Sunday, 21 May 2017

CHARACTER UPDATE: Moving to Second Edition Mongoose Traveller

As we have reached a point in the game where the various party ships are being assessed and possibly upgraded, I have decided to upgrade the game system to Second Edition,

Differences: very few, and they are outlined below.

TLDR: I'll update your character sheets and ship stats and present on Friday. There will be some decisions to make at that time, but only really very minor ones.

Characteristics

No change. The six characteristics, their value ranges, their bonuses, and how you get them are all unchanged

Careers

Minor changes that have no impact on your characters. The careers are more or less identical, as are survival rolls, advancement rolls, etc.

Skills

The actual skills in game are for the most part unchanged. There is some rationalisation of some skills, and some more subtypes for others. I think it's an improvement overall.
  • Unchanged: Admin, Advocate, Astrogation, Broker, Carouse, Deception, Diplomat, Explosives, Gamber, Gunner, Investigate, Jack of All Trades, Language, Leadership, Mechanic, Medic, Melee, Navigation, Persuade, Pilot, Recon, Seafarer, Stealth, Steward, Streetwise, Survival, Tactics, Vacc Suit.
  • Changes to subskills: Animals (Riding and Farming replaced by Handling), Athletics (Flying removed), Art (Acting and Dance merged into Performer), Drive (Hovercraft and Walker added), Engineer (Electronics removed), Flyer (Airship and Ornithopter added), Gun Combat (now only Archaic, Energy and Slug are the three types), Heavy Weapons (now Artillery, Man Portable and Vehicle), Trade (renamed Profession and adding Belter to the list of examples).
  • Significant Changes: Electronics added, which merges in as subskills Comms, Computers, Remote Ops and Sensors. Sciences now replaces Life Sciences, Physical Sciences, Social Sciences and Space Sciences. Electronics is no longer a subskill of Science, and Astronomy and Cosmology have been added.
  • Removed: Battle Dress is removed, and the armour requires only Vacc Suit skill to use. Zero-G is removed and instead you use Athletics (Dexterity) to move around in zero-g environments.

Skills Limits

There are some skill limits in place, which we'll either ignore for current characters (i.e. max level of 4 for a skill) or are not relevant as we are nowhere near the limits (max number of skill levels known is nowhere near impacting anyone).

Training Skills

Great improvement!
In order to train up an existing skill or learn a new skill the character needs to commit to one or more Study Periods. A Study Period is equal to 8 weeks of study and practice. The 8 weeks of a Study Periods need not be consecutive, but each week needs to be a full 5 days of 8 hours a day learning and practising. NOTE: Usually this is only possible when Jumping, so I'll count jump weeks only.
  • NEW SKILLS: Once 8 weeks of training is complete a Study Period is complete. At this point you need to make an Average (8+) EDU check. Success means you've learned a new skill at level 0.
  • EXISTING SKILLS: If you are improving an existing skill above 0 the number of successful Study Periods required is the skill level you want to get. So learning Vacc Suit-1 means one Study Period, and Broker-3 means three successful Study Periods.
  • FAILING: If you fail a Study Period check you have to commit to a new Study Period, but you gain a cumulative +1 DM for success checks for that skill.
  • Note: Learning or improving Athletics uses the appropriate characteristic (STR, DEX or END) in place of EDU.
  • Note: Jack of All Trades cannot be learned or improved, but having Jack of All Trades adds the JoT level to success checks. Your innate ability to pick things up is to your advantage. (This means Lady Nitrane gets +3 DM on Study Period checks).
  • Library: the Harrier has a Library which means that every week of learning and practice counts as two weeks towards a Study Period.
Failure doesn't necessarily indicate that you don't understand it. You might be distracted, or the captain is having you do extra chores.

Combat

No changes here.

Equipment

No real changes here.

SpaceCraft

Big changes to how drives work. This is in fact the stimulus for me converting to the new system.
No longer are there "Type A" and "Type D" drives. The drives now take up a percentage of the hull depending on the rating you want. Manoeuvre and Jump drives use Power Points, which unsurprisingly are produced by the Power Plant.

What does it all mean? I'll convert over the Harrier, Far Scout and Frontier Trader and see,

Space Combat

Improved and slightly simplified. Rather than a Hull Value and a Structure Value which are reduced slowly by weapons fire only if those areas are hit, there is a Hull Value that works more like hitpoints. These are removed by damage from weapons and reduced to 0 means 'ship dead'. If the attack has an effect of 6+ (ie you roll 6 more than you needed, after all mods are taken into account) then you get a critical hit, which is the traditional 'you hit a drive' or 'you hit the fuel tanks' that are more common in the first edition and classic editions.

Weapons are now handled slightly differently - the values for damage are about the same as now but stacking is different (i.e. more than one in a turret) and the modifiers are different (e.g. pulse lasers get a +2 to attack, beam a +4 even though they do less damage).

What effect this will have in combat I'm not sure - I expect that you'll breach the hull and take the ship out a lot quicker most of the time. I'm sure an opportunity to try it will arise.

Trade

The extreme ends of the purchase and sell modifiers are less extreme. No more "you get 400% of the base value" as it maxes out at 160% but other than that it's more or less the same. We'll be using the online tool anyway.

Planets and Systems

No change to planet stats, although it's a little clearer in the book what happens with law levels and you lot ignoring them

That's about it.

Home Sweet Home

This episode starts on Clarke and then progresses by way of Torpol back to Drinax, where it all began.

Finally getting the reward money from the authorities on Clarke, and noting that Vii Lon is now up to full health, the party decide that it is best to do one more run to Torpol to drop her off. To that end they get cargo and head back.

The trip is uneventful, and the cargo sells for a good amount. The available cargo however is not particularly worthwhile so the party decide that heading straight to Drinax is better than waiting for more cargo to become available.

Rather than head to Drinax with the entire fleet, it is decided that the Harrier will head to Drinax with sufficient extra crew to man the Frontier Trader which is hoped can be repaired enough to make the trip to Pourne. The other ships are heading directly to Pourne under the command of Krrsh and will meed the party there.

On arrival there are no members of the royal family to greet them, so the party wait. While this is happening the additional crew head to the mothballed ship to start getting her back online.

To be continued.

Tuesday, 16 May 2017

The long and winding road

The story continues in the Thebus system before heading through Oghma and Torpol to Clarke.

Nitrane and Unter continue to investigate the lab ship. They find another air/raft bay (empty) and what appears to be another engine room (door blocked) and then a secondary bridge.

At this point however they hear Sparrow say "Uh, guys!" and then the link goes dead. An alarm in the vacc suit systems alerts them to the fact that Sparrow's suit is suddenly very low on air. They decide to push ahead as it would be the quickest way to where Sparrow was guarding the lab ship crewmember.

Passing a row of stateroom doors they come across one that is open and a figure lurches out at them. A fight ensues in which damage is taken by the party thanks to a giant metal club that the inhumanly strong crewman is wielding. They are forced to kill him.

In the meantime Slaid had reached Sparrow's body, out cold from nasty blunt force trauma to the head. The visor on the vacc suit helmet badly cracked. Slaid tapes up the helmet and then shares air with Sparrow, meaning both now have only a little air left.

Deciding to rendezvous at the lift up to the docking ring, and appraising the ships waiting nearby that they have encountered some problems, Nitrane and Unter come across another lab ship crewman coming out of the kitchen locker that held corpses. This person is wielding a frozen human leg as a weapon.

This person, the one they captured originally, is inhumanly strong as well but is eventually killed.

Going up the left the party find that they have next to no air left. Sharing the air keeps two alive for a bit longer, but means everyone is now in a precarious situation. Luckily Ben Parr and Adro Venniser arrive with spare air bottles and some quick changing brings everyone's air levels up.

Krssh arrives in an air raft and makes it easier to bring across the still comatose body of Sparrow into the Harrier, where the best medical bay is waiting for him. Extreme quarantine and bio-hazard procedures are in place just in case he's infected, or able to infect others. Sparrow is stabilised and brought around. The head wound is treated.

Professor Jim Cheese has been looking through the data brought back hours earlier. With some clever insights he has determined that the danger is passed. The research in the lab ship related to combat drugs. An explosion, the cause of which is unknown, caused multiple experimental drugs to be released in to the air vents simultaneously. These killed 80% of the crew and researchers instantly. The remaining crew were affected in different ways but with a common theme of periods of lucidity, periods of inhuman strength (and inhuman behaviours) and then periods of exhaustion.

Any active reagents have long ago dissipated, been scrubbed by the air system, or are in other ways totally inert. This reassures the party and work is put in motion to clear out the lab ship for sure (the shipboard marines take this task), the engines are checked and maintenance performed, the fuel tanks are resealed and pressure checked, and the hull repaired. That last required some planetside work so a course is set to Thebus.

Thebus is a safari tourist world. There are plenty of spaces in which to land that are well away from prying eyes and the work is done.

Jumping to the Oghma system there is hope that the ships crews (all of which are at absolute minimum levels) can be bolstered by new additions. Also this is a good place to pick up more cargo to sell on Torpol to pay for improvements to the ships in general.

Oghma is a warlike space-faring planet. The inhabitants are renowned for their slaving, raiding and pillaging, and indeed a good number of crew are hired here. A number of suitable cargoes are found and the jump is made to Torpol.

Arriving in Torpol Captain Slaid advises Provost Falx that they have returned. When they reach his office he is there, drink in hand and dressed in his bright orange robes (with tony golden fez with scale model of the starport on top). He welcomes them profusely, offers drinks, and is then wowed by Captain Slaid's amazing presentation of the proof that the mission has been completed. A round of applause is followed by Falx asking two colleagues (each with their own tiny structures on their heads) to also see the presentation. They are likewise amazed and the reward money duly handed over.

The matter of Vii Lon is also raised. Unfortunately she almost died when the low berth was opened (she had been in there for 20 weeks, way beyond the normal expectancy). As luck would have it she was roused in an advanced (even for TL15) medical bay. It turns out that she was indeed an official representative of Torpol, with a very senior position (if her health insurance cover is any guide). With her needing expert medical care (and the planet only being TL8) the party are asked to look after her a little while longer.

The cargo from Oghma is sold for a tidy profit, and with making the jump to Clarke with empty holds something to be avoided, more cargo is found and loaded into the ships.

The jump to Clarke is uneventful. Arriving, it is still a dark, depressing place. Keeper Malos is less impressed by the presentation by Captain Slaid and he moodily takes the proof to show his colleagues. The cargo is sold for more profit, and the party wait.

To be continued...

Thursday, 4 May 2017

The Continuing Saga

The party starts on Palindrome, and make their way through the deep space fuel depot and Noricum to Thebus.

On Palindrome the party decide to get the far trader (formerly belonging to Ferrik Redthane) fixed. This takes 9 days or so, and that means shore leave for the crews, and plenty of time to buy cargo and find new crew.

When fleet leaves it consists of the Harrier (The Phoenix), the salvager, the far trader and the far scout. The crew on board is at minimal levels, and there is an assortment of cargo that can hopefully be sold for a tidy profit.


Arriving at the fuel dump in empty space, the ships refuel and realise that the resources here are limited. Perhaps in future they should bring some fuel? The refuelling is not without incident, but very little can go wrong if they take things slowly.

The next jump is to Borite. There they manage to sell all the cargo at the starport above this primitive planet and make a tidy profit. No crew can be found to hire, nor any useful cargo to buy, so they jump to Thebus after refuelling.

In the Thebus system the lab ship is known to be in orbit around an uninteresting distant rocky planet. Arriving in system near this planet the lab ship is found (eventually) and then before exploring it the party make the decision to refuel in case they need to make a run for it, which means a few days travelling to the nearest gas giant, refuelling, and returning.


Back at the lab ship the party scan for signs of life, which requires that the ship be very close. Numerous life signs are detected but the resolution is not fine enough for more details. A visual scan of the ship is made which detects three possible entry points; the two air lock hangar doors or the pinnace docking ring. The latter is selected.

Slaid attempts to open the door which takes 40 minutes, needing to use computers to break in. There they find an elevator shaft which leads from the zero-G pinnace ring down to the normal gravity of the ring.


Emerging into a partly lit reception area the party ask for signs of life and are told that there appears to be something 15 metres away, but that scanning is difficult.The party also quickly realise that the circular nature of the vessel makes it difficult to see more than 10 metres in either direction. The furthest that can be seen - if they lie flat on the floor and look up - is less than 15 metres.


Moving through the ship the first section consists mostly of staterooms. Some have had their lights destroyed and others are intact. Some have bedding removed, and even mattresses. In one a dead body is found in the cupboard.

Other rooms are found, including mess hall, private lounges, a scientist library (the contents of which made their way back to the party ship thanks to Sparrow taking them there), and a galley with a freezer full of dead crew.


In the middle of that a small herd of escaped lab animals are encountered. Some are stunned, but the effects wear off quickly enough that conventional weapons are used to dispatch them.


Exploring further the party find the bridge and the first drive bay. In the bridge Slaid breaks into the computer and is able to unlock the iris doors throughout the ship. He gets to work on more information about the ship. Unter and Nitrane explore the drive bay, and in the upper deck they find a living crew member.

The figure is crouched over and appears to be paying no attention to the players. Nitrane tries to get his attention by hitting the wall, but while the figure appears to have heard the noise it does not look up.


After some closing of airlocks and moving around the figure sees the party and freaks out. He starts shouting but because they are wearing vacc suit helmets they can't make out what he is saying. Nitrane grabs him in a bear hug while Unter departs to find something to bind their captive.

While this is going on Slaid is assaulted in the bridge. Minding his own business he is hit by another wandering crew member. Not one to put up with that kind of rubbish he shoots a her, killing her.

Sparrow, who left earlier, returns with an improvised speaker to allow the party to communicate with the captive. He understands what is being said but unfortunately the party still will not open their helmets to hear what he is saying. They eventually bind him in a stateroom and Sparrow stands guard.


Unter and Nitrane continue exploring the ship. They find an air/raft dock, cargo bay and the main laboratory. At the far end of the lab is a mound of tables, chairs, mattresses and anything else not bolted down. This appears to be a lair for one of the unfortunates on board. Breaking into it the party find a hatch cut into the floor that leads into one of the fuel tanks.

Breaking it open reveals nothing else of interest so they continue. A second lab is found and in the corner of this, another assemblage of furniture makes another lair. It seems that the people affected by whatever happened on board have some animalistic urge to create protected homes.

To be continued...


Tuesday, 4 April 2017

Decisions, decisions.

The story starts in the Vume system, and then moves through Theev to the Palindrome system.

Repairs on the Far Scout in the ice cave are almost complete when a ship flies low overhead. While the speed of packing and repairing is redoubled, a scan is attempted. With the bulk of the icy moon causing problems the fast departing ship is spotted just before it heads over the horizon. It does not return before the work is complete.

Crews are assigned to the three ships. Captain Slaid and Jack Sparrow are in the Phoenix, while Lady Nitrane and Silent Unter are in the salvager. The remaining crew are sufficient to fly all three ships.

The first ship to take off is the Phoenix, then the salvager, and finally the scout. More scans are performed but from orbit the only ships detected are distant. Rather than investigating the low flying ship the decision is made to travel to Theev's most distant gas giant to refuel.

Arriving in the Theev system the first thing noticed is that there are quite a few ships around. Most are refuelling but there are some defence boats keeping the peace. With the gas giant so large it is not hard to find a secluded, or at least unpopulated, part of the surface to refuel.

The crew from Ferriks ship are brought out of their low berths and given medical attention. Each is given an opportunity to join Captain Slaid's crew, which two do immediately. The third is allowed to talk to the crew, although an eye is kept on him. Uneventfully the ships top up and then proceed to Palindrome, where they hope to take advantage of the hospitality extended by Lady Yemar.

When they arrive Lady Nitrane attempts to make contact, but some interference prevents conversation. Approaching the planet another attempt is made, and Lady Yemar, advised that the party's prey has been caught, suggests landing in a large hangar that can accommodate all ships at once.

Greeting them once they land is the official that first approached Lady Nitrane on their first visit. This time taking Captain Slaid (in his admiral's uniform) and Silent Unter (in his dinner suit) they arise to the large room above the starport building. Lady Yemar is a gracious hostess again and talk turns to the situation at hand. The subject of the scientist to help Yemar overcome her medical condition is also raised again - Nitrane suggesting that the Lab ship that the party are aware of could be used somehow.

Ferrik's ship is in need of repairs, and Yemar's people are sent to assess it.  For 2 million credits it can be fully repaired, and also be made to look like its not been a pirates vessel. This is quite a lot of money, but the party will get that much from providing Ferriks body to Torpol, not to mention that the ship would be a little easier to sell - resulting in a lot more than 2 million credits it is hoped.

Captain Slaid considers what to do with the Salvager. Admiral Darokyn has sent word that he wants it back after the 12 months of exile from Theev are up. The last of Ferrik's crew decides to stay, but one of the engineers decides to take up the offer of a passage back to Theev instead.

To be continued.

Tuesday, 28 March 2017

Ferrik Down

The story continues in the Vume system.

In orbit around the icy moon of a distant gas giant, the party start scanning for signs of Ferrik. Unter mans the sensors and directs Sparrow to orbit the planet so as to maximise coverage and minimise time. Course promptly plotted, the ship starts its search.

After an hour, and with the scan nearly completed, Unter detects an anomaly. It doesn't show up as anything in particular but there is something there. Satisfying himself with another series of orbits the ship continues, and sure enough there is the anomaly again.


Unter now directs a geostationary orbit be taken, and closer to the surface, in order to scan the anomalous are more thoroughly It's at that moment that a ship is detected.

Seemingly unaware that the party's ship had ceased its orbits, a small ship, around 200 tons, is detected flying low and fast over the surface. It appears to be making a break for it by using the planet as cover. Unfortunately the party are sitting in orbit watching it go.

Captain Slaid takes charge and immediately requests that the ship be identified. It looks like a far trader, just like the one that Ferrik is known to use. Slaid releases the Phoenix and directs it accelerate and catch the fleeing ship. The Mercifuge remains in orbit tracking the ship.

Satisfied with the identification of the fleeing ship, Slaid orders both ships to open fire. The far trader returns fire, but the Phoenix is much more manoeuvrable and armoured and is barely scratched. The Mercifuge joins in and between then they cause significant damage to the trader.


Captain Slaid opens a comms channel to the ship, demanding that it stop. A response, sounding like Ferrik, indicates that the ship will do no such thing. Slaid directs another attack. The Phoenix opens fire causing catestrophic damage to the power plant. The trader falls to the planet surface and flips end over end.

Landing close to the wreck, Captain Slaid requests that Unter perform a detailed scan of the downed ship. As luck would have it the ship has come to rest right-side up. The scan reveals the internal structure, which is a common layout for such ships.

Slaid and Unter enter the wreck, manually cranking the iris door. Inside they find a person moaning and barely conscious, badly thrown around by the crash but kept alive by the armour of his vacc suit. They make sure he will survive, bind him, then move through the ship towards the bridge. There another person is found, along with a dead body. The living crew member is also checked and bound. The dead body is Ferrik Redthane.

Searching the rest of the ship they locate another one living crew member and three others dead

Deciding that the ship may be worth something to salvage, they use the Mercifuge to grasp the trader and then prepare to leave. Slaid considers it worthwhile to check where the trader took off from in case there is anything interesting there.

Making their way slowly over the surface of the planet then reach the general area where Ferrik took off. Transferring to an air/raft then search for any signs of where the ship had been resting. Some time later then discover the tattered remains of a camouflaged covering over a tunnel entrance. It would seem that in his rush Ferrik had decided to flee without taking it down.


Entering the cave in the air/raft the party find another ship -a Far Scout - a habitation module, a crane, spare parts and supplies, and a large cylindrical container which could be the one taken from Torpol.

They land the air/raft near the habitation module and enter, surprising three men who are sitting around drinking caf and reading. The men are totally surprised and raise their hands in response to seeing the armed and armoured party enter. Asked if they have any guns they gesture to the next room where some low tech shotguns are found.

The men were hired on Theev to repair this ship and are expert engineers, although they were not aware at the time that the ship was on an icy moon in the next system. Now that they are here they can fix the ship and perhaps go home. It depends on how things pan out with the party though.


Considering that the repair of the Far Scout is a good idea, Slaid gets everyone to work. The Mercifuge can enter the cave but the Phoenix has too wide a wingspan so it is left outside in the canyon.

The days pass more or less uneventfully. Repairs are made to all ships using the spare parts that were in the cave or in the Mercifuge. After seven days they detect a ship arrive in system near the gas giant. After nine days, and very close to finishing, a ship flies close overhead. Who these people are, or what they want will have to be discovered.

To be continued.

Tuesday, 21 March 2017

Hunting Ferrik

The story continues on Theev, but moves to the Vume system.

The party have just docked on the Skull on the trail of Miria Silverhand's ship, called The Mercifuge. Within  that ship's computer they hope to find the whereabouts of Ferrik Redthane.

With no time to lose, the party head into the station. It is large and busy but they find a terminal and do a quick search for The Mercifuge. All they can uncover at this time is that it is in the Orange sector, which is some distance away. They pedestrian transit across to that sector and search again. This time they enter the ships codes and locate it in a hanger 500 meters further along.

Quickly entering the codes the party enters the hangar. There is The Mercifuge resting on supports to keep it upright. Ramps lead to the cargo doors on the side, and to the main airlock at the front of the vessel. Sizing up the situation the party leave Pilot Sparrow outside and make their way in using the security codes obtained from Miria's computer.

They immediately find themselves on the bridge, with a number of iris valve doors, and one normal internal door, leading out. Concerned that there may be crew on board the first action is to set up guards to cover the doors, and Sparrow is brought inside to assist.

Needing to power up the computers, Captain Slaid attempts to power up in a hurry, but by skipping through power up routines he misjudges and in the end takes slightly longer than the normal powering up would take. Next he attempts to change the security codes for the ship, which would give the party the edge in the ability to open and close doors, but this is unsuccessful. Considering that there may be cameras throughout the ship Slaid brings these up and the party are astonished to find that while there are personal possessions throughout the ship there are no crew onboard.

Heaving a sigh of relief Captain Slaid prepares to leave port with the ship. Silent Unter mans the comms and requests clearance to depart. He also makes contact with the Phoenix and Krrsh responds that they too will leave. A rendezvous point of the 100 diameter limit is agreed.


As the ship leaves Lady Nitrane checks the cargo bay. On the cameras a number of crates and other cargo canisters are noticed. Checking through the manifest and visually checking the crates Nitrane determines that there are 25 tons of jump drive, crated up and seemingly brand new. Also located in the cargo bay are numerous tons of spare parts, hundreds of days of rations, tools, a modular habitat, and more. It seems that whoever picked this cargo had in mind to repair a ship somewhere away from a port.

Meeting with the Phoenix the Captain decides how to jump to Vume. The Mercifuge could grasp the Phoenix and jump. This would leave The Mercifuge low on fuel, but the Phoenix would still be fully fuelled. In the end though it is decided that both ships will jump independently, and upon arrival may dock to present Ferrik with the appearance that The Mercifuge has brought more salvage.


The Phoenix arrives only one hour ahead of The Mercifuge and when the latter arrives Krrsh, with the better sensors, initiates primitive signalling comms using lasers rather than radio communications. This approach means that should any other ships be nearby they would not be alerted by sudden bursts of static.

With the two ships at close range it is communicated that the salvager will grasp the harrier and approach the icy moon where the planetary sensors on The Mercifuge are about to start a sweep of the planet to see if they can find any sign of Ferrik.

To be continued.