Basically Speaking

Shadow Shack's picture
Shadow Shack
November 13, 2007 - 9:03pm
Next Game Date: 
OPEN 


CLICK HERE TO ENTER THE GAME



Basic Scenario: The characters will serve as boarding party members aboard the CMS Falcon, an assault scout that serves under the Clarion Royal Marines in the White Light system. This game will Parallel the events in SF/KH:0 "Warriors of White Light" although the scenarios will be entirely different.

Please submit characters in this thread. I encourage you to utilize the Online Character Generator ( http://starfrontiers.us/character ) for drumming up a basic character. Remember, basic rules do not mention transferring points from one ability to the other, so keep the pairs matched. Anyone that needs a refresher of the Basic Rulebook check out this link: http://www.starfrontiers.com/rules/ 

Anyone needing a refresher of the Clarion Royal Marines background is encouraged to browse through this link: http://www.starfrontiers.com/modules/ (read all you want...after all none of those events will be portrayed here as that game takes place on the Falcon's sister ship, the CMS Osprey...)

Your characters each get one Standard Equipment Pack and 2000Cr to purchase gear from the following list here: http://starfrontiers.us/node/1931

No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website
Comments:

w00t's picture
w00t
November 13, 2007 - 10:20pm
WED is out for me.

TUE/THUR good.



jaguar451's picture
jaguar451
November 13, 2007 - 11:53pm
Wednessday is probably best for me of Tue/Wed/Thu.

2nd & 4th Thursday's are out (1st & 3rd would work, though.)

Tuesday's also bad.

EDIT: wierd not having any skills.... ;-)

Shadow Shack's picture
Shadow Shack
November 13, 2007 - 11:36pm

Updated Gear List above. pretty simple and streamlined for Basic Rules.

Let's shoot for this Thursday then.


Time? 6:00pm pacific?


P.S. sample character loaded here: http://starfrontiers.us/node/1928

{EDIT} I fudged on the play date...also added a sample character that would be appropriate.

Also please note changes in the original post.
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

jaguar451's picture
jaguar451
November 14, 2007 - 12:28am
No needler, and do have auto pistol / rifle (some diffs from 'basic')

what are the expected rules for firing an AutoPistol/rifle aboard ship? Aka, gravity rules,  magnetic or velcro boots, or go flying from the recoil?

And any way to buy some handcuffs or modern equivalent? Rope? Gotta have rope on an adventure! ;-) ;-)



Shadow Shack's picture
Shadow Shack
November 14, 2007 - 1:01am
jaguar451 wrote:
No needler, and do have auto pistol / rifle (some diffs from 'basic')

what are the expected rules for firing an AutoPistol/rifle aboard ship? Aka, gravity rules,  magnetic or velcro boots, or go flying from the recoil?

And any way to buy some handcuffs or modern equivalent? Rope? Gotta have rope on an adventure!


Character looks good. I suppose I can add rope to the list (the list will expand as the game is played, as more equipment comes into play. Heavy Lasers IR goggles, spacesuits, etc). I ditched the needlers because I added the skeinsuit. Needler can't penetrate a skeinsuit so I swapped them for auto weapons to maintain balance. (I gotta modify the gyrojets now...since they have no PB range I think I'll boost the damage a tad). Basically Speaking...I'm trying to keep everything equivilent despite the few differences (lasers reflected completely by albedo, auto weapons cause more damage as skeinsuits only halve the damage, etc). You'll note all weapon ranges are the same.

Pretty much everything in the basic game is resolved with ability checks, so in low/no gravity you will roll against DEX everytime a weapon is fired to keep from spinning away/out of control. Unless of course you employ the spacesuit w/velcro/mag boots as they are made available.

Check this out for a character rendition:
http://www.ugo.com/channels/comics/heromachine2/heromachine2.asp
Fun toy...
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

jaguar451's picture
jaguar451
November 14, 2007 - 1:49am
Got me a picture! ;-)

Thanks.
Johann Schmidt

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
1.8
Weight:
83

Ability Scores

STR/STA:
45/45
DEX/RS:
55/55
INT/LOG:
68/68
PER/LDR:
35/35
Initiative Modifier:
+6
Punching Score:
+3
Ranged Weapons:
28%
Melee Weapons:
27%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Biosocial

Background

A former EMT dirtside, got into a bit of trouble, and, well, always did want to see the 'verse....

Currently a Corporal in the Clarion Royal Marines, serving aboard the CMS Falcon (http://starfrontiers.us/node/1926)

(For basic game, so no skills. Standard Equipment pack + 2,000cr. Slightly expanded equipment list in game being played.)

Equipment

Weapons:
To hit (PB/S/M/L/E): 55/45/35/15/-35 (NOTE: no PB for Grenades....)
  • Stunstick: 3d10 or stun (To hit: 55)
    • Ammo remaining: 20 charges
  • Laser Rifle: 6d10 per hit, 1 shot per round
    • Ranges: (10/40/100/200/400)m
    • Ammo remaining: 17 charges
  • Automatic Pistol: 2d10 per hit {2 shots/round} or 6d10 burst/5 targets
    • Ranges: 5/20/50/100/200m
    • Ammo remaining: 20 rounds
  • Laser Pistol: 4d10 per hit, 1 shot per round
    • Ranges: 5/20/50/100/200m
    • Ammo remaining: 20 charges
  • VibroKnife: 2d10 or stun (To hit: 55)
    • Ammo remaining: 20 charges
  • Grenade
    • Ranges: -/5/15/25/50m
    • Ammo remaining:
      • Doze: 4
      • Tangler: 1
      • Frag: 1

Note: keeping Electric Sword in the ship....

Ammunition:
  • Powerpacks (20 charges) remaining: 8
  • Bullet Clips (20 rounds) remaining: 7 + 1 with 10 rounds
Defenses:
  • Albeido suit: armor vs laser attacks, absorbs 10 hits (x2, 1 worn, one on the ship)
    • Hits remaining (worn): 10
    • Hits remaining (on ship) : 7
  • Anti-shock Implant (defense against electrical stun/shock effects)

Miscellaneous:
  • Rope (30m)
  • Survival Rations. Days remaining: 10
  • Water Pack. Days remaining: 10
  • Gas Mask
  • Solvaway (for tangler threads): Remaining: 4
  • Standard Equipment Pack:
    • Chronocom
    • Uniform with many pouches/pockets
    • First Aid Pack with bandages, antiseptic, etc. + (4 purchased)
      • Staydose. Remaining: 5 doses
      • Stimdose. Remaining: 4 doses
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Sungoggles
    • Survival Rations (5 days) + 5 purchased. Remaining: 10 days

910 Credits

Game Log
Basically speaking, Part 1: 2,000cr
Basically speaking, Part 2: 3,000cr + 3XP (applied to INT/LOG)


w00t's picture
w00t
November 14, 2007 - 9:49am
Slade Lockjaw

Basic Information

Race:
Human
Gender:
Male
Age:
35years
Handedness:
Right
Height:
85
Weight:
1.4

Ability Scores

STR/STA:
48/48
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
40/40
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

"My name? Slade, but you can call me Mr. Lockjaw. My speciality is boarding ships and kick'in your John Brown's all over the space."

Slade is tough. Able to hurtle news papers and pencils with incredible speed and accuracy he was once was know on a Dral home-world as "The Pin Cushion".

Don't mess with Slade or he'll mess you up.
That's why Slade was hired. Big Bad and Get the Job Done Type.

Equipment

Weapons:
  • Stunstick: 3d10 or stun
    48 to hit
  • Auto Pistol: 6d10, 1 shot per turn or burst
    65 to hit
    5/15/30/60/150
  • Laser Rifle: 6d10, 1 shot per turn
    65 to hit
    10/40/100/200/400
  • Doze Grenade x3
    65 to hit
  • Tangler Gernade x3
    65 to hit
Ammunition:
  • Three powerpacks (each holds 20SEU)
  • Four bulletclips
Defenses:
  • Skeinsuit, Military: absorbs 1/2 damage from ballistic/inertia attacks.
  • Anti-shock Implant (defense against electrical stun/shock effects)
  • Albedo Screen w/ power beltpack
Miscellaneous:
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)
    • Water Pack (5 days)
XP:
Part One: Inspection Duty
Mission 1: Kidnappers!
Mission 2: S.O.S.
- Slade received 3XP for his services on which he spent on STR/STA and was promoted to Corporal
Mission 3: The Sting
-
Waiting for XP from SS, 1000Cr
CREDS:
Mission 1: Kidnappers! - 1283
Mission 2: S.O.S. - 3000
Mission 3: The Sting - 0
TOTAL : 2958

EVENTS UNTIL NOW

Refer to: Mission 1: Kidnappers! Game Summary 11/15 (a document page from the Online Star Frontiers Games project).
Refer to: Mission 2: S.O.S. (game summary 11/29) (a document page from the Online Star Frontiers Games project).
Refer to: Mission Three: the Sting (a document page from the Online Star Frontiers Games project).




jaguar451's picture
jaguar451
November 14, 2007 - 10:42am
Humans get +5 to any single attribute in the Basic game?

w00t's picture
w00t
November 14, 2007 - 11:13am
jaguar451 wrote:
Humans get +5 to any single attribute in the Basic game?


Oops. My bad. Embarassed

CleanCutRogue's picture
CleanCutRogue
November 14, 2007 - 2:45pm
All right - I'll throw in...

Tichat-ka

Basic Information

Race:
Vrusk
Gender:
Male
Age:
52years
Handedness:
N/A
Height:
1.5m x 1.5m
Weight:
83kg

Ability Scores

STR/STA:
45/45
DEX/RS:
65/65
INT/LOG:
48/48
PER/LDR:
50/50
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 15 m/turn
Running: 35 m/turn
Hourly: 6 kph

Racial Abilities

Comprehension:15%.
Ambidextrous: Can use either hand equally well.

Skills

Primary Skill Area:
Technological

Background

Tichat-ka is one strange bug.

He only wears black, and thinks he's jinxed if he doesn't. He is riddled with the need to organize everything around him. Despite all this, he's not a control freak. If not allowed to clean or organize, he doesn't demand it he simply acts mousy and uncomfortable in the disorganization.

Tichat-ka is quite fond of adventure. To him, seeking out the unknown and understanding it is a form of organizing the universe - something he thinks is quite necessary.

Few people understand how Tichat-ka thinks, but few can argue with the results he produces. He's an excellent troubleshooter who seeks out new uses for skills that others wouldn't find uses for. He seems to understand things even when they are impossible to grasp. But when faced with something that is very simple, he tilts his head and clicks his mandibles in consternation - searching for the hidden complexity that he KNOWS is there. Eventually he finds it, or else it bothers him all day.

Born on a starship, Tichat-ka isn't sure who his father is. Could be any number of folks. But everyone treated him like a son anyway. He was babied a bit too long, and still looks for the comfort of a maternal figure when he's upset. He wears his heart on his sleeve.

Tichat-ka has a number of other strange compulsive needs - but they are impossible to list here. Observing his unusual activities typically clues someone in to the fact that he's a little off. But he's crazy in a way that yields insightful truths and unfathomable theories. He's crazy in a way that people sometimes need to be in order to turn abysmal defeat into surprising victory.

Some folks say it's all an act - to make people take pause and reconsider his actions. Some say it's us who apply the theories and results to his odd behavior and are fooled into seeing his insanity as genius. Whatever the case, it's best not to try to change his ways... just make sure your bet is with whatever side includes this odd being.

Tichat-ka is one strange bug.

Equipment

NOTE: This character was made in accordance with rules provided for the online game found here.

Weapons:
  • Two Stunstick: 3d10 or stun, SEU remaining: 20
  • Two Gyrojet Pistols: 4d10+5 per hit, 1 shot per turn, ammo: 4 each
Ammunition:
  • Two spare powerpacks (each holds 20SEU)
  • Two spare jetclips (10 shots each)

Defenses:
  • Skeinsuit (currently worn): absorbs 1/2 damage from ballistic/inertia attacks. Hits: 20
  • Albedo Suit with 10 hits of protection, remaining: 10
  • Anti-shock Implant (defense against electrical stun/shock effects)

Miscellaneous:

  • Survival Rations: days remaining: 10
  • Water Pack: days remaining: 10
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • Doze Grenade
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)

2343 Credits

3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


Shadow Shack's picture
Shadow Shack
November 14, 2007 - 3:52pm

jaguar451 wrote:
Humans get +5 to any single attribute in the Basic game?


Not in the basic game. Basic also doesn't mention racial abilities (battle rage, comprehension, lie detection) so it stays balanced.


It's really basic...LOL But this game should be equally entertaining, even without the skills and abilities to flesh out a character. I drafted up the story last night and am happy with the way it will coincide with the regular SF/KH:0 module (without actually portraying the same adventures) as well as fitting into a campaign based on the core modules.

And welcome aboard, Bill


Is the time alright for tomorrow? 6:00pm pacific/9:00 eastern? I'll try to get on around 5:00 or so just to make sure it starts.

No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
November 14, 2007 - 4:33pm
GAME UPDATE


I have printed out the opening synopsis here: http://starfrontiers.us/node/1947

Please read this (and the corresponding "PArt One: Inspection Duty" sublisting there) as we'll be able to jump right into the game without a lengthy introduction (I take a while to type, and that was a lot of typing LOL).
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

w00t's picture
w00t
November 14, 2007 - 9:34pm

I embeded SFKH:0 in the documents.
(shhh, don't tell Bill)

Shadow Shack's picture
Shadow Shack
November 15, 2007 - 5:47pm
For those not familiar with the gameroom...

http://starfrontiers.us/node/1927

Hit the "Start Playing" tab, opens up a dice roller screen with entry into the chat/gameroom
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
November 18, 2007 - 4:17am
--- End Mission Details ---

still working on the write up, but here's what you nabbed from the Stothgard:

2 Laser Rifles w/lightly used powerpacks (claimed by Johann & Slade)

2 Albedo Suits (1 dralasite, 3 human, 1 yazirian, 1 vrusk)
4 Skeinsuits (2 dralasite, 1 vrusk, 2 yazirian)
2 Laser Rifles (one fully charged, one w/19ch remaining)
1 Gyrojet Rifle w/9 shots remaining
1 Automatic Rifle (fully loaded)
7 Laser Pistols (5 fully charged, 2 w/19ch remaining)
3 Automatic Pistol (one fully loaded, one half empty, one fullyloaded & jammed)
1 gyrojet pistol (fully loaded)
Electric Sword (fully charged)
Stunstick (19ch remaining)
27 fully charged powerpacks
6 fully loaded jetclips
12 fully loaded bulletclips

1000Cr bonus to each character in boarding party

Any weapons, ammo, or defensive armor not claimed by characters can be sold at Clarion Station's commercial decks to one of the various personal weapons dealers at half value.
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

CleanCutRogue's picture
CleanCutRogue
November 18, 2007 - 11:13am
I'd like to cliam an Albedo suit (vruskan, of course) and the Stunstick if nobody else wants it.  I already have one stunstick - but the Vrusk likes to put the same weapon in each hand... he just likes the symmetry of it cuz he's weird like that.

As far as the rest of the stuff - I'm fine with selling anything nobody else claims and divvying out the Credits.  I'll wait to update my character sheet with the albedo suit and stunstick and bonus Credits until you guys state your desires and we sell off remaining loot.
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


jaguar451's picture
jaguar451
November 18, 2007 - 1:53pm
Shadow Shack wrote:
--- End Mission Details ---

2 Albedo Suits (1 dralasite, 3 human, 1 yazirian, 1 vrusk)
4 Skeinsuits (2 dralasite, 1 vrusk, 2 yazirian)

Is the calculator broken in your chronocom?  The totals don't match the details....

I'd like an extra Albeido suit -- I'll keep one in my room (BTW, can I get mine repaired? Took 2 hits (of the 20 supported.) And can PowerPacks be recharged?)
I figure spilt the powerpacks (not sure how many can reasonably be carried, but can keep extras in the weapons locker for future use.)
I'll keep the Laser Rifle I picked up.
4 bulletclips for me

And if no one else wants the Electric Sword....

As we're still recruiting, should we keep a few items for any new recruits? (extra rifle & pistol, for example)?





Shadow Shack's picture
Shadow Shack
November 18, 2007 - 2:50pm
jaguar451 wrote:
Shadow Shack wrote:
--- End Mission Details ---

2 Albedo Suits (1 dralasite, 3 human, 1 yazirian, 1 vrusk)
4 Skeinsuits (2 dralasite, 1 vrusk, 2 yazirian)

Is the calculator broken in your chronocom?  The totals don't match the details....

As we're still recruiting, should we keep a few items for any new recruits? (extra rifle & pistol, for example)?


Oops...I was adding the suits in as I went down the notes I had written for the game. Should read 6 Albedos Suits (same breakdown) and 5 Skeinsuits (same breakdown)

BTW...what happened to the edit key?

You can also store extra weaponry in the ship's locker as well.
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

CleanCutRogue's picture
CleanCutRogue
November 18, 2007 - 6:35pm
Shadow Shack wrote:

BTW...what happened to the edit key?

The edit key only works until someone directly replies or quotes your post, then it's uneditable without administrative rights.  That prevents people from changing their wording once someone replies to their wording or quotes it.  It's a standard feature in the forums module I've used for this site.
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


w00t's picture
w00t
November 18, 2007 - 8:50pm
Shadow Shack wrote:

2 Laser Rifles w/lightly used powerpacks (claimed by Johann & Slade)
3 Automatic Pistol (one fully loaded, one half empty, one fullyloaded & jammed)


Slade nabs the laser rifle along with an auto pistol, he trades one of his Gyrojet pistol to sell.
Ammo nad'd as well


jaguar451's picture
jaguar451
November 20, 2007 - 8:13pm
Tichat-ka -- want anything, or should we sell the remaining stuff and go shopping?

w00t's picture
w00t
November 20, 2007 - 8:52pm
CleanCutRogue - Tichat-ka wrote:
I'd like to cliam an Albedo suit (vruskan, of course) and the Stunstick if nobody else wants it. I already have one stunstick - but the Vrusk likes to put the same weapon in each hand... he just likes the symmetry of it cuz he's weird like that.

As far as the rest of the stuff - I'm fine with selling anything nobody else claims and divvying out the Credits. I'll wait to update my character sheet with the albedo suit and stunstick and bonus Credits until you guys state your desires and we sell off remaining loot.

jaguar451's picture
jaguar451
November 20, 2007 - 10:49pm
Ah, ok, so I guess one of us need to compute the sale price and divy the funds?

w00t's picture
w00t
November 20, 2007 - 11:29pm
jaguar451 wrote:
Ah, ok, so I guess one of us need to compute the sale price and divy the funds?


SS's jorb.
He be the REF!

Arrrrrrrr. I be div'in up the funds by thundar!

Shadow Shack's picture
Shadow Shack
November 21, 2007 - 12:29pm
Any reserves for the ship's weapons locker? (Doc Fishbone is entering in with a "lightly equipped" character, although the Marines may mandate that he sell his Streel hovercycle thus giving him some spending capital).
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

jaguar451's picture
jaguar451
November 21, 2007 - 1:36pm
1 Laser Rifle
1 Auto Rifle
1 Laser Pistol
1 Auto Pistol

Maybe:
1 Albedo Suits (human)
1 Skeinsuits (dralasite)

(Any skuttlebut on the race of the newby.)

Shadow Shack's picture
Shadow Shack
November 21, 2007 - 4:15pm
Quote:
(Any skuttlebut on the race of the newby.)


Nothing official from Doc, but this went up recently:

http://starfrontiers.us/node/2013
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
November 27, 2007 - 6:51am
UPDATE

Doc Fishbone and Shing have both submitted characters and will enter the game for the next mission. Gergmaster has requested participation but will need to submit a character. Click here to see the current line-up: http://starfrontiers.us/node/1927

Also, please read the intro to Mission:2 before we commence Thursday evening --- http://starfrontiers.us/node/1964

If my calculations are correct...the following will be sold for cash (based on what was claimed in posts above and the ship's locker contents added)

3 Albedo Suits (1 dralasite, 1 human, 1 yazirian)
5 Skeinsuits (2 dralasite, 1 vrusk, 2 yazirian)
1 Gyrojet Rifle w/9 shots remaining
6 Laser Pistols (5 fully charged, 2 w/19ch remaining)
2 Automatic Pistol ( one half empty, one fullyloaded & jammed)
2 gyrojet pistol (fully loaded)
27 fully charged powerpacks
2 fully loaded jetclips
12 fully loaded bulletclips

Selling all the weaponry and armor at 50% list price (you might want to keep the ammo in the ship's locker...you can never ahve too much) nets 3850Cr or 1283Cr each between T'chat-Ka, Johann, and Slade.

To answer prior questions --- armor can not be repaired and powerpacks can not be recharged.

Johann, Slade, & T'chat-Ka have been promoted to the rank of Corporal following the most recent mission. I should probably add that to the synopsis...
No, I'm not overly fond of Zeb's Guide. Nor do I have any qualms in stating why. Tongue out

My SF website

CleanCutRogue's picture
CleanCutRogue
November 27, 2007 - 10:12am
Probably written somewhere - I just can't find it :(  But did we earn XP?  I'm updating my character sheet to include the stunstick, the albedo suit (which my character would find disdainful because it's not black - it's al silvery whitish... but to save his life he'll wear it if he must), and the 1283 Credits.  The only thing I'm not sure about is the XP
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack


jaguar451's picture
jaguar451
November 27, 2007 - 7:48pm
Ah, yes, keep the ammo. Ammo good. (PS from way up top, I had the following, which I should have repeated in my mention of the weapons locker: "I figure spilt the powerpacks (not sure how many can reasonably be carried, but can keep extras in the weapons locker for future use.)")

Welcome Doc & Shing!

Looking forward to Thursday night!

As for the XP thing, as we're playing basic rules, no skills, so are there really XP needed? I suppose can use to increase attributes.....

So, that 1,000cr bonus, plus 1,283cr selling gear, so 2,283cr for shopping. Cool!