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Play Snapshot/Mayday Tonight?

SgtHulka's Starship Crew:

Character 3: "Pappy", Pilot and Navigator
Merchant 3rd Officer 554B89 46 yrs old
Admin-2 Pilot-3 Comp-1 JoT-1 Med-1 Nav-1 Shotgn-2
Shtgun, Passage, Blade, 30,000 cr

Character 4: "Sonny Boy" Gunner
Starman 6793A7 22 yrs old Travellers'
Gunnery-1 Vacc Suit-1

I'm going to need an "Owner" and an "Engineer"; please choose me one of each from either Supplement 1 10001 Characters or Supplement 4 Citizens of the Imperium.

If my "Owner" also has "Engineering" skill, I will choose as my fourth crew member:

-EDIT- Changed my mind, I will choose Character 5 "Deep Pockets", Medic:

Navy Lieutenant 2547AB 34 yrs old Foil HighPsgx2 100K Cr
Frwd Obs-1 Laser Carbine-1 Medic-1

His 100,000 credits will come in handy to buy a turret or missiles.
 
Snapshot character D
Starting UPP: 6C8AA6

He is accepted into the merchant service.

He easily passes the merchant academy and signs on as 4th officer.

His first tour is somewhat perilous. He suvives, but
misses the exam for 3rd officer.

His first tour is busy and he acquires working knowledge of air/rafts, electronics and computers.

Determined to advance in his chosen career, he reenlists.

He has a much easier time on his second tour but promotion still eludes him.

He picks up streetwise skill and reenlists for a third term.

His 3rd term offers no difficulties but promotion continues to be beyond him.

He acquires basic medical training.
Reenlistment is a mere formality.

He survives a fourth term and promotion finally comes.
His new responsibilities teach him vacc suit and navigation skills, but age begins to take its toll.

He reenlists for a fifth term.
Survival is not an issue but promotion is still difficult to achieve.

He sharpens his navigation skills while age continues to wear at him.

He reenlists for a sixth term.

Survival is routine.

Again denied promotion.
Fitness training provides +1 strength and pays other dividends.

He reenlists for a seventh term.

He barely survives this tour and once again he is passed over for promotion.

His narrow escape teaches him to handle a laser carbine but he decides that he is getting too old for this and retires.

Cash Cr50000 plus Cr8000 per annum retirement pay.

Benefits 2 low passages, +2 EDU and a laser carbine

Final UPP: 4A6AC6
Merchants, 7 terms
Age: 46
Skills: air/raft-1, electronics-1, computer-1, streetwise-1, medic-1, vacc suit-1, navigation-2, laser carbine-1
 
Originally posted by SgtHulka:
SgtHulka's Starship Crew:
I'm going to need an "Owner" and an "Engineer"; please choose me one of each from either Supplement 1 10001 Characters or Supplement 4 Citizens of the Imperium.
Supplement 4, Merchant #94 Captain: 433C95
Age 50, 8 terms, Cr61,900, Ship
Jack of all trades-5, Engineering-2, Medic-3, Navigation-1, Steward-1
 
Snapshot character E
Starting UPP: 3AB826

Fails enlistment in Scouts.
Drafted into Scouts (go figure) ;)

Easily survives his first term.
Acquires the skills pilot-1, +1 STR, electronics-1
Reenlistment is a snap.

Survives second term, acquiring medical skill.
Barely makes reenlistment.

Survives a third term.
Acquires navigation skill.
Reenlists for a fourth term.

Survives a fourth term.
Receives +1 END.
And loses it due to aging.
Decides to reenlist.

Barely survives his fifth term.
Acquires submachinegun skill and decides to retire as age is starting to wear on him.

Material benefits: +2 EDU
+2 INT
a dagger
low passage
+2 INT

Final UPP: 2AAC46
Scouts: 5 terms
Age: 38
Retirement Cr4,000
Skills: pilot-1, electronics-1, medical-1, navigation-1, SMG-1
 
Piper's Snapshot crew:
Character B
Final UPP: 379B9A
Age: 26
Navy, 2 terms
Skills: foil-1, computer-1, medical-1, gunnery-1, pilot-1.
cash: Cr61,000

Character D
Final UPP: 4A6AC6
Merchants, 7 terms
Age: 46
cash: Cr50000 plus Cr8000 per annum retirement pay, 2 low passages, and a laser carbine.
Skills: air/raft-1, electronics-1, computer-1, streetwise-1, medic-1, vacc suit-1, navigation-2, laser carbine-1

Character E
Final UPP: 2AAC46
Scouts: 5 terms
Age: 38
cash: Retirement Cr4,000
Skills: pilot-1, electronics-1, medical-1, navigation-1, SMG-1

Between the three of them I have pilot, navigator, medic and gunner covered. I'm going to need an owner/engineer.

If you select an owner and engineer separately, I'll drop the character whose skill set is redundant.
 
Piper's Owner:

Supplement 1, Scout #42:

Scout 52777A Age 42 6 Terms Cr50,000
Elctrnc-3 Vacc-2 A/R-3 Mech-2 Gnnry-2 Pilot-1

Type-S Scout Intrepid:
100 ton starship, Model/1, Double Turret no Weapons, Programs: M, J1, J2, N, T, +0.5m Cr worth extra Programs

Piper, since you're in a Scout, you don't technically need an Engineer (100-tons and under don't require an Engineer), so I won't make you take one.

Also, don't you have one more character to generate? I'm only counting 5. You may get someone with a ship, after all.
 
Piper, Border Reiver, Baron,

Any of you guys available to play Sunday Morning 6 am Pacific/9 am Eastern? (I'm not sure what time that is GMT).
 
Originally posted by SgtHulka:
Also, don't you have one more character to generate? I'm only counting 5. You may get someone with a ship, after all.
oops .. my bad. I had generated the character, but forgot to post:
Snapshot character F
Starting UPP: 74A779
Fails enlistment in Merchant service.
Drafted into Other.

He survives his first term and learns how to handle an air/raft.

Fails reenlistment.

Mustering out roll cash: Cr10,000

Final UPP: 74A779
Other, 1 term
Age: 22
Cash: Cr10,000
Skills: air/raft-2
 
Originally posted by SgtHulka:
Piper, Border Reiver, Baron,

Any of you guys available to play Sunday Morning 6 am Pacific/9 am Eastern? (I'm not sure what time that is GMT).
I'm good with that time.

One question regarding ship's weaponry for Mayday: were you planning on allowing the characters to generate revenue in some way? Character starting funds won't buy much in terms of ship weapons and software.
 
Originally posted by Piper:
One question regarding ship's weaponry for Mayday: were you planning on allowing the characters to generate revenue in some way? Character starting funds won't buy much in terms of ship weapons and software.
Yeah, I noticed that. My 100k Credits won't even come close to buying a turret. Not to mention replacing consumables like missiles and damage repairs. I was thinking about tying a Mayday scenario to every Snapshot scenario, and providing some sort of monetary renumeration for victory. Since I've got the Beowulf , for example, my first snapshot scenario will be the repo attempt. If I'm victorious, that might lead to a Mayday scenario where I'm trying to outrun a bank-owned Free Trader or something to reach a jump point and escape. For you, since you have the Intrepid , you'll start with the Hijack scenario, and then have escape a couple of solomani-piloted pinnaces pursuing you or something. But that suggests that we should probably start with weapons on our ships.

I'm open to suggestions.
 
Maya Jimenex needed a crew, and she needed one fast.

She'd never had much of a head for business, she could admit that now, relying on subsidies during her rise through the merchant service. But now that she was on her own the cold reality of debt stared her straight in the face. She'd been trying to squeeze a living out of the Efate-Regina line, serving those worlds the fat traders were forced to ignore, but found herself falling deeper and deeper into the red. Then she lucked into a shipment of industrial diamonds going for cheap on Efate. She borrowed against her ship and bought the entire lot. She was certain she could sell the gems for a fortune on Regina.

Two months later a mis-jump put her in the interdicted system of Ruie instead of Regina. In a daring procedure, her crew managed to board the interdiction satellite and re-program it to allow her ship to re-fuel in Ruie's oceans. Unfortunately, as she headed back to a jump-point, she was set upon by pirates. Lacking even a turret with which to defend herself, she was forced to allow them to take her entire cargo.

However, her fooling of Ruie's interdiction satellite has not gone unnoticed. She's been approached by a Patron who wants her to rescue someone from Ruie, and is willing to pay her big crds to do it.

But her crew has all abandoned her, refusing to work on a "skipped" ship. That's when she runs into "Pappy", an old friend from the service, and his boy "Sonny-Boy". The kid has a friend who can handle himself with gun...a skill Maya has unfortunately learned is necessary in this part of space. So she makes them an offer they can't refuse -- a stake not just in the upcoming Rescue on Ruie, but in her ship itself, the Beowulf , and all its future profits (or losses). They accept, make some quick purchases of arms, and ready the tramp freighter for take-off, trying to stay one step ahead of the bank.


Cpn/Engnr/Steward Maya Jimenex AKA "Lady Luck" (Supplement 1 Merchant #94)
433C95 Age 50, 8 terms, Cr61,900, Ship
Jack of all trades-5, Engineering-2, Medic-3, Navigation-1, Steward-1

Pilot/Medic Melvin Kain AKA "Pappy" (Character 3)
554B89 Age 46, 7 terms, Shotgun, Blade, Passage, 30,000 Cr
Admin-2 Pilot-3 Comp-1 JoT-1 Med-1 Nav-1 Shotgn-2

Gunner Sidney Kain AKA "Sonny-Boy" (Character 4)
6793A7 Age 22, 1 term, Travellers'
Gunnery-1 Vacc Suit-1

Hired Gun Jack Brian AKA "Redshirt" (Character 1)
3B8488 Age 26, 2 terms, 25K Credits
Brawl-1 ATV-1 Bayonet-2 Rifle-1 SMG-1 Admin-1

Total Cr: 116,900

"Skipping Town" Combat Tracker:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Lady Luck (-2ACR)
00000 0---- ----- ----- AP oooo ooo ooo Wounds
Passenger +0Cutlass/(+1Shotgun)
00000 000-- ----- ----- AP ooooo oo oooooo Wounds
Pappy (+2Shotgun/+0Bayonet)
00000 0000- ----- ----- AP ooooo ooooo oooo Wounds
Recruit -2SnubPistol/+0Shotgun
00000 00000 0---- ----- AP oooooooooo ooooo oooooo Wounds
Leader +0SnubPistol/+0Shotgun
00000 00000 00000 ----- AP ooooooo oooooooo oooooooo Wounds
Sonny-Boy (+0AutoRifle)/+0 SnubPistol
00000 00000 00000 0---- AP oooooo ooooooo ooooooooo Wounds
Veteran AP +0SnubPistol/+2Shotgun
00000 00000 00000 00--- AP ooooooo oooooooo ooooooooo Wounds
Redshirt (+3 SMG)/-1 Hands
00000 00000 00000 0000- AP ooo ooooooooooo oooooooo Wounds</pre>[/QUOTE]Mayday Ship Stats
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Beowulf (Type A)
1. M-Drive (A, 1G) Model/1
2. J-Drive (A, Jump-1) CPU=2
3. Power Plant (A) Storage=4
4. Fuel (30)
5. Bridge (-2 if 0G) Movement 1=Auto/Evade 1=Maneuver
6. Laser (+1) Laser Fire 1=Target 1=Gunner Interact
7. Laser (+0) Return Fire 1=Target 1=Return Fire
7. Missile 6G6 000 Ordnance L. 1=Target 1=Launch
*Boat 6G9 00000 0000-
Comp. Pro. 1=Jump-1 1=Navigation
*No Current Crew Member capable of Piloting</pre>[/QUOTE]Ship's Locker:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">ACR 1,000 Cr
-5 Clips DS 75 Cr
Shotgun w/BayonetX2320 Cr
-10 Clips 100 Cr
Auto-Rifle 1,000 Cr
-5 Clips 100 Cr
Submachinegun 500 Cr
-5 Clips 100 Cr
Snub Pistol 150 Cr
-5 Clips 50 Cr
Flak Jacket x4 400 Cr
Vacc Suit x4 20,000 Cr
CombatEnSuit x4 4,000 Cr
Total: 27,495 Cr</pre>[/QUOTE]
 
Originally posted by SgtHulka:
</font><blockquote>quote:</font><hr />Originally posted by Piper:
One question regarding ship's weaponry for Mayday: were you planning on allowing the characters to generate revenue in some way? Character starting funds won't buy much in terms of ship weapons and software.
Yeah, I noticed that. My 100k Credits won't even come close to buying a turret. Not to mention replacing consumables like missiles and damage repairs. I was thinking about tying a Mayday scenario to every Snapshot scenario, and providing some sort of monetary renumeration for victory. Since I've got the Beowulf , for example, my first snapshot scenario will be the repo attempt. If I'm victorious, that might lead to a Mayday scenario where I'm trying to outrun a bank-owned Free Trader or something to reach a jump point and escape. For you, since you have the Intrepid , you'll start with the Hijack scenario, and then have escape a couple of solomani-piloted pinnaces pursuing you or something. But that suggests that we should probably start with weapons on our ships.

I'm open to suggestions.
</font>[/QUOTE]I've been considering this. I think that we should start with the default Mayday ships, not the default Traveller ones.

So, Piper, your crew would start with the Mayday version of the Scout:

Escort, 100 ton starship, 2G, Model/1bis, 2 lasers. Programs: T, P1, P2, AE, RF, M, J1, N.

(I chose the Escort instead of the Scout because I'm not sure how to fit a Lifeboat into a LBB 2 Scout)

And my crew would start with the Mayday version of the Free Trader:

Free Trader, 200 ton starship, 1G. Model 1, 1 laser, 1 missile launcher, 1 ship's boat. Programs: T, L, G, AE, RF, AM, M, J1, N.

And if someone else joins us (Border Reiver perhaps) and plays either a Noble crew or a Belter crew he could start with the Escort, above, but replace the double lasers with a pulse laser (house rule it as -1 to hit 2 damage hits) or with a Mayday version of the Yacht:

Yacht, 200 ton starship, 1G, Model/1bis, 1 laser, 1 sandcaster, 1 ship's boat. Programs: T, L, AE, AM, M, J1, N.

If you look at the end of the [Snapshot] scenarios thread you'll see I've added a bit regarding campaign rewards for win, loss and draw. Basically if you win you can get extra crew members.

I think I'll do a similar thing for the Mayday scenarios, but instead of extra crew you win money that you can use to improve your ship using LBB 2. If you win you get, say, 1,000,000 credits to spend repairing/upgrading your ship. If it's a draw you get 500,000 credits so at least you have a little cash to repair battle damage. If you lose you get 0 Credits and have to make do with a damaged ship.

Using LBB 2, upgrades could include new computer programs, better computers, and new weapons and/or turrets. I think when you buy or begin with a missile launcher one three-missile magazine of the standard 6G6 homing missiles should come with it, but any additional missiles will need to be purchased.

As a last addendum, I think both the LBB 2 version and Mayday version of Maneuver/Evade should be available. In other words, if you've got a hotshot pilot you my want to buy the LBB 2 version so you can evade while maintaining maximum G's. But if you've only got someone with Pilot-1, you'll want to buy the Mayday version. I also think the LBB 2 version of Gunner Interact should be available, since the Mayday version is functionally identical to Predict 1.

Anyway, let me know what you think.
 
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