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Post by Gigermann on May 30, 2005 20:05:47 GMT -6
I have moved the synopsis to my website. Look here.
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Post by Gigermann on Jun 9, 2005 19:26:56 GMT -6
The Loot: (assuming it was split evenly between the Omen and the Sophie): $1,750,000 in hard currency (45%-₪(Gylae), 20%-§(Chets), 18%-€(CBills), 17%-other), 2.5dT of lümpe (valued at ~$100k, minus import duties (unless smuggled in ), .5dT of cuban cigars (value TBD); total ~$1,850,000. There is also .25dT of "miscellaneous adventuring-related gear," specifics TBD. What do you plan to do with the money? Will you split it up, or keep it in the Company? Alltogether, it won't be enough to buy a ship or anything, although some upgrades might be feasible; details will be determined as necessary. It will be enough to pay off some company debts (read: everyone can buy-off the Struggling Disadvantage...I recommend it, but I don't require it). It might not be a bad idea to hire some people (specifically, a local broker might be nice). I'm sure there will need to be some discussion... As far as the NPCs go, here are their recommendations: Betty: She really doesn't have any say in the matter Ty: Definitely thinks paying off debts would be first priority, and some upgrades to the ship with whatever's left. Although, a short vacation might be in order...
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Post by Gigermann on Feb 19, 2008 18:35:46 GMT -6
I tried to get more detail about what happened after the last Adventure, but my efforts fell a little flat. In the event that everyone just got confused as to what to do or say, I'm going to give it one more chance. So, here's what I want: Wipe the slate clean—you know nothing about what's been discussed previously on this topic. In this thread, I want to detail the events that followed the Sabo Affair as they happen(ed), and related discussions amongst the DSD partners, in a quasi-story/game format. There will be some in-Character speech, and some dice-rolling involved, although I don't intend for this entire thread to be prose (it would be unnecessarily bulky). There are several purposes I intend to fulfill, here. I want to fill out these events without arbitrating them myself, so it's your decisions/actions and not my interpretation of you Characters. I want to get you guys in-Character a bit, to make the game a bit more tangible to you, and perhaps provide a little more inspiration/motivation for me. It also gets me a little GMing practise (it's been around three years ). And, by doing it here, I have a record of what was said and done that I can refer back to. So, to kick this off, here's the scene: AJ, Tulk & Steg (and maybe Mish, if Denée decides to chime in) are in the hold looking over the haul, an hour or so after their escape from the Roever and run-in with the CSS Ajax, bound outsystem. Nothing has yet been said about what to do with the treasure, or where to go from here. Here are those Wikipedia links, in case you need to be reminded about what you know about [Maritime] Law: en.wikipedia.org/wiki/Admiralty_lawen.wikipedia.org/wiki/Wrecking_%28shipwreck%29If it isn't said/discussed here, in this thread, it hasn't been said/discussedI'll boot one of the many boxes in the hold...not hard, just to size it up. "So...what are we gonna do about all this, AJ?" AJ glances at the crates and quickly realizes that he is clueless in regards to the legal ramifications of what is before them. Not wanting to display this lack of knowledge, he displays his dazzling intelligence and quick wit. "Uh..." is his amazingly brilliant reply. Crap, AJ thinks. That didn't come out right. Think, man! Think! "How the heck should I know?" he asks with a forced smile. "I'm a pilot, not a businessman!" Immediately, his eyes shift to Tulk. "What do you think?" "I'dn't there laws about this kinda stuff?" First we get back to our original flight plan as given at departure arrive at said destination if questioned we report a misjump, If not questioned or asked if we have any cargo or contra band to declare we show what we have ,explain that we were attacked by pirates and they lost so we acquired what they had for our troubles. And pay any tariffs. If we are not question much about our cargo we go about our business and sell what we can there. If not I will work us out some shipping documents for our return home I knew we hired you for some reason. Oh AJ did I mention that half the money should be stashed in our state rooms just in case Why? We don't have anything to hide... It works this way, They just might take it all from us until they can find the owners of the funds and if not after months or years of looking we just might get it back. So just in case that happens I say lets put some of it aside. OR this will all have be for naut Yeah, but if they find us hiding something, they're gonna look more closely, aren't they? Well you have a better Idea? I don't understand why we have to hide anything. We didn't do anything wrong. Besides, it's pirate treasure, right? We gave Captain Titas the black box, so all we've got to do is point that out as proof that we're law-abiding citizens. Most they'll do is slap some import taxes on us that we can pay from our loot, and then we'll be free and clear. Right? Like I said It all could be tied up in limbo until they find who it belongs to. Why not just stick some aside as insurance. I don't want to go through what we did and have nothing for our troubles. As far as law abiding citizens we are ;D. We will tell them the truth If asked. Except for the part that we have half the cash in our staterooms. Just a little omision . Like I said It all could be tied up in limbo until they find who it belongs to. Why not just stick some aside as insurance. I don't want to go through what we did and have nothing for our troubles. As far as law abiding citizens we are ;D. We will tell them the truth If asked. Except for the part that we have half the cash in our staterooms. Just a little omision . Well ... I suppose. I still think we're tempting fate doing that.
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Post by Gigermann on Feb 23, 2008 10:18:33 GMT -6
Lümpe is an expensive Ozrahdi "wine." (I know I mentioned that somewhere, but I don't recall where). In any case, I've put a lot of this info online, in the Campaign Info thread. Ty will ask how you're planning to split the proceeds—he's been thinking about with to do with his share. I don't think we ever actually discussed this before, but there should be a standard—this is normally set out in the ship's Articles, but we've never really gone over that. That being said, I was basically assuming 2 shares for the Partners, and 1 share for "Employees" (the android is not included)…good enough place to start. Approximate total is $3.7M. The other thing I want to bring up here is the "Miscellaneous Adventuring Gear." Basically, I'm giving you the opportunity to "pick a magic item" (in D&D terms). So, if you "spot something in the pile" you can lay to claim it. I will reserve the right to veto, but I'm not going to be too anal about it. Don't be stupid . Armax Arsenal Avalanche. (Name nicked from Mass Effect and can easily be changed to something more appropriate. TL10 Gauss CAW, 18.5mmPC; Dmg pi++; Acc 4; Range 200/1,000; Weight 10/1.5; RoF 15; Shots 30+1(3); ST 10; Bulk -4; Rcl 3; LC 3 Includes "Smartgun" electronics: - Integrated laser sight (which adds +1 to shot if shooter can see the beam
- "Smart" electronics that give +1 to skill rolls to fix damage or malfunctions
- HUD link (shooters with NI Jack can thus use it)
- Biometric scanner (which will obviously need to be reset, however that works). Unauthorized users cannot fire the weapon. This would explain why no one used it. Deactivating or reprogramming the safety system requires an Armoury (Small Arms) or Electronics Operation (Security) roll at a -2 penalty. The first attempt takes 10 seconds; subsequent attempts require 10 minutes per try." UT p150 (PDF 151)
Also, it collapses like the shotguns do in Mass Effect. How about a TL 10 Suitcase Document Fabricator MJOLNIR Powered Assault Armor halo.wikia.com/wiki/MJOLNIRFull TL9 Powered Combat Armor (UTp183); it's a surplus older version of the "modern" PCA (for comparison, think of it as Vietnam-era compared to modern—that's about how old it is). It is also in poor condition, and sized for someone much smaller than Steg (which would include 85% of humanity). It will require some maintenance to be wearable in the first place, and until it's fully restored, it will have 1/2 effect on any stats that can be halved. You'll also need a license or two to keep it. Traders wanted to sell it (probably to mercs), but it was too pricey for anyone they'd run into so far. Pirates didn't know how to fix it, and probably couldn't use it if they did. You, on the other hand, are familiar with it (probably trained with something similar in Boot), and although old and in disrepair, can easily make good use of it—it's not quite what you used in the Marines, but it's close enough for civilian purposes. That being said, if you walk in somewhere wearing this, everyone will know what's coming. It'll look pretty much like Mjolnir (newer stuff is less bulky and more slick).
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Post by Rigil Kent on Feb 24, 2008 10:52:57 GMT -6
We probably should have the number of shares per PC figured out then. Is there some online resource that has an example based on jobs?
And I'm thinking about changing my "wish list" for something a bit more suited to the character. A tricked out shotgun, perhaps, or maybe an outdated black box that is partially corrupted (i.e. a "MacGuffin"), or maybe a kick ass arm computer thing...
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Post by Gigermann on Feb 26, 2008 19:34:54 GMT -6
Yes or no on my item Gigermann? My initial question about how that got there wasn't so much about why the pirates might have need of one, but why they weren't using it . That being said, yes, I'm okay with that—there may be something…sinister about it, though ;D
I think the discussion about what to say is pretty much in the can. We still need to iron out how the moneys will be distributed, but that's not an immediate concern. Now for the next part. If something was said about where in the Tartarus system you were headed at the time you filed the flight plan, I don't remember it (and haven't recorded anything to that effect—lesson learned). We also didn't work out how far in advance the flight plan was filed—let's assume it was last-minute, so it probably won't have arrived at Tartarus yet, and they won't necessarily be expecting you. We'll also assume your destination was Janus, the capital of the system (you can change your destination if you want, but that'll be what you told them—not so unusual, I'd think). Phase 2From Rigil, I'll need an Astrogation check to set course for the Tartarus system, a "routine" Navigation(Space) check to plot a course to Janus orbit on arrival, and a Piloting check to execute the course. I'll get you the mods in a PM, if you need to know them. What then? Land and announce yourself to the Receiver of Wreck? Walk in and walk out and see what happens? How long will you (plan to) stay, and what will you do while there? Janus is a fairly urbanized Earthlike planet, and you could find just about anything there. You're not in any established hurry—then again, the longer you stay, of course, the more it can cost you. You know that there may be some legal proceedings to suffer through with regard to the treasure, which might stretch out your stay—you can, of course, attempt to expedite matters. I should mention that you could opt to have customs place the ship "under seal" for the duration of your stay, and put off any related activity until you return to USA space. I'll make available any related information or research as you request it (though not necessarily here). Be advised, I am only asking for plans at this point, not the execution of them. I have to correct a bit… After looking at the map (which I should have done in the first place) it turns out that there is not a direct jump to Tartarus. So, given the ship's reach, you'd have to jump back to Shamafar (where you came from) before continuing on to Tartarus. Good and bad—mostly good, though. This means your first port of call can/will be a USA port, and so not subject to outsystem-foreign customs. You can probably send a cancellation of the previously filed flight-plan to the Tartarus system, which would negate the need to continue on. Also, it's a shorter, more-familiar trip. The bad—AJ won't feel it's okay to lie to them. That in mind, how to proceed? Just so we're all on the same page, here: Bad Omen's listed reach is 1860Pc, making the next stop Shamafar system, the system you came to Lucifer from. Here's what I have (If you're thinking, "These places sound familiar," it's because they should): †SHAMAFAR: B8-V, 15 planets, Human *Osiris (Shamafar III-Capital) [?](Shamafar IV) Ariel (Shamafar IV b) Americana (Shamafar IV c): Liberty Bell Station (Americana LPO) Spacedock III (Shamafar V HPO) [?](Shamafar VIII) Note: Shamafar VIII is a ringed gas giant that is regularly visited by tourists for the spectacular view. For more information, contact the Americana Tourist Department. SaintAlbans (Shamafar VIII b) Note:Snowball Dixie Colony (Shamafar VIII c) Freedom Station (Shamafar VIII Lag4) If you ever want to know what's in a system, my notes are posted in the Info & Resources thread.
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Post by Rigil Kent on Feb 26, 2008 20:29:43 GMT -6
From Rigil, I'll need an Astrogation check to set course for the Tartarus system, Skill 15, die check 9 Skill 17, die check 9 Skill 17, die check 12 I'm all for doing the former, but I presume the business guy (McN) will suggest the latter in the hopes that Customs will have an off day and just sort of check us off. Since I suspect that Customs will actually investigate more deeply, I recommend contacting them immediately upon arrival and informing them that we salvaged some pirate booty. My suggestion is at least two days. If we want to leave before then we could always claim that we were to meet someone there but, because of our misjump, we missed the deadline. Party like its 1999 ... uh ... wait ... get involved in some whacky hijinks? We're not still in USA space? If we're in TFR space, I wish you'd made that known. I have no problem lying to those filthy sons-of-bitches. GM: It is in TFR space—been a while, I knowThen back to Shamafar it is. My original comments about using a limited window of opportunity for a "job" stands if necessary, though I'm still inclined to tell them the truth ... and turn over our info on Lucifer so we can turn CPT Titas into our own Bialar Crais.
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Post by Gigermann on Feb 27, 2008 9:51:36 GMT -6
So, at this point, we need to determine the destination—Osiris & Ariel are heavily urbanized (you might remember them from Firefly—but that was 90 years ago), and Osiris is the system capital. On the other hand, you could stop at a backwater and maybe get away with a little more…
@rigil: With regard to the skill checks, I also need to know "risk" factor and extra/less time taken in course plotting, etc. Also, cruise thrust % (you were using about 75%, as I recall)
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Post by Rigil Kent on Feb 27, 2008 10:59:57 GMT -6
On the other hand, you could stop at a backwater and maybe get away with a little more… That's my suggestion. Since we're not in a hurry or anything, I'm not going to take any risks during the flight and will probably take a bit extra time in plotting. What does the cruise thrust do? I'd probably stick to standard cruise since we're not on a time table.
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Post by Gigermann on Feb 27, 2008 11:23:27 GMT -6
Been a while, so I'm not surprised you don't remember the mechanics…
What I meant by Burn% is what percentage of the overall thrust capability of the ship you are going to use for the trip—even when you were racing, you were using 75%, IIRC.
Risk works like the old Mass Combat stuff—add/subtract 2 from the result for every 1 to the actual roll. This is a measure of the kind of risks (or lack thereof) you are taking in your action. Taking extra time for an action is mentioned in the game manuals, and grants bonuses/penalties for taking extra time or rushing—2x=+1, 4x=+2, 8x=+3 etc. Base time for laying in a known course is 30min. In addition, I think I'll give it an extra -1 overall since you're having to reverse-engineer your previous course (since you no longer have the blackbox)— currently -1 dist, -1 course difficulty, -1 extra, total including roll= made by 2.
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Post by Rigil Kent on Feb 27, 2008 14:09:09 GMT -6
Right. Well, like I said, I was planning on taking some extra time, like maybe an hour or so, so that would mean I made the check by 3 instead. Also, my route to whatever our destination ultimately is in-system is going to take us by Shamafar VIII so we (read: I) can marvel at the rings. What is the backwater location in-system? If you're wanting to see the rings, and looking for a backwater, looks like you're headed to St. Albans, then (this being the planet the war-buddy's body was eventually brought to in the "The Message" episode of Firefly—it's fortunes aren't improved much over the last 90 years). Result of the checking: this leg of the trip will take 1da,2.9hrs. Right, so the question that springs to mind for me is what happens if we go to a backwater? I'm still fine with the idea of heading for one of the big population centers and seeing what happens... Some feedback from the other crewmembers would be keen... Thought we were going back home and not making any unnecessary stops along the way to backwater plants or any such. We can't just jump back to Helene. To get home, we'll have to go to Shamafar, then to Deianeira, then finally to Helen. You're gonna have to refuel, anyway, at some point. Might as well be there. The ship will go through customs at the first port it enters—no way around it. You could keep it under seal and wait till you get home if you wanted, or as I was suggesting, you could stop at a backwater where greasing palms and slipping past might be a little more "feasible." I figure, honest or not, Tulk would probably appreciate that. So, we head for Shamafar, taking it easy, then show up at one of the backwater ports in-system to let Customs step in. From that point, Tulk steps in and greases what palms need to be greased. That works for me. I don't think I'm wanted on any of those systems. lol. Just kidding guys....
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Post by Rigil Kent on Mar 2, 2008 10:26:25 GMT -6
For the record, AJ doesn't have to know what Tulk is actually doing (and probably prefers it that way), even if the Player does. There may be some "bluff" checks, though… Wholeheartedly agree with that.
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Post by Rigil Kent on Mar 3, 2008 15:37:09 GMT -6
Right, since Steg is getting Master Chief armor and Tulk has a Super!Photocopier!From!Hell, I've decided to get a BFG. This is my "magic item": Armax Arsenal Avalanche. (Name nicked from Mass Effect and can easily be changed to something more appropriate. TL10 Gauss CAW, 18.5mmPC; Dmg pi++; Acc 4; Range 200/1,000; Weight 10/1.5; RoF 15; Shots 30+1(3); ST 10; Bulk -4; Rcl 3; LC 3 Includes "Smartgun" electronics: - Integrated laser sight (which adds +1 to shot if shooter can see the beam
- "Smart" electronics that give +1 to skill rolls to fix damage or malfunctions
- HUD link (shooters with NI Jack can thus use it)
- Biometric scanner (which will obviously need to be reset, however that works). Unauthorized users cannot fire the weapon. This would explain why no one used it. Deactivating or reprogramming the safety system requires an Armoury (Small Arms) or Electronics Operation (Security) roll at a -2 penalty. The first attempt takes 10 seconds; subsequent attempts require 10 minutes per try." UT p150 (PDF 151)
Also, it collapses like the shotguns do in Mass Effect. Essentially a Gauss auto-shotgun, this is a fearsome close combat weapon firing a swarm of 12-gauge projectiles at 150% of the velocity of a conventional shotgun. After Steg gets the Biometric scanner reprogrammed, I'm gonna have him reprogram it so any of us PCs can use it even though it'll be mine. That way, in an emergency (like, say, I'm incapacitated or busy doing something else), it wouldn't just be a high-tech club for the other PCs. "Collapsible" may be a separate deal, but it's certainly do-able—we'll work it out. Done. Sweet. And since it's a gauss gun, I can use it in space.
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Post by Gigermann on Mar 7, 2008 11:44:01 GMT -6
So, now that we're settled on the immediate destination: @mcn: Does Tulk plan on making use of his newfound toy? Here's the difference between the two types listed in UT: the one is a desktop-sized model that gives +2, the other is a scaled-down portable model that only gives +1—they include a 3-D printer, and are intended to reproduce physical documents exactly, down to the texture of the printed page. I guess then, that SK:Hacking would be more appropriate for electronic documents. In this world, FYI, documents are generally kept in hard-copy format for the same reason that currency is transferred in hard-coin rather than digital—it's harder to counterfeit, and is therefore more "trustworthy." A cargo manifest is going to have been a hard-copy document that is stamped & sealed by customs officials before departure, and will need the full treatment. Ships' logs will be electronic. For the record, AJ doesn't have to know what Tulk is actually doing (and probably prefers it that way), even if the Player does. There may be some "bluff" checks, though… Bumped
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Post by Magman on Mar 15, 2008 21:40:59 GMT -6
As stated earlier I will counterfeit a copy of ships cargo on the way to the back water plant that AJ and agreed to go to first My roll was 11 From B196Since it was "treasure," I'm going to declare that the document fabricator claimed by Tulk is of "Good Quality" making its total bonus +2 (@mcn: Make a note of that). Using the doc fabricator normally takes 2 hours. I'm assuming that Tulk is modifying an existing document (the original manifest) and takes 4x time (basically "all day") he can get a further +2 (not like he has anything better to do while the ship is in transit). I'll also say that the backwater customs officials will give a "routine inspection" for a full +5. His (current) Forgery skill is 12 (with all indicated adjustments, effective skill is 21), and his roll was 11; made by 10. If you "Take 10" (see House Rules) on any further (routine) checks, you will be similarly successful—I think this one's in the bag. So, I need to clear something up: Since you're doctoring the cargo manifest, where will it say the goods came from? I suppose you could make up any story you'd like—even that you left home with them, but you might need to let the rest of the crew in on it, lest they accidentally out you to the officials. Should I also assume that the new manifest indicates that the appropriate import tariffs have been paid? Your call… Other than that, I think we can call that part settled, and move on…
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Post by Rigil Kent on Mar 17, 2008 17:00:14 GMT -6
I suppose you could make up any story you'd like—even that you left home with them, but you might need to let the rest of the crew in on it, lest they accidentally out you to the officials. Yeah ... that'd be keen. How does this play with CPT Titas, though? Since the documents are being altered, does this mean we're not reporting what we did in regards to the pirates and the pirate black box (i.e., turned it over to the good captain)?
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Post by Magman on Mar 17, 2008 18:13:46 GMT -6
How does this play with CPT Titas, though? Since the documents are being altered, does this mean we're not reporting what we did in regards to the pirates and the pirate black box (i.e., turned it over to the good captain)? Yes to the above Said item was picked up from home, and I will let the others know
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Post by Gigermann on Mar 17, 2008 19:21:25 GMT -6
St. Albans, snowball. Population is pretty low (and rather cold). Not much industry or trade to speak of, except a number of flourishing middle-class ski-resort communities—it's like a planet-sized Colorado with an exceptionally long winter. It hosted the Winter Games once. The Bad Omen arrives without incident. Crewmembers are briefed on the "story" but are not asked for it. As predicted, the customs agents here are not the most vigilant, and they sign off on the manifest without much of a glance (lending further credit to the document by having their seal on it). I am assuming a couple of things: - You'll be sending a cancellation of your previously-filed flight-plan.
- You'll be refueling here, if available (it is).
I need to know a couple of things: - How long will you stay?
- What're you (individually) gonna do while you're here?
- Where will you be off to next? Stay insystem and go to a more-civilized planet to attempt to offload the goods? Continue on to Deianeira system? Attempt to offload there? Skip through Deianeira, straight on to Helene?
Wherever everyone ends up, AJ runs into Miles Coen, having frozen his butt off here for about a week. @josh: What does Miles say to the inevitable question of why and how does he find himself here? Go ahead and give me a roll; either for Acting to lie, or Diplomacy to convince them it's the truth (obviously don't say which it is, except in PM to me )
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Post by Rigil Kent on Mar 17, 2008 19:33:35 GMT -6
I changed the color of that final message 'cause red just doesn't show up as well as limegreen does. I am assuming a couple of things: - You'll be sending a cancellation of your previously-filed flight-plan.
- You'll be refueling here, if available (it is).
Correct in both instances. I'm presuming that there is some hard currency amongst the pirate's ill-gotten booty, yes? If so, we'll use it to pay for the refuelling. Only as long as necessary, I think. It's frakin' cold here! Keep a low profile if possible. Since this place is a miserable iceball, I don't think I'll find any information in regards to what happened to the Normandy, but I'll still make a discreet check on the system cortex (I presume that there's such a thing, even on this backwater nowhere.) Speaking of, what skill is that going to require? Is it research? Something else? I'd also like to do a complete systems check of the Omen - did we take any damage from that lightfight with the pirates? Even so, I'd like to make sure they haven't secured any tracer beacons or the like on the hull or inside the ship. I'll enlist any and all aid from the crew as necessary (and appropriate). What would an internal sensors sweep require and is there any way to make sure that the sensors haven't been fraked with? Trying to offload the stuff ASAP sounds like a really good idea to me since it's still technically illegal, so my suggestion to Tulk (not knowing the difficulty in said suggestion) is that we head toward one of the better planets in-system and try to get rid of this stuff. This cargo is burning a hole in my hold... Shiny. Didn't he ship out with Julie for a cargo run?
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Post by Rigil Kent on Mar 17, 2008 21:36:40 GMT -6
@gm: As a player, I'm aware that the current XO/Sensors guy (the NPC from 24 whose name currently eludes me) is planning on taking his share of the loot and absconding once we get back home, but has he already expressed a plan to do this to A.J.? It defies comprehension that I'd just offer Miles a job out of the blue. Further, how closely did we work together while serving aboard the Sophie? Apart from recognizing a fellow TFR expatriate, what do I know about Miles Coen? Is he trustworthy? Yeah, he admitted to having been in prison, but I've been in prison too, so I can't hold that against him. As to background stuff, all I care about at this point is getting the band together. You guys can work out the details—how you guys worked together and such. I've said that Ty will be trying to get his old job back. If it flows better to have had him talking about it already, then that's fine. I was kinda planning on Miles taking "working passage" back to Tambo, then Ty announcing his intent when he gets there (maybe inspired by Miles' presence), which would leave an opening for Miles. Any way it works it cool with me, as long as it leaves us with a functioning crew. Same goes for Mavin when his turn comes around. @rigil: I need a roll—two actually I was thinking of moving this conversation into it's own GameFic. That will depend on how much detail you guys want to get into (specifically, Rigil & Josh). Your call. Roll #1: 10 Roll #2: 12 Meh. In regards to giving him working passage, it might work if A.J. (having worked with him before and knowing that he's a good worker ... he is, right? ), A.J. may just offer Miles the working passage without checking with the business end of the partnership (aka Tulk). And since he's aware that Ty is planning on leaving, it might also work if A.J. is already thinking about offering Miles the job provided he works out on their trip back to Tambo Station. In fact, that might be a good way to approach this. A.J. offers Miles the working passage, then later, off the record, consults with Tulk; during the trips, he (A.J.) then assigns Miles a variety of jobs to test his ability. Liking what he sees, he coordinates with Tulk and, once they reach Tambo & Ty takes his leave of the company, the job offer is made to Miles...
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Post by Magman on Mar 18, 2008 17:39:38 GMT -6
1-Leave ASAP 2-Do nothing but stay on ship 3-Head in system as AJ suggests and find a buyer for said cargo except for a few of those Cubans and some of that Lumpe
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Post by Rigil Kent on Mar 18, 2008 22:08:59 GMT -6
@mcn: Dude, that is an unbelievably cool avatar. I've tracked down the original pic and use it as an avatar on a different board that I frequent but man! What a great pic! I thought we were thinking about donating a good chunk of the lumpe to our Friendly Neighborhood Bar back on Tamborro Station? Or using the bar to sort of sell the stuff. While A.J. no longer drinks, he does understand the desire for a good drink every now and again.
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Post by Magman on Mar 24, 2008 17:01:18 GMT -6
I thought you were wanting to get of all loot at one stop
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Post by Rigil Kent on Mar 24, 2008 18:18:01 GMT -6
Well, yeah but ... it's the bar!
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Post by Gigermann on Mar 25, 2008 8:07:04 GMT -6
We need to establish where you're going next. You've established that you want to go to an insystem location to offload [some/all] the goods. Here are the most likely possibilities, based on your knowledge of the system: *Osiris—farthest, but highly urbanized, best candidate for trade-traffic Ariel or Americana—far (both moons of the same gas giant), a bit less urbanized than Osiris and not as high-traffic Spacedock III—closer, no atmo-landing required (quicker in & out), but trade-traffic is more specialized (also considered Confederate territory) Travel time (a guess on my part) 1-3+ days You'll also need to establish: - How you plan to sell the goods
- Which goods to sell, in what quantities
- How long you will take to sell?
- What prices will you accept?
- Will you hire local help?
- Any other actions to maximize profits or speed up the process (whatever they might be)?
- Under what conditions will you leave without having sold all you intend?
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Post by Rigil Kent on Mar 25, 2008 10:20:02 GMT -6
We need to establish where you're going next. You've established that you want to go to an insystem location to offload [some/all] the goods. Here are the most likely possibilities, based on your knowledge of the system: *Osiris—farthest, but highly urbanized, best candidate for trade-traffic This would be my vote. If it's highly urbanized, that would imply that its very busy and thus, easier to "get lost" within. Plus, I'd like to take the opportunity to tap into the local web (is it called the Cortex?) and maybe do a minor bit of research into the Normandy since, according to my quirks, I do have a minor obsession about it. The rest is pretty much up to Tulk 'cause it's in his area of expertise.
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Post by Magman on Mar 25, 2008 19:31:32 GMT -6
How you plan to sell the goods Hire a broker Which goods to sell, in what quantities All except for 150lbs of the cubans, and say about 500lbs of Lumpe. How long you will take to sell? No longer than seven days What prices will you accept?don't known whats being offered? Will you hire local help? See above Any other actions to maximize profits or speed up the process (whatever they might be)? Use merchant skill to increase the speed and value." It was driven only on Sundays by a little ol lady" Under what conditions will you leave without having sold all you intend? A goon squad or the local police snopping
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Post by Gigermann on Apr 1, 2008 12:43:19 GMT -6
Phase 3: Osiris From Rigil, I'll need a "routine" Navigation(Space) check to plot a course to Osiris orbit, and a Piloting check to execute the course. I'll get you the mods in a PM, if you need to know them.
@all: Any special instructions (obviously you can't give me specifics, since—well, there aren't any ATM—but you can give me generalities)?
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Post by Rigil Kent on Apr 23, 2008 11:43:33 GMT -6
Phase 3: OsirisFrom Rigil, I'll need a "routine" Navigation(Space) check to plot a course to Osiris orbit, and a Piloting check to execute the course. I'll get you the mods in a PM, if you need to know them. Whoops missed this. Nav (Space) check: 13. Beat skill by 4. Pilot check: 5! (Whoo hoo!). Beat skill by 12!
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