GM Tarondor's The Pirates of Drinax - Traveller (Inactive)

Game Master Tarondor

Map of the Trojan Reach
GM Tarondor's Player's Guide to the Pirates of Drinax
CHARACTER SHEETS
HMS Nemesis Finances
CAMPAIGN LINKS

Piracy in The Pirates of Drinax

Images from "Marooned on Marduk"

Standing with the Third Imperium: 0 (Ignored)
Standing with the Aslan Hierate: -4 (Ignored)

Havens: Drinax
Friendly Ports: Theev

Current Crew Morale aboard Nemesis: 12


51 to 100 of 765 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Paizo Employee Organized Play Line Developer

*happy dance*


Also, if you have a name for your character, let me know! That can be done at the beginning or at the end.


It's been a week since I've seen Thomas/Drifter post anywhere. I hope he's alright.


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Name: Stephanie "Steph" Allison

She's going to try to go to college, and then become a Merchant: Broker. No farming for this girl if she can avoid it.


Male UPP: 446C7C

Name: Jeremiah Xavier Jaramillo-Smith (Jerry)

Jerry will attempt to enroll in University, but that depends on the luck of the roll.

Failing that, he will fall back on his family connections and become a Diplomat.


UPP: 797A45+8

Name: Daneel Baley

Trying the avatar on for size.

Still thinking about first career step, but definitely no university.


Trying a post with the new alias


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Is it possible you have dreaded I deleted the first post in gameplay bug? That usually what causes you to not be able to change the Campaign Info.

Customer Service has to fix it.


Possibly. I'll try to get them on it.

In the mean time, I don't think we should wait for Thomas. I see no sign that he's on vacation or asked us to wait. He may just have his hands full with real life.

Let's continue and he can hopefully catch up.


Working on post. Please wait.


FIRST TERM

Each of you should now do the following:

1) BACKGROUND SKILLS
Before embarking on your careers, you receive a number of background skills equal to your Education DM +3 (You'll gain at least 1 background skill regardless of your EDU) (so, 0 to 6, depending on your Education score), chosen from the following lists:

Floating Palace: Admin 0, Art 0, Athletics 0, Carouse 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Medic 0, Profession 0, Science 0, Streetwise 0, Vacc Suit 0.

Drinax (Vespexer): Animals 0, Athletics 0, Carouse 0, Drive 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Medic 0, Profession 0, Streetwise 0, Survival 0, Vacc Suit 0.

Asim: Admin 0, Art 0, Animals 0, Athletics 0, Drive 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Medic 0, Profession 0, Science 0, Seafarer 0.

Note: There is a house rule in operation here. In the rules as written it is possible for low-EDU characters to have no background skills.

2) CAREER
Announce your intended first term career (or University or Military Academy) if you have not done so already. If you have chosen a non-education career, choose an initial subspecialty from among the three included in that career.

A note: Citizen and Drifter may not sound sexy, but they gain you access to many useful skills. Like Jack-of-All-Trades.

Another note: Don't just consider a university if you have a high EDU. In fact, it's low-to-mid EDU characters who will gain the most from it. You can, after all, gain three levels of EDU from graduating.

3) QUALIFICATION
Roll to see whether you are admitted. For instance, the Qualifications for the Entertainer career are DEX or INT 5+. If you have a +1 Dex modifier, you roll 2d6+1 and if the result is at least a 5, you're in. There is a useful summary of the required rolls on p. 19 of the Core Rulebook.

4) DRAFT OR DRIFTER
If you fail to qualify for your chosen career, you may choose Drifter or the Draft.

5) BASIC TRAINING
Add all the Service skills of your career or as directed by the University or Military Academy. Unless otherwise stated, you gain those skills at level 0.

Note: If you gain a skill you already have at 0, it’s still just 0.

5a) For University - Add +1 to EDU

6) SURVIVAL
If you are not in University or Military Academy, roll for "Survival". In previous editions of the game, this was the actual possibility of death during character generation. Now, it just means that you are forced out of your chosen career.

If you do not "survive", go to Step 11 and Muster Out. You're done with this term.

6a) For University and Military Academy, you do not make Survival check, but instead roll to see if you Graduate (and whether you graduate with honors).

Note that you cannot have more than one term of Education, whether you graduate or not.

7) EVENTS
Roll for an Event based on your career or education. If you roll “7" a Life Event has occurred. Rather than rolling on the Life Events chart in the Core Rulebook, roll on the chart appropriate to your background in The Pirates of Drinax Player’s Guide.

8) THE CONNECTIONS RULE
Read the Connections Rule on p. 17 of the Core Rulebook. Decide whether any of the Events rolled by others interest you enough to be involved. If so, choose a skill to improve and also decide with that person how the two of you were both involved. If you can link it to the event in your term, so much the better.

9) COMMISSION
Not all careers come with the possibility of a commission. But the military careers, University and Military Academy do. Roll now for a commission (see the requirements of your career).

If you gain a commission, gain an extra roll on any of the Skills and Training tables applicable to you. Do that now. You may also gain a skill from your new rank. See the Ranks and Bonuses table.

If you were in the University or Military Academy, add four years to your age and stop. Your first term is done.

10) ADVANCEMENT
If you did not gain a commission and were not in a University or Military Academy, roll now for Advancement. If you succeed, you move to the next rank and gain an extra roll on any applicable Skills and Training tables. You also gain any skill listed for your new rank.

Note: There is a house rule in operation here. In the rules as written, those who roll for a commission but fail cannot gain advancement.

11) MUSTER OUT / BENEFITS
If you choose to pursue a second term in the same career, add 4 years to your age (you are now 22). Stop. You’re done with the first term.

If you choose NOT to pursue a second term in the same career, add 4 years to your age (you are now 22) and proceed to Muster Out.

You may make a single roll on either the Cash or Benefits chart.

12) DONE

That’s it for your first term. Most of you will probably do four terms (I’m undecided about whether to allow more). Second and subsequent terms are similar, but not the same, so let’s stop there until everyone is ready to move on together.


BTW, Nick, I like the double-sided I, Robot / Foundation reference.

There are many references to both of those in the Traveller OTU. One being that "Cleon I" is both the last emperor before Hari Seldon's Foundation takes over and is the name of the first emperor of Traveller's Third Imperium.


I've redone the Player's Guide as a Google Doc and added a very small bit to it. When I can edit the game again, I'll do so, but for now, here is a link:

Player's Guide to the Pirates of Drinax as a Google Doc


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

I'm out for a bit this evening. I'll get all the rolling done later tonight. I'm excited to see what happens to Steph.


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

I had this half done and then boom. Let's see if I get the same things.
Animals 0
I'm going to school.
College?: 2d6 ⇒ (5, 6) = 11
Yep

Admin 1
Advocate 0
+1 EDU
Graduate?: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Yep.
Admin 2
Advocate 1
What Happened?: 2d6 ⇒ (1, 6) = 7
Asim: 1d6 ⇒ 3
Romantic Entanglement
How Did That Work Out?: 1d6 ⇒ 2

Your family holds to the old ways, and practices the breeding program developed by the Foundation. You have been married off despite your objections.

Graduation Benefit:
Edu +2

Current Stats:
STR 7 +0
DEX 8 +0
END 8 +0
INT 10 +1
EDU 11 +1
SOC 5 -1
Animals 0
Admin 2
Advocate 1
I have a husband I'm not sure I want.
Age:22


UPP: 797A45+8

Glad you appreciate the name, Scott. I felt like the names Daneel and Hari would be relatively common on a world named after Asimov

OK, let's see what happens to young Daneel:

1) Background skills: EDU DM + 3 = -1 + 3 = 2
Daneel, growing up on Asim, learns Animals 0 and Athletics 0

2 & 3) Career & Qualification
Daneel tries to get a job (Citizen-Worker)
EDU-1, need 5+: 2d6 - 1 ⇒ (3, 3) - 1 = 5
Hired! (but barely, he may have been the only applicant)

4)Draft or Drifter - not me, I'm employed

5)Basic Trianing:
Daneel learns Drive 0, Mechanic 0, Electronics 0, Engineer 0, Profession 0, and Science 0

6)Survival
END+1, need 4+: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Life as a blue collar worker isn't too dangerous. Success!

7)Events:
Events roll: 2d6 ⇒ (6, 1) = 7
Life event!
Asim Life Event roll: 1d6 ⇒ 2
A Family Affair...
Family Affair roll: 1d6 ⇒ 4
A Drinaxi noble killed your father during the war. Gain him as an Enemy....You bastard!

8)Connections - I will wait and see what the Event options are

9)Commission - not at Joe's Auto shop

10)Advancement - need EDU 8+ to advance. Damn, it's tough to get promoted in this business...I may need to reconsider my career path.
EDU-1, need 8+: 2d6 - 1 ⇒ (4, 5) - 1 = 8
Woo hoo! I got a raise!

Gain a skill for advancement - I will roll on the Worker table:
Worker table: 1d6 ⇒ 1
I learn Drive 1 (not really what I was hoping for, but I'll take it)

11)Muster Out - Daneel will give the job another term. He is now 22 years old.


1. Background Skills
Jeremiah receives preliminary training in medical skills but spends the bulk of his adolescence getting into (and out of) trouble.

Carouse 0, Medic 0, Streetwise 0

2. First Term
University for this boy!

3. Qualification
Qualification: 2d6 + 0 ⇒ (3, 1) + 0 = 4
Unfortunately, he was hungover during university entrance exams!

4. Draft or Drifter
None of that! His parents pull some strings and get him assigned to an embassy as junior staff (automatic entry to Noble career due to SOC stat).

5. Basic Training
Admin 0, Advocate 0, Electronics 0, Diplomat 0, Investigate 0, Persuade 0

6. Survival
Survival (INT 5+): 2d6 + 2 ⇒ (1, 3) + 2 = 6

7. Events
Events: 2d6 ⇒ (2, 5) = 7


7. Events (continued)
Life Event (Floating Palace): 1d6 ⇒ 3
Ooo! A Romantic Entanglement! Let's roll to see how badly this ends!
1d6 ⇒ 4

Hmm ... surprisingly, the relationship survived the hothouse environment of the embassy and Jerry now has a Contact!

8. Connections
Hmmm ... Jerry is a noble and his cousin Fabian is a right bastard ...

10. Advancement
Advancement (SOC 7+): 2d6 + 2 ⇒ (3, 3) + 2 = 8
Jerry is now a Clerk! And has Admin 1.

Whew! Jerry needs to develop personally.
Personal Development: 1d6 ⇒ 1
All that time in the gym has paid off!

In Summary
STR 5, DEX 4, END 6, INT 12, EDU 7, SOC 12
Admin 1, Advocate 0, Carouse 0, Diplomat 0, Electronics 0, Investigate 0, Medic 0, Persuade 0, Streetwise 0

1 Contact


John- Were you accepting a connection at step 8?

John - Please supply some details about your paramour! What makes her a useful contact? Ooh! Is it Sal Dancet the free trader? Or Lady Hil (who knew she was a cougar)? Or someone of your own creation?

Steph - why don’t you tell me about your husband? What’s he like? What does he do? Is he why you become a pirate? Or why you want to go home? You can wait to the end of character generation to flesh that out if you want.

Steph - also you should have three Background skills, not just one.

BTW, all of you should be thinking about what in your life qualifies you as a privateer.

Paizo Employee Organized Play Line Developer

Sorry, this weekend has turned out to be crazy. I'm working on it, but probably won't be done until later tonight. Sorry for the delay.


Don't apologize. There's no deadline.

Have a great weekend!


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

I'll take Drive 0 and Medic 0.

I'll think on the husband. I wasn't expecting to get one of those.


Free with purchase!


I will accept a connection, as described, if Daneel is willing. As I wrote, Fabian is a right bastard ... incredibly status concious and acutely aware of exactly how close he (and every other member of his and Jerry's generation) is to the throne. That he casually murdered at least one person on Asim is an open family secret.

I doubt that Jerry would be considered good husband material by the elders of Asim.

Where exactly would Drinax have an embassy? Or, where would diplomats work?


Assuming Daneel agrees to the connection, you'll each need to take a skill.

Drinax might have embassies anywhere in the Reach (and beyond). Certainly every former Drinaxi world and probably most former Sindalian worlds would be open to an ambassador. We know it has an embassy with the Third Imperium, probably at Tobia. It probably -doesn't- have an ambassador with the Aslan.

Here's a short list of worlds in the Tliowaha (formerly Drinax) subsector to choose from:

0801 Blue - A world stripped (by Drinax!) of all its resources. Now a quiet backwater of insular artists and religion.

0702 Clarke - Dominated by a death-obsessed cult of Psychopomps. They believe in sealing the dead in carbon foam in the moment of death so that they might one day resurrect them. Insular.

0808 Fantasy - Genetically-engineered humans possess enhanced strength, speed and beauty, repressed intelligence and a male:female ratio of 1:10. Named by an Imperial Scout who spent seven years monitoring the planet.

0804 Hilfer - A hot desert world once bombed into barbarity by the Kingdom of Drinax.

0805 Paal - Paal’s association with Drinax is an old one – this rich world once supplied Drinax with its produce. Many of the dukes and kings of Paal still covet the technology of Drinax.

0808 Pourne - Heavily armed and highly xenophobic, Pourne is nonetheless an important hub of trade in the subsector.

0601 Torpol - A water world with an embassy on its frozen south pole. A haven for fishermen and traders, Torpol sits on the Imperial/Florian trade route.


I've updated the Player's Guide to The Pirates of Drinax to include art and a glossary. Still can't edit the campaign to put this on the front page, so that link is still the old PDF.


This is Drifter. Sorry, I checked apparently right before you guys started rolling and then didn't check back until I saw your note.

I am going with the Floating Palace.

Roll 1: 2d6 ⇒ (3, 5) = 8

Roll 2: 2d6 ⇒ (3, 1) = 4

Roll 3: 2d6 ⇒ (4, 4) = 8

Roll 4: 2d6 ⇒ (5, 4) = 9

Roll 5: 2d6 ⇒ (2, 4) = 6

Roll 6: 2d6 ⇒ (1, 5) = 6

Str 8 -1=7
Dex 9
End 6 -1=5
Int 4
Edu 9 +1=10
Soc 8 +1=9

I will stop here until I get the go ahead. I was thinking of going for an Agent type character and went with a high SOC since that seems to be a bit lacking in the group. If Agent is not a good start let me know.


UPP: 797A45+8

If Jerry is ok with the misfortune of being related to that bastard Fabian, I am fine with the connection. Should be fun.

So Daneel and Jerry both get to bump up a skill by 1? And we can get a maximum of 2 bonus skills from connections, right?


Byron Hasperson wrote:


Str 8 -1=7
Dex 9
End 6 -1=5
Int 4
Edu 9 +1=10
Soc 8 +1=9

I will stop here until I get the go ahead. I was thinking of going for an Agent type character and went with a high SOC since that seems to be a bit lacking in the group. If Agent is not a good start let me know.

Agent's fine. As for SOC, John's character Jerry does have a high score there.

Byron, go ahead and catch up with the rest of the term if you're satisfied with your roll. If you want reroll you can.

Daneel Baley wrote:
So Daneel and Jerry both get to bump up a skill by 1? And we can get a maximum of 2 bonus skills from connections, right?

Correct.


I missed the 12 so I will keep my roll but shift some skills around to look like this:

Str 8 -1=7
Dex 9
End 8 -1=7
Int 6
Edu 9 +1=10
Soc 4 +1=5

1) BACKGROUND SKILLS
Before embarking on your careers, you receive a number of background skills equal to your Education DM +3 (You'll gain at least 1 background skill regardless of your EDU) (so, 0 to 6, depending on your Education score), chosen from the following lists:

Floating Palace: Admin 0, Art 0, Athletics 0, Carouse 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Medic 0, Profession 0, Science 0, Streetwise 0, Vacc Suit 0.
0, Mechanic 0, Medic 0, Profession 0, Science 0, Seafarer 0.

I think I get four. So Athletics 0, Carouse 0, Mechanic 0, Vacc Suit 0.

2) CAREER
Announce your intended first term career (or University or Military Academy) if you have not done so already. If you have chosen a non-education career, choose an initial subspecialty from among the three included in that career.

I am going to try for Agent in Law Enforcement as I think that is the closest to a bounty hunter type character.

3) QUALIFICATION
Roll to see whether you are admitted. For instance, the Qualifications for the Entertainer career are DEX or INT 5+. If you have a +1 Dex modifier, you roll 2d6+1 and if the result is at least a 5, you're in. There is a useful summary of the required rolls on p. 19 of the Core Rulebook.

Agent: 2d6 ⇒ (1, 5) = 6

I am in.

4) DRAFT OR DRIFTER

Not applicable.

5) BASIC TRAINING

Streetwise 0, Drive 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0

6) SURVIVAL

Survival as Law Enforcement: 2d6 ⇒ (5, 1) = 6

I survive...woohoo...

7) EVENTS
Roll for an Event based on your career or education. If you roll “7" a Life Event has occurred. Rather than rolling on the Life Events chart in the Core Rulebook, roll on the chart appropriate to your background in The Pirates of Drinax Player’s Guide.

Life Event: 2d6 ⇒ (5, 1) = 6spa will aim for Flyer because I like being a pilot.

EDU8+ check: 2d6 + 1 ⇒ (4, 4) + 1 = 9

That succeeds so I have Flyer 1. If I get a specialty I will go with spacecraft.

8) THE CONNECTIONS RULE
Read the Connections Rule on p. 17 of the Core Rulebook. Decide whether any of the Events rolled by others interest you enough to be involved. If so, choose a skill to improve and also decide with that person how the two of you were both involved. If you can link it to the event in your term, so much the better.

The only connection I see here is if my special training took place at the university where Steph was attending. Perhaps her husband was learning to be a pilot for whatever merchant house she plans to join and I was training with him?

9) COMMISSION

No commission for me.

10) ADVANCEMENT
If you did not gain a commission and were not in a University or Military Academy, roll now for Advancement. If you succeed, you move to the next rank and gain an extra roll on any applicable Skills and Training tables. You also gain any skill listed for your new rank.

Advancement Int: 2d6 ⇒ (3, 6) = 9

Easy advancement.

Streetwise 1

Personal: 1d6 ⇒ 5

I get smarter INT +1

11) MUSTER OUT / BENEFITS

I am sticking to a second term.

Summary:

Str 8 -1=7
Dex 9
End 8 -1=7
Int 6 +1= 7
Edu 9 +1=10
Soc 4 +1=5

Athletics 0, Carouse 0, Drive 0, Flyer 1, Gun Combat 0, Investigate 0, Mechanic 0, Recon 0, Streetwise 1, Vacc Suit 0.


Byron Hasperson wrote:
That succeeds so I have Flyer 1. If I get a specialty I will go with spacecraft.

Spacecraft is the Pilot skill. Flyer is for atmospheric flight. According to p. 65 of the Core Rulebook, your specialization choices are: Airship, Grav, Ornithopter, Rotor, and Wing.

If as a result of this information you wish to select a different skill to advance, that's okay.


Daneel Baley wrote:
I learn Drive 1 (not really what I was hoping for, but I'll take it)

Nick - you'll need to define Daneel's Drive specialization. It can be anyone of these:

Hovercraft, mole, track, walker or wheel.


Byron Hasperson wrote:
The only connection I see here is if my special training took place at the university where Steph was attending. Perhaps her husband was learning to be a pilot for whatever merchant house she plans to join and I was training with him?

Kinda buried in the middle, there.

Remember that you have four terms and only two connections. If you don't see something that grabs you this term, try next time!


First term almost down and my pirates have two ranks in Admin.

It's the Crimson Permanent Assurance!


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Somebody needs to do the proper Pirate paperwork.

That's awesome. I haven't seen that before. I'm going to have to watch the whole thing soon.


It was shown in theaters at the beginning of Monty Python's The Meaning of Life.

I imagine that most of you weren't around back in 1983.


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

I was, but still in elementary school.


Freshman in college.

Whippersnapper!


Make me feel ancient!

I was in 3rd year of university, but we used to have an extra year of high school in Ontario back then.


Jerry would prefer the Deception skill, since he has been hiding his true feelings from Evil Bastard Cousin Fabian. And, maybe, gathering evidence.

Jerry would have been in the embassy on Paal. During his time there, he took up with a junior executive in a shipping firm.


I still need:

1) Meloriel to roll.
2) Details about Steph's husband (details may be deferred)

3) Byron's Flyer Specialization
4) Details of Jerry's romantic contact (name, maybe some personal history)
5) Daneel's drive specialization
6) Daneel needs to name his skill gained from the connection with Jerry.


In the hopes we make it big I will go with Grav.


Once again, here is what I have for CHARACTERS


UPP: 797A45+8

Daneel will take Mechanic 1 for the connection with Jerry.

As for the Drive specialization, I am guessing on an agricultural backwater like Asim, wheeled vehicles are the most common? If so he'll take that as the specialization. But if track or hover vehicles are the most common, that is what he will take (I feel pretty confidant that neither walkers or moles are common).


Well, all of them can be found on Asim, so you can explain any choice you make. Across the Imperium and nearby human space you'll find both wheeled and grav vehicles are the most common, depending on the Tech Level. And on Asim, wheeled vehicles are by far the most common.

________________________________________________

I still need:

1) Meloriel to roll.
2) Details about Steph's husband (details may be deferred)
3) Byron's Flyer Specialization
4) Details of Jerry's romantic contact (name, maybe some personal history)
5) Daneel's drive specialization
6) Daneel needs to name his skill gained from the connection with Jerry.


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)

Going to defer the details.

I can't decide if he's a big fat jerk that I'll be happy to leave behind or some really nice guy that got stuck with a wife who will not be a farmer like her mother before her.


Let's hope something about the ensuing terms will bring our mysterious husband into focus. For instance, why are he and Batman never seen in the same room?!?!

Anyway, it looks like real life has sidelined Meloriel, so we'll get back at this tomorrow.


Female Human Vespexer Sheet

Meloriel here!

Firstly, I love Monty Python. And, despite not even having been born when that skit was filmed, I have seen it plenty of times. In fact, my young kids have even seen it. How can you have not seen it Steph?!? Haha.

Okay! Down to business!

I'm going to be playing a human Vespexer named Aubrey Vogel, who goes by the name Ray. Life on the Wasteland of Drinax is hard, so she's desperate to get off of it -- as long as she doesn't have to stay on the Floating Palace! It's their fault Drinax turned all toxic anyway. Her Grandma said it was something about hubris? Meh! She wasn't really listening. Well, them and those Aslan jerks. (The moral of the story is: Those nobles are nothing but trouble! and Old people are boring!). Ray wants to get herself a new life, but no one will let her leave with them! Life on Drinax hasn't exactly prepared her for a successful life in space. She's intent on making something of herself so she can get the heck out of here!

1) BACKGROUND SKILLS
She gets two background skills, which she will take as Carouse 0 and Vacc Suit 0

2) CAREER
Ray is going to start as a Drifter. Her subspecialty will be barbarian.

3) QUALIFICATION
Entry is automatic.

4) DRAFT OR DRIFTER
N/A

5) BASIC TRAINING
Her service skills are Athletics 0, Melee (unarmed) 0, Recon 0, Streetwise 0, Stealth 0, Survival 0

6) SURVIVAL
Okay. It says... End 7+ (I'm actually nervous here! Haha)
Endurance: 2d6 + 1 ⇒ (5, 3) + 1 = 9
I survive!

7) EVENTS
Event: 2d6 ⇒ (2, 1) = 3
"A patron offers you a chance at a job. If you accept, you gain DM+4 to your next Qualification roll, but you owe that patron a favour."
A-ha! Ray's dream has come true already. She's been offered a job.

8) THE CONNECTIONS RULE
I will not choose a connection yet.

9) COMMISSION
N/A

10) ADVANCEMENT
Advancement is Str 7+
Strength: 2d6 ⇒ (2, 6) = 8
She advances! So she is Drifter (barbarian) 1. She has Survival 1, and she rolls on the barbarian table for...
1d6 ⇒ 4
Language! Whoever hired her was a foreigner who spoke fancy words. So... this means she has Language 0 now and knows a few phrases from a smattering of other languages. Yes?

11) MUSTER OUT / BENEFITS
Hmmm... I am going to muster out. I am now 22 and am taking a job with a fancy talking employer. I will roll on the benefits chart.
Benefits: 1d6 ⇒ 1
She gets a contact. I get to make up details about them now, right? Does this have to be different than the Patron who hired her? Or can it be the same person?

12) DONE
I think!
(Except for those two questions I had. I'm looking it up now, but I figured its faster ask.)


- Ray - wrote:
Language! Whoever hired her was a foreigner who spoke fancy words. So... this means she has Language 0 now and knows a few phrases from a smattering of other languages. Yes?

No. You now have Language 1. You need to pick a specialization, which means a new language you speak. You already speak Anglic (the common trade language of the Third Imperium, derived originally from the English spoken in the Rule of Man.) Your choices are:

Vilani: The language spoken by the Vilani of the First Imperium; the ‘Latin’ of the Third Imperium.

Zdetl: The Zhodani spoken language.

Oynprith: The Droyne ritual language

Trokh: The language of the Aslan

Gvegh: The most widespread of the Vargr languages.

The GM notes for utility purposes that the Vilani had little cultural or trading influence in the Trojan Reach and that the Aslan are a mere two parsecs away. Maybe your patron is an Aslan? Or maybe she just needs something done -with- Aslans?

It could be Kasiyl of the Ahroay’if. Or not. Up to you.

- Ray - wrote:

11) MUSTER OUT / BENEFITS

Hmmm... I am going to muster out. I am now 22 and am taking a job with a fancy talking employer. I will roll on the benefits chart.
Benefits: 1d6 ⇒ 1
She gets a contact. I get to make up details about them now, right? Does this have to be different than the Patron who hired her? Or can it be the same person?

It can definitely be with the same person. Seems like a good idea, eh what?


Female Human Vespexer Sheet

Interesting! I like the idea of Kasiyl. Particularly since Ray started as a bit of a bigot who doesn't like nobles or Aslan and he's both. Haha. Being offered work and guidance from someone else who started from nothing, is good at some things Vespexer's value, but is capable of teaching her other valuable skills to get her out into the wider world would have been a dream come true, but to find that he's those things she hates would have been troubling to her. The experience would have helped shake her of her prejudices. (These guys aren't so bad after all...).

I'll take Trokh as my language and make Kasiyl her contact/patron who offered her work.

I like it!

51 to 100 of 765 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Tarondor's The Pirates of Drinax Discussion All Messageboards

Want to post a reply? Sign in.