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


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Although I still want some details on Jerry's romantic liaison, I think it's time to move on to our Second Term. This will be real close to how the first term went, but with some additional rules:

SECOND TERM

Each of you should now do the following:

1) CAREER

You decided last term whether to shift careers this term. Only Ray decided to change. However, Steph also needs to choose a career as she’s now graduated from the University. I don’t think Jerry affirmatively said he’d continue, but I assume he does because he didn’t Muster Out.

So Ray and Steph, please announce your new careers.

Remember you can choose University or Military Academy if you haven’t been to one yet.

2) QUALIFICATION
Remember that Ray gained a +4 DM for this roll.
Steph has a +1 DM for the following careers: Agent, Army, Citizen (corporate), Entertainer (journalist), Marines, Navy, Scholar, Scouts.

But everyone needs to make this roll.

2a) Note that entry into a Military Academy is harder in later terms. There is a DM-2 if in Term Two, DM-4 if in Term Three.

3) CHANGING ASSIGNMENTS

Instead of a whole new career, a Traveller may instead be interested in focussing on another aspect of their existing career by changing their assignment.

For assignments in the Army, Marine, Navy, Nobility, Rogue, Scholar, or Scout career, this simply requires a qualification roll. If this is unsuccessful, the Traveller continues in the career with the same assignment their had before without penalty. If the qualification roll is made, the Traveller now adopts the new assignment and continues in the career, retaining their rank.

New assignments in the Agent, Citizen, Entertainer, and Merchant careers are considered to be new careers. Upon voluntarily leaving the career (a change in assignment cannot be done if you have been ejected from the career – no one will hire you!), Benefit rolls are made as normal and a qualification roll is necessary to enter the assignment. If this is failed, the Traveller must enter the draft or become a Drifter. If the attempt to change assignment is successful, the career begins afresh with the new assignment, with the Traveller starting at rank 0.

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

5) SKILLS
Choose any skill table and roll.

5a) For University - Add +1 to EDU

6) SURVIVAL
If you are not in University or Military Academy, roll for "Survival".

If you do not "survive", go to Step 10 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.

9a) 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).

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.

10a) If your advancement roll is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or events have caused you to leave, or perhaps you are simply bored and want a new challenge.

If you roll a natural 12, then you must continue in this career. You are too valuable to lose and will be strong-armed into staying.

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 26). 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 26) and proceed to Muster Out.

You may make a single roll on either the Cash or Benefits chart for each term spent in that career.

12) DONE


Female Human Vespexer Sheet

Okay! Second term!

1) CAREER
Kasiyl helps Ray get work as a Scout (explorer).

2) QUALIFICATION
She needs Int 5+ and takes a -1 from having a previous career, and a +4 to qualify from Kasiyl.
Intelligence: 2d6 - 1 - 1 + 4 ⇒ (2, 4) - 1 - 1 + 4 = 8
She's in!

3) CHANGING ASSIGNMENTS
N/A

4) DRAFT OR DRIFTER
N/A

5) SKILLS
Uh... Service Skills!
1d6 ⇒ 1
So she has Pilot (small craft) 1

6) SURVIVAL
She needs End 7+
Endurance: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Surviving!

7) EVENTS
2d6 ⇒ (6, 5) = 11
"You serve as the courier for an important message from the Imperium. Either gain one level of Diplomat or DM+4 to your next Advancement roll."
I will take the bonus to the advancement roll.

8) THE CONNECTIONS RULE
...Maybe?

9) COMMISSION
N/A

10) ADVANCEMENT
She needs EDU 7+, and gets a +4 on this roll due to her event.
Education: 2d6 - 1 + 4 ⇒ (4, 3) - 1 + 4 = 10
Advancing! *happy dance* She is now Scout (explorer) 1. Her title is 'Scout' and she gets Vacc Suit 1. She will roll on the personal development chart.
2d6 ⇒ (2, 2) = 4
Which is Intelligence +1. Her intelligence is now an 8.
Question: You wrote: "If you succeed, you move to the next rank and gain an extra roll on any applicable Skills and Training tables." She gets to roll on one applicable table, right? Not personal development and explorer. I assumed it was just one of her choice she was capable of rolling on.

11)[ MUSTER OUT / BENEFITS
She will pursue a second term as a scout and is now 26.

12) DONE

Is that all correct?


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

SECOND TERM
Each of you should now do the following:
CAREER
Scout: Courier

QUALIFICATION
DM +1
Qualification Int +5: 2d6 + 1 + 1 ⇒ (5, 1) + 1 + 1 = 8
She qualifies to be a Scout.

Skill
Let's See what she learns: 1d6 ⇒ 6
Gun Combat

Survival
End +5: 2d6 ⇒ (1, 5) = 6
She survives. Whew.

Events
What Happens to Steph: 2d6 ⇒ (1, 2) = 3
This is bad. My ship was ambushed by enemy vessels. I can run Pilot +8 or bargain Persuade +10. If I fail, my ship blows up and I'm fired. If I succeed I get Electronics (Sensors) +1. Either way I have an enemy.

I need to stop here, because I don't understand this roll a Pilot or Persuade. I don't have any skill in either Pilot or Persuade. Is it just 2d6-3 (because I'm untrained). Would there be other characteristics that apply?


- Ray - wrote:


Question: You wrote: "If you succeed, you move to the next rank and gain an extra roll on any applicable Skills and Training tables." She gets to roll on one applicable table, right? Not personal development and explorer. I assumed it was just one of her choice she was capable of rolling on.

Correct. She can roll on any applicable chart. This means she COULD roll on Personal Development, Service Skills or Explorer. She COULD NOT roll on Advanced Education (her EDU is too low), Courier or Surveyor (because those aren't applicable to her career).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stephanie "Steph" Allison wrote:

Events
[dice=What Happens to Steph]2d6
This is bad. My ship was ambushed by enemy vessels. I can run Pilot +8 or bargain Persuade +10. If I fail, my ship blows up and I'm fired. If I succeed I get Electronics (Sensors) +1. Either way I have an enemy.

I need to stop here, because I don't understand this roll a Pilot or Persuade. I don't have any skill in either Pilot or Persuade. Is it just 2d6-3 (because I'm untrained). Would there be other characteristics that apply?

Those do seem like long odds, don't they? Well, I guess they would be if you lacked either skill to escape.

Normally if you could add an ability score, it would say "roll INT+Pilot 8+", not just "Pilot 8+", so no, I think you need to effectively roll an 11+ to pilot your way out of this! Just think, the pilot is dead and you've just taken the pilot seat with the enemy firing at you! How well would you do?

We should think about who the enemy is. It could be the Imperium. What dastardly reason would they have for pursuing the courier carrying their own message? Politics! It could be the Aslan, who don't want that message delivered. What could it possibly be? Or it could be a rival pirate. Several are listed in the Player's Guide. Feel free to pick one for your enemy.

[EDIT: I was getting Ray and Steph confused. It's Ray who's carrying a message from the Imperium. But that suggests to me a possible Connection for the two of you to work out, if you're interested.]

Note that you're not kicked out of the Scouts immediately. That is, you aren't injured and can still roll for Advancement this term. You just have to change careers next term, so that's not so savage a loss as it might be (seems like all my Traveller characters get injured in character generation).


Female Human Vespexer Sheet

Yeah, I'd be in for a connection on that. Perhaps we both received the same message, but while my ship escaped your didn't. Or maybe Steph and Ray picked up a message from the same place at the same time (but different messages) and whoever shot your ship down meant to shoot down mine. Thoughts or other ideas?


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

Let's see if Steph's ship blows up.

Pilot +8: 2d6 - 3 ⇒ (2, 4) - 3 = 3
Yep. The ship blows up, and she's going to get fired.

Connection: @Ray: What do you think about this? Steph met Ray on one of her early Scout Missions. I like the idea of the baddies getting the couriers switched.

Who do you think would want the message intercepted? What's in the message?

She's going to learn to be a Pilot. Not going to have her pilot die, and be stuck not knowing what to do again.

Skill: Pilot Small Craft

Advancement:
Edu 9+: 2d6 + 1 ⇒ (3, 5) + 1 = 9
She advances to Scout and gets Vacc Suit 1
She's going to develop herself while she has the chance.

Personal Deveoplment: 1d6 ⇒ 1
Her strength goes up +1.

Mustring Out
Cash: 1d6 ⇒ 3
Cr 30,000

The way I'm reading this since I advanced to 1 I get an extra benefit roll.
Benefit: 1d6 ⇒ 5
Weapon

Overview of Session 2
She joined the Scouts as a Courier
Gun Combat 1
She gained and enemy and lost her job.
Pilot: Small Craft 1
STR +1
She advanced: Title Scout
Vacc Suit 1
Mustering Out:
Cr30,000
If she gets a second benefit for being level 1: Weapon


Female Human Vespexer Sheet
Stephanie "Steph" Allison wrote:

Connection: @Ray: What do you think about this? Steph met Ray on one of her early Scout Missions. I like the idea of the baddies getting the couriers switched.

Who do you think would want the message intercepted? What's in the message?

Cool! I'm in! As for what the message was... Why don't I decide who it was for, and you decide who tried to intercept it and blew up your ship when they were gunning for me? It was sent by the Imperium's Emperor Strephon to Imperial Consul Thao Poloc in the Floating Palace. Ray's not privy to the information contained therein. Who do you want to have tried to intercept it? I think Asim rebels would be cool. But, since it's your ship that got blown up I think you should get to pick it.

What do you think?


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

I think the Asim rebels is an awesome idea. They though they were getting an important message between two leaders, and all they got was a letter from a couple of nobles having an affair.


Female Human Vespexer Sheet

Hahaha! Awesome.

So, this is Ray's first connection. She will improve... Athletics 1


So I understand, Steph and Ray believe that Steph was waylaid by Asim Rebels? Since Asim is a TL 5 (roughly WWI tech) world, let's amend that a bit to say it was mercenaries hired by the Asim rebels.

Or at least that's what Ray and Steph believe. Possibly the attackers broadcast a message sympathetic to the cause of the resistance?

BTW, there isn't much of a resistance after 20 years, but there are always small groups that dream of independence.


Female Human Vespexer Sheet

Sounds good!


Stephanie "Steph" Allison wrote:


She's going to learn to be a Pilot. Not going to have her pilot die, and be stuck not knowing what to do again.

Skill: Pilot Small

Where is this skill coming from? I'm not sure I follow you.

Also be aware that "small craft" are not starships. They're ships that work in space near a planet. Shuttles and tugs or possibly fighters.

Stephanie "Steph" Allison wrote:


The way I'm reading this since I advanced to 1 I get an extra benefit roll.

That's right.

BTW, you need to choose your weapon. It can be a gun or a melee weapon.

Core Rulebook, p. 45 wrote:


Weapon: Select any weapon with a limit of Cr1000 and
TL 12. If you roll this benefit again, you may take another
weapon or one level in the appropriate Melee or Gun
Combat skill for a weapon already received as a benefit.

And, since you're at it, you also need to choose which kind of gun combat you will specialize in. Your choices are: Archaic, Energy or Slug. In this context a "slug" weapon is one that fires bullets, like an autorifle or a gauss rifle.

Unlike previous versions of Traveller, you don't have to select pistols or rifles here.


1) CAREER

Agent

2) QUALIFICATION

Agent: 2d6 ⇒ (5, 5) = 10

Super Agent obviously.

3) CHANGING ASSIGNMENTS

No change yet.

4 DRAFT OR DRIFTER

Not needed

5) SKILLS
Choose any skill table and roll.

Law Enforcement: 1d6 ⇒ 6

Advocate. I have become a lawyer. Definitely pirate material. :P

6) SURVIVAL
If you are not in University or Military Academy, roll for "Survival".

If you do not "survive", go to Step 10 and Muster Out. You're done with this term.

Survival: 2d6 ⇒ (3, 6) = 9

I am a survivor!

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.

Events: 2d6 ⇒ (1, 1) = 2

Maybe I was a bit quick there to declare myself a survivor.

Mishap Table: 1d6 ⇒ 3

Good thing I became a lawyer this time I guess.

Advocate+EDU: 2d6 + 1 + 1 ⇒ (1, 4) + 1 + 1 = 7

Sigh...1 short. No bennies for me.

I am going to say that I found corruption on high and that is what killed my career. Its more fun to be too successful instead of failing downward.

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 for me.

10) ADVANCEMENT

I think I can still get an advancement, but I plan to skiddadle now that I am hated by the brass.

Advancement: 2d6 ⇒ (4, 4) = 8

Succeed. I muster out as a Sargent. No new skills.

Personal: 1d6 ⇒ 1

Gun Combat 1

Apparently, after upsetting the brass I decided being a better shot was worth my time.

11)[ MUSTER OUT / BENEFITS

So as I understand it I get the first mustering out benefit but not the second.

Benny: 1d6 ⇒ 5

Combat Implant- If I get this I would like either the STR, END or Armor augmentation.


Byron, when you roll for events or mishaps, can you repeat the flavor text so we can all follow along and have fun with you?

You are right about which benefits and skills you get. Like Steph above, you must name your Gun Combat specialization (Archaic, Energy or Slugthrower).

Core Rulebook p. 45 wrote:


Combat Implant: Gain any augmentations (see page 99)
with a limit of Cr50000 and TL 12. If you roll this benefit
again, then you may either take a different Augmentation
or increase the one you already possess by one level (this
may take it above the credit and TL limit).

According to p. 99, the available implants are:

Neural Comm (Audio and Visual, Computer/0) (10,000 cr, TL 12)
Skill Augmentation (Skill DM+1) (50,000 cr, TL 12)
Subdermal Armor (Armor +1) (50,000 cr, TL 10)
Wafer Jack (Total storage capacity of rating/4) (10,000 cr, TL 12)


I see you edited your post. The STR and END augments are worth 500,000cr. Your benefit is up to 50,000 cr.


How does the computer one work? Can I remotely tap into computers? I was just thinking it gave me a hidden comm unit to communicate with people on a specific bandwidth.

I will add in the flavor text.

I will take energy weapons for the specialization.


See page 106 of the Core Rulebook for more, but basically a computer/0 allows you to display data. That is, a computer or another person can display data directly to your brain that no one else can see or easily access. A computer/0 can also run some minimal programs, but is not itself a powerful computer.


WHAT WE NEED BEFORE MOVING ON

1) Daneel and Jerry need to roll for their second term.

2) I'd like to know more about Jerry's romantic entanglement from the first term.

3) Steph needs to define her Gun Combat specialization and the type of weapon she received when mustering out.

4) Steph needs to tell me how she got Pilot (Small Craft) 1.

5) Byron needs to decide whether he's taking any connections this term.


THE CHARACTERS SO FAR


Neeta Chou-Singh is an expat manager / factor on Paal for a Drinaxian shipping line. Her family has been stolidly middle class in the Floating City but could trace their origins to the planet's surface. Jerry met her during a meeting to arrange customs documents and duties for a shipment of goods back to Drinax.


SECOND TERM

1. CAREER
Yes, Jerry was continuing as a Diplomat.

2. QUALIFICATION
Not necessary, as Jerry remains in the same career.

3. CHANGING ASSIGNMENTS
Nope - Jerry continues as a Diplomat

4. DRAFT or DRIFTER
Not necessary

5. SKILLS
Rolling on the Diplomat table
Diplomat Skills: 1d6 ⇒ 6
Another increase in Deception - should be Deception 2

6. SURVIVAL
Diplomat (SOC 7+): 2d6 + 2 ⇒ (5, 5) + 2 = 12
Jerry continues as a Diplomat

7. EVENTS
Let's see ...
Events: 2d6 ⇒ (1, 1) = 2

Let's roll on the Mishaps table ...
Mishap: 1d6 ⇒ 3

Oooh ... a nasty war! Jerry will attempt to survive by his wits.
Survival (Deception 8+): 2d6 + 2 ⇒ (5, 6) + 2 = 13

8. CONNECTIONS
Not this term

9. COMMISSION
Not required

10. ADVANCEMENT
Now that Jerry has come through the latest minor war unscathed, he might get promoted.
Advancement (SOC 7+): 2d6 + 2 ⇒ (2, 1) + 2 = 5

No promotion for Jerry! Not even his parents' connections can help him!

11. MUSTER OUT
After sulking for a bit, Jerry decides that there isn't much future as a Diplomat, so musters out.

He gets 3 Benefits rolls (2 terms + 1 bonus for reaching Rank 1)

Benefits 1 (cash): 1d6 ⇒ 4

Benefits 2 (Benefits): 1d6 ⇒ 3

Benefits 3 (Benefits): 1d6 ⇒ 5

So, he gets the following:

  • Cash - Cr 50,000
  • Benefits - Blade (he will take a rapier)
  • Benefits - TAS Membership


UPP: 797A45+8

Scott, do I need to make another Qualification roll to continue as a Worker? The book says its not required, but you said under (2) Qualification - "But everyone needs to make this roll."


Sorry. Cut-and-paste problem. You only need to roll if you're changing specialties.


Jerry - Two things:

1) When you roll for events or mishaps, can you repeat the flavor text so we can all follow along and have fun with you?

2) According to page 35 of the Updated Player's Guide I put out a few days ago, TAS membership is altered:

Player's Guide, p. 45 wrote:
TAS Membership: Any roll of TAS Membership will instead be a skill (not an ability score) of the player’s choice from the Career from which he’s mustering out.

So go get yourself a skill you like, pardner. You earned it!


Jerry will take Diplomat, to reach Diplomat 1.


WHAT WE NEED BEFORE MOVING ON

1) Daneel needs to roll for his second term.

2) Steph needs to define her Gun Combat specialization and the type of weapon she received when mustering out.

3) Steph needs to tell me how she got Pilot (Small Craft) 1.

4) Byron needs to indicate whether he's taking any connections this term.


UPP: 797A45+8

Alright then, second term:

1) Daneel continues to be a good worker.

2) No Qualification needed

3) Not changing assignments

4) No Draft or Drifting

5) Will roll on the Worker skill table:

Worker skill table: 1d6 ⇒ 4
Daneel gains Engineer 1. That's what I'm talking about! He will specialize in Power.

6) Survival requires END 4+

END: 1d6 + 1 ⇒ (6) + 1 = 7
We have now gone 8 years with no workplace accidents.

7) Events!

2d6 ⇒ (3, 6) = 9
I am rewarded for my cunning! Gain +2 to next advancement check.

My boss's ancient solar grid went dead 2 hours before his daughter's birthday party, but I kluged together a fix just in time.

8) I will hold off on my second connection for now

9) No Commissions

10) Advancement requires EDU 8+, but I get +2 from my Event

EDU + event bonus: 1d6 - 1 + 2 ⇒ (4) - 1 + 2 = 5
Shafted! The boss's nephew gets the technician position. I'm outta here!

11) Mustering Out - Daneel served two terms as a Worker (2 Benefits), and reached rank 1 (+1 Benefit), for a total of 3 Benefit rolls. He'll take 1 Cash roll and 2 Benefits rolls

Cash: 1d6 ⇒ 5
Cr10000

Benefits 1: 1d6 ⇒ 2
An Ally. How does that work?

Benefits 2: 1d6 ⇒ 6
Two Ship Shares. Not entirely sure what that means, but from the players guide i gather they can be used to upgrade our ship in the future?

Daneel is now 26 and is done working for the man.


Female STR 8 (+0) DEX 8 (+0) END 1/8 (+0) INT 10 (+1) EDU 12 (+2) SOC 5 (-1)
Traveller Referee Tarondor wrote:
Stephanie "Steph" Allison wrote:


She's going to learn to be a Pilot. Not going to have her pilot die, and be stuck not knowing what to do again.

Skill: Pilot Small

Where is this skill coming from? I'm not sure I follow you.

I got this from my connection with Ray. Did I misunderstand the rule?

Also be aware that "small craft" are not starships. They're ships that work in space near a planet. Shuttles and tugs or possibly fighters.

I guess I wanted Pilot:Spacecraft.

BTW, you need to choose your weapon. It can be a gun or a melee weapon.

I'll go with a body pistol.

And, since you're at it, you also need to choose which kind of gun combat you will specialize in. Your choices are: Archaic, Energy or Slug. In this context a "slug" weapon is one that fires bullets, like an autorifle or a gauss rifle.

I'll go with Slug weapons.


Nope, all looks well. The order of things was a bit confusing, but if you got that from the Connection, then you're right where you should be.


Daneel Baley wrote:
An Ally. How does that work?
Core Rulebook, p. 45 wrote:
Ally: Gain an Ally.

Hmmm... Not that helpful.

Pick a character from the Player's Guide or make one up. On Asim or off. This person will be an ally during the campaign.

I'm guessing that your ally might be how you got off-planet in the first place.

Daneel Baley wrote:


Two Ship Shares. Not entirely sure what that means, but from the players guide i gather they can be used to upgrade our ship in the future?

That is correct. In regular Traveller, they would reduce the monthly cost of a mortgaged ship with which you could start play. In our game, they are credits of a sort you will use to increase the repair state of your beginning ship.


STEPH:

I've been thinking about your number of skills versus others and it didn't make sense that going to University would make you learn less your first day on the job, so I've done some digging.

It turns out that the words "term" and "career" are not being used identically here, and I should have detected that.

Page 14 says of going to University: "This usually takes place in a Traveller’s first term (in place of a career),"

Page 16 says "For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For
any subsequent careers, you may pick any one skill listed
in the Service Skills table at Level 0 as your basic training."

The use of "subsequent careers" threw me, but I now understand that your SECOND term was your first career, so you should have received Pilot (small craft or spacecraft) 0, Survival 0, Mechanic 0, Astrogation 0, Vacc Suit 0 and Gun Combat 0 instead of just Gun Combat 1.

It's vastly to your advantage to have all these basic skills, so I trust you won't mind if I swap them out for Gun Combat 1.


JAY:

We also missed something in your first term.

Core Rulebook, p. 16 wrote:
Citizens and Drifters are an exception to this [Basic Training]. They both use their appropriate assignment skill table for basic training.

Which means that instead of the Service Skills, Jay should have gotten the Barbarian skills. This means that Jay would get Animals 0, Melee (blade) 0, Stealth 0, Seafarer (personal or sails) 0 and Survival 0 instead of Athletics 0, Melee (unarmed) 0, Recon 0, Streetwise 0, Stealth 0, Survival 0.

Frankly, I like the list of skills she got better. So unless Meloriel wishes to change it, I say leave it where it is.


We need to resolve Daneel's ally from the 2nd term, but other than that, we're ready for the:

THIRD TERM

Each of you should now do the following:

1) CAREER

If you mustered out last term, you need to choose a new career. This is also your chance to change assignments within the career.

Remember you can choose University or Military Academy if you haven’t been to one yet.

If you look at your character and wonder why the king would choose YOU as his champion, now is the time to consider a career that would explain it.

2) QUALIFICATION
If you're changing, make the roll.

2a) Note that entry into a Military Academy is harder in later terms. There is a DM-2 if in Term Two, DM-4 if in Term Three.

3) CHANGING ASSIGNMENTS

Instead of a whole new career, a Traveller may instead be interested in focussing on another aspect of their existing career by changing their assignment.

For assignments in the Army, Marine, Navy, Nobility, Rogue, Scholar, or Scout career, this simply requires a qualification roll. If this is unsuccessful, the Traveller continues in the career with the same assignment their had before without penalty. If the qualification roll is made, the Traveller now adopts the new assignment and continues in the career, retaining their rank.

New assignments in the Agent, Citizen, Entertainer, and Merchant careers are considered to be new careers. Upon voluntarily leaving the career (a change in assignment cannot be done if you have been ejected from the career – no one will hire you!), Benefit rolls are made as normal and a qualification roll is necessary to enter the assignment. If this is failed, the Traveller must enter the draft or become a Drifter. If the attempt to change assignment is successful, the career begins afresh with the new assignment, with the Traveller starting at rank 0.

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

5) SKILLS
Choose any skill table and roll.

5a) For University - Add +1 to EDU

6) SURVIVAL
If you are not in University or Military Academy, roll for "Survival".

If you do not "survive", go to Step 10 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.

BYRON: You have no connections. Please make one this term!

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.

9a) 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).

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.

10a) If your advancement roll is equal to or less than the number of terms you have spent in this career, then you cannot continue in this career after this term. Either your services are no longer required, or events have caused you to leave, or perhaps you are simply bored and want a new challenge.

If you roll a natural 12, then you must continue in this career. You are too valuable to lose and will be strong-armed into staying.

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 30). 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 30) and proceed to Muster Out.

You may make a single roll on either the Cash or Benefits chart for each term spent in that career.

12) DONE


AC 16, T 11, FF 15 hp 42/42 Fort +5 Ref +2, Will +6 Female human (Varisian) cleric (stoic caregiver) of Gozreh 5 LN humanoid (human) Init +1; Senses Perception +4
Traveller Referee Tarondor wrote:


The use of "subsequent careers" threw me, but I now understand that your SECOND term was your first career, so you should have received Pilot (small craft or spacecraft) 0, Survival 0, Mechanic 0, Astrogation 0, Vacc Suit 0 and Gun Combat 0 instead of just Gun Combat 1.

It's vastly to your advantage to have all these basic skills, so I trust you won't mind if I swap them out for Gun Combat 1.

No problem at all.


Female Human Vespexer Sheet
Traveller Referee Tarondor wrote:

JAY:

We also missed something in your first term.

Core Rulebook, p. 16 wrote:
Citizens and Drifters are an exception to this [Basic Training]. They both use their appropriate assignment skill table for basic training.

Which means that instead of the Service Skills, Jay should have gotten the Barbarian skills. This means that Jay would get Animals 0, Melee (blade) 0, Stealth 0, Seafarer (personal or sails) 0 and Survival 0 instead of Athletics 0, Melee (unarmed) 0, Recon 0, Streetwise 0, Stealth 0, Survival 0.

Frankly, I like the list of skills she got better. So unless Meloriel wishes to change it, I say leave it where it is.

Ah! Yeah, Ray would rather keep the service skills she earned by mistake. Thanks!


Female Human Vespexer Sheet

GM: You wrote:

""For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training."

Are we supposed to be gaining a new skill at level 0 for each new career we enter? Because I haven't been doing that, but that's what it sounds like. Unless this is step 5?

---

Third Term!

1) CAREER
Ray will change assignments from explorer to surveyor.

2) QUALIFICATION
N/A

3) CHANGING ASSIGNMENTS
This requires her qualification roll. Int 5+
Intelligence: 2d6 + 1 ⇒ (5, 4) + 1 = 10
Succeeding! She's still Scout 1 but is now a surveyor.

4) DRAFT OR DRIFTER
N/A

5) SKILLS
I will roll on the Service Skills table.
1d6 ⇒ 2
I now have Survival 1

6) SURVIVAL
Surviving takes End 6+
Endurance: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Surviving!

7) EVENTS
Event: 2d6 ⇒ (2, 5) = 7
Life Event! Rolling on the Vespexer Table.
Life Event: 1d6 ⇒ 1
"New Contact: You are not without friends. Pick Rachando, Chieftain Galx, Sal Dancet or Prince Harrick as a Contact."
After being slightly famous for successfully delivering an important missive a few years ago from the imperium's Emperor to the Imperium's consul, Ray used her fame to launch her career as a surveyor. Over the next few years she met with success, and her names become relatively well-known -- for a Vespexer. On a recent stop back in the Floating Palace she ran into Chieftain Galx, who wanted to take the opportunity to meet the Vespexer who had made something of herself (and to hear about these other worlds that Ray has explored and surveyed). Ray wonders if the Chieftain is interested in finding a new homeland for the Vespexers, or is just interested in the resources that could be obtained from such places.... Either way, as much as Ray wants to help her people, she still wants to get away more than anything. Chieftain Galx's presence always serves to drag her back to her past. A feeling that has Ray more than a little torn. (I imagine she's both proud to know Chieftain Galx, and reminded of how much her people suffer by her presence. As much as Ray wants to run off and forget about them, befriending the Chieftain has caused her to start thinking about improving the lives of her people. She sort of feels guilty about it for now, but maybe next term that will change. )

8) THE CONNECTIONS RULE
Perhaps!

9) COMMISSION
N/A

10) ADVANCEMENT
Requires Int 8+
Intelligence: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Passing! She's now a Scout 2. For her skill she'll roll on the... Personal Development table
1d6 ⇒ 5
Gaining EDU +1. Her education is now a 5

11) MUSTER OUT / BENEFITS
She's sticking to her career and is now 30 years old.

12) DONE


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

1) CAREER
Steph decides that she’ll go with her original plan since the Scouts didn’t work out so well. But instead of becoming a broker she’s going to stay in the stars as a free trader.

Merchant: Free Trader

2) QUALIFICATION
INT 4+: 2d6 + 1 - 1 ⇒ (6, 1) + 1 - 1 = 7
She makes it. She joins the crew of the Dogged Discovery.

3) CHANGING ASSIGNMENTS
N/A

4) DRAFT OR DRIFTER
N/A

5) SKILLS
She chooses to learn the skills of a Free Trader.

Free Trader: 1d6 ⇒ 3
She gets a point in Deception.

6) SURVIVAL
Does she survive?
Dex 6+: 2d6 ⇒ (5, 6) = 11
She does.

7) EVENTS
While working on the Dogged Discovery something happens. What is it?
Event: 2d6 ⇒ (4, 1) = 5
She has a chance to make a lucrative deal. She has to wager her benefit rolls, but there's a catch. She has to use one of two skills she does not posses: Gambling or Brokering.

Her chance of success is low thus she decides to play it safe and not take the deal.

9) COMMISSION
N/A

10) ADVANCEMENT
Does she get better at her job? Let's find out.

Int 6+: 2d6 + 1 ⇒ (5, 6) + 1 = 12

She does. No getting fired from this job.
She gets Persuade 1.

She likes this job so she's staying.

On top of that her husband is one of the gunners on the ship, and Phil has grown on her over the years. She's decided to spend the next four years in the same place, and the both managed to get a job on the same trading ship.


- Ray - wrote:

"For your first career only, you get all the skills listed in the Service Skills table at Level 0 as your basic training. For any subsequent careers, you may pick any one skill listed in the Service Skills table at Level 0 as your basic training."

Are we supposed to be gaining a new skill at level 0 for each new career we enter? Because I haven't been doing that, but that's what it sounds like. Unless this is step 5?

Oog.

So I've spent a lot of time today looking for an errata for Traveller 2e and not found one. But that's pretty clearly an error. Every previous version of the game (and I have all nine) give you that skill at level 1, not 0.

So ignore what I cut-and-pasted there and carry on!

- Ray - wrote:

5) SKILLS

I will roll on the Service Skills table.
d6
I now have Survival 1

You picked up Survival 1 as your Advancement skill in your first term. You now have Survival 2.


UPP: 797A45+8

Ok, for an ally, I'll take either Rachando or Sal Dancet - whichever is more likely to be doing some business on Asim.

I should have time to get term 3 done for Daneel later today.


Daneel Baley wrote:


Ok, for an ally, I'll take either Rachando or Sal Dancet - whichever is more likely to be doing some business on Asim.

Either one is a very viable contact. Rachando rarely leaves the Floating Palace. He specializes in purchasing priceless Drinaxi artifacts from desperate Drinaxi families and selling them offworld. San Dancet is a free trader who plies the Drinax Main and the Dustbelt, arriving in Drinax every few months.

If you need someone to physically come to Asim, then it's Sal.


Steph -

1) You got Persuade 1 because you hit Free Trader 1. But you also get a -roll- because you Advanced. Please make that roll now.

2) any connections this term?


UPP: 797A45+8

Ok, Sal Dancet will be Daneel's ally. She had some business on Asim, and hired the recently unemployed Daneel to be her driver while she was on planet. Daneel went above and beyond his driver duties and <did something> that helped Sal to close the deal successfully.

*I'll try and come up with some details to fill in the blanks there later


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

Advanced Education: 1d6 ⇒ 6

Steph spends her off time studying to further her education.

She learns Advocate. So Advocate 1.

I'll wait for the others to see if there's a connection that makes sense.


THE CHARACTERS SO FAR

BTW, I'm told that the fix that will let me edit the campaign is 2-4 weeks away from happening.


I will do term 3 later tonight.

But Jerry, do you want to combine our mishaps in a connection with the corruption I found hitting your work as well? Maybe a plot to cause the conflict?


1. CAREER
Jerry decides to attempt university enrollment, this time as a mature student. He should be more diligent in preparation this time ...

2. QUALIFICATION / ENTRY
Entry (EDU 7+) (-2 for Term 3, +1 for SOC 9+): 2d6 + 0 - 2 + 1 ⇒ (4, 3) + 0 - 2 + 1 = 6

Jerry once again almost makes it into university.

3. CHANGE ASSIGNMENTS
Sadly, not an option for Jerry.

4. DRAFT
Putting a brave face on, Jerry submits to the Draft. Let's see what branch of the service he gets into ...
Draft: 1d6 ⇒ 5

Yeah! Jerry is a Scout! Exploring new worlds! Meeting strange peeople! Specifically, he is an Explorer.

5. SKILLS
Jerry is rolling on the Explorer table ...
Explorer: 1d6 ⇒ 6

He gets a Scout Ship!

Recon 1 - that's fitting!

6. SURVIVAL
This is where it gets tough ... need to roll END 7+
Survival (END 7+): 2d6 ⇒ (2, 1) = 3

Jerry washes out. Let's see why ...

7. EVENTS
Not for Jerry - he goes straight to Mishap
Mishap: 1d6 ⇒ 2

Jerry is psychologically damaged by his time in the scouts. He becomes a bit of an outcast and avoids his family, reducing his SOC to 11.

8. CONNECTIONS
Would anyone want to connect with a social leper like Jerry?

9. COMMISSION
Not required.

10. ADVANCEMENT
Jerry? Not a chance!

11. MUSTER OUT
Jerry sees what Benefits he can gain from his time as a scout ...
Benefits: 1d6 ⇒ 6

Jerry gets a Scout Ship!


Jerry becomes a pirate to steal from that damned university!

I'll show them! I'll show them all!


UPP: 797A45+8

Daneel's third term:

1) Fed up with work planetside, and with a good word from Sal Dancet, Daneel will try and get work as a Merchant-Free trader.

2) Qualification is INT 4+
INT - 1 (for having 1 previous career): 2d6 + 1 - 1 ⇒ (6, 4) + 1 - 1 = 10
No problem!

3) Not changing assignment.

4) No Draft or Drift required

5) It's his first term in a new career, so he picks a skill from the Service Skills table and gets it at level 1. (I assume this is instead of, rather than in addition to, rolling on a table)

Daneel gets trained up on the ships computers, taking Electronics(Computers) 1

6) Survival for a Free Trader is DEX 6+
DEX: 2d6 + 1 ⇒ (2, 5) + 1 = 8

He continues to stay out of harms way.

7) What other events are impacting Daneel?
2d6 ⇒ (5, 1) = 6
Daneel makes an unexpected connection outside his normal circle. Gain a Contact.

Would Imperial Consul Thao Poloc be reasonably unexpected and outside Daneel's normal circle?

8) Still waiting to pull the trigger on a 2nd connection

9) No commission.

10) Free Trader Advancement is INT 6+
INT: 2d6 + 1 ⇒ (1, 2) + 1 = 4
No advancement, once again. Daneel obviously doesn't get on well with his superiors.

11) Daneel is now 30


JERRY

I feel like a heel raining on the one portion of that term you were happy about, but because you're starting the game with a very high-tech ship, any ships you may get in Mustering Out become ship shares:

Player's Guide, page 35 wrote:
Travellers do not receive ships through Benefit rolls (the Traveller will receive D3 Ship Shares instead) and can use Ship Shares to upgrade the Drinaxi Harrier.

So, Jerry, please roll 1d3 for the number of ship shares.


Ship shares: 1d3 ⇒ 3

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