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File: Traveller.jpg (225 KB, 1000x1124)
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THE STORY UP TO NOW: You're Cyrus "Scruffy" Hunter. Former Imperial Marine and veteran of the Fifth Frontier War.

After serving, you ended up working as a janitor and handyman on a cargo spaceship, the Eutropia. Until you accidentally got involved in a case of interstellar espionage and sabotage.

You ended up taking a bullet for a secret agent working for the Imperial Interstellar Scout Service. To repay you, and to buy your silence, the IISS offered to help you buy your very own ship.

You're now on the frontier, militarized world of Garrison, looking for a crew for your future ride: the Phoenix. You spent some time scoping out the regulars at the Triple Overdose, a local pub for spacer and military type, and there are three prospective crew members you've got your eye on... One of which, a fighter pilot recently dumped out of the Navy and with a serious case of depression on her hands, you had to drag back to your motel, passed out drunk.


Q: What's Traveller?
A: It's an old-school-y generic science fiction roleplaying game, with hints of space opera and space western. You have a spaceship and have to find a way to pay the bills. Think Firefly, Coyboy Bebop and Outlaw Star.

Q: Where's the Archive?
A: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=traveller

Q: What's the game system?
A: Some actions are rolled. This means that before resolving them I will roll 2d6, add any skill you might have (or subtract 2 if you don't have the relevant skill), and modifiers for difficulty. If your roll is a 8 or higher, it's a success.

Q: How does XP work?
A: Exponentially. Buying a skill at 0 will cost you 2 XP. bringing it from 0 to 1 will cost 4 XP. From 1 to 2, 8 XP. From 2 to 3, 16 XP. And so on. Expect character developement to be slow.

Q: Do you have a Twitter or an Ask.Fm?
A: @exaltedfag and http://ask.fm/Exaltedfag
>>
File: Elena Zaibach.jpg (99 KB, 850x1202)
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It's the morning of a new day.

Pretty late morning, actually - you were up late last night, chatting up people. Prospective crew members.

The last few days have been pretty incredible to you, actually.

Your wounds still hurt when you move certain ways. The entire situation on board the Eutropia feels like a weird dream.

As you sit up on the bed of your narrow, cheap motel room and consider changing your clothes and brushing your teeth, you hear a dull thud coming from the room right next to yours, the one you stuffed Elena Zaibach in.

Poor idiot girl cleared an entire bottle of clear vodka on her own, last night, and you suspect it wasn't the first one. You her her subtly cursing to herself, evidently having woken up directly by falling from her bed and onto the floor judging by the noise you heard.

>Not my problem. Get dressed and ready for the day, she can handle herself.
>Knock on the wall separating the two rooms, ask if she's ok.
>Head over to her room.
>(Other?)
>>
Dear god
Its back :^)

>>439873
>>Head over to her room.
>>
>>439873
>Head over to her room.

I'm just so happy.
>>
>>439873
>>Not my problem. Get dressed and ready for the day, she can handle herself.
>>
>>439870

>Head over to her room.

Yay, it's back!
>>
>>439873
>>Head over to her room.
Did she already agree to join us? If not: "Thanks for agreeing to join yesterday, Elena." :)
>>
A bit worried that she might have hurt herself, you rush over to her room and slam the door open.

"Elena? You alright?"

Now, you see, you felt pretty confident about this, because you KNOW that she's still clothed. You put her to bed still in her pilot suit, so there's no clichè situation with you suddenly entering her room and she's actually naked or anything like that.

So, you're quite surprised where she STILL screams something incomprehensible and starts throwing stuff at you.

Fortunately, the list of items that are within her reach - pillow, blanket - is pretty harmless. With her other hand, she's holding her forehead. She looks even paler than she was yesterday, and that's pretty damn pale.

"You- gwuh. What did you do- Where am I-" She rants, trying to look around herself, searching for more things to throw at you. "Who gave you permission to- blurgh."

You know that low, throaty noise and that troubled expression. Her eyes dart left and right and finally find the small door to the room's toilet.

She darts into it, slamming it open so hard you almost feel the walls shaking, and immediately starts puking her guts out into the can.

"You're not alright."

This continues for about two or three minutes.

"People generally puke once they get drunk, not the morning after." You note, conversationally, heading over to try and help her. She doesn't put up a fight, probably feeling too miserable to keep being confrontational.

"Fighter pilot... biotherapy." She groans, pulling back and trying to stand back up. "They keep our metabolism slower than normal with... treatments." She manages to reach for the sink, turns the cold water open and rinses her mouth with it, then puts her whole head under it.

"I guess they're wearing off?" You sit back down on the bed, and let her recover. Shen she turns back to you, she's drenched, although her flight-suit is waterproof. "...You don't have normal clothes?"

"Where the fuck am I?" She wonders, looking around.

"I brought you to the motel I'm sleeping at. Couldn't leave you passed out in a pool of your own vomit at the Triple Overdose."

"You pervert."

"I didn't touch you, and this isn't even my room. I got another one for you."

"...Well... ok, that's kinda nice of you."

"I paid with your money." You grin.

"You fucking asshole." She kicks the room's trash can at you. Fortunately, it's empty.

"You're welcome."

She drops on the bed like a sack of potatoes, face down. The mattress gets drenched, too.

"You don't really have civilian clothes, do you?" You wonder.

"I've never been a civilian." She groans in response, her voice muffled by the bed. "I've been in the navy for as long as I remember. Fuck, might be a clone for all I know."

"They do that here?" You wonder, not sure if you should take her seriously or not.

She rolls over. "...What. I was just kidding. Don't make me question... things." She mumbles, staring at the ceiling, a hand over her forehead.

(cont.)
>>
>Talk about your job offer
>Talk about her past
>Talk about her experiences as a fighter pilot
>Talk about yourself
>Talk about her current situation
>Say goodbye to her, leave
>(Other?)
>>
>>439890
>Offer to pick up some breakfast
>Talk about her current situation
>Talk about your job offer
>>
>>439890
>>Talk about your job offer
Don't let her think this through too hard! She's our pilot! Capture her! Then onwards, to net additional crew members.
>>
>>439890
>Tell her about yourself.
We aren't a pervert, and also we're looking for crew members.
>Talk about her current situation.
>Talk about your job offer.
It doesn't seem like she has much to do here. She should join us.
>>
>>439899
Agreed, plus pick up breakfast from >>439891
>>
>>439890
>Offer to pickup breakfast
>talk about her past
>>
>>439890
>Produce a bowl of eggs. "You don't have to tell me what happened, but you do have to eat these."
>>
>>439907
Go back to Westeros.
>>
>>439907
no, just no.
>>
"So... you don't have a place where to stay, you don't even have clothes, and the Navy just dropped you." You sum up Elena's situation.

She scowls.

"Don't give me eye daggers like that." You shift a bit away from her. "Just saying things as they are. Am I wrong?"

"You're not wrong, but I'd appreciate it if you didn't try to make me feel like someone to take advantage of."

"I'm not taking advantage of anyone." You point out. "I'm offering you a genuine, honest job."

"I bet you think that piloting fighters and piloting cargo freighters is the same thing. You're a dumb ex-marine, what would you know?"

You stand up. "I'm a dumb ex-marine who's putting together a crew, and I'm sure that Garrison has a lot of people who'd be better pilots than you. Less annoying, less drunk, less desperate, more knowledgeable about flying actual free traders." You grab her hand and pull her up, unsteadily. "Come with me."

"What? Where?" She replies, but she doesn't fight it.

"When was last time you ate?"

"Last night."

"Vodka doesn't count as a meal."

"LAST NIGHT."

"Still, you puked it all out. You gotta eat, and this place's a bed and breakfast." You accompany her downstairs.

It's pretty late in the morning, so the other guests of the motel already left. You sit down around a cheap-looking round metal table on cheap-looking low metal stools and get your mugs of long, watered-down coffee, bread, and an assortment of butters and fruit jams.

Well, you get what you pay for.

As much as she doesn't want to show it, Elena is obviously famished, and a vast amount of bread evaporates before her.

"So." You kept your conversation going, and Elena replies to it with her mouth still half-full. "It's not a cargo freight?"

"Not quite. I'm aiming for a free-trader. The idea is to take those trade runs that take you outside safe space, and maybe a bit of troubleshooting on the side." You produce a picture of your prospective ship from your Comm. "Gonna call it Phoenix."

"Oh, looks like a Courier-class military cargo. We used those to carry our stuff during redeployments." She mumbles, still stuffing her mouth.

"It's a refurbished version for civilian use. Of course, engines have been downgraded."

"How much does it pull?"

"2G."

"Get out of here." She slams her hands on the table. "2G is what you get when you fart in space. It's not a serious boat."

You groan. "It's a serious civvy boat. We can't all have fighters pulling 6G here."

"Thunderlights do 7G."

"Bullshit."

"Whatever, I'm not here to argue." She brushes you off with a gesture of her hand.

"That's not quite the impression you're giving, you know, Elena."

"What I want to know is, you said that there are better qualified pilots in Garrison for this job. And you're right." She swallows the last of her breakfast, and downs it with coffee (if you can call it that). "So... why me?"

(cont.)
>>
>Because you're former military.
>Because you're more skilled.
>Because you have nothing to lose.
>Because you're the first one I met.
>Because you deserve better than what I saw yesterday night at the pub.
>Because I like you.
>Because I want to give you a chance, like I was given one.
>No particular reason. So, you in or you out?
>(Other?)
>>
>>439907
I don't get it.
>>
>>439919
>Because you're former military.
>Because I want to give you a chance, like I was given one.

>>439920
It's a reference to another quest. Involving awkward seduction, as I recall.
>>
>>439919
>>Because you're former military.
"All those civies... they don't know shit."
>>
>>439919
>"I dunno; you tell me? Any special skillls?"

>>439920
It's a quote from an anon. It's from a few years ago, from /r9k/, I think.
>>
>>439919
>>Because you're former military.
>>Because you're more skilled.
And
>>Because you deserve better than what I saw yesterday night at the pub.
Could be one or all three reasons could be something else, take your pick. Point is I need a pilot and if you weren't drunk and belligerent I think you're who I want piloting my ship.
>>
>>439919

>Because you're former military.
"This job will probably require more than simple piloting skills; I need some one who can fly the ship and not fall apart if we run into some violent objections to what we're doing."

>Because I want to give you a chance, like I was given one.
"It's not a 7G Thunderlight, but it's gotta beat wasting away dirtside, right?"
>>
>>439946
>wasting away dirtside
There aren't that many spaceships that need pilots right this moment... probably. Good argument. Better a 2G lamebird than no bird at all.
>>
"Because you're kinda where I was a few years ago, when I quit the Corps."

She falls silent.

"I... made some really dumb mistakes back them. I had no idea what I was doing. So... even though we weren't quite in the same force or anything, I sort of understand your current situation."

You finish your coffee in a slow, long gulp.

"Things worked out, for me, only once I got a real job. It didn't pay particularly well, but I ended up liking it. It helped me a lot. And now that I lost it, I want to get back in the same business."

You set down the cup.

"Plus, this is going to be a dangerous line of work. It won't just need a driver from point A to point B. It'll need someone who can keep cool under fire. That's why I want an ex-military pilot. For now, this means you."

She slowly nods.

"Are you in, or are you out?"

She lams her hand against the table, startling the motel staff cleaning the other tables around you.

"Fuck it. I'm in. Can't be worse than a dirtside job. I ain't gonna fly a desk."

"Spoken like a true chair force pilot."

"Suck it, grunt." She does a rude gesture in your direction. "So, who's in the crew?"

"Right now? Probably four of us. Me, you, an Aslan engineer chick, and an ex-Army guy i met yesterday."

"Marine, navy, army and an Aslan? You just need a Vargr and then you've got the complete circus." She groans. "Are we good with this crew, or does the ship take a fifth?"

"It does. Up to six crew, though the standard is five." You think about it.

>I think we're going to be alright, just the four of us.
>I think a crew of five is better, so I'll be looking for another member.
>It's best to run around with a full crew if we're going to go dangerous places.
>(Other?)
>>
>>439963
>>It's best to run around with a full crew if we're going to go dangerous places.
>>
>>439963

>It's best to run around with a full crew if we're going to go dangerous places.

We can probably get by with four, but we should at least try to get up to full strength. We should get the current members together for a meet and greet and to get suggestions for our last two.
>>
>>439963
>I think a crew of five is better, so I'll be looking for another member.
At least see if we can find a decent gunner and then get back in touch with Rob.
>>
>>439963
>I think we're going to be alright, just the four of us.
We can always increase our crew count. And I feel that this crew has to learn to work together first, which is easier with fewer people, no?

And if we take on more people, we might just need some red shirts - for dangerous adventures...

>>439978
The protagonist is a gunner.
>>
>>439963
>I think a crew of five is better, so I'll be looking for another member.
>>
>>439989
We're also the Captain. And it'd be nice to have a second gunner.
>>
"I wouldn't leave port on a crew of four for a ship of six." You reply. "I want at least a fifth crew member, maybe a sixth even."

"You already have your eyes on someone?" She wonders.

"Not really. You know anyone?"

"If I did, I wouldn't be here now, would I?" She replies.

"...Good point." You concede. "You got somewhere to go, someplace to be?"

"If I gotta get ready to leave, give me some time to collect my stuff. Even though it's not much. Some of it is still at the base."

You nod. "While you do that, I'll see where I can get someone else."

>Hit bars, pubs and meeting places.
>Head to an employment agency.
>Contact the Scout Service.
>Post a job offer online.
>Put up flyers.
>Try and get back in touch with Rrarlk.
>(Other?)

(I have to AFK for a bit, will be back soon I hope.)
>>
>>439978
Supporting.

>>439989
Okay, but imagine if we're caught with our pants down and can't get to the controls.

Which isn't unlikely since we're the captain.
>>
>>440001
>Hit bars, pubs and meeting places.
Luck's been on our side that way before. Hopefully.

... if we don't count Aeiea.
>>
>>440001
>Hit bars, pubs and meeting places
>>
>>440001
>Contact the Scout Service.
They've always got some talent around.
>>
>>440001
>>Post a job offer online.
That sounds like a quick way to find someone, we can meet the best three and be done with it.
>>
>>440004
>can't get to the controls
Yeah, that would suck, another gunner it is.
>>440008
Another alcoholic? :)
>>
>>440055
Of course, we gotta stick to the vets who feel unable to adjust to civilian life.
>>
>>440001
>>Contact the Scout Service.
>>
You return to your room and get prepared before heading out proper. It's almost noon, which means you got plenty of time to scout out appropriate places.

Garrison is a frontier planet dense with military bases and assets, which means it'll be crawling with discharged vets, people who didn't make the cut, or who were kicked out for some reason or another, plus all the sort of support personnel that a modern armed force inevitably drags with it, like satellites around a planet.

You think you've about tapped out the Triple Overdose where you recruited your people up to now, so it's time to hit other establishments.

You bring up city map, travel guides and online reviews on your comm and post a few questions on appropriate forums and imageboards, silently thankful for having your one-week subscription to local internet service. By nightfall, you have an idea of where the best places are.

The Sting is a disreputable pub in the seedy part of town. It's in the turf of a rather dangerous gang, but you know how things work on Garrison: they're not going to start trouble unless you mess with them first. All sorts of drifters and vagabonds pass by there.

The Star and the Anchor is very much a Navy place. It's near to the main dirtside spaceport and the most popular hangaround for that sort of people, both on and off duty.

Journey's Rest is also right next to the spaceport, but it specifically caters to civilians, especially off-planet visitors and travelers, traders and people "just passing by". It's more of a businesslike place, and also a good place for informal deals and trades.

Ten Forward is a smaller, IISS sort of establishment, You hear it's popular with Scout Service members from all branches, and probably the biggest rumor mill on the planet.

Where will you check? (Scouting a place's clientele is a considerable investment in time and effort, so you have to pick carefully. You can't just check everywhere at once)

>The Sting
>The Star and the Anchor
>Journey's Rest
>Ten Forward
>>
>>440001
>>Contact the Scout Service.
Might have a doctor or gunner on hand, plus we can have him as a liaison for the Scout Service.
>>
>>440101
>>Ten Forward
>>
>>440101
>Ten Forward
Let's get to know an IISS member.
>>
>>440101
>The Star and the Anchor
Sounds like the best place to scout out ship talent.
>>
>>440101
>Ten Forward
>>
>>440101
We need personnel for the ship so The Star and Anchor would be a good place the start.

>>440106
>>440107
>>440112
You do know what the Scout Service is right?
>>
>>440121
Honestly I have no clue what the IISS is. That being said the bar is also "probably" the biggest rumor mill on the planet so we can get pointed in the right direction.
>>
>>440147
They're bureaucrats. They don't customarily take part in military operations.
>>
>>440101
>>The Star and the Anchor
More vets!

>civilians >IISS
Why would we need those?
>>
>>440121
Yes, I do. That's why I'm choosing to head over there.
>>
>>440121
>>440147

The IISS (Imperial Interstellar Scout Service) is actually a branch of service within the Third Imperium, equal in status to Army and Navy.

They handle all sorts of non-strictly-combat operations like reconnaissance, exploration, interstellar diplomacy, communications and planetary survey, imperial bureaucracy and administration, maintenance and technical services, intelligence and espionage.
>>
>>440147
The easiest comparison would probably be that they're Starfleet where the Army and Navy are MACO.


>>440152
This too.
>>
>>440163
So they're the intelligence and logistics mooks?

Sounds like a niche we haven't covered in our crew yet.
>>
>>440174
Agreed. We could use intelligence services. I imagine recon will be immensely useful.
>>
>>440174
Some are. Others are just mooks.

And the intelligence mooks can't be trusted to not keep working for the IISS.
>>
>>440101
>>Ten Forward
Might as well get all the services on board.

Especially if the Zhos come lookin' for us...
>>
>>440180
Recon exists in the Army and Navy.
>>
>>440163
>administration
We want to trade, so we probably need someone for the numbers and stuff, right?
>>
>>440182
That can work both ways though, with a person hooked into a bureaucracy that handles planetary surveys, exploration, etc. we could get hot tips on job prospects before they become general knowledge and get a leg up on any competition.
>>
>>440191
And they can feed information on our whereabouts into the ether.
>>
>>440195
It would be nice to have a crew you can at least expect to trust before getting someone you can expect to stab you in the back.
>>
>>440190
That really raises a question on what kind of work we want to get into.

Are we just going to be moving cargo? We'll want a quartermaster to handle the numbers.

Are we going to be troubleshooting? We'll want a doctor in case trouble shoots back.
>>
>>440195
Well, yeah. That's why we should get one. I'd rather the Scout Service have a guy on us that we accepted ourselves, where we know where he is, rather then having one be a stowaway and/or bug our ship without our knowledge.

And anyways, only psychics and Zho traitors wouldn't want to help out the Scouts. Are YOU a psychic or Zho traitor, anon?
>>
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You decide to head over to the Ten Forward.

It's not a very crowded place, but what strikes you the most is its look and aesthetic. Someone deliberately furbished and designed this place, and you're not sure what it's supposed to be. The mix of warm and cold colors, angular lines and round corners certainly tries to evoke something, but you're either missing the joke, or it's all done in the architectural style of a specific world of culture you don't quite know or recognize.

Even the music is unique. The volume is low, and the songs are melodic and fast-paced, in some very old dialect of galanglic you can't quite follow.

The planetary headquarters for the IISS are just across the street, and this place is owned, to the best of your knowledge, by a couple of retired servicemen.

You've never had much to do with the IISS personally before your... incident, so you're not sure what you was expecting. The place lacks all the usual pictures and decorations of military stuff that are more common in places generally catering to, say, Army or Marines people, and instead proudly display a dizzying variety of bottles of drinks and liquors from half of Charted Space.

Some of these bottles traveled more parsecs than most people will do in their entire lifetimes.

>Do your own legwork. [Diplomat roll]
>Buy a few drinks, talk to the bartender about your needs and troubles, in case he has something to say. [-30 Cr.]
>Scan the pub, try and see if anyone catches your eye. [Investigate roll]
>Draw attention, and make an announcement to the entire pub.
>(Other?)
>>
>>440207
quartermaster/doctor hybrid pls :)
Or maybe the medical computers can heal simple flesh wounds too?
>>440213
>Are YOU a psychic or Zho traitor
We're loyal to the Empire! All hail... the one sitting on the throne!
>>
>>440228
>Draw attention, and make an announcement to the entire pub.
Pretty much make it obvious we're not Scout Service.
>>
>>440228
>>Buy a few drinks, talk to the bartender about your needs and troubles, in case he has something to say. [-30 Cr.]
The bartender will know if one of his customers are looking for a job. (though only if people actually talk to him instead of only looking at their scifi-phone playing PokeGo Version 123)
>>
>>440235
>make it obvious we're not Scout Service
Is that a good thing? "Yo, Scouties, listen up! I'm ex-Navy... wait, stop throwing stuff! Stop! Aaargh!"
>>
>>440238
Hey, if they want to throw things at a retired Marine vet, let them hurt themselves.
>>
>>440228
>Buy a few drinks, talk to the bartender about your needs and troubles, in case he has something to say. [-30 Cr.]

>>440229
>We're loyal to the Empire! All hail... the one sitting on the throne!
Your turban is getting rather moist, there, citizen...
>>
>>440228
>>Buy a few drinks, talk to the bartender about your needs and troubles, in case he has something to say. [-30 Cr.]
I assume the bartender himself is some high level Scout that can get us what we need/use us as he sees fit.
>>
>>440235
This.

And let's not waste money on booze just because it has a prettier label.
>>
>>440229
>the medical computers can heal simple flesh wounds

Your spaceship isn't so advanced or well-equipped, unfortunately. As far as medical facilities go, the best you can hope for is a first-aid box onboard.

>>440229
>We're loyal to the Empire! All hail... the one sitting on the throne!

That would be Emperor Strephon Aella Alkhalikoi, of course!

>>440238
>Is that a good thing? "Yo, Scouties, listen up! I'm ex-Navy... wait, stop throwing stuff! Stop! Aaargh!"

Generally Scouts are more easygoing than the other services. The comparison between Star Trek's Starfleet vs. actual military forces is a fitting one.

And, keep in mind that about two-thirds of the scout service is people who handle rather mundane jobs like supply officers or technical services, but about one-third is actual Starfleet stuff, exploring strange new worlds and making contact with new civilizations and dealing with the weirdest encounters deep space has to offer. With the attrition rate that goes with that.

In the old edition books (the ones where you could die during character creation), the "Scout" career was the deadliest and most dangerous to attempt.
>>
>>440259
Been missing this quest glad it's back.
>>
>>440259
>exploring strange new worlds and making contact with new civilizations and dealing with the weirdest encounters deep space has to offer
That... sounds really interesting!

>first-aid box onboard
We need someone who can stitch wounds! Don't want to die because noone on board knows how to stop some bleeding...
>>
I'm thinking we can save our last crew slot for any exceptionally cool people we meet along our journey.
>>
>>440228
>>Buy a few drinks, talk to the bartender about your needs and troubles, in case he has something to say. [-30 Cr.]
>>
>>440286
I hope crewmember #6 will be someone from Protag's past. Will make it more interesting.
>>
You approach the counter and flick a few coins at the bartender, an older, perhaps slightly overweight man of impressive build and stature, graying at the temples and wearing a "kiss the cook" apron.

[-30 Cr.]

You order an Astorian Stout and start chatting with the guy, explaining your problem in brief. Between customers, whenever he has the time, he listens to your case and your needs.

"Basically." You sum things up. "I'm looking for trustworthy people who are interested in a risky job on board a Free Trader. People who have useful skills."

"There's some people like that hanging around, yeah." He nods. "Of course, depends on what you're looking for."

"Crew's gonna be five, six people at most, so I think I'd prefer versatile people who can handle more than one task over, you know... specialists. We'll be going weird places."

"A lot of people here have been weird places." He grins. "Adaptability is survivability." He adds, as if that was some kind of Scout motto. Heck, maybe it is.

"So, what you got?" You empty your glass, and he dutifully refills it.

"Well, I can think of... three of them, all former scouts." He starts thinking and counting on fingers. "If you're looking for an adaptable guy... well, there's Rakka. Oh, that's not his full name, but you know how hard to pronounce Gvegh is."

"Gvegh? A Vargr?"

"Yep. Some guy who's done a four-year term of service in Exploration. No friend, no family, traveled across half Charted Space with the Service. I think he's one of those wanderlusty types. He talks a good story, even though probably more than half are made up."

"Wonder why he didn't apply for another term, if he liked it that much."

The bartender shrugs. "You might want to ask him, I guess. If you want someone who's a bit more rooted, there's Zane. Zane Farlander."

"What did he do in the scout service?"

"Supply and logistics officer. He's a smart guy all-around, maybe too smart for staying in the Service. He told me that he quit and tried finding a job with a large trade company, but either he quit or they fired him not long thereafter. He's coasting by and looking for some other job now. Bit of a weird fellow, but not a bad one."

You take a sip from your second glass of ale. "Who's the third?"

"A Millie Nocturne. She was with the diplomatic corps until recently. I think she pissed off some higher up or something and she had to quit."

"Was she bad at it?" You wonder.

(cont.)
>>
He shrugs. "She blames it all on the guy."

"Well, of course she would." You laugh. "But, well, I guess that doesn't mean it can't be true. I've seen some pretty dumb shit happen in the Corps as well."

"Dumb is one of the universal constants." He offers his bit of sage advice. "...Oh." As if he suddenly remembered something, he continues: "I think she's also a certified EMS or something?"

"EMS?"

"Paramedic. I remember one time this nasty brawl happened here and she helped a guy that was down and bleeding out. She seemed to know what she was doing."

"Alright." You pay the second beer and turn around. "Thanks for the story."

>Gather more information about Rakka first.
>Gather more information about Zane first.
>Gather more information about Millie first.
>Meet up with Rakka.
>Meet up with Zane.
>Meet up with Millie.
>(Other?)
>>
>>440374
>>Meet up with Millie.
"Hi, I heard you're good with people and can prevent them from dieing. Tell me about yourself, I might have a job for you."

Someone to do trade agreements and healing for us, win! Zane seems to be really useful too!
>>
>>440374
>Gather more information about Rakka first.
Would be nice to find out exactly what his qualifications are.

Can always tell Elena that we thought she was serious so we found a Vargr.
>>
>>440374
>Gather more information about Millie first.
>Meet up with Millie.

Sounds like a bit of a firecracker, let's see if she can keep her cool around Elena...
>>
>>440347
>Rakka >Vargr
Would complete our multi-cultural crew. And he might've picked up multiple areas of expertise (coming around a lot).
>>
>>440374
A Gvegh Vargr? That could be useful.

Let's learn more about Talks before talking with him.
>>
>>440407
Rakka.

Thanks autocorrect.
>>
>>440374
what kind of crew slot are we hoping to fill again?
>>
>>440374
>Meet up with Zane

a quartermaster type guy is a lot more useful than someone who knows kind of how to apply bandages, or the diversity pick.
>>
>>440458
Dunno how deadly combat actually is in Traveller... in GURPS, medics are worth their weight in gold...
>>
>>440453
A gunner, which is where we left off before dragging Elena to our motel. A medic would be nice after that, just to avoid a repeat of the Eutropia.
>>
>>440453
You tell me.

The ship model you earmarked carries a maximum of 6 crewmembers in three double rooms. Generally, however, it's standard practice to have five in these cases: four crewmembers sharing rooms, and the captain having his own single room.

The bare minimum skeleton crew for a spaceship of that size is 2: Pilot and engineer.

But, if we want to talk about ALL the roles:

Captain. The guy that decides where the ship goes and what the ship does.

Executive Officer. The guy that decides how the capitan's orders are to be carried out, and who makes sure that they are. His job is also knowing the ship inside and out. Not STRICTLY necessary on such a small ship.

Engineer. Making sure everything in the ship works smoothly. Absolutely essential.

Pilot: Drives around. Absolutely essential. Ideally ships will have one "main" pilot for takeoff, landing, combat and whenever trouble is expected, and either two backup pilots (for 8-hour shifts), or one backup pilot and an on-board AI to serve as advanced autopilot.

Two gunners (one per turret), or only one gunner and an on-board AI to auto-aim the second turret.

Astronavigator. Does the Jump calculations and plots courses both in Jumpspace and Realspace.

Broker/Administrator. Someone who handles the ship's stores, the buying and selling of goods, and generally the economic side of the ship.

Marine. In case something goes wrong. This is a crewmember specialized in combat. Of course, if everyone in the crew can fight, this is less needed.

Medic. Someone to patch up wounds from accidents or firefights. Your ship is too small to have a proper sickbay, so he needs to be good at improvising solutions.

Cook. Not indispensable, but does help with morale.

Of course, several of these roles can be fulfilled by the same person. No rule stops someone from being Engineer AND XO, or Gunner, Marine and Medic, or Captain, Broker and Cook, or whatever.


>>440468
Generally, very deadly.
>>
>>440374
>>Meet up with Millie.
I guess I'll take not dying over making a circus
>>
>Gather info on Millie
>Meet up with Millie
We could use someone who can handle bureaucracy, and even if she's not a dedicated medic she's good backup.
>>
You spend some time asking around, discreetly, about Rakka and especially Millie.

Over this time, all three your marks show up at the pub.

From what you gather, going by snippets of information and word-of-mouth:

- People here KNOW Rakka. He's very much a regular. Apparently, his full name is Rakkarraghzdaaers. He's traveled a lot. No one seems to agree on his past, his origin, or most of the supposedly true stories he tells, so you guess he likes to "embellish" a lot of them, but the fact that he's been with the Scouts for 4 years, and that he travelled a very long way, is true.

- No one seems to be able to quite agree on what Rakka's job in the Scouts was. Apparently, he claimed to be a security officer, a systems officer, a programmer, a ranger, a planetologist, a diplomat and an archeologist. Everyone, however, agrees that he's been in numerous deep-space survey missions.

-Millie practices self-defense martial arts. Some of the people here are in her class at a nearby dojo. She also visits the shooting range. Apparently, she can take care of herself.

-She knows several languages spoken throughout Reaver's Deep.

-According to some, she's a decent chef, if a bit messy.

>Meet up with Rakka.
>Meet up with Millie.
>Gather some more information.
>Look for someone else.
>Try a different place.
>>
>>440539
>>Meet up with Millie.
Medic to keep people from dieing, can negotiate with customers in multiple languages and can cook for morale, yay!
>>
>>440539
>Meet up with Millie
She's a good all-rounder that can perform lots of miscellaneous functions on the ship and serves as good back up for other positions.
>>
>>440539
>Meet up with Rakka.
Probably has a good share of experience from those deep-space tours.

Including medical. We can always ask him about things we DO know about.
>>
>>440539
>Rakka
He sounds like a soldier of fortune or special-ops, maybe he did do all those jobs...
>>
>>440557
Asking doesn't cost anything... besides some booze, of course.
>>
>>440557
I vote no Rakka, we don't know anything about him and neither does anyone else who knows him, he sounds like trouble waiting to happen.
>>
>>440562
Millie pissed off someone high up in the Scout hierarchy. Who's to say that's not gonna bite us in the ass.

Sounds more likely than trouble from a guy who just likes telling stories.
>>
>>440539
>Meet up with Rakka.

Please don't vote for Millie because you want a harem, guys. Let this quest be pure.
>>
>>440574
She might have pissed him off for the right reasons, I'll take that before a lone-wolf alien and possible pathological liar.
>>
>>440539
>>Meet up with Millie.
>>
>>440539
>Gather some more information.

we need a Gunner and I would like to keep the extra crew slot free for possible future crew members
>>
>>440582
Or she pissed him off for the wrong reasons, who knows.
>>
Why are people picking millie again?
>>
>>440602
Diplomat: Administrative skills, know multiple languages
First aid training
Cook
Martial artist who can train us and crew
Proficient with firearms
>>
>>440602
I'm hoping it's not because she's a chick.
>>
>>440581
>Let this quest be pure
Never going to happen, never.
>>440574
>pissed off someone high up in the Scout hierarchy.
Didn't think about that... you're right. The Scouts are everywhere where we probably want to go too...
>>440582
>possible pathological liar
Yeah... strange fellow that Rakka guy.
>>440613
How did you come up with that idea? :)
>>
>>440611
we are the owner of the ship we need to be the face, millie would just be a clone of our skillset +cooking & some medical training.
>>
>>440602
No idea, the only surefire thing we have on her is that she was with the diplomatic corp and speaks a handful of languages.

Past that, we have rumors saying she has basic first aid training, basic handgun training, and that she attends self-defense classes. And that she's a possibly mediocre cook.
>>
>>440611
So basically our skillset + languages/cooking/healslut
>>
>>440634
>>440625
Yeah, sounds like a good XO/all rounder to me
>>
>>440625
>some medical training
>>440482
>Generally, very deadly.
Well, medical training sounds really really good to have.
>we need to be the face
Hm, true - otherwise our shipmates can just bail out on us (don't need us)...
>>
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After considering the option for a bit, you head over to Millia's table, where she's chatting with a couple friends. You overhear a snippet of conversation about some supposedly hilarious thing that happened yesterday night, but, since you missed the first half of the talk, it falls flat on you.

"...And she was really, REALLY sure it was the right one!"

The table interrupts its round of laughter as you approach and draw their attention. "Can I help you, mister...?" Millia asks.

"Cyrus Hunter." You pull a chair. "Can I sit?"

"Sure." She shrugs. "Never heard of you, though. Can you leave me with the mister for five minutes?" She then ask to her friends, who oblige.

She's looking you up and down, and seems rather suspicious of you.

>Ask her to tell the story again.
>Ask who her friends were.
>Ask if she's busy.
>Introduce yourself and your circumstances in detail.
>Inquire as to her skills.
>Inquire as to her career in the Scouts.
>Inquire as to why she had to leave the Scouts.
>Offer her the job.
>(Other?)
>>
>>440634
Minus Gunnery, Sensors, Zero-G, and likely one point of Gun Combat.

>>440637
>Ask if she's busy.
>Introduce yourself and your circumstances in detail.
>Inquire as to her skills.
>Inquire as to her career in the Scouts.
>>
>>440639
Seconded
>>
>>440637
>Ask her to tell the story again.
>Inquire as to her skills.
>Inquire as to her career in the Scouts.
>Introduce yourself and your circumstances in detail.
>>
>>440637
Ask her if she's a prostitute.
Since her name means Woman of the Night.
>>
>>440637
>Inquire as to her skills.
>>Inquire as to why she had to leave the Scouts.
"I'm putting together a crew and I heard about you currently being in between jobs."
>>
>>440639
Supporting.
>>
>>440648
Google disagrees, how do you figure that?
>>
>>440648
No. It's just a stylish name. Her aunt's called Trudy Nocturne. :)
>>440639
>Minus [...]
Maybe plus some cool skills... or we go ask the clerk guy if he wants to join up.
>>
>>440659
Maybe, would be nice to stick to getting a Gunner and (more dedicated) Medic, though. We aren't exactly incapable of brokering and diplomacy on our own.
>>
>>440671
Agreed about getting some specialists, I think Millie would make a good 5 or 6 spot to round out a crew though.
>>
>>440682
I would grab a navigator/2nd pilot before going for an "all rounder" that can't even take a shift driving the ship.
>>
>>440682
>6 spot
We'll want a cabin for ourselves though, right?

>>440691
>navigator
>>440671
>Gunner >dedicated Medic
All those sound good. Maybe the other bar has better candidates... (where the Navy people go)
>>
"Are you busy?"

She gives you a half-disbelieving look. "Well... technically, YES, I'm out drinking."

You groan. "Alright. I walked right into that one."

"What do you want with me, mister Hunter?" She frowns. "Did Claymore send you?"

"I- wait, who is Claymore?"

"So he didn't?"

"Afraid so, miss. I'm here because I have recently happened to acquire a great deal of ship shares, and am currently interested in putting together a crew for a certain venture." You explain.

"Venture?"

"Starting a Free Trader business. I hear you used to work in the Scout Service as a diplomat?"

She seems to not follow your conversation for a few seconds, then something clicks. "...Oh. Oooh, I see. Well... I was in the diplomatic corps, but I wasn't technically on a diplomatic posting." She shrugs. "I guess I picked up a lot of useful know-how there, but I'm not technically a diplomat. Of course, if you want to manage a Free Trader, you don't NEED a diplomat."

"No." You agree. "You need someone who knows languages, can handle different cultures, knows how to move and how to act in foreign places."

"Welcome to the Scout Service." She nods. "So, you wanted me on board?"

"Perhaps." You smile. "I've heard you're also a paramedic?"

"I know my first aid." She nods. "I'm a decent shot with a handgun, I can speak Trokh, Gvegh, Oynprith, and a bit of a few other languages. I know how spaceships and computers work, and can make myself useful on board." She lists, counting on her fingers. "And I know how to cook."

"That's impressive." You note.

"I'm not interested in a job."

Well, that was sudden. You frown. "...Might I ask why? Is it the risks, or the prospect of having to stay in space for a long time?"

"If those things scared me, I would've never joined the Scouts in the first place." She brushes your objection off with a smile. "I don't want a job, I want a partnership."

"...Partnership?"

"I was thinking of getting into Free Trading myself, you know. Raise my own crew and so on. Same thing you're doing. I have... contacts I can shake down and favors I can call in for a few ship shares and components, you see." She leans closer. "So, I'm not interested in working FOR you, Cyrus. Can I call you Cyrus?"

"Or Scruffy." You shrug. "It's my official nickname. Ever since I was in the Marines."

"Oh, an ex-marine. That's even more interesting." She grins. "So, Cyrus. What do you say?"

>Sure, another partner in this would be a huge help.
>I'm not interested in partnerships. I'm looking for an employee.
>Before we get to that, I'd like to know what made you quit the Scouts.
>I'll think about it and get back to you.
>(Other?)
>>
>>440716
>We'll want a cabin for ourselves though, right?

yes
>>
>>440720
>Before we get to that, I'd like to know what made you quit the Scouts. Guessing it involves this Claymore pal you've mentioned.
>I'll tell you my story if you tell yours.
>Sure, another partner in this would be a huge help.
>>
>>440716
Yeah, why would you assume I wasn't counting us as the one spot?

>>440720
>Before we get to that, I'd like to know what made you quit the Scouts.
Partners is a hard sell when we've already got a whole mess of ship shares, especially if she's marked.
>>
>>440720
So, she may have a problem with authority figures. That could be a deal-breaker.

Especially if she can rustle up a sizeable share.

>Before we get to that, I'd like to know what made you quit the Scouts.
>>
>>440720
Let's hear her side of the story.
>>
>>440720
>few ship shares
Do we need more?
>know my first aid
Well... that's disappointing.

>>440733
Thought it's useful to have a cabin alone for ourselves, not essential though, true.
>>
>>440750
Disappointing, but no surprise. Stopping bleeding is something people trained in first aid do every day.
>>
>>440750
Are the cabins doubles? Is there a map of this ship somewhere?
>>
>>440761
3 cabins 6 berths I think.
>>
>>440761
>Is there a map of this ship somewhere?

Not yet. It's on my to-do list.
>>
>>440772
can you refresh us on cabin space and how much low berth storage the Phoenix will have?
>>
You steeple your fingers.

"Before we get to that, I'd like to know what made you quit the Scouts."

She blinks. "Why?"

"I'd like to know." You explain. "I'm guessing it had to do with this "Claymore" fellow you named earlier?"

"It does, but it's a personal matter." She replies, rather strongly. "I wasn't dishonorably discharged or anything, so I don't see how it affects you."


You think about it for a second.

Discipline in the Scouts is not as strict as in the other branches of service. Generally, unless someone does something really TERRIBLE, they don't quite KICK OUT people, but rather encourage them to quit, and try and keep in touch with them afterwards.

You have no idea what this girl has done (or, alternatively, what happened to her, if you want to use a more lenient wording), or who this Claymore fellow is.

>Insist. You want an answer.
>You don't want to push her too hard. Tell her you accept her as a partner.
>This sounds suspicious. You won't have her as a partner, but you'd gladly just employ her for honest pay.
>If she's not willing to be honest with you, then no deal.
>(Other?)
>>
>>440802
>If she's not willing to be honest with you, then no deal.
>>
The phoenix will have 3 cabins. Each cabin can hold 1 or 2 crewmembers.

It will also have 6 low berths: cryogenic capsules that can be used as emergency survival pods if life support fails, for carrying seriously wounded crew members to the nearest medical facility, or for carrying passengers.
>>
>>440802
>If she's not willing to be honest with you, then no deal.
>>
>>440802
>This sounds suspicious. You won't have her as a partner, but you'd gladly just employ her for honest pay.
>If she's not willing to be honest with you, then no deal.
>>
>If she's not willing to be honest with you, then no deal.
Too bad, let's go to the navy bar if she won't talk.
>>
>>440802
>>This sounds suspicious. You won't have her as a partner, but you'd gladly just employ her for honest pay.
>>If she's not willing to be honest with you, then no deal.
>>
>>440802
>>If she's not willing to be honest with you, then no deal.

I mean yeah it's personal but you can't enter a partnership without a foundation of trust.
>>
You tap on the table.

"I'm sorry, but if you aren't willing to be honest with me, I can't accept anything you have to offer."

She throws her hands up, dismayed. "I'm not interested in your life story. I don't see why MY life story is any of YOUR business. So why did YOU leave the Marines?"

"My tour of duty was over." You reply.

"And why didn't you stay for another one?"

You groan. "I fought in the Fifth Frontier War. I was tired. I wanted to change my life around."

"I was tired too. I wanted to change too." She points out.

"I heard otherwise." You mumble.

"If you refuse to consider me a valid candidate just because of baseless rumors going around, I'm going to have to re-evaluate my opinion of you, Mr. Hunter." Is Millia's reply.

"Then, dispel those rumors. Why did you really leave?"

She lets out a loud groan, then lowers her voice. "I found out that my superior officer, commander Claymore, has been using IISS intel and assets for personal benefits. Before I had a chance to properly blow the whistle on him, he found out and pressured me to leave. I knew he could make my life hell if he wanted to, so I thought I'd quit while I was ahead."

"That's a very serious accusation."

"I know."

"Is it true?"

She shrugs. "You're right. I could be lying. But you wanted to know my reason for leaving, and here it is. Now, your turn: what's YOUR reason for leaving the Marines and moving half a galaxy away?"

"...I told you. I was tired of it, sick after the War, and wanted to change-"

"Is it true?" She asks back at you, with your same tone of voice. "How do I know YOU are not lying to me or hiding anything important from me?"

>...You have a point. I'm sorry I started asking personal questions.
>...It's not the same thing.
>...You're right, I AM hiding something from you. I'll tell you the full story...
>...You're right, I AM hiding something from you. And I'll keep it that way. Some things stay personal.
>...I'll be honest. I have partial amnesia, and don't remember much of my past.
>...I'm sorry I bothered you. Good evening, miss Nocturne.
>(Other?)
>>
>>440891
>...You have a point. I'm sorry I started asking personal questions.
>...I'll be honest. I have partial amnesia, and don't remember much of my past.
>...I'm sorry I bothered you. Good evening, miss Nocturne.
>>
>>440891
>>...You're right, I AM hiding something from you. I'll tell you the full story...

Gimme somma dat hot exposition.
>>
>>440891
"You don't know, but atleast i told you something other than mind your own business."
>>
>>440894
Supporting.
>>
>>440891
>...You have a point. I'm sorry I started asking personal questions.
>...I'll be honest. I have partial amnesia, and don't remember much of my past.
>...I'm sorry I bothered you. Good evening, miss Nocturne.
>>
Stop revealing our tragic backstory nerds, we aren't even drunk yet.
>>
>>440894
Supporting
>>
You stand up from the table.

"...I see. No, no, you have a point, miss Nocturne. I asked too many personal questions."

"Quite a bit." She concedes.

"You see... even if I wanted to give you all the details on my past, I happen to suffer from partial amnesia. I don't remember much of it."

"...Oh." She seems genuinely surprised about that.

"I'm sure it must sound like a very convenient cover-up story." You smile.

"I can't deny it, but it might also be true."

"Well, much like your own story." You continue. "Which, again, I apologize for being so insistent about. I'm really sorry I bothered you, miss Nocturne. Good evening."

You leave her at the table and turn away. After a few minutes, her friends returns and conversation resumes. You imagine that you must be the new topic now.

Time to move on.

[SESSION END]

(+1 XP)
>>
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Sorry if I'm closing relatively soon, but I can't guarantee that i'll be able to run tomorrow.

I'll keep this thread open if you want to spend XP or ask any sort of questions, though.

Thank you for playing and see you next time!
>>
>>440993
Thanks for running OP
>>
>>440993
Just caught up with all of the story threads and it seems really interesting. I'm looking forward to seeing more.
I'd suggest we bump up leadership, pilot, and mechanics to help run our ship
>>
>>440993
Good game, good game.

We can always stew over Millia. If we run shop out of Garrison, we could always try to seek her out again about running dirtside operations what with her connections and people skills. She might be worth more that way, worth a partnership, than on the ship.

>>441036
Putting a point in Mechanics might be good, and would fit our dabbling in it during our time on the Eutropia. One in Pilot could be helpful when Elena needs some rest.

I'm partial to a point in Recon, though. It'd be useful in avoiding getting stabbed in the back.
>>
>>441068
Having someone on Garrison like that would be handy.

I'd be willing to support a point in recon or mechanics (in that order).
>>
>>441068
We should try to figure out what we want our character should focus on since progression slows as we go. I'd suggest we focus on more captain related skills, being able to perform basic ship duties when needed, as well as a focus on leadership and talking since we'll be dealing with others as a trader and as a boss.
>>
>>441104
Definitely, though building on our background as a Marine would go a long way, too. If someone's intent on taking our cargo, it might not be enough to tell to please not.
>>
>>441124
We also have a crew to help us in that regard as well, and forging contacts with powerful people will get us a long way towards jobs, money, and power.

It would be nice if we had someone else to play the role of navigator and general jack of all trades, and I liked nocturne skill set. I think that we can go out with our crew as is, and potluck up some more later.

Also, I kind of like the idea of us owning a trade company that takes on more dangerous jobs, and would like to have full ownership of the enterprise. We could talk to the cat about giving her a percentage of the cut equal to the shares she can add but we have full control or final say as to what we do with the company and the same deal can be extended to others.

What do y'all think about potential directions we could take.
>>
>>441358
I'd like to add some extra staterooms (about two) to our ship, for a slightly larger crew, as well as for the possibility of having some passengers, if we have extra bunk space. That and maybe a full medical bay.
>>
>>441594
I think we would have to either cut into or storage bay to get those rooms or buy a new ship. It would be nice to get something better once we make enough dough to finish off the payments and sell the ship for something better.

Also, should we look for insurance or something
>>
>>441675
Agreed, I think we're gonna have to learn to love the ship as she comes for now, but Insurance would be a good idea.
>>
>>441358
My big question is how dangerous the more dangerous jobs are going to be? Will we be smuggling or running cargo that draws pirates or whatever? Or will we be getting more into bounty hunting?

Is piracy even a thing that happens in Traveler? I have no idea.
>>
>>441675
Unfortunately, we would have to cut into cargo space to expand.

We also have a monthly payment of some 200.000 creds to think about. For some twenty years. We'll need to get pretty lucky if we want to consider getting a new ship.

>>441697
It's a thing. Privateers even exist.

They just don't leap into a system, firing their turrets with wild abandon, though. Conceivably, a majority would be vets much like Scruffy, people who found themselves drafted and then left in port somewhere with nothing but discharge papers and a pat on the head. They have no hopes of returning home, and even then may have nothing to return to, so they do what their years of service taught them, scouting and planning in minutiae. So, effectively, pirates function more like mercenary companies.

It's why I'd like it if we ran shop out of Garrison, as It's so militarized that it lends itself to a high law level in surrounding space. Even if it does come at the cost of MUH GUN CONTROL.

On the other hand, the population is less than pleased with the Military Governor and we could be caught in the crossfire.
>>
>>441594
A full medical bay is kind of overkill for a 200 ton vessel with less than 10 crew members, especially one that isn't a deep space exploration vessel that's expected to stay isolated from civilization for months.

>>441687
Insurance is possible and there are many different offers, both for the ship and for the cargo.

>>441697
There's pretty much stuff to do at any end of the danger spectrum. Privateers and pirates do exist, especially outside the borders of the Third Imperium. As do rebels, terrorists, insane dictatorships, crazed cults, rogue AIs, ancient sentient lost technology, and other weird shit.

>>442590
Garrison is so militarized and controlled specifically because it's on the very border of the Third Imperium.

The space beyond is a relatively chaotic and lawless area called Reaver's Deep, filled with small independent polities and poorly explored systems.

Reaver's Deep acts as a sort of "neutral zone" between the Third Imperium and the Aslan Hierate, established after an ancient war
>>
>>442810
Of course, I meant it more as "the immediate surrounding space" rather than Drexilthar or Reaver's Deep as a whole. Could've probably worded it better.

Also, I assume Garrison is still controlled by a junta under Commandant Greyson who uses the civilian population's increasingly hostile displeasure with his reign as proof that he needs to stay in power?
>>
>>442813

More or less. Fortunately, you're in the spacetown part of the planet, which is a bit more relaxed.
>>
>>442815
Cool.

Cool cool cool.
>>
>>442815
Where can we get trading jobs. Is there some kind of board or general place to aqurire or do we just go to a port or bar and look for jobs
>>
>>442815
Also, how much experience has hunter had with trading from his last job. I'd imagine that he helped with the majority of things on the ship.
>>
>>442815
Are we started again or is this just Q/A time?
>>
>>443009
Generally, post facilities are the easiest place where to get that sort of job. Alternatively, traditional legwork, either on the internet or physical.

>>443026
He's not a mercantile expert. That was usually something that was handled by the captain.

>>443055
Just Q/A.
>>
>>443985
When's the next session getting started?
>>
>>445600
when OP has a spare 2 hours and doesn't feel like running Exalted.
>>
>>445819
Bumping, OP plez come back, I like this quest!
>>
>>449995
It's not like I'm dead.
>>
>>451629
Then whens the next session?



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