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imperial scout rescue service
(in honor of the recent quakes) sounds like a good basis for a pbp game here, anyone interested?
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I'll play any game you run if you'll have me.
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any game? what would you like?
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Here'a thought- do earthquakes affect grav vehicles?
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My take on it is that earthquakes are shifting around huge bits of rock, this will have an affect of the local gravitic field strength - the exact effects on the air/raft would depend on how close it is to the epicentre and how close the epicentre is to the surface.
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Sounds reasonable. Probably shouldn't be much more then a blip- unless you are traveling fast. So there's a finale scene for you- grav chase except right through an earthquake and high speed throws them off, wild bouncing etc. |
Speed bumps for air/rafts. :cool:
Count me in for a PbP game, I'm only fluent in CT though. |
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very well, Shadow Shack and vegas up. I'll start a thread for Imperial Scout Rescue Service - ISRS (icers).
(continuously updated character sheet) team lead (SpaceBadger) Ank Buchannon 7BAB96, age 40 vacc suit / 0G 2*(hazard suit +1) pilot 0 engineering 2* mechanics 2 damage control 2* survival 1 medical 1 wilderness recon 1 combatives 1 sidearm 0 medic (ManofGray) Jaxson vacc suit / 0G 2*(hazard suit +1) computer 1 vehicle 1 medical 3* sidearm 1 computer tech (vegas) Shigiikarishi Ishkiigegakag 57AC88, age 27 vacc suit / 0G 2*(hazard suit +1) computer 2* electronics 2* robotics 0 medical 1 forgery 1 pilot (Shadow Shack) Nyco Layne (mH) 6A9687 age: 32 vacc suit / 0G 2*(hazard suit +1) pilot 2*(A) navigation-1 medical 1 mechanical-1 shotgun-2 http://www.travellerrpg.com/CotI/Gal...ue_gig_01a.gif |
Good opening “In Character” ... thumbs up.
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What does "vs0G 2*(hzrd+1)" mean?
I'll take the hacker, unless Shadow Shack doesn't want the team lead. I'd give the hacker Electronics 2* and Forgery 1 |
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vacc suit / 0G skill (I combine the two, can't see any reason to keep them separate). "*" means you've been formally and professionally instructed and trained in the skill, expressed as a game mechanic by the possibility of re-rolling a failed task check. "(hazard suit +1)" means your training focused on that particular piece of equipment and get an extra +1 to task checks when using it, but get an extra -1 to task checks when using other systems (soft vacc suit, combat armor, and battledress). |
and SpaceBadger, and for that matter anyone else, feel free to join in.
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Whoops, I obviously forgot to scroll over to to second page!
Equus sounds familiar... would I need to start a new PC from scratch, or just keep muddlin' on? (OTOH, my previous PC here didn't get off to the best start w the locals. Or his boss. Or anybody, really. ) |
Has team lead been taken?
1st choice: team lead 2nd choice: computer tech 3rd choice: pilot 4th choice: medic Why are there stars/asterisks by some of the listed tasks? EDIT: Oh yeah, "I'm in!" * |
I think it is FCFS around here so you get team lead, I'm the hacker.
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Thank you for the invitation.
If there's still room, I'd like to jump in too. I'd be happy to be the medic, if he's not already taken. :)
(PS... Classic Traveller rules and skills?) |
Hey Shadow Shack, you better hurry up and post. Only got the pilot left...
Oh, and welcome to the team MoGrey. A real Grey's Anatomy. |
@Fly, we have skills, do we have UPPs? Or is this an all 7s game. ;)
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and of course the first IC post is up. vegas, with electronics 2* your character is on the standard navigator's career track, is that you intent or will he have other goals? |
I rolled 3d6 and kept the highest. This is what I got
57BC87 Small guy, but a long-distance runner. Super-brainiac, but too bored to excel in school. Navigator's career track? Sure, that seems like a respectable track to be on. I chose Electronics to go with Computer because this guy is a hacker at heart, software and hardware, he wants to know how things work and what he can make them do. Probably builds robots as a hobby too. I'd give him Mech-0 if you let me. |
I'm almost ready to post in character as, umm, Lead Guy (name, he needs a name, hmm?), haven't quite got into his head yet. I'm thinking at least one term as regular exploration scout before he got into this rescue stuff, so looking at appropriate skills.
Question to flykiller as GM: What do you regard as the basic "Scout-y" skill for being able to size up terrain, recognize possibly dangerous critters, mentally map out the land? Would that be Recon, or is Recon more military scouting oriented? Maybe Survival? Looking at the T5 skill definitions it seems I'm thinking of Survival and Survey, but what is more important to me is what the GM thinks is the appropriate skill. Also, what are your thoughts on 0-level skills? I don't intend to play him as a skill mokey or combat monster, but a little familiarity w shotgun and revolver seems appropriate, maybe at 0-level. (Following on tradition from your fiction writing of Scouts w multipurpose load revolvers; otherwise I guess a good ol' snubby would be better for same multipurpose use.) One more GM Q: I've always envisioned all Scouts as at least proficient Pilots, if not all barnstormers of Han Solo quality. Would Pilot-0, be acceptable, or would that be an encroachment upon the toes of our designated Pilot? Again, not trying to be SuperGuy, just match up to my idea of the character, if ok. Oh, yeah, does he need to be Human? Kinda thinking Vargr might make an appropriate Scout up there so close to the Extents. |
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Scout Rescue Team Leader Eneri Buchannon (nickname Ank), Human (mixed), male, age 40
In 6th Term as Scout, currently assigned (by his request) to Imperial Scout Rescue Service vacc suit / 0G 2*(hazard suit +1) engineering 2* mechanics 2 damage control 2* medical 1 Survival-1 Wilderness Recon-1 Unarmed/Melee/Brawling-1 Gun Combat-0 (common Exploration Scout weapons) Pilot-0 Ship's-Boat-0 As a boy growing up in Glisten Belt, Ank Buchannon had always dreamed of being an Exploration Scout. He wanted to see new places that had never been seen by Human eyes; walk new lands with open skies rather than rock, plastic, and steel compartments; and meet new people who weren't just like all the people he knew. He succeeded in entry to Scout Academy, but his tested aptitudes didn't get him into Contact School. Instead, he was determined to be a good prospect for Ship's Engineer. Ank shrugged and buckled down on his Maths. At least he would be a Scout, and anywhere that Contact and Survey people went, they needed Engineers and Pilots to get them there. It was about 12 years ago as his ship was returning from a mission, heading back to base for annual maintenance, that Ank discovered his true calling in the Service. They were only 60 diameters out from the Highport when it disappeared in a ball of glowing energy and expanding gasses. The Ine Givar nuke had killed thousands instantly, but it had also maimed and mutilated thousands more, in over one hundred ships and boats and shuttles of varying size, now scattering in all directions out from the bomb-blast, most disabled and out of control in a pitching, rolling, yawing, tumbling mess. Ank's ship immediately joined the rescue efforts. When released back to duty, Ank requested extra training in Damage Control and Rescue, and a transfer to ISRS. He's been doing this work ever since. * EDIT: Oh yeah, stats. Given flykiller's statements re same, I'll just assign what seems right. He's more quick than strong, but flykiller noted, needs to be fit for the job. So probably works out mainly on that quickness and endurance for the hard work, relying on bots and tools to provide strength as needed (hardly gonna rip open broken hatches by hand, anyway). Very intelligent, and educated mostly on the job plus studying varied interests while in Jump. Doesn't care about Soc, never had any, but uniform and position earn some respect. So how about this: 7BAB96 - Look ok? * |
flykiller, do you recall a thread from several years ago (before my surgery), I believe it was atpollard and I and I don't recall who else, discussing shipboard mechanic/engineer's tools of what we imagined for TL12? I think my main contribution was details of what all the Goggles could be used for, and maybe some remotes, but Arthur had a LOT of really cool and practical ideas.
Just thinking some of that stuff is bound to come up in any shipboard rescue, and wanting to get your thoughts. I'll go now to find the thread and edit in a link from here. Bingo! :D TL 12 Ship's Engineer Tool Set TL 12 Mechanical Tool Set TL 12 Electronics Tool Set TL 12 Metalworking Tool Set * |
Stats and skills for medic character.
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I was thinking about adding the following skills, Grav Vehicle-1, Computer-1, and Pistol-1. Is this OK? PS Jaxson was going to try to requisition a Grav Belt. If denied, would he have enough money to buy one? |
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Grav Belt
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From the MegaTraveller Imperial Encyclopedia, p. 59: Grav Belt: A standard-issue Tech Level 12 grav belt looks like a parachute harness with a "stiffener" that runs down the back and has a series of artificial gravity modules around the waist. The grav belt weighs about 10 kg, but once it is turned on, a neutral control setting eliminates this weight. This configuration provides 300 kg of thrust for four hours between charges. The grav belt has a maximum speed in an atmosphere of 300 kph, a cruising speed of 225 kph, and a nap-of-earth speed of 40 kph. TL Vol Weight Price 12 25 liters 10 kg* Cr 100,000 (4 hours per charge) 15 15 liters 10 kg* Cr 110,000 (8 hours per charge) *When not activated Obviously the purpose of his request is an attempt to avoid once again sustaining the life-threatening injury he is just now recovering from. |
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when SpaceBadger kicks in to the IC thread I'll light things off. |
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Do they work for EVA? Quote:
What'd you think of the TL 12 tool sets? Reasonable? |
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Just trying to take stock, figure out who's who. My memory ain't good, I need notes.
SpaceBadger - Eneri (Ank) Buchannon, team leader & engineer vegas - Shigiikarishi Ishkiigegakag (Ishi) - hacker/comms/electronics whiz ManOfGrey - Jaxson Regent - medic So we don't have a Player for Pilot yet, or did I miss somebody? (Sorry if I did!) EDIT: ShadowShack, are you the Pilot? * |
Sorry, I've been working graveyard and forgot to check this board. Yeah, I'll be the stick jockey.
pilot Shadow Shack Nyco Layne (mH) 6A9687 age:32 3˝ term scout vacc suit / 0G 2*(hazard suit +1) pilot 2* medical 1 shotgun-1 mechanical-1 navigation-1 http://www.travellerrpg.com/CotI/Gal...dex.php?n=2816 What are we doing for equipment & gear? |
ok, Shadow Shack in and listed (on page 2 of this thread)
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Shadow Shack please specify ammo (thought to be) available to Nyco.
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Ishi's Loadout
Shigiikarishi "Ishi" Ishkiigegakag
5'5" 135 lbs. https://steemitimages.com/400x400/ht...-483771118.jpg Ishi out of uniform Weapons: 1) TL11 snub pistol loaded: 6 tranq, 2 gas2) pocket knife NB: with gun-0 and blade-0, Ishi expects to be fixer not a fighter. The pocket knife is more tool than weapon. Gear: 3) hazard suit w/ IR & instensifier googles 4) grav belt 5) robotic drone 6) electronics tool kit 7) computer spares kit 8) first aid kit 9) SR go bag 10) computer workpad, ruggedized 11) personal communicator 12) short range RF jammer @fly - let me know what you think about this list. Also, just to confirm, a "hazard suit" includes a vacc suit, right? |
Uniforms/Shipsuits
Some of my assumptions about our duty uniforms or shipsuits.
Shipsuit: close fitting garment, comfortable for daily wear, but also operates as skintight vacc suit..Minimal protection from radiation and micrometeoroids; if you're planning to go outside you wear a protective coverall over it, along w PLSS and helmet of choice. For emergency decompression, the shipsuit supplies a soft bubble helmet carried rolled in the collar, and about an hour of life support until you need to connect to PLSS or ship's LS system. Being Scouts, there is some laxity as to what constitutes "uniform" for wear over the shipsuit. Some Scouts just wear the shipsuit alone. Most wear some variation of BDU coveralls, for the pockets if nothing else. Some, especially solo Explorers, tend to go a little wild in expressing their individuality. Boots serve as both field and space boots, w magnetic grip when activated. |
a hazard suit is a semi-armored vacc suit for use in industrial hazard zones and situations - fire, electrical transients, corrosive chemicals, physical impacts, confined spaces. it's not at all combat armor - it's physical profile is much smaller and a plasma bolt will rip it apart - but it's more robust than a simple ordinary vacc suit and correspondingly more expensive.
the typical uniform descriptions look ok. describe the drone, it won't be a high-end model. |
Forgot about the Hazard suits. Assume they go over shipsuit when getting Down n Dirty on the Job. What all do they do?
Vacc suit Radiation/`chem protection Hard torso? Manipulators/ exoskeletal enhancement? EVA propulsion Maybe those grav belts are built in? |
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Radiation/`chem protection - the ususal, full A/B/UV, slight gamma, no neutron Hard torso? - yes Manipulators/ exoskeletal enhancement? - nope, they're low profile to fit in confined spaces EVA propulsion - add-ons Maybe those grav belts are built in? - nope, again they're low profile, grav-belts are add-ons |
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