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PC Bridge crew Jobs:

pennshome723

SOC-12
Marquis
Ok to start with I use a lot of my own house rules and don't fit in with standard versions of Traveller. I have all the versions and have used bits and part from them all plus I use a lot from BRP d100 system too.

Now for this thread, I want to talk about the PC's jobs in game play on the bridge when dealing with ships systems coming/going from a system and etc.

Now once again I use elements from Star Fleet Battles for different functions that the 4 key bridge crew do. So for me the following Job types are on pretty much all of my PC bridges:

- Pilot
- Navigator/CoPilot
- Computer/Sensors/Communications
- Engineer

Now in my game the Engineer has a clip board with a Laminated worksheet that is loosely based off a Star Fleet Battles power allocation of ship power points. The idea is that the ships power plant produces so much power units, and the engineer decides what ship systems get how much power allocated to those systems. Usually this happens before lift-off, en-route to the system jump point, then at the jump point, then after they exit jump space, and when landing. Those are the most likely times when changes are made but there can be other times too. Now damage and systems failures can effect the number of power points the system has to be used and the Engineer is totally in-charge of all that.

So after the Engineer allocates power to different systems, then each other bridge crew can further tinker with what or how their systems and sub systems can use that power points depending on whom is doing what and can they make the skill checks.

My goal is to give everyone something to do in these times, and then when they get involved in situations they feel much more apart of it all. It has worked extremely well for years, that is why I do this.

So the Pilot flys the ship, the Navigator plots out the path and makes corrections, then the Comp/Sensor/Comms PC handles those three jobs. often these three bridge crew can all do Sensors, Comms, Computer, Security, Robotics, and Gunnery as well too. It all kind of depends on their PCs skill sets.

For me in my games, it is all about Plot and Roleplaying, plus having fun for all. There is nothing greater to describe a situation and sit back as the players call a time stop to talk it out what they think or might do or should do! Form me that is really fun to watch as a GM to look into my player's faces and see them talk out what to do next and then say...Time stop over-with what are you going to do?!?

:devil::devil::devil:
 
Now once again I use elements from Star Fleet Battles for different functions that the 4 key bridge crew do. So for me the following Job types are on pretty much all of my PC bridges:

- Pilot
- Navigator/CoPilot
- Computer/Sensors/Communications
- Engineer

I have those basic functions except Computer (it is 'computerized').

Here are the posts that handle what during a routine 'flight'.

Pilot = piloting, comm, some sensors
Astrogator = navigation, sensors, some comm
Engineer = drives/pp, environmental systems.
 
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