[Traveller] Recruitment for a Traveller Game


Recruitment

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This is the result of my interest check thread, Traveller won overwhelmingly.

Alarm claxons wake you up from a sound sleep. The ISS Verdant Dawn is a Luxury Liner making the Harrison to Shirrul Gami run.

Shirrul Gami is a primitive planet with an emerging sophont species on it's primary continent. However, the secondary continents do not have this sophant species, and are available for exploitation and exploration. The Hammerston Group has exclusive development rights to the planet. Several of the native plant species are extremely desirable for medicinal processing, and the planet is also home to Shirgami Gems, a fiery pink opal gem with lurid blues and reds that are unique enough to drive high prices. Finally, the local life forms, heavily furred mammals, are quite popular with hunters.

The Syndimic Sector has had a history of lost ships for hundreds of years now. Every once in awhile, even on the safest routes, a ship simply doesn't arrive. It appears that whatever the Syndimic Curse is, it's found your ship!

Character Creation

For those who want to play around with an online character generation system to get an idea of how it works, you can find one here

It doesn't have everything in it, just the basic races/careers, but it'll give you an idea how it works. We'll be doing generation in the thread. This will require a LOT of work by the GM to do. This means this will be a long recruitment. Before I will put that effort in on your character, you will need to have ALL the following completed :

NAME :
RACE :
BIRTHWORLD : <GM can help you figure one out, or you can just describe it and the GM will pick one for you>
PROPOSED CHARACTER TYPE : Note that because of how this system works, your actual Character may change during their life. For example, you may aim for a Bored Noble, but end up with a Former Noble Marine Soldier instead.
ALLEGIANCE : What is your political alignment. The assumption is you are an Imperial Citizen unless otherwise specified. However, there are other options. If you don't want to be Imperial, you can work with the GM. Just remember, Non-Citizens have fewer rights than Citizens. Citizenship has it's privelages!

Stats
Stats are rolled (mostly) as 2d6 rolls. Some species use different rules. I won't post all the rules here, just if you choose a non-Human species, I'll list below the call outs for them. To generate them, roll 2d6 six times and allocate the rolls as you wish to your characteristics. If you do not have at least a +1 Modifier after all stats are rolled, throw the stats away and reroll.

Strength (Str): A character’s physical strength, fitness and forcefulness.
Dexterity (Dex): Physical co-ordination and agility, reflexes. A
character’s Dexterity affects his accuracy in ranged combat and his
reaction speed.
Endurance (End): A character’s ability to sustain damage, stamina
and determination. A character’s resilience is based on his Endurance score, so a character with a low Endurance score will be very vulnerable in a firefight.
Intelligence (Int): A character’s intellect and quickness of mind. Intelligence is used in a great many skill checks.
Education (Edu): A measure of a character’s learning and experience.
Education is also used in a great many skill checks.
Social Standing (Soc): A character’s place in society. Characters with
a high Social Standing can claim a noble title in the Imperium and
will find life much easier thanks to their reputation and contacts. Some species do not use Social Standing, or have other stats that take it's place.

Creation Checklist:

1. Roll characteristics and determine characteristic modifi ers.
2. a. Choose a homeworld.
b. Gain background skills.
3. a. Choose a career. You cannot choose a career you have
already left.
b. Roll to qualify for that career.
c. If you qualify for that career, go to Step 4.
d. If you do not qualify for that career, then you can go to
the Draft or enter the Drifter career. The Draft can put
you back into a career you have been forced to leave, at
your old rank. You can only apply for the Draft once.
4. If this is your fi rst time on this career, get your basic
training.
5. Choose a specialisation for this career.
6. a. Choose one of the Skills and Training tables for this
career and roll on it.
b. Roll for survival on this career.
c. If you succeed, go to Step 7.
d. If you did not succeed, then events have forced you
from this career. Roll on the Mishap table, then go to
Step 9.
7. a. Roll for Events.
b. Optionally, establish a Connection with another player
character.
8. a. Roll for Advancement
b. If you succeed, choose one of the skills and training
tables for this career and roll on it. Increase your Rank
and take any bonus skills from the Ranks table for this
career.
c. If you roll less than the number of terms spent in this
career, you must leave this career.
d. Military characters (Army, Navy, Marines) can roll for
commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older,
roll for Aging.
10. If you are leaving the career, roll for Benefi ts.
11. If you have left your current career, then go to Step 3 to
choose a new career, or to Step 12 if you wish to fi nish your
character. Otherwise, go to Step 5.
12. Finalise any Connections with other characters.
13. Choose a Campaign Skill Pack and allocate skills from that
pack.
14. Purchase starting equipment and, if you can afford it, a
spacecraft.

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

Background Skills:

Before embarking on your careers, you get a number of background
skills equal to 3 + your Education DM (1 to 5, depending on your
Education score). You must take the skills listed for your homeworld;
any extra skills can be taken from the education list.

Homeworld: Growing up on your homeworld gave you skills that
depend on the planet’s nature. You can select any skill that matches
your homeworld’s planetary description and trade codes. If you
came from a planet already established by Traveller books or by the
Referee, then consult those sources for the planet’s description.
Otherwise, just note down what traits you chose for your homeworld
– you can generate the world later.

Agricultural: Animals 0
Asteroid: Zero-G 0
Desert: Survival 0
Fluid Oceans: Seafarer 0
Garden: Animals 0
High Technology: Computers 0
High Population: Streetwise 0
Ice-Capped: Vacc Suit 0
Industrial: Trade 0
Low Technology: Survival 0
Poor: Animals 0
Rich: Carouse 0
Water World: Seafarer 0
Vacuum: Vacc Suit 0

Education: A formal education gives you a basic level of competence
in various sciences and academic disciplines. Any character may
choose 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.

At this point, you are eighteen years old.

Available Races :

Aslan : Humanoid mammalian species that superficially resembles Terran Felines. Aslan are stronger than humans (+2 Str) but their high density bodies are harder to move around (-2 Dex). They have natural claws on their hands (Natural Weapon (Claw)). Aslan have a 7th stat called 'Territory' that is used for Aslan social interaction with each other. Roll Territory as a 7th roll separately from the other 6 stats (you must take what you roll for Territory, it cannot be moved around like the other stats).

Darrian : Darrians are Humans derived from Terran stock that was transplanted by Ancients. They were later experimented on, and then diverged further via evolution. Darrians are taller than the average human, with lithe forms. They have white hair, slightly pointed ears, and have a skin tone that runs toward golden or bronze. Darrians are physically weaker than humans and less hardy (-2 Str, -2 End), but are highly dextrous and intelligent (+1 Dex, +1 Int). Darrian society is highly advanced, and all children are required to attend school (+2 Edu). Darrian hearing and vision is acute (+1 DM to Recon or Survival checks involving sight or hearing). Darrians age more gracefully than humans, and only apply HALF the charcters terms served as a negative modifier to their aging roll.

Droyne : Droyne are an intelligent major race that resembles a flying reptile (Imagine a kobold with wings). Droyne are flyers (Winged, 18 meters per round) and Small. Warrior Caste is medium, not small. Leaders have high Intelligence (+2 Int). Droyne do not use social standing, instead, they are born into a Caste and cannot change it. They do not have Social Standing (Only roll 5 sets of stats). To determine your character's Caste, roll 1d6 (1=Worker, 2=Warrior, 3=Drone, 4=Technician, 5=Sport, 6=Leader)

Hiver : Hivers are an intelligent race that resembles a large multi-eyed slug with six radial limbs (They keep their stalked eyes on one of their six limbs, with the opposite limb generally used for manipulating the environment, and the other four limbs used for locomotion). Hivers have no genders, Hivers procreate by leaving genetic material around as they walk, and when two hivers genetic material mixes, a new hiver is born. Most ships require Hivers to wear suits to keep this genetic material from clogging the environmental systems. Hivers are generally more intelligent than humans (+2 Int) but are slightly ungainly and uncoordinated by comparison (-2 Dex). Hivers can see into the infra-red spectrum, allowing them to see heat signatures.

Imperial : Imperials are humans descended from Humans from the Sol system, Terra (Earth). They use the default rules.

K'Kree : K'Kree, resembling horse sized reptillian centaurs, are the largest of the common races. They are herbivores, and stand 1.5 meters at the shoulder, and 2.0 to 2.4 meters when fully erect. K'Kree are Large (Add 1d6 to both Str and End), and replace Social Standing with Caste (Unlike the Droyne stat, this stat can be gained/lost, and otherwise works like Social Standing, during character creation, adjustments to Social Standing instead adjust Caste) Female K'Kree do not have a Caste rating, and only generate 5 stats.

Robot : Robots containing AIs can be played as player characters, stats are dependant on the chasis of the robot. Note that most galactic civilizations and laws consider Robots and AI's property, not people, and therefore most robots have little or no rights.

Solomani : Solomani are humans descended from the system of Sol (Terra, or Earth). They use all the default stats with no modifications.

Solomani Dolphin : Dolphins are Uplifted Dolphins raised to sophancy by the Solomani Government during the last war. Dolphins are very strong and hardy (Str +4, End +2) but as recently uplifted, they have weaker than normal mental abilities (-2 Int, -2 Edu, -2 Soc). They are Aquatic (fully aquatic, air-breathers) and no Fine Manipulation. Dolphins can swim at 40km per hour. Dolphins can hold their breath for up to 30 minutes, and can dive up to 200 meters at 1G. Dolphins age faster than humans, they enter careers at 12, and begin aging at the end of their second term (age 20)

Vargr : A race of furred humanoids that resemble humanoid canines, often referred to as 'space wolves' by early humans who encountered them. Vargr are highly varied, with no central government. Vargr are more dextrous than humans (+1 Dex), but physically weaker and less hardy (-1 Str, -1 End). They have a natural weapon as a Bite. Vargr are Uplifted (They were made sophant by an outside agency, and are actually descended from Terran Wolves). Vargr replace Social Standing with Charisma. During character creation, Adjustments to Social Standing adjust Charisma instead.

Zhodani : Zhodani are descendants of Terran Humans who were transplanted by the Ancients. They have diverged from base Human stock both via evolution and experimentation by the Ancients. Zhodoni Nobles and Intedants are Psionically capable and usually trained. Zhodani roll a 7th stat called Psionics. You must take the roll as rolled.

Available Careers

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

Agent Specialties : Law Enforcement, Investigator, Spy, Analyst, Corporate, Bounty Hunter

Aslan : Spacer, Space Officer, Military, Military Officer, Outcast, Scientist, Aslan Envoy, Management, Ceremonial, Aslan Wanderer

Darrian : Darrian Agent, Darrian Entertainer, Darrian Envoy, Guard, Darrian Merchant, Militia, Darian Navy, Special Arm, Worker, Darrian Wanderer

Imperial High Guard : Crewman, Support, Engineering, Gunnery, Flight, Pilot, Command, Naval Intelligence, Naval Engineer, High Command

Merchant Specialties : Broker, Free Trader, Junk Dealer, Marketer, Merchant Marine, Royal Trader, Slaver

Mercenary : Cadre, Commando, Guerilla, Security, Striker, Warmonger

Nobility : Aristocrat, Adventurer, Celebrity, Competitor, Connoisseur, Dillettante, Humanitarian

Psionic Variants : Psion Agent, Psion Army, Psion Drifter, Psion Navy, Psion Rogue, Psion Scholar, Psion Scout, Underground Pison Network, Psion Spacefarer

Robot : Robot Fugitive, Service Robot, Robot Activist,

Scoundral/Rogue Specialties : Intruder, Smuggler, Organized Crime, Pirate, Scavenger, Wanderer, Barbarian (First career only)

Scout (Specialized Careers) : Courier, Exploration, Special Ops, Survey

Solomani : Party, Solomani Navy, SolSec

Solomani Dolphin : Dolphin Civilian, Dolphin Military, SolSec (Monitor), Home Guard

Vargr : Vargr Army, Vargr Citizen, Corsair, Emissary, Law Enforcement, Loner, Vargr Marine, Vargr Merchant, Vargr Navy, Vargr Psion, Vargr Scientist

Zhodani : Zhodani Agent, Zhodani Army, Zhodani Entertainer, Zhodani Government, Zhodani Guard, Zhodani Merchant, Zhodani Navy, Zhodani Prole, Zhodani Scholar,

Yes, that's a lot of stuff if you dont' have the books. That's why this is an unusual recruitment. More than likely, I'll be pointing you to a career based on your desired background and race.


Just a note, up to 3 slots are taken up by existing players. Hotaru, Lessah, and Trawets71. I'll be taking up to 6 total, so I'll be recruiting 3-4 slots, depending on how many of the trio want to join in.


Dot-dot. I'll dig into the book.


Very cool.

NAME : Scandalous
RACE : Human Female
BIRTHWORLD : A city world. The central hub for entertainment production in the Imperium
PROPOSED CHARACTER TYPE : She would be a one hit wonder. She had a #1 hit song and found it very difficult to hit again. I would have to see the rolls to flesh her out more. However, I see her as a gorgeous narcissist (Like most of her homeworld culture) Who can sing/act/dance. Even with her unflattering personality deficits, She is charming and sexy.
ALLEGIANCE : Imperium citizen

stat roll: 2d6 ⇒ (3, 6) = 9
stat roll: 2d6 ⇒ (3, 6) = 9
stat roll: 2d6 ⇒ (6, 6) = 12
stat roll: 2d6 ⇒ (2, 5) = 7
stat roll: 2d6 ⇒ (4, 4) = 8
stat roll: 2d6 ⇒ (1, 3) = 4

STR:4 (-1)
DEX:8 (+1)
END:9 (+1)
INT:12 (+2)
EDU:7
SOC:9 (+1)

What are the must pick homeworld skills? I'll do the career rolls when I'm at home, so that I can refer to the book

Edit: I think I'll change her race to Zhodani and make a psionics Stat roll

PSI: 2d6 ⇒ (6, 6) = 12

Ah, Snap


@CucumberTree

Zhodani Wiki, including homeworlds

The hub of all culture in Zhodani space is the Zhodani homeworld Zhdant.

Zhdant is a High Tech Agriculture world, so those are the two mandatory background skills.

Questions :

How did she become an Imperium Citizen, as a Zhodani Psion? Remember, up until about 30 years ago, Imperium and Zhodani were at war, so there's a lot of bad blood. Not saying she can't be a citizen, asking Why she became one. Why did she leave Zhodani space. Did she do her career entirely within Zhodani space (and thus starts having just become an Imperial Citizen) or did she move to the Imperium, work some, and then become a citizen? I realize a lot of that is dependant on the career path rolls, but things that need to be answered.


A note on the various sub-specialties in the career paths.

General Navy Path is for anyone who was in any navy that doesn't have it's own special career path. For example, if you were in the navy of a 3 system hegemony that nobody else has ever been to, then you would use the General Navy Career. If you were part of the Imperial Navy, you'd use one of the High Guard career paths.

For things like Merchant, Agent, or Rogue, where there are both a general Career and a specialized Career, use the general career if you were more of a jack of all trades within that career (For example, if you were a thief who sometimes smuggled, sometimes robbed banks, and sometimes hacked systems, use the general career path. If on the other hand, you were a member of the Yakuza, you should use the Organized Crime career instead).

Racial specific career paths are only open to members of that race, with the following exceptions :

Imperial High Guard, which can also be taken by Aslan, Droyne, Hiver, and Vargr, because the Imperium has large numbers of their citizens of these races).

Darrian : Aslan who are from Darrian home worlds can take the Darrian careers, but not the Aslan careers unless they are from one specific homeworld in Darria. Those that are, can take both. Aslan born on Darrian worlds have slightly altered stats, if anyone chooses to play one, I'll post the stat modifiers.


Before I can answer...Can she go with psion class, before entertainer? Better yet can she go psion class at all?

Edit: I would believe her agent would push her to get Imperium citizenship to increase her sales and acceptance


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


@CucumberTree - Zhodani careers include psiconic skills but require Soc 10 (You're at 9) to get psionic training checks. Of the psionic's careers, only drifter, scholar, or rogue would make sense as a first one if you're going to be an entertainer. You have a couple of options. You could switch your int and soc, then you'd be able to do psionic skills with your entertainer career. Otherwise, you could hold off on the psionic talents until later in your career and go with one of the other ones (Depending on how things shake out, you might end up going psionic agent or something later?).


Thinking about the whole Imperium Citizenship...I think that it could seen and used politically like a cultural bridge between the Zhodani govt and the Imperium, with progressives on both sides pushing their agenda. Scandalous could be feeling used and pressured as a pawn for a much bigger game. This could push her to a hiatus and the reason for her being on the passenger ship.

Edit: Then switching Int and Soc is what I will do, thanks


BTW, the core book, does not have singing as an Art skill option, What Stat would be used for the skill? Soc maybe?


Acting uses Education, I'd say that's good for singing as well. Singing requires a lot of training, and education is really training.


Then I will be switching End for Edu

Ending stats now:

STR:4 (-1)
DEX:8 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Background Skills:
Computers 0
Animals 0
Comms 0
Language 0


Oh, I will close recruitment Saturday Night, 9/30, at midnight CST.


Where are Specializations and Events? I don't see them in the core book.

Liberty's Edge

Very Interested...will try to get something up ASAP


Madcaster wrote:
Where are Specializations and Events? I don't see them in the core book.

I have all the expansion books :

Alien_Module_1_Aslan
Alien_Module_2_Vargr
Alien_Module_3_Darrians
Alien_Module_4_Zhodani
Alien_Module_5_Solomani
Book_1_Mercenary
Book_2_High_Guard
Book_3_Scout
Book_4_Psion
Book_5_Agent
Book_6_Scoundrel
Book_7_Merchant_Prince
Book_8_Dilettante
Book_9_Robot
Traveller_Main_Rulebook

All the specializations are in the books (book 2 high guard has high guard specs). Events are in the main rulebook. Life events are on page 34 for example, then there's the mishaps tables with the careers.

If you want to go for a specialized career, the easiest way is to tell me which one, and I'll then do your career rolls for you in thread.


Dot. I'll have something up before the deadline.


I don't have the book with the Zhodani entertainer. So I would probably need help for that. You would have to let me know if there is a difference between regular entertainer basic training and Zhodani basic training. While I would like to roll, I don't have the tables for Zhodani entertainer.

But I would like to do two attempts (if possible) in the career before mustering out. I would like to roll on the PSI table once per each attempt, and leave it random for the rest before mustering out.


Question on uplifted dolphins: Are they anthropomorphic or do they use bionic waldos/mechanical suits like David Brin's dolphins from the Uplift series?

Liberty's Edge

I am looking to play a Darrian character...maybe special arm, or a scout....just got the book so I am having a look at that before I make a choice...also in the book they give a different method of rolling for a Darrian character...is it ok to use that method? I think it just removes the need to add/subtract from the basic rolls...

thanks


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Small dot. I may have some difficulty learning enough about the rules to get set up in less than a week. How do I make a squirrel hivemind in this system? :P

Space Elves and Psions are somewhat interesting. Robot could be. Do robots still get a social status stat?


Looking to make a Human (non-hive mind variety) ;)

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

NAME : Jaks Bing (Reserve the right to change this)
RACE : Human Male
BIRTHWORLD : A city world.
PROPOSED CHARACTER TYPE : Still working on this.
ALLEGIANCE : Imperium citizen

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

Edited.


@CucumberTree - I'll copy/paste the tables specific to Zhodani Entertainer into a file you can access.

@Stormcrow - Waldos and mechanical suits (like that series by the way)

@DS - You can use it if you want it, but it's a worse method of rolling, since you have to roll by stat, rather than putting the #'s where you want and then applying the mods. I'd rather be able to pick the stats and add the mods personally. But if you prefer roll in order that's fine.

@Hotaru - You have a guaranteed spot, why are you worried about getting stuff done by the deadline? You can't do squirrels (Uplifted Squirrels require TL20). Robots generate their stats by buying their equipment. The game will be set in the Time of Slavery as far as robots are concerned. That means they have no rights, really. Your starting cash to buy will depend on how many terms the other PCs average out. If the average term count is 3, for example, for all non-robots, then the robot has 50,000 credits to build it's body. We'll be going TL12 (or TL14 for Darrian) as the default TL. It may be tempting to go with TL14 stuff by playing a TL14 bot or TL14 Darrian/Aslan. However, the issue with that is that the only place to get your s**t repaired is in Darrian space. :)


Chobo wrote:


STR:9 (+1)
DEX:9 (+1)
END:9 (+1)
INT:10 (+1)
EDU:9 (+1)
SOC:5 (+2)

How are you getting a +2 on a 5 Soc?


Thank you very much. I do appreciate it.


mdt wrote:


How are you getting a +2 on a 5 Soc?

Corredted above. I blame it on laziness (& excitement over my good rolls) and cutting and pasting someone else's format.

Sorry.


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.


I'm not sure what my problem is, but I can't get to the doc you linked. Please just roll for me two enlistment for a performer, rolling psi table when you can. Thanks


Now then, just checked and I've got the Traveller Core Rulebook from mongoose, 2008.

From your list of books I take it you're working off of the original.... does the Mongoose verion differ significantly?


Yeah, Mongoose version is significantly different. The background stuff and concepts are the same, but to my understanding the mongoose crunch is different.


@CucumberTree

Career Start stats :

STR:4 (-1)
DEX:8 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Background Skills:
Computers 0
Animals 0
Comms 0
Language 0

Qualifier, Int 5+: 2d6 + 1 ⇒ (4, 6) + 1 = 11 Success!

1st Career : Performer Assignment

Basic Training :

Art (Instrument) 0 Voice is an instrument, on reading
Athletics (Choose Co-ordination or Endurance)
Carouse
Leadership
Melee (Any)
Stealth

1st Career Random, Psi Skills: 1d6 ⇒ 5 Talent (Any)

Survival, Int 5+: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Survived!

Event: 2d6 ⇒ (6, 5) = 11

The character has the opportunity to criticise or even bring down a questionable council leader on his world of residence. If refused and the character supports the leader, gain a +2 DM to the next advancement roll. If accepted, gain an Enemy and roll Art or Persuade 8+. If successful, the next Advancement roll is automatically successful. If failed, roll on the Mishaps table.

CT's ART is currently +1, so you'd need a 7+ on 2d6 to succeed.
Rolls halted while CT decides.


mdt wrote:

Oh, I will close recruitment Saturday Night, 9/30, at midnight CST.

To clarify, this is 'stop taking applications' not 'you must be done by then and have a character', I'll give another week beyond that to wrap up character creation for those who get an application started.

This is because of how much time it takes to make characters over PBP. I want to cut off applications earlier in the process than normal, esp since I'll be making a lot of the rolls.


STR:4 (-1)
DEX:9 (+1)
END:7
INT:9 (+1)
EDU:8 (+1)
SOC:12 (+2)
PSI:12 (+2)

Background Skills:
Computers 0
Animals 0
Comms 0
Language 0
Art(Singing) 0
Carouse 0
Diplomat 0
Persuade 0
Social Science (Psychology) 0
Steward 0

Entry Entertainer Int 5+: 2d6 + 1 ⇒ (4, 6) + 1 = 11

Please ignore, since MDT is working already


mdt wrote:

@CucumberTree

Career Start stats :

STR:4 (-1)
DEX:8 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Background Skills:
Computers 0
Animals 0
Comms 0
Language 0

[Dice=Qualifier, Int 5+]2d6+1 Success!

1st Career : Performer Assignment

Basic Training :

Art (Instrument) 0 Voice is an instrument, on reading
Athletics (Choose Co-ordination or Endurance)
Carouse
Leadership
Melee (Any)
Stealth

[dice=1st Career Random, Psi Skills]1d6 Talent (Any)

[Dice=Survival, Int 5+]2d6+1 Survived!

[dice=Event]2d6

The character has the opportunity to criticise or even bring down a questionable council leader on his world of residence. If refused and the character supports the leader, gain a +2 DM to the next advancement roll. If accepted, gain an Enemy and roll Art or Persuade 8+. If successful, the next Advancement roll is automatically successful. If failed, roll on the Mishaps table.

CT's ART is currently +1, so you'd need a 7+ on 2d6 to succeed.
Rolls halted while CT decides.

Support the leader...she's a big coward LOL


mdt wrote:
Yeah, Mongoose version is significantly different. The background stuff and concepts are the same, but to my understanding the mongoose crunch is different.

Right. DriveThru has a compilation of books 1,2 and 3 of the original system for $9.99.

I'll get that!

Might as well roll...Gonna start with an imperial, noble, adventurer!!

2d6 ⇒ (4, 6) = 10
2d6 ⇒ (1, 5) = 6
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (2, 1) = 3
2d6 ⇒ (4, 5) = 9
2d6 ⇒ (3, 6) = 9

Liberty's Edge

Ok...well I will get started by rolling then move forward from there...

2d6 ⇒ (1, 3) = 4
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (6, 2) = 8
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (5, 4) = 9

Ok..well not great, but lets see what I can make of it...


Just grouping stuff...

1. Roll characteristics and determine characteristic modifi ers. ✅
2. a. Choose a homeworld.
b. Gain background skills.
3. a. Choose a career. You cannot choose a career you have
already left.
b. Roll to qualify for that career.
c. If you qualify for that career, go to Step 4.
d. If you do not qualify for that career, then you can go to
the Draft or enter the Drifter career. The Draft can put
you back into a career you have been forced to leave, at
your old rank. You can only apply for the Draft once.
4. If this is your fi rst time on this career, get your basic
training.
5. Choose a specialisation for this career.
6. a. Choose one of the Skills and Training tables for this
career and roll on it.
b. Roll for survival on this career.
c. If you succeed, go to Step 7.
d. If you did not succeed, then events have forced you
from this career. Roll on the Mishap table, then go to

Step 9.
7. a. Roll for Events.
b. Optionally, establish a Connection with another player
character.
8. a. Roll for Advancement
b. If you succeed, choose one of the skills and training
tables for this career and roll on it. Increase your Rank
and take any bonus skills from the Ranks table for this
career.
c. If you roll less than the number of terms spent in this
career, you must leave this career.
d. Military characters (Army, Navy, Marines) can roll for
commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older,
roll for Aging.
10. If you are leaving the career, roll for Benefi ts.
11. If you have left your current career, then go to Step 3 to
choose a new career, or to Step 12 if you wish to fi nish your
character. Otherwise, go to Step 5.
12. Finalise any Connections with other characters.
13. Choose a Campaign Skill Pack and allocate skills from that
pack.
14. Purchase starting equipment and, if you can afford it, a
spacecraft.


All the specializations are in the books (book 2 high guard has high guard specs). Events are in the main rulebook. Life events are on page 34 for example, then there's the mishaps tables with the careers.

If you want to go for a specialized career, the easiest way is to tell me which one, and I'll then do your career rolls for you in thread.

A note on the various sub-specialties in the career paths.

General Navy Path is for anyone who was in any navy that doesn't have it's own special career path. For example, if you were in the navy of a 3 system hegemony that nobody else has ever been to, then you would use the General Navy Career. If you were part of the Imperial Navy, you'd use one of the High Guard career paths.

For things like Merchant, Agent, or Rogue, where there are both a general Career and a specialized Career, use the general career if you were more of a jack of all trades within that career (For example, if you were a thief who sometimes smuggled, sometimes robbed banks, and sometimes hacked systems, use the general career path. If on the other hand, you were a member of the Yakuza, you should use the Organized Crime career instead).

Racial specific career paths are only open to members of that race, with the following exceptions :

Imperial High Guard, which can also be taken by Aslan, Droyne, Hiver, and Vargr, because the Imperium has large numbers of their citizens of these races).

Darrian : Aslan who are from Darrian home worlds can take the Darrian careers, but not the Aslan careers unless they are from one specific homeworld in Darria. Those that are, can take both. Aslan born on Darrian worlds have slightly altered stats, if anyone chooses to play one, I'll post the stat modifiers.


-2d6 ⇒ (2, 5) = 7-STR (-1)
-2d6 ⇒ (5, 3) = 8-DEX (+1)
-2d6 ⇒ (2, 6) = 8-INT (+1)

-Possible extra roll: 2d6 ⇒ (3, 4) = 7

-2d6 ⇒ (6, 1) = 7-END (-1)
-2d6 ⇒ (5, 5) = 10-EDU (+2)
-2d6 ⇒ (5, 4) = 9-SS (+1)

Darrian : Darrians are Humans derived from Terran stock that was transplanted by Ancients. They were later experimented on, and then diverged further via evolution. Darrians are taller than the average human, with lithe forms. They have white hair, slightly pointed ears, and have a skin tone that runs toward golden or bronze. Darrians are physically weaker than humans and less hardy (-2 Str, -2 End), but are highly dextrous and intelligent (+1 Dex, +1 Int). Darrian society is highly advanced, and all children are required to attend school (+2 Edu). Darrian hearing and vision is acute (+1 DM to Recon or Survival checks involving sight or hearing). Darrians age more gracefully than humans, and only apply HALF the charcters terms served as a negative modifier to their aging roll.

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


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)

Spoiler:
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.
Before embarking on your careers, you get a number of background
skills equal to 3 + your Education DM (1 to 5, depending on your
Education score). You must take the skills listed for your homeworld;
any extra skills can be taken from the education list.

Homeworld: Growing up on your homeworld gave you skills that
depend on the planet’s nature. You can select any skill that matches
your homeworld’s planetary description and trade codes. If you
came from a planet already established by Traveller books or by the
Referee, then consult those sources for the planet’s description.
Otherwise, just note down what traits you chose for your homeworld
– you can generate the world later.

Agricultural: Animals 0
Asteroid: Zero-G 0
Desert: Survival 0
Fluid Oceans: Seafarer 0
Garden: Animals 0
High Technology: Computers 0
High Population: Streetwise 0
Ice-Capped: Vacc Suit 0
Industrial: Trade 0
Low Technology: Survival 0
Poor: Animals 0
Rich: Carouse 0
Water World: Seafarer 0
Vacuum: Vacc Suit 0

Education: A formal education gives you a basic level of competence
in various sciences and academic disciplines. Any character may
choose 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.

At this point, you are eighteen years old.


I'm very interested in trying Traveller!

I am very intrigued by playing an intelligent herd animal, as I work with cattle irl. Question: Are K'Kree actually a playable race? Besides their hardcore ideology, it says they will die if they are not around other K'Kree for any length of time. If I understand it right and the party are the only survivors on this ship, would K'Kree be viable? Also do you have to roll their Caste stat separately?

ridonculous rolls:
2d6 ⇒ (4, 6) = 10
2d6 ⇒ (1, 2) = 3
2d6 ⇒ (1, 3) = 4
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (2, 2) = 4
2d6 ⇒ (1, 6) = 7

-2 overall mod, so rerolling.

2d6 ⇒ (3, 6) = 9
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (6, 3) = 9
2d6 ⇒ (1, 5) = 6
2d6 ⇒ (1, 1) = 2

-1

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

-3 now.

2d6 ⇒ (4, 3) = 7
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (3, 4) = 7
2d6 ⇒ (6, 3) = 9
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (2, 3) = 5

0

2d6 ⇒ (4, 3) = 7
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (6, 6) = 12
2d6 ⇒ (1, 1) = 2
2d6 ⇒ (1, 2) = 3

-1 again.

2d6 ⇒ (4, 1) = 5
2d6 ⇒ (1, 1) = 2
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (5, 3) = 8
2d6 ⇒ (6, 2) = 8
2d6 ⇒ (4, 4) = 8

-3

2d6 ⇒ (3, 2) = 5
2d6 ⇒ (2, 3) = 5
2d6 ⇒ (5, 5) = 10
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (1, 4) = 5

-1

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

+1 finally!


@CucumberTree

Career Start stats :

STR:4 (-1)
DEX:8 (+1)
END:7
INT:9 (+1)
EDU:9 (+1)
SOC:12 (+2)
PSI:12 (+2)

Background Skills:
Computers 0
Animals 0
Comms 0
Language 0

1st Career : Performer Assignment

Basic Training :

Art (Instrument) 0 Voice is an instrument, on reading
Athletics (Choose Co-ordination or Endurance)
Carouse
Leadership
Melee (Any)
Stealth
Talent (Any)

Survived!

The character had the opportunity to criticize or even bring down a questionable council leader on their world of residence. But instead, supported the leader, and gained assistance with their career. +2 Advancement

Advancement, Dex 7+: 2d6 + 1 + 1 + 2 ⇒ (5, 6) + 1 + 1 + 2 = 15 Advanced Rank to 1!
Note, +1 from Nobility (10+ Soc)

Promotion : Well-Known, +1 Dex

Promotion Skill Bonus, Psionics Table: 1d6 ⇒ 4 Science (Psychology)

Career 1 Complete, age 22 :

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
Science (Psychology) 0
Stealth 0
Talent (Any) 0

Rank 1


@cucumberTree

Career 2 : Zhodani Entertainer

Qualification, Int 5+: 2d6 + 1 ⇒ (4, 2) + 1 = 7 Qualified

Training Roll, Psioncis: 1d6 ⇒ 1 +1 Psi

Survival, Int 5+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 Squeaked through

Event: 2d6 ⇒ (4, 4) = 8 The character receives advanced training in a specialist field. Roll Edu 8+ to gain one level in any skill already
possessed.

Event Check, EDU 8+: 2d6 + 1 ⇒ (3, 1) + 1 = 5 Failure! Missed opportunity!

Advancement, Dex 7+: 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11 Advanced! Rank 2

Advancement Skill Check, Psionics: 1d6 ⇒ 3 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


Applicants and Status :
Ancient Dragon : Stats Rolled, GM Confused, Darrian
Chobo : Stats Rolled
CucumberTree : Stats Rolled, 2nd Career Complete
Daniel Stewart : Stats Rolled
MadCaster : Thinking...
Peet : Thinking...
Spazmodeus : Stats Rolled, Imperial Noble Adventurer
StormCrow27 : Thinking...
Tundran : Stats Rolled

Confirmed and Status :
Hotaru : Thinking
Lessah : Thinking
Trawets71 : Thinking


Tundran wrote:

I'm very interested in trying Traveller!

I am very intrigued by playing an intelligent herd animal, as I work with cattle irl. Question: Are K'Kree actually a playable race? Besides their hardcore ideology, it says they will die if they are not around other K'Kree for any length of time. If I understand it right and the party are the only survivors on this ship, would K'Kree be viable? Also do you have to roll their Caste stat separately?

** spoiler omitted **

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.


Spazmodeus wrote:
mdt wrote:
Yeah, Mongoose version is significantly different. The background stuff and concepts are the same, but to my understanding the mongoose crunch is different.

Right. DriveThru has a compilation of books 1,2 and 3 of the original system for $9.99.

I'll get that!

Might as well roll...Gonna start with an imperial, noble, adventurer!!

If you want me to roll your adventurer career stuff, you'll have to finalize your stats (IE: Assign the numbers to your stats).


Sorry, but I can't find life events or any events except encounters in the core book. On page 34 there are combat rules. I also can't find what the basic skills are. I must be doing something wrong. Or they are not in the core book.

I'll just make a concept and we'll work from there.


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.


mdt wrote:

@cucumberTree

Career 2 : Zhodani Entertainer

Qualification, Int 5+: 2d6 + 1d6 - 1d6d1d6d6 + 1d5 + 2d6 + 1d6 - 100d8 + 1d6d6d8 + 2d6 + 1d6 - 1d6d6d7 + 2d6 + 1 + 1d6 - 1d6d2d6d1d6d6 - 1d1001 - 19 + 179 + 19 + 112 + 212 + 100d6 - 1d6d1d1d22 + 1d1d6 + 1 ⇒ (2, 6) + (2) - (3, 4, 2, 2, 3, 6, 1, 3, 4) + (4) + (2, 6) + (1) - (8, 8, 8, 1, 7, 2, 8, 1, 5, 7, 5, 7, 6, 6, 8, 1, 2, 2, 4, 7, 4, 2, 6, 8, 8, 8, 8, 8, 3, 1, 5, 6, 7, 6, 7, 6, 1, 6, 4, 3, 5, 8, 6, 4, 2, 2, 5, 5, 7, 2, 6, 5, 6, 6, 5, 1, 8, 1, 7, 8, 2, 5, 1, 4, 1, 1, 8, 3, 6, 6, 4, 7, 4, 4, 2, 5, 2, 8, 4, 3, 4, 7, 1, 3, 5, 8, 5, 5, 6, 8, 3, 8, 1, 2, 6, 2, 1, 3, 6, 3) + (8, 3, 2, 1, 3, 4, 6, 7, 4, 1, 3, 7, 2, 7, 3, 4, 2, 6, 2, 5) + (5, 1) + (1) - (7, 4, 2, 6, 7) + (3, 4) + 1 + (5) - (6, 3, 3, 1, 4, 5, 6, 3, 2, 2, 3, 4, 6, 2, 5, 4, 5, 3, 1, 1, 1, 3, 5, 4, 2, 4, 4, 4, 6, 3, 5, 3, 1, 3, 5, 1, 5, 5, 2, 3, 5, 2, 6, 5, 1, 3, 5, 3, 1, 5, 1, 5, 6, 6, 3, 3, 4, 2, 5, 4, 3, 5, 6, 6, 3, 5, 1, 2, 4, 6, 4, 6, 3, 5, 5, 5, 5, 6, 2, 1, 4, 1, 3, 3, 5, 2, 1, 5, 4, 2, 1, 5, 3, 3, 1) - (768) - 19 + 179 + 19 + 112 + 212 + (4, 3, 1, 2, 1, 6, 1, 3, 3, 4, 6, 1, 2, 6, 2, 3, 6, 4, 3, 4, 2, 5, 2, 6, 1, 4, 6, 6, 1, 2, 1, 5, 1, 4, 2, 4, 2, 2, 2, 3, 4, 5, 3, 2, 1, 5, 4, 3, 1, 5, 1, 6, 2, 2, 3, 5, 1, 4, 6, 5, 3, 3, 2, 5, 4, 6, 2, 1, 2, 6, 6, 1, 4, 1, 4, 3, 2, 5, 4, 3, 6, 2, 3, 3, 2, 4, 5, 3, 4, 2, 1, 2, 4, 5, 3, 2, 4, 1, 3, 3) - (17, 1, 21, 18) + (1) + 1 = -743
Other Benefit: 1d6 + 1 ⇒ (4) + 1 = 5

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