Leif's DISCONTINUED GURPS Traveller Game OOC01

I'm not that close to being ready to start, uh, re-start, so I think you have a day or two at least. Male or female? We're evenly divided now, so any choice you make is going to be the wrong one. ;)
 

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If we're going to completely start over (meaning not being on Centry at all, just starting in media res somewhere else), let's decide what we're doing on what each person's role on the ship should be.

For her part, Kaira is a superior negotiator and businessperson and should be involved in making favorable business deals for the ship. She can also infiltrate wherever we need to infiltrate and fight people who needs to be fought. Her actual shipboard skills are fairly meager, but she can backup pilot, navigator, and gunner.

Plus, HOT

;)
 

I agree with Insight that settling on everyone's 'on-board' duties is an excellent idea. :) I'm all for that. Let's see, Zoe would be, I believe, the best choice for Pilot, Gruffle is obviously the engineer, and Scotley the Communications Officer/Navigator, right? Doc Hannigan will be drunk to some degree in Sick Bay, ordinarily, just keeping to himself, mostly, unless he's needed to stitch someone together again. But, hey, if he's interested, Lou could play Doc as much as he would like to do. That just leaves the new crew member, Syke. Of course, none of those that I mentioned are bound by my statements in any way....
 
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Being young (necessary for an awakening psionic), Syke would not have the skills that older characters have (Traveller favors us old guys).

I figure Syke would be a sort of 'gofer', doing whatever the higher ups say. In truth, although this might not be known by the crew, Syke would be grateful for the psychic peace of a spaceship, to only hear a few inner voices rather than a planet's worth. For that peace, Syke would seem to happily take the grunt work and seem unambitious.

Skillwise, besides whatever psychic powers Syke has, I picture simple skills but maybe with a learned-on-the-job Pilot and Medical skill (these skills can save or lose characters with a single roll). Leif, how do you feel about the old school Jack-Of-All-Trades rules (at a low level).

There is an advantage from the old rules that I'm not sure made the transition to GURPS, the Traveller's Aid Society. Would you allow Syke membership in the TAS for any amount of points, Leif?
 

kookalouris, (see below, next 'unstruck' paragraph) I'm not sure whether JoaT made the transition or not. I kinda doubt if it did, since you can pretty much take any skill that you want and meet the prereqs for, unlike in the old days, where your capabilities depended upon the fickle dice. But there's no reason why you can't take a smidge of Pilot skill. For medical, you'd probably be better served with going for something like 'combat medic' or nurse, either of which should easily accomplish what you're going for. I'm trying to recruit us a new player to play Doc Hannigan at least part-time, so I can concentrate on killing pcs instead of patching them up. :D

I'll have to look at GURPS rules for TAS, but I'm pretty sure there is provision for it. That's an excellent idea, too!
Actually, Jack of all Trades is in the sidebar on GURPS Traveller p. 125! It costs 10 points/level and grants a +1 modifier to all skill defaults from character attributes (but not trained skills), up to a maximum of +3 for 30 points. It has no effect on skills that don't have a default, and the modified default level may never equal or exceed the level that one-half point would purchase. Jack of all Trades does not make any learned skills any cheaper. Most skills default to the controlling attribute -4 if easy, -5 if average, or -6 if hard.

Maybe Syke can operate the Transporter? :eek: Sorry, wrong game....
 
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Transporter? HA! :cool:

Only wussy non-psionics use machines for teleport. ;)

I hope to have a least a few paragraphs of actual character background tomorrow so Syke can be ready in a pinch.
 

Syke should have some kind of shipboard skill...or other explanation for why he's a crewmember on the ship. Maybe he's a relative of someone's, or whoever gives us orders has ordered us to take him on?
 

:::waves hand::: "You don't need to see Syke's resume." :p

Syke will have at least one genuine skill and/or reason to be aboard a starship. Let me rack my brains and think of what tonight.
 

Travellers' Aid Society [TAS]

See, p. 35 sidebar in GURPS Traveller.
Membership entitles you to:
1. Access to Member Hostels at all Class V StarPorts. Fees for this vary according to local conditions.
2. Free access to Traveller News Service on all worlds with a TAS office, and free Travel Zone Advisories.
3. One paid Middle Passage per month, redeemable on any starship line or for Cr 1,575 in cash.

Interestingly, membership costs no Character Points. However, it bestows 'comfortable' wealth, and any character with lesser wealth must pay for the upgrade (in Character Points). [If you buy a membership with cash (not necessary here) a lifetime membership costs MCr 1. And sometimes the Imperial government awards a person with membership in recognition of long service or acts of extreme heroism.]

So anyone in the group with at least Comfortable wealth may elect to be a member of the TAS.
 
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I never saw that (but it wouldn't have applied to Gruffle anyway as he has no money...) but I spent a couple of points on Claim to Hospitality which seemed to be/do the same sort of thing. For Gruffle I was thinking more of being able to find a corner of floor space with a fellow Vargr seeing as they are supposed to retain their pack nature. But I'm happy for it to be the TAS if you want?
 

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