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A Day in the Life of a Traveller Gamestory

Spinward Scout

SOC-14 5K
Baron
So here's A Day in the Life of a Traveller Gamestory.

Anyone can post. Give it a shot.

There's three options: Story, Reference, or Commentary. You can use several in each post. You can add characters, too - not just vagueness. It's everything and anything the characters do, if you'd like. You could even change Gender or Race, if you want. But, it should probably be a small adventure-class ship.

What does a Traveller need/want to do before Jump?

The story is in Hour(s), 30 minutes, or 15 minute increments. Please don't skip time like: "two hours later he walked into his appointment". And if your story only needs 15 minutes, please only use 15 minutes of time. But you can post several contiguous or continuous stories at a time.

It's just 24 hours before Jump, starting with the ship at a Starport. I left without the world, starport, or even the characters' name. If you want to make one, please do.

How many things to do, and could happen (and go wrong) in 24 hours?
 
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Story
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A Day in the Life of a Traveller

Hour 1

090-1106 Imperial
6:00am Shipboard time

BEEP!
BEEP!
BEEP!
He rolled over and reached for the Snooze button.
BEEP!
BEEP!
He reached around some more, hitting a lamp along the way..
BEEP!
BEEP!
BEEP!
BEEP!
"Alright!" he yelled towards the clock.
BEEP!
BEEP!
BEEP!
"Frak!" I'm up already!" he said as he sat up.
BEEP!
BEE!

And he finally made contact with the clock enough to turn it off. Then he slowly became aware of the stateroom and his Robot standing in the doorway. He started to say: "What?" but it came out of his mouth more like: "whuh." as last night caught up with him.

"I heard your alarm clock and wondered why it wasn't being turned off, so I came to check. Would you like your usual breakfast?" his Robot said to him in a mechanized male voice.

On a morning starting like this morning, his Robot put the 'irk' in Naasirka Assistant Robot. Some days he wanted to throw his Robot out the Airlock on a trajectory towards the Main Star. Or even a Gas Giant would do.

But he would never do it.

"Robots don't need to be mistreated," his Momma would say, back on Mainz. "Once you start mistreating them, it can make you mistreat other people and things."

Robots weren't exactly people but they weren't exactly things, either. So he did what he was told.

Clearing his throat, he saud: "That sounds great, Buddy. But after my shower, thank you."

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Story
_____

A Day in the Life of a Traveller

Hour 1

090-1106 Imperial
6:15am Shipboard time

"Wow! That feels so good," he said as the shower started at his desired temperature setting, spraying from three directions, and overhead.

The almost-mint scent of the shampoo which was found to be reasonably agreeable to most Sophonts - especially the Aslan, he massaged into his hair.

Next, the unscented antibiotic washdown most Travellers use to keep much unwanted germs from transferring to a new world. Some people thought it was a futile gesture and one not required by the Imperium.

Then the Earthsun-lamp that simulated the sunlight from Earth's star - Sol. The longer he stayed under the lamp, the better he felt.

And last, the warmed air dryer, which didn't need to do much after the sunlamp.

He slipped into fresh clothes and met Buddy in the Ship's Lounge

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Reference
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Mainz
Mora Subsector
Spinward Marches 2930
wiki.travellerrpg.com/Mainz_(world)
Jump Route
Allegiance: Third Imperium, Domain of Deneb (ImDd)
System:
K2 V Dwarf M7 V Dwarf
3 Gas Giants — 0 Planetoid Belts — 7 Other Worlds
Scout Base
UWP: C 5 5 3 3 5 2 – A
Importance: { 0 } Unimportant
Economics: ( 8 2 0 −4 )
Culture: [ 1 3 1 6 ]
Population: 8 × 103 = 8,000
Nobility: Knight
Remarks: Lo Low Population Po Poor
Travel Zone: No Restrictions
Travellers' Aid Society Rating: Green

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Commentary
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And away we go!
 
Morning Meditation

Reference
A Gvegh Vargr priest of the Church Of The Chosen Ones is a Working Passage aboard the vessel. He is a follower of the lower, penitent sect of COTCO believing that the Ancients uplifted the Vargr as lowly servants, daring them to rise from rock bottom to greater heights. This is on the low end of the spectrum of ego, teaching humility and that there is nowhere else to go but up the Vargr Charisma ladder.

Story
Zazuezdez Doen could smell the Ship Day time. It was in the humidity and temperature of the vessel at this hour that told the Gvegh Vargr to rise from his unfathomable dreams to dress in his priestly robes once more. The friar of the Church Of The Chosen Ones sat up on his Middle Passage cabin bunk and began his morning meditations. He felt, as did many of the lower sect, that performing these personal journeys inward were best done when no disturbing or exciting experiences of a Day could infest the mediations to the Ancients with biases or antipathies. Yes, upon waking it was best to reflect on the sophont condition with the fresh awakening to a new Day.

Zazuezdez had known of jump dimming, the Vilani pre-jump tradition and superstition. Being from Gvurrdon Sector, the Vargr priest also knew of the tendency for Vargr Captains to physically beat, lightly or brutally, the first reporting crewmember to their ship before departing a Starport. But for Zazuezdez, the humble connection between his sophont self with the watching Ancients was enough of a practice before each jump transit. He sat there on the bunk with his tail curled about his hips and his claws laced in his lap. Jumpspace technology had granted his race access to Charted Space. Without the uplift of the Ancients, Humaniti, likely the Vilani would have infested all of the Vargr Extents by now, encapsulating some Terragen Vargr on Lair and jailing them there. How grand then was it that the Vargr had been given this opportunity? And what price were they willing to pay to stake their claim among the other races? Trade? War? Piracy? Diplomacy? Coexistence? Mutual growth under the Ancients? Was such a thing possible?

Seven times never hunt Man

His race had done that too. Zazuezdez Doen had read the histories, of how provoking Humaniti had led to reciprocity a thousand times returned. Perhaps the Ancients meant to discipline their uplifts with the mistake known as the Sack of Gashikan and the punishment of the Wolvesbane Project unleashed by the Yileans.

His meditations complete, the COTCO priest Zazuezdez Doen rose to report for Engineering duty. It was his turn to initiate jump in that compartment.
 
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Story
0630 Ship's Time

"Chief Doen, careful -- the gravity's turned off in here," Tenya called out from behind the smaller of the two Jump Drives, then coughed. Gathering her breath, she continued, "The Accumulator is six hours from full charge. All systems are good, except for finalizing the jump field configuration. We can't do that until [Other Engineer, Name TBD] gets done". Another cough. "With bringing back the last of the cargo with the second pinnace." Expertly drifting out from behind the Jump machinery, she saw that her warning had come a moment too late -- her supervisor had launched himself across the drive bay, flailing.
"Oh my Star!" she exclaimed, floating herself over toward the Vargr to help him get re-oriented, "I'm sorry, Chief! Are you ok?"


Commentary The ship has a 3-sophont engineering crew requirement. Tenya is one of the two "ordinary" engineers. Her Engineering skill level is no higher than that of Chief Doen, but is at least Engineering-2 (in the context of LBB1; might be higher under other chargen/rules systems).

Tenya's cough is the lingering consequence of the respiratory infection from when they found this ship three months ago. A full cure will require TL 13 med tech -- transplantation of a cloned set of lungs. (TL 15 would enable regeneration in situ.) She's normally pretty frail (Str and End were the dump stats) so the lung issues are just something she expects to live with. Haven't actually statted her out yet beyond "belter with at least good 0-G and Engineering skills; tall, thin, and frail."

@ ThePakkrat: Sorry about the 0-G whoopsie thing -- I was riffing off the "what could go wrong?" prompt. On the other hand, I wanted to give your Vargr engineer a Charisma-boosting set of drives to work with, and a promotion to challenge his humility. (My first thought was to use my Shugushaag freighter, but a 4-sophont engineering crew seemed a bit much for the scope of this scenario, and I couldn't figure out what a J-5 freighter would be doing at Mainz/Mora anyhow. I won't even get into the house-ruling necessary for that ship to turn a profit...)

Reference
The ship, of course, is the ANNIC NOVA from the eponymous Double Adventure, as-written. I'm positing that the Imperial inspectors got as far as determining that the ship's Collectors charged slower than known Collector technology and couldn't recharge in deep space, shrugged, and handed it back to the PC party that found it. They didn't notice that the Collector didn't self-discharge within a day, as normal ones do... (It might be best for all concerned to not share that information.)
 
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Commentary
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Nice! I'll have to look through Annic Nova and see what I need to do. And we have another crewmember.

The starport doesn't have to be on Mainz. That's just where my character is from.

A normal ship would probably have warnings about 0-G, I'd think.
 
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Commentary
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Nice! I'll have to look through Annic Nova and see what I need to do. And we have another crewmember.

The starport doesn't have to be on Mainz. That's just where my character is from.

A normal ship would probably have warnings about 0-G, I'd think.
Commentary
@ Spinward Scout:
Yeah, a normal ship would have them.

I've kind of hijacked your idea ("How does the last day before Jump go?") into "How would you fly the ANNIC NOVA with a small PC party?"

The "three months ago" bit was based on how long it would have taken to get to Mainz after getting the ship back from the Imperial inspectors. If we don't have to be at Mainz, I can roll it back some so we wouldn't have had quite as much time to get used to the ship.



@ The Pakkrat: To keep things going, I'm skipping forward a few minutes.
Please don't let this stop you from writing the scene of Chief Doen getting re-oriented, the gravity being turned back on, and any reaction/confrontation involved! (If you wanted to do that, of course.)

Tenya is very (and sincerely) apologetic. She had the gravity turned off because it was easier for her to work while floating sideways than to do it while hunched over that particular too-low-for-her access panel (having grown up in low gravity, she's quite tall). (For a Vargr or short human, that access panel is well-placed.)


-------------------------------------
Story
0640 Ship Time
It was a good thing her shift was over -- Tenya needed to get out of there. Chief Doen had been polite as always, but the momentary glimpse of Very. Angry. Wolf. before he recovered his composure shook her.

She didn't slow her pace until she entered the hydroponics bay. None of the mining ships she'd worked on had real plants, and the Robin Belt she grew up in was similarly bleak. Not that she intended to go back there again of course -- in this life, anyhow.

Tenya kept going, relaxing as she reached the hatch at far end of the bay. Just a bit more work to be done back here, then she could rest. A button press to spin the hatch open and -- THUNK! She cursed the short aliens who'd built this ship (not for the first time, nor the last). Hand to forehead, quick glance -- no blood, good -- duck down, through the hatch and down the hallway beyond with ever-lighter steps.

Ever-lighter steps?

"Whoa, how hard did I hit that?" she asked herself, pausing to re-orient. It hadn't been hard enough to concuss her, but it was enough that she'd momentarily forgotten that the artificial gravity decreased from full to zero down the length of the hallway. "Oh, yeah." And so to the computer terminal at the end of the hallway.

Computers weren't her strong suit, but she knew enough programming (she knew a little about everything, really) to make the ship warn people when they were crossing from gravity to free-fall or vice versa. "There, that won't happen again!" she announced to the empty room, closing the panel.

The aft observation dome beyond the hallway was her place. It didn't matter that the seats were too small -- she didn't need them in that zero-gravity space anyhow. Floating in the quiet darkness, millions of stars comforted her. Each one lighting its own world, each a god in the Brotherhood of Stars. She imagined she could pick out the faint red-orange point in the dark that would draw her home when the time came. Of course it was all just fusion reactions of the sort she knew precisely how to ignite and keep lit in a reactor -- but something that much grander was different, and had to mean something. It meant hope, and she'd been where hope was hard to find sometimes.

Her comm unit broke the reverie. Just an alarm, 0800 ship's time -- time to head back to her stateroom and get some sleep. Back through the hatch, up the hall...

"Warning!" blared the ship's intercom. "Engineer Tenya Cardosa, you are about to enter a 1-G area!"

"Oh crap. That's not what I meant!"

"Warning! Engineer Tenya Cardosa, you are about to enter a 1-G area!"

"Shut up," she muttered, ducking through the hatch into the hydroponics bay.

"Warning! Engineer Tenya Cardosa, you are about to enter a Zero-G area!"

"What? I'm leaving one!" She stomped through the hydroponic bay toward the rest of the ship.

"Warning! Engin..." the announcement cut off in mid-sentence, sensors finally concluding she really wasn't going back through the hatch after all.
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Commentary
It's very possible that the warnings were announced throughout the ship, too.

Reference

Robin/Trin's Veil (SM2637)
C00059C-C

The Church of the Stellar Divinity
(Trav Wiki)

Staffing notes:
Unclaimed crew slots are: Pilot, Navigator, Medic, 2 Gunners. With a third Gunner, the drone launch racks could be used as a triple missile turret (or maybe a pair of double missile turrets?) if we bought missiles for them.

We're definitely running short-handed here, unless we want a lot of NPCs. Whoever's going to be the pilot (probably Spinward Scout's PC) is likely dual-roled as navigator; the droid might have Medic programming in addition to its apparent Steward skillset. Still need a couple of gunners -- if we're really short-handed, the engineers could cover those slots too but it'd be awkward.

More about the ship:
Crew Requirements:
Pilot: ______
Navigator: ______
Chief Engineer: Zazuezdez Doen, Vargr [The Pakkrat]
Engineer: Tenya Cardosa, former Belter [Grav_Moped]
Engineer: [NPC, Name TBD]
Medic: ______
Gunner (Port laser turret): _______
Gunner (Starboard laser turret): _______

The ship has 8 nominal staterooms, though some are larger than standard and could be double-occupancy quite easily. It's really not set up for passengers, though. And there aren't enough bathrooms (only 2). That goes on the upgrade list for later...

Also, it's built for humanoids who are shorter than typical Solmani/Vilani. (Low ceilings, undersized iris valves, small control couches, etc.)

Assumptions:
- The main hazard from the Double Adventure has been dealt with (it's been 41 years, do I need to include a spoiler warning?)
- Any damage done during the recovery operation, or that occurred during the unfortunate circumstances preceding the recovery, has been repaired.
- The crew has figured out how to operate all ship systems.*
- The computer is the original one (a way-oversized Mod/3). If we've got anyone with good computer skills, it has the original operating system; if not, it's now running Imperial OS 11.0.
- The ship's drives work as written in the adventure (basically, LBB2: 1977 starship rules), rather than T5 or MgT rules. Mainly, this means it can jump twice in a row, but each drive can only be used once before recharging (both concurrently) for 1-6 weeks. It also doesn't have a power plant or fuel, nor does it need them.
- The onboard machine shops are a set of Maker Devices (this is a retcon to reflect modern real-world technological assumptions).
- The Pinnaces have standard maneuver drives ('80 and later rules) rather than the reaction drives described in the text (change made for simplicity).


*All ship systems as listed in the text. No, it doesn't have the retconned drive-exponentiating hardware, or the computer to control it if it did. And it's (as far as anyone knows) theoretically impossible anyhow.
 
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Story
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A Day in the Life of a Traveller

Hour 1

090-1106 Imperial
6:30am Shipboard time

Down the Central Access Shaft, he heard Vargr cursing. A couple of words he picked up over the years. He listened a moment longer. No yelling or screaming. No alarms. The Chief probably just banged his hand or something.

Buddy, the Domestic Assistant had his omelet-equivalent breakfast sitting on the table. This far from Terra, it wasn't made with chicken eggs.

Domestic Servant was the technical term for the Robot, but most people avoided the term just so it didn't sound like slavery.

"Is it slavery to buy a robotic lawnmower?", one of his Cousins asked him when he was younger. "Just because it talks and walks and does a job doesn't make it a person", he said.

His Comm rang-beeped just when he had taken his first bite.

"Yes?", he answered. Barely coherent mumbling came from the Comm. "So the Jump Data will be ready when I get there? And the Office is just inside the Starport gates?"

More mumbling, then he said "Great! I'll be there in a few minutes."

After disconnecting, he started to eat again. After a couple of bites, he said "Buddy, could you send a signal for the Starport Shuttle, please?"

Buddy beeped a couple of times and said "The shuttle is on its way, Sir."

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Commentary
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That's a lot of Reference. Thanks! And I don't mind it being the Annic Nova. Could be interesting.

I'll take the Astrogator, then. Definitely would be interesting.

So who exactly would be the Owner?

Supposedly Brad Pitt eats something in every movie he's been in. Maybe it adds more realism?

Also, I guess this could be changed to A Day in the Life of some Travellers.
 
Commentary:
Owner: The ship is collectively owned by the core crew. The backstory here is that the PCs own the ship because they successfully completed Double Adventure 1.

Crew and such: I was under the impression (apparently mistaken) that The Pakkrat intended to play the character he contributed. If that's not the case, I'll see if I can write for it well enough. (I'm absolutely not up on Vargr canon so I anticipate really screwing that up.)

The minimum possible crew for ANNIC NOVA is 5 personnel: Pilot/Navigator and 3 engineers. One engineer doubles as a medic, the two others double as gunners (this gets dangerous if the ship has to jump under fire since it forces a choice between self-defense and having a full engineering crew for a safe Jump).

This might require more players than we have available! If so, I'm ok with re-scoping this project to a Far Trader or even Scout/Courier or Type J Seeker to cut the minimum crew size to something easily manageable. I can always do the Annic Nova stuff separately.



Annic Nova itself:
- Normal procedure is for the ship to park itself at the 100D limit and try to avoid being noticed. (It's extremely vulnerable and fragile.)

- The pinnaces are necessary to get to and from jump limit to the world surface. One is set up for cargo, the other is filled with small-craft staterooms.

- They are also used as tugs to orient the ship, as well as repositioning it (limited to 1/10G)


I'll probably add more, but I think I'll call it a morning for now. Part of the problem is that the writers didn't work out a lot of the operational and tactical implications of the ship at the time. The first writeup (in JTAS, before it was published as part of Double Adventure 1) even suggested that it could be encountered as a pirate ship. Which -- yeah, nope. That'd be suicidal.
 
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Engineering Watch

Commentary
To me, this writing exercise was a snapshot of what Travellers do or desire to do in the hour(s) before initiating jump. Initially, I did not interpret this to start up a Play-by-Post. However, the character is interesting enough to showcase, that not all COTCO are Vargr supremacy advocates or evangelists.

Story
It was certainly a piece of work, the Collector Drive of this starship. The inverted hull configuration was a detail that Zazuezdez Doen had yet to acclimate. The friar shook out his claw after his microgravity mishap, said a calming meditative word in his native Gvegh and continued to his position aboard the ship.
That Zazuezdez had been strangely assigned Chief of Engineering was a surprise. But it fit, a Vargr and thus 'alien' aboard an alien starship which continued to keep its secrets long after its discovery. Shrugging in his robes, the priest settled into his pre-jump initiation routines. If there was a misjump, it would not be because Zazuezdez had not done his due diligence. He marked his active watch with the computer terminal in Engineering and patrolled the jump drives for any more signs of wear and tear.
It was not "Chief Doen" who decided the Where or When or What this vessel was up to. It was his job to make sure the How went smoothly. Once the shiny red button was pressed, it was back to his stateroom for a vacation "in the hole."

Reference
Zazuezdez Doen (male Gvegh Vargr) 5B7772 Navy 2 Emissaries 2 age 34 Engineer-3 Infighting-1 Liaison-2 Pistol-1 VaccSuit-1
Vun Nez Onorka Emissary out of Torrrrerz after a stint in the Commonality of Kedzudh Navy at Ughz (Gvurrdon 3034)
Cloth-8 (robes) AutoPistol-6 Mechanical Toolkit
 
Commentary
@ The Pakkrat: Thanks! I've been looking forward to seeing how you'd continue the character development.

General: Ok, we're keeping the ANNIC NOVA.

I'll write for the captain since that seems to be an open slot. He's a prior-service Scout.

I'm also going to assume that the ship has most of a full crew, and the rest are NPCs that either will or won't get their own first-person narration depending on what happens. These are: third engineer (currently off-shift, sleeping), medic, and two gunners. The Medic has to be high-SOC for how I want the backstory to have worked; everything else is open.
 
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Commentary
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Not exactly a play-by-post. I'm just going to do the 24 hours. But 24 hours cut into 15 minute increments can be 96 events.

If we want to switch ships, I'm good with that.

I'm thinking up some off-ship events. Maybe hit the Startown if I can find any docs on my computer about it.
 
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Commentary
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Not exactly a play-by-post. I'm just going to do the 24 hours. But 24 hours cut into 15 minute increments can be 96 events.

If we want to switch ships, I'm good with that.

I'm thinking up some off-ship events. Maybe hit the Startown if I can find any docs on my computer about it.

Commentary
@ Spinward Scout:
Ok, being dirtside is different with ANNIC NOVA. The ship would be hanging out at the 100D limit, so visiting the starport means you'd have to be on the pinnace that's down there getting the last of the cargo. The passenger pinnace has 4 starship-grade staterooms but almost no cargo space -- you'll need to arrange a shuttle to haul the cargo to Jump Limit.
(Continuity note: This puts you there with your droid and the NPC engineer/small craft pilot.)

The previous Chief Engineer quit and left the ship here at Regina. {Spoiler for DA1}
Spoiler:
He'd caught a perfectly ordinary case of "planetside crud," and despite being diagnosed as NOT having a relapse/re-infection of the killer disease from when they found the ship, wanted off this d@mned plague ship RIGHT NOW. The overreaction was probably PTSD.
Other than that, he left on good terms.
The NPC engineer/small craft pilot is a new hire.

(This is how Doen got the sudden surprise promotion.)

Current Location:
Regina/Regina (SM 1910)

We're currently voyaging from Efate/Regina (where the ship was inspected and returned to us) to Victoria/Lanth (pursuing a clue discovered during DA1; it's also an Ancients site).

Our next destination is Dinomn/Lanth (SM 1912).

---------------
Reference:
You Are Here:
Regina/Regina (SM 1910)
A788899-C
Rich, Pre-Agricultural, Pre-High Population, Ancient Site, Subsector Capital
Mainworld is a satellite of a Large Gas Giant. (see subsequent posts)
Minor Race Homeworld: Amindii
< 20% Vargr
< 10% Aslan

Jump limit for Regina is approximately 14 million km from the planet (its 100D limit is based on the Large Gas Giant that it orbits).
The pinnaces can transit this in about 8 hours at 5G.
The hired cargo shuttle takes 12 hours at 3G.
(I used the LBB2 table and guessed at the interpolation. Close enough.)

Lightspeed communication takes 47 seconds each way.



We're going to:
Dinomn/Lanth (SM 1912)
B674632-9
Agricultural, Non-industrial.


ANNIC NOVA small craft:

{Spoliers for DA1}
Spoiler:

Pinnace I: 40Td, 5G. 1 Pulse Laser, Mod/1 computer (nonstandard, 3Td). 17.6Td cargo (or 16 passengers in fold-and-stow acceleration couches).

Pinnace V: 40Td, 5G. 1 Pulse Laser, Mod/1 computer (nonstandard, 3Td).
4 standard staterooms, 1.6Td cargo.

These are LBB2 '81 craft instead of the LBB2 '77 ones described in the text. I added the oversized computers and upgraded the staterooms in order to fill up the space that was fuel tankage in the original versions.

Bigger spoiler:
Spoiler:
Yes, they're the "drive pods" in the picture below.


The ANNIC NOVA has 150Td cargo capacity. (Not really a significant spoiler, I don't think.)


If we're going to keep using it, I really ought to describe where everything is, relative to everything else. Not really a deck plan, just a location chart.

Spaces I've used in my writing thus far:
{Spoilers for DA1}
Spoiler:
The Jump Drives are hidden behind (partially covered by) the Collector Canopy, in pods on either side of centerline.
The hydroponics bay is the long corridor going aft to the struts holding the big pods.
The control panel is in the hub where the struts join.
The observation dome is behind the hub.

annicnova.jpg

(Image Credit: http://www.skaran.net/bannerscampaign/equipment/craft/imperial/anicnova.html; jpg is an edited version of pp.4-5 of DA1 (c)GDW.)
Note that I am not using the TNE interpretation of the ship given at the image credit link.

If anyone has a link to something like this in the forum Image Gallery, I'll swap that in instead.
 
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Commentary:

I'll keep writing as though we're using "Old Annie" until otherwise specified.

If not ANNIC NOVA, then what are your preferences?

Some options...
Keeping it small and canonical:
- Type S Scout/Courier
- Type J Seeker, hauling a little cargo.
Neither of these require an engineer, and right now we have two (and a third as an NPC, but that's easily ret-conned).
I'm open to rewriting my Engineer to be a Gunner or something if we go with one of these.

- Type A Free Trader
- Type A2 Far Trader
- Type Y Yacht
- Type K Safari Ship (doesn't have to be used for hunting).
Each of these need one engineer, and a medic. Navigator is optional in CT.
Again, I can rewrite my character as something more useful if necessary.

Somewhat larger:
- Type R Subsidized Merchant
- Type R2 Big Far Trader (it's the Type R but with Size D drives for J2/2G; deck plans same as Type R but less cargo space.)
- Type T Patrol Cruiser (doesn't really fit how we're writing so far)
- Type L Lab Ship (doesn't fit how we're writing, and would need many NPCs)
- Type P Corsair (I think we'd know already if we were pirates)

Do any of these "speak to you"? Or have I left something out that you'd rather use?
 
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Commentary
Jump limit for Regina is approximately 14 million km from the planet (its 100D limit is based on the Large Gas Giant that it orbits).
The pinnaces can transit this in about 8 hours at 5G.
The hired cargo shuttle takes 12 hours at 3G.

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Commentary
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It's great reference material.

The problem is that it kinda defeats the point of having a Day in the Life if part of that day is 8-12 hours on Autopilot getting to the Jump Point.
 
Commentary
Now that I got that infodump out of the way...

Story
Hour 3

090-1106 Imperial
0930 Shipboard time
ISS ANNIC NOVA over Regina/Regina (SM 1910)

The bridge was strange and lonely. It was just him and too many control consoles under the low ceiling this morning. He looked down at the panel in front of him -- three months, and he still couldn't do everything by feel. It wasn't just that the controls were a little bit alien, they were also patched together with decades of improvised repairs. It all worked, but felt wrong.

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Commentary
(I was in the process of writing him making a status-check comms call to the pinnace when I noticed the reply post.)

I'm holding here for now. If you want to swap out planets or the ship for a more-typical situation, let me know.
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Commentary
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It's great reference material.

The problem is that it kinda defeats the point of having a Day in the Life if part of that day is 8-12 hours on Autopilot getting to the Jump Point.
Commentary:
It occurs to me that a strict timeframe of "the 24 hours before lighting off the Jump Drive," has to include another 8 hours of sleep for everyone anyhow. But it's a fair point, and does seem a bit excessive for this exercise.

The speed differential means the pinnace can leave up to 4 hours later than the Shuttle and get still get there at the same time.
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"If a shuttle leaves Regina at 9 AM accelerating at 3Gs, and a pinnace leaves at 1 PM accelerating at 5Gs..."

"I was told there would be no math."

"They lied."
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It's also an opening for two rolls on the ship encounter table; one made by the pinnace and another by the shuttle. Maybe a third one for the starship as well, if the two approaching small craft draw attention to it... :D

Subtext: A ship or small craft trying to intercept the cargo shuttle as it brakes to rendezvous with the starship will be surprised by the pinnace converging on all three at a pretty good clip...

Surely there's no way this could turn out badly!
 
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NOTE: I've significantly revised this post and the previous one.

Commentary:
Disregard this if we're changing the ship.
This is getting way ahead of the timeline, but here's the situation I'm looking to set up for approximately 2100 Ship's Time:

- ANNIC NOVA is stationary at the 100D limit.
- Shuttle is approaching ANNIC NOVA, moving fast but braking at 3Gs as it has been for several hours. It will come to a stop at ANNIC NOVA.
- Intruder craft is overtaking Shuttle, moving a little faster than it but braking at 4Gs so it will come to a stop at the same place the Shuttle does (not knowing exactly what's there, but knowing the Shuttle is bringing cargo to it).
- Pinnace is approaching ANNIC NOVA, moving even faster but braking at 5Gs so it will come to a stop at ANNIC NOVA.
- Everyone gets there at the same time. Hilarity ensues.

Reference:
To set this up WITHOUT math (yeah, I lied -- math IS optional :D ), use LBB2 or Mayday (the latter is simpler) movement rules and work backwards:
Start all the ships at the NOVA, and have each one accelerate at its maximum rate toward Regina for about 4 turns.
Freeze everything in place.
Reverse each vessel's vector wherever they happen to be at that point (so they're now going as fast toward the NOVA as they were going away from it).
Restart, and have everyone decelerate (apply thrust away from NOVA) at their maximum rate each turn.
If there's no evasive maneuvering, everyone comes to a stop at the NOVA. Otherwise, they'll end up overshooting (which is OK -- fuel's not an issue, it just costs time to get back).
 
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Commentary:
Two possible alternatives:

Proposed alternate location:
Feri/Regina (Spinward Marches 2005)
B584879-B

It's Size 5, so getting to Jump Limit distance is fairly quick: 2h,15m for the ship's Pinnace at 5G, 3h for the Shuttle at 3G. Lightspeed comms lag is about 3 seconds each way.

It has a decent starport, so the shuttle's available and it's a good place to have hired the NPC engineer.

It's on the way back toward where they found the ship (DA 1, ANNIC NOVA, passim) and they could be looking for survivors of the previous crew.



Proposed alternate ship:
Type S3 Far Scout (100Td, J3/2G, TL-13).
It's a Type S with High Guard drives. The only changes are that the computer is a Mod/3 and the fuel tankage is 33Td.

If you want to include the cargo mini-game into the scenario, this ship can have 10Td additional cargo (total of 13Td) while being fuel-limited to Jump-2 (10Td internal demountable tanks).

This ship doesn't need an engineer, but the drives are non-standard so it'd still make sense to include The Pakkrat's character. I could re-write my engineer as either the gunner or pilot, as needed. My NPC engineer hasn't done anything yet so we can write him out without changing anything.

If we use this ship instead, I'd like to relocate this writing/RPG exercise to Collace/District 268 (Spinward Marches 1237) so my character can wander around there a bit.

Reference:
Collace/District 268 (Spinward Marches 1237) (Trav Wiki)
B 6 2 8 9 4 3 – D (Travellermap)
Collace Between the Lines (My IMTU revisions to the Wiki entry and then some.)

Type S3 Far Scout/Courier (I just posted this in the The Fleet subforum)
Commentary: I'll post a line-by-line breakdown of the S3 Far Scout here shortly once I clean it up.
Code:
Type S3 Far Scout/Courier TL 13
100Td, Jump-3/2G/Pn=3

Tons   MCr    Component/Notes
----  -----   --------------- 
      11      Hull, Cone (Conf:2)
      (But see note, below) 
 20    0.5    Bridge
  3   18      Computer Model/3
  4   16      J-3 Jump Drive
  5    3.5    2G Maneuver Drive
  6   18      Pn=3 Power Plant (TL-13)
 30           Jump Fuel
  3           Power Plant Fuel
  5    0.03   Fuel Purification
 16    2      4 Staterooms
  1    0.1    Hardpoint
  0    0.5    Double Turret (unarmed)
  4    0.6    Air/Raft
  3           Cargo
----  -----
100   58.63 (52.767 in quantity)

Note: If LBB5 designs are allowed to use 
LBB2 standard hulls, this saves MCr8.
Cost is then MCr50.63 (45.567 in qty.).
 
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_____

Commentary
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That world is much better. Gives us a lot of playing room.

I'll set Jump at
6:00 am Shipboard time
091-1106 Imperial

That's a nice ship, too.

Thanks for the changes.

I'll work up some high paying cargos this weekend.
 
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