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Okay, let's knock the dust off this place.

Started by Werekoala, November 06, 2007, 09:38:17 PM

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Werekoala

Last I heard, keeping the Type-S. And it works, it can fit four relatively comfy. I'll hold off on rolling the ball to give folks time to finish up gear and whatnot.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

James J Skach

OK, guys.  I'm not going to get my hands on books for at least a few days (I'd be open to pdf if anyone has a good place to get the CT rule books).

So, sell me on some equipment. Get it. Sell me. See there. The play on words.

I don't want a lot of possessions. A Blade, gun, some tools for the computer and electronic work; some protection; and maybe a quirky thing or two that offer no viable in-game bonus. Nothing that will tie him down in any way, or make it difficult to get the fuck out of dodge whenever the mood/need strikes.

As for 0-level skills - any suggestions?  I was thinking something like vehicle or piloting or something along those lines, maybe?
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Werekoala

I don't have my books in front of me, but I can give general info:

Blade - can be anything from a dagger to a cutlass, foil, broadsword, etc. - your choice. You should specify which blade, however ("Blade" in chargen just means "Pick a bladed weapon to be trained in"), and rename the skill for that specific weapon.

Gun - same thing. Body pistol (a snub/holdout gun, sometimes able to be snuck past detectors), autopistol, revolver, shotgun, rifle, SMG, laser rifle or laser carbine, etc. The Traveller Universe is heavily gunpowder reliant. There ARE energy weapons, but they are expensive, sometimes delicate, and banned in many places. As with "Blade", "Gun" means pick a type to specialize in.

There are electronics toolkits and such. As to unusual items, I always pack an Inertial Locator. :)

If nobody gets to their books before me, I'll list the prices for things like the toolkits and such, and weapons as well once you decide which types you'd prefer.

As to the Skill-0, if you want Driving you should consider Wheeled, Tracked, or Air Raft (anti-grav car essentially). Those are the widest range of personal/small group vehicles around. If you go Pilot, then you can have Pilot (good for starships), Ship's Boat (piloting and operating the launches - almost small starships in their own right, that can operate between planets in the same solar system), Shuttle (just that - orbit-to-ground shuttlecraft), Aircraft (I THINK that's a skill, someone correct me if I'm wrong - that would be fixed-wing air-breathing aircraft), and VTOL (Helicopters and the like).

Phew - think that's it.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Dr Rotwang!

RE: The Ship

I say we trade the Courier for a bigger ship.
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
[/font]

James J Skach

Quote from: Dr Rotwang!RE: The Ship

I say we trade the Courier for a bigger ship.
Am I (Ronnoc) going to have more responsibilities (read: work) if we get a bigger ship?

You know how I feel about work...
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Ian Absentia

More deck to scrub.  :(

Say, did I ever tell you folks how a mate of mine and I once stole an X-Boat?  Woo-hoo!  Jump-4!  And...no maneuver drive. :deflated:

I'll post my (meager) equipment list later this evening.

!i!

Werekoala

Basic gear and costs:

Dagger 10cr
Foil 100cr
Cutlass 100cr
Sword 150cr
Broadsword 300cr
Cudgel 10cr

Body Pistol 500cr
Autopistol 200cr
Revolver 150cr
Carbine 200cr
Rifle 200cr
AutoRifle 1000cr
Shotgun 150cr
SMG 500cr
Laser Carbine 2500cr (powerpacks 1000cr)
Laser Rifle 3500cr (powerpack 1500cr)

Armor:

Jack (leather) 50cr
Mesh (leather/chainmail) 150 cr
Cloth (ballistic cloth) 250cr
Reflec (laser reflective) 1500cr
Ablative (vaporizes under laser fire) 75cr
Vacc Suit 10000cr

Basic Gear:

Respirator (allows breathing in thin atmosphere) 100cr
Filter Mask (allows breathing in tainted atmosphere) 10cr
Combo Mask (both) 150cr
Cold Weather Clothing cr200
Short Range Comm cr100 (10km range)
Medium Range Comm cr200 (30km)
Long Range Comm (backpack) cr500 (500km/up to orbit)
Inertial Locator Cr1200
Rad Counter Cr250
Hand Computer Cr1000
Binoculars cr75
Light Intensifier Goggles cr500
IR goggles cr500
Electronics toolkit cr2000
Mechanical toolkit cr1000
Pressure Tent cr2000


This is not an exhaustive list, just some basics for Jim to get an idea from. If you want something else specific, just let me know.

FYI, there will be a Ship's Locker, once you cads decide on the ship situation. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

James J Skach

You. Guys. Rock.

Start: 10000
Dagger (x2)
Body Pistol (x2)
Jack (armor)
Combo Mask
Cold Weather Clothing
Medium Range Comm
Hand Computer
Binoculars
Electronics toolkit
IR goggles
Inertial Locator
End: 3605

I don't know what half this stuff is, but it sure looks fun.  Two daggers and body pistols cause yo never know.  Redundancy is a good thing.

Anything else I need?  Basic clothing and such?  I'd like to have some credits left over for a few interesting things when I buy the books...
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Werekoala

Don't worry about clothing and the like - you've got several changes of everyday stuff. If you want to buy some fancy dress or whatnot, then we'll talk.

Make sure you specify your skills (blade and gun) as dagger and body pistol.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Ian Absentia

Quote from: WerekoalaIf you want to buy some fancy dress or whatnot, then we'll talk.
I was actually thinking of some Groatle finery, but, yeah, that's a little superfluous.
QuoteMake sure you specify your skills (blade and gun) as dagger and body pistol.
Are you differentiating skills between the dagger and the "blade"?  To be honest, I've never seen the point -- on a skill granularity of this scale, it's like differentiating between a foil, a rapier, and an épée.  Will the local law level / political situation frown severely on something like a blade? (essentially like a streamlined version of Crocodile Dundee's Bowie knife, Jim)

Erem's Equipment List
Hand computer
Inertial locator (built into hand computer?)
Short range communicator (built into hand computer?)
Combo mask
1 dagger
1 Arakaskan duelling knife
1 fashionable shoulder bag containing:
  • billfold with cash/IDs
  • 1 pair polarising sunglasses
  • 30m string
  • 50m fine guage aluminum wire
  • 1 telescoping pointer - 2m
  • 1 roll duct tape (or galactic equivalent)
  • 1 lighter
  • 2 small cans spray paint - gloss signal red, satin black
  • 1 can med-foam antiseptic/spray-on bandage
4 changes of fashionable clothing - nothing practical

!i!

Werekoala

Yeah, the only skills in Traveller are "Blade Combat" and "Gun Combat" so we always specified what type of gun or blade. Seemed a bit more realistic (you might be a hell of a knife fighter but suck with a cutlass, for example). In the case of something as similar as a dagger and a "blade", though, I think one skill can cover both.

At Law Level 8, short bladed weapons can be carried, but all others are prohibited, so daggers and the like are fine on Kukelu. That said, if you walk around with a bandolier full of them, you might draw attention. :)

As to having multiple items built into one unit (communicator/computer/inertial locator) that's fine, so long as you paid full price.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

beeber

(trying to finish off a class project--i'll have my gear & stuff done later tonight, promise!)

IIRC in CT blade and gun combat needed to be specified by individual weapon, so you would have blade, dagger, cutlass, etc. as well as autopistol, body pistol, SMG, snub pistol, etc. all as separate skills.  mercenary did some finetuning with handgun (all pistols) and combat rifleman (most rifles) but we ended up houseruling just "pistol" and "rifle" (and heavy weapons, and energy wps for PGMP/FGMPs) to keep it simple.  torin has no weapon skills, so for him the issue is moot.  i think i make take engineering-0, just so we can run the scout.  someone else can figure out the gunnery part. . . .

i guess we should keep the scoutship for now.  we don't have enough cash to get another ship, even with trading her in, yet.  if anyone else joins in this merry lot, then we'll look into it.

Ian Absentia

Quote from: beeber...we ended up houseruling just "pistol" and "rifle" (and heavy weapons, and energy wps for PGMP/FGMPs) to keep it simple.
Same here.  I always grouped sensibly related weapon skills together, like "Knife" for dagger and blade, "Pistol" for all one-handed guns, "Longarms" for all non-military rifles, carbines, and shotguns, etc.  Any specialised, military weapon usually fell under it's own specific skill.

By the way, I'm ready to go whenever anyone else is.

!i!

Werekoala

Looks like we've got about everything but the last couple of equipment lists. I see that DocRot wanted to pitch 30,000Cr at a ship upgrade. If anyone else wants to contribute, let me know. That said, we'll get the ball rolling - see the main thread for the first installment. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

beeber

aah!  here's my gear!

dagger (due to my low str and the local LL)
hand computer-11
electronics toolkit (includes handy shoulder strap)
cheap (cr10) sunglasses
filter mask
combo shortrange commo / wristwatch (cr350)
combo magnetic compass / inertial locator
multi-tool (think leatherman) (cr60)
wide brimmed hat (cr50)
faded orange utility jumpsuit (standard clothes, lotsa pockets)

total cr3790
i can throw cr20,000 towards a ship upgrade, plus the scout if needed

and apparently we all have basic (all bk. 1) weapons skill at level 0, as per book 1, p. 36.  i always forget that. . . .

okay!  off to read (and post) in the AP thread!