
mdt |

This is a re-recruitment. I had people on a back up list for this game, but they all seem to have gone from the website. :(
Anyway, looking for a single character for now, although I'm also ok with putting people on a back up list after I recruit one character.
The current group consists of :
Former Imperial Naval Pilot
Sentient Split Personality AI Robot
Former Imperial Naval Engineer
Former Darrian Espionage Agent
A Scientist currently on sabatical
The ship has recently returned to normal space in the Vargr Extents, specifically in the Ruler of Five Demesne. Characters that could be easily added to the game at this point :
1) Vargr of any type.
2) Hlanssai (Note, I'll have to work up stats).
3) Solomoni Humans of any type.
4) Vlani Humans of any type.
5) Droyne with a really good back story (they are not common in the Vargr Extents)
What you can't make given where they are :
Imperial, Zhodani, Aslan, Hivers, K'Kree
This is an interactive recruitment, that means you roll your stat arrays and make choices per the original recruitment thread, and you tell me what you want to do, and I'll do the rolls for you and interpret them.
We are using 1st edition Mongoose Traveller. I may switch us over to 2nd Edition at some point, as I now have 2nd edition as well as 1st edition.

mdt |

Hlanssai stats :
Str - 1
Dex + 1
Int + 1
Hlanssai can see into the UV spectrum (giving them low-light vision), negating penalties for dim light or shadows.
Hlanssai have enlarged ears, and gain a +1 DM on all Hearing Recon checks.
Hlanssai as a species have trouble staying focused, and grow bored easily. Therefore, Hlanssai must make a roll to stay in a career past one term, and apply a -1 for every term they've taken in that career. However, Hlanssai ignore all penalties for switching careers when trying to enter a new career.
Hlanssai do not have social stats, and must make INT checks when bored to continue doing any boring activity.
Hlanssai reduce the time to learn new skills by half. Hlanssai also add a +2 DM to remember things they have seen or heard due to photographic memory.

mdt |

Imperial is Vilani who are citizens of the Third Imperium, where as Vilani in the Vargr Extents are Vilani who are not citizens of the Third Imperium. Same branch of humanity, but without the Imperial Culture. They'd be using Charisma like a Vargr instead of Social Standing. Same with the Solomani.
As to race, I'm fine with any of them, really.

Tarondor |

Seems like other than the robot, everyone is human? I’ll go with one of the aliens, then.
You have a pilot, an engineer and a spy. Meaning you could use a ground forces expert (likely Vargr, but maybe Droyne), I’m amused by the idea of a fussy Droyne with lots of admin abilities. Or a Hlanssai social butterfly Drifter jack of all trades.
Any thoughts?
Also, should I roll him up here?

mdt |

Well, there's a Darrian as well, human, but not the average human.
They've lost a military droyne and a social butterfly entertainer, so any of those work. :)
The way I do it on the forums is this :
You roll your stat rolls, and pick where they go.
You tell me what you want your first career to be, and which tables you want to roll on if you get a promotion/etc. Then I do the career rolls and interpret the results. If a career incident requires a choice from you (do as told, or roll melee average, if successful, gain ally, if failure, lose muster out roll) then I'll stop and ask your choice. If you look at the original recruitment thread, you'll see what I mean.
I have all the 1st ed Mongoose books, so all the careers, although some can't be picked for obvious reasons. :)

mdt |

Just choose your background skills. You get 4, 3 from planet, and one from the Education list.
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: 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.
No spec on which type of courier, so I'll just take the first one, xBoat.
Qualification, Courier(XBoat), 5+ End: 2d6 + 0 ⇒ (6, 6) + 0 = 12 Qualified
Service Skills :
Survival : End, 6+: 2d6 + 0 ⇒ (4, 4) + 0 = 8 Survive!
Event: 1d6 + 1d6 ⇒ (6) + (4) = 10
A civilian is killed during an assignment where you are forced to defend yourself. You are cleared of wrong-doing but the guilt is unbearable. You leave the service but gain a rank in Advocate. Roll
Endurance 8+. If you fail you turn to either alcohol or drugs to alleviate the guilt, becoming dependent.
End, 8+: 2d6 ⇒ (3, 2) = 5
Gain Advocate 0
Gain Dependence (Alcahol or Drugs)
Rank : Messenger, Second Class
Gain Comm 1
Forced Muster Out (Will be done at end of careers).
Final Results, Term 1 :
Term 1 : Courier (XBoat)
Advocate : 0
Astrogation : 0
Comms : 1
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 0
Streetwise : 0
Perks/Drawbacks
Dependence (Alcahol or Drugs)

Tarondor |

I think I will call him Moyasmedsev, often known to humans as "Moyas".
I suppose it depends on where you want my droyne to start, but I've found a Droyne population in Meshan sector (Organos subsector), which isn't too terribly far from where your map is centered in Gzaefueg sector. It's Thaxray.
Alternatively, if he boarded the ship before the jump into the Extents, he could be from Ishkad in Nightmare Subsector of Ley Sector.

mdt |

He'd be joining the ship shortly, there's nobody else aboard (the original ship they were on was destroyed, they are the only survivors).
Thaxray works.
On a different note, forgot to ask, which table did you want to roll on for your survival roll for Courier? Personal Development, Service Skills, Advanced Education, or Specialist: xBoat? Can't do the next career until I know, as it might adjust your stats if you roll on PD...
Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 0
Advocate : 0
Astrogation : 0
Comms : 1
Computer : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 0
Streetwise : 1
Trade : 0
Perks/Drawbacks
Dependence (Alcahol or Drugs)
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 0
Advocate : 0
Astrogation : 0
Comms : 1
Computer : 0
Engineeer(any) : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 0
Streetwise : 1
Trade : 0
Perks/Drawbacks
Dependence (Alcahol or Drugs)
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Survival Skill Roll, Sp(xBoat): 1d6 ⇒ 5 Engineer(Any)

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 0
Advocate : 0
Astrogation : 0
Comms : 1
Computer : 0
Engineeer(any) : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 0
Streetwise : 1
Trade : 0
Perks/Drawbacks
Dependence (Alcahol or Drugs)
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Merchant/Broker (Freelancer)
Qualification : Int(6+): 2d6 + 1 ⇒ (1, 1) + 1 = 3 FAILURE
Failure to enter career, requires move to either Draft into the Vargr military, or career as Drifter or Prison.

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 0
Advocate : 0
Astrogation : 0
Comms : 1
Computer : 0
Engineeer(any) : 0
Mechanic : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 0
Streetwise : 1
Tactics (Naval) : 1
Trade : 0
One of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1
One of Mechanic or Discipline 0
Naval Rank : E2
Perks/Drawbacks
Dependence (Alcohol or Drugs)
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Draft!
1d6 ⇒ 1 Navy : Crewman (Subsector Navy)
Basic Training: 1d6 ⇒ 5 Mechanic : 0
Survival, 6+ Int: 2d6 + 1 ⇒ (5, 6) + 1 = 12 Survived
Event: 1d6 + 1d6 ⇒ (2) + (1) = 3
Event : Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
Survival Benefit: 1d6 ⇒ 6 Tactics (Naval)
Commission EDU 8+: 2d6 + 1 ⇒ (1, 3) + 1 = 5
Advancement EDU 7+: 2d6 + 1 ⇒ (3, 5) + 1 = 9
RANK : E2 (Gain Mechanic or Discipline 0)
Promotion Benefit: 1d6 ⇒ 6 Tactics (Naval)

mdt |

Discipline
The martial Discipline skill covers self–control, ingrained reflexes
and training. A character with a high Discipline is adept at following orders and procedures. In game terms, as long as the character is in a situation covered by his training, he may reduce any negative DM by an amount equal to his Discipline skill. This may be done a number of times each day equal to his Discipline skill. This can only be applied to skills that the character already has at a skill level of 1 or more.
For example, a character with Discipline 1 could reduce a DM of –2 to –1, or a DM of –4 to –3 once a day. A character with Discipline 3 could reduce a DM of –2 to +0, or of –4 to –1 up to three times per day.
Discipline cannot turn a negative DM into a positive DM – training
allows a character to do the right thing and ignore distractions, but does not give him any extra competence or ability.
Basically, anything that could be covered by Naval training could benefit (ship combat, emergency situations on ship, etc), but not things that wouldn't be covered by Naval Training (streetwise rolls, firefight in a wilderness, etc).

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 0
Advocate : 0
Astrogation : 0
Athletics : 0
Comms : 1
Computer : 0
Deception : 0
Discipline : 1
Engineeer(any) : 0
Mechanic : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 2
Streetwise : 1
Tactics (Naval) : 1
Trade : 0
Naval Rank : E3
Perks/Drawbacks
Dependence (Alcohol or Drugs)
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Drafted into Navy : Crewman (Subsector Navy)
Event : Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
RANK : E2 (Gain Mechanic or Discipline 0)
Term 3 : Transfer to Naval Support (Admin) :
Qualification, EDU 7+: 2d6 + 1 + 1 ⇒ (6, 3) + 1 + 1 = 11 Qualified
Service SKill: 1d6 ⇒ 2 Athletics
Survival EDU 6+: 2d6 + 1 ⇒ (1, 6) + 1 = 8 Survive
Survival Benefit (Spec Admin): 1d6 ⇒ 4 Deception 0
Event: 1d6 + 1d6 ⇒ (6) + (1) = 7
Event : A group of businessmen from an supplies company offer you a job as a consultant. If you accept you must leave the service, but gain +1 DM to one Benefits roll and a Contact. You can automatically enter a career in the Civilian Corporate profession next term.
Commission, Int 8+: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Promotion, Int 6+: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Rank : E3
Promotion Benefit, Service SKills: 1d6 ⇒ 1 Discipline

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 1
Advocate : 1
Astrogation : 0
Athletics : 0
Comms : 1
Computer : 0
Deception : 0
Discipline : 1
Drive (Any) : 0
Engineeer(any) : 0
Mechanic : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 2
Streetwise : 1
Tactics (Naval) : 1
Trade : 0
Naval Rank : E3
Corp Rank : 1
Perks/Drawbacks
Dependence (Alcohol or Drugs)
Contact
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Drafted into Navy : Crewman (Subsector Navy)
Event : Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
RANK : E2 (Gain Mechanic or Discipline 0)
Term 3 : Transfer to Naval Support (Admin)
Event : A group of businessmen from an supplies company offer you a job as a consultant. If you accept you must leave the service, but gain +1 DM to one Benefits roll and a Contact. You can automatically enter a career in the Civilian Corporate profession next term.
Term 4 : Citizen (Corporate) (Core Book, page 14, 1st ed Mongoose)
AUTOMATIC QUALIFICATION
Spec (Corporate): 1d6 ⇒ 2 Admin
Survival, Soc 6+: 2d6 ⇒ (6, 4) = 10 Survive!
Survival Benefit, Service Skills: 1d6 ⇒ 1 Drive (Any)
Event: 2d6 ⇒ (5, 3) = 8
Event : You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 DM to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing.
Advancement, Int 6+: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Rank 1
Advancement Benefit, Spec Corp: 1d6 ⇒ 1 Advocate

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 1
Advocate : 1
Astrogation : 0
Athletics : 0
Comms : 1
Computer : 0
Deception : 0
Diplomat : 0
Discipline : 1
Drive (Any) : 0
Engineeer(any) : 0
Mechanic : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 2
Streetwise : 2
Tactics (Naval) : 1
Trade : 0
Naval Rank : E3
Corp Rank : 1
Perks/Drawbacks
Dependence (Alcohol or Drugs)
Contact
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Drafted into Navy : Crewman (Subsector Navy)
Event : Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
RANK : E2 (Gain Mechanic or Discipline 0)
Term 3 : Transfer to Naval Support (Admin)
Event : A group of businessmen from an supplies company offer you a job as a consultant. If you accept you must leave the service, but gain +1 DM to one Benefits roll and a Contact. You can automatically enter a career in the Civilian Corporate profession next term.
Term 4 : Citizen (Corporate) (Core Book, page 14, 1st ed Mongoose)
Event : You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 DM to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing.
Term 5 : Citizen (Corporate)
Spec(Corp): 1d6 ⇒ 5
Survival, Soc 6+: 2d6 ⇒ (2, 2) = 4 MISHAP
Mishap: 1d6 ⇒ 4
MISHAP : Your business is investigated by the planetary authorities (or your colony suffers interference from interests offworld). Co-operate, and the business or colony is shut down, but you gain a +2 DM to the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally.

mdt |

Yes, it does. However, I think I need to roll for aging before you take another career.
Aging, 34: 2d6 - 4 ⇒ (6, 2) - 4 = 4
Aging, 38: 2d6 - 5 ⇒ (5, 5) - 5 = 5
No aging effects.
If you muster out now, you'll get to pick two skills. Normally these would be from tie-ins with the other players, but since you're joining an existing group, in a totally different sector of space, we'll just give you any two skills you want at 0, so you can pick up Gun Combat : 0 and Steward 0 if you want.

mdt |

Just the muster out rolls :
Courier : 2 Rolls
1 Term = 1 Roll
Rank 1 = 1 Roll
Navy : 4 Rolls
2 Terms = 2 Rolls
Rank 3 = 2 Rolls
NOTE: One roll at +1 DM
Civilian : 2 Rolls
1 Term = 1 Roll
Rank 1 = 1 Roll
No more than 3 rolls can be on Money Charts. The rest have to be Benefit rolls. Your best money rolls are Citizen or Courier. However, Courier has a chance of rolling up a Scout ship, meaning you would have access to a scout ship if the Vargr didn't have a use for it. So I'd put your Citizen rolls into Money, your Courier rolls into Benefit, and your Navy Rolls into Benefits as well. If you hit the Scout Ship on the first Courier roll, you can switch the other to Money.

mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 11 (+1))
Skills
Admin : 1
Advocate : 1
Astrogation : 0
Athletics : 0
Comms : 1
Computer : 0
Deception : 0
Diplomat : 0
Discipline : 1
Drive (Any) : 0
Engineeer(any) : 0
Gun Combat : 0
Mechanic : 0
Navigation : 0
Pilot (Spacecraft) : 0
Sensors : 2
Steward : 0
Streetwise : 2
Tactics (Naval) : 1
Trade : 0
Courier : 1
Naval Rank : E3
Corp Rank : 1
Perks/Drawbacks
Dependence (Alcohol or Drugs)
Contact
Ally
Term 1 : Courier (XBoat)
Survived : Got someone killed on mission, guilt caused them to quit service, became Alcaholic or Drug addict (to be determined).
Term 2 : Drafted into Navy : Crewman (Subsector Navy)
Event : Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.
RANK : E2 (Gain Mechanic or Discipline 0)
Term 3 : Transfer to Naval Support (Admin)
Event : A group of businessmen from an supplies company offer you a job as a consultant. If you accept you must leave the service, but gain +1 DM to one Benefits roll and a Contact. You can automatically enter a career in the Civilian Corporate profession next term.
Term 4 : Citizen (Corporate) (Core Book, page 14, 1st ed Mongoose)
Event : You learn something you shouldn’t have – a corporate secret, a political scandal – which you can profit from illegally. If you choose to do so, then you gain a +1 DM to a Benefit roll from this career and gain Streetwise 1, Deception 1 or a criminal Contact. If you refuse, you gain nothing.
Term 5 : Citizen (Corporate)
MISHAP : Your business is investigated by the planetary authorities (or your colony suffers interference from interests offworld). Co-operate, and the business or colony is shut down, but you gain a +2 DM to the Qualification check for your next career as a reward for your aid. Refuse, and gain an Ally.

mdt |

Nope, you had a mishap and failed to survive, so you lost all benefit rolls from your last term. Any term you fail a survival check, you lose all benefits.
Civilian, Cash: 1d6 ⇒ 1 1,000 Credits
Civilian, Cash: 1d6 ⇒ 1 1,000 Credits
Courier, Benefit: 1d6 ⇒ 6 Scout Ship!
Courier, Cash: 1d6 ⇒ 3 20,000 Credits
Naval, Benefit: 1d6 ⇒ 5 One Ship Share
Naval, Benefit: 1d6 ⇒ 3 +1 EDU
Naval, Benefit: 1d6 ⇒ 2 Contact
Naval, Benefit: 1d6 ⇒ 5 One Ship Share
Rerolling the Ship Shares, since you can't have those...
Naval, Benefit: 1d6 ⇒ 1 Scientific Equipment
Naval, Benefit: 1d6 ⇒ 2 Contact
Scientific Equipment : Gain any one piece of scientifi c equipment: a communications device, a toolkit, a sensor, a computer or a computer program, gained at the lowest Technology Level if multiple TLs are listed.