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Jump 1 stupid question

Originally posted by Stainless:
All I want to know is where the Mongoose fits in to this. :eek:
Why it's there to kill the Cobra of course.

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Thanks for all the really great ideas!

I'm pretty sure I'm going to make something of the empty hexes when they cross a rift - I really like the idea of a derelict ship, or a hidden base, or maybe just some random undiscovered item.

I also like the added stress/complexity of life support/fuel and so forth. In some ways getting them to a position where they earn a J2 drive ship kinda makes life a step easier for them after that, and my players are the sort of people who don't get kicks out of bigger and better equipment, but actually solving tough problems.

Sounds like keeping them on a J1 ship and presenting them with some tough challenges will be best for my group.

Anyone else completed a campaign or always played with a J1 ship?
 
Originally posted by Samaritan:
Anyone else completed a campaign or always played with a J1 ship?
Yes, every time I ran The Traveller Adventure. In that campaign the players are the crew of a jump 1 subsidised merchant.

The MT adventure Knightfall is based around the crew of a jump 1 free trader.
 
Originally posted by Samaritan:
do you think a new ship is more likely
Definitely not. That'd be a really, really bad move. Make the PCs work for gain. Traveller isn't "D&D in space"
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The idea of the junked out hulk with a J1 capable junked J2 drive is good. Lots of nuce, elec and mech problems, computer cascade failures, life support stalls, inertial comp crashes, ooohhh, the list is endless! :D

or an upgraded jump drive to give their current ship jump 2 capability?
You could always have them enter a podrace for a new engine ;)
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Originally posted by Stainless:
All I want to know is where the Mongoose fits in to this. :eek:
Speaking physiologically, there's only a couple of places it could fit
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And anyway Mangushan Mongooses (Mongeese? Mongoosi? :confused: ) taste better with garlic mayo.

But they fight like the clappers whilst you're trying to eat them.
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Here you go, Samaritan!

6 and a Half Patrons (by Gruffty)
The PCs are taking a break in their local starport eaterie/bar. They're looking for work but the big Vilani traders are jumping in first. Word gets around that the PCs are available and they are approached by an Agent whilst in the eaterie/bar.

He offers them an (apparently) simple, straight forward job: jump to <insert planet of your choice>. Await contact there from another agent who will give the team directions to a protected nature reserve on the planet. The directions include the location of a group of Mangushan Mongoose (15 in total).

The PCs are to capture all the Mongoose, return to the starport, get off planet and return to <insert name of origin planet>.

The agent will provide all the necessary trapping equipment, such as nets, cages, etc. However a further clause in the deal is that the Mongoose are not to be harmed or killed. It is illegal to remove the Mongoose from <insert planet name[> and the punishments for getting caught are harsh. If caught the agent will deny all knowledge of the PCs.

The agent offers a choice of payments on successful job completion:

Cr 125,000 + expenses below Cr 10,000

or

A full repair and service of the PCs ship's jump drive + a full fuel tank.

Mangushan Mongoose
They are rather small, agile, weasel-like carnivores originally native to Terra.
The mongoose lives near streams, in thickets, hedges, and fields feeding on rats, mice, snakes, lizards, eggs, and insects. The Mangushan mongoose is renowned for killing animals larger than itself, which it is capable of doing due to its very quick movements, thick protective hide, and long, thick hair. One of the largest species was considered a sacred animal in ancient Egypt on Terra. It checked the increase of crocodiles in the Nile River on ancient Terra by eating their eggs and gained the popular name “Pharaoh’s Mouse.”
Some species of mongoose were kept as pets in the past for vermin protection but are not allowed into Imperial or Vargr space because of their destructiveness. Mangushan mongoose are found on many planets within the Solomani Rim, moreso in the trailing regions.
Mongooses were first introduced to Mangusha (0234/Spica) in 450, and have had a significant impact on native species. Mongooses are sometimes referred to as "the most dangerous animals on the planet" for this reason.
 
If you really want to make it interesting for your players, then the deep space depot is always fun.
Your players ship jumps using a drop fuel bladder, then drops into normal space in the middle of an "Empty" hex. An SDB, nonjump capable, imediately fires and holes their full fuel tanks killing their chance to jump out.
The SDB is one of 3 on patrol protecting a deep space pirate depot based on an undocumented large ice asteroid out of sensor range.
The players recieve a message from the SDB, "Submit now or die slowly"
Let the adventure begin.

Of course the pirate leader has a pet mongoose names Polly.

If they do manage to get away, the reword for a jump 1 route across that place would be substantial if marketed to the right people.
 
I'm liking all these ideas!!

And I really like the idea of them jumping to an empty hex, having to complete some tasks (like survive!!) and then as reward gain knowledge as to a jump 1 route across a jump 2 rift.

Thats most entertaining - will keep them happy cos they get to solve a poser, and fits my criteria of not making it easy for them by giving them freebies.

Maybe they could blackmail/befriend/have a tense alliance with the pirates and keep the route all to themselves, or maybe they sell the knowledge to a larger player who moves in and takes over - of course giving them free access in the future..

Thanks vegacat - its all good stuff! Anyone else have any good ideas for an adventure in an empty hex that could give them a potential future "secure" route over a j2 or j3 rift??

Sam
 
Originally posted by far-trader:
..... You can then collapse and store the bladders (5% of full volume iirc) and you're ready to jump as soon as you come out into normal space (if you don't mind skipping the usual safety checks ;) ).

* collapsible tanks, as opposed to fuel bladders can I think support direct use, but storing them takes more time and work, as well as more space in the hold (20% of full volume I think)...
FT, What ruleset are these numbers for? MT says that collapsible tanks take no space when empty. Which I find hard to believe - so I use 0.1%(multiply by 0.001). I know of no other actual rules governing fuel bladders, but to quote the MT referee's manual page 83 which describes Collapsible Tanks: Large fuel bladders... fuel must be pumped into regular tanks before it can be used.

Another option is: Dismountable Tanks installed in the cargo space. take up full volume at all times, but can use fuel directly from them.

Costs for HG or book 2 ships: Collapsible tanks about 500 Cr / ton. Dismountable Tanks about 1000 Cr /ton.

I know one of the canon adventures used the dismountable tanks, but I don't have the details for that. I just retrofit the MT options back to HG or book 2. Ofcourse there are the exterior mounted and drop tanks, but I always allow them as military usage only.
 
Originally posted by Andy Fralix:
FT, What ruleset are these numbers for?
I think it's from FF&S1 (though as I recall T4 and FF&S2 were also the same or close). Or it may be blend of a few rules


Ah, there's the book, yep, memory is a little off or they are some blended rules.

FF&S1 - collapsible tanks - aka bladders - fuel may not be used directly, cost is Cr100/m3 capacity, when empty they store at 5% of their full volume (you can only fold them so flat).

FF&S1 - dismountable tanks - fuel may be used directly, cost is Cr200/m3 for these standard hard tanks, when empty they store at 100% of their full volume (you can't fold them at all).

FF&S1 - storable tanks - fuel may be used directly, cost is Cr500/m3 for these folding hard tanks, when empty they store at 25% of their full volume. (these are listed as a subset of collapsible tanks in the book)

My T4 stuff isn't handy so I can't compare at the moment.
 
Cherryh's Company/Union wars universe had stuff like this: dead stars and the like providing a gravity well to jump into. In Cherryh's universe, they're rarely found, and when they are found it's by chance (she doesn't give a mechanic for this.) Once found, they're often kept secret: a place out in the deep you can go and hide in, if you've got the supply for it.

IMTU, if a Misjump happens to chuck the party into an open hex, I plop a dead star or some other sort of gravity node there as the explanation for "why here?"

It's also one of the many explanations I render up for the occasional high tech rockball that shows up in LBB3 planet generation - somewhere along the line, somebody just lucked into a gravity well - and then he told folks about it. Now it's a waypoint.
 
Originally posted by far-trader:
</font><blockquote>quote:</font><hr />Originally posted by Andy Fralix:
FT, What ruleset are these numbers for?
I think it's from FF&S1 (though as I recall T4 and FF&S2 were also the same or close). Or it may be blend of a few rules


Ah, there's the book, yep, memory is a little off or they are some blended rules.

FF&S1 - collapsible tanks - aka bladders - fuel may not be used directly, cost is Cr100/m3 capacity, when empty they store at 5% of their full volume (you can only fold them so flat).

FF&S1 - dismountable tanks - fuel may be used directly, cost is Cr200/m3 for these standard hard tanks, when empty they store at 100% of their full volume (you can't fold them at all).

FF&S1 - storable tanks - fuel may be used directly, cost is Cr500/m3 for these folding hard tanks, when empty they store at 25% of their full volume. (these are listed as a subset of collapsible tanks in the book)

My T4 stuff isn't handy so I can't compare at the moment.
</font>[/QUOTE]Well mine is, but I am not real familar with it. So I looked it up in the index.

Same as you posted for volume, Cost per ton: Collapsible 1400Cr, Dismountable 2800 Cr, and folding is 7000 Cr.

I have never used FF&S in either flavor so I wasn't sure just what it offered.
 
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