[Traveller] Recruitment for a Traveller Game


Recruitment

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Nice! I'll make my choices shortly. Meanwhile any ideas on names or Darian naming conventions?


Does anything other than the event tables change?


Every Darrian has three names;

family name
birth name
taken name

Family names are passed down from the father. They cannot be changed for any reason, not even for marriage into another family. They generally refer to an object or phenomenon in the natural world. This can range from animals or plants, to types of weather or eclipses.

Birth names are granted exclusively by the mother, although most wives consult with their husbands prior to the naming in order to avoid undue irritation for disliked names. Birth names are granted soon after birth, due to an unspoken superstition that the name moulds the child to be. These names generally describe a personal characteristic (expressed or to be hoped for) or a type of flowering plant. The child is addressed and known by this name until it reaches its age of majority.

Taken names are what the youth chooses for themselves, once they have graduated to adulthood. From this point onwards the Darrian is known by this name, usually based on something greatly significant to the individual. It can literally be anything, from the name of an ancestor or great scientist, to a type of career or philosophical ideal. Whatever is selected normally provides an insight into the psyche of the Darrian and can be quite subtle or possess many levels of interpretation. Only family members or friends address a Darrian by their taken name only. Formal address is used by strangers, work companions or social services, comprising of the family name and taken name combined. The full three name version is only ever used for legal documentation or civic records.

Random word generator for Traveller races


Ancient Dragon Master wrote:
Does anything other than the event tables change?

Every career has different entrance requirements, different skill check tables, different rank advancements, and different muster outs in addition to the different event tables.

That's why I suggested giving me a character concept and I help with picking a good career for it. It'd take me a couple of days to type up all the differences.


Basic stats:

Characteristics:
Str 5 (-1)
Dex 9 (+1)
End 5 (-1)
Int 9 (+1)
Edu 12 (+0)
Soc 9 (+0)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Advocate


Term 1:

Age: 18
Career Qualification: Darrian Navy Int 5+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 Success
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
Specialisation: Line/Crew
Career Skill (Personal Development): 1d6 ⇒ 1 +1 Strength
Survival: Int 5+: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Event: 2d6 ⇒ (3, 1) = 4?
Advancement: EDU 7+: 2d6 + 2 ⇒ (2, 3) + 2 = 7 Success
Rank: 0 (Crewman) -> 1 (Able Spacehand)
Rank 0 Skills: Gun Combat (any) 1
Rank 1 Skills: Mechanic 1
Promotion Skill (Personal Development): 1d6 ⇒ 3 +1 END
Commission: SOC 8+: 2d6 ⇒ (6, 6) = 12

^Post assumes that the Darrian Navy only changes the event tables.


mdt wrote:
Ancient Dragon Master wrote:
Does anything other than the event tables change?

Every career has different entrance requirements, different skill check tables, different rank advancements, and different muster outs in addition to the different event tables.

That's why I suggested giving me a character concept and I help with picking a good career for it. It'd take me a couple of days to type up all the differences.

Mainly I was after the difference between the Darrian Navy and the normal navy. If much other than the event tables change I'll go straight Navy.

Characteristic Modifiers
Characteristic | Dice Modififier
0 | –3
1–2 | –2
3–5 | –1
6–8 | +0
9–11 | +1
12–14 | +2
15 | +3

Basic stats:

Characteristics:
Str 6 (+0)
Dex 9 (+1)
End 6 (+0)
Int 9 (+1)
Edu 12 (+2)
Soc 9 (+1)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Advocate


Term 2:

Age: 22
Career qualification: Int 5+: 2d6 + 1 ⇒ (6, 2) + 1 = 9
Skills: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
Specialisation: Line/Crew
Career Skill (Personal Development): 1d6 ⇒ 1 +1 Strength
Survival: Int 5+: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Event: 2d6 ⇒ (2, 5) = 7 Life Event
Life Event: 2d6 ⇒ (6, 4) = 10
Advancement: EDU 7+: 2d6 + 2 ⇒ (3, 5) + 2 = 10 Success
Rank: 0 (Officer) -> 1 (Ensign)
Rank 0 Skills:
Rank 1 Skills: Melee (Blade) 1
Promotion Skill (Specialist: Crew): 1d6 ⇒ 2 Gun combat (Any)

^Post assumes that the Darrian Navy only changes the event tables.

Liberty's Edge

Was my first term completed correctly? I have the books so I think I did it right...


Ah, sorry, that's a different question :

Darrian Navy is built more along the lines of Star Trek ships, they have Bridge, Engineering, and Marines as assignments. The basic service skills are a hodgepodge of ship and combat skills. Their Bridge crews specialize in piloting, gunnery, and ship operation, the engineers in engineering and repair, and their Marines in combat, recon, and battle suits.

Survival DC's are bridge EDU 5, engineering Int 6, marine Dex 7. Advancement is Bridge Int 7, Engineering Edu 6, and Marine Edu 5. Commissions are Int 8+. Muster out cash ranges from 1K to 50K.

Basic Navy is built along the lines of Star Wars instead, Line/Crew for everyone on the ship is one assignment, then Engineering/Gunnery for the second assignment type, and finally Flight for the third. Basic service skills are about the same as the Darian Navy. Crew is built more for ship operation and combat, engineers for repair and gunnery operations, and flight for piloting and gunnery.

Suvival DC's are Line/Crew Int 5, Engineering/Gunnery Int 6, and Flight Dex 7. Advancement is Line/Crew 7, Engineering/Gunnery Edu 6, and Flight Edu 5+. Commission is Soc 8+ again.

Muster out tables are similar, but the other benefits are different.


When rolling for stats did you mean an overall of plus one? Because the post says you need a plus one, not an overall plus one.


I think I'll go with normal navy.


Daniel Stewart wrote:
Was my first term completed correctly? I have the books so I think I did it right...

Yep, only thing I see you missed is you got a promotion, so you get another career skill roll on one of the tables available for your assignment.


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=Caste]1d6...Sport. Ideal for a travelling Droyne

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport

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).

I'm good with passing on Psionics entirely. If you don't mid making the roles, I'll go with that. My preference would be to start as an Imperial Pilot (using High Guard), and later transition into Engineering, taking some early Personal Development to try and push up my Endurance (as that directly affects how long I can reasonably stay in service).

I don't see Malt as the type to go through an Academy, he'd straight into service, hoping for shipboard assignments that mean travel.


Kobolum wrote:
When rolling for stats did you mean an overall of plus one? Because the post says you need a plus one, not an overall plus one.

I meant an overall +1, as in add up all mods and if it's not 1 or more roll again.


@Ancient Dragon

Are you going with a Darrian or an Imperial? You ahve race listed as Darrian. If you are playing a Darrian in the Imperial Navy, that's fine, but you'll be limited to TL12 tech.


Darrian in the imperial navy.


@Ramarren

NAME : Omaltdoy'tsart Yuftro
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)

Caste Sport

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport

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

Qualify, Crewman, Imperial Navy, Dex 8+: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Failure!

Washing out of pilot school, we check to see if he's drafted :

Draft: 1d6 ⇒ 1 Navy!

Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.

Basic Training :
Pilot (Any) 0
Vacc Suit 0
Zero-G 0
Gunner (Any) 0
Mechanic 0
Gun Combat (Any) 0

Survival, Dex 7+: 2d6 + 1 ⇒ (6, 2) + 1 = 9 Survive!

Event: 2d6 ⇒ (1, 3) = 4

You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.

Advancement, EDU 5+: 2d6 + 1 ⇒ (2, 5) + 1 = 8 Success, advance in Rank

Able Spacehand, Gain Mechanic 1 (Overrides Mechanic 0)

Commission, Soc 8+: 2d6 ⇒ (5, 3) = 8 OFFICER

Promotion to Ensign (Gain Melee (Blade) 1).

End of Term 1 :

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport

Skills:
Computers 0
Gun Combat (Any) 0
Gunner (Any) 0
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Any) 0
Vacc Suit 1
Zero-G 1

Rank : 01, Ensign


@ADM

Navy Event 4 : You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefi t roll.

Life Event 10 : Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come
true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefi t roll from his current
career.

So you gained 2 bonuses to muster out rolls.


Ok, been trying to keep up with everything, I think I am caught up. If I missed anything from anyone, let me know.


In your experience do you think it is better to diversify skills or focus on a few?


In my experience, it's best to play what you want to play. If you want to be really good at something, specialize in it, but accept you'll find yourselves in situations where breadth would be good. If you'd rather have something to do at all times, go for breadth, but realize you will never be as good as a specialist at anything.


Alright found this really cool Immage to capture my PC. So changing from male to female
Soo…
NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget his past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation
STATS
STR:7 (+0)
DEX:10 (+1)
END:7 (+0)
INT:11 (+1)
EDU:11 (+1)
SOC: 5 (-1)

mdt summary:

NAME : Nanier (Family) Rhuyl (Birth) Tam (Chosen) changed
RACE : Darrian Female changed
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (private sector could work too) trying to forget his past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation
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 PerfectIf 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).

skill summary:

Melee (Blade) 1 Rank1
Computers 0 background
Survival 0 background
Life Sciences 0 background
Engineering 0 background
Carousing 0 background, took this to tie into family member adiction
Deception 0
Gun Combat (thinking, hae to look at book) 0
Investigate 0
Melee (Unarmed) 0
Recon 0
Stealth 0

Term 1 Benefit: 1d6 ⇒ 6 [Personal Development?]
Advancement Benefit: 1d6 ⇒ 5 [Personal Development?]

Lets start the next term
Term 2 Benefit: 1d6 ⇒ 5 [Personal Development?]
went with personal development because I have a couple of stats that are one away from advancing.

I believe you wanted to roll Survival, Events, and Advancement ….. Good Luck!


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

Failed stat rolls:
stat roll: 2d6 ⇒ (3, 2) = 5
stat roll: 2d6 ⇒ (1, 2) = 3
stat roll: 2d6 ⇒ (2, 1) = 3
stat roll: 2d6 ⇒ (4, 4) = 8
stat roll: 2d6 ⇒ (2, 6) = 8
stat roll: 2d6 ⇒ (6, 1) = 7

stat roll: 2d6 ⇒ (4, 5) = 9
stat roll: 2d6 ⇒ (5, 2) = 7
stat roll: 2d6 ⇒ (2, 5) = 7
stat roll: 2d6 ⇒ (1, 1) = 2
stat roll: 2d6 ⇒ (1, 1) = 2
stat roll: 2d6 ⇒ (6, 2) = 8

stat roll: 2d6 ⇒ (3, 1) = 4
stat roll: 2d6 ⇒ (5, 6) = 11
stat roll: 2d6 ⇒ (2, 5) = 7
stat roll: 2d6 ⇒ (2, 4) = 6
stat roll: 2d6 ⇒ (5, 4) = 9
stat roll: 2d6 ⇒ (1, 1) = 2

stat roll: 2d6 ⇒ (4, 1) = 5
stat roll: 2d6 ⇒ (5, 3) = 8
stat roll: 2d6 ⇒ (4, 3) = 7
stat roll: 2d6 ⇒ (1, 5) = 6
stat roll: 2d6 ⇒ (6, 5) = 11
stat roll: 2d6 ⇒ (2, 5) = 7

stat roll: 2d6 ⇒ (6, 3) = 9
stat roll: 2d6 ⇒ (4, 3) = 7
stat roll: 2d6 ⇒ (2, 3) = 5
stat roll: 2d6 ⇒ (4, 6) = 10
stat roll: 2d6 ⇒ (4, 3) = 7
stat roll: 2d6 ⇒ (3, 6) = 9

STR:9 (+1)
DEX:9 (+1)
END:10 (+1)
INT:7
EDU:7
SOC:5 (-1)

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


Oh cool, a reason to pull out the old books. Going to be digging out the robot book, doing an arc of careers, service to cannibal to preacher.

Sczarni

@Chobo, that's a pretty cool picture, I gotta say!

@GM, could you suggest a planet/space station/asteroid for Hamden to be from, and possibly the one he settled on? I imagine him moving quite a distance away after his time in the marines, due to his generally bad experience there (Both in the service and in his personal life.)

For the second, I think even Harrison might be a good enough bet, as the planet would need Hydroponics specialists - would that sound reasonable? Trying to get some setting background from the wiki, but it's vast.


Chobo wrote:
I believe you wanted to roll Survival, Events, and Advancement ….. Good Luck!.

Sorry I misread you post, you wrote:

"mdt wrote:


For those who want to do their own rolling :

Please roll in the following specific order :

1) Qualification
2) Skill & Training Bonus Roll (2nd or higher term)
3) Survival Roll
4) Event or Mishap Roll (Depending on results of Survival Roll)
5) Event or Mishap Check Roll (For the Mishap/Event, not which one you get)
6) Advancement Roll (If applicable)
7) Skill & Training Advancement Roll (If you succeed at the Advancement)

If at any point you get a Mishap or Event that requires you to make a choice about whether or not you attempt something, you must stop, post the choice, and then wait for me to roll the check. This is to avoid issues with preview on the forums allowing people to know the results of their choice before making it.

Survival DEX 8: 2d6 + 1 ⇒ (2, 5) + 1 = 8

Event: 2d6 ⇒ (5, 4) = 9
Event type: 2d6 ⇒ (3, 5) = 8
Advancement INT 6: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Advancement skill: 1d6 ⇒ 3 [gun training ]

I still need you to interpret


Hi mdt.

You said it was 30 years since the last war, which war is that? the 5th frontier war?


The Lion Cleric wrote:

@Chobo, that's a pretty cool picture, I gotta say!

Thanks, when I saw it (took way too long to find) I knew she was who I was playing. If that makes sense?


@CT - Probably, I have trouble keeping track of all the wars. LOL

@Chobo - Nice pic, and yes, sometimes a pic is all that's needed.

@LC - Macene A nice little Knightdom with a Naval Base nearby.


@Chobo - Personal Development 5 is +1 EDU, Personal Development 6 is Jack of All Trades (1).

Term 3 Start

STR:7 (+0)
DEX:10 (+1)
END:7 (+0)
INT:11 (+1)
EDU:12 (+2)
SOC: 5 (-1)

Melee (Blade) 1 Rank1
Carousing 0 background, took this to tie into family member adiction
Computers 0 background
Deception 0
Engineering 0 background
Gun Combat (thinking, hae to look at book) 0
Investigate 0
Life Sciences 0 background
Melee (Unarmed) 0
Recon 0
Stealth 0
Survival 0 background

Survival Dex 8+: 2d6 + 1 ⇒ (5, 1) + 1 = 7 FAILURE
Mishap: 1d6 ⇒ 1

Severely Injured. Roll twice on the Injury table and take the lower result.

Injury Table: 1d6 + 1d6 ⇒ (4) + (2) = 6

Severely injured. Reduce one physical characteristic by 1d6.

Injury: 1d6 ⇒ 2

Stat, 1S, 2D, 3E: 1d3 ⇒ 2 -2 Dex

Special Arm Hazard Pay: 2d6 + 1 ⇒ (2, 3) + 1 = 6

It is determined that the Agent made foolish choices leading to their severe injury. Special Arm will pay for 50% of the cost of medical bills to repair the nerve damage. Medical costs total 10,000 credits, Special Arm pays 5,000 credits, leaving the character with a 5,000 credit debt with the hospital which must be payed by muster out funds if possible.

Special Arm informs character their services are no longer needed.

Character ages 4 years total for term.


Chobo wrote:

[dice=Survival DEX 8]2d6+1
[dice=Event]2d6
[dice=Event type]2d6
[dice=Advancement INT 6]2d6+1
[dice=Advancement skill]1d6 [gun training ]

I still need you to interpret

Event : You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy.


It was bound to happen, at least I didn't die. :)

Mustering out benefits: 1d6 ⇒ 6 (cash: if this isn't enough to pay the 5k next roll is cash too. Otherwise the next two are benefits. )
Mustering out benefits: 1d6 ⇒ 4
Mustering out benefits: 1d6 ⇒ 3


Ok here we go...

Career Stuff:

Str : 3 -1
Dex : 9 +1
End : 6
Int : 9 +1
Edu : 6
Soc : 10 +1

HomeWorld: Rich
Background: Carouse 0 , Drive 0, Computer 0

Age:18
Career: Noble, auto qualify with Soc of 10
Basic Training: Admin 0, Advocate 0, Comms 0, Diplomat 0, Invesigate 0, Persuade 0
Specialization: Dilettante

Don't have time tonight to get to all the rolls...
So just to make sure I have it straight, you roll Events and Mishaps?


Do I get a skill or training roll for the third term?

updated Stats/Skills:

Immage
NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation
Age 30

STATS
STR:7 (+0)
DEX:8(+0)
END:7 (+0)
INT:11 (+1)
EDU:13 (+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Melee (Blade) 1
Melee (Unarmed) 0
Recon 0
Stealth 0
Survival 0

Liberty's Edge

Ok...here we go with the continuing story of Dev Vorn. When we last saw Dev he had become swayed into a life of crime. His first Term saw him actually prove that crime does pay! Lets see what happens next...

Dev Vorn...Term 2:

Term 2

Dev decided that crime might just be the life for him, and has dedicated his next few years continuing to hone his thieving skills

Training Focus - Thief
Roll: 1d6 ⇒ 5 = Deception +1

Survival: INT 5+
Roll: 2d6 + 1 ⇒ (4, 6) + 1 = 11 Success

Term Event: Rogue
Roll: 2d6 ⇒ (4, 2) = 6 Honor Among Thieves
You have the opportunity to backstab a fellow rogue for personal gain. If you do so, gain DM+4 to your next Advancement check. If you refuse, gain them as an Ally.

Advancement 6+ (+1 DEX, +4 Event DM)
Roll: 2d6 + 1 + 4 ⇒ (1, 2) + 1 + 4 = 8 Success
Promoted to Rogue 2 - Service Skill 1d6 ⇒ 3 Athletics (Strength) +1


@Chobo - You get the one skill you rolled, but no advancement roll.

Cash : 50,000
Weapon
+2 EDU

Do you wish to apply for another term in a new career? Or are you done with your character?


Spazmodeus wrote:

Ok here we go...

** spoiler omitted **

Don't have time tonight to get to all the rolls...
So just to make sure I have it straight, you roll Events and Mishaps?

Only if your event/mishap gives you a choice of options. Then you tell me which option, and I roll any checks for it. If you have the book, and there's no choice involved, you can make your own rolls here. I'm mostly rolling for people who either don't have the books, or don't have all the books.


mdt wrote:

@Chobo - You get the one skill you rolled, but no advancement roll.

Cash : 50,000
Weapon
+2 EDU

Do you wish to apply for another term in a new career? Or are you done with your character?

What skill did I roll? I didn't roll one for term 3.

Based on her back story I think I should go for 1term in drifter (wanderer). Do I need to make an entry roll?


Basic stats:

Characteristics:
Str 7 (+0)
Dex 9 (+1)
End 6 (+0)
Int 9 (+1)
Edu 12 (+2)
Soc 9 (+1)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Advocate


Term 3:

Age: 26
Career qualification: Int 5+: 2d6 + 1 ⇒ (2, 4) + 1 = 7 Success
Skills: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0, Gun combat (One of) 1, Melee (Blade) 1, Mechanic 1
Specialisation: Line/Crew
Career Skill (Personal Development): 1d6 ⇒ 1 +1 STR
Survival: Int 5+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Success
Event: 2d6 ⇒ (1, 3) = 4?
Advancement: EDU 7+: 2d6 + 2 ⇒ (1, 4) + 2 = 7 Success
Rank: 1 (Ensign) -> 2 (Sublieutant) (Gains: Leadership 1)
Rank 1 Skills: Melee (Blade)
Rank 2 Skills: Leadership 1
Promotion Skill (Personal Development): 1d6 ⇒ 1 +1 STR
Notes: You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.
Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefi t roll from his current career.

Liberty's Edge

When last we saw Dev...

He had grown in power within the Syndicate, but to do so he had to double-cross an old friend. This did not sit well with Dev, and even worse for his ex-friend, who now is gunning to take Dev down. Not wanting to confront his old friend, and worried about becoming too involved in the gang politics, Dev decides to switch gears. As luck would have it, an Imperial Scout Base is located on his world, and Dev decides to enlist...partly to escape the life he is afraid he might choose, and partly for the adventure of getting off-world and seeing new places.

Term 3, Up, Up and Away:

Leaving Rogue Career - 3 Benefit rolls
1. Benefit: 1d6 ⇒ 2 Weapon (Autopistol)
2. Benefit: 1d6 ⇒ 3 +1 INT
3. Cash: 1d6 ⇒ 5 50000cr

New Career: Scouts 5+ (+1 INT, -1 Second Career)
Roll: 2d6 ⇒ (1, 2) = 3 Failure

Submit to the Draft
Roll: 1d5 ⇒ 5 Navy

Career: Line/Crew
Basic Training: Pilot 0

Training Focus: Service Skills
Roll: 1d6 ⇒ 6 Gun Combat +1 (Slug)

Survival: 4+ (+1 INT)
Roll: 2d6 + 1 ⇒ (2, 1) + 1 = 4 Success

Event: 2d6 ⇒ (1, 4) = 5 Military Engagement
Your vessel participates in a notable military engagement. Gain one of Electronics 1, Engineer 1, Gunner 1 or Pilot 1 (Small Craft).

Advancement: 2d6 ⇒ (6, 4) = 10 Success
Able Spacehand (Mechanic 1)- Skill (Line/crew) 1d6 ⇒ 2 +1 Mechanic


Chobo wrote:
mdt wrote:

@Chobo - You get the one skill you rolled, but no advancement roll.

Cash : 50,000
Weapon
+2 EDU

Do you wish to apply for another term in a new career? Or are you done with your character?

What skill did I roll? I didn't roll one for term 3.

Based on her back story I think I should go for 1term in drifter (wanderer). Do I need to make an entry roll?

Sorry, long day. Which table did you want to roll on?


@ACD - You must discipline a disobedient junior officer. Roll Leadership or Melee 8+. If you succeed, gain him as an Ally. If you fail, lose
one Social Standing and he becomes a Rival.

Please choose which skill check you want to make, and I'll make it


mdt wrote:


Sorry, long day. Which table did you want to roll on?

No worries, with all these posts and rolls you're doing (Plus, we were alternating rolling which probably didn't help and you're keeping track of a lot of characters) Anyway, thanks for your help I really like the way she has turned out so far. Her mishap fits right into the ideas I have floating around in my head.

Anyway, service skills please. (For term 3 Special Arm)

Definitely going to take at least 1 term of drifter (Wander). Please roll for me to avoid confusion (Plus I'm going to bed and from what I can tell you don't need sleep). Service skills for drifter too, if you get that far.

My hero almost done:

Immage
NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:8(+0)
END:7 (+0)
INT:11 (+1)
EDU:15 (+3)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Melee (Blade) 1
Melee (Unarmed) 0
Recon 0
Stealth 0
Survival 0

Jack of all trades 1

Other
2 enemies
1 weapon
$45,000

Stat adjustments
EDU +4
Dex -2

Liberty's Edge

The story of Dev continues...

After his failed attempt to hire on to the Imperial Scouts, poor Dev is shanghaied by the local Navy and spends the next 4 years aboard a system defense boat protecting the tradeways within the planet's system. Once his 4 year hitch is up, Dev tries again to enter the Scouts Service. While being in space was exciting, the strict rules of the Navy were not for him.
We pickup our story as Able Spacehand Dev Vorn musters out of the Navy and attempts once again to join the Imperial Scout Service.

Term 4, Scouts or Bust:

Leaving Navy Career - 2 Benefit Roll
1. Benefit: 1d6 ⇒ 6 A ships boat (Pinnace), or 2 ship shares
2. Benefit: 1d6 ⇒ 1 Personal Vehicle (Drive +1 {Wheeled}) or ship's share

New Career: Scouts 5+ (+1 INT, -2 Third Career)
Roll: 2d6 - 1 ⇒ (6, 2) - 1 = 7 Success!!

Career: Explorer
Basic Training: Astrogation-0

Training Focus: Explorer
Roll: 1d6 ⇒ 6 +1 Recon

Survival: 6+ (+0 EDU)
Roll: 2d6 ⇒ (3, 5) = 8 Success

Event: 2d6 ⇒ (1, 2) = 3 Ambush!
Your ship is ambushed by enemy vessels. Either run, and roll Pilot 8+ to escape, or treat with them and roll Persuade 10+ to bargain with them. If you succeed, you survive and gain Electronics (sensors) 1. Either way, gain an Enemy.
Roll: 2d6 + 1 ⇒ (2, 1) + 1 = 4 Failed...NOooooooo!!!! If you fail the check, then your ship is destroyed and you may not re-enlist in the Scouts at the end of this term
Enemy: Religious Leader

Aging: 4+ 2d6 ⇒ (4, 4) = 8 Success

Kicked out of Scouts.......Whhhaaaaaaaaa!!!


Basic stats:

Characteristics:
Str 9 (+1)
Dex 9 (+1)
End 6 (+0)
Int 9 (+1)
Edu 12 (+2)
Soc 9 (+1)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Advocate


Term 4:

Start Age: 30, End Age: 34
Career qualification: Int 5+: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Specialisation: Line/Crew
Career Skill (Personal Development): 1d6 ⇒ 4
Survival: Int 5+: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Event: 2d6 ⇒ (2, 1) = 3?
Advancement: EDU 7+: 2d6 + 2 ⇒ (3, 4) + 2 = 9 Success
Rank: 2 (Sublieutenant) -> 3 (Lieutenant)
Rank 0 Skills: Pilot (Any), Vacc Suit, Zero-G, Gunner (Any), Mechanic, Gun Combat (Any), Seafarer, Computers, Drive, Comms, Advocate
Rank 1 Skills: Melee (Blade) 1, Mechanic 1, Gun Combat (One of), Leadership,
Promotion Skill (Officer Skills): 1d6 ⇒ 5 Admin
Anagathics: 1d6 ⇒ 3*2500=7,500
Age roll: 2d6 - 3 + 1 ⇒ (1, 4) - 3 + 1 = 3 Success, no damage
Notes:
+2 DM to a benefit roll from the current career, +1 DM to any one benefit roll*2
Event:You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career (not rolling)


Quote:

NAME : Omaltdoy'tsart Yuftro
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)

Caste Sport

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1
Caste - 5...Sport

Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.

Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty piloting a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--

Promoted to Able Spacehand, and then Commissioned to Ensign.

Skills:
Computers 0
Gun Combat (Energy Pistol) 0 (His STR really calls for very light weapons with no significant recoil)
Gunner (Turrets) 0
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 0
Vacc Suit 1
Zero-G 1

Rank : 01, Ensign

Omaltdoy'tsart will attempt another term in the local Navy, and if he does well will see if he can arrange a 'warm transfer' to Imperial Forces (figuring there will be more travel involved).


Basic stats:

Characteristics:
Str 9 (+1)
Dex 9 (+1)
End 6 (+0)
Int 10 (+1)
Edu 12 (+2)
Soc 9 (+1)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Background skills: 5 (3 +2 Edu) – Seafarer, Computers, Drive, Comms, Advocate


Term 5:

Start Age: 34, End Age: 38
Specialisation: Line/Crew
Career Skill (Personal Development): 1d6 ⇒ 6 +1 Social
Survival: Int 5+: 2d6 + 1 ⇒ (1, 5) + 1 = 7 Success
Event: 2d6 ⇒ (3, 6) = 9 Life event
Advancement: EDU 7+: 2d6 + 2 ⇒ (6, 1) + 2 = 9 Success
Rank: 3 (Lieutenant) -> 4 (Commander) (Gain Tactics (Naval)
Rank 0 Skills: Pilot (Any), Vacc Suit, Zero-G, Gunner (Any), Mechanic, Gun Combat (Any), Seafarer, Computers, Drive, Comms, Advocate
Rank 1 Skills: Melee (Blade), Mechanic, Gun Combat (One of), Leadership, Gambler
Promotion Skill (Advanced Education): 1d6 ⇒ 1 Remote Operations
Anagathics: 1d6 ⇒ 3*2500= +7,500=12,500
Age: 2d6 - 3 + 2 ⇒ (2, 2) - 3 + 2 = 3
Life Event: 2d6 ⇒ (6, 6) = 12 Unusual event
1d6 ⇒ 2 Aliens. Gain life science (biology) and a contact among the alien race.
Notes: You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.
Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefit roll from his current career.
You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.
You have a contact among the alien races

If your normal ranks and your officer ranks stack:

After a long and fruitful career in the Navy my character decides life holds more for him.
Benefit 1: 1d6 + 1 ⇒ (1) + 1 = 2 +1 INT
Benefit 2 (Cash): 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6 50,00
Benefit 3 (Cash): 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 50,000
Benefit 4: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU
Benefit 5 (Cash): 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 20,000
Benefit 6: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU
Benefit 7: 1d6 + 1 ⇒ (6) + 1 = 7 +2 Social Standing
Benefit 8: 1d6 + 1 ⇒ (1) + 1 = 2 +1 INT
Retirement: 10,000 A year


Term 3:

Age: 26 -> 30
Career Qualification: Marine End 6+: 2d6 + 2 ⇒ (4, 6) + 2 = 12 Success
Specialization: Support
Career Skill (Service): 1d6 ⇒ 1 Athletics (any)
Survival: End 5+: 2d6 + 2 ⇒ (6, 1) + 2 = 9 Success
Event: 2d6 ⇒ (2, 2) = 4 You are assigned to the security staff of a space station. Increase Vacc Suit or Zero-G by one level.
Advancement: Edu 7+: 2d6 ⇒ (5, 2) = 7 Success
Commission: Soc 8+: 2d6 - 1 ⇒ (4, 4) - 1 = 7 Fail
Rank: 2 (Corporal) -> 3 (Lance Sergeant)
Rank Skill: Leadership 1
Promotion Skill (Support): 1d6 ⇒ 4 Medic

Term 4:

Age: 30 -> 34
Career Qualification: Marine End 6+: 2d6 + 2 - 2 ⇒ (3, 3) + 2 - 2 = 6 Success
Specialization: Support
Career Skill (Support): 1d6 ⇒ 5 Heavy Weapons (any)
Survival: End 5+: 2d6 + 2 ⇒ (4, 3) + 2 = 9 Success
Event: 2d6 ⇒ (6, 1) = 7 Life Event
Life Event: 2d6 ⇒ (5, 6) = 11 Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. Lose one Benefit roll or reduce your Social Standing by 1. 1d2 ⇒ 2 -1 Soc
Advancement: Edu 7+: 2d6 ⇒ (1, 3) = 4 Fail
Commission: Soc 8+: 2d6 - 1 ⇒ (2, 3) - 1 = 4 Fail
Aging: 2d6 - 4 ⇒ (1, 1) - 4 = -2 Reduce three physical characteristics by 1

Term 5:

Age: 34 -> 38
Career Qualification: Marine End 6+: 2d6 + 1 - 2 ⇒ (4, 5) + 1 - 2 = 8 Success
Specialization: Support
Career Skill (Support): 1d6 ⇒ 5 Heavy Weapons (any)
Survival: End 5+: 2d6 + 1 ⇒ (1, 3) + 1 = 5 Success
Event: 2d6 ⇒ (2, 5) = 7 Life Event
Life Event: 2d6 ⇒ (4, 4) = 8 Betrayal
Advancement: Edu 7+: 2d6 ⇒ (1, 6) = 7 Success
Commission: Soc 8+: 2d6 - 2 ⇒ (4, 6) - 2 = 8 Success
Rank: 3 (Lance Sergeant) -> 4 (Gunnery Sergeant)
Rank Skill: +1 Endurance
Officer Rank: 0 -> 1 (Lieutenant)
Officer Skill: Leadership 1
Promotion Skill (Officer): 1d6 ⇒ 2 Tactics (any)
Aging: 2d6 - 5 ⇒ (6, 1) - 5 = 2 No effect

All right, that's all with the term rolls. Now for mustering out.

Muster Out:

Full terms served - 5.
Highest rank achieved - 5 (4 NCO + 1 Officer).
Number of Benefits rolls - 8 (5 terms +3 highest rank).
+1 DM to all Benefits Rolls.

Muster Out 1 (Other): 1d6 + 1 ⇒ (2) + 1 = 3 +1 Edu
Muster Out 2 (Cash): 1d6 + 1 ⇒ (5) + 1 = 6 30,000
Muster Out 3 (Cash): 1d6 + 1 ⇒ (5) + 1 = 6 30,000
Muster Out 4 (Other): 1d6 + 1 ⇒ (1) + 1 = 2 +1 Int
Muster Out 5 (Other): 1d6 + 1 ⇒ (5) + 1 = 6 Armour or +1 End
Muster Out 6 (Other): 1d6 + 1 ⇒ (5) + 1 = 6 Armour or +1 End
Muster Out 7 (Other): 1d6 + 1 ⇒ (1) + 1 = 2 +1 Int
Muster Out 8 (Other): 1d6 + 1 ⇒ (5) + 1 = 6 Armour or +1 End

Retirement: 10,000 credits/year

Now backstory, shopping and compiling everything I gained in every term.


I believed everything is compiled. I was wondering about continuing in the Army


Do you get basic training for your second career?


Career Qualification: Marines 2d6 + 1 ⇒ (3, 2) + 1 = 6

Career: Marines

Specialisation: Star Marines

Siklls training Star Marines: 1d6 ⇒ 2 Zero-G

Survival: 2d6 + 1 ⇒ (3, 5) + 1 = 9

Event: 2d6 ⇒ (3, 5) = 8 Gained Leadership 1

Advancement: 2d6 + 1 ⇒ (6, 2) + 1 = 9 0 (Marine) -> 1 (Lance Corporal)

Advancement siklls training Star Marine: 1d6 ⇒ 2 Zero-G

Ranks and Benefits: Melee (Blade) 1, Gun Combat (any) 1

Keeth Blackstone:
NAME : Keeth Blackstone
Age: 22
RACE : Human
BIRTHWORLD : Agricultural
PROPOSED CHARACTER TYPE : He's someone aiming for a military style career.
ALLEGIANCE : Imperium Citizen

STR:9 (+1)
DEX:9 (+1)
END:10 (+1)
INT:7
EDU:7
SOC:5 (-1)

Skills: Animals 0, Athletics () 0, Battle Dress, Comms 0, Gun Combat (Slug Rifle) 1, Heavy Weapons () 0, Leadership 1, Medic 0, Melee (Blade) 1, Stealth 0, Tactics () 0, Zero-G 1.

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