The Long Night Ends (A Traveller T20 Game) (Inactive)

Game Master mdt

Four hundred and fifty plus years is a long time for a colony to be isolated. A lot of funny things happen to people when they are isolated from the rest of humanity for that long. What will become of these people?

SHIPS : Martha McTavish | Hera's Folly | Kerrus Refinium 2383 | Resplendent Commerce Delta Star Class Exploration Vessel

DECKPLANS : Martha McTavish | Hera's Folly

VEHICLES : Fulcan APC

Crew : Crew Roster
-----------------------------

MAPS :

Current Combat : NONE
Star Map : Explored Space
Explored Space Data : Data


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In a futuristic/tech setting tech/engineer skills are more important than personal combat skill, i can keep with that char.
Due to the number of posts and my schedule i didn't look the other's pc's though,if we don't have direct fighting experts i can do that as well.
Up to mdt, he knows what the group is lacking,i'm good with everything.

edit:what it is that i'm lacking? equip,feats,traits?


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You have a couple of combat types already, one pilot/tech, one medical/tech, and one noble/psion. So a repair tech works good. I think the techs all have some overlap, but not the same specialties. Plus, you can absolutely multiclass to pick up some combat stuff as you go on (no penalties for multiclassing so the system encourages it).

Lacking :
2 Traits (or 3 traits and 1 drawback)
Choice of Muster Out roll on Cash table or Material Table.
Equipment (Dependant on Muster Out check)

The equipment, for your character, is less important at the moment due to being in the Navy still so clothes and equipment being provided. So if you roll on the material table, you might get something good, or noting. If you roll on the cash table, you'll have credits to buy equipment with. So up to you.


Melasoul wrote:

Hey mdt! I'd love to join this Scifi pbp, and you can look at my history to see that I am dedicated and well written.

My issue is that I have never played Traveller before, and know nothing of the setting. I can probably pick up enough to get a character together by Saturday, but do you see this being a problem?

I Melasoul, I'd said I'd take the first eight people through Saturday, so I don't see a problem. As far as picking things up, you can buy the rules we're using from drivethrurpg (look back up through the recruitment thread, link is on the previous page), or if you happen to have/find a Traveller T20 book (they're out of print) then that book as well. The scifi20 rules were put out after the company lost the Traveller license, so it's the same d20 rules without traveller references. :)

The group currently has two combat types, 1 medic/tech, 1 pilot/tech, 1 noble/psion and one gunner/repair/tech. Being a space game, having a lot of technical people is not really unusual nor a problem. If you want help making a character, I can do that with/for you as well.


mdt wrote:
Melasoul wrote:

Hey mdt! I'd love to join this Scifi pbp, and you can look at my history to see that I am dedicated and well written.

My issue is that I have never played Traveller before, and know nothing of the setting. I can probably pick up enough to get a character together by Saturday, but do you see this being a problem?

I Melasoul, I'd said I'd take the first eight people through Saturday, so I don't see a problem. As far as picking things up, you can buy the rules we're using from drivethrurpg (look back up through the recruitment thread, link is on the previous page), or if you happen to have/find a Traveller T20 book (they're out of print) then that book as well. The scifi20 rules were put out after the company lost the Traveller license, so it's the same d20 rules without traveller references. :)

The group currently has two combat types, 1 medic/tech, 1 pilot/tech, 1 noble/psion and one gunner/repair/tech. Being a space game, having a lot of technical people is not really unusual nor a problem. If you want help making a character, I can do that with/for you as well.

Cool. I'll pick up a copy of the book when I get home from work today and start pouring over it.

As far as character help, right now I guess my only question is what does the group need, role-wise? I saw what you posted earlier, but it seems like the group has most of its bases covered.


mdt wrote:


Lacking :
2 Traits (or 3 traits and 1 drawback)
Choice of Muster Out roll on Cash table or Material Table.
Equipment (Dependant on Muster Out check)

The equipment, for your character, is less important at the moment due to being in the Navy still so clothes and equipment being provided. So if you roll on the material table, you might get something good, or noting. If you roll on the cash table, you'll have credits to buy equipment with. So up to you.

I have been scrolling up and down that pdf for a hour or so, so maybe i'm blind but i cannot find where traits are listed,or they under another name?


Pathfinder traits : ) They are not in the pdf!


Thanks,good think you cannot see how red my face has become :(

Then i have to choose if rolling for equip or cash ?
If the char already has some equip from career i'll go for cash.


Hah! No worries : )

It's one of these things that is easy to miss when digging trough a thread of this size


But i don't see traits suitable to a sci-fi setting in pathfinder,which ones could be appropriate?


GM said you can flavor them, and GM will ok them.


I would look at the Ultimate Campaign traits, as a starting point and reflavor some of those


Have the book, hope to have something ready for tomorrow.


Try this link D20 modern traits


Then i'll pick these:

Investigative:

There are a number of jobs that fit within this occupation, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents and others who use their skills to gather evidence and analyze clues.

Class Skills: You gain a +1 trait bonus on Perception checks and Perception is always a class skill for you.

Wealth Bonus: +2 to one Profession skill.

Technician:

Scientists and engineers of all types fit within the scope of this starting occupation.

Class Skills: You gain a +1 trait bonus on Craft (any) checks and Craft (any) is always a class skill for you.

Wealth Bonus: +3 to one Profession skill.

Will ask MDT how to fix them, they seem appropriate for the char type.


http://dmreference.com/MRD/Future.htm also good


We dont' do the wealth bonus bit, so you'd get the class skill bits. Technician, therefore, would only give you a +1 trait bonus, since craft is always a class skill for every class. If you want, you can bump the trait bonus up to a +2 to any one craft skill instead.

So you'd end up with Perception being a class skill and gaining a +1 trait bonus from Investigative, and a +2 to any one craft skill from Technician (or a +2 to any Technical skill, same thing).


mdt wrote:

We dont' do the wealth bonus bit, so you'd get the class skill bits. Technician, therefore, would only give you a +1 trait bonus, since craft is always a class skill for every class. If you want, you can bump the trait bonus up to a +2 to any one craft skill instead.

So you'd end up with Perception being a class skill and gaining a +1 trait bonus from Investigative, and a +2 to any one craft skill from Technician (or a +2 to any Technical skill, same thing).

OK, so i only need to roll for cash now?


No no, I meant the wealth bonus bit from the d20 Modern traits.

But yes, I'll roll 1d6 for your muster out benefits, and then you can buy personal equipment.

Cash Out: 1d6 ⇒ 1 Ouch

Well, you have 1,000 credits to spend on equipment. Or you can just keep them for future use, since most of your things are going to be provided for you for now.


Never mind but i got what you meant with the wealth bonus bit.
Looks like i only need to create a new alias for the char....i see gameplay has already a lot to read, hope to be able to catch up for tomorrow.


Ok, I was going to do all of the rolls at once, but formatting this thing and looking everything up takes a while, and since I'm at work, I have to run to a meeting. So here is the start.

mdt, does all of this look right?

Name: Ophelia Holt

Starting Stats (group 1):
Str 11
Dex 15
Con 12
Int 16 (+2) = 18
Edu 12 (-2) = 10
Wis 16
Cha 12
Soc 10

Apprenticed to Mechanical Guru (Professional):

Assignment: 1d20 ⇒ 14 Consulting Firm
Upping survival DC by 3
Survive (DC 4 + 3 = 7): 1d20 + 4 ⇒ (11) + 4 = 15 Easily Survived
Commission (DC 10 - 3 = 7): 1d20 + 0 ⇒ (20) + 0 = 20 Got it
Rank Promotion (DC 6 - 3 = 3): 1d20 + 4 ⇒ (6) + 4 = 10 Got it
XP bonus (DC 8 - 3 = 5): 1d20 ⇒ 13 Got it

Continued Employment: 1d20 ⇒ 16 Leaving for University!
Taking Material Benefits
Mustering Out: 1d6 ⇒ 2 +1 to int!

XP Roll: 1d4 ⇒ 1 x 1000 = 1000

Results:

  • 4000 (base) + 1000 (bonus) = 5000 xp
  • +1 Int (making it 19)
  • 4 years older

  • Yep, looks right so far.


    Added Traits:
    Traits
    Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
    Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

    Almost done!


    Turn out I got an extra benefits roll from my last term. Taking cash this time.
    1d6 ⇒ 3 20000 credits... nice

    Time as student and doing workstudy:

    Academic
    Assignment: 1d20 ⇒ 1 School... convenient
    No adjustment
    Survival is auto passed.
    No Decorations possible.
    XP bonus (DC 4): 1d20 ⇒ 5 Got it.

    Taking cash again
    Mustering Out: 1d6 ⇒ 3 5000 credits

    Stamina: 1d4 ⇒ 4 Sweet!

    Schooling at The University:

    Bachelors
    Admission (DC 22 - 10 = 12): 1d20 + 4 ⇒ (13) + 4 = 17 Got in!
    Graduation (DC 22 - 10 = 12): 1d20 + 4 ⇒ (11) + 4 = 15 Passed!
    Honors (DC 28 - 10 = 18): 1d20 + 4 ⇒ (3) + 4 = 7 No honors...

    Navy OTC check (DC 12): 1d20 + 4 ⇒ (18) + 4 = 22 Sweet! I'm an officer!

    Masters
    Admission (DC 26 - 12 = 14): 1d20 + 4 ⇒ (7) + 4 = 11 Didn't make it in...

    Summary of Term 2:

  • +20,000 credits (total 25,000)
  • Rolled 4 Stamina (Total 12)
  • 4 years older (total of 8)
  • Education score is now 12
  • Gained a B.Eng. in Mechanical Engineering
  • Now an Officer in the Navy!
  • Navy Time:

    Assignment: 1d20 ⇒ 18 Strike team... uh oh
    No adjustment
    Survive (DC 6): 1d20 + 4 ⇒ (2) + 4 = 6 Made it but was injured.
    Rank Promotion (DC 8): 1d20 + 1 ⇒ (6) + 1 = 7 Just Short
    Decoration (DC 8): 1d20 ⇒ 11 Sweet, a medal!
    XP bonus (DC 4): 1d20 ⇒ 2 No bonus xp... I'm blaming a concussion.

    Ok, two rolls. First, money. Second item.
    First Mustering Out: 1d6 ⇒ 6 50,000 credits... sweet!
    Second Mustering Out: 1d6 ⇒ 4 A weapon... not bad.

    Stamina: 1d6 ⇒ 1 Crap!

    Term 3 Summary:

  • +50,000 credits (75,000 total)
  • +A weapon of my choice.
  • Rolled 1 Stamina (Total 14)
  • Still rank O1
  • Received a Purple Heart Award
  • Received a Meritorious Conduct Under Fire Award.
  • Definitely maxed out my xp by this point.
  • 4 more years older (total +12)
  • Ok, that should be it for my Prior History. Character summary is below.

    Character Summary:

    Name: Ophelia Holt
    Age: 28
    Eyes: Hazel
    Hair: Black
    Height: 160 cm
    Weight: 50 kg

    Career: 1 Professional / 1 Academic / 1 Navy (still active)
    Stamina: 14 (6 Pro, 4 Aca, 1 Nav, 3 Con)
    Skill Points: 36 (7 Pro, 8 Aca, 6 Nav, 12 Int, 3 Human)
    Credits: 75,000


    Only one correction Melasoul,
    When I said you could get the -2 EDU back after training at a full university, I meant a fully modernized TL 12 university. In otherwords, an off world university. Same goes for everyone else. So your EDU is still 10 for now.

    For your medal, that would almost certainly have been attained during the Solar Storm incident a few years ago. With all the solar radiation throwing the communications into an uproar, some of the criminal types decided to take advantage. Normally crime is pretty tame, but the occasion was too tempting for some people, and with the electronics being made haywire by the solar storms, they saw an opportunity to hit the Navy Compound at the space port for high tech spare parts. Some of the less influential Holdings would buy them no matter the source.


    mdt wrote:

    Only one correction Melasoul,

    When I said you could get the -2 EDU back after training at a full university, I meant a fully modernized TL 12 university. In otherwords, an off world university. Same goes for everyone else. So your EDU is still 10 for now.

    For your medal, that would almost certainly have been attained during the Solar Storm incident a few years ago. With all the solar radiation throwing the communications into an uproar, some of the criminal types decided to take advantage. Normally crime is pretty tame, but the occasion was too tempting for some people, and with the electronics being made haywire by the solar storms, they saw an opportunity to hit the Navy Compound at the space port for high tech spare parts. Some of the less influential Holdings would buy them no matter the source.

    I set my Education to 12, not because of the removal of the -2 penalty, but because page 26, under the benefits of a Bachelors degree, it says:

    If the character’s EDU score is 11 or less, it is automatically raised to 12.

    Does the -2 education penalty still apply after the stat has been raised to 12, thus leaving it at 10? Or would it be raised to 12 and become 14 if we were to attend a more technologically advanced university?

    Good to know about the solar storm. That will definitely be added into my backstory.


    Doh, sorry, forgot about that, you're good then. :)

    And yes, if you can later reach a TL 12 university and spend 6 months there, you can raise it up by 2.


    Sorry if this has been asked earlier, but is Skill Focus the 3rd edition version or the Pathfinder version?


    PF version, for ease of my addled brain. :)


    And I'm assuming if we're Navy and going into space that we would be able to purchase a Vac suit (TL 9), right?

    Also, I may just be missing it, but is there a such thing as Masterwork Armor? If so, what does it do?

    And how much do Masterwork Armor and Weapons cost?


    The navy has standard vacuum suits that are issued that are TL 9. They don't sell them, however, you can buy them privately for triple normal cost if you're willing to pay the money. They have a few that have survived from the fall, called hardsuits, that are TL 11. Those are guarded heavily. THere are 4 of them. One is currently on the Dawn.

    Masterwork weapons of TL 8 or less are double normal cost. TL 9 are triple. They give a +1 circumstance bonus on attacks.

    Masterwork armor of TL 8 or less are double normal cost. TL 9 are triple. They give a -1 armor check penalty.


    Cool.

    I still have a lot of money to spend.

    Any suggestions?

    Maybe a Motorcycle?


    I can work up a motorcycle for you if you like. :)

    You can keep some of it in the bank if you like. You can also buy land/property. Most naval types bank it until they get out of the service.

    While in the navy, there's not a lot to spend it on. to be honest.


    Land would be nice for retirement, but while employed I'm not exactly going to be the stay-in-one place type. Minus where I'm stationed, of course.

    I'll probably bank most of it, but a motorcycle might be a nice leisure activity.

    Maybe I'll pick up that 2 person jet craft you mentioned earlier, once I get the vessel feat for it.

    Also, do masterwork tools cost double the price (like basic weapons and armor do)?


    Do synergy bonuses stack? In 3.0 they didn't, in 3.5 they did, and Pathfinder doesn't have them anymore...

    I think the answer is that they do not, but I figured it was better to ask than assume.


    I don't think we'll be using synergy bonuses. I've merged most of the synergy skills to pathfinderize them. (See campaign tab for all the houserules).


    I saw that where you combined things, but the Knowledge / Professional / Technology skills all synergize with each other, which is why I asked.


    Ok, I'm almost done with the crunch, so I think this is my last question.

    There is a trait called Tireless Logic

    Pathfinder PRD wrote:
    Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

    Would you be willing to allow something like:

    Easy Recall: You find it easy to recall information from your past experiences and learning. Once per day when you make an Education-based skill check or ability check, you can roll twice and take the better result.


    Yep, I'd be fine with that.


    We got three copies of that trait aboard now.

    It is a very nice trait ^^


    mdt wrote:

    The navy has standard vacuum suits that are issued that are TL 9. They don't sell them, however, you can buy them privately for triple normal cost if you're willing to pay the money. They have a few that have survived from the fall, called hardsuits, that are TL 11. Those are guarded heavily. THere are 4 of them. One is currently on the Dawn.

    Masterwork weapons of TL 8 or less are double normal cost. TL 9 are triple. They give a +1 circumstance bonus on attacks.

    Masterwork armor of TL 8 or less are double normal cost. TL 9 are triple. They give a -1 armor check penalty.

    Please add this to the character gen rules. Vathan will upgrade all of his weapons to masterwork.

    cheers


    I cannot read everything at this point.
    Naming conventions for my char?
    Other bonuses ? i think i read a lvl 3 favored class bonus somewhere.
    A summary of what happened in gameplay maybe? asking too much?


    Also, would there be some kind of satchel for carrying delicate equipment?

    Especially explosives...


    Ok, minus a couple of things here or there, I think I have my gear list:

    Equip:

    Item - Amount - Total Cost
    Masterwork Assault Rifle w/ Folding Stock - 1 - free
    Masterwork Auto Pistol w/Laser Pointer - 1 - 650
    Auto Pistol Clip of High Explosive ammo - 2 - 200
    Assault Rifle Clip of AP(2) ammo - 2 -800

    Masterwork Dagger - 1 - 20
    Masterwork Blade - 1 - 100

    HEAP Grenade (case of 20) - 1 - 240
    Smoke Grenade (case of 20) - 1 - 160
    Fragmentation Grenade (case of 20) - 1 - 200
    TDX Grenade - 2 - 300
    Plastic Explosives - 30 - 150
    Tranq Grenade - 2 - 50

    Masterwork Large Ballistic Shield - 1 - 50
    Masterwork Mesh Armor - 1 - 300

    Masterwork Carpentry Tool Set - 1 - 900
    Masterwork Electronics Tool Set - 1 - 6000
    Masterwork Mechanical Tool Set - 1 - 3000
    Masterwork Metalwork Tool Set - 1 - 4500
    Masterwork Lockpick Set - 1 - 30
    Janitorial Kit - 1 - 250

    Binoculars (50x) - 1 - 75
    Wrist Watch (Fancy) - 1 - 250
    Wrist Watch (Simple) - 1 - 50
    Combination Mask - 1 - 150
    Short Range Communicator - 1 - 100
    Cold Light Lantern - 1 - 20
    Personal Communicator - 1 - 250

    Medical Drug - 4 - 400

    Pipe - 1 - 75
    Tobacco - 1 - 20
    Moonshine - 1 - 10
    Masterwork Violin - 1 - 150

    Minkosha Personal Jet (TL7) - 1 - 22000

    Total Cost: 40,330

    Credits Left: 34,670

    I was unsure of how much the Masterwork Lockpicks should be, so feel free to let me know if that is wrong.

    Also, I was just kind of guessing on the cost of the little personal items, like the Pipe, Tobacco, Moonshine, and Violin. Let me know if those are off too.

    In general if my prices are off on anything let me know.


    Gandal wrote:

    I cannot read everything at this point.

    Naming conventions for my char?
    Other bonuses ? i think i read a lvl 3 favored class bonus somewhere.
    A summary of what happened in gameplay maybe? asking too much?

    I'll assume you've read the game background on the campaign page.

    A major attempt to remap the solar system was underway on the space station. This was needed because the solar storms that occured had caused some damage to the inner asteroid belt, and there were concerns that some of those asteroids might become dangerous to the planet.

    During a routine day of surveying, a derelict ship transited via warp point from a position where no warp point had ever been found, but it was close to where one had been 450 years ago.

    The navy scrambled a response ship using the only ship available, a scout courier ship that had been being used as a VIP shuttle for the last 400 years. The PCs are crew aboard that ship. They have managed to catch up to the ship, and have about 8 hours to investigate it before they have to turn back or be stranded due to fuel issues.

    The ship is battle damaged, 2/3rds destroyed, and has been exposed to massive amounts of radiation and heat.


    Looks fine Melasoul. An armored case that's padded for carrying delicate equipment would cost 500 credits for AC 4, and 2000 credits for AC 6. It would be .5m x 0.5m x 0.25m.


    No naming conventions, the original settlers were pretty eclectic. They came out here to get away from central government.


    You get favored class bonuses for your favored class (pick the one you expect to be taking more often). One HP or One Skill Point per level of that class.


    Can the case be refluffed to an armored satchel? Dimensions say, .75x.33x.25 (same volume).

    Also, cool, I'll take Navy for my favored class and pick up an extra hit point.

    Also, what's the dress code for the Navy? I remember reading something in a different book about colored stripes being used to identify your skillset/purpose? What does everyone wear to signify their rank?

    Limits on hair length and style? Piercings? Personal effects?

    Also, what's the rule on smoking on a space ship/station? I know people tend to get ticked about the fine particles in the oxygen scrubbers, but maybe technology has advanced past that point by now?


    Ok, I think everything is done. Look it over and let me know what you think!


    Looks good Ophelia. You are on the shuttle (you were actually the one who found the low radiation spot in the engines). Feel free to talk to people. Pick a cabin to have been sleeping in (probably 6a to 6f).

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