[Traveller] Five Sisters - Information
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: LizzieV on 29-03-2018, 15:50:32</h2>
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			<dt class="postheader">
				Title: <strong>[Traveller] Five Sisters - Information</strong><br>
				Post by: <strong>LizzieV</strong> on <strong>29-03-2018, 15:50:32</strong>
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				<strong>Thread Listing</strong><br><br><ul class="bbc_list"><li>OOC - https://elliquiy.com/forums/index.php?topic=285167.0</li><li>Character Sheets - https://elliquiy.com/forums/index.php?topic=285166.0</li><li>Recruitment - https://elliquiy.com/forums/index.php?topic=285015.0</li><li>Travel/History - https://elliquiy.com/forums/index.php?topic=285178.0</li><li>Main IC - https://elliquiy.com/forums/index.php?topic=285467.0</li><li>Sex Stuff - https://elliquiy.com/forums/index.php?topic=285468.0</li></ul><br><strong>Planets</strong><br><ul class="bbc_list"><li>Emape (https://elliquiy.com/forums/index.php?topic=285168.msg14034470#msg14034470)</li></ul><br><strong>Ships</strong><br><ul class="bbc_list"><li>Starfinder (https://elliquiy.com/forums/index.php?topic=285168.msg14035101#msg14035101) - Decks (https://elliquiy.com/forums/index.php?topic=285168.msg14047292#msg14047292)</li></ul><br><strong>Misc Info</strong><br><ul class="bbc_list"><li>Starfinder Former Crew (https://elliquiy.com/forums/index.php?topic=285168.msg14065526#msg14065526)</li></ul><br><strong>House Rules</strong><br><br>1) Anagathics are available for sale by licensed distributors at class A and B starports. The number of them can vary and they are not required to serve anyone so be polite.<br><br>2) Sizes for worlds use the table below<br><br><table class="bbc_table"><tbody><tr><td><strong>Size<strong></strong></strong></td><td><strong>Diameter (km)</strong></td><td>Gs</td></tr><tr><td>1</td><td>6400</td><td>0.5</td></tr><tr><td>2</td><td>7200</td><td>0.56</td></tr><tr><td>3</td><td>8000</td><td>0.63</td></tr><tr><td>4</td><td>8800</td><td>0.69</td></tr><tr><td>5</td><td>9600</td><td>0.75</td></tr><tr><td>6</td><td>10400</td><td>0.81</td></tr><tr><td>7</td><td>11200</td><td>0.88</td></tr><tr><td>8</td><td>12800</td><td>1.0</td></tr><tr><td>9</td><td>14400</td><td>1.13</td></tr><tr><td>A</td><td>16000</td><td>1.25</td></tr></tbody></table><br>3) Life support will be merged with the maintenance cost for a set monthly fee. On system degradation (not combat) results due to lack of maintenance the following occurs: Structural hits are replaced with 'Life Support' hits; The life support system is listed below along with it's own repair rules.<br><br><strong>Life Support</strong><br><em>First Hit:</em> Stale unpleasant air, minor issues with food preparation. High and Middle Class passengers will require a 50% refund. -3 High and Middle Passenger Traffic Value for 1d6 months if passengers were being carried.<br><em>Second Hit:</em> Stale unpleasant air, issues with food preparation, no showers. Hygiene issues abound and may result in morale issues, disease resistance, and other effects. High and Middle Class passengers will expect a full refund. -6 High and Middle Passenger Traffic Value for 1d6 months if passengers were being carried.<br><em>Third Hit:</em> Life Support destroyed, ship counts as without power for purposes of suffocation. Food and water must be accounted for with personal rations or cargo. -9 Passenger Traffic Value for 1d6 months if passengers were being carried.<br><em>Subsequent Hits:</em> Count as structure hits.<br><br>Rather than requiring spare parts the 1st hit is repaired with an equal amount of foodstuffs and chemicals (basic consumables and basic machine parts/basic raw materials); If the parts are on hand the 1st hit to life support can be negated without penalty by making an average difficulty check to repair the system and expending double the normal amount to repair it. (So if you have the cargo on hand you can avoid the penalty by quickly fixing the problem before it is noticed)<br><br>The second hit requires spare parts as per normal.<br><br>The third hit requires replacement at a cost of 2000 cr per stateroom and must be performed in a shipyard or planet with a breathable atmosphere. This particular clean up may be performed without a ship yard on a planet with non-tainted breathable atmosphere for fifty percent more credits and on one with a tainted but breathable atmosphere at a one hundred percent increase in cost.<br><br>4) Ships Locker and Med Bay - A ship can contain an amount of resources equal to 40k credits of general gear, weapons, and armor in the ships locker as well as medicine and chems in the Med Bay. The TL of this will fluctuate based on the TL of where you can manage to refill it but typically sitting at TL 12. Credits can be invested into it to have some supplies at a 2:1 ratio, i.e. if you invest 20 000 credits into supplies in the med bay you get 10 000 credits of stock to pull things out of. This gives some flexibility to the supplies available and also allows advantage to those who pre-purchase supplies. You may store a reasonable amount of 'specifically purchased things' in these locations alongside it without counting against the credit limit. So you could have 40k of 'general gear' in the bay then have pre-purchased and stored other gear in the locker.<br><br><strong>FAQ</strong><br><br><strong>Why are you using an alternate size chart?</strong><br>A lot of traveller planets are too small to retain their atmospheres without unusual 'unique' planets in composition or terraforming being the norm rather than the exception. This is a quick hack to fix that. Also, yes, I know the surface gravity calculations are off but it's a rough quick estimate that assumes all planets retain a similar density to that of earth. If someone wants to do an indepth calculation with it feel free but I'm going with the simple method.<br><br>Anything weird found in play may or may not obey the chart above if they have strange compositions. Also I'm tired of basically every traveller world being a low gravity world. Everything size 6 or lower in the base is a low gravity world which is 73ish percent of planets by the creation rules. That bothers me. Size 0 'planets' will now range from moons to asteroids or space stations orbiting things.<br><br><strong>Why did you alter how life support interacts with maintenance?</strong><br>There is very little in the way to say what happens when you don't pay for the monthly support cost or how much space extra life sport takes up. This becomes problematic if a ship with fuel scoops begins exploring systems in colonized space since there is little in the way of players to properly plan. This abstracts the idea of it in with the general maintenance costs and provides ways of fixing the issue in the field by preparation or ingenuity in acquiring enough raw materials to deal with the issue on a backwater or unknown planet.
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			<dt class="postheader">
				Title: <strong>Re: [Traveller] Five Sisters - Information</strong><br>
				Post by: <strong>LizzieV</strong> on <strong>29-03-2018, 17:01:22</strong>
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				<span style="font-size: 14pt;" class="bbc_size">Emape</span><br><strong>Five Sisters Subsector</strong><br><strong>Spinward Marches 0133</strong><br><br><strong><span class="bbc_u">System Details</span></strong><br><strong>Star:</strong> M0 V<br><strong>Gas Giants:</strong> 3<br><strong>Planetoid Belts:</strong> 0<br><strong>Other Worlds:</strong> 2<br><strong>Bases:</strong> Naval<br><br><strong><span class="bbc_u">UWP</span></strong> B564500-B<br><strong>Starport:</strong> Good, Bearthing Cost 500 Cr/Day, Shipyard(Spacecraft), Repair, Refined Fuel for Sale, Licensed Anagathics<br><strong>Size:</strong> 9600 km<br><strong>Atmosphere:</strong> Standard<br><strong>Hydrosphere:</strong> 40%<br><strong>Population:</strong> Hundreds of thousands<br><strong>Government Type:</strong> No official government<br><strong>Law Level:</strong> None<br><strong>Technology Level:</strong> Lower Average Imperial<br><strong>Trade Codes:</strong> Agricultural, Garden, Non-industrial<br><strong>Travel Code:</strong> Amber<br><br><strong>Details</strong><br>Emape has a wealth of agriculture production for exports into other worlds as well as select wildlife, trading often for other manufactured goods as they can. The border world has little in the way of formal government leading each community to police there own with occasional warlords cropping up trying to take over until they are taken down. The majority of the population is armed with weapons of varying degree of sophistication although slug weapons are the primary means of self-defense. Hunting is fairly common with a number of native species being fairly dangerous and occasionally drawing off-world visitors for safaris.<br><br>Travellers are warned to be on their best behavior and check all weapons in the starport itself as the local naval base uses it for operations and as such polices it with little patience for anyone disrupting their operations. No weapons or use of psionics are permitted in the starport itself although as part of the docking procedure a representative will ferry weapons to and from a selected storage locker for those wishing to leave the starport armed and for those returning. The locks use retinal and fingerprint scanning and travellers are responsible for keeping those selected limbs safe on world. For those lacking fingers or eyes a set of false limbs will be created and handed over. These must be returned before departure and loss results in both loss of property in the locker assigned and an additional fee charged to the ship.
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			<dt class="postheader">
				Title: <strong>Re: [Traveller] Five Sisters - Information</strong><br>
				Post by: <strong>LizzieV</strong> on <strong>29-03-2018, 23:56:49</strong>
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				<span style="font-size: 14pt;" class="bbc_size">Starfinder : Fringer - Type S</span><br><br>The Fringer is a multipurpose ship seen on the edges of known space. Somewhat modular the ship is fitted well for performing a number of tasks from cargo and personnel transport, bounty hunting, mining, system exploration, and mail delivery. This has seen this model much preferred by the scout service as well as other enterprising individuals for tackling the problems that were not easily solvable using basic scout ships.<br><br>The party has acquired this particular ship via ship shares at auction, gaining it and whatever else was inside. Congratulations.<br><br><table class="bbc_table"><tbody><tr><td></td><td></td><td></td><td>Tons</td></tr><tr><td><strong>Hull</strong></td><td>300 Tons</td><td>Hull 6</td><td></td></tr><tr><td><strong></strong></td><td>Streamlined</td><td>Structure 6</td><td></td></tr><tr><td><strong>Armor</strong></td><td>Crystaliron</td><td>4 points</td><td>15</td></tr><tr><td><strong>Jump Drive C</strong></td><td></td><td>Jump 2</td><td>20</td></tr><tr><td><strong>Maneuver Drive C</strong></td><td></td><td>Thrust 2</td><td>5</td></tr><tr><td><strong>Power Plant C</strong></td><td></td><td></td><td>10</td></tr><tr><td><strong>Bridge</strong></td><td></td><td></td><td>20</td></tr><tr><td><strong>Computer</strong></td><td>Model 1/bis</td><td>Rating 5 (10 for Jump Control)</td><td></td></tr><tr><td><strong>Electronics</strong></td><td>Advanced Sensors</td><td>+1 DM</td><td>3</td></tr><tr><td><strong>Weapons</strong></td><td>Hardpoint #1</td><td>Triple Turret(Beam/Beam/Beam)</td><td>1</td></tr><tr><td><strong></strong></td><td>Hardpoint #2</td><td>Triple Turret(Beam/Beam/Beam)</td><td>1</td></tr><tr><td><strong></strong></td><td>Hardpoint #3</td><td>Triple Turret(Pulse/Pulse/Pulse)</td><td>1</td></tr><tr><td><strong>Fuel</strong></td><td>72 tons</td><td>Two Jump-2 and Four weeks of operation</td><td>72</td></tr><tr><td><strong>Cargo</strong></td><td>60 tons</td><td></td><td>60</td></tr><tr><td><strong></strong></td><td>6 tons, smuggling compartments</td><td></td><td>6</td></tr><tr><td><strong>14 Staterooms</strong></td><td>1 Captain Quarters</td><td></td><td>4</td></tr><tr><td><strong></strong></td><td>3 Double Occupancy Crew Quarters</td><td></td><td>12</td></tr><tr><td><strong></strong></td><td>1 Converted Medical/Lab Facility</td><td></td><td>4</td></tr><tr><td><strong></strong></td><td>Secure Stateroom for Emergency Medical Personnel</td><td></td><td>4</td></tr><tr><td><strong></strong></td><td>8 Passenger Staterooms</td><td></td><td>32</td></tr><tr><td><strong>Extras</strong></td><td>Emergency Low Berth (occ 4)</td><td></td><td>1</td></tr><tr><td><strong></strong></td><td>4 Fuel Processors</td><td></td><td>4</td></tr><tr><td><strong></strong></td><td>Air/Raft Bay</td><td></td><td>4</td></tr><tr><td><strong></strong></td><td>Ships Locker</td><td></td><td></td></tr><tr><td><strong></strong></td><td>10 Probe Drones</td><td></td><td>2</td></tr><tr><td><strong></strong></td><td>Mining Drones</td><td></td><td>10</td></tr><tr><td><strong></strong></td><td>14 Escape Pods</td><td></td><td></td></tr><tr><td><strong>Software</strong></td><td>Maneuver/0</td><td></td><td></td></tr><tr><td><strong></strong></td><td>Library/0</td><td></td><td></td></tr><tr><td><strong></strong></td><td>Jump Control/2</td><td></td><td></td></tr><tr><td><strong>Reserved Tonnage</strong></td><td>The ship has pre-allocated tonnage to improve the sensor array</td><td></td><td>2</td></tr><tr><td><strong>Maintenance Cost (Monthly)</strong></td><td></td><td></td><td>79930</td></tr><tr><td><strong>Total Tonnage</strong></td><td></td><td></td><td>300</td></tr></tbody></table><br><strong>Supply Stock</strong><br>Medbay (TL 12; 40k max) - 20 000<br>Ships Locker (TL 12; 40k max) - 20 000<br><br><strong>Cargo</strong><br>Ships Boat - 30 tons<br>Naughty Stuff - 4 tons<br><br><strong>Ship Quirks</strong><br>Hard to Maintain: -1 DM to Repair checks, may be removed for 10 MCr and 2 months in an A or B class shipyard<br>Smuggling Compartments: The 6 tons of the cargo space above is spread out and disguised. -4 DM to detect with any sensor including densitomiters. <del>You have not discovered them yet but suspect they are somewhere on board.</del><br>Vessel Contains Disturbing Psionic Echos: They appear to be localized in the captain's quarters currently<br>Library contains secret information: There are encrypted files in the ship library.<br>+100% maintenance costs (included above): This cannot be reduced until Hard to Maintain has been dealt with.<br>The previous owner left a disturbing number of sex toys and other equipment behind, currently taking up 4 tons of cargo space in containers.<br><del>A number of unlabeled chemical compounds and pills are in bottles and vials in the medical bay.</del><br><del>There is a life-like shemale aslan sex doll sitting in the pilot seat wearing a naval uniform.</del><br><br><strong>Maintenance Issues</strong><br>Ship Armor as suffered 1 hit<br>Hard Point #1 has suffered 2 hits<br>Hard Point #2 has suffered 2 hits<br>Hard Point #3 has suffered 1 hit<br>The hatch between the crew quarters and passenger quarters biometric lock is on the fritz, the manual lock may be triggered only from the crew side.<br>There is an odd bug in the computer system and/or the hydraulics causing the air/raft bay and cargo bay to not able to be open at the same time.<br><del>The seals in the fuel containment need patching in a dry dock for 2000 Cr, until then 1/week a check to jury rig has to be made or 1d6 tons of fuel is lost.</del><br><del>Two of the fuel processors are currently operating at 50% capacity and mushrooms are growing on them/</del><br>There are shower cams in all of the freshers that might need to be removed.<br><del>The Air/Raft Bay has no raft in it currently.</del><br>One of the crew quarters needs to be repainted to get rid of the hideous neon green and pink streaked paint job.<br><del>There is an unusual power draw on the power plant. It does not appear to be causing issues currently.</del>
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			<dt class="postheader">
				Title: <strong>Re: [Traveller] Five Sisters - Information</strong><br>
				Post by: <strong>LizzieV</strong> on <strong>04-04-2018, 22:14:50</strong>
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				(https://elliquiy.com/elluiki/images/6/69/Frontier-UpperDeck.png)<br><br>The fringer certainly was built with the idea of crew comfort in mind, more space for recreation and relaxation than for the passengers on the lower deck due to the expectation of either crew overflowing below or more extended exploration rather than constant use as a passenger liner. The crew quarters on the upper deck are primarily double occupancy with a shared fresher, the only private one being the spacious one connected to the captain's quarters. The crew fresher door does not lock but the stalls on the showers have individual ones for privacy. The galley is fully stocked for the production of many meals at once, both for servicing the crew and where meals are prepared for delivery to the passengers below.<br><br>The medic's quarters are a full stateroom although it is slightly more annoying to get in and out of than a normal one due to the airlock it is connected to requiring the heavier duty hatch there. The medbay and medic's quarters are isolated to allow both to be open for access to passengers when on duty with the hatch leading down below and are able to be sealed to isolate the crew and passengers through computer control as needed. The airlock itself is over the wing of the craft, primarily used either for access to the top of the ship by crew on planet or as a connection point for passengers to board or leave at a spacedock.<br><br>The primary crew airlock is near the bridge and space locker and a ladder can be extended to the ground below when the ship is landed. The air/raft bay is cramped but is big enough for crew to enter the small area directly into the air raft and trigger the airlock cycle to seal it from the ship and open the pay above to let the lift raise the craft up for departure. There are 4 escape pods for the crew on the upper deck, each ejecting up and out of the ship with manual latches in case of power loss.<br><br>The probe storage is full of the heavy drones and probes, each ready to be moved into the launch area to shoot off as needed. The launch goes upwards on the ship so they are usually only launched from orbit down towards a planet in the case of probe drones or used to mine asteroids in the case of the mining drones. For on planet use of the drones they need to be manually transported or moved out through an airlock in a far more tedious process.<br><br>Two hard points connecting to the turrets are accessible from the upper deck, one near the bridge and the other near the power and maneuver drive room. There is an access hatch in the power room to lead down below for the engineer to have access to the drives below as well as access to the last hard point on the ship as seen below<br><br>(https://elliquiy.com/elluiki/images/8/86/Frontier-LowerDeck.png)<br><br>The lower deck is primarily meant for passengers and cargo. The engine room on the lower deck contains the jump drive and is only accessible through the hatch above to keep it isolated from passengers. There is also access to an escape pod and the third hard point from the jump room.<br><br>The passenger area connects to the airlock above to keep access to medical when needed and each stateroom contains it's own small fresher in addition to the bed. The beds can be moved easily when needed to provide access to a manual lock beneath where there is an escape pod in each stateroom.<br><br>In the hall outside there is storage for linens and other sundries as needed as well as a common area for entertainment or eating if a passenger wishes to eat outside their room. Access to the cargo bay is restricted with an computer controlled airlock hatch to restrict passenger access, ensure they are safe in case of a cargo bay breech, and for easy controlled access by a steward in case one needs to get things from the bay during transit.<br><br>The cargo bay contains access to one escape pod for emergencies and the cargo bay ramp can be extended down for ingress or egress of cargo and passengers. On planet the cargo bay is usually used for both although for those wishing to keep passengers completely away from the cargo bay securing a ladder to the wing and leading them to the airlock above heading to medical is the most secure route and often one used if passengers need medical vetting before being allowed access to the stateroom areas.
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			<dt class="postheader">
				Title: <strong>Re: [Traveller] Five Sisters - Information</strong><br>
				Post by: <strong>LizzieV</strong> on <strong>12-04-2018, 17:02:31</strong>
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				<strong>Known Starfinder Past Info</strong><br><br><strong>Personnel</strong><br><ul class="bbc_list"><li>Chloe - Captain - Status Unknown - Brown hair and eyes, slightly raspy voice, from a mining world</li><li>Roy - Medic - Status Presumably Deceased - Tall swarthy man, presumably Zhodani</li><li>Violet - Engineer - Status Unknown - Thin pixie haired girl, likes tools and tinkering</li><li>Bailey - Steward - Status Unknown - Vargr, often seen looking grumpy if he knows someone is looking</li><li>Era - Unknown Position - Status Presumably on a Computer - Apparently inhabited a sex doll</li></ul><br><strong>Jobs</strong><br><ul class="bbc_list"><li>Has done mining jobs at a system with a yellow star, also presumably the origin system of the ship</li></ul><br><strong>Logs</strong><br><ul class="bbc_list"><li>Captain<br><ul class="bbc_list"><li>Log 1 (https://elliquiy.com/forums/index.php?topic=285178.msg14065509#msg14065509)</li></ul></li><li>Medic<br><ul class="bbc_list"><li>Final Log (https://elliquiy.com/forums/index.php?topic=285178.msg14133991#msg14133991)</li></ul></li></ul>
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