| mdt |
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
Term 1: Unable to hack it in the Imperial Navy, Omaltdoy'tsart hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments, and after initial training is assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.
He is promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Ensign Yuftro moves from backup to primary pilot. He is approached to make credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion to Sublieutenant.
Term 3: Malt realizes he 's not likely to be leaving his current service and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on, but loses badly. Still he learns to be better at the process, which will aid him later in life.
He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.
Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.
Term 4: Concentrating on once again on his career Lieutenant Yuftro begins to cross-train in Engineering while continuing to advance his Flight skills. When his vessel is involved in repulsing a Vargr raid, Omaltdoy'tsart's small size makes him instrumental in getting into the guts of the drives for quick damage control.
This results in his promotion to Commander and a transfer to Bridge crew on the sole Capital ship in the area, where he begins studies of Naval Tactics, and dreams perhaps of commanding his own vessel.
Skills:
Astrogation 1
Computers 0
Engineer (M-Drive) 1
Flyer (Grav) 0
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Tactics (Naval) 2
Vacc Suit 2
Zero-G 1
Status
Rank: Commander (Virtual Rank 5)
(+1 DM to 1 Benefit Roll) - Special Assignment, Term 1
(-1 Benefit Roll) - Gambling Circle, Term 3
Aging: 2d6 - 4 ⇒ (3, 4) - 4 = 3 No Penalty
Personal Dev: 1d6 ⇒ 3 +1 End
Survival, Dex 7+: 2d6 + 1 ⇒ (4, 5) + 1 = 10 SURVIVE
Event: 2d6 ⇒ (3, 3) = 6
Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
Advancement, EDU 5+: 2d6 + 1 + 2 ⇒ (3, 2) + 1 + 2 = 8 PROMOTION
Rank -> Captain (Gain Soc Standing 10)
Advancement Check, Pers Dev: 1d6 ⇒ 5 +1 EDU
Aging: 2d6 - 5 ⇒ (1, 5) - 5 = 1 No Penalty
| mdt |
Can I leave the Imperial scholars and join the Darrian ones?
Are you wanting to change your last term to the original one I rolled, which was Darrian Scholar, or take another term and switch to Darrian scholar?
The former is easier, as I've already rolled everything for it, and you just were in it. Then you have the option to go SPecial Arm if you want.
| 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
STR-3...-1
DEX-9...+1
END-6...+0
INT-11..+1
EDU-11..+1
SOC-10..+1
Term 1: Unable to hack it in the Imperial Navy, Omaltdoy'tsart is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments, and after initial training is assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.
He is promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Ensign Yuftro moves from backup to primary pilot. He is approached to make credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion to Sublieutenant.
Term 3: Malt realizes he 's not likely to be leaving his current service and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on, but loses badly. Still he learns to be better at the process, which will aid him later in life.
He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.
Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.
Term 4: Concentrating on once again on his career Lieutenant Yuftro begins to cross-train in Engineering while continuing to advance his Flight skills. When his vessel is involved in repulsing a Vargr raid, Omaltdoy'tsart's small size makes him instrumental in getting into the guts of the drives for quick damage control.
This results in his promotion to Commander and a transfer to Bridge crew on the sole Capital ship in the area, where he begins studies of Naval Tactics, and dreams perhaps of commanding his own vessel
Term 5: Promoted to Captain, Omaltdoy'tsart leads a punitive raid against the home base of the Vargr raiders.
However, he begins to feel the effects of age creeping up on him, and having achieved his goal of command, Omaltdoy'tsart realizes it is time to once again become a wanderer, and see all that he can see before him time is over. Reluctantly, Captain Yuftro retires, looking back on a good career.
Skills:
Astrogation 1
Computers 0
Engineer (M-Drive) 1
Flyer (Grav) 0
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Sensors 1
Tactics (Naval) 2
Vacc Suit 2
Zero-G 1
Status
Rank: Captain (Virtual Rank 6)
(+1 DM to 1 Benefit Roll) - Special Assignment, Term 1
(-1 Benefit Roll) - Gambling Circle, Term 3
+1 DM to all Benefit Rolls due to Rank
+1 DM Additional to Cash benefits due to Gambler.
If I understand correctly, Malt will have 7 Benefit Rolls (5 for Terms, +3 for Rank, -1 for Gambling failure).
I'd like to take 2 rolls on the Cash Table, and 4 on the Other Table. If I hit 100,000 Cr in cash (both rolls 4+), I'll put the last in Other Benefits, otherwise roll as Cash.
If the Benefit DMs are not mandatory, then if one of the benefit rolls would result in TAS membership without the bonus, I'd like to take that. TAS membership fits the personality I have for Malt in my head.
| mdt |
Cash 1: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3 5,000
Cash 2: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 50000
Total Cash : 55,000C
Other 1: 1d6 + 1 ⇒ (1) + 1 = 2 +1 Int
Other 2: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU or Two Ship Shares
Other 3: 1d6 + 1 ⇒ (5) + 1 = 6 Ship's Boat or Two Ship Shares
Other 4: 1d6 + 1 ⇒ (6) + 1 = 7 +2 Soc Standing
If you put the +1 in Cash 1, you get 5,000 more credits.
If you put it into Cash 2, no benefit.
If you put it into Other 1, becomes +1 EDU or Two Ship Shares
If you put it into Other 2, becomes Weapon
If you put it into Other 3, becomes +2 Soc Standing
If you put it into Other 4, no benefit.
I'll wait for you to make decision. You can also save it for your 7th roll, if you prefer, do you want the 7th to be Cash still or other, since you didn't get the TAS membership?
As to dropping the modifier, I will generally allow that when the benefit is not useful to the character, but all your benefit rolls were beneficial (generally more so than the TAS membership).
| Ramarren |
Hrm...Choices, Choices
Cash 1 = 5,000
Cash 2 = 50000
Total Cash : Cr55,000
Other 1 = +1 Int
Other 2 = +1 EDU
Other 3 = Two Ship Shares
Other 4 = +2 Soc Standing Look mom, I'm a Droyne Baron! :)
Let's not get greedy :). I'll put the final roll into 'Other', and I'll either use the +1 on that roll or the Cash 1 roll.
After that, it's just a matter of finalizing. Is there a comprehensive equipment list outside of the Intro Book? (I realize our equipment purchases may be somewhat limited, but I like to know the options).
nm, found it...Central Supply Catalog
| Tundran |
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 0 - Trooper
SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Athletics (Any) 0
Gun Combat (Any) 1
Heavy Weapons (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
TERM 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
[dice=Service Skill]1d6 Explosives
[dice=Survival, END 6+]2d6+2 SURVIVE
[dice=Event]1d6+1d6
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Throw Education 8+. If you succeed, you gain one level in Drive, Flyer or Seafarer.
[dice=Edu 8+]2d6-1 Success! Gain Drive 0, Flyer 0, or Seafarer 0. I'm guessing you had to rip the seat out to get at the controls, LOL.
[dice=Advancement, End 5+]2d6+2 You gain rank, and MUST continue in this career for another term.
[dice=Advancement Skill, Rifleman]1d6 Heavy Weapons (Any)
Rank : 1 Trooper Gain Gun Combat 1
She soon found a life of nomadic solitude to be boring rather than the blissful utopia she had imagined. And dangerous also! But she learned to find her way around and avoid the dangers she couldn't naturally defeat.
After a few years, she happened upon a mercenary ship crew who was encamped outside a small town for some needed repairs. They engaged Tulip and took a liking to her. She jumped at the chance to sign on and explore the stars!
The ship's crew had all been together for a while so they were able to quickly adapt to having her onboard and utilized her extra muscle to complete a number of quick, valuable missions. In between, she got plenty of training exercises. She worked hard, knowing she needed skills to survive in the wilderness of space even more than back home.
Third Term Addition:
Tulip's hard work eventually paid off with increased training and responsibility. Even better, the mercenary company's armory was opened wider to her. In awe of the brilliantly savage technology, she began training in as many types of weaponry as possible.
In one memorable encounter, Tulip's crew was working security for an execution party on a floating platform over a sarlac pit. When a mysterious stranger appeared and kicked the pilot over the side while freeing his prisoner friends, Tulip managed to maneuver across the platform to the wheel and guide the ship to a soft landing in the sand.
When they returned to their mercenary base, Tulip was delighted to learn her bravery had resulted in her first ever promotion!
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 1 - Trooper
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Unarmed Combat) 0
Melee (Blade) 1
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1
Note : If you gain Gun Combat 1 like above from the Rank gain, it jumps from 0 to 1 if you buy a new Gun Combat skill. If you add it to an existing skill, it just adds one level. So you're probably better off picking another heavy weapons specialty.
Does this mean I can choose either "Gun Combat 1" as the Rank gain or "Heavy Weapons (Any)" from Advancement? Am I understanding that correctly? I didn't assign either of those yet but took a stab at everything else above.
The Lion Cleric
|
@GM - I was posting from my phone - by switching stats around I meant making them the way they should be, since I added the advancement and 'other' benefits from the rolls to the final statblock. Words.
Good point on the subdermal, though.
I'll take the END +1, a Gauss Rifle and a Flak Armour, if that's alright then, and that would be me finished with the rolling, so I can get around writing a backstory.
Daniel Stewart
|
Ok, I think I have everything done now...here is my final tallies and such. Please check for errors.
Thank you
NAME : Dev Vorn
RACE : Imperial Human
BIRTHWORLD : Scrum (Poor, High Population)
PROPOSED CHARACTER TYPE : Thief/Scout/Merchant - 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.
Final Stats:
STR: 06
DEX: 11 (+1)
END: 06
INT: 12 (+2)
EDU: 07
SOC: 04 (-1)
Skills:
Carouse-0
Streetwise-1
Electronics (Sensors)-1
Deception-1
Recon-1
Athletics (STR)-1
Gun Combat (Slug)-2
Stelath-1
Pilot (Small Craft)-1
Pilot (Spacecraft)-1
Mechanic-3
Astrogation-0
Vacc Suit-1
Engineering (Jump)-1Broker-0
Investigate-1
Careers:
Criminal (2 Terms)
Navy (1 Term)
Scout (2 Terms)
Merchant (2 Terms)
Muster Out:
Leaving Rogue Career - 4 Benefit rolls
1. Benefit: 1d6 ⇒ 2 Weapon (Autopistol)
2. Benefit: 1d6 ⇒ 3 +1 INT
3. Cash: 1d6 ⇒ 5 50000cr
4. Cash: 1d6 ⇒ 3 10000cr
Leaving Navy Career - 2 Benefit Roll s
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
Leaving Scout Career - 2 Benefit Rolls
1.Benefit: 1d6 ⇒ 1 Ship Share
2. Benefit: 1d6 ⇒ 2 +1 Int
Leaving Merchant Career - 2 Benefit Rolls
1.Cash: 1d6 ⇒ 6 40,000
2. Cash: 1d6 ⇒ 4 20,000
| , |
Hello?
Sorry I missed your opening posting.
Might there be any positions still open? How about 'Age' limit for character gen? I have a naffy piece of character generating software that I bought on line. Pretty sure I can't link through from the Paizo boards but am happy to share a link through a PM. (^_^)
Much cheers to all.
| Ramarren |
[dice=Other]1d6 +1 EDU or two ship shares
Using the DM on this one turns it into Weapon.
55,000 Credits
Bank : 13,750 C
Equipment : 13,750 CRemainder : Lost (Due to how game is starting) Everyone cuts their starting cash in half.
That works for me. A few questions regarding equipment...
Central Catalog allows for purchase of items at 1 TL higher for +25% Cost. Is that an option?I'm presuming my mustering out weapon is a baseline. If I pay the cost difference from mustering benefits, can I increase the cost to add various upgrades? (sights, etc.)
Can I add the monofilament option to a Blade, rather than a full monofilament sword? (Based on comparison, it looks like Cr150 if it is allowable)...I don't see Malt as a sword-wielder, but a ceremonial service weapon fits.
Once I know those, I'll get you an equipment list.
| mdt |
Term 3 : Mercenary (Striker, Rifleman)Service Skill : Explosives
Gain one level in Flyer (grav)
Advancement Skill : Heavy Weapons (Any)
Rank Skill : Gain Gun Combat 1
** spoiler omitted **...
You gained all four of those. What I'm saying is some skills have to have a specialization. For example, Gun Combat can be Slug Pistols, Slug Rifles, Laser Pistols, Laser Rifles, or Shotguns.
Let's say you already had these skills :
Gun Combat (Slug Rifles) 0
Gun Combat (Slug Pistols) 1
When you gain Gun Combat 1, you can either :
A) Add 1 to Gun Combat (Slug Rifles) to make ti 1.
B) Add 1 to Gun Combat (Slug Pistols) to make ti 2.
C) Learn Gun Combat (Laser Rifle) at 1.
In other words, the skill at 1 is a double level skill you earned. You don't have to go from 0 to 1, you jump straight to 1. But you only get the double level if you learn a new gun combat skill, if you boost an existing one, you only get one level out of it instead of two.
| mdt |
Ok, I think I have everything done now...here is my final tallies and such. Please check for errors.
Thank you** spoiler omitted **
You can only have 3 cash rolls, not 4. Your fourth cash roll (Merchant 4) needs to be converted to Merchant - Other Benefit 4
Other than that, you need to add your final age, and then your cash is as follows :
Bank : 25,000 C
Equipment : 25,000 C
Remainder : Lost
Ship Shares are of no use, so I will allow you to reroll the muster out that resulted in a single ship's share. The ones that came up 'this or ship shares' are really just 'this' whatever this was.
| mdt |
Hello?
Sorry I missed your opening posting.
Might there be any positions still open? How about 'Age' limit for character gen? I have a naffy piece of character generating software that I bought on line. Pretty sure I can't link through from the Paizo boards but am happy to share a link through a PM. (^_^)
Much cheers to all.
You have until Saturday night to get a character submission put in (name, concept, rough idea of the character). Then you'll have until Next Saturday to complete the character in thread.
All characters have to be rolled in thread, to make things fair to everyone. GM rolls the results of all choices that come up in events/mishaps/etc.
| mdt |
mdt wrote:[dice=Other]1d6 +1 EDU or two ship shares
Using the DM on this one turns it into Weapon.
55,000 Credits
Bank : 13,750 C
Equipment : 13,750 CRemainder : Lost (Due to how game is starting) Everyone cuts their starting cash in half.
That works for me. A few questions regarding equipment...
Central Catalog allows for purchase of items at 1 TL higher for +25% Cost. Is that an option?I'm presuming my mustering out weapon is a baseline. If I pay the cost difference from mustering benefits, can I increase the cost to add various upgrades? (sights, etc.)
Can I add the monofilament option to a Blade, rather than a full monofilament sword? (Based on comparison, it looks like Cr150 if it is allowable)...I don't see Malt as a sword-wielder, but a ceremonial service weapon fits.
Once I know those, I'll get you an equipment list.
Base TL is 12 for Imperial characters
Base TL is 14 for Darrian charactersCharacters that worked in both Imperial and Darrian space can have no more than half their equipment at TL 14.
Yes, you can buy one level higher for +25%, if the item exists at your TL, but has a better version one level higher. If the item doesn't exist until the next tech level, then it's a 50% increase and you are using a prototype.
Yes, you can buy accessories for any weapons/vehicles/etc you got as muster outs.
Yes, you can buy a mono blade.
| , |
, wrote:Hello?
Sorry I missed your opening posting.
Might there be any positions still open? How about 'Age' limit for character gen? I have a naffy piece of character generating software that I bought on line. Pretty sure I can't link through from the Paizo boards but am happy to share a link through a PM. (^_^)
Much cheers to all.
You have until Saturday night to get a character submission put in (name, concept, rough idea of the character). Then you'll have until Next Saturday to complete the character in thread.
All characters have to be rolled in thread, to make things fair to everyone. GM rolls the results of all choices that come up in events/mishaps/etc.
*Nods* Okay, cool... Thank'e
Daniel Stewart
|
Ok, then Merchant 4 is a gun, which I think I can use to improve my Gun Combat (Slug) skill +1. The other I will roll below for you to check and assign to whatever makes sense. I will also add my age (46) and all the money information!
Muster out roll - 1d6 ⇒ 6
Alternately is it possible just to get a TAS membership??
| Chobo |
We are just about done!
Muster out of Drifter Wander: Benefit Rolls : 3 (2 terms, 1 rank) No Cash
Also, we missed a benefit roll when he mustered out of Special Arm. Here is the link where you rolled for his two terms but no rank. Post #241 5:33am Benefit Roll I do not want cash.
Also Ageing rolls 5 terms.
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:9(+1)
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
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 1
Vacc Suit 0
Jack of all trades 2
Other
2 enemies
Romantic Interest
CASH
20000
RANK
Special Arm 2
Drifter Wanderer 1
Benefit Rolls (special arm 2 terms, 1 rank)
Benefit Rolls : 3 (2 terms, 1 rank)
| Tundran |
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 1 - Trooper
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 1
Gun Combat (Slug Pistol) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Unarmed Combat) 0
Melee (Blade) 1
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Current Age: 30
****
I think I'm ready for my next adventure!
| Ramarren |
Final Version:
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
STR-3...-1
DEX-9...+1
END-6...+0
INT-12..+2
EDU-12..+2
SOC-12..+2
Term 1: Unable to gain entry in the Imperial Navy, Omaltdoy'tsart instead submits himself to a draft lottery from several allied navies, and joins the Navy of The Commonality of Kedzudh, a Human/Vargr buffer state coreward of the Spinward Marches.
He enrolls in the Flight assignment, and after initial training is posted to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.
He is promoted to Able Spacehand, and then Commissioned to Ensign.
Term 2: Continuing as a courier, Ensign Yuftro moves from backup to primary pilot. He is approached to make credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion to Sublieutenant.
Term 3: Malt realizes he's not likely to be leaving his current service and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on, but loses badly. Still, he learns to be better at the process, which will aid him later in life.
He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.
Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.
Term 4: Concentrating on once again on his career, Lieutenant Yuftro begins to cross-train in Engineering while continuing to advance his Flight skills. When his vessel is involved in repulsing a Vargr raid, Omaltdoy'tsart's small size makes him instrumental in getting into the guts of the drives for quick damage control.
This results in his promotion to Commander and a transfer to Bridge crew on the sole Capital ship in the area, where he begins studies of Naval Tactics, and dreams perhaps of commanding his own vessel
Term 5: Promoted to Captain, Omaltdoy'tsart leads a punitive raid against the home base of the Vargr raiders.
However, he begins to feel the effects of age creeping up on him, and having achieved his goal of command, Omaltdoy'tsart realizes it is time to once again become a wanderer, and see all that he can see before him time is over. Reluctantly, Captain Yuftro retires, looking back on a good career.
Skills:
Astrogation 1
Computers 0
Engineer (M-Drive) 1
Flyer (Grav) 0
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Sensors 1
Tactics (Naval) 2
Vacc Suit 2
Zero-G 1
Status
Rank: Retired Captain in the Commonality of Kedzudh. (5 Terms)
Mustering out Benefits:
- Cr55,000 (13,750 banked, 13,750 spent, balance lost)
- 1 LightClaw Class Laser sidearm with service insignia
- Baronial Holdings on Asugunkhodz, with an expected annual income of Cr10,000
00150 Monofilament Blade .2kg, Dmg 2d6, Heft -
03125 TL13 Cartridge Laser Pistol, 2.5kg, Dmg 4d6, Clip 14
-3000 (discounted from mustering benefit)
00100 -Hud Integration
00100 -Secured
00137 Additional Laser Cartridge (x2)
00350 Protec Suit - 1kg, Protection 4
01000 -Computer Weave (Computer 1 - TL11)
01000 -Smart Fabric
00000 -Magnetic Grapples
00100 -Hud Integration
00600 Body Pressure Sleeve, 1.5 kg
01000 Life Support Mask
00150 Set of Bulkhead Patches
01000 Survival Watch
00500 Tool Laser
03500 PRIS Goggles, 1kg
01500 -Personal HUD, TL11
00500 Personal multifunction Comm Unit (TL10)
00100 -Hud Integration
00250 -Aide Program
Total: Cr12,162, 6.2kg Presuming Cr188 'pin money', that leaves Cr1500 in Database Programs to fill out gear. (Repair Manuals, Star Charts)
Some gear notes. The Body Pressure Sleeve/Life Support Mask and Protec Suit are a 'ship uniform' for Malt. He likely had a full vacc suit as well, but it was destroyed in the crash.
I've tried to keep to gear that Malt would fine useful aboard a ship. While I suspect we may be planet-bound, Malt doesn't know that. Ship patches, for example, may be of limited utility on the ground...but he grew up on an asteroid, and spent most of his life on a ship...he's always going to carry ship patches stowed in a pocket somewhere.
In the last several months, Omaltdoy'tsart has been wandering, taking short term jobs on various ships and working his way from place to place. He could live reasonably well on his stipend, but he has no interest in that...he likes to work.
And that's how he found himself using the nickname 'Malt', working as an Engineer/Mechanic on the Verdant Dawn, gearing up and rushing to a duty station as the alarms sound.
| mdt |
Ok, then Merchant 4 is a gun, which I think I can use to improve my Gun Combat (Slug) skill +1. The other I will roll below for you to check and assign to whatever makes sense. I will also add my age (46) and all the money information!
Muster out roll - 1d6
Alternately is it possible just to get a TAS membership??
Nope, gotta roll stuff.
For the Merchant 4 and weapon, you can only convert to a skill if you get the same roll twice. Since you got a weapon with rogue, then you are correct, you can use it to improve the gun skill. (Making sure others know why you were able to).
Scout Ship: You receive a Scout ship. The fi rst receipt provides use of the ship, but the ship is still the property of the Scout service, and can be called back into active duty if needed.
So, you have access to a scout ship if you need one, but it's still the Scout Service's ship, and they reserve the right to reactivate you.
| mdt |
We are just about done!
Muster out of Drifter Wander: Benefit Rolls : 3 (2 terms, 1 rank) No Cash
Also, we missed a benefit roll when he mustered out of Special Arm. Here is the link where you rolled for his two terms but no rank. Post #241 5:33am Benefit Roll I do not want cash.
Also Ageing rolls 5 terms.
No aging rolls required, at 4 and 5, Darrian's can't get less than 0.
Muster out, Special Arm: 1d6 ⇒ 3 +2 Education
Muster out, Wanderer: 1d6 ⇒ 1 Contact
Muster out, Wanderer: 1d6 ⇒ 6 +1 Dexterity
Muster out, Wanderer: 1d6 ⇒ 6 +1 Dexterity
| mdt |
Hello again. Decided to follow the thread for a while, and the system has caught my interest at this point.
Quick question before I decide on anything else - how complex is Traveller once you get past character creation? How much is there to keep track of?
The system is pretty simple. It's over 40 years old. It was one of the first RPGs ever made.
You roll only d6 dice. It's almost always 2d6.
To do something, you add a stat mod plus a skill level to 2d6, and generally, you're looking for 8+ on that roll. For example, shooting someone with a laser pistol is Dex Mod + Gun Combat (Energy) + 2d6. Your target number is dependent on the range of your weapon, and varies from 6+ to 9+.
Want to plot a course, Int or Edu mod + Astrogation skill + 2d6. D&D modeled their skill system off of Traveller really. Beyond that, you just have to keep track of equipment and credits and plot, like any game.
| mdt |
Final Version:
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
STR-3...-1
DEX-9...+1
END-6...+0
INT-12..+2
EDU-12..+2
SOC-12..+2** spoiler omitted **...
LOL, well, a Baron could make a Social check to get a free ride on the ship, especially since they won't be full, but by the same token, if he'd rather work they won't say no either. :)
| mdt |
@GM - I was posting from my phone - by switching stats around I meant making them the way they should be, since I added the advancement and 'other' benefits from the rolls to the final statblock. Words.
Good point on the subdermal, though.
I'll take the END +1, a Gauss Rifle and a Flak Armour, if that's alright then, and that would be me finished with the rolling, so I can get around writing a backstory.
Ok, that works for me. Remember, half your cash, put half of the remainder in the bank, and then buy equipment you'd have readily available on ship with the other half (or equipmetn you'd have in storage back at home).
| mdt |
Complete Entries :
Applicants and Status :
Ancient Dragon : Terms Complete(?)
Chobo : Terms Complete, Character being finalized
CucumberTree : Terms Complete, character being finalized
Daniel Stewart : Dev Vorn, Imperial Human, Reformed Scum, Awaiting Background & Personality paragraph.
Havocprince : Robot built, 6 terms taken, character being finalized
Infernal Zero : Expressed Interest
Kobolum : Terms Complete, character being finalized
Lion Cleric : Terms Complete, character being finalized
MadCaster : Terms Complete, character being finalized
Peet : Stats Rolled, waiting on feedback about what careers
Rammarren : Omaltdoy'tsart Yuftro, Droyne Sport, Naval Captain, Complete except for paragraph about Personality.
Spazmodeus : Terms complete, character being finalized
StormCrow27 : Dropped Out
Tundran : Career in Progress
Confirmed and Status :
Hotaru : Robot Started
Lessah : Thinking
Trawets71 : Thinking
So, currently, there are 3 to 5 slots open (and it's leaning toward 4 or 5). I have 12 applicants for those 4 or 5 slots, which means this is going to be very difficult to winnow things down.
For those not picked, please let me know if you want to be on a list in case we lose players.
I'm going to post a character format I'd like you to use, both in the thread, and in your profile if you are chosen. If you've already compiled your character, I will ask you to please redo it in the format when I'm done with it. Sorry for the extra work.
| Ramarren |
LOL, well, a Baron could make a Social check to get a free ride on the ship, especially since they won't be full, but by the same token, if he'd rather work they won't say no either. :)
I'm thinking Malt is just a little bit embarrassed about the whole 'Baron' thing...it's not normal for a Droyne. He'll pull it out if he has to, but otherwise he doesn't really discuss it.
Military Ranks make sense to him, but while he groks social mobility, it still seems bizarre; one does not just change Caste (he likely has real trouble with non-military Vargr, with their ridiculously fluid social structure).
| mdt |
| 1 person marked this as a favorite. |
Character Submission Format (Also used in Profiles if picked)
NAME : If you have a picture, make a URL link out of the name
RACE :
GENDER :
BIRTHWORLD :
Rank/Caste/Title : use label that applies, if multiple apply, copy/paste and put a line for each. For example, if you were an Admiral and have Soc 12, you'd have both Rank Admiral and Title Baron
Pension :
Bank Account :
STATS
STR 00 (-0)
DEX 00 (+0)
END 00 (-0)
INT 00 (+0)
EDU 00 (-0)
SOC 00 (+0)
SKILLS Place skills in alphabetical order, ensure there are no (any) entries in your list
TANGIBLE BENEFITS
List things here that are tangible benefits, but aren't equipment. For example, Cybernetics, Contacts, Allies, Favors, Secrets, Romantic Interests, etc
PAST MISTAKES
Things that negatively affect you going forward, need for anagathics, enemies, rivals, etc
Equipment Put equipment in a spoiler
Term History Put term history in a spoiler
Background Spoiler, Should include events from Term History, plus other things you want in your background
Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
| mdt |
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 1 - Trooper
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 1
Gun Combat (Slug Pistol) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Unarmed Combat) 0
Melee (Blade) 1
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Current Age: 30
TERM 4 : Mercenary (Striker, Rifleman)
Service Skill: 1d6 ⇒ 1 Athletics (Any)
Survive, END 6+: 2d6 + 2 ⇒ (2, 4) + 2 = 8 SURVIVE
Event: 1d6 + 1d6 ⇒ (2) + (6) = 8
One of your assignments requires special training for its success, which the employer is willing to pay for. Gain Battle Dress, Drive, Remote Ops, Seafarer or Vacc Suit.
Advance, END 5+: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Rank up!
Rank 2 : Strike Specialist, Choose one of Gun Combat 1 or Heavy Weapon 1
Advancement Skill, Rifleman: 1d6 ⇒ 5 Recon
Aging: 2d6 - 4 ⇒ (1, 6) - 4 = 3 No penalties
| Tundran |
NAME: Tulip
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 1 - Trooper
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 1
Gun Combat (Slug Pistol) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Unarmed Combat) 0
Melee (Blade) 1
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1
Term 1 : Barbarian (Warrior)
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
TERM 4 : Mercenary (Striker, Rifleman)
[dice=Service Skill]1d6 Athletics (Any)
[dice=Survive, END 6+]2d6+2 SURVIVE
[dice=Event]1d6 + 1d6
One of your assignments requires special training for its success, which the employer is willing to pay for. Gain Battle Dress, Drive, Remote Ops, Seafarer or Vacc Suit.
[dice=Advance, END 5+]2d6+2 Rank up!
Rank 2 : Strike Specialist, Choose one of Gun Combat 1 or Heavy Weapon 1
[dice=Advancement Skill, Rifleman]1d6 Recon
[dice=Aging]2d6-4 No penalties
STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)
Barbarian Rank : 1 -
Commando Rank : 2 - Strike Specialist
SKILLS:
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 1
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Heavy Weapons (Flamethrowers) 1
Heavy Weapons (Man Portable Artillery) 0
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Stealth 0
Survival 1
Vacc Suit 1
Zero-G 1
Current Age: 34
*********
I love the flavor of all the events. Given that and her new title, she will actually take her next term in Commando/Spec Ops.
Not that I want to currently, but if Tulip decided to leave the mercenary company, what kind of professions would be available to her at that point?
And also do you have a limit on # of terms? Like would 2-3 more be ok? I'm just really enjoying this process. :D
| Ancient Dragon Master |
I think I'll go with the former. Adding (& formatting) stats later
Can I keep my current formatting until I finish my terms? ThIs way it helps me remember where I got everything.
Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 5 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Scholar Rank: 1 (Computers 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0
Scholar Training: Science (Any) 0
| Ancient Dragon Master |
NAME : If you have a picture, make a URL link out of the name
RACE : Darrian
GENDER : Male
BIRTHWORLD : High Technology, Fluid Seas
Rank/Caste/Title : Rank: Scholar, Rank: 5 (Navy), Title: Duke
Pension: 10,000
Bank Account: 25% of my cash
STATS
STR 09 (+1)
DEX 09 (+1)
END 06 (+0)
INT 10 (+1)
EDU 14 (+2)
SOC 15 (+3)
SKILLS
Admin 0
Comms 0
Computers 1
Drive 0
Gambling 1
Gunner (any) 0
Gun Combat (any) 0
Gun Combat (any) 0
Leadership 1
Mechanic 1
Medic 0
Melee (blade) 1
Pilot (any) 0
Remote Operations 0
Science (any) 0
Seafarer 0
Tactics (Naval) 1
Vacc Suit 0
Zero-G 0
TANGIBLE BENEFITS
List things here that are tangible benefits, but aren't equipment. For example, Cybernetics, Contacts, Allies, Favors, Secrets, Romantic Interests, etc
PAST MISTAKES
Things that negatively affect you going forward, need for anagathics, enemies, rivals, etc
Equipment Put equipment in a spoiler
Term History Put term history in a spoiler
Background Spoiler, Should include events from Term History, plus other things you want in your background
Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.
Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.
Ready for term 7 (in special arm)
| Infernal Zero |
Good to hear. I think I can safely say I've got an interest in applying.
I'm currently looking at a Robot, originally designed as a bodyguard/protection unit on a rough planet, and in the possession of someone aboard the ISS Verdant Dawn prior to the crash after having changed hands several times. Loyal, in so much that it's been used to taking orders from everyone else and knows very well that the best that they can hope for is an owner that will ensure they get the upkeep required for continued operation.
NAME : [TBD]
RACE : Robot
BIRTHWORLD : (Current thought - An over-populated desert planet used as a production centre. High Population Industrial Desert?)
PROPOSED CHARACTER TYPE : Resigned robotic bodyguard, potentially unowned after the crash.
ALLEGIANCE : To the owner, and to their specified allies. Property doesn't rebel if it wants to remain intact.
I took a stab at designing the basic frame below. I don't have all the information on the process, but hopefully not much needs correcting.
Size: 3 (5000C)
Slots: 12
Armour: 3
Hull: 6
Structure: 3
Mass: 121kg
Orientation: Tall
Current Min Tech Level: [Insert Correct Value Here]
Total Frame Cost Multiplier : 2.1x (1x for base cost, 1.1x for frame options)
Base Cost : 5100C
Modified Cost : 10710C
Frame Mods
Head: Yes. 100C (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)
Options: Hardwearing, Sealed, Strong
Hardwearing: It would be embarrassing to have your bodyguard taken out by the local weather, wouldn't it?
Sealed: Because damage really ought to come from bullets, and not buckets.
Strong: That doesn't mean you want your bot damaged by bullets.
90,000 - 10,710 = 79290
79290 credits left.
I'm not sure how well I could have tracked this all, myself.
| Chobo |
Okay, I am trying to straighten out his mess in my paper work.
In Term 3 I received an injury -2 Dex and pay 5k to repair the nerve damage. My question is when I paid the 5k do I get my +2 DEX back?
Hereis the post where it happened. My paper work is off since this event, thanks.
Also, Is there a title for Special Arm Rank 2 and Wander (Drifter, Darrian) Rank 1.