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Recruiting for a T20 Game

Originally posted by Tony Canopus:
In this game, it's different. the Corsairs in this Sector operate a lot differently, and guard their secrets closely (They go up against SolSec in some cases, who seek to bring them to heel by infiltration, etc. ) Normally "Mustering Out" of Corsairs means they hammer on the lid of the pine box... they are a rough lot. Retirees get whacked more often than not, ala "Dead Men Tell no Tales"... That sort of Whacked...

Don't forget, There's always Smuggling...

The Party* doesn't operate in support as the pirates of old or elsewhere. Connection to a Corsair group "Letters of Marque" style almost always ends up in a long prison term, at best, for those involved. For the Party, its all about Control, and pirates are way too chaotic in the Party's View... they often employ aliens!
Ok...so it's back to the drawing board for the character...something I'm not going to tackle tonight...
Before I start, you're not seriously considering using that MSN board to host the game, are you?
 
In this case, ST&T is the Captain. You guys will have a timetable to adhere to, holding up your part of the "Trade Web"... ST&T has no concern for how this is accomplished , as long as it is done and the Credits Flow. Crew Structure is resolved by the Crew... some of you , like the Doc, are on board for a specific reason...
 
Couple quick questions about the ship (which may be premature if the deckplan is still a work in progress).

How is cargo loaded/unloaded?

Where are the gunner's control stations?
 
Don't Redo, Edit! It's Ok. It's a minor change. The Core dude is fine. Keep it simple.

I'm going to use the MSN site to hold files, that's all. The Jury is still out as to how its going to host, but I'm thinking straight on Email. Whatever final decision, that's the way its going to be.
 
Originally posted by Tony Canopus:
In this case, ST&T is the Captain. You guys will have a timetable to adhere to, holding up your part of the "Trade Web"... ST&T has no concern for how this is accomplished , as long as it is done and the Credits Flow. Crew Structure is resolved by the Crew... some of you , like the Doc, are on board for a specific reason...
Well I can see ST&T is the Owner but there is always a requirement for someone aboard to shoulder the responsibility and make the final calls, that's a Captain.

I was imagining it was something like that, we are all hired because we are (at least officially and have been through a screening) good upstanding sort who won't be tempted to run amok or just skip with this pretty ship.

I was expecting it would be more like "This is the cargo here we need there by this date. Take it and whatever else you can arrange." Something like that anyway. Naturally I expect a ship of this type to be carrying some pretty important (read tempting) stuff to make it pay.
 
To Clarify:

Corsair/Pirate: Guys who bust into ships in order to steal it and kill the crew.

Smuggler: Often a relatively honest business person that has a little something going on the side, ...or a shady character that's out for shady profit, and not neccessarily moider!

Two words that will generate trouble in this game are "According to..."

All will be made clear.
 
The Sunfish has six 15-ton Cargo Modules , and two 5 ton cargo modules, in its basic loadout. These are often swapped out for different types of 50-ton Modules as the job requires. There is a 4 Suite Super High Passage one (normally for Inner Party VIPs), A 102-person Low Berth Module, etc. Sometimes you guys haul freight sometimes its Passengers. The Modules can load from either the top or bottom of the ship.
 
Guess we get to "hash out" Who gives orders. If the company is tight on schedaling and keeping to a scedual is going to be rough, maybe flight crew has control in flight, and whoever is lead cargohandler is in control at dock, and our best "negociator" gets to be in control when working w/ the port people.

I don't know how tight a schedual they expect us to keep. We have not even started to figure out who fills what seats, let alone a pecking order, but I suspect the company expects us to be ship shape pretty quick.

Long as I know who gives orders, and who gets em, I am fine giveing orders or following them. Jason kinda has his eye on the navigators seat, but I guess as quick as we start, we gotta work out who sits where. Don't want to miss a port cause we can't agree.

Just my thoughts

Jason Starchaser

Mr Tek

I guess a more formal statement of our "orders" and what the company expects from us is due soon. Set scdeual of cargos? Set schedual of routes and take what cargo is available? Do we have room for speculative cargo, is is every run already filled by the company?

If we can speculate, is that our cargo, or the companies and we just get a cut?

I know, lots of questions, but a poor lonly varger far from home needs to make sure he understands EXACTLY what he has signed up for.
 
JHON COCKER, EDIT 2.

Jhon Vaur Cocker
8th Level Scout, 30,000xp

Str: 13
Dex: 16
Con: 15
Int: 14
Wis: 17
Edu: 12
Cha: 9
Soc: 7

Homeworld: Williamsburg (Hex 1832)
A33478DE, Naval Base, PBG:814

Skills

P/Survey: 6
Survival: Jungle 6
survival: Desert 6
Survival: Arctic 6
Survival: Water 6
Gambling 4
Gunnery 6
Pilot: 7/8
Navigation 7
Ride: 4
K/Planetology 4
Survival: Exotic 6
L: Galanglic
L: Trokh (R/W/S) 3
Spot: 6
T/Computer 6
T/Engineering 6


Feats

Vessel: Grav
AP: Vacc
AP: Light
WP: Marksman
Vessel: Starships
Brawling
WP: Laser
WP: Ship's Weapons
Zero G Adapt
Zero G Combat
Hacker
Imp. Zero G Adapt


Gear:
Cr 118,000
Weapon: Laser Carbine

ST&T Service Pistol (4 Magazies GP, 2 Magazines Tranq)
Utility Blade
3 Service Coveralls
ST&T Vacc Suit
Spare LC Power Pack
Wrist Computer
 
Jhon Vaur Cocker

Jhon Cocker was born on Willaimsburg in the year 5586, to an Academic father (a Professor of Civics at Willaimsburg University) and a Merchant Mother (Manager of Steryon Vacc Systems). He was raised in an environment of unusual exposure to different planetary environments, as he often traveled with his parents on both Lecture circuits, and Vacc Expositions. Even at an Early age, he developed an intense interest in exploration and environments, seeking all that worlds strange to him had to offer.

It seemed a Natural Progression for him to gravitate towards the Confederation Scout Service, and he was crew on two major expeditions to the Hanstone and Banners Sectors, respectively.

The Term before mustering out he soon found myself unofficially blacklisted by his peers for some unseen reason, Which later turned out to be his father's intense involvement with Alien and Vegan Rights, which brought very negative scrutiny from SolSec. His father was imprisoned in 5612 for subversive activities, and hasn't been seen since. Only the remote nature of Jhon'
s service record kept him from going as well.

Having little prospects, Cocker took a series of menial jobs before finally getting a job at Sunrise T&T, running cargo and passengers in the Sybil/Claudio Cluster, in the Hamid Subsector (K)
 
Julian Kane m.d
Solmani Human
7th Level Professional/1st Level ST&T Crew

Str: 10
Dex: 15
Con: 13
Int: 16
Wis: 16
Cha: 11
Edu: 18
Soc: 10

STA Die: 7d6/1d8 (28)
Lifeblood: 13
Home world: Keliun(Claudio) A968A83-D


Skills

k/Interstellar Law : 13
K/ Medical : 15
K/ Alien Biology : 15
Grav Vehicle : 5
T/ Communications : 15
T/ Computer : 15
T/ Electronics : 15
T/ Medical : 15
Trader : 9
Pilot : 5
Liason : 11
Survival (General) : 10
Gather Information (cross class) : 5


Feats:

Professional Specialty (T/Medical) (auto feat)
Armor Profciency (Light) (auto feat)
Armor Profciency (Vac suit) (auto feat)
Vessel : Grav (auto feat)
Weapon Profciency (Marksman)
Connections (Medical Community)
Xeno-Med. (Aslan)
Xeno-Med. (Vargyr)
Surgery
Trustworthy
Research (Medical)
Medical Specialization (Xeno-medicine)

Snub Pistol (2 Clips)
Flak Jacket
Field Medical Kit
Drugs
Personal Communicator
Company Coveralls
Company Vacc Suit
Utility Blade
Shoulder Satchel
Company Gold Watch

18,170 CR
Background still coming .. im a slacker
 
Is there anywere that I could get good information on this sector? I am still fairly new to traveler, and don't have any of the Background books.
 
Jason Starchaser

As is quite clear by now Jason is Varger. I grew up in territory controlled by the imperium. Been in the Merchanct service several terms. We went on an exploritory mission that broght us closer to SolSec space.

The ship had an accident. Something cracked the jump grid, and I volluteered to go out and do a very dangerious repair.

A hull plate was loose and shifted. Cut my Vac suit, banged my left leg up pretty good. I got the suit patched, finished the repair, and got back inside. I refused to let the Docs compleatly heal me. I am left with enough limp to remind me not to vollunteer so much.

Unfortunatly, it didn't help. We reached port, and picked up a charter. Along the way we gor Jumped by Pirates. I jumped into the middle of the fight, and ended up sniping at the pirates from the hatch. We drove them off, but by now we are deep into space no one knows. Most of the crew is talking about cursed ships and being to far from home. Next port most of the crew cashered out and either looked for other ships locally, or ships headed back towards home.

I stayed on, but the new crew didn't sem to like Vargers too much, so I left the crew here, and been living in the high port till St&T picked up a contract.

I don't know much about the company, just what the planetside corpret types told me. For some reason, no one talks to me much, so no one will tell me much about the company. ( If I did not know I was in civilized space, I could start to get parinoid and think folk don't like talking to non-humans????) And these security checks.

I never signed onto a ship before where they did anything but verify my personal ID matched the net records. I realize that we are far from imperal space. But the cap'ns leterr and files from my last ship are clean, and should have been enough. I think they may have run a phych profile? for a merchant crew? not since may training days. It seems like every day for a week, there was a new investigator, asking the same questions in a differnt way. All very polite, and very creepy, but I am getting station fever real bad, and need to get back out into space. this setting in one station too long just gets on my nerves.

Anyway that is the story of my life. Handy with a gun, I run a good nav board, and with a good pilot beside me, we can often beat the time on the route. (If bonuses are offered for good time, and I have the nav board, go ahead and spend the bonus, you'll get it.

I don't know how tight St&T is with time, but If I get to sit nav, and our pilot is good, I don't plan on EVER comming into port on time.

Jason Starchaser

Jim Roker
 
Originally posted by Tony Canopus:
Don't Redo, Edit! It's Ok. It's a minor change. The Core dude is fine. Keep it simple.

I'm going to use the MSN site to hold files, that's all. The Jury is still out as to how its going to host, but I'm thinking straight on Email. Whatever final decision, that's the way its going to be.
I'll stick with the core character, it will just be faster to start over. I recorded at what level I picked up feats, but not skill levels. So it's not really starting over.

I we do go with email (my strong preference), I also have couple of gmail invites if anybody wants one.
 
Take two on the character:

Darius Steele
Solomani Human
Homeworld: Ness - Canopus 2024
B 88457A - A N Ag Lo Ni

Str 12 +1
Dex 14 +2
Con 16 +3
Int 18 +4
Wis 10 -
Chr 15 +2
Edu 12 +1
Soc 8 -1

Lifeblood: 16 Cr. 161,000
Stamina: 54

Feats:
Pilot (Grav)
Connections (Underworld)
Gearhead
Armor Pro (light)
Armor Pro (Vac Suit)
Barter
Weapons Pro (Marksman)
Narrow Escape
Crew Member
Carousing
EVA
Weapons Pro (Swordsman)
Armor Pro (Medium)
Fast Talk]
Point Blank Shot
Vessel (Ship's Boat)
Brawling
Jack of all Trades

Skills:
K/Homeworld - 0
T/Mechanical - 8
T/Communications - 4
T/Electronics -11
T/Computer -6
T/Engineering - 8
Pilot - 11
Trader -9
K/Interstellar Law -6
Bluff -5
Gather Info -2
P/Admin -6
Gambling -6
Broker -6
Liaison -5
Intimidate -7
Bribery - 5
K/Imperial Navy ship types - 1

Gear:
Masterwork Magnum Autopistol with integral Laser Dot Pointer
12mm. 9 round magazine.
STT Company Vacc Suit
3 Sets of Company coveralls
A utility blade
STT-Issue Automatic Snub Pistol

1st Level Merchant

1st Term Merchant
Speculative - Promotion to Crewman (02)
XP bonus 4000, Cash Bonus Cr 2500
XP 4000 + 1000 + 4000 = 9000 -> 4th Level

2nd Level Merchant 5/2 Bonus Feat 10 Skills

3rd Level Merchant 6/3 Feat 10 Skills

4th level 3rd Merchant/1st Rogue 7/3 Ability Increase Int

2nd Term Merchant
Exploratory
XP Bonus 2000
XP 4000 + 2000 = 6000 + 9000 = 15000 -> 6th level

5th level 4th Merchant/1st Rogue 8/4

6th level 5th Merchant/1st Rogue 9/4 Feat Merchant Bonus Feat

3rd Term Merchant
Exploratory
XP Bonus 2000
XP 4000 + 2000 = 6000 + 15000 = 21000 - 7th Level

7th Level 5th Merchant/2nd Rogue 10/5 Rogue bonus feat

Mustering out:
1: Cr 50,000
2: +2 Int
3: Weapon

4th Term Traveller
Corporate Troubleshooter
XP Bonus 3000
XP 4000 + 3000 = 7000 + 21000 = 28000 -> 8th level

8th Level 1st Traveller/5th Merchant/2nd Rogue Ability Increase CON

Mustering out:
1. Cr100,000
 
Awesome. Baron, adding in stat bonuses is fine. It makes it a lot easier for me.

I'm going to have it set up that you guys may have specific missions with specific cargoes at times, and at best with room to make money through your own speculation... schedules won't be THAT tight all the time, it depends on the situation.

St&T wants loaded ships, and happy crews. in the long run it pays off bigger.

If everyone could do me a favor, and go to the Canopus South site, and check in and scope out some of the files that are forming there. Also, If everyone could Email me at tonycanopus@gmail.com, so i could get all of your addresses, that wolde help a lot too. Ok?
 
Jason Starchaser

After hirimg on with Sunrise Trade and transport Corporation

Varger

4th level Imperial Navy / 3rd level Merchant / 1st level st&t crew

28000xp

Str: 16 +3
Dex: 13 +1
Con: 10 0
Int: 13 +1
Edu: 12 +1
Wis: 8 -1
Cha: 13 +1
Soc: 10 0

Varger Prestige: 4 (unmodified)

Home world: Pick appropriate or leave as off in a different undefined sector.

Tl 12 Type a Star port, (assume naval base, where Jason signed on with the Navy.), Desert, lowPop.

Skills

Bribery: 11
Broker: 11
Driving, (grav): 11
Gather Info: 11
Clime: 3 (natural talent only, no ranks.)
K/ Jumpspace: 5
Navigation: 12
Search: 6
Swim: 3 (Natural Talent)
T/ Comm: 11
T/ Computer 6
T/ Mechanical 1
T/ Sensor: 9


Feats

Armor light
Armor Medium
Armor Vac suit
Weapon Marksman
Weapon Laser
Brawling
Jury Rig
Barter
Narrow Escape
Vessel ship’s Boat
Vessel Grav
Hacker


2 Snub pistols with several clips.
Shotgun w/ several loads of Buckshot.
Some gear including hand comp and personal comm.

St&T duty unifors (3), (coveralls with st&t patch and name stiched. In whatever green color we chose to represent our ship.

Dayglo orange vac suit with st&t logo and name stenceled in the usual spots.

Helmet has a Green stripe, same color as the duty uniform, from the coupling at the back to the top were the visor starts. It also has a stylized paw print several inches across over each ear.

Same symbol over the chest, and across the back.

8650cr

Tas membership

Slight limp.

Jason Starchaser

Jim Roker

Tony, if the decorations on the suit cost enough to worry about, tell me so I can deduct that amount from my funds.
 
Iam going to suggest we customize our uniforms and vac suits.

( from the uniform discussion on the boards, We should each have a bright stripe Painted so that we know our own crew, even if we were to be in a crowd of peple in suits, and each should have a clear mark to ID each other. That way even in suits we know who is where without question.)

We might want something similar on our regular uniforms. Being able to spot our own across a crowded dock could be a real useful thing. You know one vac suit looks just like another, until you are close enough to see the face, and even a human in coverals is going to be hard to Identify past a few dozen meters.

I suggest a green stripe from the back of the helmet to the visor, and whatever mark each of us prefers as long as it is differnt, on both sides of the helmet, the chest plate, and the back of the suit.

For the uniforms, if the company only issues them in one color we need to create armbands maybe. That way, if for some reason we did not want to stand out, we could simply take them off. (remember I am going to stand out whereever we go, but the rest of the crew might not.)

Otherwise we pick a green that matches the stripe onn our helmets, and pick one differnt than any other crew wears.

Minor detail maybe. But being able to tell friend from foe has saved my neck at least twice. And even just spotting each other on the dock will help us load cargo more effeciently.

Just the thoughts of a lonly varger.

Jason
 
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