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Newbie adventure and questions

Hello!

I'm running through learning the rules by running my own adventure with the Book 1-8 reprints. It says under "Single player" - 'someone undertakes an adventure alone'. Thats me.

First I rolled up 4 characters with enough skills to pilot a Free Trader and one who got it as a mustering out benefit. Decided they all met together to muster out in Regina and started to do some cargo runs to make money for future adventures.

Year 1 (1103?)
Spent year in the local Regina area (can't go far with jump-1!) running cargo and passengers. Ran into pirates twice at the end of the year, had to dump cargo and beg for mercy. Dropped the cargo while moving at odd angles so the pirate had to decide whether to chase the cargo or my (now empty!) Free Trader. Rolled on reaction table and got a favorable response and escaped. End of the year profit was around 100,000 after payments, fuel, refit etc. Making money this way is kind of tight and rolling for hijack each trip is nerve wracking...

What is up with unrefined fuel? I can almost see the rules for breakdown, because that can be role played away (I guess its no coincidence that most of the adventure story's start with, "your free trader has recently broken down, leaving you stranded on a backwards world..."), but the misjump rules are unusually harsh, no? If you ply a 1 jump route where no refined fuel is available, you are almost guaranteed a misjump which could kill the entire party in over 50% of the time? Its 13+ on a 2d? Do that 10 times a year and you'll get a one way ticket to the middle of no where in a one jump ship with no fuel left. Why would anyone do this?

Year 2 (1104?)
Decided to play with the speculation trading rules (sticking to books 1 - 3 until I get this game down, will branch out later...). The very first cargo was Computers for 50% cost! 5Mcr. But who has that kind of cash? Well, since the Free Trader has 10+ years paid off per the mustering out table, I decided that the ship owner would be allowed to take a loan against his part of the ship as collateral at 1% interest per month. Bought the one computer, ran into a pirate (again!) on the way, talked him into leaving us alone for 50,000 cr sent to his paypal account.... Sold the computer for 150% minus broker fees, etc, walked away with almost 10,000,000 (paid off the loan for 1% interest..)

Woot! The 4 characters each got enough money to live like kings for 2 weeks and got good and throughly drunk that night and still had plenty of money to put in 2 triple turrets with lasers.

Did a couple more relatively safe runs in local Regina space, but still getting tired of the threat of pirates and unrefined fuel (which scares me more than pirates!). Noticed 3 safer looking systems coreward of Regina that should be a nice area to make some money. Headed that way with no incidents and spent the rest of the year doing speculation runs, ended the year with somewhere around 30Mcr! Did the year end refit, bought weapons and gear for the locker, partied like it was 19999! Decided that the ship could be paid off early to save interest on the payments and then still had like 10Mcr+ going into:

Year 2 (1105)
- just kind of picked these years, don't know whats going on in the universe...

Decided to stay in safe 3 world area and not even bother with passengers or generic cargo. Figured out how much it would cost to run the ship for one year all expenses paid and just do speculation for that year and pay a lump sum for the yearly expenses.

Also, had the 4 characters try to train themselves up a level. The medic became medic-2 (training to 3) success (and something else I forget), one ex marine successfully started an exercise regimen.

No conflict possible, no pirates, no roll for hijack, no unrefined fuel, just pure speculation for 11.5 months, leaving 2 weeks for refit.

Ended the year with around 130Mcr!

Year 3 (1106) aka "Greed is good"

Ran another year of cargo speculation, got the other characters on training, ended the year with around 250Mcr. This may seem like a lot of money, but there are many ships my characters want that are far beyond that amount... :)

Year 4 (1107) "Cocaine is gods way of telling you that you make too much money"...

More cargo speculation but made a greedy purchase that actually lost me a few mil in the end. Ended with 320Mcr.

Year 5 (1108)
Now its time to branch out. I want to use the Free Trader (dubbed "Chairman Mao") as bait. I want to hire 6 former military men to pose as refugees and we'll go up and down the dangerous path back to Regina hoping to get a pirate ship to board us and we'll see if we can't get the jump on them and take their ship instead, if I don't break down or misjump...

But first, so I feel like there is some continuity in case I lose the characters, they create a new corporation: "4DC corp.". In the event of death, each of the 4 characters wills 1/4 of their holding in the company to their Next of Kin (aka, the next character I roll to replace them...) so they have a few millions of spending money to start out, then we spend one month looking for 6 military. The deal is each of the 10 crew keep 1/10th the value of any ships caught and resold, with 4DC corp retaining the right of repurchase (I want a patrol cruiser!). If no pirates are met or ships captured before the end of the year, the 6 hired soldiers got a free 1 year vacation and will be paid 500,000cr each.

Bought 10 Laser rifles, 10 TL13 vacc suits, various other weapons, med kits, etc for the dangerous trip and headed to Regina with my "refugees"....
 
What is up with unrefined fuel? I can almost see the rules for breakdown, because that can be role played away (I guess its no coincidence that most of the adventure story's start with, "your free trader has recently broken down, leaving you stranded on a backwards world..."), but the misjump rules are unusually harsh, no? If you ply a 1 jump route where no refined fuel is available, you are almost guaranteed a misjump which could kill the entire party in over 50% of the time? Its 13+ on a 2d? Do that 10 times a year and you'll get a one way ticket to the middle of no where in a one jump ship with no fuel left. Why would anyone do this?

well, this is where a GM can come in handy with a lifesaver like: "You meet a captain of a Marava that has a fuel refiner aboard, and this is how he makes part of his living." He *might* have something that could be automated, such that he leaves it in port X (heavily bolted down or something) and goes off and does ship work, and the unit supplements his trader's monies.

so you might make up an "extraordinary table" or "exception table" where common sense rules.

for instance in GURPS Traveller, almost every ship has it's own refinery aboard which makes more sense (to me).

YMMV.
 
well, this is where a GM can come in handy with a lifesaver like: "You meet a captain of a Marava that has a fuel refiner aboard, and this is how he makes part of his living." He *might* have something that could be automated, such that he leaves it in port X (heavily bolted down or something) and goes off and does ship work, and the unit supplements his trader's monies.

so you might make up an "extraordinary table" or "exception table" where common sense rules.

for instance in GURPS Traveller, almost every ship has it's own refinery aboard which makes more sense (to me).

YMMV.

Alternately, there could be a "free trade boat" (i.e. a non-jump capable free trader) which has been converted to an in system fuel refiner spending months at a time in orbit around the gas giant.

Again, YMMV
 
So, if just about every ship has a refinery, WHY would anyone have Refined Fuel?

There are several IMTU ways to make that work, but using strict Traveller rules (HG if you like), where is the profit (ie demand) for Refined Fuel coming from? Especially when it is relatively rare (only A and B starports have it).

Refined fuel with Fuel Purification plants just doesn't make economic sense.
 
Well, it means that you now don't have to spend X hours in the outer system, especially if you have some sort of schedule to keep. Thrusting several AU to the main world won't be a problem if you have time to kill, but if you're on a schedule and this world is a temporary stop-over to get to the next world then it might mean more.
 
So, if just about every ship has a refinery, WHY would anyone have Refined Fuel?
If the refinery owner sells fuel for around Cr300/dT, it becomes more profitable for a freighter or liner to carry something in the space the fuel purificator takes up. As the refinery can buy unrefined fuel for Cr100 and refine it for around Cr10 (depends on the volume of trade, of course), it is economic.


Hans
 
Well, it means that you now don't have to spend X hours in the outer system, especially if you have some sort of schedule to keep. Thrusting several AU to the main world won't be a problem if you have time to kill, but if you're on a schedule and this world is a temporary stop-over to get to the next world then it might mean more.
You don't have to go to a gas giant to get unrefined fuel. You can buy it for Cr100/dT at the starport and refine it yourself.



Hans
 
Fun with Marines!

Wow, the old Q-Ship routine, ah a crowd fave! *crowd in background cheers*

And, didn't you get fuel refineries added to the ship when you did refit/annual maintenance?

Curious, I don't get ships w/o fuel refiners and scoops, never no when ya gonna need to 'Frontier Fuel', yee-hah!

And yes, unrefinded fuel is just that damned dangerous. And remember crew doesn't necessarily die on misjump, just get reeeeaaallllly loooossst. Orgetthererealquicklikewow. Or go insane. Find old Gra...*transmission ceases in crackles of static* :cool:
 
And, didn't you get fuel refineries added to the ship when you did refit/annual maintenance?

Curious, I don't get ships w/o fuel refiners and scoops, never no when ya gonna need to 'Frontier Fuel', yee-hah!

go insane. Find old Gra...*transmission ceases in crackles of static* :cool:

Right now I'm trying to stay in books 1-3, but even in High Guard I don't see a way to add refiners, have I missed it? "Chairman Mao" needs refiners in a bad way.

As "Luck" would have it, we DID misjump! On our way to Regina we misjumped 17 parsecs right off the edge of the map! Since I only have this map of the sector (from the double adventures reprint book), I rerolled the direction each time I hit the edge of the map and landed in Patinir. Phew!

Is there any "official" description of Patinir and Lewis anywhere?

At any rate, since we are in a J1 ship seemingly stuck here, we decided to stick to the plan and jump back and forth between the 2 systems and did get a Pirate 400t patrol cruiser to board us. It was 18 pirates with rifles against 10 military personnel with laser rifles. In the end, we had 6 unconscious to their 5 dead and 13 unconscious. After medical treatment, we jumped back to Patinir (didn't break down or misjump despite being understaffed now on both ships...) and turned the Pirates over to the authorities.

The engineer thinks he can rig a large container in the cargo hold of the Free Trader to allow her to do 2 jump 1's and make it to Natako, he just needs some time and a few credits. But when the captain asked for volunteers to risk 2 more misjumps on the way, no one raised their hands.....
 
Scoops and Refineries.

Crap, caught! Well, I muck around in the ship building system with every edition of Traveller.

However, as a Referee I would make the PCs have enough free space in dtons and let them retro fit the items at 'slightly increased costs'. :devil:

It will be fun to find out where the junk space on the ship is. Try it if ya like, and if so, get back and tell me how it went.

Congrats on getting some pirate scum! *looks around nervously and at skull and bones hanging over porthole.*
 
Sounds like you've been having fun with this!

Unrefined fuel is just plain dangerous for commercial ships: It makes it stupid to be cheap and use unrefined fuel when you've the option to get the good stuff; it makes journeys to backwaters a risky proposition even discounting the presence of pirates. It's an important balance to the game, IMO.

I personally don't see the Q-ship thing really working if it ever comes to being boarded. For one, if I were a pirate operating a patrol cruiser and had time to board, I'd stand off off and send the boarding party across in the Ship's Boat, fully prepared to blow it and the prey should the boarding attempt go far enough awry that the prey could turn predator...
 
Sounds like you've been having fun with this!

I personally don't see the Q-ship thing really working if it ever comes to being boarded. For one, if I were a pirate operating a patrol cruiser and had time to board, I'd stand off off and send the boarding party across in the Ship's Boat, fully prepared to blow it and the prey should the boarding attempt go far enough awry that the prey could turn predator...

So far its pretty cool! I have entire conversations between the PC's in my head (like when they failed to come back to real space from the failed jump! The seconds ticked off, as each crew member sat still, waiting for the stars to reappear, and they didn't..."Well this sucks" the Navigator said, after a couple minutes of listening to his fellow crew breathing, while the import of this situation sank in...)

The Q ship idea would be tricky, I was counting on 1. Greed, 2. the fact that no military ships were operating in the area because its so far from normal space and 3. dumb luck. I did roll on the reaction table to see if the "pirate" would believe my story about transporting refugees... Good thing he didn't open fire, I don't think I could have taken more than a couple shots... But after surviving a 17 hex misjump, my mental GM was feeling somewhat generous to my mental Players, who are not happy about risking another one :D

What I'm thinking about doing is creating a Real Q ship, based on the Free Trader hull, with a massive computer and one power plant size larger (so my turrets can fire twice). It would look like a Free Trader, but could fire twice and the computer would guarantee hits.

Then, in your scenario above, when the pirates sent over troops in a ships boat, we'd open fire with 12 beam hits! Since we fire first and he's nice and close, I wonder how much damage I'd do? After I disable his ship, then I'll invade (after dispatching the pirates in their ships boat :))

It would be a crazy expensive ship with the computer and no discount for standard sizes or ships, but I think I could take on most pirates, repair their ship, refit, resell and make the CR back in a year or so...

I'll also need some combat armor for this idea... How can I procure that I wonder? Bribery, theft, maybe doing a merc job for a local Navy captain in exchange? Hmmm
 
Mutiny.

Excuse me, Citizen, but on the behalf of the Imperial Navy, We, Sir, Do Not Give People Warships Like We Were the Bleeding IISS!

There are Rules against such things, it's called Mutiny and is punishable by death....

*looks around*

OK, now, while we can't give you a ship or rent one like a scout, but one could look to the back-channel and see what's about to be DXed and give one priority notice. *grins* Like, I said, Sir, the Navy has rules, for everything...
 
If you want combat armor for your PC's buy a load of them for cargo and then they just dont get to where you wanna sell them. From what I have seen of the trade rules you buy the cargo and take it and sell it for a profit. What if you just dont sell it. less im mistaken on some point I have always ran the cargo rules as you buy it then sell it.
 
EUCs.

Dude, are you familiar with End User Certificates, they are these little pieces of paper that tells the peeps in charge of keeping track of weapons, who bought what and whom they sold or should have sold/delivered them to. Just a thought.
 
Is there any "official" description of Patinir and Lewis anywhere?

According to my Canon notes you have the following. With The Traveller Adventure being the big one for both.

Patinir Canon
CT:S3 1105 Data
CT:A0 Adventuring; 1100 Data
CT:A3 The Spinward Main: 1105 Data
CT:TTA Aramis Subsector: 1105 Data, Patinir, Reacher; Referee's Synopsis: Sternmetal's Plot; Patinir Belt (Adventure); Patrons: Last Ride Home; Transport Companies of Aramis: Imperiallines
CT:BELT Library Data: Patinir
TNE:RS p39 1117 and 1202 Data
GT:BTC p104 Patinir and GURPS 1120 Data


Lewis Canon
CT:S3 1105 Data
CT:A0 1100 Data
CT:AHL Incident III - Enemy Aboard! (Scenario)
CT:TTA Aramis Subsector: 1105 Data, Lewis; Referee's Synopsis: Non-player Characters: Gharukh; Inselberg (Adventure), Tukera Estates Maps
TNE:RS p39 1117 and 1202 Data
GT:BTC p104 Lewis and GURPS 1120 Data
GT:NOB The Noble Life: Private Worlds; Biographies: Tukera and the Aramis Subsector, Marquis Leonard Bolden-Tukera of Aramis

Phill
:paragraph:
 
Well the crew of the Free Trader "Chairman Mao" have decided not to risk any more misjumps... The main engineer, Ron Gianti stayed behind to refit the FT so she can carry +25 tons of fuel sacrificing some cargo space, while the rest of the party went in the Patrol Cruiser "Fancy" to the nearest starbase to get a refit (The GM decided that the ship was in desperate need of its annual refit and, if not done, all players would have to repeat "funky smell" each time they took any actions on board the ship... as well as risk another dreaded misjump).

According to the book 2 rules, 'military ships' are built to use non refined fuel and the Patrol Cruiser is called a 'military ship'. Ipso facto, the GM ruled that all PT's can run on non refined fuel, but could not refine it for other ships. However, the players are not interested in 1. Leaving "Chairman Mao" in Patinir indefinitely, 2. Selling it, or 3. Risking another misjump. So, PT "Fancy" jumped to Aramis, spent 2 weeks having a major rehaul (approx. 200,000cr), jumped back to Natoko, refilled on refined fuel (even though not needed), jumped to Patinir and pumped the remaining refined fuel into "Chairman Mao" which was enough for "Mao" to do 2 J1's and make it to Natoko (barely...).

This whole operation cost around 500,000cr and took 2 months. Since 'Mao' spent 6 weeks in jumpspace (!) for the misjump, the whole antipiracy campaign contract with the 6 hired former military is almost at an end. Its currently 11/1/1107 and the contract ends 12/15.

Next (thanks to the suggestions here!), I'm going to try and find some combat armor for 'speculation', then see if I find a way to 'lose' some, then after 'Mao's yearly refit in Dec, decide what to do in 1108...

However, I'm really new to the whole canon and 5th frontier war, etc, and just got the CD's from FFE and came across this:

"201-1107 - Imperium begins evacuation of Regina (1910) in anticipation of Zhodani invasion"

Glancing at the maps in "The Spinward Marches campaign" I don't think we should be heading back toward Regina right now, though the GM may complain that the players shouldn't have so much advance information :)
 
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However, I'm really new to the whole canon and 5th frontier war, etc, and just got the CD's from FFE and came across this:

"201-1107 - Imperium begins evacuation of Regina (1910) in anticipation of Zhodani invasion"

Spoiler:

I was recently working on writing a backstory based in that time frame. I think the report you cited turned out to be rumor, not fact. Regina was never evacuated - but your 'characters' won't know that until later in the flow of events.
 
Is this a solitaire you're describing or a one player and one ref adventure?

Sounds cool, whatever it is. Did you collect a bounty on the pirates?
 
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