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Old September 22nd, 2013, 02:46 PM
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Default [SBRD] OOC Discussion: Chapter 02

Placeholder for OOC discussions as we move on into Chapter 02.
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Old September 22nd, 2013, 05:09 PM
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Woohoo! Off we go!
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Old September 24th, 2013, 03:07 PM
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Soooooo quiet on the IC thread. Did everyone fall asleep at their stations? Should I get Alfred to pump some music through the workspaces of the ship?
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Old September 24th, 2013, 04:51 PM
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Dunno what's up in IC; maybe everybody is resting after all the activity last week.

Hmm, I can't send pirates to stir things up since y'all are in Jump; maybe some of those jumpspace monsters you mentioned?
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Old September 24th, 2013, 04:56 PM
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Quote:
Originally Posted by SpaceBadger View Post
Dunno what's up in IC; maybe everybody is resting after all the activity last week.

Hmm, I can't send pirates to stir things up since y'all are in Jump; maybe some of those jumpspace monsters you mentioned?
EDIT: I have several nice hooks planned for Nexus, depending on what kind of activity y'all go looking for in the way of rumors, cargo, patron, etc... BUT... y'all have to get there first, and I don't want to just GM-push it because I thought y'all had some things you wanted to do while in Jump - like Henry working on the bots; and I think Doc wanted to do some work in the med-bay, fix one of those bots or something; and Max had a list of repairs...
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Last edited by SpaceBadger; September 24th, 2013 at 06:08 PM.. Reason: link
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Old September 24th, 2013, 05:52 PM
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Also, I just remembered I was reading some in Mongoose Traveller the other day (another one I have on PDF so sometimes forget about) and found that there are some things in the Trade rules that I really like - such as some common trade goods always being available on certain types of worlds (w price DMs according to world trade class as usual), then you roll to see what other trade goods might be available from the Spec Trade table. I need to re-read it when not headachey and ears-ringing and all medicated, but I think might end up borrowing some of that, if I can graft it on reasonably to the Trade system that we are currently using (from GT: Interstellar Wars).

I am really looking forward to y'all getting to Nexus; it is a very VERY different place from Devonia!
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Last edited by SpaceBadger; September 24th, 2013 at 05:59 PM.. Reason: links
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Old September 25th, 2013, 12:13 AM
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Some guidance on the Medical Bay, please.
Prior to Doc coming aboard, I had calculated that the Med Bay requires 1075 credits per year for annual maintenance (at a shipyard). At that time, it was 3225 credits overdue on annual maintenance (at a shipyard) and would require 1075 credits worth of parts and 172 man hours of crew time to repair up to fully functional.

Doc had supplies to replace what was missing and had wanted to make the repairs a priority. All of this happened during the roughly 4 months before the start of the game. We always talked about updating the status when we knew what Doc was going to do.

So for my records, what is the current status of the Medical Bay?
This seems like a Referee decision with player input (and definitely OOC stuff).
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Old September 25th, 2013, 12:20 AM
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Quote:
Originally Posted by SpaceBadger View Post
Also, I just remembered I was reading some in Mongoose Traveller the other day (another one I have on PDF so sometimes forget about) and found that there are some things in the Trade rules that I really like ...
One aspect of MgT Trade that role played well was the ability for a variety of characters to each use very different skills to locate cargoes in very different ways. In the last MgT game I played, the ref used the rolls as a jump off point for a mini-adventure ... streetwise skill generates a contact in a shady bar, that leads to a meeting at a loading dock at 2 AM to pick up some goods, cheap, but no questions asked (actually, the company owner was desperate to convert goods to cash to pay a debt and save his knee caps).
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Old September 25th, 2013, 12:01 AM
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OOC: Several times during the shopping spree it was mentioned that they were picking up "parts" that Max needed for the ship. Those were never detailed, given everything else that was going on, so here is a shopping list requested by Max ... SpaceBadger can let us know which were available and we can deduct the price from the ship's coffers and go forward from there. [these items represent the easy repairs from Max's list - all less than 100 man-hours.]

Air raft parts: 200 credits (32 man hours)
Fuel Purifier Parts: 245 credits (39 man hours)
Robot Assistant Parts (rm 27-28, not the broken one): 33 credits (5 man hours)
Cargo Bot Parts (4 bots): 200 credits (32 man hours) [to fix all 4]
Grav Forklift Parts: 67 credits (11 man hours)
Hardpoint Maintenance Parts (empty hardpoints): 66 credits ( 10 man hours)
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Old September 25th, 2013, 03:14 AM
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Quote:
Originally Posted by atpollard View Post
OOC: Several times during the shopping spree it was mentioned that they were picking up "parts" that Max needed for the ship. Those were never detailed, given everything else that was going on, so here is a shopping list requested by Max ... SpaceBadger can let us know which were available and we can deduct the price from the ship's coffers and go forward from there. [these items represent the easy repairs from Max's list - all less than 100 man-hours.]

Air raft parts: 200 credits (32 man hours)
Fuel Purifier Parts: 245 credits (39 man hours)
Robot Assistant Parts (rm 27-28, not the broken one): 33 credits (5 man hours)
Cargo Bot Parts (4 bots): 200 credits (32 man hours) [to fix all 4]
Grav Forklift Parts: 67 credits (11 man hours)
Hardpoint Maintenance Parts (empty hardpoints): 66 credits ( 10 man hours)

The ship does not have a grav forklift; it has a skid-steer forklift.

I remember two places where Henry was picking up extra parts. at Ruthie's and at Mac's.

At Ruthie's place it was the junked engineer assistant bot to be cannibalized w the broken one to create one that works: Henry is working on that, switching the control core. Then at Ruthie's Henry also bought replacement parts for stock that had been expended from the ship's spares bin. Henry also bought those replacement connectors that Max said he needed.

Then at Mac's Henry found the two Hawley-Ridger units, and then spent a couple hours with Mac going over Max's shopping list. All of the parts you listed above were available at Mac's so now the ship has them and I will deduct the amounts you listed above from ship's account for Devonia.

Looking back at the original post, it looks like 21 credits for the connectors. Do you have a figure for restock of ship's spare parts bin? Hmm, actually I guess that could vary; the more you spend on stocking spare parts, the more likely you are to have something when needed.
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