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Old 08-04-2011, 12:39 AM   #21
sn0wball
 
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Default Re: Discussion for new GURPS Traveller PbP game

I would like to play a full fledged doctor. He can double as a gunner, though.

If I count right, that will leave the Engineer and the Specialist. What about you, Mister Juan, any preferences for a secondary character ?

Are we going to play what GURPS ISW calls the default campaign, that is, sert after the Third Interstellar War, about 2170 ?
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Old 08-04-2011, 12:49 AM   #22
doulos05
 
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Quote:
Originally Posted by pup67vargr View Post
Doulos05 states his desire to play:

Officer - Captain/Pilot(?) [or do you want to be a purely Administrative Captain, possibly also filling the Sensors/Communication Officer role?] [I think it could be a source of some good dramtic tension if the Captain is not the pilot. The pilot may be wanting to go where he wants, but the Captain will probably want him on a pretty short leash.]
I'll take the Sensors/Commo role instead of the pilot roll. That roll is least intensive during combat, when a captain needs to be giving orders and coordinating crew activities (making his Shiphandling rolls so that the crew isn't at a -2 to cooperate). Additionally, I want to make sure everyone has something to do all the time and taking the pilot roll leaves someone with very little to do during combat. Commo would also cover computer skills, generally speaking.

Quote:
Petty Officer - Steward-Purser/Cargo Master
Yep. I'll give him some computer skills too, just because he'll likely have points left over.

Quote:
Now, on another note, missiles and sandcasters can be fired from controls on the bridge, can't they? So we don't necessarily need a gunner after all. Seems like missile- and sandcaster-fire might also fall to the Sensor Operator. Or maybe I'm wrong?
They can, though you can also just buy a Gunnery program and run several copies of that, one for each turret. Once more, I'd rather another guy pick up the gunnery, just so everyone has something to do during a combat. But there's no reason my guy can't do it. Everyone probably ought to drop a point in Gunnery(sandcasters) just in case they need to 'pop chaff', as it were, to save the ship. That point represents enough skill to point the 'caster in the right direction and press the big red button.

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And just who is going to be the computer expert on the crew, anyway? Maybe we need more than one?
Once more, sensors/commo fits well there, though it wouldn't hurt to have several.
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Old 08-04-2011, 06:03 AM   #23
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Default Re: Discussion for new GURPS Traveller PbP game

Okay, so now, if I followed everything correctly, that gives us:

Officer #1 Pilot (First Officer) -- Mister Juan
Officer #2 Sensors/Commo (Captain) -- doulos05
Officer #3 Ship's Doctor -- Sn0wball
Petty Officer #1 Steward-Purser/Cargo Master/Gunner(optional) -- doulos05
Petty Officer #2 Specialist/Interpreter/Gunner(optional) -- Sn0wball
Petty Officer #3 Engineer/Mechanic -- Mister Juan


Does that look right? Anyone seen rasimus, or know anything about him/her?

Last edited by pup67vargr; 08-04-2011 at 06:09 AM.
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Old 08-04-2011, 06:52 AM   #24
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Looks good to me!
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Old 08-04-2011, 07:46 AM   #25
doulos05
 
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All good for me.

150 pt characters with 75 points of disads and 5 quirks ok?
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Old 08-04-2011, 08:12 AM   #26
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And do we want the characters to be an already established crew? As in, they've all been working with each other for some time, or do we go the "this is our first job togheter" route?

EDIT: Forgot to ask; what period of the ISW are we going to be in? Free Trader wise, I think the "default" setting is the Empty Peace or somehing that sounds like that ;)

Last edited by MisterJuan; 08-04-2011 at 08:18 AM.
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Old 08-04-2011, 08:27 AM   #27
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I'd prefer the hybrid 'newly established crew'. We've been together long enough to have a good reason to trust each other and get along, but not so long we should have lots of in-jokes and history. Maybe a month or two.

And yes, I'd vote for the Empty Peace. It's a good time for gaming.
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Old 08-04-2011, 10:39 AM   #28
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Default Re: Discussion for new GURPS Traveller PbP game

Quote:
Originally Posted by pup67vargr View Post
Anyone seen rasimus, or know anything about him/her?
Sorry about the delay.... reading during the odd few minutes between meetings this morning. Sure, I can probably jump in if you'll have me.
If I read correctly, Navigator (junior bridge officer - backup as pilot, most experience in small (non-jump) vessels (cutter, pinnacle, skimmer, etc) and antigrav vehicles) is still open (maybe) (One of the older bridge crew want a nephew?), and perhaps a rating/deckhand very recently brought on working passage to help Petty Officer #3 catch up on some of that routine maintenance that tends to accumulate on those old Hero classes faster than one engineer can accomplish. ("Explain to me again why I have to wear this red shirt?")
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Old 08-04-2011, 04:42 PM   #29
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Sorry about the delay.... reading during the odd few minutes between meetings this morning. Sure, I can probably jump in if you'll have me.
If I read correctly, Navigator (junior bridge officer - backup as pilot, most experience in small (non-jump) vessels (cutter, pinnacle, skimmer, etc) and antigrav vehicles) is still open (maybe) (One of the older bridge crew want a nephew?), and perhaps a rating/deckhand very recently brought on working passage to help Petty Officer #3 catch up on some of that routine maintenance that tends to accumulate on those old Hero classes faster than one engineer can accomplish. ("Explain to me again why I have to wear this red shirt?")
Welcome aboard, Rasimus. Probably best if your Able Spaceman had an engineer rating (ie a few Mechanic skills) and medical training. Given the deadliness of futuristic combat, extra medics are always a good thing to have. I'm working up my character now, I'll post the back story when it's finished.
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Old 08-04-2011, 05:16 PM   #30
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Do we know how many build points we're working on, character build wise?
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