Thread: Moving Cargo

7 posts.

Circling back to this one for a bit...I came up with two skills that seemed to fit. Comments and suggestions are welcomed (ok, I insist):


Heavy Equipment (Vehicle--AGL) [Tech = Industrial+]: This skill indicates the ability to drive and operate bulldozers, cranes, excavators, loaders, pile drivers, and a variety of other large scale material handling/manipulation vehicles and associated equipment. It also allows knowledge of basic forms of maintenance of these vehicles.

Cargo Handling (Technician--EDU): The character is skilled in the management of cargo and warehouse operations. Proper management of storage facilities and their contents, be it at a starport/seaport or inside a vehicle/vessel/starship reduces the amount of time required to onload or offload cargo, maximizes storage capabilities, and reduces the risk of accidents due to improper stacking or storage of cargo.

The referee should treat Cargo Handling as a relevant skill whenever a cargo with special handling characteristics is involved or whenever a questionable cargo handling situation arises, along with defining an appropriate task for the players to roll to prevent damage as described on p.234-5 in the TNE sourcebook.



Interesting ... not directly impacting that line of thought but rather
tangential to it ...

think about adding in intercultural studies/understanding - a higher level
skill - EDU streetwise may also apply ... enables the Cargo Master to
interact more effectively across a wide range of cultures/planets gives a
plus mod say +1 or +2 on Balkanized worlds, primitive cultures, or those
from other civ / races. Available to Merchanters only, Military types
maybe get streetwise or just have to do without on character creation....
If determining from school time 1 year of studies = 0.5 skill, skill
improves to by an additional 0.5 when applied in nonacademic setting for an
amount of game time equal to the studies.
Ref may decide that this skill is added with streetwise for additional
bonus.

On Sat, Apr 4, 2015 at 11:49 AM, [Traveller_TNE] <
> wrote:

>
>
> Circling back to this one for a bit...I came up with two skills that
> seemed to fit. Comments and suggestions are welcomed (ok, I insist):
>
>
> Heavy Equipment (Vehicle--AGL) [Tech = Industrial+]: This skill indicates
> the ability to drive and operate bulldozers, cranes, excavators,
> loaders, pile drivers, and a variety of other large scale material
> handling/manipulation vehicles and associated equipment. It also allows
> knowledge of basic forms of maintenance of these vehicles.
>
> Cargo Handling (Technician--EDU): The character is skilled in the
> management of cargo and warehouse operations. Proper management of storage
> facilities and their contents, be it at a starport/seaport or inside a
> vehicle/vessel/starship reduces the amount of time required to onload or
> offload cargo, maximizes storage capabilities, and reduces the risk of
> accidents due to improper stacking or storage of cargo.
>
> The referee should treat Cargo Handling as a relevant skill whenever a
> cargo with special handling characteristics is involved or whenever a
> questionable cargo handling situation arises, along with defining an
> appropriate task for the players to roll to prevent damage as described on
> p.234-5 in the TNE sourcebook.
>
>
>
>
That would be covered by Liaison (pg. 122 TNE Manual), with Language/Linguistics and History as enabling skills.

Some slight revision...

HeavyEquipment (Vehicle--AGL) [Tech = Industrial+]: This skill indicatesthe ability to drive and operate  bulldozers, cranes,excavators, lifts, loaders, pile drivers, and a variety of other largescale material handling/manipulation vehicles and associated equipment. It also allows knowledge of basic forms of maintenance of these vehicles.

Cargo Handling (Technician--EDU):The character is skilled in the management of cargo and warehouse operations,including the ability to recognize and properly classify a variety of goods andtheir characteristics and maintain cargo/warehouse manifests. Proper managementof storage facilities and their contents, be it at a starport/seaport or insidea vehicle/vessel/starship, reduces the amount of time required to onload oroffload cargo, maximizes storage capabilities, and reduces the risk ofaccidents due to improper stacking or storage of cargo.

The referee should treat Cargo Handling as a relevant skill whenever a cargowith special handling characteristics is involved or whenever a questionablecargo handling situation arises, along with defining an appropriate task forthe players to roll to prevent damage as described on p.234-5 in the TNEsourcebook.
Dear Folks -

A lot of these sorts of discussions about low-level skill breakdowns revolve around:
(a) how many skills you want in the game (esp. how many do you want to force the ref to keep track of);
(b) how easy are they to acquire; and especially
(c) what happens when the scenario calls for a specific low-level skill that no-one in the party has???

Within these bounds lies everything from CT (at the one end), through MT and TNE somewhere in the middle, to GURPS (at the far extreme). Depends on what you want to play, I guess.
----------------------------------------------------------
David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
http://www.tip.net.au/~davidjw
"I file things in historical order, with a hashing algorithm of gravity"

good point, and truly its better to be more in the game than into record
keeping
;)

On Sun, Apr 5, 2015 at 5:57 PM, 'David Jaques-Watson'
[Traveller_TNE] <> wrote:

>
>
> Dear Folks -
>
> A lot of these sorts of discussions about low-level skill breakdowns
> revolve around:
> (a) how many skills you want in the game (esp. how many do you want to
> force the ref to keep track of);
> (b) how easy are they to acquire; and especially
> (c) what happens when the scenario calls for a specific low-level skill
> that no-one in the party has???
>
> Within these bounds lies everything from CT (at the one end), through MT
> and TNE somewhere in the middle, to GURPS (at the far extreme). Depends on
> what you want to play, I guess.
> ----------------------------------------------------------
> David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
> http://www.tip.net.au/~davidjw
> "I file things in historical order, with a hashing algorithm of gravity"
>
>
>
D J-W--

That was my thinking as well, which is why I was staying out. I remember
the days when "Admin" did just about everything later broken into Broker,
Liaison, and eight million other things, and J-o-T was used a lot. I have
feet planted firmly on both sides, I enjoy the simplicity of the one and
the fiddly of the other, but since the two extremes are incompatible and
have everything to do with the chargen process, I see no point in stomping
on anything. People should do what they enjoy.

Dave

> Dear Folks -
>
> A lot of these sorts of discussions about low-level skill breakdowns
> revolve around:
> (a) how many skills you want in the game (esp. how many do you want to
> force the ref to keep track of);
> (b) how easy are they to acquire; and especially
> (c) what happens when the scenario calls for a specific low-level skill
> that no-one in the party has???
>
> Within these bounds lies everything from CT (at the one end), through MT
> and TNE somewhere in the middle, to GURPS (at the far extreme). Depends on
> what you want to play, I guess.
> ----------------------------------------------------------
> David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
> http://www.tip.net.au/~davidjw
> "I file things in historical order, with a hashing algorithm of gravity"
>
>