
mdt |

Stats
(STR 6 (-1); DEX 9 (+1); END 7 (+0); INT 9 (+1); EDU 12 (+2))
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
Ranks :
Courier : 1
Naval Rank : E3
Corp Rank : 1
Perks/Drawbacks :
Dependence (Alcohol or Drugs)
Contact x3
Ally
Scout Ship
Equipment/Resources
Cash : 22,000
Scientific Equipment (TBD)
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 |

You can spend 2,000 Credits on personal equipment before the game starts, and have 20,000 in the bank at the beginning of the game.
Welcome to the game, please update your profile and buy any equipment you want within your price range for starting equipment. I'll intro you shortly.
Recruitment Officially Closed again.

Moyasmedsev |

Okay. I'll take a bioscanner as my scientific equipment (goes with my Sensor skill) as well as:
1 TL 12 computer (Cr1,000)
1 Gauss pistol w/ 10 spare clips (Cr700)
Various drugs (Cr300)
He'll name his scout ship Kektys, meaning "good fortune", a name humans almost invariably mispronounce as "cactus".

mdt |

Ok, so, you will need to update your profile. Also, you only get Oynprith Language, so you should probably return some of the drugs and by a translator program for your computer. (TL 9 cheap translator is 50 credits, provides near real time glitchy translation, TL 10 translator is 500 credits, provides real time very good translation).
Also, update your stats, you gained a +1 EDU on muster out.

mdt |

And re-opening this thread as we've lost another player.
Pulling someone in will be a bit more difficult this time, unless you'd like to take over an existing NPC (you'd be able to build your character normally, but you'd have to take certain skills to match the NPCs descriptions and use their professed background (or at least, be ok with having lied for some reason when you didn't have a reason)).

mdt |

Alisan Mecorian, Female Human, Artist and Broker, former University student and merchant.
Aoleaao E'Earle, Female Aslan, Gun Combat Expert, former university student, army draftee, and Scout.
Elrick Moynehan, Male Human, Diplomat, former Free Trader.
Morisa Elsantha, Female Human, Engineer/Gunner, Former Naval Engineer/Gunner.
Rorick Brade, Male Human, Special Forces Squad Leader, Former Star Marine spec ops team leader.
Vordoan Aevantsan, Male Vargr, Army Weapons Expert, Former Vargr Corsair Army Sniper.
Eryckah Latislan, Female Human, child, Zhodani child being taken to the Empire to be handed over to Zhodani consulate.
With the exception of the Vargr, all of the NPCs are temporally displaced by at least 200 years due to cold sleep. So no families or contacts (if you roll contacts during character creation, you automatically lose them). Additionally, all have lost their wealth (so the only equipment you can have to start is what you might have had on you in a cold sleep pod). To make up for this, the the crew has been given a great deal of loot from the intro to the game, although they have to spend about 6 months in game to get to where they can sell it.

mdt |

I think I'll allow you to use the MG 2nd edition character generation system (with allowances to dip back into MG 1st edition where it's more complete, such as Darrian, Aslan, Vargr, Zhodani, Solomani or Android characters).
I'm probably going to slowly convert the game over to a 2nd edition game as we go.

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If it's easier I can try the Vargr, though I must admit I've never looked that far into the aliens of Traveler.
Otherwise I'll play Alison, keep it simple.
How are careers going to work. Are we going to assume I pass the qualification roll for entering the careers specified automatically? Or if I fail, is there just a problem with my records?
Anyway - dices:
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (5, 5) = 10
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (2, 2) = 4
2d6 ⇒ (3, 4) = 7
2d6 ⇒ (1, 6) = 7

mdt |

You tell me which career to go in, I'll do the qualification roll. The only thing you have to really get is art-2 and broker-2 by the end of character creation. Beyond that, any other skills you just didn't cop to originally is all. So Alison it is. Those are some good rolls.
Let me know where you're putting those rolls, and then I'll do your rolls for your first career (university).

mdt |

Alison, Human, Imperial (Time Displaced)
Stats
Str-4 (-1)
Dex-7 (+0)
End-7 (+0)
Int-7 (+0)
Edu-10 (+1)
Soc-10 (+1)
Skills
Admin - 0
Art - 0
Drive - 0
Profession (Merchant) - 0
Target Skills
Admin-1
Advocate-0
Art-2
Astrogation-1
Athletics-0
Broker-2
Drive-0
Electronics-0
Language-0
Persuade-0
Steward-0
Streetwise-0
Survival-0
Vacc Suit-0
University, 7+: 2d6 + 1 + 1 ⇒ (5, 2) + 1 + 1 = 9 Qualified
Entry Successful : Gain 1 0-level skill and 1 1-level skill.
Increase EDU by +1
Graduation, Int 7+: 2d6 ⇒ (6, 1) = 7
Graduation!
Increase skills chosen above to 1 and 2 respectively.
Increase EDU by +2 more (+3 total for term)
Graduation grants DM+1 (DM+2 if graduation was with honours) to qualify for the following careers; Agent, Army, Citizen (corporate), Entertainer (journalist), Marines, Navy, Scholar, Scouts.
Graduation allows a Commission roll to be taken before the first term of a military career, so long as it is the first career chosen after university. Success will mean the Traveller enters the career at officer rank (O1). If graduation was with honours, DM+2 is granted on this first Commission roll.
Suggestion by GM :
Drop Art and Admin from background, change it to Electronics and Vacc Suit. Then choose Art as your +2 University Skill, and Admin as your +1 skill. That hits all your target skills right there, and then from this point forward, you can build your career however you want. The Scout and pre-commission sounds like a good deal. Anyway, up to you, but it seems to work to fit the skills the NPC has already admitted to. The only other skills you'll need to pick up will be Broker-2 and Astrogation-1 during your build.

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I'll take that suggestion, I'm kind of used to Traveler chargen thwarting all my plans, and I thought with Art-0 and a bit of deception I could pretend to be an art student instead...
So Art to +2, and Admin to +1. Electronics & Vacc Suit to 0 (guess I'll be station-born to fit the skills. EDU is now to 13
I think you're still supposed to get an Event at University (p15)
Assuming we're mostly 2e - do Scouts count as Military for commission? P16 seems to indicate not?

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At the risk of being simultaneously dull and adventurous, looking at the advancement charts the only time I see Broker listed is under Special Operations - Advanced Education chart.
So with a lack of a clear direction for Allison as yet, I'm going to take that as my guide and go with it. She's not going to take too many risks though and stick with Covert Surveilance specialty.

Kobolum |

I applied for the game previously and didn't make the cut. I also didn't add my name to the backup list because I didn't know if I would even be available when and if you ever needed a backup character. And now I'm applying for this game and I'm not going to be able to use the character I applied with before because that character was imperial and you said that's not allowed, so I have to start over from scratch, yay.
Stat roll: 2d6 ⇒ (2, 4) = 6
Stat roll: 2d6 ⇒ (4, 6) = 10
Stat roll: 2d6 ⇒ (2, 2) = 4
Stat roll: 2d6 ⇒ (3, 1) = 4
Stat roll: 2d6 ⇒ (5, 5) = 10
Stat roll: 2d6 ⇒ (5, 5) = 10

Kobolum |

Thank you. I'm doing fine except for the fact that a Hell's Rebels game I'm playing in is falling through due to scheduling conflicts. And a Way of the Wicked PBP campaign I'm running already had three people disappear on me so I'm already having to find replacements despite the fact that we only started two months ago!
I'll go with the NPC Elrick Moynehan since his background was what I was going to go with anyway.
Str-4 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)

mdt |

Elrick Moynehan
Stats
Str-4 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)
Skills
Admin-0
Broker-0
Drive-0
Electronics-0
Language-0
Persuade-0
Steward-0
Streetwise-0
Vacc Suit-0
CAREER 1
Qualification, Merchant (Free Trader), 4+ Int: 2d6 + 1 ⇒ (1, 2) + 1 = 4 Barely
Basic Training : Drive/Vacc Suit/Broker/Steward/ELectronics/Persuade
Survival, DEX 6+: 2d6 - 1 ⇒ (2, 1) - 1 = 2 FAILURE
Mishap: 1d6 ⇒ 6
A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
Benefit: 1d6 ⇒ 1 Blade (Lost due to time dilation)
Career 1 ended, must leave Merchant Career
Next up?

mdt |

Elrick Moynehan
Stats
Str-4 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)
Skills
Admin-2
Broker-0
Drive-0
Electronics-1
Language-0
Persuade-1
Steward-0
Streetwise-0
Vacc Suit-0
CAREER 1
Merchant (Free Trader)
Basic Training : Drive/Vacc Suit/Broker/Steward/ELectronics/Persuade
Mishap : A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
CAREER 2
Noble(Diplomat) - Auto Qualify (SOC 10+)
Basic Training : Persuade (Assuming you want to get the requireds out of the way)
Survival, int(5+): 2d6 + 1 ⇒ (1, 3) + 1 = 5 SURVIVE
Survival Skill: 1d6 ⇒ 1 Admin
Event: 2d6 ⇒ (4, 5) = 9
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement, Soc 7+: 2d6 + 1 + 2 ⇒ (3, 1) + 1 + 2 = 7 Advanced, 3rd Secretary
Gain Admin-1
Advancement Skill: 1d6 ⇒ 3 Electronics

mdt |

Elrick Moynehan
Stats
Str-5 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)
Skills
Admin-2
Broker-0
Drive-0
Electronics-1
Language-0
Persuade-2
Steward-1
Streetwise-0
Vacc Suit-0
CAREER 1
Merchant (Free Trader)
Basic Training : Drive/Vacc Suit/Broker/Steward/ELectronics/Persuade
Mishap : A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
CAREER 2
Noble(Diplomat)
Basic Training : Persuade
Event : Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement : 3rd Secretary
CAREER 3
Noble(Diplomat)
Basic Training : Persuade (Target 1 hit)
Survival, 5+ Int: 2d6 + 1 ⇒ (3, 3) + 1 = 7 SURVIVE
If you don't want personal dev on your survival checks, let me know, I figured it was a 50/50 chance of upping your very low physical stats
Survival Skill, Personal Dev: 1d6 ⇒ 1 (STR+1)
Event: 2d6 ⇒ (3, 6) = 9
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement, Soc 7+: 2d6 + 1 + 2 ⇒ (5, 1) + 1 + 2 = 9 Advanced, 2nd Secretary
Figured I'd do Diplomat on your Advance skills, let me know if that is not ok
Advancement Skill: 1d6 ⇒ 4 Steward
Now just need pilot 1, career switch?

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Sorry, stuff went to pot at the end of the week.
You're right she doesn't feel like she'd work in any sort of intelligence (at least not at the moment). She wants to see the sights after university. Go with Scout (Courier) from 2E for first career. Wil l roll on Personal Development (assuming survival), roll on Service Skills if Advance.

mdt |

Alison, Human, Imperial (Time Displaced)
Stats
Str-4 (-1)
Dex-7 (+0)
End-7 (+0)
Int-7 (+0)
Edu-13 (+2)
Soc-10 (+1)
Skills
Admin - 1
Art - 2
Astrogation - 0
Drive - 0
Electronics - 0
Gun Combat - 0
Mechanic - 0
Pilot(Spacecraft) - 0
Profession (Merchant) - 0
Survival - 0
Vacc Suit - 1
Target Skills
Astrogation-1
Broker-2
Pre-Career
University - Increase EDU by +1
Graduation! - EDU + 2
Career 1
Qualification, Scout, Int 5+: 2d6 + 2 ⇒ (2, 1) + 2 = 5 University for the win
Basic Training : Pilot(Spacecraft), Survival, Mechanic, Astrogation, Vacc Suit, Gun Combat
Survival END 5+: 2d6 ⇒ (2, 1) = 3 FAILURE
Mishap: 1d6 ⇒ 2
Psychologically damaged by your time in the scouts. Reduce your INT or SOC by 1. (I assume Social?)
End of Career 1 - What career do you wish to persue next? Merchant?

mdt |

Alison, Human, Imperial (Time Displaced)
Stats
Str-4 (-1)
Dex-7 (+0)
End-7 (+0)
Int-7 (+0)
Edu-13 (+2)
Soc-9 (+1)
Skills
Admin - 1
Art - 2
Astrogation - 0
Broker - 1
Drive - 0
Electronics - 0
Gun Combat - 0
Mechanic - 0
Pilot(Spacecraft) - 0
Profession (Merchant) - 0
Survival - 0
Vacc Suit - 1
Target Skills
Astrogation-1
Broker-2
Pre-Career
University - Increase EDU by +1
Graduation! - EDU + 2
Career 1
Scout, Courier
Basic Training : Pilot(Spacecraft), Survival, Mechanic, Astrogation, Vacc Suit, Gun Combat
Psychologically damaged by your time in the scouts. Reduce your INT or SOC by 1. (Soc -1)
Career 2
Qualification, Int 4+: 2d6 - 1 ⇒ (3, 2) - 1 = 4 Qualify (Barely)
Basic Training : Broker - 0
Survival, EDU 5+: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Survival Skill: 1d6 ⇒ 3 Broker +1
Event: 2d6 ⇒ (4, 2) = 6
You make an unexpected connection outside your normal circles. Gain a Contact. (Lost due to Time Dilation)
Advance, Int 7+: 2d6 ⇒ (1, 1) = 2 NO Advance for you.
Continue?

mdt |

Elrick Moynehan
Stats
Str-5 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)
Skills
Admin-2
Broker-0
Drive-0
Electronics-1
Language-0
Leadership-1
Melee(Blade)-1
Persuade-2
Pilot(Spacecraft)-1
Steward-1
Streetwise-0
Vacc Suit-0
CAREER 1
Merchant (Free Trader)
Basic Training : Drive/Vacc Suit/Broker/Steward/ELectronics/Persuade
Mishap : A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
CAREER 2
Noble(Diplomat)
Basic Training : Persuade
Event : Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement : 3rd Secretary
CAREER 3
Noble(Diplomat)
Basic Training : Persuade (Target 1 hit)
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement : 2nd Secretary
Muster 1: 1d6 ⇒ 6 Ship's Boat (Lost to Dilation)
Muster 2: 1d6 ⇒ 5 TAS Membership (Permanent, Not Lost)
CAREER 4
Qualify, Navy, Int 6+, -2: 2d6 - 2 ⇒ (6, 4) - 2 = 8 Qualify!
Automatic Commission : Soc 8+ (Ensign Rank, Gain Melee (Blade) 1
Basic Training : Pilot
Survival, Dex 7+: 2d6 - 1 ⇒ (1, 1) - 1 = 1 FAILURE
Mishap: 1d6 ⇒ 2
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Reduce STR, DEX or END by 1 due to muscle wastage. You are not ejected from this career. (No need to adjust, Navy pays for part, you paid for part, cash washes out in the end as lost in dilation)
Promotion, EDU 5+: 2d6 + 2 ⇒ (3, 5) + 2 = 10 Promotion Sublieutenant, gain Leadership 1
Promotion Skill: 1d6 ⇒ 3 rolled on Officer, hit pilot!
You've now hit your target skills, any further career choices are up to you.

mdt |

Elrick Moynehan
Stats
Str-5 (-1)
Dex-4 (-1)
End-10 (+1)
Int-10 (+1)
Edu-6 (+0)
Soc-10 (+1)
Skills
Admin-2
Broker-0
Drive-0
Electronics-1
Language-0
Leadership-1
Melee(Blade)-1
Persuade-2
Pilot(Spacecraft)-1
Steward-1
Streetwise-0
Vacc Suit-0
CAREER 1
Merchant (Free Trader)
Basic Training : Drive/Vacc Suit/Broker/Steward/ELectronics/Persuade
Mishap : A series of bad deals and decisions force you into bankruptcy. You salvage what you can. You may take a Benefit roll for this term as well as any others you are entitled to.
CAREER 2
Noble(Diplomat)
Basic Training : Persuade
Event : Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement : 3rd Secretary
CAREER 3
Noble(Diplomat)
Basic Training : Persuade (Target 1 hit)
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. (Enemy lost due to time dilation)
Advancement : 2nd Secretary
TAS Membership (Permanent, Not Lost)
CAREER 4
Automatic Commission : Soc 8+
Basic Training : Pilot
Placed in the frozen watch (cryogenically stored on board ship) and revived improperly. Reduce STR, DEX or END by 1 due to muscle wastage. You are not ejected from this career. (No need to adjust, Navy pays for part, you paid for part, cash washes out in the end as lost in dilation)
Promoted : Rank Sublieutenant
2 rolls, one for officer, one for term
1d6 ⇒ 1 Vehicle (lost)
1d6 ⇒ 1 Vehicle (lost)
Pick two skills. If you have it, increase it by 1. If you don't have it, add it at 0.
You're done at this point.
Make an alias, follow the ones already created, and post in the game.

mdt |

Alison, Human, Imperial (Time Displaced)
Stats
Str-4 (-1)
Dex-7 (+0)
End-7 (+0)
Int-7 (+0)
Edu-13 (+2)
Soc-9 (+1)
Skills
Admin - 1
Art - 2
Astrogation - 0
Broker - 2
Drive - 1
Electronics(Specify) - 1
Gun Combat - 0
Mechanic - 0
Persuade - 0
Pilot(Spacecraft) - 0
Profession (Merchant) - 0
Survival - 0
Vacc Suit - 1
Target Skills
Astrogation-1
Broker-2
Pre-Career
University - Increase EDU by +1
Graduation! - EDU + 2
Career 1
Scout, Courier
Basic Training : Pilot(Spacecraft), Survival, Mechanic, Astrogation, Vacc Suit, Gun Combat
Psychologically damaged by your time in the scouts. Reduce your INT or SOC by 1. (Soc -1)
Career 2
Merchant (Broker)
Basic Training : Broker - 0
Career 3
Merchant (Broker)
Service Skills: 1d6 ⇒ 1
Survive, EDU 5+: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Broker: 1d6 ⇒ 6
Event: 2d6 ⇒ (1, 5) = 6
You make an unexpected connection outside your normal circles. Gain a Contact. (Lost)
Advance, Int 7+: 2d6 ⇒ (5, 3) = 8 Advanced Gain Broker 1!
Rolling on Adv Educ instead to get your astrogation (possibly)
Adv Educ: 1d6 ⇒ 3 Electronics
Continue, stop? Only short of Astrogation by 1 level, so you can get that when you muster out, so you can continue on any way you want from here.