Forming a Play by Post Forum Game

Silly question, is there still room? I'd very much be interested in playing as I'm having a heck of a time finding a local game.

I'd be interested in playing a merchant of some sort, unless there's already a merchant focus present. I don't mind filling gaps either :)
 
Wow! You people move fast in this thread. 8)

I only have two PC connected Contact slots available. Who was first up? Was it Evan and Cosima? Or Bishop and Cosima? I lost track...
I can't see any request from supergamera regarding Bishop so I'll go ahead and nab the connection for now. Evan helped Rebecca against a bunch of street thugs and has been refining his Gun Combat (Slug Pistol) skill ever since. Supergamera, if you did claim the connection then let me know.

Also, are we to be using up our contacts in exchange for the connections? Or are the connections in addition to already acquired contacts? I suspect the latter and I bring it up only because it may be nice to have contacts & allies OUTSIDE of our group in case if we need the additional information or resources.


Army, Merchant, and Agent have Drive as a skill. None of us have it and none of the group skill packages have Drive as one of their skills.
I have Drive 0 but I must have missed how this applies to the "Ship Boat" discussion. Drive skill only pertains to ground vehicles.


What do you want to call this game?
How 'bout ... The Antares Connection (hey, I tried) :?


200 Ton Normandi Safari Ship

The Safari ship I posted is a standard design and has the 10% discount for that included. Further discounts for a used ship will also be available.
gerzel - Sounds good. Your ship stats are different from the original CT version but you probably already knew that. Besides, we could use the extra cargo capacity. Also, does the deckplan appear somewhat like the original or totally new?

Team -

I'm strongly inclined to ditch any ship boats in exchange for more cargo space. The mortgage for this ship is 244954 per month. With all the staterooms filled (and crew at double occupancy) we're looking at 21000/month for life support. Grand total is a whopping 265954.

Income adds up to 41000 for freight and 72000 for 6 high passengers at jump 2. Double this for 2 trips a month for a total of 226000.

We'll definitely have to do some cargo speculations with the ship as is. Note, too, that I did not count maintenance or salary (i.e. cost of living) costs.

Ditching the Launch would give us an additional 40000 credits a month. Tight, but a possibility to stay afloat with our combined ship shares and an older ship.

I think we also need to ask ourselves ... do we really want (or have the character game time) to do that much speculating throughout our adventures? I'm all for trying this out but this may not appeal to some of you.
 
DPSteve said:
Silly question, is there still room? I'd very much be interested in playing as I'm having a heck of a time finding a local game.

I'd be interested in playing a merchant of some sort, unless there's already a merchant focus present. I don't mind filling gaps either :)

There is still room yes, as long as you can commit to posting at least once/per day and reading other's posts.
 
gerzel said:
DPSteve said:
Silly question, is there still room? I'd very much be interested in playing as I'm having a heck of a time finding a local game.

I'd be interested in playing a merchant of some sort, unless there's already a merchant focus present. I don't mind filling gaps either :)

There is still room yes, as long as you can commit to posting at least once/per day and reading other's posts.

Shouldn't be an issue, thanks :)

I'm in the process of rolling right now. I'm in term 3 so I should be done relatively soon.
 
Chronus said:
Also, are we to be using up our contacts in exchange for the connections? Or are the connections in addition to already acquired contacts?

I think they are in addition yes.

Chronus said:
gerzel - Sounds good. Your ship stats are different from the original CT version but you probably already knew that. Besides, we could use the extra cargo capacity. Also, does the deckplan appear somewhat like the original or totally new?

The ship is very similar to the CT version (actually I was using the Gurps: Traveler version for my reference) but is of a different manufacturer. Basically it is made by people who have a slightly different view on what a safari ship and what a safari in general should be like (people who like to cook and eat their prey rather than capture and display--Thus the kitchen and no capture tanks). The deckplans are similar.
 
I would like to play is it to late to join in?
I have read all the entries
Would offer a Drifter-army-citizen
type who is a native of one of the backwater worlds
 
I've decided to give you guys a group skill package. I'll start off letting you guys pick who gets what skill by consensus, if that don't work I'll let you guys take picks in turns.

Red Light Skill Package
Steward 1
Pilot (any) 1
Trade: Cooking 1
Medic 1
Advocate 1
Diplomat 1
Astrogation 1

Also I can give you guys a ship patron who will contribute up to 20 shares towards the ship. The more shares you take the more demanding the patron will be (as he or she owns more of the ship). Decide how many shares you want the patron to have (0 to 20) and I'll write up two to three possibilities for that patron and let you choose which one.
 
hello every one I am working on a character to join the Forum game, Character name well be Cristofur Housey.
is there any particular gap in our group so far that some might like to see?

I well have Cris rolled up shortly and posted by tomorrow.
so any suggestions are welcomed.

by the way my real name is Chris too so this makes it easy!
I have been gaming for about 25 years and Traveller, for about 21 maybe 22 years. I am still not the type of fan that owned every thing. I owned the 1-6 BOOKS AND NEVER really saw a need to get more.
this is my first play by forum. so this well be real interesting.
 
Starting Stat rolls {6 x 2d: 6, 8, 10, 4, 11, 4}

Str 4 (-1), Dex 10 (+1) End 4 (-1) Int 11 (+1), Edu 8 (+0), Soc 6 (+0)

Homeworld Cir [Antares 1822] [A679546-C][Ht, NI]
[[Cir is 6 parsecs from Antares]]

Basic Skills: Admin 0, Computers 0, Engineer 0
[[I pick up basic computer skills from life on Cir, and formal education
leaves me with some adminstrative ability and general understanding
of engineering]]

1st Career [Merchant:Free Trader]
Qualify: Yes {2d +Int: 8}

[[At age 18, I embark on my journey to fame and fortune. While idling in
Cir's class A starport I find myself talking to a middle aged man at the local
bar. Name of Nigel Brinewater. Seems he's the captain of a Beowulf class A, the Fortune Made. After many drinks and stories well into the night, he invites me to crew for him. He takes me a simple freight run to Ashaagukhu (local neighbor to Cir) to see how I pick
up the trade. Apparently I learned quick enough to his liking so he hired me on as part of the crew.]]

Basic Traning: Drive 0, Vacc Suit 0, Broker 0, Steward 0, Comms 0, Persuade 0
[[From Cpt. Brinewater I learned a lot. He had me drive him to pick ups and drop offs in
the Fortune's air/raft. The entire crew drilled in vacc suit use before every departure and every berthing. On occasion Cpt. Brinewater would ask me to tend to our passengers if the chief steward was busy. Naturally, I had to pick up comm ettiquette. Lastly, Cpt. Brinewater and his crew taught me the basics of negotiation and talking the other guy into your liking. Those first few years were busy, but good.]]

Free Trader Tour 1

Training: Personal Development: {1d: 5]} Melee [Blade] 1
[[The Fortune's security officer (who happened to be the steward, oddly enough) showed me some basic blade work in case of an unfortunate pirate encounter]]

Survive: {2d +Dex: 8} Yes

Events: {2d: 11} I befriend a useful ally in one sphere. I gain an Ally and +4 DM to advancement.
[[Apparently Cpt. Brinewater took a liking to me :)]]

Advancment: {2d +Int: 11} Yes

Training: Free Trader: {1d: 1} Pilot [Spacecraft] 1
[[Apparently this liking included flight lessons on the Fortune Made. Great old girl, that one.]]

Rank 1

Rank Benefit: Persuade 1
[[The final year or so of those first four saw me focus a bit more on my sweet talking]]

Age 22


Free Trader Tour 2

Training: Service: {1d: 3} Broker 1

Survive: {2d +Dex: 8} Yes

Events: {2d: 7} Life Event

Life Event: {2d: 10} Good Fortune +2 DM to benefit roll
[[At some point during my second tour on the Fortune Made I made my fortune *snigger*. I actually went into a gambling pool on ship and took the long, long odds. Apparently they worked out for me in the long, long run]]

Advancement: {2d +Int: 6} Yes! By the skin of my teeth!
[[Seems Cpt. Brinewater was none too pleased with the level of gambling happening on his ship. He still promoted me to full shared crew member, but not until after a long, long arse chewing]]

Training: Free Trader {1d: 5} Engineer (M-Drive) 1
[[The second tour with the Fortune saw me spend much of my time in Engineering, helping Doc Albright keep the drives purring]]

Rank 2

Age 26


Free Trader Tour 3

Training: Service: {1d: 3} Broker 1 (2)

Survive: {2d +Dex: 8} Yes

Events: {2d: 6} Unexpected Contact
[[I think that this would be a good place to meet one of the other crew members]]

Advancement {2d +Int:9} Yes

Training: Free Trader: {1d: 1} Pilot [Spacecraft] 1 (2)
[[The Fortune's pilot decided to retire about 9 years into my service on the Fortune and I have been promoted to the position. Hurray!]]

Rank 3 - Experienced Trader

Rank benefit: JoaT 1

Age 30

[[After 12 years aboard the Fortune, the captain is making noises about retirement. I decide to stay aboard, and see the ship to the end]]


Free Trader Tour 4

Training: Free Trader: {1d: 5} Engineer (J-Drive) 1

Survive: {2d +Dex: 9} Yes

Events: {2d: 3} Smuggling opportunity: Taken {2d +Persuade +Int: 10} Success
Event Benefit: Streetwise 1, +1 Benefit Roll
[[The Fortune was falling on hard times around the 16th anniversary of my coming aboard. I was apporoached by some, ahem, discerning gentlemen who had, shall we say, sensitive cargo to be transported. The were willing to pay much more than the standard freight fee. I decided to go for it, persuading our steward that we needed the money badly.]]

Advancement: {2d +Int:8} Yes

Training:Service: {1d:3} Broker 1 (total of 3)

Rank 4

Age 34
Aging: {2d -Terms: 4} No effect

[[Captain Brinewater decided to call it quits a few jumps after the smuggling incident. At an age of 66 years he sold the ship to the first mate, Don Guervo. With so much history on the Fortune, I decided to sty for one last hurrah]]


Free Trader Tour 5

Training: Free Trader: {1d: 5} Engineer (J-Drive) 1 (total of 2)

Survive: {2d +Dex:8} Yes

Events: {2d: 5} Gamble Fortune: Accepted, gambling 6 rolls. Broker 8+ {2d +Broker +Int:13} Success, gain +3 benefit rolls, +1 Broker (total of 4)
[[In the final hours of the Fortune Made, I brokered a deal of a lifetime. The entire crew made enough to retire and live decent lives. Thus was the end of the Fortune Made. I do not know who Cpt. Guervo sold the ship to, nor where it berths today. I shall miss that ship, and no other shall match it in my heart]]

Advancement: {2d +Int:11} Success
[[My ability to wheel and deal in the years prior to the Antares Trade (as the deal was known to us crew) caught the attention of Cpt. Guervo. I was promoted to 1st mate on the Fortune, and helped make a decent profit for the ship.]]

Training: Free Trader: {1d: 4} Mechanic 1
[[As 1st mate of the Fortune, I found myself making many minor repairs to the ship. Nothing major, and certainly nothing in the engineering section, but basic handy man work. I found it very fulfilling]].

Rank 5

Age 38
Agining {2d -Terms: 3} No effect

[[After the Antares Trade I found myself in the Antares downport, considering my next move. While sipping a drink in the bar, I was approached by a gentleman by the name of Carlos Montiago; said he had a proposition for me. He had a ship, and a crew, but wanted my expertise. Turns out Mr. Montiago was a, for lack of a better term, pirate. It also turns out that Mr. Montiago was one of the gentlemen with the sensitive cargo four years ago. Small galaxy, huh? Because of my assistance with that event he felt I might be sympathetic to his cause. I mulled it over a bit and thought . . . what the hell? I need a new berth and this sounds like it could be fun. "Mr. Montiago, you have a deal", I found myself saying. I shipped out later that night, in an old cutter.]]


2nd Career: Rogue: Pirate

Qualify: {2d-1 +Dex:6} Yes [[Barely, I'm getting too old for this stuff!]]

Basic Training: Stealth 0
[[Apparently the crew didn't like the amount of noise I made moving about the ship. They remedied that . . . I still have the marks]]
Training: Pirate: {1d: 2} Astrogation 1
[[Since my skills lent myself more to ship-board activities, Mr. Montiago had the ship's navigator teach me the basics of Astrogation. A lot of the jobs they pull apparently succeeded because they used bat-arse crazy approach vectors]]

Survive: {2d +Dex: 6} Yes [[I'm really getting to old for this! I almost got shot this time!]]

Events: {2d: 6} Backstab: Not taken. Gained Ally
[[Just for S&G, I rolled on the mishaps table and got a 4, job gone wrong.
I figure that we were in the middle of stripping a cargo ship of it's valuables when the fecal matter hit the rotary air impeller. During the madness one of the crewmates was immoblizied (something about taking a gyroc to the calf just doesn't sit well with mobility). I could have left him there to take the blame for the heist and also get part of his take of the loot, but in the end I hauled his screaming carcass back to the ship and made sure he got patched up. He's never forgotten that incident.]]

Advancement: {2d +Int: 9} Yes
[[Apparently Mr. Montiago saw what I did for that crewmate because he made me a share and a half crew member]]

Training: Pirate: {1d: 6} Melee [Blade] 1 (total of 2)

Rank 1

Rank Benefit - Gunner [Turrets] 1

Age: 42
Aging: {2d -Terms: 3} No effect

[[I decide that after that fracas it was time to call it career. I took my share of the profits and returned to Antares to see what new direction my future might take]]

Muster - Merchant
Rolls: 5 Terms + 3 Rank + 4 Events - 12 rolls
+1 DM to all
+3 DM to one

Roll 1: Cash :{1d +1DM:7} 40,000
Roll 2: Cash :{1d +1DM:5} 20,000
Roll 3: Cash :{1d +1DM:4} 20,000
Roll 4: Other:{1d +1DM:7} Free Trader
Roll 5: Other:{1d +1DM:6} Free Trader
Roll 6: Other:{1d +1DM:2} +1 Int
Roll 7: Other:{1d +3DM:5} Ship Share
Roll 8: Other:{1d +1DM:6} Free Trader
Roll 9: Other:{1d +1DM:5} Ship Share
Roll 10: Other:{1d +1DM:7} Free Trader
Roll 11: Other:{1d +1DM:4} Gun
Roll 12: Other:{1d +1DM:5} Ship Share

Muster - Rogue
Rolls 1 Term + 1 Rank - 2 Rolls

Roll 1: Cash :{1d: 6} 100,000
Roll 2: Other:{1d: 4} 2 Ship Shares

-----------------------------------------------------------------------------------

Experienced Trader: Alex Rowe: 4A4C86: Age 42
5 terms as a Free Trader: 80,000cr
1 term as a Pirate: 100,000

Skills: Admin 0, Astrogation 1, Broker 4, Comms 0, Computers 0, Drive 0, Engineer (J-Drive) 2, Engineer (M-Drive) 1, Gunner (Turrets) 1, Jack of all Trades 1, Mechanic 1, Melee (Blade) 2, Persuade 1, Pilot (Spacecraft) 2, Stealth 0, Steward 0, Vacc Suit 0

Gun, 25 shares to a Free Trader OR 16 shares to another ship

Ally:
Ally:
Contact:
--------------------------------------------------------------------

I more or less wrote his backstory into the chargen, but I'll clean it up and re-write it later for easier viewing.
 
We have Pilot, Navigator and Medic well covered, by more than one player.
I think we need an Engineer, Gunner, and a Broker maybe?

Rebeca has Admin 2, so could do most to the paperwook. But if we are going to do speclative cargos, a real broker can make or break us.?
 
Zowy said:
We have Pilot, Navigator and Medic well covered, by more than one player.
I think we need an Engineer, Gunner, and a Broker maybe?

Rebeca has Admin 2, so could do most to the paperwook. But if we are going to do speclative cargos, a real broker can make or break us.?

Right.

My mistake. It is a little hard keeping track of everyone dispersed over six pages. Once we get into a separate forum I'll have everyone post their character sheet up on a single separate thread.
 
Chronus said:
Army, Merchant, and Agent have Drive as a skill. None of us have it and none of the group skill packages have Drive as one of their skills.
I have Drive 0 but I must have missed how this applies to the "Ship Boat" discussion. Drive skill only pertains to ground vehicles.

Team -

Ditching the Launch would give us an additional 40000 credits a month. Tight, but a possibility to stay afloat with our combined ship shares and an older ship.

I think we also need to ask ourselves ... do we really want (or have the character game time) to do that much speculating throughout our adventures? I'm all for trying this out but this may not appeal to some of you.

Supergamera, asked if someone had Driver/Flyer skill. I did not think we did.

Looks like we may get to the 8 players cap? Should we dich the Launch on the Safari ship and use the 20 tons for more staterooms, as the ship is stremlined? The more passengers we have the more we need steward / cooks. Is 8 crew to many for a 200 ton Safari ship / High Liner? We can cut our cargo space way back. Just enough for a mail drum and maybe 10ish tons more?

or

Start looking at 400-600 ton ships? The ship shares are starting to add up, we could end up with a used ship for around 1/2 a new ships cost? So our limition becomes crew positions and not monthly overhead? As long as we don't get silly with non-income produceing extras.
 
gerzel said:
Zowy said:
We have Pilot, Navigator and Medic well covered, by more than one player.
I think we need an Engineer, Gunner, and a Broker maybe?

Rebeca has Admin 2, so could do most to the paperwook. But if we are going to do speclative cargos, a real broker can make or break us.?

Right.

My mistake. It is a little hard keeping track of everyone dispersed over six pages. Once we get into a separate forum I'll have everyone post their character sheet up on a single separate thread.

My post was in response to the new peole asking what we still needed. If we hit your 8 person cap, most everything should be covered. The new Merchant alone could cover any of the 3 gaps I posted. So your skill package will be helpfull to just round things out a bit.
 
If I take the Diplomat-1 group skill, can I adjust my Event skill which gave me Diplomat-1 to Recon-1, and my connection that gave me Recon-1 to Stealth-1?
 
Uh oh.

We need to be mindful of our ability to carry mid and high level passengers. The new MGT rules states that 2 high passengers, or 5 mid passengers, are allowed for each Steward skill level (including 0). Of course, we can use luxuries to make up for this. So far, I can only see one Steward 0 skill amongst our characters.

Skill-wise, my character can't do a darn thing on starships, except maybe defend it. I'd be happy to take the Steward 1 skill if nobody else objects.
 
Do we have enough cash to buy one or two Servitor Robots or maybe get them financed as part of the ship deal? They have Steward 2 skill, but cost 120,000cr each. On the upside they do not need a Stateroom or pay 8)

Edit: Are we going to want an AutoDoc to monitor the low berths?
How abought Cargo and Repair Robots?
 
Chronus said:
Uh oh.

We need to be mindful of our ability to carry mid and high level passengers. The new MGT rules states that 2 high passengers, or 5 mid passengers, are allowed for each Steward skill level (including 0). Of course, we can use luxuries to make up for this. So far, I can only see one Steward 0 skill amongst our characters.

Skill-wise, my character can't do a darn thing on starships, except maybe defend it. I'd be happy to take the Steward 1 skill if nobody else objects.

That or maybe you could take Trade ( Chef ) 1, from the ship skill package gerzel posted. With you Deception and Carouse skills, you could make a very flashy show of cooking?
 
Chronus said:
Uh oh.

We need to be mindful of our ability to carry mid and high level passengers. The new MGT rules states that 2 high passengers, or 5 mid passengers, are allowed for each Steward skill level (including 0). Of course, we can use luxuries to make up for this. So far, I can only see one Steward 0 skill amongst our characters.

Skill-wise, my character can't do a darn thing on starships, except maybe defend it. I'd be happy to take the Steward 1 skill if nobody else objects.

Question about that; is it limited to the highest Steward skill or can multiple characters "stack" Steward levels in order to care for more people?
 
All crew who are working as stewards add their skills together for how many passengers they can take care of.

So we need a Head Steward, a Chef ( the full kitchen lets him add his skill levels to the steward levels ), the rest can be Robots or live crew. Plus the Safari ship has 2 tons of Luxuries, which add +2DM for steward check rolls.
 
DPSteve said:
Question about that; is it limited to the highest Steward skill or can multiple characters "stack" Steward levels in order to care for more people?

Yes. It simply means that one steward cares for one set of high passengers and another steward looks after another set.
 
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