Lysander Montague's page

38 posts. Alias of thzero.


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Male FreeTrader 385978

Sorry, but I'm dropping out of this game.


Male FreeTrader 385978

Thanks GM! I'll use the in volume price, that will change the model slightly, and adjust the passenger payments which will boost the profits a lot.


Male FreeTrader 385978

We're sitting at 142k (including 20 ton increase at 1500cr a ton) to Feri and 120k (after jump fuel) going onwards to Enope. So that's 50k profit right there, and thats not counting carrying 110 tons of cargo forward from Feri to Enope


Male FreeTrader 385978

Ship changes.

Original
-----
Hull
10% Crystaliron Plating, Self-Sealing

ENGINEERING
Maneuver Drive F 3G (TL 11)
Power Plant F (TL 11)

AVIONICS
Advanced/Survey Sensor Suite (TL 11)
Radar, Lidar, Densitometer, Jammers

ARMAMENTS/HARDPOINTS
Port Double Turret: Accurate High Yield Beam Lasers (TL 12)
Starboard Double Turret: Accurate High Yield Beam Lasers (TL 12)
Forward Chin Triple Launcher: Accurate High Yield Smart Missiles (TL 11)
1 ton Missile Magazine (12 missile capacity)
Dorsal Hardpoint: Empty

SMALL CRAFT
Small Gig w/ Double Beam Laser - Top Hull w/Docking Clamp

CARGO SPACE: 90 tons

FUEL STORAGE
104 tons (One 2 parsec jump and 28 days endurance)
2 Fuel Purification Plants

MISCELLANEOUS

New
-----
Hull
5% Crystaliron Plating, Self-Sealing

ENGINEERING
Maneuver Drive D 2G (TL 10)
Power Plant D (TL 11)

AVIONICS
Very Advanced/Survey Sensor Suite (TL 12)
Radar, Lidar, Densitometer, Jammers, Neural Activity Sensor

ARMAMENTS/HARDPOINTS
Port Triple Turret: Accurate High Yield Beam Lasers (TL 12) +1 DM to attack rolls
Starboard Triple Turret: Accurate High Yield Beam Lasers (TL 12) +1 DM to attack rolls
Forward Chin Triple Launcher: Accurate High Yield Smart Missiles (TL 11) +1 DM to attack rolls
Dorsal Triple Turret: Sandcasters (TL 10)
1 dTon Sand Barrels Magazine (20 barrel capacity)
1 dTon Missile Magazine (12 missile capacity)

SMALL CRAFT 54 dTons / 18.125 MCr
Ship's Boat/Gig "Deneb's Ecplise" w/ Double Accurate High Yield Beam
Grav Bike, open - Cargo Rack
Vargr Racer, open - Cargo Rack

CARGO SPACE: 110 dTons

FUEL STORAGE
4 Fuel Purification Plants

MISCELLANEOUS
1 Single Stateroom (Captain's Quarters/Ward Room)
1 Machine Shop (TL 13)

And all of that for 212.535 MCr, down from 240.465MCr

So seems like an 'upgrade', except that the military version is down on armor and the manuevering and power plants.

Not sure how GM arrived at "As it stands without her roll, your monthly expenses would be less than 150,000 credits per month, including maintenance and life support."

Based on doing the calculations per the rules, it'd be $175,341.38 credits a month WITHOUT maintenance and life support. That takes it to $212,755.03 a month.

Still that's far better than the previous $683,743.41 a month WITH maintenance and life support.


Male FreeTrader 385978

Posting again, to get a ruling.

So regarding passengers, I asked on the Mongoose boards and got this response.

tolcreator wrote:
The cost per person is the cost to the passenger, not to the ship! The only cost to the ship is life support, fuel etc that you would be paying anyway.
So for instance, if I am a free trader with 6 passenger staterooms. The cost to me of having them occupied by 6 passengers is the same as the cost of having them empty. Life support (which includes food) costs are the same, etc.
So if I get 6 middle passage passengers on world A and fly them 1 parsec, that's 18 KCr in my pocket.
Now an argument can be made that it might pay better to have 24 extra tons of cargo space instead. But this is only true if: You're never getting high passage paying passengers, you're never going to use those rooms for extra crew, you can always find cargoes to fill that space, etc.
So is that right? I've scoured the rules, and being so poorly written, I can't really tell if thats right or wrong.

If this is true, then it could change things slightly.


Male FreeTrader 385978

broker-avg: 2d6 + 1 + 3 ⇒ (2, 5) + 1 + 3 = 11


Male FreeTrader 385978

So regarding passengers, I asked on the Mongoose boards and got this response.

tolcreator wrote:
The cost per person is the cost to the passenger, not to the ship! The only cost to the ship is life support, fuel etc that you would be paying anyway.
So for instance, if I am a free trader with 6 passenger staterooms. The cost to me of having them occupied by 6 passengers is the same as the cost of having them empty. Life support (which includes food) costs are the same, etc.
So if I get 6 middle passage passengers on world A and fly them 1 parsec, that's 18 KCr in my pocket.
Now an argument can be made that it might pay better to have 24 extra tons of cargo space instead. But this is only true if: You're never getting high passage paying passengers, you're never going to use those rooms for extra crew, you can always find cargoes to fill that space, etc.
So is that right? I've scoured the rules, and being so poorly written, I can't really tell if thats right or wrong.

If this is true, then it could change things slightly.


Male FreeTrader 385978

So regarding passengers, I asked on the Mongoose boards and got this response.

tolcreator wrote:

The cost per person is the cost to the passenger, not to the ship! The only cost to the ship is life support, fuel etc that you would be paying anyway.

So for instance, if I am a free trader with 6 passenger staterooms. The cost to me of having them occupied by 6 passengers is the same as the cost of having them empty. Life support (which includes food) costs are the same, etc.
So if I get 6 middle passage passengers on world A and fly them 1 parsec, that's 18 KCr in my pocket.

Now an argument can be made that it might pay better to have 24 extra tons of cargo space instead. But this is only true if: You're never getting high passage paying passengers, you're never going to use those rooms for extra crew, you can always find cargoes to fill that space, etc.

So is that right? I've scoured the rules, and being so poorly written, I can't really tell if thats right or wrong.

If this is true, then it could change things slightly.

1) We could.
2) I haven't seen the acronym agency that is paying a subsidy?! GM, could this be my former unmentioned company?
3) LOL, I think thats where we are at. :\

I would leave the ATV and the gig. I don't want this to turn into a buying/selling merchant scenario (I realize I'm playing that type of character) because I don't want to be going over lists of cargo, etc. all the time, that wouldn't be fun.


Male FreeTrader 385978

Oh yeah, I was forgetting in system travel..

Yeah, we're pretty much screwed. We need to make 3.8k/ton for 90 tons on two trips to break even.


Male FreeTrader 385978
Relsanth Lodic Kelser wrote:

Yes, but that's 275K out of 447K and 3 weeks of work.

Leaving us 1 week to make the rest of the cash.

No, 2 weeks.

1 week to Feri
1 week on Feri
1 week to Enope w/cargo
1 week to somewhere else w/cargo

So we lose a week.

Keep in mind you are getting 75k from them and they are paying the fuel/maintenance for that jump/week.

Compare that with 1.5k per ton, thats 135,000k but you have 50k in bills for the week. So thats 85k. So its about the same, but with the hunters if you fill the hold up again going to enope, you aren't losing that 50k of jump/maint costs. So even if we got with 1k per ton, thats 90k in the clear so you essentially would have 165k for the second week.


Male FreeTrader 385978

If we just go to Feri, thats 176k credits - 40k jump cost = 136k for the run.

If we take on the guard duty, for 2 weeks, we would need to find some cargo from Feri to Enope.

With hunter, thats 188k for trip to Feri. Then 87k for Feri to Enope assuming successful completion of the hunt.

So thats 275k out of our 447k monthly bill. That doesn't account for anything additional from Fenri to Enope. And we still have about 2 weeks left.


Male FreeTrader 385978

I suggest we get a solid run and some big cash under our belts to begin with, before faring off on guard duties, etc.


Male FreeTrader 385978

Works for me, thanks

GM Darkblade wrote:

Eclipse replies to Lysander: Sir, security protocols are active and engaged on all communications, as requested. Diagnostics do not indicate any failure with my transmission or receiving systems.

I assumed your personal communications would be routed through the ship's "Siri" systems. The Eclipse is linked to the Rising, and would therefore provide you a link to the ship's computer. It would utilize standard security protocols on sensitive materials and communiques, much like the default settings on your email client and antivirus software. However yes, you would need to install security on your personal computer, the programs are included in the core rulebook. Edit: Security is only needed on a personal computer if you wish to protect it when not connected to the ship. While linked to the ship it would be able to access and use the ship's security protocols.

In this instance it would appear your comms traffic may have been hacked after the point of interface with the planetary network. This can be verified by an Average Computer Skill check taking a few minutes of activity. Tracing the hack will require several hours of activity and a Very Difficult Computer Skill check.

Anytime anyone wants to send a message separate from the ship's system, please indicate such so that it will not be considered recorded on the ship's mainframe and backup drives. You will then be limited to whatever access you can link to at your current location.

Does this seem fair?


Male FreeTrader 385978

I do have Security on the computer, fyi

I seek out our computer expert Kenneth and point him at the ship's systems. "What do you make of this?" To Lodic, "The full load will allow us to take the mail and the 'special' cargo, and it gives us our best profit per tonnage." He pauses, "You and Kenneth should join me to meet at our private contacts at 1830."


Male FreeTrader 385978

Uh, ok... whats this about security protocol?

I bought a TL 10 comms (Multiple forms of data, computer/1), do I need to put security software on it too? I don't see anything in the computer section dealing with traffic.

Unless otherwise specified, I would suspect the character being high Int (or somewhat) would use the appropriate security protocols for each mail.

Don't know all the rules by heart.


Male FreeTrader 385978

Passengers unless they come with freight don't seem to be a good investment. Basically what they are paying does not cover their cost of passage; especially when you have these 'doubles'.

Even the Zhodani, the only thing we'd get action on is the 75k retainer for making sure they aren't killed.

Where are you getting 15k per ticket from?

GM Darkblade wrote:
Relsanth Lodic Kelser wrote:
This would help, although it eats into our second two week period, so it's risky. If I read that right, it's 45,000 up front for passage (15K per person for the tickets), and a 75K bonus if they complete the hunt without dying. I would imagine they are hunting something dangerous. The downside is it's an escort mission, and we know how annoying those are. Taking them and the zhodani couple would work.
The Zhodani are travelling on to Enope, so they only expect to spend a one week layover on Feri. It is doable but it would be cutting it close. You may need to convince them to take lodgings off-ship for the week as you likely would not want to leave them alone onboard.


Male FreeTrader 385978

Ok, so well, I offered "full hold" with the mail and a "priority circumstance ;" so we'll see... as well as a smaller allotment!


Male FreeTrader 385978

After having read his 'mail, he responds then shares with the rest of the folks.

Spoiler:

D,

I will take your offer under advisement and response within the time window.

L

Spoiler:

Acknowleges the message from the Bulk Freight Contractor Service. Contacts the Roupan Dockworkers Local #348 for more information on what is a "full load". We have loads of 70 and 50 tons available. Book now!

Lysander @ Debian Rising

To the rest of the group he explains that he's interested in taking on a cargo to Feri that would net us an additional 54k to delivery a cargo rep with 10 tons of cargo to Feri spaceport. But we have to leave pretty much now.

If I dont hear back in 6 hours or so from other folks, I plan to take it.


Male FreeTrader 385978

The "full load deal" is looking good. At min. we still want to take the mail, thats 5k a ton. "My" cargo is 4.5k a ton.

Mail: 5k a ton @ 10 tons
"My" cargo: 2.5k a ton @ 10 tons
Consignment cargo: 1.5k a ton @ ?? tons
Winston Taylor cargo: 1.2k a ton @ 20 tons
Vernon Luthor cargo: 1.17k a ton @ 40 tons

So I'd take the consignment cargo over the two passengers. Reduce our need on the steward.


Male FreeTrader 385978

Thanks.

GM Darkblade wrote:
Lysander Montague wrote:
Works the 'net finding trade goods and passengers for a trip.

I had not intended to create multiple story and passenger options for the cabin spaces, as there were dozens available on Roup. The few examples listed are meant to be a sampling. If the crew is not happy with those first applicants you will need to hold interviews amongst the remaining passengers to cherry pick the lot. I kind of combined the freight and passenger options for a few for story purposes.

Roup population 9 plus 2(high pop, industrial water world) travelling to Feri, also plus 2(rich, pre-ag world) for a score of 13. That would be 6d6 lows (got 22), 4d6 middles (got 11), and 4d6 highs (got 13). I can flesh out the full list if that is desired, but I would likely start using the patrons and similar books to make the work easier.

For cargo I created a sample list of speculative cargos as I assumed the group would want to get underway almost immediately. If you would like to spend about a week in port making inquiries, making contacts, and arranging purchase contracts I can allow your broker to make some rolls to create another, maybe fuller list.


Male FreeTrader 385978

https://docs.google.com/spreadsheets/d/1gvCsMALZpaKTPdqEGYvs95pKEdXsMXWAJyW 7aN-I7hM/edit?usp=sharing

Don't change the link!

But yeah the 60k pales into comparison with 330k monthly rent, which is basically a week. 60*4, if we are lucky, is 240. So you are looking at another 90k in spec cargo over 4 runs to "break even".


Male FreeTrader 385978

Ah, good point...

So we have 7 us, so thats basically the 4 double cabins. So we have the following "bunks" available

1 bunk
3 single staterooms
4 low births

Trip to Feri would use 2 staterooms and 4 low births, plus the 4 double bunks.

Almost all the profit comes into it because of the 60 tons of cargo from two passengers.

One is paying 58k, but its only costing us 12k in stateroom expense (minus a steward).

The other is paying 30k, but is only costing us 6k in stateroom expense.

GM Darkblade wrote:

There are four double cabins and three single cabins onboard the Deneb Rising.

Theoretically the four doubles are used by the crew, each containing a double bunk arrangement. The singles have one queen sized bed for comparison.

High and Middle Passengers that wish to share a cabin agree to do so at the full rate for each ticket, not a half priced cabin unless specially negotiated down with you. Assumption will always start at full priced tickets. Part of the reason for this is life support, transit fuel and ration costs are calculated per body not cabin when considering travel tickets. *children under four travel free, one per adult ticket purchased.

The Zhodani couple for example each paid full price for one room but demanded the extra ton of space for their luggage, despite the one ton only set aside for the physical room. The second ton would either use the storage space for a booked middle passenger or be placed in the hold.


Male FreeTrader 385978

https://docs.google.com/spreadsheets/d/1gvCsMALZpaKTPdqEGYvs95pKEdXsMXWAJyW 7aN-I7hM/edit?usp=sharing

"Human male businessman with 40 tons of Ferrocarbide Mining Drills cargo travelling to Feri "

Pretty sure thats 40 tons.

Relsanth Lodic Kelser wrote:
Lysander Montague wrote:

Based on reading the trading rules, I took it as 5 tons to each world. 25k a pop.

Closet I could find is that AFVs are ATVs and ATVs take up 10tons each, so thats the 20 tons I used.

Go look at the sheet.

I still don't see where you're getting 69 tons is what I am saying.

1 for Passengers
20 for AFV's (theoretically)
5 for mail (we aren't going the other direction)
3 for Cigars

29 tons, not 69 tons. Where's the other 40 tons coming from?

Also, the sheet is not available via the link.


Male FreeTrader 385978

Based on reading the trading rules, I took it as 5 tons to each world. 25k a pop.

Closet I could find is that AFVs are ATVs and ATVs take up 10tons each, so thats the 20 tons I used.

Go look at the sheet.

Relsanth Lodic Kelser wrote:

Cargo with insuffucient information :

Mail is ambiguous, it's either 25,000 to take 5 tons of mail to BOTH Hefry and Feri, or half and half, or 5 tons each. Need a clarification. We don't have enough reason to run to Hefry as well.

12,500 : 5,000/ton : 2.5 tons Mail
OR
25,000 : 5,000/ton : 5 tons Mail

Passengers
30,000 cr : how much cargo do AFV's take up?
Human male salesrep with 2 military grade AFV's cargo travelling to Feri
Winston Taylor

Passenger Tonnage : 6 tons
Passengers : High/Middle (I assume the 'room for up to 3' means staterooms, and a shared stateroom takes up 1 of the 3, not 3 actual passengers)
15,000/ton : Zhodani Passengers Feri (2 tons)

15,000 : Human newlywed couple travelling to Enope (2 jumps required)

Passengers : Low Berths
1,200 : Human female teenager travelling to Feri Becca Myers

1,200 : Human male docks worker travelling to Feri Chan Wong Lee

1,500/Ton : Human male shopkeeper with 4 tons of Greenpoint Tobacco Cigars travelling to Feri Malcolm Grissom

1,200 : Vargr male vagabond travelling to Feri Graa'h Egron

Passenger Value of Trip to Feri : 36,600
Passenger Value of Trip to Enope : 15,000
Total Passenger Value : 51,600 credits

Leftover Tonnage (After Passengers) : 86-6 = 80 Tons

If we take 5tons of mail to Feri, that's 75 Tons left.

We need to know the consignment load. Where are you getting the 60K on 69 tons of cargo from?


Male FreeTrader 385978
Kenneth deLacie wrote:
Kenneth can throw in 12,000cr as well....

Ok, got that.

Sheet with ship info...

https://docs.google.com/spreadsheets/d/1gvCsMALZpaKTPdqEGYvs95pKEdXsMXWAJyW 7aN-I7hM/edit?usp=sharing

Should be editable via the link.


Male FreeTrader 385978

Please either use the SRD, or get a copy of the actual book... the playtest isn't right. :|

I added a ship tab that calculated some of the stuff regarding the ship.

Monthly cost: $44,791.86 incl. maintenance, fuel, staterooms, etc.

If I did all the math right..

Looks like our best bet is Feri. 60k profit on 69 tons (cargo plus mail), plus up to 21 tons of spec. cargo. That includes 1 high passage, 1 medium, and 4 (3 at a minor loss) low passage.

We'd need to hire a steward though, unless someone has the skill?


Male FreeTrader 385978

Works the 'net finding trade goods and passengers for a trip.


Please either use the SRD, or get a copy of the actual book... the playtest isn't right. :|

I added a ship tab that calculated some of the stuff regarding the ship.

Monthly cost: $44,791.86 incl. maintenance, fuel, staterooms, etc.

If I did all the math right..

Looks like our best bet is Feri. 60k profit on 69 tons (cargo plus mail), plus up to 21 tons of spec. cargo. That includes 1 high passage, 1 medium, and 4 (3 at a minor loss) low passage.

We'd need to hire a steward though, unless someone has the skill?


Credits.

10kCr - me
15kCr - Varka

So 25kCr it sounds like towards spec. cargo.


I'll change my vote to Deneb Rising.

Don't mind either way, new or used.


Navarro

GM Darkblade wrote:


Unless I missed it I do not see a consensus on naming the ship.

What was the final ship share's percentage paid off? It will determine your monthly payments.

Quote:


What was the final ship share's percentage paid off? It will determine your monthly payments.

Ship Shares

"Varkha Gzegdoug" - 4 shares
"Allrianne" - 3 shares
"Maximilian" - 2 shares
"Doctor" - 10 shares
"Myro Palk" - 1 share
"Lynsander" - 6 shares (if we could the ship as a free trader, then its 9 shares)
"Kenneth" - 5 shares

So either 31 or 34 shares.


fnord72 wrote:


I haven't heard any complaints about a large connection between Doc, Varkha, and Kenneth.

You mean than the fact that I pointed out that I have more shares (6) than either of the other two?

Dunno man.


Kenneth deLacie wrote:


As for skills, if they are not already spoken for, I would like to take Medic-1 and Survival-1, if that is ok.

Works for me... we have two backup 'medics' since I have medic/1 too.


fnord72 wrote:


GM Darkblade, assuming the other two agree, it might be that we acquired the ship in that event, since between the three of us we have nearly 20% in shares. We then reached out to some other people we knew, and viola, a crew is made.

Probably should add my shares into that per our recent connection.. or could be the 'reach out' part. Anyways, I have 6 shares (2nd most of the set of characters).


Works for me.


I could take Gunnery/1 and Streetwise/1


Lysander Montague wrote:
Varkha Gzegdoug wrote:


Pilot: Varkha Gzegdoug Pilot-3
Astrogator/Navigator: Relsanth Lodic Kelser
Ship's Engineer: Allrianne - assuming she takes engineering skills as her connection skills. If she takes Engineer from the campaign package as well she can have engineer-1 in j-drive, maneuver, and power plant.
Medic: fnord72 definitely - has medic-3
Steward: NPC unless fnord takes Steward skill as well from his 2 connection skills. Or we can skip steward and take only mid passengers.
Chief Gunner: AGamer70 has gunner-2
Broker/Supercargo: thzero has at least broker-1 (hopefully more if he puts his connection rolls into it). If he has gunner skill he could also be a secondary gunner when on board.
Gunner(Optional):
Small Craft Pilot(Optional): (Varkha could fill in here if people want him to)

Assuming I take broker and advocate from the campaign skills, then I have broker/2, advocate/2 and persuade/3. I could drop advocate, and take gunner to be a backup gunner if that would be helpful.

Quote:
* You can't take Advocate 1 or Broker 1 from the campaign skills as they don't stack and you already have them - they are just to "fill out" things we don't have, and won't boost existing skills.

Oh yeah, thanks.. thats because they are */1. Uh, well, gunner or engineer to help fill out skills.

Yeah I'd probably put both of the connection skills into Broker.

Fixed the link too.


(thzero here)

So I would say that probably best to take the advocate and broker from the campaign skills.

As far as the connections.

Allrianne - perhaps our paths have crossed due to your gambling and my legal trouble? Something about needing to ship something quasi-legal to fulfil some gambling debt that I ended up brokering aboard the trader i was working on, and that got me into legal trouble and toss off the ship... that might be why I'm looking for a a new ship, aka navarro.

Following onto that... I'd say I sought medical help, potentially around obtaining anagathics and in doing so I had gotten an appointment with you. In dr/patient style conversations it was mentioned that we both had ship shares in common, and that we were both interested in "the stars" for our own regions, and thats how we ended up on the navarro by pooling shares.

If both agree, I'd take the skills Advocate and Streetwise.