On 25 March 2017 at 18:54, (via tml list) <xxxxxx@simplelists.com> wrote:
On 24 Mar 2017 at 8:02, Jeff Zeitlin wrote:

> On Thu, 23 Mar 2017 23:47:49 -0700, Leonard Erickson (aka shadow)
> wrote:
>
> >For example, something went wrong at a small colony/outpost. and the
> >PCs get asked to supply power to restat the local power. Or they need
> >power to restat the ship's systems.
>
> Now, would this require the ship's _power plant_ to 'jump' the
> outpost, or does it need the kind of fast burn that the _Jump Drive_
> does - and if the latter, how do you disconnect the drive and grid
> from the drive power to do it?

I was thinking power plant. I can't see a way that the jump drive's
power would be needed nor that it could be *used*.


Yes, I was thinking the power plant would be required to start the M-drive and maybe kick the J-drive into some kind of starting action.

Someone I spoke to at the quiz I went to the same evening as my odd dream said you might have batteries as well to kick start things as others have been suggesting for real world applications.  And I think (Leonard?) pointed out that Traveller batteries are pretty useful so I can imagine starships having a set to kick start the M-drive if there's a problem with the power plant or something.  (Although, if there is a problem with the latter I assume you'll be in trouble in short order unless your grounded as it must run life support amongst other things.)

Or do the batteries start the power plant to turn-over the M-drive to power the J-drive... :-)

tc