[Traveller] Recruitment for a Traveller Game


Recruitment

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mdt wrote:

Madcaster, I think you have the wrong book.

Are you looking at this book? Core Traveller by GDW & Mark Miller?

There's another Traveller book called Traveller5 by Far Future Enterprises, which looks very similar but is the 5th edition, not Classic Traveller.

Yep, that's the one. Character creation goes from page 17 to page 32. On page 33 starts Personal Combat.


mdt wrote:

Career 2 Complete, age 26 :

STR:4 (-1)
DEX:9 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Skills:
Animals 0
Art (Instrument) 0
Athletics (Co-ordination) 0
Carouse 0
Computers 0
Comms 0
Language 0
Leadership 0
Melee (Unarmed) 0
Persuade 0
Science (Psychology) 0
Stealth 0
Talent (Telekinesis) 0

Rank 2

Muster out: 2 rolls at +1

Cash Benefit: 1d6 + 1 ⇒ (5) + 1 = 6
40,000
other Benefit: 1d6 + 1 ⇒ (2) + 1 = 3
Ally
personage: 2d6 ⇒ (3, 2) = 5
Cultural Attaché

Time to string a background together :)


DOH! I have Mongoose Traveller, not GDW traveller. Sorry everyone, long weekend of working. I got them reversed.

Anyway, you can get a free copy of the starter rules at RPG Drive Thru here. The main base book I have is the Mongoose black and red book, not the original GDW, sorry for the confusion.


So that's Mongoose Traveller. Got it. 1st or 2nd?


Fairly sure it's first. I saw another version on the DriveThru RPG that had some additional careers (university) and way more graphics that were color. That's probably 2nd.

EDIT: And now that I went and dug through all my GDW/Mongoose/Traveller books (I have about 100 total) I can confirm it's 1st Edition Mongoose. I think the 2nd ed is close enough to be used if you wanted to. It's mostly an updated book with graphics, the core mechanics didn't change much.

Liberty's Edge

Ok, as it is mongoose traveller, I am going to go with my character generator and make a character using it. I believe it will show all the rolls and such. The program is called TCG. I will post the info here once I get it done to see if it is ok for generating characters.

thanks


NAME : Omaltdoy'tsart Yuftro (In practice, most humans call him some variant of 'Malt', 'Malty' or occasionally 'Old Malt')
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
PROPOSED CHARACTER TYPE : By Preference, a Naval Pilot or Engineer (or possibly one cross-trained to the other)
My memory is that Droyne are also Psionic...though quietly so. Not sure how that would be handled rules-wise.

Stat Roll 1: 2d6 ⇒ (3, 6) = 9
Stat Roll 2: 2d6 ⇒ (2, 3) = 5
Stat Roll 3: 2d6 ⇒ (1, 2) = 3
Stat Roll 4: 2d6 ⇒ (6, 5) = 11
Stat Roll 5: 2d6 ⇒ (5, 5) = 10
Caste: 1d6 ⇒ 5...Sport. Ideal for a travelling Droyne

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Net +1 for the 5 stats (assuming Caste doesn't count, so it's a go :)
As a small race, physically weak and not hugely hard (but quite dexterous) seems the way to go)

Background Skills: Computers 0, Language 0, Vacc Suit 0, Zero-G 0

Those born into the Sport Caste on the Uskurv are generally encouraged to engage in their wanderlust, and travel the known worlds. They are expected during that time to make contact with any Droyne settlements or families they come across, and pick up any messages and/or stories they may have (in some ways acting the way a medieval troubadour would have, keeping a sense of community across vast distances).


How much for a genetically enhanced squirrel who is as smart as a dog, and be my little fru fru pet?

How much would a bracelet that turns into a shield be?


NAME : Keeth Blackstone
RACE : Human
BIRTHWORLD : Agricultural
PROPOSED CHARACTER TYPE : He's someone aiming for a military style career.
ALLEGIANCE : Imperium Citizen

stat roll: 2d6 ⇒ (1, 5) = 6
stat roll: 2d6 ⇒ (4, 4) = 8
stat roll: 2d6 ⇒ (1, 3) = 4
stat roll: 2d6 ⇒ (2, 6) = 8
stat roll: 2d6 ⇒ (5, 3) = 8
stat roll: 2d6 ⇒ (5, 4) = 9

STR:8
DEX:8
END:9 (+1)
INT:8
EDU:6
SOC:4 (-1)

Background Skills: Animals 0, Comms 0, Medic 0.


Daniel Stewart wrote:

Ok, as it is mongoose traveller, I am going to go with my character generator and make a character using it. I believe it will show all the rolls and such. The program is called TCG. I will post the info here once I get it done to see if it is ok for generating characters.

thanks

I would prefer if you rolled in thread, so as to keep the field level for everyone.


Squirrels are smarter than dogs. Clearly. They have to have a higher TL after all. :P

In case I don't go with robot...

2d6 ⇒ (4, 1) = 5
2d6 ⇒ (1, 5) = 6
2d6 ⇒ (2, 3) = 5
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (3, 2) = 5
2d6 ⇒ (2, 3) = 5
:(

2d6 ⇒ (3, 1) = 4
2d6 ⇒ (1, 3) = 4
2d6 ⇒ (3, 4) = 7
2d6 ⇒ (6, 1) = 7
2d6 ⇒ (3, 2) = 5
2d6 ⇒ (1, 2) = 3
:(:(

2d6 ⇒ (5, 4) = 9
2d6 ⇒ (6, 5) = 11
2d6 ⇒ (2, 6) = 8
2d6 ⇒ (6, 2) = 8
2d6 ⇒ (4, 6) = 10
2d6 ⇒ (6, 1) = 7

I'm assuming time traveling squirrel from TL20 is off the table? :P


Ok, let's start with stats:

Rolls:

Set 1:
2d6 ⇒ (4, 5) = 9 +1
2d6 ⇒ (3, 1) = 4 -1
2d6 ⇒ (1, 3) = 4 -1
2d6 ⇒ (1, 4) = 5 0
2d6 ⇒ (3, 4) = 7 0
2d6 ⇒ (2, 2) = 4 -1
Total: -2

Set 2:
2d6 ⇒ (3, 3) = 6 0
2d6 ⇒ (5, 6) = 11 +1
2d6 ⇒ (1, 2) = 3 -1
2d6 ⇒ (5, 2) = 7 0
2d6 ⇒ (6, 4) = 10 +1
2d6 ⇒ (4, 4) = 8 0
Total: +1


Final: 11, 10, 8, 7, 6, 3


mdt wrote:
The way I handle K'Kree is that any solitary K'Kree are aberrations who are outcasts from their own culture, due to their mental illness (They actually kind of like getting out by themselves). So any PC K'Kree will be Casteless, and likely ended up attending non K'Kree schooling and jobs. Thus, they'd use the normal rules. No Nobility careers or High Guard.

Ok, cool thanks! That's kind of what I was figuring as far as an actual PC. In that case, my 2nd set of rolls works out to a +1 modifier without counting the 6th roll so I will go with those:

9
7
5
9
6

add to strength: 1d6 ⇒ 5
add to endurance: 1d6 ⇒ 6

Well then. I'm starting to formulate a character concept but not ready to commit to anything yet. I will keep reading up on the fluff in the meantime.


How long is a term? What careers are there other than the Army/Navy?


@Hotaru - Yes, if you want something furry, pick a Vargr.

@Tundrun - The +1 is before racial modifiers, so you can use your #6 roll. If you prefer the 2nd, that's fine as well. Also, just to be up front, being large is going to be as much a pain as it is helpful. Small ship cooridors, having to order equipment from half-way across the galaxy, etc.

@Ancient Dragon master - All the careers available were in the first post. If you have any questions about specific ones, I can answer them, and roll for you on them if you don't have access to them. A Term is 4 years, and humans start making aging checks in their 30's.


Posting Rate?
Darrian : Darrian Agent, Darrian Entertainer, Darrian Envoy, Guard, Darrian Merchant, Militia, Darian Navy, Special Arm, Worker, Darrian Wanderer
^Could you explain these? (Most importantly the difference between the Darrian Navy and the normal navy)
How does changing to officer work?

Everyone : Agent, Army, Air Force, Citizen, Drifter, Entertainer, Marines, Merchants, Navy, Nobility, Rogue, Scholar, Scout, Wet Navy


Peet wrote:
I'll put something together soon. Planning a Vargr scout.

Let's start some rolls:

2d6 ⇒ (6, 1) = 7 +0
2d6 ⇒ (4, 6) = 10 +1
2d6 ⇒ (1, 4) = 5 -1
2d6 ⇒ (2, 3) = 5 -1
2d6 ⇒ (5, 3) = 8 +0
2d6 ⇒ (2, 3) = 5 -1

That looks like a net -1. But I have one +1 score.

So am I allowed to reroll?


Peet wrote:
Peet wrote:
I'll put something together soon. Planning a Vargr scout.

Let's start some rolls:

2d6 +0
2d6 +1
2d6 -1
2d6 -1
2d6 +0
2d6 -1

That looks like a net -1. But I have one +1 score.

So am I allowed to reroll?

Going from madcasters example, yes, yes you can.


Here's the general idea of the character and the 1st term. I followed the chargen checklist, so I hope there's no mistakes.

Also, what appropriate homeworlds are there that are industrial, have a military base nearby, and the need for such a base?

Stats and basics:

Characteristics:
Str 10 (+1)
Dex 8 (+0)
End 11 (+1)
Int 7 (+0)
Edu 6 (+0)
Soc 3 (-1)

Name: Gabriel Li
Race: Imperial human
Homeworld:
Background skills: 3 (3 +0 Edu) -

General character idea - a hardworking ex-military. He is from a working class, and when recruiters came, he jumped at the opportunity to try and earn more money than working at the factory.

Term 1:

Age: 18
Career Qualification: Marine End 6+: 2d6 + 1 ⇒ (4, 1) + 1 = 6 Success
Basic Training: Athletics (any) 0, Battle Dress 0, Tactics (any) 0, Heavy Weapons (any) 0, Gun Combat (any) 0, Stealth 0
Specialization: Support
Career Skill (Support): 1d6 ⇒ 3 Drive (any) or Flyer (any)
Survival: End 5+: 2d6 + 1 ⇒ (2, 3) + 1 = 6 Success
Event: 2d6 ⇒ (1, 6) = 7 Life Event
Life Event: 2d6 ⇒ (2, 6) = 8 Betrayal
Advancement: Edu 7+: 2d6 ⇒ (6, 3) = 9 Success
Rank: 0 (Marine) -> 1 (Lance Corporal)
Rank 0 Skills: Gun Combat (any) 1
Rank 1 Skills: Gun Combat (any) 1
Promotion Skill (Personal): 1d6 ⇒ 5 Melee (unarmed)


Ancient Dragon Master wrote:

Posting Rate?

Darrian : Darrian Agent, Darrian Entertainer, Darrian Envoy, Guard, Darrian Merchant, Militia, Darian Navy, Special Arm, Worker, Darrian Wanderer
^Could you explain these? (Most importantly the difference between the Darrian Navy and the normal navy)
How does changing to officer work?

Everyone : Agent, Army, Air Force, Citizen, Drifter, Entertainer, Marines, Merchants, Navy, Nobility, Rogue, Scholar, Scout, Wet Navy

Darrian versions of the careers have specific events tied to Darrian culture, and also have a chance via events of pushing you into other Darrian careers (Such as Special Arm, which is basically James Bond 007 territory). Normal Navy doesn't have such things.

Officers work by getting a Commission while in the military. At the end of each career term, you get a chance for Commission and Advancement. If you make your commission check, you get an officer warrant.

Agent is police/security/bodyguard/corporate security/etc. (Every cast member of Hawaii 5.0)

Army is a career in the ground pounders, people landed on the planet to fight on the surface. (Bucky Barnes, during the war)

Air Force is people trained to fly atmospheric aircraft and shoot other atmospherics down. (Mavrick from Top Gun)

Citizen is just a catch all career for 'I worked in the private sector as a fry cook or accountant'. (Every extra you ever saw in Star Wars)

Drifter is the default if you wash out of a career, you wandered aimlessly, did odd jobs, survived on your wits. (Chewbacca)

Entertainer is someone who entertains, an author, a musician, an actor, a professional athelete. (Oola the dancing girl)

Marines are military fighters who specialize in ship boarding and individual space combat. Space Marines basically. (Storm Troopers)

Militia are people who were in a planetary militia, not as well trained or eqiupped as Army or Marines, but with a more varied skill set. (Rebels)

Merchants are people who ran trade ships. (The annoying blue thing that wouldnt' take republic credits)

Navy is someone who worked in the navy, fighting space ships or flying fighters. (Tie Fighter Pilot)

Nobility is someone who was part of the Peerage in the Impire, or is a minor son of a house. (Leia)

Rogue is a thief, smuggler, or what have you (Han Solo)

Scholar is a scientist, researcher, or doctor. (Indiana Jones)

Wet Navy is someone in a ship on an ocean, as opposed to space. (The crew of The Last Ship)


Peet wrote:
Peet wrote:
I'll put something together soon. Planning a Vargr scout.

Let's start some rolls:

2d6 +0
2d6 +1
2d6 -1
2d6 -1
2d6 +0
2d6 -1

That looks like a net -1. But I have one +1 score.

So am I allowed to reroll?

Actually, it's a net -2, and yes, you can reroll.


Madcaster wrote:

Here's the general idea of the character and the 1st term. I followed the chargen checklist, so I hope there's no mistakes.

Also, what appropriate homeworlds are there that are industrial, have a military base nearby, and the need for such a base?

** spoiler omitted **

** spoiler omitted **

Pretty much anything you like, honestly. There are thousands of planets, and you described about half of them. You can pretty much pick the skills you want and we'll find you a planet to be from for them.

You forgot to make a commission check. Soc 8+ check.


Commission: Soc 8+: 2d6 - 1 ⇒ (6, 1) - 1 = 6 Fail.

Hm, let me check if I got it right. So, my Advancement roll was successful. I went NCO rank 0 -> Rank 1. If my Commission roll wasn't a fail, I would go Officer rank 0 -> rank 1. So, I get both NCO and Officer Skills, and I count as rank 2 when counting Muster out benefits and pension.


Da Rulez wrote:


Commission: This only applies to the military careers of Army, Navy and Marines. A character who succeeds at a commission roll becomes a Rank 1 offi cer in that career, and uses the offi cer Rank table from then on. A character may attempt a commission roll once per term, and trying for commission is optional.
If you obtain a commission after having already advanced several ranks, you become a Rank 1 offi cer as normal but you may add your two fi nal ranks together for the purposes of determining benefi ts and pensions. Some events give a bonus DM to advancement rolls (see below), or give automatic advancement. You can apply these DMs to commission rolls also.

There's no real good reason to not get a commission if you can. It also opens up the Officer skill table to roll on, which usually has some nice skills.


Ramarren wrote:

NAME : Omaltdoy'tsart Yuftro (In practice, most humans call him some variant of 'Malt', 'Malty' or occasionally 'Old Malt')

RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)
PROPOSED CHARACTER TYPE : By Preference, a Naval Pilot or Engineer (or possibly one cross-trained to the other)
My memory is that Droyne are also Psionic...though quietly so. Not sure how that would be handled rules-wise.

[dice=Stat Roll 1]2d6
[dice=Stat Roll 2]2d6
[dice=Stat Roll 3]2d6
[dice=Stat Roll 4]2d6
[dice=Stat Roll 5]2d6
[dice=Caste]1d6...Sport. Ideal for a travelling Droyne

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Net +1 for the 5 stats (assuming Caste doesn't count, so it's a go :)
As a small race, physically weak and not hugely hard (but quite dexterous) seems the way to go)

Background Skills: Computers 0, Language 0, Vacc Suit 0, Zero-G 0

Those born into the Sport Caste on the Uskurv are generally encouraged to engage in their wanderlust, and travel the known worlds. They are expected during that time to make contact with any Droyne settlements or families they come across, and pick up any messages and/or stories they may have (in some ways acting the way a medieval troubadour would have, keeping a sense of community across vast distances).

Droyne were in CT, but in Mongoose, they are not inherently psionic. They changed that. They may be, but it's not automatic any more. If you want to be tested, you can pay for the testing out of muster out cash (5,000 cr) and roll 2d6 to see if you have any psionic ability.


Ancient Dragon Master wrote:

Posting Rate?

Desire : 1/day weekdays, 1 per weekend

Expectations : every other day


CucumberTree wrote:

How much for a genetically enhanced squirrel who is as smart as a dog, and be my little fru fru pet?

How much would a bracelet that turns into a shield be?

1) 1500 credits

2) 350 credits

Note that a shield increases your Parry ability, but doesn't provide actual armor in Traveller.

Sczarni

Definitely interested! I was checking the thread while I was travelling, I just couldn't post. I am a massive sci-fi fan, and getting the chance to play a system twice my age (sorry!) is something I'd rather not miss!

I'll take a look at the PDF, and come up with an idea for a character in a moment.

Rolls:

Set 1.
2d6 ⇒ (5, 4) = 9
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (2, 2) = 4

2d6 ⇒ (6, 5) = 11
2d6 ⇒ (1, 1) = 2
2d6 ⇒ (3, 4) = 7

Set 2.
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (4, 5) = 9

2d6 ⇒ (2, 1) = 3
2d6 ⇒ (5, 4) = 9
2d6 ⇒ (1, 4) = 5

Set 3.
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (4, 1) = 5

2d6 ⇒ (2, 5) = 7
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (5, 4) = 9

Set 4.
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (1, 5) = 6
2d6 ⇒ (2, 2) = 4

2d6 ⇒ (5, 4) = 9
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (1, 4) = 5

Set 5.
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (3, 5) = 8
2d6 ⇒ (5, 5) = 10

2d6 ⇒ (1, 3) = 4
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (2, 4) = 6

My initial concept is of someone from an asteroid belt, who's grown up there for most of their early life.

Profession:

Career 1 - Marines, Age 18
Marines Enlistment: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Selecting Star Marine.
Specialist: Star Marine: 1d6 ⇒ 4 - Melee(Blade)
Survival, End 6+: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Events: 2d6 ⇒ (3, 1) = 4 Security Personnel - Zero-G to 1
Advancement: 2d6 ⇒ (3, 6) = 9 Success, Rank 1 - Gun Combat 1
Skills and Training(Advanced Education): 1d6 ⇒ 1 Medic 0

Career 2 - Marines, Age 22
Service Skills: 1d6 ⇒ 4
Survival: 2d6 + 1 ⇒ (2, 1) + 1 = 4
Mishap: 1d6 ⇒ 4 Black Ops - choosing to remain, gaining Enemy

Career 3 - Marines, Age 26
Specialist: Star Marine: 1d6 ⇒ 6 Gun Combat 2
Survival: 2d6 + 1 ⇒ (6, 6) + 1 = 13 Well, that's better than my last run.
Events: 2d6 ⇒ (5, 2) = 7 Life Event
Life Event: 2d6 ⇒ (3, 1) = 4 Ending of Relationship Awww...
Advancement: 2d6 ⇒ (1, 3) = 4 Nope.

Mustering Out, 4 rolls (3 terms, rank 1)
Mustering Out Benefits: 1d6 ⇒ 3 Edu +1 (Now 9) 5000 Cash
Mustering Out Benefits: 1d6 ⇒ 6 End +1 (Now 11) 35000 Cash
Mustering Out Benefits: 1d6 ⇒ 2 Int +1 (Now 7) 40000 Cash
Mustering Out Benefits: 1d6 ⇒ 5 TAS Membership, 60000 Cash

Career 4 - Citizen, Age 30
Qualification: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Worker: 1d6 ⇒ 1 Drive(Wheeled) at 1
Survival: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Events: 2d6 ⇒ (2, 3) = 5 Business Grows, +1 DM on Benefits
Advancement: 2d6 + 1 ⇒ (5, 4) + 1 = 10 Advanced, Rank 1 Worker.
Worker: 1d6 ⇒ 3 Trade (Hydroponics) at 1

Aging Roll
2d6 - 4 ⇒ (5, 2) - 4 = 3 No penalty.

Well, after rolling the careers, I think I've got the character down. I was surprised by how fun the whole rolling for careers and see where you end up thing is.

I'll get on finalising the backstory, but the general idea is someone who served for twelve years in the Marines, joining up right after leaving the mining colony he grew up on, and after discovering they aren't what they're cracked up to be, retired on a new planet and opened a hydroponics business, which is picking up in the latter years. He'd be travelling after sealing a decent deal, taking advantage of his TAS membership.

EDIT: Just adding things in now that I got the chance.

NAME : (Lance Cpl.) Hamden Hobbs (Proud owner of Hobbs' Hops.)
RACE : Imperial!
BIRTHWORLD : Looking for a rather large backwater asteroid field/space station.
PROPOSED CHARACTER TYPE : Aimed for young and foolish ex-marine, ended up with Citizen Ex-Marine Small business owner/co-owner. Will probably be picking up more and more non-combat, Education-based skills.
ALLEGIANCE : Imperial!
STATS:
STR: 10 (+1)
DEX: 10 (+1)
END: 11 (+1)
I: 7 (0)
EDU: 9 (+1)
SOC: 4 (-1)

Lemme see if I can get the skills proper.

Skills:

Athletics(Endurance) 0
Battle Dress 0
Tactics (Marines Combat) 0 Not sure if that's navy or ground.
Heavy Weapons (Man-Portable Artillery) 1
Gun Combat (Energy Rifle) 2
Gun Combat (Slug Rifle) 1
Gun Combat (Energy Pistol) 1
Melee(Blade) 2
Drive (Wheeled) 1
Flyer (Grav) 0
Streetwise 0
Steward 0
Trade(Hydroponics) 1
Pilot (Small Craft) 1
Sensors 1
Comms 1
Gunner (Turrets) 1
Persuade 1
Medic 1.

Liberty's Edge

mdt wrote:
I would prefer if you rolled in thread, so as to keep the field level for everyone.

Ok, not a problem. Is it possible to reroll my starting attributes...they were pretty low...

Thanks


I think I get only one of the Advancement/Commission - Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement. (p.5)

And since Commission is a tougher check, as well as Soc check, I think I'll just be taking Advancement checks. That is, if you only take one.

Term 2:

Age: 22
Career Qualification: Marine End 5+: 2d6 + 1 ⇒ (4, 3) + 1 = 8 Success
Specialization: Support
Career Skill (Personal): 1d6 ⇒ 3 +1 End
Survival: End 5+: 2d6 + 1 ⇒ (3, 3) + 1 = 7 Success
Event: 2d6 ⇒ (1, 5) = 6 You are assigned to an assault on an enemy fortress. Throw Melee or Gun Combat 8+ and gain Tactics (military) or Leadership if you succeed. If you fail, you are injured and lose 1 point from any physical characteristic.
Event Check: Gun Combat 8+: 2d6 + 2 ⇒ (5, 6) + 2 = 13 Success
Advancement: Edu 7+: 2d6 ⇒ (6, 1) = 7 Success
Promotion Skill (Personal): 1d6 ⇒ 5 Melee (unarmed)


@Daniel - I had said that if you didn't have a net +1 at the end of rolling you could reroll, and I think those were -2 or something.


The Lion Cleric wrote:

Definitely interested! I was checking the thread while I was travelling, I just couldn't post. I am a massive sci-fi fan, and getting the chance to play a system twice my age (sorry!) is something I'd rather not miss!

I'll take a look at the PDF, and come up with an idea for a character in a moment.

** spoiler omitted **

My initial concept is of someone from an asteroid belt, who's grown up there for most of their early life.

** spoiler omitted **...

You forgot commission checks, I assume you'd want to be an officer if it came up.


Madcaster wrote:

I think I get only one of the Advancement/Commission - Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement. (p.5)

And since Commission is a tougher check, as well as Soc check, I think I'll just be taking Advancement checks. That is, if you only take one.

** spoiler omitted **

I always house rule that to allow both (Advancement first, then commission).

Sczarni

mdt wrote:
The Lion Cleric wrote:

Definitely interested! I was checking the thread while I was travelling, I just couldn't post. I am a massive sci-fi fan, and getting the chance to play a system twice my age (sorry!) is something I'd rather not miss!

I'll take a look at the PDF, and come up with an idea for a character in a moment.

** spoiler omitted **

My initial concept is of someone from an asteroid belt, who's grown up there for most of their early life.

** spoiler omitted **...

You forgot commission checks, I assume you'd want to be an officer if it came up.

Oh, if it's both, then the rolls below:

Commission at Career 1 Commisson: 2d6 - 1 ⇒ (5, 2) - 1 = 6
Commission at Career 3 Commisson: 2d6 - 1 ⇒ (6, 1) - 1 = 6

Well, a spacer from Hodunk Station rarely gets promoted, I suppose.

Sczarni

Hm. As the editing window is (just about) gone, I'll leave the gear for the next post.

@GM - what's the general rule on legality of firearms and armour? I'm assuming a luxury liner wouldn't allow people to carry around guns willy-nilly, but what about leaving them in storage/their bedrooms? I'll also get started on the backstory.

@Madcaster, I am wondering whether or not we could go for a character connection, two marines and all.


mdt, Oh, if that's the case, then Soc 8+: 2d6 - 1 ⇒ (3, 5) - 1 = 7. Fail again.

The Lion Cleric, Sure, when we're done with the characters.


If you all don't mind, I'd rather hold off on character connections until *after* you are picked? Otherwise people have connections to people who didn't make it in.

Don't worry about equipment, remember, you're going to start on a ship that crashes, and it's highly unlikely you'll be able to get your stored equipment out of the hold before you use the escape pods.

For equipment, we'll be doing the following :

Put 25% of your muster out cash down as liquid funds at game start (well, once you rescue yourselves anyway). Then you can buy up to 25% of your muster out cash as things you *might* have a chance to grab during the crash. This should be stuff that's either legal, you have permits for, or is things you can't lose (Augmentation, etc). Light armor (ballistic cloth for example) would be ok, no weapons though on the luxury liner.

Don't worry about the lost cash, you'll get stuff in game to make up for it, and I don't see any reason to make you all do equipment jsut to toss it away.


Okay. I'll make the rest of the rolls tomorrow, and start on the backstory.

Liberty's Edge

Sorry missed that...will reroll in spoiler to keep the area clean-ish..lol

Rolls:

2d6 ⇒ (2, 5) = 7 0
2d6 ⇒ (6, 5) = 11 +1
2d6 ⇒ (1, 3) = 4 -1
2d6 ⇒ (4, 3) = 7 0
2d6 ⇒ (2, 5) = 7 0
2d6 ⇒ (4, 6) = 10 +1

This gives me a +1 so I will use these numbers


NAME : Jericho Tydes
RACE : Human Male
BIRTHWORLD : A city world.
PROPOSED CHARACTER TYPE : A disillusioned government agent (private sector could work too) trying to forget his past but he keeps winding up in situations where his unique skill set is put to use. Currently, he could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek him out.
ALLEGIANCE : Imperium citizen?

STR:9 (+1)
DEX:9 (+1)
END:9 (+1)
INT:10 (+1)
EDU:9 (+1)
SOC:5 (-1)

Any ideas on the best way to accomplish this? Where to start? I see him as humanish but I don’t know much about Darrian’s special arm (sounds cool) or Solomani SolSec. Personality wise I see him more like Shepard Book from firefly than Jack Reacher. Stats are not set in stone I am willing to move them if they work out better somewhere else.

I’m thinking any of these paths could work:
Agent Specialties : Law Enforcement, Investigator, Spy,
Darrian : Darrian Agent, Special Arm
Imperial High Guard : Naval Intelligence
Solomani : SolSec


@Chobo - For Shepard Book and Jack Reacher, you're looking at Naval Intelligence or Darrian Special Arm. You'd have to change the name and apply Darrian modifiers to be Darrian. Darrian has a high-qualifier (Int 9+) while Naval Intelligence has an even higher qualifier (11+). Naval Int also requires one previous term of either Flight or Pilot, in either the Imperial or Subsector Navy. So, Special Arm is easier to get into.


Can I combine the comms and computer handheld into one smart phone for the price of both individually?


@CucumberTree - Yep

Liberty's Edge

Ok...here is the start...he will take his Term 1 as a rogue (thief) and we will go from there!!

Character rolls:

NAME : Dev Vorn
RACE : Imperial Human
BIRTHWORLD : ?? (A poor, over crowded homeworld)
PROPOSED CHARACTER TYPE : Thief/Scout/Agent - A character who started out life on the wrong side of the law and was given a choice (or decided) to get out of the criminal life. He was either offered a position as an agent or a chance to become a scout. From looking at other submissions, I am leaning towards scout..
ALLEGIANCE : Mostly to himself first, the Scout (or Agent) service second and the Empire lastly.

Stats:

STR: 07
DEX: 11 (+1)
END: 07
INT: 10 (+1)
EDU: 07
SOC: 04 (-1)

Background Skills: Carouse-0, Streetwise-0, Electronics-0

TERM ONE - Rogue

Qualification: DEX 6+
Roll: 2d6 + 1 ⇒ (1, 5) + 1 = 7 Success

CAREER PROGRESS - Thief

Skills: Deception-0, Recon-0, Athletics-0, Gun Combat-0, Stealth-0, Streetwise-0

Survival: INT 6+
Roll: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Success

Event: 2d6 ⇒ (1, 4) = 5
One of your crimes pays off. Gain DM+2 to any one Benefit roll, and gain your victim as an Enemy.

Advancement: DEX 6+
Roll: 2d6 + 1 ⇒ (4, 2) + 1 = 7 Success
Rank 1 Stealth-1


Special Arm it is (Hopefully)
Special Arm 9+: 2d6 + 1 ⇒ (4, 5) + 1 = 10

Yes! Will adjust stats and name. You will have to roll/help me as I do not have the book with Special Arm details.


mdt wrote:

@cucumberTree

Career 2 : Zhodani Entertainer

[dice=Qualification, Int 5+]2d6+1 Qualified

[dice=Training Roll, Psioncis]1d6 +1 Psi

[dice=Survival, Int 5+]2d6+1 Squeaked through

[dice=Event]2d6 The character receives advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already
possessed.

[dice=Event Check, EDU 8+]2d6+1 Failure! Missed opportunity!

[dice=Advancement, Dex 7+]2d6+1+1 Advanced! Rank 2

[dice=Advancement Skill Check, Psionics]1d6 Persuade

Career 2 Complete, age 26 :

STR:4 (-1)
DEX:9 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Skills:
Animals 0
Art (Instrument) 0 Voice is an instrument, on reading
Athletics (Choose Co-ordination or Endurance) 0
Carouse 0
Computers 0
Comms 0
Language 0
Leadership 0
Melee (Any) 0
Persuade 0
Science (Psychology) 0
Stealth 0
Talent (Any) 0

Rank 2

I noticed you rolled a +1 PSI for the training roll. So my PSI should be 13 correct?


@CT - Yes, that's correct.


What are the survival and advancement stats for special arm?


NAME : Jericho Tydes
RACE : Human Male
BIRTHWORLD : A city world.
PROPOSED CHARACTER TYPE : A disillusioned government agent (private sector could work too) trying to forget his past but he keeps winding up in situations where his unique skill set is put to use. Currently, he could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek him out.
ALLEGIANCE : Imperium citizen?

Stats with Darrian Mods
STR:7 (+0)
DEX:10 (+1)
END:7 (+0)
INT:11 (+1)
EDU:11 (+1)
SOC: 5 (-1)

Darrian Family & Ancestry, Grandparents, Maternal: 2d6 ⇒ (1, 3) = 4 Grandmother Alive
Darrian Family & Ancestry, Grandparents, Paternal: 2d6 ⇒ (3, 4) = 7 Both Alive
Darrian Family & Ancestry, Parents: 2d6 ⇒ (6, 4) = 10 Mother Alive
Siblings: 1d6 + 1d6 ⇒ (6) + (2) = 8 Three siblings, Character is First Born

# of FamilyDeeds: 1d3 ⇒ 3

Deed 1: 2d6 ⇒ (1, 2) = 3 Relative made an important scientific breakthrough of great benefit to society.
Deed 2: 2d6 ⇒ (3, 3) = 6 Relative has a well publicised addiction
Deed 3: 2d6 ⇒ (4, 1) = 5 Relative is a founding member of a major corporation

Choose 4 background skills. Suggested Homeworld is Jacent If this is chosen, then skills are :

Computers 0
Survival 0

And two skills chosen from the following list :

Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive
0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science
0, Social Science 0, Space Science 0, Trade 0.

Darrians also add any choice of one from the following : Life Science 0, Physical Science 0, Social Science 0 or Space Science 0.

Total background skills should be 5 total.

assuming you want to be a Commando, rather than a Psion or Scientist.

Basic Training :
Deception 0
Gun Combat (Any) 0
Investigate 0
Melee (Any) 0
Recon 0
Stealth 0

Choose one table to roll on for term benefit, Personal Development (increase 1 stat or jack of all trades), Service Skills (See above for Basic Training), Advanced Education (astrogation, computers, comms, Engineering, Pilot, Sensors), Commando (Athletics, Battle Dress, Heavy Weapons, Streetwise, SUrvival, Tactics)

Survival, Dex, 8+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Survival
Event: 2d6 ⇒ (3, 4) = 7 Life Event
Life Event: 2d6 ⇒ (4, 4) = 8 Life Event

Betrayal: The character is betrayed in some fashion by a friend. If you have any Contacts or Allies, convert one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.

Advancement, Int 6+: 2d6 + 1 ⇒ (5, 4) + 1 = 10
Rank 1! Lieutenant, Gain Melee(Blade) 1

Choose one table to roll on for Advancement Benefit, see same list as Term Benefit above

Once joining Special Arm, character remains in special arm until they are forced out by mishap or retirement (no additional qualification rolls required).


Chobo wrote:
What are the survival and advancement stats for special arm?

See above

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