Citizens of the Imperium

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-   -   imperial scout rescue service (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=40181)

ManOfGrey July 23rd, 2019 11:50 AM

Hope you're feeling better, Man!
 
Hope you're back on your feet!

Also, just curious, if our ship's airlock is 1.5m x 1.5m, and so is the Back at 'Cha's, how many people in hazardous environment suits can fit into each air lock at a time?

vegas July 24th, 2019 12:40 AM

@all,

Sorry for my delay. Too wrecked to post tonight. I'll try to write tomorrow.

@fly,

Ishi wants a primary and backup communication means for the team, especially if he should choose to use the jammer to drop wireless comms in the Agzlu.

I imagine primary is just our suit radios.

I imagine the secondary would be our suit radios, bandhopping in a predetermined sequence at high rate of speed, the sequence synced across all team radios and with the jammer to avoid noise in those frequncies when in use. This secondary assumes the only person jamming is Ishi, of course. It is useless against other sources of interference.

You allow it?

vegas July 24th, 2019 12:43 PM

TL11 snub pistol w/ tranq, gas, & HEAP ammo 338g (source: RAW)
pocket knife - 125 g (source: guess)
grav belt - 10 kg (source: RAW)
electronics tool kit - 5 kg (source: RAW)
computer spares kit - 2 kg (source: guess)
first aid kit - 1 kg (source: guess)
computer workpad, ruggedized - 1 kg (source: guess)
personal communicator - 100 kg (source: RAW)
short range radio jammer - 200g (source: RAW)

Total mass carried (excludes hazard suit per RAW includes grav belt per Fly):
19.8 kg

flykiller July 24th, 2019 03:38 PM

Quote:

you allow it?
I draw a distinction between "electronics" and "communications". you have some really neat stuff and a basic understanding of how it works and how to use it in normal circumstances, but don't expect to get too fancy.

ManOfGrey July 24th, 2019 09:13 PM

Not how I was hoping things would go down...
 
Are there any more snub pistols available?

flykiller July 25th, 2019 03:14 PM

Quote:

snub pistols
iirc Space Badger specified that there are two, so I believe one remains for you if you wish.

ManOfGrey July 25th, 2019 03:38 PM

Last resort.
 
Jaxon will grab the last remaining snub pistol, and attach its holster to the outside of his hazardous environmental suit. AP rounds are fine.

Like Artemus Gordon in the movie, Jaxon believes having to use a firearm against a person is nothing short of a failure on his part.

But last resorts do happen.

flykiller July 25th, 2019 03:49 PM

what is "ap" here - armor piercing or anti-personnel?

ManOfGrey July 25th, 2019 10:17 PM

Oops... my bad...
 
My mistake. I thought I remembered that snub pistol ammo had armor piercing rounds. But I pulled out my old books, and it's actually high explosive, and/or high explosive, armor piercing rounds. Great... :nonono:

I'm not a big fan of high explosive rounds in the confines of a starship. Do they just have regular bullets? :oo:

Shadow Shack July 26th, 2019 08:23 AM

Quote:

Originally Posted by ManOfGrey (Post 604730)
Do they just have regular bullets? :oo:

Yep, those get chambered into what we affectionately know as the Book-1 "revolver". :p

ManOfGrey July 26th, 2019 10:00 AM

Revolvers in space... !
 
Quote:

Originally Posted by Shadow Shack (Post 604745)
Yep, those get chambered into what we affectionately know as the Book-1 "revolver". :p

Beggars can't be choosers, I guess. If that's what we got, then that's what we got. I thought the advantage of Snub Pistols was that they were tailored for zero-g. If that's how they manage it, then so be it. Load the HE rounds if we got 'em. :eek:

(Instead of "Dirty Harry," it's going to be the "Dirty Doctor.") :CoW:

vegas July 26th, 2019 01:21 PM

Quote:

Originally Posted by ManOfGrey (Post 604752)
(Instead of "Dirty Harry," it's going to be the "Dirty Doctor.") :CoW:

Doc Holiday, especially with the Dead Man's Hand scene in the lounge.

flykiller July 26th, 2019 02:03 PM

they may be "HE" and "HEAP", but just keep in mind that there's only so much a .38 caliber charge can do.

ManOfGrey July 26th, 2019 02:09 PM

No problem!
 
Quote:

Originally Posted by flykiller (Post 604763)
they may be "HE" and "HEAP", but just keep in mind that there's only so much a .38 caliber charge can do.

I can live with 4d6! ::D

Shadow Shack July 26th, 2019 04:19 PM

Quote:

Originally Posted by flykiller (Post 604763)
they may be "HE" and "HEAP", but just keep in mind that there's only so much a .38 caliber charge can do.

Also remember that .38 caliber and .357 Magnum fit in the same chambers/barrels. You just can't fire the Magnum through the .38 barrel because it hasn't been reinforced like the bona-fide magnum barrels are. So in essence, there really is a lot that .38 can do, hence the debut of the magnum revolvers.

Fun Fact: 9mm also fits, but you need a redesigned cylinder to accept the round. Ditto for .380 ammunition (which can also be fired in a 9mm self-loader but it lacks the blowback to move the slide).

Just throwing out a slew of useless trivia. ;)

ManOfGrey July 26th, 2019 04:36 PM

Which way does the trail lead?
 
Quote:

Originally Posted by flykiller (Post 604765)
A trail of blood leads from the engineering space to the aft port cabin door.

Are there footprints in the blood that might show which direction the person might have been walking? Are they indeed "from the engineering space to the aft port cabin door?" Or were they traveling to engineering instead?

SpaceBadger July 26th, 2019 05:17 PM

Quote:

Originally Posted by flykiller (Post 604718)
iirc Space Badger specified that there are two, so I believe one remains for you if you wish.

Specified arms locker had 4 snub revolvers (6-shooters, not 8), described the speedloaders available: tranq, HEAP, low velocity bullets (standard snub ammo). Specified regulation entry load for rescue teams is 3 tranq, 3 bullets - w TRANQ UP FRONT. (We're Rescue, not SWAT!)

Ank and Nyco each took one, leaving two remaining.

Locker also had two pump-action shotguns. Both still there, last I heard.


EDIT: Armory Info Post


*

SpaceBadger July 26th, 2019 05:27 PM

Quote:

Originally Posted by ManOfGrey (Post 604730)
My mistake. I thought I remembered that snub pistol ammo had armor piercing rounds. But I pulled out my old books, and it's actually high explosive, and/or high explosive, armor piercing rounds. Great... :nonono:

I'm not a big fan of high explosive rounds in the confines of a starship. Do they just have regular bullets? :oo:

Snubs used special low velocity bullets, to reduce momentum effects in zero-G. That's what the book said, anyway; I've never looked at the physics myself. In addition to solid ball ammo (regular bullets) snubs also had a variety including HE, HEAP, tranq, gas, and whatever else a GM might think appropriate. Lotsa folks I know (myself included) treat the "HE" as a frangible round that does extra damage to soft targets but is pretty useless against armor and has low penetration so as to do less collateral damage shipboard.

I suggested to flykiller that the HEAP rounds might actually be one-shot laser rounds that he featured in his Scout Rescue Mission novella, but I don't think he ever responded to that.

SpaceBadger July 26th, 2019 05:52 PM

Quote:

Originally Posted by flykiller (Post 604722)
(the body Jaxon saw earlier is the one on the deck, next to the lounge table)

Looking into the lounge Jaxon and Ishi (via Robby) observe another body in the lounge, this one still stitting mostly upright in the seat against the bulkhead. Oh yeah, dead a while, room temperature (normal range for a starship), maybe two or three days, obvious gunshot injuries to the chest and face. Cards - physical regular playing cards for games of combined chance and bluffing - are scattered everywhere. One card on the table has a bullet hole through it. Several bottles of alcohol, half full or empty, stand or lay about.

Are there any weapons in sight near either of the bodies? Or anywhere else we've seen?

Apparently nobody reads my posts, or else Team Leader doesn't mean anything. Stick together in pairs? Ishi and Jaxson (or is it Jaxon now?) head toward Bridge while Ank and Nyco head toward Engineering? Any of this ring any bells? [Link]

And how about our priorities, as stated by GM flykiller and repeated by Team Leader Ank: #1: vector control (no crashing ship!); #2: tend wounded, solve mysteries, anything else.

:rolleyes:


*

SpaceBadger July 26th, 2019 06:42 PM

I just realized, Ank and Nyco are on the Bridge now? I think Nyco was admiring the faux wood paneling of an instrument panel?

If so, then maybe instead of Nyco backing up Ank in checking out Engineering, they should start from where they are and Ank stay to back up Nyco, while Nyco the Pilot Dude attempts to fire this baby up and gain vector control from the Bridge first, then if there's any problem they can head to Engineering to deal with it.

What do you think, ShadowShack ?


*

Shadow Shack July 26th, 2019 07:34 PM

Quote:

Originally Posted by SpaceBadger (Post 604781)
attempts to fire this baby up and gain vector control from the Bridge first,

... ...

What do you think, ShadowShack ?


*

That was my next step once it's determined that the bridge functions were up to par. :cool:

flykiller July 26th, 2019 07:39 PM

Quote:

are there footprints
no. looks like something was dragged. can't really tell which way.

Quote:

HEAP rounds might actually be one-shot laser rounds
those won't be here.

flykiller July 31st, 2019 08:36 PM

ManofGrey, you still up?

flykiller August 1st, 2019 08:21 PM

looks like ManofGrey is out. and SpaceBadger is intermittent. vegas/Shadow Shack, shall we push forward or wait?

vegas August 1st, 2019 08:55 PM

In my limited pbp experience (2 games prior), people disappear. So just play on. Nyco and Ishi will just have to be more assertive.

What say you, shadowshack

Shadow Shack August 2nd, 2019 03:05 AM

I'm in it to win it. Or die trying. Press on, mighty GM!

vegas August 7th, 2019 12:08 AM

@fly,

My next action depends on knowledge/beliefs that Ishi has that I don't. If Ishi thinks he could set of an alarm in the bridge, he would run there and do it. If he doesn't think he could do it, he empties his gun of tranq & gas rounds and loads the HEAP rounds.

What would Ishi think given his experience?

vegas August 7th, 2019 12:22 AM

PS - not that it matters much, but Ank did not load HEAP rounds in his gun, just "low-v ball". Only Ishi and the boat armory have HEAP rounds IIRC.

flykiller August 7th, 2019 03:30 PM

Quote:

what would ishi think
security bots typically have no remote interface, for obvious reasons, but almost always have a jack port for instruction uploads. a guard bot in the shape of a dog is not uncommon. it typically is utilized by people coming from a lower-tech environment that don't feel comfortable dealing with an abstract box, but may also be utilized for its instinctive effects on humans - humans don't fear an abstract box, but do fear a large hostile animal. given what you're hearing over the comms this one seems well-programmed - it will of course recognize and respond to unfamiliar intruders, and based on what Nyco said it seems to be recognizing and responding to weapons. it probably responds to alarms but likely a response to an intruder/weapon will take precedence over a response to an alarm.

Quote:

he empties
in-thread please.

Quote:

Ank did not
my bad.

vegas August 7th, 2019 03:46 PM

Quote:

Originally Posted by flykiller (Post 605202)
my bad.

Meh. It's not really important.

SpaceBadger August 8th, 2019 02:48 AM

Quote:

Originally Posted by vegas (Post 605186)
PS - not that it matters much, but Ank did not load HEAP rounds in his gun, just "low-v ball". Only Ishi and the boat armory have HEAP rounds IIRC.

Correct on the low-V in the regulation entry load, that is 3 Tranq & 3 bullets, although I'm happy to accept fly's upgrade of the bullets to HEAP. :D

The ammo pouches carried by both Ank and Nyco have a full mix of speedloaders, including HEAP, Tranq, and solids; color-coded and also w touch-coding, ridges or something to make it possible to find the desired speedloader quickly by touch. I did not specify how many speedloaders are in each pouch, so I guess that's up to flykiller, what he thinks is reasonable.

Nighty-night, y'all!


*

vegas August 8th, 2019 09:20 PM

Quote:

Originally Posted by Shadow Shack (Post 605234)
...
(2d6)[2]

Oh dude, I hope you didn't just tranq yourself with that first shot...
:rofl:
smh

Shadow Shack August 8th, 2019 11:40 PM

Nyco shoots a lot better when robotic dogs aren't clamped onto his thighs. ;)

vegas August 17th, 2019 04:26 PM

Quote:

Originally Posted by Shadow Shack (Post 605528)
...otherwise he will page Ishi or Jax over the intercom...

FYI - Ishi is standing right behind Nyco on the bridge. I know its confusing because Robby is in that aft cabin.

I think Ishi would be susceptible to selective attention when he is in avatar-mode, so I am trying to keep him safe and around someone else when he is actively running Robby.

flykiller August 23rd, 2019 11:59 PM

ok, we could roleplay the actions on the dock, but this seems like a good break point to evaluate, comment, and criticize the game - style, practices, actions, etc. if you're happy or unhappy feel free to say so.

Shadow Shack August 24th, 2019 04:26 AM

I'm digging it so far, and Nyco definitely plans on playing up to the media once the group exits the craft.

vegas August 25th, 2019 01:10 PM

I enjoyed the game.

If we continue I think either 1) one of us needs to take over Ank or 2) Ank needs to be reassigned, so that the guy in charge "on the ground" (so to speak) isn't an NPC. An NPC captain and a PC strike team would work better than having him present.

Shadow Shack August 25th, 2019 04:45 PM

Agreed, we need to invite another player to take over the team lead or reassign. I'd volunteer for taking over but am having too much fun with the junior officer...it would just be better if someone else were to interact with the polar opposite. :cool:

flykiller August 25th, 2019 10:50 PM

vegas - kinda felt sometimes when dealing with your character that I was reading one of those multipath adventure books - you'd give me action options to assign to him, and I'd pick the option. I see my role as setting the stage and describing the scenes, then you decide the actions while I describe the consequences.

I very much feel bad about moving on without Space Badger. I had originally conceived the game as solo with him as the chief tech, but adding other players combined with his intermittent availability as the chief tech became too awkward, and the game ended up being the exact opposite of what I envisioned.

and I do wonder where Man of Grey went, hope he's ok.

I'm comfortable with Space Badger continuing with ank if he's able, or another player taking the lead tech character or bringing in a new lead tech, or one of you being promoted to elad tech, if everyone wants to continue with this.

vegas August 25th, 2019 11:46 PM

Well, that's not what I was aiming for, but if that's how it felt, I'll quit it. I was aiming for accelerating game events with the conditionals; "do x and if a do y else do z." I can just slow down with "do x" and wait to decide y or z a post later a couple days later.

I'm happy to wait for space badger too. If we are going to press on without him reorder. Or the third option is just muddle along as we were and he plays when he can.

YO MAN OF GREY! ARE YOU OUT THERE? WE ARE WRITING ABOUT YOU! HEY MOG!

Shadow Shack September 7th, 2019 04:51 AM

I'm up for a next mission, 2 players (myself & vegas) or otherwise.

flykiller September 7th, 2019 03:43 PM

ok, but I guess it's down to one now. I'll see what I can set up.

continue with this or different mission set?

Shadow Shack September 7th, 2019 04:30 PM

New mission. The only objective Nyco would have with the current post-mission is obtaining a mission patch from the Agzlu.

vegas September 7th, 2019 10:04 PM

I'm still around. Busy week. Family visiting. Back-to-school. FFB started. I've got no spare gaming cycles. I should be back to normal next week.

flykiller September 8th, 2019 10:24 PM

Quote:

I should be back to normal next week.
'k, we'll hang on for a bit.

Quote:

new mission
'k, let's see when vegas gets back online. in the meantime run by me another skill, or skill level, for your character.

Shadow Shack September 9th, 2019 04:17 AM

Quote:

Originally Posted by flykiller (Post 606350)
in the meantime run by me another skill, or skill level, for your character.

I'd like to role play the opportunity to acquire an Agzlu mission patch if you're up for some filler time.

I wouldn't mind acquiring a standard/self-loader shotgun as well if permitted to do so, Nyco is looking to start a collection of shotguns on top of his mission patch collection.

At 2 skills per four year term I assume we're adding two more years to the age/term? Assuming so, here's my updated sheet (new skill bold faced):

pilot (Shadow Shack)
Nyco 'the Kid' Layne (mH)
6A9687
age:34
4 term scout (active duty)

SKILLS
Shotgun-2
Pilot-2, Vacc Suit/ZeroG Cmbt-2 *(hazard suit +1), Navigation-1
Mechanical-1, Medical 1

EQUIPMENT
Ballistic Cloth armor
Sawed off dbl bbl shotgun* "Bessy Blunderbuss" (loaded w/ 2 shot shells) w/back holster, 12 shot shells in vest pocket
Pump action shotgun "Betty Boom"
2 bandoliers (one loaded with shot shells, the other with non-lethal shells)
Nickel plated everflame lighter w/IISS logo
Backpack (approx. 23kg total, typically stowed in cabin)
> Flight Log 0.75kg
> 1 box of Regina Torpedo cigars (25 total) 5kg
> 2 boxes shotshells @ 25/box 1kg ea
> Compass 0.1kg
> Combination filter mask 1kg?
> Tent 3kg
> Inertial Locator 1.5kg
> Radiation Counter 1kg
> Hand Calculator 0.1kg
> Binoculars 1kg
> Light Intensifier Goggles 1kg?
> Cold Light Lantern w/3 refills 0.25kg
> TL-12 Continental Range Communicator 1kg
> 4 x 1-liter water bottles 1kg ea
> 1 week Survival Rations 3kg

> Collection of IISS mission patches (earned, acquired, etc)
- Regina, Jewell, & Lanth X-Boat routes
- S/C Shamrock, Gallimus, Vagabond; Aquatine, Nomadic Scoundrel, Rascal, Sterling Rebel, Vera
- S/S Pathfinder
- Exploration Cruiser Neptune
- ISRS Boat 6/Team 2
- IISS Amanda, Baldrin, Cataphract, Dauntless, Euphoria, Helios, Innuendo, Janissary, Malta, Patience, Prennia, Ravana, Shirley, Suzanna, Wish Upon a Star, Xerces



* as shotgun, range PB:+2 S:+1 M:-6 L/VL:n/a, ammo:2, wounds=3d per barrel or 6D for both barrels fired simultaneously, reload as revolver, 1500g loaded

flykiller September 11th, 2019 03:22 PM

Quote:

I'd like to role play the opportunity to acquire an Agzlu mission patch if you're up for some filler time.
working on it, trying to fit everything together in the background ....

nyco's still age 32. shotgun 2 looks good, suits the character you've portrayed so far. for pilot you can pick a specialty based on hull size - 0 (small boat), A (everything up to 1900 dtons), B (larger), etc. you can pick one for +2 and be -1 on every other size, or two for +1 on each and -1 on every other size, or "general" and just be equal across all hull sizes.

also vegas, you can pick a specialty for ishi's electronics - sensors, computers, engineering, etc. you'll be +2 in that branch and -1 in everything else. or pick two for +1 on each and -1 in everything else. or you can pick "general" and just be equal across all branches. same thing for computer - security, data base, operations, search, etc.

Quote:

Are y'all continuing play from here?
yes, vegas and ShadowShack seem to want to press on.

Quote:

Might be a good idea to have another team member (with an actual active Player) take over as Acting Team Leader while Ank "recovers from complications from his injuries."]
if you like. slot open.

vegas September 11th, 2019 04:52 PM

Quote:

pick a specialty for ishi's electronics - sensors, computers, engineering, etc. you'll be +2 in that branch and -1 in everything else. or pick two for +1 on each and -1 in everything else. or you can pick "general" and just be equal across all branches. same thing for computer - security, data base, operations, search, etc.
electronics, generalist. ("Hack all the things!")
computer, security+1 and operations+1

Before I set that is stone, I have two questions. First, I want to make sure I understand the game mechanic.
For example, Ishi is Computer 2*.
Relevant skill modifies by (2 x skill level) -1, so that would be +3 for generalist.
By specializing it is +4 for specialties and +2 for everything else.
Finally he gets his INT +2 benefit too.
Did I get all that right?

Second, I want to make sure I understand the sub-specialties. Ishi is a hacker, so "security" for sure. I'm actually not 100% sure then next should be "programming" or "operations" or even something else.

He hacks to gain access, but then he wants to subtly change behavior of the system he hacked and you do that with scripts. But these are generally small (if very clever) programs as opposed to big applications that I imagine "navigate" or "jump" are. Maybe I am biased by my experience, but the excellent IT professionals I have known all write their own scripts for a myriad of purposes, but I wouldn't call them programmers, they are administrators. (I am only using the term "operations" since that was your example.)

So anyway, help me choose the right specialty so he can effectively hack.

flykiller September 11th, 2019 09:10 PM

Quote:

Did I get all that right?
yes.

Quote:

He hacks to gain access ... help me choose the right specialty so he can effectively hack
then just security.

Shadow Shack September 11th, 2019 09:18 PM

Quote:

Originally Posted by flykiller (Post 606477)
nyco's still age 32. shotgun 2 looks good, suits the character you've portrayed so far. for pilot you can pick a specialty based on hull size - 0 (small boat), A (everything up to 1900 dtons), B (larger), etc. you can pick one for +2 and be -1 on every other size, or two for +1 on each and -1 on every other size, or "general" and just be equal across all hull sizes.

Considering the wide range of vessels we can expect to encounter, I'll take Pilot-2 at specialty-A/general. I'll update the character sheet when I get home. :cool:


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