
cirle |

So a couple of things I'm interesting in GMing. Note that even if I get any bites, it would still be a couple of weeks before I could have anything running. I'm just testing the waters.
'Old, old school.' Running David Arneson's classic 'Temple of the Frog' with the 'Lamentations of a Flame Princess' hybrid rules: this uses the d20 To Hit roll rather than the old AC/Lvl Matrices, but it is otherwise full of old school crunchiness.Feats, hah. When I was growing up playing D&D we didn't have any stinking feats!
'Summer on Monster Island': A D100 tribute to Ray Harryhausen Monster Island using a yet to be decided member of the D100 family (Runequest, Legend, Basic Roleplaying).
'Have Blaster, will Travel'. The classic science fiction RPG Traveller.
Now I know these aren't your typical Pathfinder offerings but is there any interest in trying something a little different?

cirle |

OK.
So we're looking for some four to six characters(players), probably ex-military, to deliver medical supplies on behalf of a humanitarian organization in an unarmed Free Trader to a hospital ship in the Schaler Trivarium system.
We're using the Mongoose rules, of which there's a free, 'Book Zero' quickstart, linked in the first post.

cirle |

Should be alright WhtKnt, just as long as I don't see nanotech-boosted supermen or the like.
Agent: employed by the NGO sponsoring the relief effort to 'facilitate.'
Army: Security
Citizen: Corporate only. Responsible for making sure that the valuable pharmaceuticals donated by the benevolent corps. get to the truly needy.
Drifter: Not really a good fit, unless you can convince me otherwise.
Entertainer: Journalist. Pretty much self-explanatory.
Marines: Security.
Merchants. Naah. This isn't a profit-making venture.
Navy: Someone has to pilot and navigate.
Nobility: Administrator. The prime mover.
Rogue. See Merchants.
Scholar: Physician. The need for emergency expertise in the stricken system is great.
Scout: Courier. Has, or had, useful contacts in the system.

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Hmmm. Quite specific roles, but I can live with it. I'll begin working on my character ASAP. I should like to try for the Journalist, but let's see what the dice have to say, first.
2d6 ⇒ (2, 1) = 3
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (1, 2) = 3
2d6 ⇒ (1, 3) = 4
Well, given those rolls, I would have to arrange my stats thusly...
STR 3 DEX 5 END 4 INT 9 EDU 7 SOC 3
Not a great character, but at least it gives me a chance to make the Journalist career.
I think I'll have her be a native of Beck's World (Spinward Marches 0604). That gives her Trade 0 and Survival 0. Her education score doesn't add anything, so she gets one other skill. For a future journalist, I think that Language is pretty important.
So, at 18 years old, Aurora Feldspar stands at:
Str 3 Dex 5 End 4 Int 9 Edu 7 Soc 3
Language 0, Survival 0, Trade 0
Next: She tries to get into the Journalism career.

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Aurora Feldspar is going to become a Journalist (hopefully):
So she makes her qualifying roll, and gains all of the skills on the Service Skills table as her basic training.
Art 0, Carouse 0, Deception 0, Persuade 0, Steward 0
1d6 ⇒ 3
She'll roll on the Specialist table to get her training, and picks up Computers 0.
Survival roll (needs Edu 7+): 2d6 ⇒ (2, 3) = 5
No joy! She is mustered out of the Journalist career field after only a single term.
Mishap Roll: 1d6 ⇒ 3
Public opinion turned against her. Apparently, she reported on something that should have been left alone and it cost her. Her Social Standing is reduced by 1. So, at the end of Term 1, Aurora is:
Aurora Feldspar 22 years old
Str 3 Dex 5 End 4 Int 9 Edu 7 Soc 2
Art 0, Carouse 0, Computers 0, Deception 0, Language 0, Persuade 0, Steward 0, Survival 0, Trade 0
Qualifying Roll (need Int 6+): 2d6 + 1 ⇒ (2, 5) + 1 = 8
For her basic training, she'll pick up Medic 0.
Specialist Table: 1d6 ⇒ 3
During her first term, she learns Life Science (Biology) 0.
Survival Roll: 2d6 ⇒ (1, 4) = 5
Events Roll: 2d6 ⇒ (3, 3) = 6
Advanced Training Qualification (need Edu 8+): 2d6 ⇒ (6, 5) = 11
She manages to stay in the field, but only barely. During this term, she has the opportunity for advanced training in a specialist field. She easily picks up the more complex skills of medicine (Medic 1).
Advancement Roll (need Edu 8+): 2d6 ⇒ (3, 2) = 5
End of Term 2.
Aurora Feldspar 26 years old
Str 3 Dex 5 End 4 Int 9 Edu 7 Soc 2
Art 0, Carouse 0, Computers 0, Deception 0, Language 0, Life Science 0, Medic 1, Persuade 0, Steward 0, Survival 0, Trade 0
Next Up: She continues her career as a physician (hopefully).

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Specialist Table: 1d6 ⇒ 4
Aurora continues to expand upon her medical knowledge (Medic 2).
Survival Roll (need Edu 4+): 2d6 ⇒ (2, 2) = 4
Events Roll: 2d6 ⇒ (5, 2) = 7
Life Event: 2d6 ⇒ (2, 1) = 3
Again, she barely makes the Survival roll. This is obviously a tough field for her. This is a tough term for her as her father is killed while she is away.
Advancement Roll (need Edu 8+): 2d6 ⇒ (4, 4) = 8
However, she shows the tenacity to overcome the trials before her and becomes a rank 1 physician! Unfortunately, she already has Medic 2, so the bonus skill does her no good, but she will roll for another skill on the Personal Development table.
Personal Development Table: 1d6 ⇒ 1
She gains +1 Int.
End Term 3.
Aurora Feldspar 30 years old
Str 3 Dex 5 End 4 Int 10 Edu 7 Soc 2
Art 0, Carouse 0, Computers 0, Deception 0, Language 0, Life Science 0, Medic 2, Persuade 0, Steward 0, Survival 0, Trade 0
Specialist Table: 1d6 ⇒ 5
This term, Aurora works on becoming more persuasive (Persuade 1).
Survival Roll (need Edu 4+): 2d6 ⇒ (1, 5) = 6
Events Roll: 2d6 ⇒ (4, 2) = 6
Advanced Training Qualification (need Edu 8+): 2d6 ⇒ (6, 3) = 9
She continues to excel at her studies, receiving advanced training in the field of biology (Life Science (Biology) 1).
Advancement Roll (need Edu 8+): 2d6 ⇒ (3, 2) = 5
After failing to advance, Aurora decides to cut her losses and get out while she is still physically capable.
Muster Out 1 (Cash): 1d6 ⇒ 4
Muster Out 2 (Other): 1d6 ⇒ 2
Muster Out 3 (Cash): 1d6 ⇒ 4
Muster Out Bonus (Other): 1d6 ⇒ 1
Aging Roll: 2d6 - 4 ⇒ (1, 2) - 4 = -1
She loses from two physical characteristics, so I'll take Dex and End.
End Term 4 and character generation.
Aurora Feldspar 34 years old, 60K credits
Str 3 Dex 4 End 3 Int 11 Edu 8 Soc 2
Art 0, Carouse 0, Computers 0, Deception 0, Language 0, Life Science (Biology) 1, Medic 2, Persuade 1, Steward 0, Survival 0, Trade 0
I'll have an alias up for her soon.

rashly5 |

Have Gun, Will Travel!
I've never heard of this before, and am not at all familiar with the background, but if you don't mind I'll take my best shot. Aiming for the Navy slot for a pilot/navigator.
I've also referenced the Traveller SRD if that's accepted. If it's not, just tell me.
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (4, 2) = 6
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (5, 1) = 6
Anson Fineline 18 years old
Str 6 (+0) Dex 10 (+1) End 6 (+0) Int 6 (+0) Edu 9 (+1) Soc 5 (-1)
Homeworld: High Technology - Computer 0
Education: Comms 0, Drive 0, Engineer 0
Here we have our protagonist! Coming from a place where everything's shiny and high-tech, he wants to make things go FAST while keeping up with the latest technology trends.
Career: Navy (Flight)
Qualification: Intelligence: 2d6 ⇒ (1, 1) = 2 Ouch, super failed.
He sets out to go on the Navy but unfortunately seems to have overslept and bombs the test!
Going Draft: 1d6 ⇒ 1 - Navy (Flight) Oh, nice, still got in.
He still gets his wish, however, when he gets drafted. Lucky him!
Skills and Training: Basic Training - Pilot (any) 0 , Vacc Suit 0, Zero-G 0, Gunner (any) 0, Mechanic 0, Gun Combat (any) 0
Soon, basic training starts.
Specialization: Flight 1d6 ⇒ 3 - Gunner (any)
And now he's finally getting into flying and piloting, what he wants to do most!
Survival: Dex 7+: 2d6 + 1 ⇒ (3, 3) + 1 = 7 Barely made it!
Event: 2d6 ⇒ (5, 6) = 11 - choose Tactics (naval)
Advancement: Edu 5+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 - Rank 1 Able Spacehand - Mechanic 1
And it seems that a commanding officer seems to have taken a liking to him, probably because they both have an affinity for things that go VROOM. He keeps his options open and doesn't sign up for a commission.
Advanced Education: 1d6 ⇒ 2 - Astrogation
Anson Fineline 22 years old
Str 6 (+0) Dex 10 (+1) End 6 (+0) Int 6 (+0) Edu 9 (+1) Soc 5 (-1)
Astrogation 1, Comms 0, Computer 0, Drive 0, Engineer 0, Gun Combat (any) 0, Gunnery (any) 0, Gunner (any) 1, Mechanic 1, Pilot (any) 0, Tactics (naval) 1, Vacc Suit 0, Zero-G 0
Career: Navy (Flight)
Advanced Education: 1d6 ⇒ 6 - Admin
And Anson is back for another term! He seems to have taken a desk job in the interim, and he's getting pretty bored. On the plus side, he gets to mess around with computers!
Survival: Dex 7+: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Event: 2d6 ⇒ (3, 1) = 4 - +1 DM to any Benefit Roll
Advancement: Edu 5+: 2d6 + 1 ⇒ (3, 1) + 1 = 5 - Rank 2 Petty Officer, 3rd Class - Vacc Suit 1
He seems to have gotten a special assignment! Or maybe they're just really glad that he managed to do all the paperwork. In any case, he's got some good things going for him.
Advanced Education: 1d6 ⇒ 5 - Navigation
Anson Fineline 26 years old
Str 6 (+0) Dex 10 (+1) End 6 (+0) Int 6 (+0) Edu 9 (+1) Soc 5 (-1)
Admin 1, Astrogation 1, Comms 0, Computer 0, Drive 0, Engineer 0, Gun Combat (any) 0, Gunner (any) 0, Gunner (any) 1, Mechanic 1, Navigation 1, Pilot (any) 0, Tactics (naval) 1, Vacc Suit 1, Zero-G 0
Career: Navy (Flight)
Advanced Education: 1d6 ⇒ 3 - Engineer (any)
Still learning things, still on the roll.
Survival: Dex 7+: 2d6 + 1 ⇒ (1, 1) + 1 = 3 Ouch!
Mishap: 1d6 ⇒ 3
Such excitement! It appears that Anson has been caught in a fearsome battle. Defeat or victory all rests on Anson's actions. Will he succeed?!
Tactics (naval) 8+: 1d12 + 1 ⇒ (10) + 1 = 11
Apparently no matter what he does, the battle is a failure! What a letdown. He'll have to leave his career but his efforts mean he is honourably discharged and so gets to keep his benefit roll for the term!
Anson Fineline 30 years old
Str 6 (+0) Dex 10 (+1) End 6 (+0) Int 6 (+0) Edu 9 (+1) Soc 5 (-1)
Admin 1, Astrogation 1, Comms 0, Computer 0, Drive 0, Engineer 0, Engineer (any) 1, Gun Combat (any) 0, Gunner (any) 0, Gunner (any) 1, Mechanic 1, Navigation 1, Pilot (any) 0, Tactics (naval) 1, Vacc Suit 1, Zero-G 0
Aaaand I'll stop here with my character getting honorably discharged from the Navy. Seems like a good place for him to get into the story, looking for work.
Three Full Terms in Navy (Flight) achieved.
Rank 2 - Bonus Benefit Roll = 1
Using the +1 DM to Benefit roll from 2nd Term.
Muster Out (Cash): 1d6 + 1 ⇒ (4) + 1 = 5 - 20,000 cash
Muster Out (Other): 1d6 ⇒ 4 - Weapon - Laser Pistol (TL 11)
Muster Out (Other): 1d6 ⇒ 6 - Contact
Muster Out (Other): 1d6 ⇒ 1 - +1 Dexterity
Anson Fineline 30 years old Cr. 20K
Str 6 (+0) Dex 11 (+1) End 6 (+0) Int 6 (+0) Edu 9 (+1) Soc 5 (-1)
Admin 1, Astrogation 1, Comms 0, Computer 0, Drive 0, Engineer 0, Engineer (any) 1, Gun Combat (any) 0, Gunner (any) 0, Gunner (any) 1, Mechanic 1, Navigation 1, Pilot (any) 0, Tactics (naval) 1, Vacc Suit 1, Zero-G 0
Other: Laser Pistol (TL 11), Contact
Purchased: Cloth (TL 10) with Magnetic Grapples (TL 8), Computer Weave (TL 10), and Smart Fabric - Cr 500 + 100 + 500 + 1000; Comm (TL 10) - Cr 500; Computer/4 (TL 13) with Intelligent Interface, Translator (TL 10), Security (TL 11), and Agent (TL 12) - Cr 1500 + 100 + 500 + 1000 + 2000; Personal Drone (TL 11) - Cr 2000; Binoculars (TL 8) - Cr 750; Blade (TL 2) - Cr 50; Power Pack for Laser Pistol (TL 11) x2 - Cr 700; Laser Sight (TL 8), Secure Weapon (TL 10), Intelligent Weapon (TL 11) for Laser Pistol - Cr 200 + 100 + 1000, Grav Floater (TL 11) - Cr 500
Total Cost: Cr 13,000
For my Pilot/Engineer/Gunner/Gun Combat (any), can anyone tell me what that means? I can pick any specialization like (spacecraft) for pilot or is it that I can pilot any? And if it's specializations, can someone give me recommendations? I simply have no clue what to choose for them. I'm aiming to be the pilot/navigator for our ship.
I'm also assuming Gun Combat (energy weapons) would be ideal since I took a TL 11 Laser Pistol for my weapon. Speaking of, do I need to purchase the corresponding Power Pack for my bonus weapon (i.e. it came with no ammo) and are power packs limited in nature (i.e. not rechargeable and thus must be purchased/paid for again)?
And are the Options included with the benefited weapon or do they have to be purchased? That is to say, the mustered out weapon is completely plain and I have to pay to add options to it. And for items with options, do the options count against the Cr 2000 purchase limit for a single item or are they considered as separate purchases?

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At Skill Level 0, you do not choose a specialization. You can pilot any vessel with equal proficiency, for example. Skill Level 0 is simply another way of saying that you are competent in that skill.
If a skill has specializations, you choose them starting at level 1. In this instance, you make all rolls concerning your specialty at +(Skill Level), and make all other rolls at the base level.
Let's say that a character has Pilot (Spacecraft) at 2 (3). When piloting a spacecraft (any craft between 100 and 5,000 tons), he does so at a +3 DM (Dice Modifier). For piloting any other kind of ship (such as a capital ship), he does so at a +2 DM.
Some skills do not require specialties. For these skills, you get a DM equal to whatever your level is with the skill. For example, you have Vacc Suit at Level 1. You get a +1 DM on Vacc Suit rolls. Period.
In Traveller, you need only make a roll of 8 or higher on two six-sided dice to succeed at a skill. Your roll is modified by your Attribute Bonus for the skill in question, your Skill Level, and a Task Difficulty Modifier assigned by the referee.
If you do not have at least a level 0 in a skill, any rolls you make are at a -3 penalty. Which means that unless I can pick up Vacc Suit skill someplace, I have to hope that Aurora never needs to use the suit in an emergency.

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Whether options are included with the benefit weapon is up to the referee. In my campaigns, the answer is no. Options must be paid for from your allotment of credits and are subject to the spending limit.
It has always been my interpretation that expended power packs have to be replaced. They are recyclable, but cannot be recharged by any means such as the player characters have access to. Again, it is the referee's call, but I always assumed that a weapon comes with a fully-charged power pack or a full clip of ammo.

Aurora Feldspar |

This is the alias of WhtKnt for this campaign.
"Hey, what's up with the weird Stat Block?"
Oh, you noticed! That's my UPP (Universal Personality Profile). It translates as follows:
Title/Rank Name Gender/Chronological Age (Physical Age) Culture/Citizenship Education Str/Dex/End/Int/Edu/Soc-Psi.
In other words, Aurora is:
Dr. Aurora Feldspar F34 (34) SI MD 3/4/3/B/8/2-A(U)
Dr. Aurora Feldspar
F34 (34) = Female, 34 years (both chronological and physical)
SI = Solomani of Imperial Citizenship
MD = Doctorate of Medicine
3/4/3/B/8/2 = Str/Dex/End/Int/Edu/Soc (expressed in hexidecimal)
-A(U) = Psi(Untested)
If you are interested in building your own, here is the breakdown for numbers in hex and the codes for education, nationality, and such.
2-9 = 2-9
10 = A
11 = B
12 = C
13 = D
Etc.
CULTURE
S = Solomani Culture
Z = Zhodani Culture
A = Aslan Culture
V = Viliani Culture
D = Darrian Culture
W = Sword World
CITIZENSHIP
I = Imperial Citizenship
Z = Zhodani Citizenship
D = Darrian Citizenship
S = Solomani Citizenship
A = Aslan Citizenship
W = Sword World Citizenship
V = Vargr Citizenship
EDUCATION
HS = High School Diploma
AS = Associate Degree
BS = Bachelor Degree
MS = Masters Degree
MD = Doctorate of Medicine
JD = Doctorate of Jurisprudence
PD = Doctorate of Philosophy (Science/Engineering)
FD = Fellows Degree (Professor/Scholar)
PSI
U = Unknown / Untested
V = Varies
Cheerfully liberated from http://www.traveller-tpp.com/PDFs/Universal%20Personality%20Profile.pdf.

PwntQ |
2d6 ⇒ (3, 5) = 8
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (2, 5) = 7
2d6 ⇒ (6, 6) = 12
2d6 ⇒ (2, 2) = 4
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Looks like a good redshirt, so I'll aim for Marines.
Comes from a High Population world, has Streetwise 0 and Carouse 0.
At 18, young Malcom Fouster has never had a real chance to advance from his poor upbringing, so he decides to try to join the Marines.
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Streetwise 0 Carouse 0
Qualifying (End 6+): 2d6 ⇒ (6, 1) = 7
Success. Malcom has become a Star Marine. He gains the following.
Athletics(Sprinting) 0 Battle Dress 0 Tactics(Military) 0 Heavy Weapons(Launchers) 0 Gun Combat(Slug Rifle) 0 Stealth 0
Specialist: 1d6 ⇒ 3
Malcom spends most of his first term paired up with Zeek, a veteran. He shows him the finer points of working a ships gun.
Gained Gunnery(Turrets) 1
Survival End 6+: 2d6 ⇒ (3, 2) = 5
Uh oh
Mishap: 1d6 ⇒ 5
Unfortunately, Malcom appears to be a waste of space in Zeek's mind, and manages to get him ejected from the service.
Malcom Fouster age 22
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Stealth 0, Streetwise 0, Tactics(Military) 0
Newly ejected by the Marines, Malcom looks elswhere
Qualifying Int 6+: 2d6 - 1 ⇒ (2, 5) - 1 = 6
He's approached by some men in black suits, who find him suitable. He now works as an Intelligence Agent for his government.
As part of his basic training he learns Investigate 0.
Specialist: 1d6 ⇒ 6
Furthermore he learns Deception 1
Survival Int 7+: 2d6 ⇒ (6, 6) = 12
Events: 2d6 ⇒ (2, 2) = 4
His first mission in infiltrating a spy cell is a success and his superiors are pleased with him. +1DM to one benefits roll.
Advancement Int 5+: 2d6 ⇒ (6, 3) = 9
In fact they're so pleased he's promoted to full Agent.
Specialist: 1d6 ⇒ 3
As part of his promotion he receives further training. Comms 1
Malcom Fouster age 26
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Stealth 0, Streetwise 0, Tactics(Military) 0
Service Skills: 1d6 ⇒ 5
As part of his continuing training he's given time out in the field. Recon 1.
Survival Int 7+: 2d6 ⇒ (5, 4) = 9
Event: 2d6 ⇒ (6, 2) = 8
Malcom is sent undercover.
Deception 8+: 2d6 + 1 ⇒ (2, 2) + 1 = 5
Unfortunately he's found out.
Citizen Mishap: 1d6 ⇒ 6
One of the members of the group he infiltrates grows suspicious. He's unable to prove anything but the pressure forces Malcom's superiors to recall him. The suspicious member is kicked out of the group over not being able to prove it and vows revenge. Gained a rival.
Malcom Fouster age 30
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat(Slug Rifle) 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0
Specialist: 1d6 ⇒ 5
Malcom takes advance courses in the art of social interaction after his last missions fiasco. Persuade 1
Survival Int 7+: 2d6 ⇒ (4, 2) = 6
Mishap: 1d6 ⇒ 6
Injury: 2d6 - 4 ⇒ (3, 5) - 4 = 4
Malcom gets shot during a mission but makes a full recovery. He decides to get out while the gettings good.
Mustering Out (Other Benefit): 1d6 ⇒ 5 Combat Implant (Subdermal Armor 1)
Mustering Out (Other Benefit): 1d6 ⇒ 4 Weapon (Advanced Combat Rifle)
Mustering Out (Cash): 1d6 ⇒ 2 2k
Mustering Out (Cash): 1d6 ⇒ 6 +1 for 50k
Aging: 2d6 - 4 ⇒ (3, 2) - 4 = 1 Success on the Aging roll
Malcom Fouster age 34
STR 8 DEX 12 END 7 INT 7 EDU 4 SOC 4
Athletics(Sprinting) 0, Battle Dress 0, Carouse 0, Comms 1, Deception 1, Gun Combat 0, Gunnery(Turrets) 1, Heavy Weapons(Launchers) 0, Investigate 0, Persuade 1, Recon 1, Stealth 0, Streetwise 0, Tactics(Military) 0
I'll post up more tomorrow

Qorin |

If there's room, I'd love to bring a character online.
I'm thinking grunt, but the dice will have to speak.
Keeping the name Qorin for now, will give him a last name when I create the alias.
2d6 ⇒ (3, 3) = 6
2d6 ⇒ (1, 3) = 4
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (3, 2) = 5
2d6 ⇒ (6, 3) = 9
2d6 ⇒ (5, 2) = 7
Seeing that we're not playing as they lay... UPP 679574
Age 18
Homeworld Skill: Vacc Suit 0
Education: Comms 0, Carouse 0, Engineer 0
enlist Marines: 2d6 ⇒ (4, 2) = 6
A ground assault marine: gruntiest of the grunts.
Athletics 0, Battle Dress 0, Tactics 0, Heavy Weapons 0, Gun Combat (energy rifle) 0, Stealth 0, Melee: Blade 1.
Survival: 2d6 ⇒ (3, 1) = 4 ouch. kicked out after the first tour.
Mishap: 1d6 ⇒ 6 Injured
Injury table: 1d6 ⇒ 4 scarred. Dex-2
life events: 2d6 ⇒ (5, 6) = 11 Black ops. +2 next advancement roll. At least we know how he got hurt.
Service Skill: 1d6 ⇒ 5 Gun Combat 1 (beam pistol)
No mustering out benefits
Enlist Army: 2d6 ⇒ (5, 3) = 8 Gains Gun Combat 1 (Beam Rifle)
Infantry. Picks up a service skill, gaining Drive 0
Survival: 2d6 ⇒ (4, 1) = 5
Advancement: 2d6 ⇒ (3, 6) = 9 woo! promoted!
Commission: 2d6 - 1 ⇒ (6, 3) - 1 = 8 Wow! Officer Material! Leadership 1
Life Event: 2d6 ⇒ (4, 1) = 5 Special Duty +1DM to a benefit.
Service Skill: 1d6 ⇒ 5 Blade 2.
Infantry Skill: 1d6 ⇒ 5 Athletics 1 (Coordination)
Survival: 2d6 ⇒ (1, 6) = 7
Advancement: 2d6 ⇒ (6, 3) = 9
Life Event: 2d6 ⇒ (6, 4) = 10 Peacekeeping. Gains Recon 1
Officer Training: 1d6 ⇒ 1 Tactics (military) 0
Infantry Skill: 1d6 ⇒ 3 Heavy Weapons 1 (MPA)
He is now 30. That's Captain Qorin to you.
Survival: 2d6 ⇒ (2, 6) = 8
Advancement: 2d6 ⇒ (2, 2) = 4 No love
Life Event: 2d6 ⇒ (6, 1) = 7 Life Event 2d6 ⇒ (3, 3) = 6 Romance. Ugh.
Officer Training: 1d6 ⇒ 3 Heavy Weapons 2 (MPA)
He is now 34
age: 2d6 - 4 ⇒ (6, 1) - 4 = 3
Survival: 2d6 ⇒ (6, 2) = 8
Advancement: 2d6 ⇒ (3, 4) = 7
Life Event: 2d6 ⇒ (5, 2) = 7 Life Event 2d6 ⇒ (6, 4) = 10 Good fortune +2 DM to 1 benefit roll
Service: 1d6 ⇒ 4 Gun Combat 2 (energy rifle)
Infantry Skill: 1d6 ⇒ 2 Stealth 1
age: 2d6 - 5 ⇒ (6, 4) - 5 = 5
He is now 38 and a Major
4 Terms in the Army: Rank 3
Cash
1d6 + 2 ⇒ (2) + 2 = 4 10k
1d6 + 1 ⇒ (1) + 1 = 2 5k
1d6 ⇒ 6 20k
Other Benefits
1d6 ⇒ 1 Combat Implant (End+1)
1d6 ⇒ 5 Armor
1d6 ⇒ 3 +1 Edu
Major Qorin
Revised UPP 649575
Skills
Athletics: Coordination 1
Battle Dress 0
Carouse 0
Comms 0
Drive 0
Engineer 0
Gun Combat: Energy Rifle 2
Gun Combat: Energy Pistol 1
Heavy Weapons: Man Portable Artillery 2
Leadership 1
Melee: Large Blade 2
Recon 1
Stealth 1
Tactics: Military 1
Vacc Suit 0
Equipment 22.9kcr
Combat Armor: Protection 12: 18kg (TL 11)*
Laser Carbine: Ranged (assault weapon) 4d6+3 3kg magazine 50 (2 spares) 10kcr
Laser Pistol: Ranged (pistol) 3d6+3 3kg magazine 100 2kcr
Cutlass: Melee 2d6+4 1kg 0.1kcr
Qorin has a romantic connection which can be another PC or someone "off screen"

Qorin |

Aw shucks. That's right sweet of you, Miss Fe... er, sorry... Doctor Feldspar.
I hadn't really thought of him as being gay, but I think the paizo boards (not to mention the entire GLBT community) would probably prefer that I (personally) didn't attempt to roleplay a gay retired army major. So I'll take you up on your offer. Since this happens around the time your father passed away, I figure that will answer any questions about what for was the promising young doctor hanging around with a dim-witted, badly scarred infantry grunt? Grief makes us do crazy things.
Water under the bridge now, but they've kept in touch, and maybe it was even Doc Rock who recommended Major Q as a decent security officer for the mission.

Malcom Fouster |

For Malcom, not sure what to do for connections really since I'm supposed to be a secret agent. I'll go with having been a government liaison for a mission Qorin was on, same for for Anson, and been treated by Dr. Feldspar after being shot and mentioning now would probably be a good time to get out of the game.

cirle |

As an alternate possibility you could have contacts in the Schaler Trivarium.
--Three close systems, all within one jump of each other.
--The Trivarium has been ruled autocratically by the family that gives it its name.
--In recent years there's been a gradual easing of control by the ruling Dynasts.
--Some five years ago there was a uprising, lead by Joseph Vrolek: who represents some of the more conservative autocrats who saw their power slipping away.
--The worse of the fighting has been dying away: and both sides are apparently sincerely looking towards a negotiated peace.
--There has been an outbreak of a serious infectious disease: the Schaler Syndrome, that has further ravaged the war-torn systems.
--There is a rumor that the disease is in fact a bio-weapon used by some rogue faction within the conflict.

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Are you still taking players for Traveller? I would love to get a chance to play! What version are you using? I think I have most of them, but like the 'new' mongoose system.
I would like to make up a scout or agent..or whatever you need. Will get started by rolling stats
2d6 ⇒ (5, 1) = 6
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (4, 2) = 6
2d6 ⇒ (1, 1) = 2
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (3, 3) = 6

cirle |

Thanks Q. I missed that. Lets go with the Starship package. First come first serve.
As a disclaimer I will admit to being a Traveller newb; so please don't hesitate to call me out if I miss something obvious. I always wanted to try the system, so I figured I would give it a shot here.
DS. Yes, I think we got spaces enough. My experience is only about half of the people who join a recruitment actually stick around to play.

Anson Fineline |

Anson will take Sensors 1.
Pilot (any) 1 would also be preferable, but another back-up pilot might be handy and Anson's skill set seems to lean towards being a co-pilot, navigator and engineer. The only skills he doesn't have is Sensors and Medic, and Sensors seems the best other option that makes sense for him because someone else would get more benefit from acting as a Medic.
Re: Daniel. Wow, those stats are overwhelmingly average. Security or scout is probably what's in demand, but whatever you want and happen to roll is always fun.

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I think I might try for a little scout/security. Perhaps a stint in the marines then over to scout service...will have to see where the dice rolls land. Speaking of which, I usually use Phil Dack's Traveller excel utility to roll up characters...it does give a summary of what was rolled if you want that...seems it might be a little easier than trying to do all the rolls here...but whichever way you like is fine with me....just looking forward to playing!!

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Here are the results of my character generation. Hope they are ok. I will sort out the actual skills and such for my character, as well as life events and equipment/money
TERM 1
Marines (Star Marines)
CAREER: You attempt to become a Marines Star Marines. You enlist as a Marines Star Marines.
SKILLS: Your basic training is Athletics-0, Battle Dress-0, Tactics-0, Heavy Weapons-0, Gun Combat-0, Stealth-0. As a Marine, you are trained in Gun Combat (Slug Rifle)-1. You increase your skills to Gun Combat (Slug Rifle)-2 (Specialist Skills 6).
SURVIVAL: You survive without mishap (roll 7).
EVENT: You are assigned to security staff of a space station. You gain Vacc Suit-1.
ADVANCEMENT: You are promoted to Lance Corporal (Rank 1). As a Lance Corporal, you are trained in Gun Combat (Slug Pistol)-1. You increase your skills to Gun Combat (Slug Rifle)-3 (Specialist Skills 6).
TERM 2
Marines (Star Marines)
SKILLS: You gain Heavy Weapons (Launchers)-1 (Service Skills 4).
SURVIVAL: You survive without mishap (roll 9).
EVENT: You are on the front lines of a planetary assault. You gain Recon-1.
ADVANCEMENT: You are promoted to Corporal (Rank 2). You gain Sensors-1 (Specialist Skills 5).
TERM 3
CAREER CHANGE: You muster out of the Marines (Star Marines) career.
Scout (Courier)
CAREER: You attempt to become a Scout Courier. You enlist as a Scout Courier.
SKILLS: As a new Scout Courier recruit, you receive initial training in Pilot-0. You increase your skills to Sensors-2 (Specialist Skills 2).
SURVIVAL: You survive without mishap (roll 9).
EVENT: You perform an exemplary service. You get +1 to a Benefit roll.
ADVANCEMENT: You are promoted to Scout (Rank 1). You already know the rank award skill (Vacc Suit-1). You gain Mechanic-1 (Service Skills 3).
TERM 4
Scout (Courier)
SKILLS: You gain Astrogation-1 (Specialist Skills 6).
SURVIVAL: You survive without mishap (roll 10).
EVENT: You survey an alien world. You gain Survival-1.
ADVANCEMENT: You are not promoted this term.
AGING: You do not suffer any ill-consequences this term
Because of your poor advancement roll, you may no longer continue in this career.
TERM 5
CAREER CHANGE: You muster out of the Scout (Courier) career.
Navy (Flight)
CAREER: You attempt to become a Merchant Free Trader. You are rejected. You have been drafted into the Navy career. You join the Flight service.
SKILLS: As a new Navy Flight recruit, you receive initial training in Gunner-0. You gain Gunner (Turret)-1 (Specialist Skills 3).
SURVIVAL: You survive without mishap (roll 9).
EVENT: Disaster! Tormeted by or quarrel with officer or fellow crewman. You get the Officer / crewman as a Rival.
ADVANCEMENT: You are promoted to Able Spacehand (Rank 1). You already know the rank award skill (Mechanic-1). You gain Pilot (Spacecraft)-1 (Specialist Skills 1).
AGING: You do not suffer any ill-consequences this term
TERM 6
Navy (Flight)
SKILLS: You gain Pilot (small craft)-1 (Specialist Skills 4).
SURVIVAL: You survive without mishap (roll 8).
EVENT: Life Event. Someone close to you dies, or someone gives birth or is born.
ADVANCEMENT: You are promoted to Petty Officer, 3rd Class (Rank 2). You already know the rank award skill (Vacc Suit-1). You increase your skills to Vacc Suit-2 (Service Skills 2).
AGING: You do not suffer any ill-consequences this term
TERM 7
Navy (Flight)
SKILLS: You gain Zero-G-1 (Specialist Skills 6).
SURVIVAL: You suffer a mishap (roll 4): Lightly injured. No permanent effect. You are required to leave the Navy/Flight career.
AGING: You do not suffer any ill-consequences this term
RETIREMENT: You muster out of the Navy (Flight) career.

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My character looks like this so far
UPP - 666872
Skills:
Animals - 0
Astrogation - 1
Athletics - 0
Battle Dress - 0
Computers - 0
Gun Combat (Slug Pistol) - 1
Gun Combat (Slug Rifle) - 3
Gunner (Turret) - 1
Heavy Weapons (Launchers) - 1
Mechanic - 1
Medic - 0
Pilot (Small craft) - 1
Pilot (Spacecraft) - 1
Recon - 1
Sensors - 2
Stealth - 0
Survival - 1
Tactics - 0
Vacc Suit - 2
Zero-G - 1
Ranks: Petty Officer, 3rd Class, Marine Corporal, Scout Scout
Equipment: ACR, Autopistol, TAS membership, 55,000Cr.
Acquaintances: Officer/Crewman - Rival (Navy Flight)
I think that is all, just tell me if I need to do more.