe Rion met Law Enforcement Agent Jagger during the investigation Rion's ex-partner's death.

    He said "ex's death" in Discord, but never elaborated what kind of ex. :P


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    Ok, I tabled the ship discussion because I didn't want that to stop us starting the scenario. It doesn't really matter what your ship is at this point. You will need something with guns that can fly in the system. Once everyone has posted in gameplay I'll get things going. Until then please keep up the conversation. You don't need to leave the bar. All good adventures start in a space bar maybe with some light sword play or tavern with some hooded stranger looking to higher you to save the world. :)

    You have a ship. It is currently in drydock undergoing final repairs so like all good repair shops they gave you a loaner. The loaner is the newest of the Prosperity class ships the Gluttony. You will be putting it through it's breaking in as it just finished outfitting.


    Jagger you joining us in game or what?


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    I've put Lucians background and appearance on his page, but I figured I'd list the appearance here so you know what he looks like.

    Like his namesake, Lucian has black textured hair, dark brown eyes and darker skin, though his facial features, follow more of his father side. He's tall for a scout, almost six feet, and still able to wear the three-quarter length, double breasted, belted, brown, 'Scout Jacket' he was given for his first promotion. His other gear left from his scouting days are his knee high laced 'flight boots.' Which have clearly seen better days. (Having had them restitched twice. Due to the built in 'magnetic grapples' it was cheaper than buying a new pair). As well as his utility belt, tool satchel and ruck sack. The Navy-Blue coveralls under the jacket are one of three matching pairs he purchased from a surplus outlet.


    So I had made a post, based on a recon roll of 7 which I made. then saw that it had been changed to 8. I initially added 'education' so it would be 8, but after I checked 'recon' it only looks like 'intelligence' works so I deleted my post.


    I have started the ball rolling and thought this might be a good time to mention skill usage. Hopefully everyone has had a chance to read how they work. If not I'll give a brief primer.

    To make a check, the player rolls 2d6 and any appropriate Dice Modifiers. If the total is 8 or more, the character succeeds. Now skills are tied to characteristics, so you will add any skill DM and characteristic DM. I would prefer rolls are done as follows if you have Medic 1 and an Edu DM of +1:

    Medic + Medic +1 + Edu +1: 2d6 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8

    if you have any other DMs add or subtract them after.

    Skills have DMs for difficulty, which I will handle or advise you of depending on the situation, time which you can state and handle as well as equipment which you can add in. If you don't have a skill at at least 0 (ie Medic 0) there is a -3 DM to the roll, which Jack of All trades can lower. Skills can use any characteristic but are frequently associated with certain ones. Any can be used if the circumstances are correct. Just be sure you can justify it if ask. For instance rendering first aid is typically an education linked medic check, but if you were preforming it on an animal whose anatomy you don't know it could be linked to intelligence and would probably have a difficulty dice modifier as well.

    If there are any questions or issues please let me know.


    Lucian Brachtarna wrote:
    So I had made a post, based on a recon roll of 7 which I made. then saw that it had been changed to 8. I initially added 'education' so it would be 8, but after I checked 'recon' it only looks like 'intelligence' works so I deleted my post.

    Boy you check these boards quickly. I had 7 there for a short time while I was rereading the skill rules and changed it as soon as I saw it was 8. It's ok to fail a check. Someone else could make it. We are all learning as we go I think.


    DM Trawets wrote:
    If there are any questions or issues please let me know.

    I will try and remember the format. So when I saw it had changed to '8' I initially added + 1 for education. But my wife asked what Recon was so I showed her the page in the book. The only modifiers it showed, was 'intelligence.' I thought maybe I could justify education, because you can be taught about anything. But seeing both examples were 'int' I deleted the post and will type something else.

    Is there any chance you could place on the DC requirements what stat you expect to be used. I hate the idea of trying to justify something just because it benefits me. Which on a bad day I would try and do.


    For most of these I would base it off what is in the rulebook. I could add what I expect but that might limit what people do. If you can think of a good explanation why something else might work I don't want to hinder that. A quick re-read of what the characteristics do might help.

    Strength (Str): A character’s physical strength, fitness and forcefulness.
    Dexterity (Dex): Physical co-ordination and agility, reflexes. A character’s Dexterity affects his accuracy in ranged combat and his reaction speed.
    Endurance (End): A character’s ability to sustain damage, stamina and determination. A character’s resilience is based on his Endurance score, so a character with a low Endurance score will be very vulnerable in a firefight.
    Intelligence (Int): A character’s intellect and quickness of mind. Intelligence is used in a great many skill checks.
    Education (Edu): A measure of a character’s learning and experience. Education is also used in a great many skill checks.
    Social Standing (Soc): A character’s place in society. Characters with a high Social Standing can claim a noble title in the Imperium and will find life much easier thanks to their reputation and contacts.

    In gameplay Int is probably going to be best to use. One could make an argument for Soc to see who doesn't belong but that I might put a higher difficulty task on. In a space bar where everyone mingles Soc isn't the best use but still could be used. In a high end gentleman's club Soc might be better than Int.

    If everyone wants me to add a stat I will when I call for them. You will need to make the call when you roll something. I won't always put a spoiler in with a skill but someone might want to make a check. Please do so rather than ask and wait. I would rather say no later and keep things moving than ask if you can roll and wait for a reply.

    Thoughts?


    DM Trawets wrote:
    Education (Edu): A measure of a character’s learning and experience. Education is also used in a great many skill checks.
    You could just about use education in every situation. If you don't mind us doing that, fine.
    DM Trawets wrote:
    In gameplay Int is probably going to be best to use. One could make an argument for Soc to see who doesn't belong but that I might put a higher difficulty task on. In a space bar where everyone mingles Soc isn't the best use but still could be used. In a high end gentleman's club Soc might be better than Int.

    But there will be times justifications will be very thin. I hate the idea of trying to 'justify' my actions or not roll my eyes at someone else's justification. Also how often will we be stopping game play to have the discussion about 'justifying' why a 'stat' would work in that particular situation.

    It would be much simpler if you include what one stat would work and we stick to it.


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    I'll confess, I'm a little confused.

    Axel is in the ship preparing it for launch. Jagger is still in the bar talking to folk. Axel your post yesterday went from 'nodding to confirm interest' to today 'at the ship' Meanwhile, Lucians last two posts included him getting ready to walking out of the bar and Rion has other business to attend to.

    It feels like the time sink is a little off. Whatever is going on, Axel would not have gotten to the ship without Lucian on his tail.

    Trawets, do you want to skip the rest of the bar scene and go directly to the ship, or hold off on the ship, until everyone leaves the bar?


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    I'll admit that Jagger is currently working off whatever point in the timeline Rion's last post is based (which technically still has him grasping Braun's hand). Assuming the GM's post moving Braun away from Rion, Jagger enters the scene.

    I couldn't tell you how far in the future Axel is at this point.


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    Axel is ahead. He was first out the door when Jason suggested everyone else leave. A couple lagged a bit but he isn't more than a few minutes. I'll hold any more shipboard until everyone is there.


    A few housekeeping things here.

    While docked you cannot turn on any active system. Doing so results in a lot of attention/fines/detention/confiscation you don't want. All data in your systems is coming through the dock.

    Core Rule Book wrote:
    Sensors: The Sensors skill covers the use and interpretation of data from electronic sensor devices, from observation satellites and remote probes to thermal imaging and densitometers. Unless otherwise noted in its description (see page 96) sensor equipment does not require a skill check to use, but interpreting data from those sensors can require a roll.

    So you will need sensor rolls to interpret the data from the station. And it will help to know what you are trying to find out.

    Reviewing the Sensors Table on pg 144 may help. This ship does not have NAS or Densitometer sensors.

    When leaving port minimal power will be used on active sensors so you don't hit anything on the way out. Once out of the dock and in clear space active sensors can be used.

    I will need to know what stations everyone is in when general quarters/battle-stations/red alert/the s%&& hit the fan is declared; ie when space combat starts.

    Combat will more than likely start before shots are fired. It's hard but not impossible to hide in space.

    The available positions are:

    • Pilot: Flies the ship, responsible for changing course and for evasive manoeuvres. (Only 1)
    • Captain: Commands the ship, and can use Leadership and Tactics skills.
    • Drive Engineer: An engineer can be assigned to each of the Mdrive and the J-drive.
    • Turret Gunner: Each turret has its own gunner. A character must choose which turret he is manning at the start of the combat.
    • Damage Control: A character assigned to free-floating damage control can repair any system.
    • Marine: Prepares to repel boarders, or to board enemy ships.
    • Passenger: Passengers are all people aboard ship who are not assigned a position and are assumed to be waiting hiding in staterooms.


    Male Human Retired Fleet Admiral

    Not enough players to take all the roles. I won't mind taking pilot and captain. But I will be the pilot


    Axel Black wrote:
    Not enough players to take all the roles. I won't mind taking pilot and captain. But I will be the pilot

    Which is fine really, because not all the roles are needed.

    Just as a point of information for everyone, this is a somewhat slightly separate conversation from the one that I led in chat the other day. That discussion was geared towards Starship Operations and specifically economics and budgeting; this is combat and combat roles.

    The role choice that Axel is making here is super critical, because while he is the only one who has Tactics & Leadership, I'm not sure it's prudent just yet to throw away the Level 3 Pilot Skill.


    Each person can only have one role. Who takes which role is up to all of you to decide. I don't have the book in front of me at the moment but I think the only role that has to be filled is pilot. It is possible to change roles but that takes an action at the prescribed time.


    Male Human Retired Fleet Admiral

    GMT, should I make the pilot roll now to get us out of dock or are there more things that needs to happen first?


    Axel Black wrote:
    GMT, should I make the pilot roll now to get us out of dock or are there more things that needs to happen first?

    If no one posts otherwise feel free to post the roll and we will insert it when the time is right.


    DM Trawets wrote:

    • Pilot: Flies the ship, responsible for changing course and for evasive manoeuvres. (Only 1)

    • Captain: Commands the ship, and can use Leadership and Tactics skills.
    • Drive Engineer: An engineer can be assigned to each of the Mdrive and the J-drive.
    • Turret Gunner: Each turret has its own gunner. A character must choose which turret he is manning at the start of the combat.
    • Damage Control: A character assigned to free-floating damage control can repair any system.
    • Marine: Prepares to repel boarders, or to board enemy ships.
    • Passenger: Passengers are all people aboard ship who are not assigned a position and are assumed to be waiting hiding in staterooms.

    I believe you said, a person can be doing only one of these or at least one of these at a time. Is this then when we are in a 'combat situation'? I would like Lucian to be using the Laser turret, but if folks think we need him at the M-drive I can live with that.


    Lucian Brachtarna wrote:
    DM Trawets wrote:

    • Pilot: Flies the ship, responsible for changing course and for evasive manoeuvres. (Only 1)

    • Captain: Commands the ship, and can use Leadership and Tactics skills.
    • Drive Engineer: An engineer can be assigned to each of the Mdrive and the J-drive.
    • Turret Gunner: Each turret has its own gunner. A character must choose which turret he is manning at the start of the combat.
    • Damage Control: A character assigned to free-floating damage control can repair any system.
    • Marine: Prepares to repel boarders, or to board enemy ships.
    • Passenger: Passengers are all people aboard ship who are not assigned a position and are assumed to be waiting hiding in staterooms.
    I believe you said, a person can be doing only one of these or at least one of these at a time. Is this then when we are in a 'combat situation'? I would like Lucian to be using the Laser turret, but if folks think we need him at the M-drive I can live with that.

    Well remember, the last thng that DM-T said is that people can change roles while in combat, but that takes at least one combat action. So again, it's kind of like the Han Solo example I have used before; generally, Han flies the ship, but when it's time to dog fight, he takes a turret. Lucian's highest and best use is going to be in Engineering ... but there are going to be times when the guns need to be fired too.


    Unfortunately, besides Sensors-1 and Pilot-1, Allen does not have any space skills....


    Allen Crawford wrote:
    Unfortunately, besides Sensors-1 and Pilot-1, Allen does not have any space skills....

    Well those will come in pretty handy for Damage Control, no need to worry.


    Some things any former space career person knows: Not having your transponder on is going to get you into trouble in any system with traffic control. Not following a submitted flight path is going to get you into trouble in any system with traffic control. Civilian ships are not designed so their transponders can be turned off. Authorities will assume any ship not squawking is up to no good: smuggling, piracy, etc. None of this applies to naval, scout, or system defense ships though regulations state you better have a damn good reason not to be squawking as that is a safety hazard. A fleet off to war isn't squawking as that makes it much easier to find them. A ship returning to port is squawking so no one runs into them.


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    Honestly, I don't know what Jagger should be doing, so there's a post just to post something.


    Regarding Engineering, Lucian already has M-Drive covered, so I'm looking for opinions on what's next important:

    • Manoeuvre Drive (M-Drive): Maintaining and operating a
    spacecraft’s manoeuvre drive, as well as its artificial gravity.

    • Jump Drive (J-Drive): Maintaining and operating a spacecraft’s
    Jump drive.
    • Electronics: All forms of computing hardware, sensors and
    other electronics and electrics.
    • Life Support: Covers oxygen generators, heating and lighting
    and other necessary life support systems.
    • Power: Maintaining and operating a spacecraft’s power plant.

    I'm feeling Electronics or Life Support, but as I'm pretty green to Traveller, I'd love to hear all of your thoughts.


    Regarding Engineering, Lucian already has M-Drive covered, so I'm looking for opinions on what's next important:

    • Manoeuvre Drive (M-Drive): Maintaining and operating a
    spacecraft’s manoeuvre drive, as well as its artificial gravity.

    • Jump Drive (J-Drive): Maintaining and operating a spacecraft’s
    Jump drive.
    • Electronics: All forms of computing hardware, sensors and
    other electronics and electrics.
    • Life Support: Covers oxygen generators, heating and lighting
    and other necessary life support systems.
    • Power: Maintaining and operating a spacecraft’s power plant.

    I'm feeling Electronics or Life Support, but as I'm pretty green to Traveller, I'd love to hear all of your thoughts.


    DM Trawets wrote:
    I took a look at that and some of the other rules. What you called out would not effect the speed of the ship. I don't see anything that would. Besides I don't know that you want to risk breaking the ship you are borrowing."

    I'm sure they have insurance. I'd rather take the chance to break it than lose the million dollars credit. A five hour head start pretty much guarantees we lose.

    Edit: So what should I have called out to be able to accomplish it?


    Lucian Brachtarna wrote:
    DM Trawets wrote:
    I took a look at that and some of the other rules. What you called out would not effect the speed of the ship. I don't see anything that would. Besides I don't know that you want to risk breaking the ship you are borrowing."

    I'm sure they have insurance. I'd rather take the chance to break it than lose the million dollars credit. A five hour head start pretty much guarantees we lose.

    Edit: So what should I have called out to be able to accomplish it?

    You should have modified the adjectival clause "... to increase a ship’s agility ...", given that the quote already says what you want to do is possible, it just happens to be a poorly stated example based on the starship combat rules. "Agility" is not a thing in this game; the word itself is only present in the rules 5 times. What it refers to in the clause itself means Maneuver Drive Thrust allocated to Maneuvering, not Movement:

    "Any thrust not allocated to movement is allocated to manoeuvring,
    which is done in the combat phase. Manoeuvring does not change
    the range to the target but allows the ship to position itself better for an attack or to avoid incoming fire."

    Phrased for this situation, the task description might read:
    "Overcharging a thruster plate to increase the ship’s overall thrust for allocation to movement: Intelligence, 1–6 minutes, Difficult (–2)."


    Lucian Brachtarna wrote:
    A five hour head start pretty much guarantees we lose.

    Does it? How do you know? Just because they could get there 5 hours sooner due to going straight there does that mean they will get there 5 hours earlier? Do you know how much it would cost to fix the ship if you break it? You are making an awful lot of assumptions. Remember how big this thing is. Even if they get there first is 5 hours really much of a head start?

    From what I have read the rules don't mention getting more speed out of the ship but I don't see why you couldn't. It just isn't going to be easy or alot. You can put on your best Scottish accent and say "I'm giving her all shes got captain."

    Engineering (M-Drive) Intelligence, 10-60 minutes, Very Difficult (I would rate it Difficult and maybe shorter if this were a ship you spent a lot of time on and knew well)


    Let me preface this with I don't know anything about traveler other than what I've gleaned from reading the book, What I remember from playing a few times forty years ago, what I've learned here in discussion and the few things Rion and Allen have shared in discord.

    DM Trawets wrote:
    Lucian Brachtarna wrote:
    A five hour head start pretty much guarantees we lose.
    Does it? How do you know?

    My inference was if the ships are going the same speed, we lose the race to get there.

    Thank you for the information, Jagger is our 'engineer' he can do what he wants with it.

    I will keep Lucian focused on astrogation, sensors and hopefully gunner. If anyone sees an opportunity where we need to make one of those rolls and I miss it, please point it out.


    Lucian Brachtarna wrote:

    My inference was if the ships are going the same speed, we lose the race to get there.

    Lose the race to get there and lose are two different things to me. The way I heard what you stated was "with a 5 hour head start the other people will complete our mission" ie we lose and don't get any money. That is not the same as they will get there first, to me. I am sorry if I took your meaning wrong.


    So I've realized the 'Traveller' I played back in college, isn't the game we're playing here. I probably shouldn't have rolled up a character that was scifi tech savvy since I'm not.

    I'm going to go ahead and step away from this one. GM Trawets thanks for running the game, I apologize that I didn't pick up on it better. Have a good game everyone.

    Edit: GM Trawets, please place Lucian under previous players


    I hate to jump on Lucian's bandwagon, but I've been pretty out of touch with this game myself. There's little direction being given as to what we're supposed to do, just some narrative blurbs that don't indicate what rolls (if any) are needed or what decisions are being asked of us. I tried to kickstart some response on that, and still everyone was all over the place and little direction has been provided as to how to implement the suggestions other made which seem to be more informed than mine.

    I find myself hoping this is not the way these Traveller games usually go, as I can definitely say if this is in fact the way they are run, I've been turned off from this game and style tremendously.

    Please also add me to the former players when possible.


    Glad to not be first, I was leaving about 3 weeks ago.

    I think everyone here is actually in enough recruitments that this game will not be missed.

    Take care everyone.


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    Too bad it did not work out. Maybe see some of you in other games on the boards...


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    Thank you all for giving it a go. I learned alot about Traveller while trying this. I hope to see all of you around in other games.

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