Into the Void Ref’s Notes 13

Like most of my Traveller sessions, this one was long in the making. Jeff #2 was joining us, finally. He’s a regular member of our gaming group, who due to other gaming commitments had never been able to make the Traveller game. So I had the challenge of working his PC into the game in an interesting way. I came up with several ideas but didn’t like the flow of most of them. Too much idle time for him. I settled on starting him 56 years in the past, and putting him in cold sleep for the PCs to discover floating in space. This worked out quite well. It was fun, and it surprised everyone involved.

Without going into details (they are in the previous post), the PCs decided to have some modifications done to their ship, so I got them started on an adventure on that same planet while they wait for their ship. Coming up with non-combat challenges is fun, but you really have to work at it. After the game last night I was watching a Netflix documentary series about the astronaut Scott Kelly’s preparation and 1-year stay on the International Space Station. In reality, everything one does in space is difficult and super dangerous. In a science fiction game perhaps EVAs are easier, but they should still be dangerous with little room for error. Which is all to say that having Vac Suit skill can really get the PCs into some entertaining trouble.

I felt like in this game, especially setting them up for the on-planet adventure, there were some spans in which I just telling them what happened a bit too much. This can help move things along, but in the future I’d like to have them roleplay through some of those parts a bit more.

Once they got down into the undersea cavern, I changed things up quite a lot from the plan I had typed out last week. Weird how sometimes better ideas present themselves during play, and the resources you have prepared need to be altered during the course of play.

Regarding the ship mods. The group agreed to just have Jeff K and I work out the modifications and cost outside of the game. This kind of thing can eat up a lot of actual playing time if you let it. They had hoped to upgrade the ships drives, but in Classic Traveller the fuel requirements and volume of the faster drives would leave almost zero cargo space. They opted for reducing the number of cold berths by half and decreasing the extra Jump-2 fuel to only an extra Jump-1, thus gaining some cargo space. I had reasoned that the Type-A Freetrader would not be equipped with the variety and quality of sensors available on a typical Scout ship, and as this is a very exploratory campaign, they agreed to spend some credits for a massive sensor upgrade.

ITV Session 13: the Sleeper

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Prologue: IY 5970 (56 years ago), aboard military transport Triplanetary, near planet 6X246 on the Imperial frontier. Frontier separatists have attacked and boarded the ship, on its way to supplement forces on 6X246. Captain Joe Klowoski of the Imperial Army has finds himself on the lower deck, just outside engineering, which has been sealed shut but security bulkheads. Down the corridor he sees three separatists come down the ladder to the upper deck. He levels his carbine at the first of them and fires as the man shoots back. The bullet bounces off his combat armor, but his shot fails to penetrate the rebel’s ballistic vest. Joe hears an explosion from engineering. He ducks into life support, crosses to the other side of the ship, and heads toward the forward cargo bay. Another explosion and he feels the corridor start to decompress before another bulkhead automatically seals the hallway behind him. He continues forward, finding more rebels finishing off one of his comrades. He shoots one them. The captain announces “abandon ship.” Joe hops in an escape pod and leaves the ship. As he tumbles away he sees a few more pods eject, just before the ship’s power plant explodes, igniting the ship’s fuel, and the entire ship erupts into a fireball in the silence of space. The escape pod is essentially a fortified cold berth. To conserve life support Joe activates the hibernation cycle and feels into a dreamless sleep.

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SAFCO has just rescued an Atlas class freighter and the religious cultists on board, but the pirates who boarded the vessel managed to kill the crew. The ship’s pinnace is still floating in space nearby, as Barney disengaged it from the docking ring to allow the Rambler-II to dock. SAFCO sends a message to Administrator Tilton, on Overon, to report in. The message will take about four hours to arrive, as they are in the outer solar system.

Barney and Lucky take the Rambler to retrieve the pinnance. Lucky goes EVA in a vacc suit, crosses to the smaller vessel, and with great difficulty is able to enter the ship. He gains control and pilots the ship back to the freighter Star Sling and docs.

Onboard the Rambler-II, Fardt discovers a very weak mayday beacon. SAFCO decides to investigate. Roger pilots the Star Slinger alongside the Rambler-II. They are near the system’s Kuiper Belt, and discover an escape pod slowly tumbling through space. Roger opens a cargo door and uses his astounding pilot skill to maneuver the massive ship to allow the pod to simple float into the cargo bay. Once it is in, artificial gravity takes hold and the pod comes to rest on the floor plating. Roger, Flint, and a couple of RCMP marines revive the inhabitant of the pod. Joe Klowoski awakens.

One of the marines looks at the pod’s chronometer. “This guy’s been asleep for 56 years!”

Having rescued the sleeping Captain Klowoski of the Imperial Army, SAFCO returns both ships to Overon (known in Joe’s time as 6X246). Admin Tilton thanks them, as they have not only save a lot of lives but millions of credits of supplies for the mining colony.  Considering that, and Flint’s association with the team, RCMP is now a friend of the group. Tilton tells them they will have refueling rights on any RCMP planet – free fuel. 

The team decides to pay Ronda 50,000cr for her help during the last several missions, as she has decided to go her own way. Reggie Stormbringer, who saved Zal from the pirates, also decides to go his own way. Ronda takes the team, including Zal, to the Mooch Mine for celebration. Zal gets high on mooch and talks (probably too much) until Roger gets him under control.  Joe decides to become intoxicated as well. He gets into a scuffle with another patron of the Mine, who knocks him out. Roger drags him off before he gets hurt any more.

The next day Administrator Tilton calls the team to his office. RCMP has been doing exploration on in the ocean, after mining sensors and probes detected potentially valuable minerals. A mining platform and underwater mining laser were taken to the area. The laser drilled a hole  in sea floor (1000 feet down). 150 feet into drilling  it hit a vast cavern. Small drones were sent down. The shaft was expanded to 20′ in diameter, and drivers sent down. They found the cavern to be 100 feet tall, and quite vast. Initial exploration of the cavern revealed structures that appeared to be of intelligent construction. Tilton tells the team that is is RCMP policy to curtail activities if anything of possible scientific importance is found. They get an appropriate expert to check things out. It is a happy accident that Zal Twist, an exoarchaeologist, is currently on the planet. If he will examine this find, it will save them weeks or months in finding and transporting a suitable expert to Overon. Zal and the team agree, as their ship will be in the shop for upgrades for at least two weeks.

A large air raft takes the team to the very large platform. They see massive surface blooms of seaweed all over the surface of the water near the platform, as well as two docked submarines. The crew of the platform explains that a sub will take them to the sea floor safe room, where they will suit up in deep diving powered suits. Two experience underwater miners will go with them.

The team suits up, and in groups of four they drop into the shaft, descending even further. Zal fails his roll and gets into trouble on the way down, but Lucky is able to help correct him (makes Vacc Suit “save” roll). They drop into the cavern and come to rest on its floor. The miners take them to an area where what appear to be larger mounds with round “doors” (openings) are found. Zal gets exciting and insists on rushing into the closest one. Flint goes with him, as well as a marine and Roger. The rest stay outside the “hut”. Inside the group finds nothing. No ancient runes, glyphs, or any indication this was the habitat of intelligent beings. The miner wants to write the whole thing off, but Zal insists on looking in another structure.

The group goes into another hut – same ones. The team outside here Zal exclaim over his radio “Amazing!”. At the same time, the group outside hear loud sounds resonating through the water and into their helmets! Looking around and up, they see dozens of large eyeless creatures, resembling a terran manatee, floating around and above them, moving in.

End of session.

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3 days elapsed in this session
183 total game days elapsed.

SAFCOcast 10: Traveller talk and Superheroes!

In this episode we discuss our usual Traveller stuff, including some internet finds, rules we wanted to talk about from Classic Traveller, and of course start off with the SAFCO Mail Bag! This is long one, folks, but we did stay on-topic! There’s just so much cool stuff out there to discuss!

Then we talk about something a little different, Session Zero of our upcoming superhero campaign, called SuperTex, using the legendary Jeff Dee’s and Jack Herman’s The Mighty Protectors: Villains & Vigilantes 3.0 system. We’ll be playing it maybe every three sessions, and will also play it when our whole SAFCO Traveller group can’t meet.

Relevant Links:

 

Preparing for some super action

One of the guys had to bow out of Sunday’s Traveller game, so since I want everyone there for those games, the rest of us met and did most of the work-up for characters for The Mighty Protectors: Villains & Vigilantes 3.0. I’m planning to run it a few times this year. I’ll be running standalone sessions, so I can drop that game in when we have absences from the Traveller game as well.

It’s been a while since I ran a superhero game. Like 30 years. That was Champions, which has prepared me well for this game. We’ll talk about details on SAFCOcast.com, but writing up a point-based superhero can be complicated. It doesn’t have to be, but it can be.

We’ll run a Traveller game next month, then we’ll work in Session 1 of SuperTex, our Texas-based superhero campaign.

2019 Review

For someone who doesn’t game every week, 2019 was a good gaming year for me. I ran six sessions of Into the Void, our classic Traveller campaign. Jeff K and I started the SAFCOcast podcast, which has mostly been about Traveller since that’s what we usually play. We’re happy because it seems to be catching on with some of the Traveller/Cepheus Engine community. I got one of my oldest friends into our gaming group, which has been great. I reffed a Traveller game at Lone Star Game Expo, and Jeff K and I spent a day there, played Dungeon Crawl Classics, went to some great seminars, and finished the day with a talk by Marc Miller, designer of Traveller. Granted, I did fall way short of running a game every month, but things happen. We’re all middle-aged guys, so emergencies of different sorts tend to crop up.

So, I’m setting my gaming goals for 2020 high, again with the intention of running a game every month. We’ll continue the podcast, probably work in a session of GURPS Cyberpunk somewhere, as well as a session of V&V 3.0 – the Mighty Protectors. If my schedule allows I’ll do a couple of conventions as well. And of course, SAFCOcast will continue.

SAFCOcast 9: Random Planet Generation Smackdown, Traveller session recap, etc.

 

 

In this episode we discuss two of the systems generated by listeners in our Random Planet Generation Smackdown. We had considered doing more, but we’ll do two per episode until we’re done with them. We had got some nice mailbag comments, and we’ll do a recap of the last session of our Traveller campaign, Into the Void.  And of course we’ll hit a few Internet Finds.

Relevant links

Jeff found some interesting items on the internet, and used them for inspiration for a planet and a game hook.

1. Inspiration:  Photo found on Internet of a small mining “island” at the bottom of a deep well.  Island is reminiscent of a sci-fi version of the computer game “Myst”
https://i.redd.it/94k99magyx541.jpg

Book 3 “Worlds and Adventures” (1981)
E – Frontier Installation (Marked spot on bedrock for landing)
Size: Asteroid
Thin atmosphere
20% water
0 inhabitants
No law level, no government
Abandoned outpost

2. Inspiration: Radioisotope Thermoelectric Generators – Russian nuclear power sources for lighthouses, in great disrepair, but still radioactive.  Locating and transferring the cores to safety is very dangerous because of very short acceptable human exposure limits. https://bellona.org/news/nuclear-issues/radioactive-waste-and-spent-nuclear-fuel/2003-11-radioisotope-thermoelectric-generators
Idea for session: The power source of a long-abandoned distant monitoring outpost is desired by a salvage company.

Random Planet Generation Smackdown

Krystian in the Chaste system
Submitted by Colin Turvey
X-260620-7, De,Ni,Ri,N

Orbits a class K5 star in its first orbit remarkably despite being a desert world it’s not just inhabited but bears a population in excess of 60 million mostly Belters as it’s a low gravity world with only one asteroid belt orbiting between it and it’s system’s sun.

It does have 3 gas giants it’s widely thought the massive amounts of oxygen permeating the system is the reason why Krystian remains inhabitable.

It was originally a prison colony particularly for political types despite the conditions the inhabitants and others continue to live here as a mark of defiance at their former oppressors.

The Naval base originally intended to prevent escapes now watches protectively over them such is the change of fortunes they have overcome.

Update:

Found a system generator the Chaste system now has a K5 type star with 8 orbits.

  • Asteroid belt the main source of the Belters pay.
  • Krystian
  • Gas Giant
  • Ember
  • Gas Giant#2
  • Leone
  • Space Station (Naval base)
  •  Gas Giant#3

Literally the molten remains of a much larger world the only residents live aboard the refinery station that orbits this dwarf planet as it literally has no solid landmass!

A Research base is also located aboard and is largely focused on discovering what happened to the Chaste system.

Aegle
Submitted by Ted Hale
C 454 227 9

Aegle was originally colonized by forced resettlement.  The colonists were families belonging to the “Salvation Tears” religion.   The organization’s rapid growth, and popular appeal was perceived to be a threat to several surrounding world governments.  The religion was designated a cult.

Aegle, an unpleasant hot world with a thin, toxic atmosphere, was also a world rich in unexploited bitumen and other petrochemicals.  Ling Petrochem saw an opportunity to fulfill a long unmet need for affordable labor on Aegle. The Subsector Duke and surrounding world governments wanted a politically acceptable means to rid themselves of the cultists.  A deal was struck between the Subsector Duke, Ling Petrochem, and the various world governments concerned. The cultists were rounded up and deported to Aegle.

Once settled, the colony went through a period of rapid, and sometimes violent, change in government form.  Theocracies gave way to autocracies, then dictatorships both popular and unpopular. Civil wars and bloody upheavals  left the remaining Aegle colonists with a disdain for violence and authority. The Aegle Colonists currently employ an informal participating democracy to govern themselves.  Their laws strictly prohibit firearms and violence. Spears are the most common form of weapon and are regarded as protection from local fauna, rather than from their fellow colonist.

Two generations later, the population of Aegle has dwindled.  Young people eschew the faith of their grandparents and yearn for easier lives.  Economic, academic, and social opportunities are quite limited on Aegle. Most Aeglians cannot afford passage out of the Aegle system.  It is widely held hat this is by design to benefit Ling Petrochem.

Aegle’s starport is little more than a Ling depot for the interstellar transport of Aegle’s petrochem commodities.  Ling and Aegle’s population are aware that the starport is a nexus for both human and illicit drug trafficking, but Ling Petrochem has not been inclined to address the problem, and Aegle’s government is ill equipped to stop it.

 

 

 

Into the Void Ref’s Notes 12

Atlas class freighter from Independence Games (link)

Session 12 was short and challenging to come up with and run. I spent a lot of time trying to figure out how best to bring an “occasional” player character into the game for one session and make it feel organic. I’ve decided this coming year to have two or three guest players for sessions, and toward the end of the year bring everyone together for a big blowout. I can’t really deal with more than four regular players — it all just gets too complicated, and it is harder to get everyone together. BUT, having some guest players is a good thing.

So, our guest player was running the character Reginald Stormbringer, an ex-army badass. I spent a week making notes of game ideas and not liking any of them. Since it was a guest player session, it needed to be kind of a one-shot. It needed to have some action. BUT – I also wanted this game to set up a return to the unknown of the Void.  So I decided to put their old friend Zal Twist, the Exo-archaeologist, in harms way onboard a hijacked freighter, and have him meet Reggie onboard.

The trick to this session, and the mentally exhausting part, was keeping the flow moving with Reggie on the freighter and the players on the planet, whilst moving them toward a meeting point. It wall worked out, we got them all together, they saved Zal and the rest of the ship (though the freighter crew was all dead), and had a pretty good game.

A few notes:

  • Reggie got hit once by a submachine gun. They really hurt. Nearly took him out. Lesson learned, I think. Don’t get shot.
  • I think non-combat skills are really fun, and very necessary, in my game. They might be more helpful, in fact. On populated worlds it helps if each player has some kind of social skill. Gambling, carousing, admin, streetwise, bribery, whatever. Gives them some nice options.
  • I need to encourage my players to really explore crazy options that make use of all their skills. I had Flint make a Tactics roll and gave him some suggestions that resulted in Barney using his Vacc Suit skill to gain them access to the freighter.
  • It was fun to bring the Fast drug into this game, and to use Basic (the nutrient drink from the Dumarest novels) to revive Reggie after cold sleep.
  • Most of my players are long-time veterans of D&D and Champions. They are very much used to knowing their character sheets really well, and knowing how to use their skills and spells to greatest effect. I think because the Traveller PCs are so simple looking on the surface my players are not sure how to really take advantage of their skills and gear. They are still doing well, but I think they might have more fun if they were a bit more familiar with their characters and gear. I’ll help them develop this by putting them in difficult situations and let ’em depend on their own creativity to resolve things.
  • I still need to start bringing the character histories into the game more.

ITV Session 12: Space Rescue

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The freighter Star Slinger arrives in the Overon system, popping out of jump space 124 planetary diameters from the RCMP base planet. The ship, an Atlas class freighter carries mining equipment and supplies for the colony on Overon, but one of its massive cargo pods contains a special cargo – 120 religious colonists travelling Low on the way to the Void. Emerging from his cold sleep coffin, Lt. Col. Reginald “Reggie” Stormbringer takes a warm cup of Basic from the attending medic and surveys his surroundings. Still a bit disoriented from months in hibernation, the nutrient rich Basic quickly restores his strength. Reggies wonders where his gear might be.

On Overon, the members of SAFCO confer about their next course of action. They have salvaged a valuable starship power plant and dual pulse laser turret, and need to find a buyer. Research turns up the name Percius Pringle, a trader in starship salvage who operates a big operation on Overon. They seek Percy out, finding a chubby man with a ruby pinky ring. Percy accompanies them back to the ship to look at the merchandise. He offers them a choice, 500K for the power plant and 75K for the turret, OR beat him at a game of chance called Quirkle and get twice that much. LOSE, and he gets the salvage for free. Knowing that Percy has a reputation as a good gambler, Flint and Lucky opt for the first offer, and the team is 575K cr richer.  While at the ship, they recieve an x-boat relay transmission from their old friend Zal Twist, who says he is returning to the frontier aboard a freighter called the Star Slinger, and should be arriving in the Overon system at any time. Discovering that the ship is in-system on on a course for Overon, the team sends him a greeting.

Atlas class freighter.

Back on the Star Slinger, Reggie watches as the cult leader, known as Micah, addresses his flock. He invites Reggie to join them on their journey to Paradise. Reggie declines. Micah then invites an tall, skinny old bearded man, who also declines. Later, the old man introduces himself as scientist Zal Twist. Reggie and Zal get to know each other a bit. Some time passes, and Reggie hears the unmistakable sound of gunfire in the corridor outside the cargo pod. He has none of his gear. No weapons. 10 goons come into the cargo pod full of peaceful cultists, armed with submachine guns. They order everyone to their knees. Reggie and Zal decide to comply, and bide their time. They have no idea what the intention of the aggression is. The pirates demand that Micah show himself. After a little coaxing, Micah identifies himself. He is removed from the cargo pod and taken elsewhere. Everyone else is kept there under guard.

On Overon, SAFCO is aboard their Type A Merchant ship, and receive a distress call from the freighter Star Slinger, saying they have been boarded by pirates. The team is concerned because Zal is on board that vessel. Flint contacts RCMP administrator Tilton, and finds out there was a coordinated distraction far on the other side of the system, which drew the RCMP system defense boats very far away. If there is going to be a fast rescue, it will be up to SAFCO. Tilton assigns five company marines in combat armor to accompany the team and they take off, working on a plan during the 1-hour flight to rendezvous with the freighter.

Back on the Star Slinger, the pirates decide to move all the hostages to another cargo pod where still more passengers from the many low berths are being kept. As they step into the corridor, Zal falls and cries out that he’s broken his leg. The guard comes over and sticks his gun in the old man’s face. Reggie takes advantage of the situation, makes his Brawling roll, takes the gun and chokes the goon out. The other guards can’t get to him because of the panicking cultists in between them. “Can you walk?” Reggie asks Zal. “Of course my dear boy, I’m not injured! It was a clever ruse to give you opportunity to attack!” Reggie uses the goon’s body as a human shield, and backs up toward a bulkhead, Zal behind him. They open the bulkhead step through, and close it up tight. They see an iris valve portal in the ceiling of the lower deck, with a ladder leading up. They decide to go that way.

Knowing that the Star Slinger has a ships boat docked to its dorsal side, and that the merchant ship could use that docking spot, SAFCO approaches the freighter and is surprised to not come under fire. Barney and Lucky use vac suits to go over to the ships boat. Barney manages to use his ships engineering skill to manually release the docking ring. A blast of air pushes the ships boat away from the freighter as the clamps release. Roger makes his pilot roll and docks the merchant to the freighter.

Reggie and Zal pop up on the upper deck of the freighter only to see at least two more pirates with SMGs down the corridor. Reggie fires as does the first of the goons. Reggie misses, but the goon hits, the shot rendering Reggie unconscious. Zal grabs the autopistol Reggie took from the first guard and tries unsuccessfully to shoot the pirate. Reggies is going in and out of consciousness, and here’s Zal exclaim “that sounds like a ship docking!”.

The five armored marines drop into the freighter and split up, two going to the right and two going with Flint to the left. The ones going right encounter Zal, the unconscious Reggies, and the pirates. One takes care of Zal and Reggie, while the others easily defeat the other pirates. The marines are able to easily mop up the rest of the pirates. Reggie is taken to the ships sick bay and patched up, and given a dose of medical Fast to speed his recovery. The team searches the freighter, and discover that the pirates had hidden themselves in some shipping containers and taken Slow so that the jump would seem like only hours to them. When they came off the drug, the knew their accomplices would have drawn the RCMP security forces far away. There goal: they knew that Micah is from a very wealthy family, and they were trying to get him to pay them off to let him and the cultists go.

In appreciation, Micah gives Reggie the cost of three high passages. He offers to pay for some upgrades to SAFCO’s ship.

We end the session with the team still on board the freighter, reunited with Zal, deciding what to do as the freighter continues to Overon. Reggie will spend some time on Overon and see what opportunities present themselves.  Work with SAFCO? Perhaps. Zal likes him. The ships boat will be retrieved.

IY6026.116
1 day elapsed in this session
180 total game days elapsed.

 

 

 

SAFCOcast 8: Agent of the Imperium, Participation Announcement, and other Traveller stuff!

In Episode 8 we start with Mailbag! Thanks to everyone who has contacted us! Then we move on to Internet Finds and talk about some cook things on the internet! Then we talk about Marc Miller’s Agent of the Imperium. A fun talk!

Random Traveller Planet Creation Smackdown! Roll up a Traveller or Cepheus Engine world/system, describe it, and submit it here! We’ll read the entries on the next episode! Should be fun!

Links noted in the show…

Into the Void Ref’s Notes 11

A few notes about Into the Void session 11.

To start, every time we play now I can’t believe we are this far into a campaign now. We’ve been running this campaign for over a year, and though we’ve had some months when we didn’t play, we’ve been pretty regular. The goal has been been to play once a month, and we’ve done the best we can to make that happen. Again, this was about a 2.5 – 3 hour session, which seems about right.

We started this session where we left off on the previous session. In preparing for this game I honestly had no idea what the players would choose to do. I had some ideas. There given a possible Jump-2, there were three planets in range of their current position on Uetonah. Two they had previously visited, the third was fresh. I worked up a profile for that world as well as some encounters. I figured they needed to 1)manage to leave Uetonah in one piece, 2)go somewhere else, and 3)they’d want to sell the very valuable salvaged starship power plant and turret. An exciting get-away was called for, and the NPC Fardt the Gluck would figure prominently in that. They still had a lot of options, but I was ready. I had some encounters that would certainly present themselves as well as some possible encounters to drop in modularly, depending on where they went.

All if this is to help me NOT have to totally improvise. I’m just not that good at it. I need some parts to play with, then I can do my job as Ref.

Before the next session I want to write up ten interesting, useful, entertaining NPCs I can drop in. I want to also create a new list of science fiction tropes to drop into the game, and as always I need to remember to be highly descriptive.

We used the Cepheus Light rules for vehicle combat/dogfights. They worked quite well. Ship vs. three security speeders. Very, very fun. I was happy to allow Randy’s character, Roger, to use his Navigation skill to plot a stealth course out of the system, using the planet’s one moon to obscure their route. I did a “hidden” Nav roll for him. He knew I was making the roll, but would not know if his attempt worked until they were either out of the system or in combat with some system defense ships. As it was, they succeeded and managed to get away without having the ship blown up.

I need to go back over some things in Traveller Book 2 regarding ship combat. Though we’re using the Cepheus Light rules, I still need to remember things like 1)do dual or triple laser turrets get two or three to-hit rolls per shot (they do?), or that 2)Pulse lasers are at -1 to hit, but each hit gets two damage rolls. Stuff like that. I think I got all this right during the game, but it would be nice to not need to look it up. It’s not that complex.

I’m allowing some pretty cinematic actions. I think it makes the game more fun. Like in this session having Flint down a security speeder with a rifle and electronic scope. that was really cool and fun. I let Barney, with Engineering-3, make roll to temporarily boost the Maneuver drive up one level and get them to the Jump point a little faster. What use is it to have a “miracle worker” on the team if they can’t do cool stuff like that?

Looking forward to Session 12. The winter is here, the weather is crap. Perfect for reading science fiction and working on games.