Leif's DISCONTINUED GURPS Traveller Game -- IC01

Departing Glisten subsector and entering Trin's Veil Subsector

The travel from Inthe is routine. Monotonous, even, except for the antics of the passengers. ;) Jarson Wenceslaus is back to his old self in a couple of hours. Then he finds that he has a ready-made driking buddy onboard, in Doc Hannigan!

The Zax Hakjohn Quik will need to make a brief re-fueling stop at Burtson/Trin's Veil, which has a Class III StarPort, and then it is just a short (but just as lengthy, time-wise) jump2 to Edenelt.

[sblock=Insight]
If you wish to describe any of Doc H's antics with Mr. Wenceslaus, feel free to re-assume Doc's persona for the purpose of doing so. Otherwise, I think we can just assume that they just stay in or around sick-bay, drunk, and fairly quiet during the trip.
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Re-Fueling Stop Arrival -- Burtson/Trin's Veil [All]

The Zax Hakjohn Quik comes out of jump at the edge of the Burtson system, and begins the approach to said world. The passengers have been remarkably well-behaved! They've actually allowed Steward Jimmy B. to get a couple of hours' sleep each night. There are the usual quibbles about "Starship food," but that's to be expected. Doc Hannigan has graciously donated a few bottles from his stash to augment the usual shipboard fare, which everyone seems to appreciate greatly.
 
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Jimmy Beam

Jimmy drags himself through the sonic shower as quickly as he can before making sure the high passage passengers are notified of the short refueling stop. Then off to tell the middle passage folks.
 

Re-Fueling Stop Arrival -- Burtson/Trin's Veil [Jimmy]

"Hey, Jimmy!" says Jason Wenceslaus, "You gonna come with me to do a little shopping? I need to get me another bottle or two of hooch to get me through the rest of this trip." ;)
 
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Re-Fueling Stop Arrival -- Burtson/Trin's Veil [Gruffle]

Gruffle finds everything to be within acceptable parameters. He feels like he should probably take a look at the Siezerhausen valve on the JumpDrive, though. That drive has experienced a few "moments" during this last jump. The fuel consumption doesn't seem to be as smooth as it should be... maybe there's a muskrat lodged in there or something? :)
 
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Re-Fueling Stop Arrival -- Burtson/Trin's Veil

The Zax cruises toward Burtson. Curious, the crew decide to check out what the deal is with this world anyway. They learn that Burtson has a standard oxygen/nitrogen atmosphere, 23% surface water, a control rating of 4, a tech level of 8, normal climate, and a population of 5,000,000. Burtson started out as a colonial possession of the Marquis of Squanine, and it is still in subjugation to that world, even though the population of Burtson now exceeds that of squanine. Burtson has little industry, and relies on the "mother world" for most of its heavy machinery needs. The population is very loyal to the Marquis of Squanine, and even rose up to put down an ill-advised attempt to 'liberate' them in 1106. Burtson sports extensive mountain ranges that resemble the fangs of some mythical beast. The vast majority of settlements tend to be in the numerous fertile valleys. Burtson's exports mostly consist of surplus agricultural products grown in these valleys.
 

As the Zax comes out of jump space, Spider cranks up the sensors and comm gear. Not gonna get jumped by pirates again. He scans common frequencies for news and any other interesting signals he can pick up. He broadcasts local weather information for the area around their intended landing zone over the intercom for the benefit of the passengers. As an afterthought he looks up local gun laws and any other unusual laws of interest. For example are visiting Zhodani routinely burned at the stake here...
 

As the Zax comes out of jump space, Spider scans common frequencies for news and any other interesting signals he can pick up. He looks up local gun laws and any other unusual laws of interest. For example are visiting Zhodani routinely burned at the stake here...
:heh: Only on Tuesdays. The GURPS Control Rating of 4 is the equivalent of GDW Traveller 6, which means, "controlled," but the most lenient "controlled" that there is. No weapons in public, unless you're just about to leave for your big game hunting trip, and even then you'd best leave it in the gun rack of your pick-up. Spears/machetes are a no-go, too. You'll need a permit/license to carry any sidearm beyond the extrality line of the StarPort. [Of course, within the limit of the StarPort, nobody's likely to screw with you much. Unless they have a BIGGER gun.]
 
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:heh: Only on Tuesdays. The GURPS Control Rating of 4 is the equivalent of GDW Traveller 6, which means, "controlled," but the most lenient "controlled" that there is. No weapons in public, unless you're just about to leave for your big game hunting trip, and even then you'd best leave it in the gun rack of your pick-up. Spears/machetes are a no-go, too. You'll need a permit/license to carry any sidearm beyond the extrality line of the StarPort. [Of course, within the limit of the StarPort, nobody's likely to screw with you much. Unless they have a BIGGER gun.]

Kaira will be concealing her pistols as the Zax readies to land.

[sblock=concealing...]
Inside Vest - Holdout Laser Pistol (TL10): Dmg 10 2d(2) burn, ACC 3, Rng 100/300, WT 0.35/B, ROF 10, Shots 22(3), ST 3, Bulk -1, RCL 1, Cost $300, LC 3.
Back - 7.5mm Holdout Pistol (TL9): Dmg 2d pi, ACC 1, Rng 100/1,200, WT 1/0.2, ROF 3, Shots 18+1(3), ST 6, Bulk -1, RCL 2, Cost $240, LC 3.

I really should have Kaira get some concealed carry holsters. I guess she'll be carrying them in the Power Holsters (+5 to Fast Draw).[/sblock]

[sblock=wearing]
Secure-Encrypted Tiny Radio Communicator (TL9): 1-mile range. $550, 0.05 lbs., 2A/10 hr. LC4
Mini Flashlight (TL9): $10, 0.25 lbs., B/24 hr
Survival Watch (TL10): It includes a biomonitor (p. 197), a chronometer, a GPS (p. 74) receiver, an inertial compass (pp. 74-75), a magnetic compass, a homing beacon (p. 105), and a tiny computer (p. 77) with a small 2-D display (about one square inch). $300, 0.5 lbs., B/3 months. LC4.
Electronic Lockpick (TL9): +3 to Lockpicking and Electronics Operation (Security) skill on attempts to pick any electronic or combination lock. $1,500, 0.2 lbs., A/2 hr., LC2. This is probably concealed too
Reflec Tactical Vest (TL 9): Location Torso, Groin, DR 18/7, Cost $900, WT 9lbs, LC2.
Pocket Medic (TL9): Cost $1,200, WT 2lbs, B/10 hr, LC 4.[/sblock]
 
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