Editing TNE:GreatExpedition

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 17: Line 17:
 
Drifter is our erstwhile GM.
 
Drifter is our erstwhile GM.
  
=== Chalkline - Mitchell Frost, Scout commander, scruff and League wide legend ===
+
=== Chalkline ===
 
Mitchell Frost
 
Mitchell Frost
 
Homeworld, Aurora
 
Homeworld, Aurora
Line 29: Line 29:
 
The badge of the scouts in weaponry is the shotgun. While this weapon is preferable in shipboard conflicts, it's limited range makes Frosty more willing to use other slugthrowers on-planet. He doesn't use pistols, lasers or gauss weapons.
 
The badge of the scouts in weaponry is the shotgun. While this weapon is preferable in shipboard conflicts, it's limited range makes Frosty more willing to use other slugthrowers on-planet. He doesn't use pistols, lasers or gauss weapons.
  
=== GaoGaiGar - Emily Tomlinson, Astrogator and ex-Free Trader ===
+
=== GaoGaiGar ===
 
Emily Tomlinson
 
Emily Tomlinson
 
Age 29
 
Age 29
  
'''UPP''' Str 5 Agil 7 Con. 6 Int. 8 Edu. C Cha 8 Soc. B
+
Str 5 Agil 7 Con. 6 Int. 8 Edu. C Cha 8 Soc. B
  
'''Skills''':
+
Skills:
 
Act/Bluff 2 Admin/Legal 1 Astrogation 8 Bargaining 2 Bribery 1 Carousing 1 Commo 1 Computer 2 Environment Suit 2 Ground Vehicles 0 Gunnery (energy weapons) 3 History 2 Interrogation 1 Intrusion 1 Map 1 Marketing 4 Navigation 1
 
Act/Bluff 2 Admin/Legal 1 Astrogation 8 Bargaining 2 Bribery 1 Carousing 1 Commo 1 Computer 2 Environment Suit 2 Ground Vehicles 0 Gunnery (energy weapons) 3 History 2 Interrogation 1 Intrusion 1 Map 1 Marketing 4 Navigation 1
 
Physics 1 Pilot Grav/Interface 2 Slug Pistols 1 Sensors 4 Starship Architecture 1 Streetwise 2 Survey 2 Willpower 0 Zero-G 2
 
Physics 1 Pilot Grav/Interface 2 Slug Pistols 1 Sensors 4 Starship Architecture 1 Streetwise 2 Survey 2 Willpower 0 Zero-G 2
 
Emily is a master-class interstellar navigator, accustomed to performing under pressure and with uncertain computer systems.  She's also qualified as a sensor operator and turret gunner.  She's an experienced trader, negotiator and wheeler-dealer and studies history as a hobby, notably the Interstellar Wars and early Third Imperium periods.  She is qualified with pistols and can easily hit someone across a table from her. 
 
  
 
31,000 credits
 
31,000 credits
 
+10 Ship DMs for Trader
 
+10 Ship DMs for Trader
  
==== Contacts ====
 
Emily knows and is known by a number of Free Trader captains, including one of the most senior and well-respected in the Network.  She also has an in with the man who recruited her for the Academy, Mikel Bowmarc, an official who floats around various long-term planning and external intelligence departments.
 
 
(In game terms, two normal Trader contacts, one "good" one purchased with bonus points, all floating ones, and one solid Government contact)
 
 
==== Background ====
 
 
Homeworld C-000342A
 
Homeworld C-000342A
 
Haven is “Living History” space colony cylinder, 10KM long, operating with solar mirrors and spin gravity instead of fusion and gravitics. Haven orbited the rockball world closer to the sun than the main of the system, (a high tech boneyard in the Wilds). The first clue there was an emergency was when all the high tech emergency equipment blew out thanks to Virus. There was dead silence from the mainworld. They were all alone in the night. Haven was able to sustain its population of tourists-turned-refugees and became a trading hub for Free Traders... the rustic but still functioning class C spaceport facilities helped a great deal.  
 
Haven is “Living History” space colony cylinder, 10KM long, operating with solar mirrors and spin gravity instead of fusion and gravitics. Haven orbited the rockball world closer to the sun than the main of the system, (a high tech boneyard in the Wilds). The first clue there was an emergency was when all the high tech emergency equipment blew out thanks to Virus. There was dead silence from the mainworld. They were all alone in the night. Haven was able to sustain its population of tourists-turned-refugees and became a trading hub for Free Traders... the rustic but still functioning class C spaceport facilities helped a great deal.  
Line 55: Line 47:
 
With a low, dense population, Haven was able to govern mainly by direct democracy, with a "Colonial Administrator" who acted as the voice in carrying out the people's decisions. Emily was the daughter of the person who served for the last 20 years in that capacity, Martin Tomlinson.  
 
With a low, dense population, Haven was able to govern mainly by direct democracy, with a "Colonial Administrator" who acted as the voice in carrying out the people's decisions. Emily was the daughter of the person who served for the last 20 years in that capacity, Martin Tomlinson.  
  
When Emily was in her late teens, the Guild started aggressively trying to bring Haven under its influence. It was too good for them to pass up. After laying down a great deal of money and goods among the populace, Martin suffered an accident, opening an airlock after a gun he was cleaning went off. Emily was due for an accident of her own, but was taken off-colony by a sympathetic Free Trader crew, that of the Empress Marava. With nowhere else to go and a probably Guild bounty on her head, she signed on as a crewmember. Her wits, charm and education served her well and she rapidly rose up through the officer hierarchy, working out profitable courses and profitable deals (and every deal a free trader made was one cargo the Guild wouldn't get). A lifetime staring up at the stars gave her a knack for navigation and watching how disputes get resolved when there's literally no choice but to talk through them helps a lot in dealing with people.
+
When Emily was in her late teens, the Guild started aggressively trying to bring Haven under its influence. It was too good for them to pass up. After laying down a great deal of money and goods among the populace, Martin suffered an accident, opening an airlock after a gun he was cleaning went off. Emily was due for an accident of her own, but was taken off-colony by a sympathetic Free Trader crew, that of the Empress Marava. With nowhere else to go and a probably Guild bounty on her head, she signed on as a crewmember. Her wits, charm and education served her well and she rapidly rose up through the officer hierarchy, working out profitable courses and profitable deals (and every deal a free trader made was one cargo the Guild wouldn't get). A lifetime staring up at the stars gave her a knack for navigation.  
 
 
The Wilds are a harsh place, the graveyard of a great civilization, thrown away like garbage.  God-kings, technologically elevated dictators and pocket empires were everywhere... but so were uncounted numbers of decent people, trying to put a decent life back together with whatever crude tools remain.  She met a lot of them and learned that a little trade can go a long way in helping people like that out.  Being a Free Trader was something truly worth doing... and the Guild wanted to snuff out that one bit of decency in favor of slaving and worse.
 
 
 
Hearing rumors about the Dawn League, she managed to get the Empress exploring trade in that direction. There was some unpleasantness... moving artifact cargo across the border was a new experience, with a lot more regulations than in the Wilds and it was a near thing avoiding having the Marava seized by the government and nationalized.  The whole mess was tied up in court, and it's there someone from an RC operations office tried to recruit her for the Dawn League Academy.    "One ship could make a different... a lot of ships could make a bigger difference, if they knew were to go" was his argument, and it was hard to refute.  While well-meaning and advanced, the Dawn League had no idea how savage the Wilds really were.  Going out blind would get them eaten alive... but she could tell them that.  Not without reservations, she cashed out her ship shares and went to school.
 
 
 
She was giving a Teaching Assistant position, helping out with astrogation and Wilds Culture and Contact classes, learning a lot on the former subject as well as how to handle several other positions.  Now she's been given a mission... not to fix the mistakes the League made with their initial expeditions, but something important... and clearly, they need someone with real-life experience to get them there and back again.
 
 
 
Emily is articulate and well-read, confident in her abilities and cautious about new people.  She's had a few people try to get the price on her head and always keeps a body pistol on her person.  She's optimistic about the future... as long as ships are flying and planets talking to each other, things can get better.  Some need a helping hand, some a kick in the ass... the latter was beyond what a Free Trader can deliver, but a big, armed warship could dish out some well-deserved... it's a good thing she's not in the Combat Arms.  The chance to hit back when all you could do was run is tempting.
 
 
 
==== Timeline ====
 
1173: Emily born on Haven
 
 
 
1188:  Guild attempts coup on Haven, Emily flees on Empress Marava, takes a navigator officer berth.  Responsible for a very lucrative three-way trade deal and is quickly promoted.
 
 
 
1192:  Marava has to launch suddenly to avoid an attack by local aircraft, stranding Emily and several crewmates.  They have to journey overland across several hostile nations for a pickup.  Later, the ship moves towards Dawn League space and runs into legal trouble from its cargo
 
 
 
1196: Emily enters DELTA as student and assistant instructor.  Denied a slot on the Twelve due to her “invaluable experience.”
 
 
 
1201: Assigned to the Seventh Son mission, again due to her “invaluable experience.”
 
 
 
==== Notable Gear ====
 
Emily's personal gear is from her Free Trader days... she favors a 9mm automatic as it is easy to find ammo for on a great many worlds and keeps a body pistol loaded with tranq rounds in a concealed holster at the small of her back, along with a clip of hardball ammo in one boot and her knife in the other.
 
  
Hand Computer with History and Navigation chips
+
Hearing rumors about the Dawn League, she managed to get the Empress exploring trade in that direction. There was some unpleasantness... moving artifact cargo across the border was a new experience, with a lot more regulations than in the Wilds. (Did someone have her ship move the cargo? Help her get out of trouble? Sell her on the League?)
TL-10 Light Amplification Goggles
 
TL8 Earpiece Communicator
 
Lock-blade knife (dagger)
 
Ballistic Weave Vest
 
Body Pistol w/ 5 magazines, 300 rounds ball, 300 rounds tranq
 
9mm autopistol, 500 rounds DS, 10 clips
 
  
Personal trade goods
+
(More to come about how she got into the Academy)
TL 7+ solar scientific calculators
 
TL 12 synthetic gemstones
 
Cases of Survival knives
 
Cases of Marine cutlasses.
 
TL 12 solar panels
 
Water purification tablets
 
Penicillin tablets
 
Several cases of rum
 
  
=== Luger? - Marek, mysterious Engineer with a hidden past. ===
+
=== ncc2010 ===
 
Free-forming a bit here, too.
 
Free-forming a bit here, too.
  
Line 110: Line 66:
 
Those that survived were outside the port facilities, almost entirely technicians and engineers with a smattering of tourists and support staff, and when Virus sealed and the facilities, killed the orbiting ships and every human that scutters and support droids could find, it was left to these several hundred folks to reestablish...and they did.
 
Those that survived were outside the port facilities, almost entirely technicians and engineers with a smattering of tourists and support staff, and when Virus sealed and the facilities, killed the orbiting ships and every human that scutters and support droids could find, it was left to these several hundred folks to reestablish...and they did.
  
In a flurry of activity, the satellite telecom dishes were cut from their comm arrays and the manual overrides released the already independent processing fuel facilities from further contamination...but the damage was done.
+
In a flurry of activity, the satellite telecom dishes were cut from their comm arrays and the manual overrides released the already independent processing fuel facilites from further contamination...but the damage was done.
  
 
The atmosphere was thin and breathable - and that was the salvation. The Technical Staff survivors made a decision that would shape their future: they would work rebuild the port facility on a manual basis, laying low, processing fuel...because one day, ships would return, and they'd be ready.
 
The atmosphere was thin and breathable - and that was the salvation. The Technical Staff survivors made a decision that would shape their future: they would work rebuild the port facility on a manual basis, laying low, processing fuel...because one day, ships would return, and they'd be ready.
  
It was an interesting time.  Many scoffed at the idea, but even the scoffers looked around and knew, that without a goal people go mad.  And the world revitalized with a people who learned how to work and pick themselves up, young and old.  Even Marek, who took his place alongside those who figured out how to rebuild a technology that could go to space, but without the computers that proved so vulnerable to the virus.  And he got one of the best apprenticeship trainings that could have been found, working with the wise ones who figured out how to build a technology base from nothing.  All to prepare for the day when ships will come back through space, using who knew what to do it.
+
And they were.
  
And the ships came. And they were ready.
+
On the fringe of DL space, Holidai Downport armed itself with the residue of Imperial Technology and fortified, and when the Traders came back, began to turn a profit - fuel and repairs and port facilities for consumables and luxuries. Eventually, even though not that important in the greater scheme of things, the population made the deciision to transition from Independent to a member of the Dawn League...
  
On the fringe of DL space, Holidai Downport armed itself with the residue of Imperial Technology and fortified, and when the Traders came back, began to turn a profit - fuel and repairs and port facilities for consumables and luxuries. Eventually, even though not that important in the greater scheme of things, the population made the decision to transition from Independent to a member of the Dawn League. Secure in their place in the world and their ability to thrive. With a generation of young men and women eager to show that they can keep up with the best.
+
...and that's when Marak was selected for the Academy.
  
...and that's when Marak was selected for the Academy.
 
  
 
Lets see...I think I've got him Squared Away...
 
Lets see...I think I've got him Squared Away...
Line 142: Line 97:
 
More to follow...but that should get him started. I hope.
 
More to follow...but that should get him started. I hope.
  
=== Nainitsuj?, Dr. Max Puissant,virus, robotics and cybernetics expert ===
+
=== Neptune Bencamp ===
 
Dr. Max Puissant, Assistant Professor, age 37
 
Dr. Max Puissant, Assistant Professor, age 37
 
8569E6-B
 
8569E6-B
Line 170: Line 125:
 
Those four years he vastly expanded his practical knowledge, and was involved in creating an AI. There he became fast friends with a computer expert, Tom Moteur. His experience wiht the AI and cybernetics put him on hte short list for the expedition.
 
Those four years he vastly expanded his practical knowledge, and was involved in creating an AI. There he became fast friends with a computer expert, Tom Moteur. His experience wiht the AI and cybernetics put him on hte short list for the expedition.
  
=== Shadowjack, Mercer "Mercy" Khimamka, army captain and groundside specialist. ===
+
=== Shadowjack ===
'''Captain Mercer "Mercy" Khimamka'''
+
Inspiration drawn from the U.S. Green Berets (who, among their missions, train indigenous forces), and the clever and capable Corporal Hicks of Aliens. So say a member of a League force, used to liaising with and training the security forces of other worlds to bring 'em back up to modern standards (or learn what nifty tricks they've worked out).
  
 +
Reason for taking this mission instead of staying home is obvious: he or she wants to stand up to the challenge! No dirtside deskjob for this traveller.
  
'''UPP 567998-7 Human/M/32 Nike Nimbus'''
+
I discovered that in my computer folder of Traveller Stuff, I've got a bunch of TNE careers downloaded off of someone's house rules page some years ago. I suspect many are modified house rules versions, but they at least give me names. :)
  
''Background Skills:'' Construction 2, Early Firearms 1, Ground Vehicle (Wheeled) 1, History 1, Riding 2, Swimming 1, Willpower 2
+
Military Academy, of course
 +
Army
 +
The list I've got lists "Special Operations" as a career, but I don't know if that's a house rule or not; either that or Army again.
 +
Then the League Academy, making the character 33 or so.
  
''Leadership Training:'' Carousing 1, Instruction 2, Leadership 4, Liaison 2, Persuasion 3, Psychology 2
+
To describe that in words:  
 +
• A master's degree in ecology (via meteorology, geology, and biology), via DELTA.
 +
• The experience you'd expect of a military captain.
 +
• A professional but not exceptional marksman and outdoorsman.
 +
• Persuasive and personable; not a diplomat, but able to keep both military and diplomatic considerations in mind when liaising with indigenous forces.
 +
• Some practical experience but not highly trained in liaison, training, tactics, etc. He knows enough to know when the people under him know their jobs, and can step up when he needs to lend a hand.
 +
• Lots of general outdoors and military experience and cross-training.
 +
• Learned to ride as a kid, and worked summers in construction; kept those skills up in military use and as hobbies.
 +
• Hobby as a historical reenactor, and successfully convinced the mission recruiters that this counted as recontact experience. :D
  
''Military Training:'' Combat Engineer 1, Communications 1, Environment Suit 1, Forward Observer 1, Grenade Launcher 2, Ground Tactics 3, Gun Combat (Slug Rifle) 4, Martial Arts-Armed (Small Blade) 1, Martial Arts-Unarmed 1, Navigation 3, Observation 3, Pilot (Interface/Grav) 1, RCV Operations 1, Stealth 2, Survival 3
+
Captain Mercer "Mercy" Khimamka
 +
567998-7 Human/M/32 Birthplace: Nike Nimbus
  
''Scientific Training:'' Biology 3, Geology 1, Meteorology 3, Virus Studies 1
+
Biology 3, Carousing 1, Combat Engineer 1, Communications 1, Construction 2, Early Firearms 1, Environment Suit 1, Forward Observer 1, Geology 1, Grenade Launcher 2, Ground Tactics 3, Ground Vehicle (Wheeled) 1, Gun Combat (Slug Rifle 4), History 1, Instruction 2, Leadership 4, Liaison 2, Martial Arts-Armed (Small Blade) 1, Martial Arts-Unarmed 1, Meteorology 3, Navigation 3, Observation 3, Persuasion 3, Pilot (Interface/Grav) 1, Psychology 2, RCV Operations 1, Riding 2, Stealth 2, Survival 3, Swimming 1, Willpower 2
  
To describe that in words:
+
1170 Mercer born.
* A master's degree in ecology (via meteorology, geology, and biology), via DELTA.
+
1184 Lies about age to get into Nike Military Academy.
* The experience you'd expect of a military captain.
+
1188 Commissioned into Nike Nimbus New Defense Force as Second Lieutenant of Spaceborne Infantry.
* A professional but not exceptional marksman and outdoorsman.
+
1190 Promoted to First Lieutenant.  
* Persuasive and personable; not a diplomat, but able to keep both military and diplomatic considerations in mind when liaising with indigenous forces.
+
1191 Makes good impression when attached to an early Trade League mission as chauffeur and aide-de-camp; recommended for interstellar operations.
* Some practical experience but not highly trained in liaison, training, tactics, etc. He knows enough to know when the people under him know their jobs, and can step up when he needs to lend a hand.
+
1192 Applies for and accepted to newly-formed Coalition Special Operations Joint Force.
* Lots of general outdoors and military experience and cross-training.
+
1193 CSOJF training completed; assigned to 1st League Special Detachment.  
* Learned to ride as a kid, and worked summers in construction; kept those skills up in military use and as hobbies.
+
1194 Received League Star for classified action.  
* Hobby as a historical reenactor, and successfully convinced the mission recruiters that this counted as recontact experience. :D
+
1195 Promoted to Captain.
 
+
1197 Accepted to Dawn League Academy.
==== Notable Personal Equipment ====
+
1201 Present.
* Experienced outdoorsman: spare boots; own sidearm; kit in good condition and with good camouflage; lots of useful odds and ends.
 
* Sidearms: autoloading pistol; stun pistol.
 
* Survival kit always includes medical kit, small tool kit, entrenching tool, optics, and all the other necessaries.
 
* Favored weapons in the field: long scoped and silenced rifle; 6-shot grenade launcher. Requested wide variety of grenades on board, and tailors load to mission.
 
* Scientific equipment: meteorology kit; biosampling kit.
 
* Other kit in the ship: aerial recon drones; carpentry shop, rigging kit, etc.; a few bottles of good booze for parties or gifts; candy and teddy bears for children.
 
* Personal possessions: pictures of family and girlfriend; dance music from home; lots of books; magnetic chess set; ramlock black powder pistol and kit; impractical survival knife; old uniform cap and medal; kachina doll.
 
  
==== Timeline ====
 
* 1170 Mercer born.
 
* 1184 Lies about age to get into Nike Military Academy.
 
* 1188 Commissioned into Nike Nimbus New Defense Force as Second Lieutenant of Spaceborne Infantry.
 
* 1190 Promoted to First Lieutenant.
 
* 1191 Makes good impression when attached to an early Trade League mission as chauffeur and aide-de-camp; recommended for interstellar operations.
 
* 1192 Applies for and accepted to newly-formed Coalition Special Operations Joint Force.
 
* 1193 CSOJF training completed; assigned to 1st League Special Detachment.
 
* 1194 Received League Star for classified action.
 
* 1195 Promoted to Captain.
 
* 1197 Accepted to Dawn League Academy.
 
* 1199 Watchdog Event.
 
* 1201 Present.
 
  
==== Contacts ====
 
* The recruiter who let him lie about his age to get in. The guy knew all along, but liked the kid's attitude; Mercer didn't learn this until they served together years later. Now they're well past "mentor-student" and into "old friends." A representative of the military good ol' boy's network.
 
* *???? I haven't a clue. Some military contact, I guess?
 
* The offworlder (Ouriflamme or another?) trade mission officer whom Mercer made a good impression upon as an exchange program aide-de-camp; if this character was doing contact missions then, they are probably part of this very mission now!
 
* A trusted sergeant or platoon lieutenant from his Special Forces unit, now part of the force assigned to this mission.
 
* The noted Dr. [so-and-so], whom he studied Ecology with at the Academy, and who's probably associated with the mission. They've got shared interests.
 
* Uhhhhhhhh… well, we're going somewhat cinematic here, right? Ex-girlfriend who's a diplomat or government official or something; met her at a League Academy / Embassy joint function. They parted on good terms; he sends letters back when there's the opportunity for a mail packet, but there's no promises or anything. Probably she's using him as an intelligence source, but what the hell.
 
  
==Prominent NPC's==
 
  
===RCES Crew===
 
*Lilelu 'Lily' Wall: Mission commander [Rank O7]. Ex-Oriflammi Wet Navy [submersibles] and Space Navy. 5 foot even, Dark brown hair/eyes, pale skin. Has killed 13 people in personal duels.
 
*Jansxe 'Ex-Eee' Arnott: Mission XO [Rank 04]. Fiijan, ex Scout administration. Organised, frugal and prone to idle thought. 6 foot even, black hair, green eyes. Always looks distracted.
 
*Horace 'Tea time' Teatinus. Captain of the ''Seventh Son'' [Rank O5] Oriflammi, ex-Navy/scouts. Dynamic leader, ambitious. First command.
 
*Ilyanna ‘Razback’ Razzori, Ships Captain, ''Defiant Arms'' [Rank O4][Modified Scout]. Luhtalan, ex scouts. Charismatic, meticulous, driven. First command.
 
*Nash 'Gnasher' Chelmsley. Watch commander ''Seventh Son'' [Rank O4]. Oriflammi, ex-Navy/University. Educated, self-effacing. First command.
 
*''Mr'' Kriirakk. Of the Walkabout folk on Aurora. Electronics/Sensor ops [Rank O2].Irascible, proud, anarchic.
 
*''Ser'' Hogann. Nike Nimban Tactical Officer [Rank O2]. Curious, culturally inept.
 
*''Master'' Howling Lungfish. Luhtahlan comms/deck officer [Rank O1]. Cheerful, oblivious to command structures.
 
  
===DLPC Special forces===
+
Hmmm. I rolled for a Life Event during DELTA the incredibly dull "Travel: The character moves to another world." Well, duh, he's training there. :p
*James 'J.T.' Anderuu. Snr Sgt Major [Rank E9] and Unit XO. Nike Nimban. Calm, direct, frugally brutal.
 
**Mercy's ex sergeant, training, insurgency and guerilla warfare expert.
 
*Bon 'Macca' Mackson. Sergeant[E4]. Auroran. Professional, competent, wry. Training, liaison, survival. Heavy weapons.
 
*Craig 'Cretin' Aulohahu. Sergeant [E3] Balduri. Huge, quiet, friendly. Hostile envoronments, rescue, medical.
 
*Vlendt 'Blender' Cordwainer. Nike Nimban. [E5]. Ruthless, precise, amiable. Sniper, comms, electronics.
 
*Xuahn 'Sailor' Ashenling. Aubaini. [E4]. Life of the party, talespinner, superstituos. Extreme environments [aquatic], electronics, remote ops.
 
*Brodie 'B.1' Wonder. Nike Nimban. [E3]. Cautious, efficient, courageous. Combat engineer, sensor ops, linguist.
 
*Six troopers, ranked E2 or E1 all with one term in special forces. Backup specialists.
 
**Fandiva Escalon. Spiri. [E1]. Meditative, philosophical, athletic. A trained Psion. Electrokinetic, Computer Empathy, weak Psychokinesis and Empathy. One term in Aubaini [Wet] Marines. ECM/Sensors.
 
===Emily's contacts===
 
*Senior Trader Marrakesh Helms - commands a fleet of three upgunned Far[frontier, j-3] Traders in the Diaspora. The ''Empress Marava'' was in debt to him and the three-way deal you worked out cleared it. He has been impressed by you since then and his long range 'patronage' helped you in subtle ways in the Traders since. He would be a major influence in swinging Free traders toward the League. [special contact]
 
*Captain Revence Sinbadd - Captain of the Wilds Trader ''Just 'cause''. Violently opposed to the guild.
 
  
 +
Let's reroll that. "New Contact." Okay.
  
 
  
So, smart troops, able to deal with strange people peacefully (and violently when necessary, of course), and used to operating out in the wilds for extended periods.
 
  
Medic, Commo operator,Drone operator,Scrounger,Techie, Heavy weapons operator,Sniper. Extra priority to people with Virus experience, multiple languages, and multi-environment training (be it as simple as "arctic" or outré as "corrosive radioactive high-pressure atmospheres").  
+
For total contacts, he's got: two military contacts from the Nike Academy, one offworld military contact from the Army, one military contact from the Special Forces, and a specialist contact and some other kind of contact from the DELTA training.  
  
However, Mercy wants to put some wild elements in the mix, because this is kind of a weird mission; he doesn't want to get trapped into treating it as the same sort of job they usually do, and so wants to make sure they have some unusual perspectives on the team.
+
Mostly military. Hmmm.
  
He wants at least one space combat expert, preferably battle dress trained, because Mercy doesn't know anything about it, and they're going to be in space!
+
I'll come up with names tomorrow, but here's some brainstorming so far:
He'd like a proper combat engineer.  
+
• The recruiter who let him lie about his age to get in. The guy knew all along, but liked the kid's attitude; Mercer didn't learn this until they served together years later. Now they're well past "mentor-student" and into "old friends." A representative of the military good ol' boy's network.
He'd be open to a teammember with police or rescue training, to get a more civil-oriented perspective.
+
•*???? I haven't a clue. Some military contact, I guess?
 +
• The offworlder (Ouriflamme or another?) trade mission officer whom Mercer made a good impression upon as an exchange program aide-de-camp; if this character was doing contact missions then, they are probably part of this very mission now!
 +
• A trusted sergeant or platoon lieutenant from his Special Forces unit, now part of the force assigned to this mission.
 +
• The noted Dr. [so-and-so], whom he studied Ecology with at the Academy, and who's probably associated with the mission. They've got shared interests.
 +
• Uhhhhhhhh… well, we're going somewhat cinematic here, right? Ex-girlfriend who's a diplomat or government official or something; met her at a League Academy / Embassy joint function. They parted on good terms; he sends letters back when there's the opportunity for a mail packet, but there's no promises or anything. Probably she's using him as an intelligence source, but what the hell.
  
 
== Notes on Setting and Tone ==
 
== Notes on Setting and Tone ==
Line 286: Line 208:
  
 
==== The Old Expanses ====
 
==== The Old Expanses ====
 
+
One of seven sectors that makes up the Trailing Cluster, the Old Expanses have been settled by humaniti for over 2,000 years. It is connected to the Greater Terran Sphere by a Starlink of 16,000ly, located at Juncture, a blue supergiant. Shunts from this Starlink reached out into all the Sector capitals, and some subsector capitals.  
[[File:http://i140.photobucket.com/albums/r14/drifterne05/map3a.jpg]]
 
One of seven sectors that makes up the Trailing Cluster, the Old Expanses have been settled by humaniti for over 2,000 years. It is connected to the Greater Terran Sphere by a Starlink of 16,000ly, located at Juncture, a blue supergiant. Shunts from this Starlink reached out into all the Sector capitals, and some subsector capitals.
 
  
 
==== Potted History ====
 
==== Potted History ====
Line 393: Line 313:
  
 
== Rules Information ==
 
== Rules Information ==
 
===Standard Issue equipment===
 
 
*Dawn League/RCES Issue load - long range mission ARGOS.
 
*RCES Body sleeve, gloves and hardhelm - TL10
 
*ARES Hazard suits and Tactical armour package - TL10
 
*Tailored personal TL12 Vacc suit
 
*Personal Medkit TL10
 
*300m microcomms TL12 [X2]
 
*3km Tac comm TL12
 
*Image converter binoculars TL10
 
*IR/LI goggles - [Issue] TL9
 
*Virus Electronics diagnostics kit -TL12
 
*Cold weather oversuit TL10
 
*Heat Suit TL12
 
*Hand computer TL12 [all specialist programs needed for position]
 
*Backpack with basic survival kit, TL10
 
*Personal sidearm - 7.6mm, 15mm shot, 10mm,Snub, 4 mmG only.
 
*Security longarm - 7.6mm smg, 10mmSnub smg only.
 
*Combat issue - 7mm ACR or similar, 18mm shot, 4mmGauss only.
 
*Special forces - Plasma rifles.
 
  
 
=== House Rules ===
 
=== House Rules ===
Line 451: Line 350:
  
 
Usually this system is mounted under the barrel of the weapon in question. CR-issued sighting systems (electronic or telescopic) interface with the USM to uplink to the HUD. Not all CR weapons have the complete functionality of the USM.
 
Usually this system is mounted under the barrel of the weapon in question. CR-issued sighting systems (electronic or telescopic) interface with the USM to uplink to the HUD. Not all CR weapons have the complete functionality of the USM.
 +
 +
  
 
==Ships of the Expedition Fleet==
 
==Ships of the Expedition Fleet==
Line 649: Line 550:
 
It can carry 2 200 ton and 2 100 ton modules, though the 100 ton docking clamps are considered configured to take a mix of 50 and 25 ton modules as well. One of these will need to house crew - the rest are up to you folk and the reality of the situation [more the former].
 
It can carry 2 200 ton and 2 100 ton modules, though the 100 ton docking clamps are considered configured to take a mix of 50 and 25 ton modules as well. One of these will need to house crew - the rest are up to you folk and the reality of the situation [more the former].
 
The one major drawback is a big space where a spinal mount would be - there are none to be had for your expedition, come hell or high water. It has been converted into a long, odd cargo extension of nonstandard dimensions.
 
The one major drawback is a big space where a spinal mount would be - there are none to be had for your expedition, come hell or high water. It has been converted into a long, odd cargo extension of nonstandard dimensions.
 
 
===The Watchdog===
 
 
Formerly a pirate hunting Q-Ship, the Watchdog is a rebuild of the original ship that misjumped into Schall in 1199. as such, she is about 25% highly roboticised TL-15 tech, 25% salvage TL-15 and 50% TL-12 renovations. A number of nonstandard modifications have been made, even to the original non-standard q-ship design.
 
Of particular note are the dual control and computer systems built into the ship - the highly automated TL 15 system inhabited by Watchdog [the virus - a peacemaker strain] and the backup Tl-12 system, which Watchdog has no access to whatsoever. There is also a Virus/computer based lab on board and an electronics shop.
 
 
*Watchdog class Q-ship [TL15!/12^] - 390/400 tons AF Cylinder 5600m3]
 
 
*Hull! 2.5 cm bonded superdense AV 70.  66m3, 990T [rated to 5g]
 
 
*Engineering [812MW needed for full function- 35MW surplus]
 
**^Jump - 3. 224m3, 672T. Fuel 1120m3 [80 tons]
 
**^Manoeuvre drive – 3. 600MW [200MW/G] 60m3, 60T. Fuel use: 25m3/G-turn [400t] [650m3 g fuel]
 
**^TL12 Power Plant 700MW 350m3 1400T fuel 105m3.
 
**TL-15 Power Plant 147MW  24.5m3, 49T, fuel 14.7m3*Ex-scout.
 
 
Hull/engineering 724m3; Fuel: 1890m3
 
 
*Controls:
 
**TL 15 holographic linked 5.6m3, 0.56T, 0.4MW
 
^ TL 12 dynamic linked 5.6m3, 0.56T, 0.4MW
 
*^ Workstations [dual tech]
 
*Nav Aids
 
**TL15 flight avionics, nav aids.0.11MW
 
**TL15 Terrain following 0.5m3, 0.02T 0.02MW
 
*Computers
 
**^3x TL12 Fib 24m3, 4.8T, 1.2MW. Crew Mult 0.35
 
**3x TL 15 Fib 21m3, 4.2T, 1.65MW. Crew Mult 0.2 [0.1]
 
 
Controls/computers 57m3
 
 
*Electronics
 
**Comms
 
***^2x300k radio 0.6m3, 1.2T, 10MWea
 
***^2x1kAU Maser 0.13m3, 0.26T, 0.6MWea
 
[1.5m3, 10.6MW ]*use of one each only.
 
**Sensors
 
***1xPEMS Folding array 240k . 3m3, 6T, 0.3MW. Antenna 375m3, 375T
 
***1xPEMS fixed Array 120k, 1m3, 2t, 0.1MW. Antenna 0.45m3, 0.45T
 
***2xAEMS 300k. 6m3, 12T, 30MWea.
 
***Densitometer 9m3, 1.5T,0.4MW
 
***Neutrino sensor 5m3, 5T.
 
***EMS Jammer 300k 3m3, 6T, 30MW.
 
***EM masking 112m3, 56T, 5.6MW
 
[521m3, 66.3 MW battle mode]
 
 
*Gravitics
 
**^Contra grav lifters. 120m3, 24T, 40MW.
 
**^G Compensators 3G. 56m3, 112T, 28MW.
 
[176m3, 68MW]
 
 
Electronics 699m3
 
 
*Life Support
 
**4 airlocks. 12m3, 2.4T, 0.003MW
 
**Extended life support. 44.8m3, 89.6T, 1.12MW.
 
**Small Staterooms [18] 504m3, 36T, 0.009MW.
 
[562m3, 1.132MW.]
 
 
*Ship Features
 
**Fuel purification plant 300m3, 600T, 7.5MW. 1500m3 in 6 hours.
 
**^Fuel Scoops 1120m/hr [300m3, 7.5MW]
 
**Lab 8 tons, Electronics shop 6 tons.
 
**Cargo: 26 tons.
 
 
 
*Weaponry
 
**2XTL15 Laser Turrets 150Mj [84m3, 4.2MW ea]
 
**^2x TL 12 Sandcaster turret [84m2, 1MW]
 
**^1x TL12 Nuclear Damper + Dedicated MFD. [96m3, 90.2t, 18MW] includes workstation.
 
**Spinal mount 1000Mj Particle Accelerator 374m3, 495T, 27.8MW.
 
**MFD TL15 - Non Missile capable 1.62MW [8m3,]
 
[648m3, 57.9MW]
 
 
 
*Crew:
 
**Engineering-3/6/11 [1/2/3per shift]
 
**Electronics- 1/2/3 [at need/at need/1 per shift]
 
**Maneuver- 3/3/6 [1/1/2 per shift]
 
**Gunnery -0/4[6]/4[6]  [none needed/MFD, damper, 2 turrets [all turrets]/same]
 
**Maintenance- 1/3/6 [at need/1per shift/2 per shift]
 
**Ships troops – Designed for 13+2 flight crew.
 
*Command
 
** – Without ships troops or gunners 2/cant/cant.
 
** - Without ships troops/equivalent. 3/4/6
 
**- With troops/scientists/scouts/mixed +2/+2/+2 [full 5/6/8]
 
 
*Crew Totals
 
**10 [working with watchdog] + 4 to 6 gunners optional.
 
**22[working without watchdog,TL15, includes 6 gunners.] (Default crew level)
 
**38[running on TL-12 backup systems]
 
  
 
== Mission Data ==
 
== Mission Data ==
Line 752: Line 561:
  
 
''Seventh Son'' is a prototype brought up to line standard, all TL12. It'll be a close match to the current vessels, but lacking a central spinal mount. "Another general note, I tend to scrap maneuver fuel, but that space is taken up by logical stuff like emergency escape pods,etc. however, for this game, we'll keep it by the book to avoid too much houseruley gear in-game. Just expect your fuel supply to shrink a little to accommodate logical additions."
 
''Seventh Son'' is a prototype brought up to line standard, all TL12. It'll be a close match to the current vessels, but lacking a central spinal mount. "Another general note, I tend to scrap maneuver fuel, but that space is taken up by logical stuff like emergency escape pods,etc. however, for this game, we'll keep it by the book to avoid too much houseruley gear in-game. Just expect your fuel supply to shrink a little to accommodate logical additions."
 
 
=== Command Structure ===
 
 
*O7 Expedition Commander. Lilelu Wall.
 
*O6
 
**Ground-Captain Khimamka, or Mercy. Commander, ground unit actions. Force commander, RCMC and League Peacekeeper combined unit.
 
**Scout-Captain Mitchell Frost, or Frosty. Captain, DLS ''Watchdog''. Commander, contact survey missions.
 
*O5
 
** Ships Captains. Ilyana Razback, Horace Teatine.
 
** !Doctor Puissant, or Max. Current position: Science Head. Commander, Special operations under Watchdog protocols.
 
** Ms. Tomlinson, or Emily, Master astrogator.Watch commander/XO DLS ''Watchdog''. Astrogation head. Liaison specialist.
 
*O4
 
** Watch commanders. Nash [xxx], others on all ships.
 
 
 
=== Ships stores ===
 
 
*Object [availability]- Crew types normally supplied - [a multiplier or set figure]- Tech Level.
 
 
*Availibility options: Common-Issue-Uncommon-Rare-Unique.
 
*Crew types: Combat, ground, space, flight, command, trained[specialists], other.
 
 
 
*Personal Transport
 
**Grav Belts - [unique] As needed - [2] TL12
 
**Grav Rails - [unique] As needed - [4] TL12
 
**Personal Re-entry kits - [Issue] - All crew - [x2] TL 10.
 
**Drop Capsules Mk I & II - [Issue] - Trained combat Sp - [x1] TL12
 
 
*Personal Protection
 
**RCES Body sleeve, gloves and hardhelm - [Issue] all crew [x4] TL10
 
**ARES Hazard suits and Tactical armour package - [Issue] ground/support crew [x2] TL10
 
**Combat Armour - [Uncommon] combat crew - [x1.5] TL12
 
**RCES - Lt Battledress - [Uncommon] Trained combat crew - [x1.5] TL12
 
**RCES - Hvy Battledress - [Rare] Trained combat crew - [x1.0] TL12
 
 
*Comms
 
**3000km Radio/Maser - [rare] - as needed - [x0.5] TL12
 
**300km Radio/Maser - [uncommon] - command/combat - [x1] TL12
 
**300km Tight beam radio uplink [issue] - away missions - [x2] TL12
 
**30 k Radio Tac comms [issue] - away missions - [x2]TL12
 
**3km Tac comm [common] - all crew - [x4] TL12
 
 
*Electronics
 
**Automated passive sensors 3km. - [uncommon] - ground security - [12]TL12
 
**Remotely piloted recon drones - [unique] - as needed - [2] TL10
 
 
*Vision enhancement.
 
**Image converter binoculars - [issue] - ground/survey- [x1.5] TL10
 
**PRIS binoculars - [uncommon] - command, engineering, combat, scout - [x1] TL12
 
**IR/LI goggles - [Issue] - all - [x2] TL9
 
 
*Virus Equipment* Much of this is in Max's lab
 
**Electronics diagnostics kits - [Issue] - any trained - [x1.5] TL12
 
**Warning canaries - [unique] - specialist - [9]TL12, [3] TL14
 
**Passive exploratory canaries [unique]- [3]TL12 [1] TL15
 
**Active exploratory canaries [unique] - [6] TL12 [1] TL14
 
 
*Virus capsules [unique] -[3]TL12 starship capsules. [1]TL15 Starship capsule.
 
*Lightning bolts: [rare] - all electronics/boarding/survey- [x1]TL12
 
 
*Medical
 
**Automed - [unique] - medical, emergency. [3]TL12
 
**Portable automed - [unique] - medical, combat, emergency [2] TL12.
 
 
*Survival/rescue
 
**Filter/respirator masks - [uncommon] maintenance, emergency [x1.5] TL9
 
**Rescue Balls - [uncommon] All [x1.5]
 
**Survival Bubble - [issue] 1 per small stateroom [x2] TL9
 
 
*Weaponry
 
*Configured armoury for
 
**-7mm ACR family of weapons [includes the Coalition multipurpose weapon system]
 
**-7.6 mm autopistol and SMGs
 
**-4mm gauss pistol and rifle, support weapons.
 
**-40mm grenade launchers
 
**-TL12 plasma weapons [powered troops only]
 
**-18mm shotgun. [autoshotgun, shotgun pistols]
 
**-10mm snub. [pistols and snub SMG]
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)