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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JERRY

Also, please tell us what happened in the Scouts that was so psychologically damaging? Did you see something you shouldn't have? Did you encounter some mind-bending alien? Was it an unstable region of space? Or did you have some more mundane accident that caused trauma, like the loss of a friend or a battle in which you were forced to kill?

Oh, wait, I have it (if you like - this is your character).

Jerry could have encountered and barely survived a CHAMAX, a horrible alien hunter from beyond Charted Space. I'm not sayin' it'll become relevant... but it might!


DANEEL

1) Actually, you still ROLL for that first skill (yeah, I know there's contradictory information). Still, you picked a good one, so just roll with it.

2) What about a connection with Steph, who is also a Free Trader?

3) Also, tell me how you gained Thao Poloc as a contact?


1) CAREER

Going for the navy!

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

Int 6+: 2d6 ⇒ (2, 2) = 4

or not....

3) CHANGING ASSIGNMENTS

Not Applicable

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

Drafting in and hoping for Navy.

Draft: 1d6 ⇒ 3

And...I end up a marine. Close enough for government work I guess.

5) SKILLS
Choose any skill table and roll.

Advanced Education: 1d6 ⇒ 5

Woohoo...I get Pilot.

6) SURVIVAL

Survival Star Marine END 6+: 2d6 ⇒ (5, 5) = 10

Super Survivor of the Star Force!

7) EVENTS

And do I blow the ship up?

Event Roll: 2d6 ⇒ (2, 5) = 7

I get my first Life event instead of blowing up the ship.

Floating Palace Life Event: 1d6 ⇒ 1

I get myself a contact in the royal court and I chose Princess Rao. I acted as a marine on her ship at times over the term.

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.

I offered Jerry one last term a bit late. I will try and offer more this term.

9) COMMISSION

Commission Soc 8+: 2d6 ⇒ (3, 2) = 5

No commission for me.

10) ADVANCEMENT

Advancement EDU 6+: 2d6 + 1 ⇒ (6, 2) + 1 = 9

I succeed! So I get the rank. I am not sure if this takes me to Rank 1? If so I get Melee (Blades) 1 at Rank 0 and Gun Combat (any) 1 at rank 1 which takes me to a Gun Combat 2. If I get a second specialization I will take Slug weapons.

And for the table I will do Personal again.

Personal Table: 1d6 ⇒ 3

END +1 taking me to 8 as the basic training makes me hardier.

11) MUSTER OUT / BENEFITS
I will go another term in the star force.

12) DONE

My Implant will be Armor +1.


Daneel, would you like to be a connection with me as your Contact and my Contact introduce us?


BYRON

Yes, you start at Rank 0 and achieve Rank 1.

You get a second Gun Combat rank, and that gives you a choice: You can have Gun Combat (Energy) 1, Gun Combat (Slug) 1 or you can have Gun Combat (Energy) 2.

At Gun Combat (Energy) 1, you fire energy weapons at a +1, but all other guns at +0. So the question is whether you want to become highly specialized in energy weapons or have a lesser specialization in both?


Is there a type of gun that does less damage to hulls of ships? In some systems energy damage effects objects to varying degrees and I am not sure if Traveler does that. If there is a type that a marine would be more likely to go with I will choose that to be more thematic. If not I will just take Energy at 2 and try to pirate an energy gun as soon as I can.


Marines us boarding pikes and cutlasses.

Snub pistols use slow-velocity slugs that are safer on ships, but don’t do a lot of damage.


I will pick up Slugs at 1 then if its something Marines are more likely to be trained in for space fights.


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

I like the connection idea with Daniel. We could be in the same ship, and worked the same shift.


Oh, yeah!

Jerry encountered the tooth=mawed whirly-gut monster on an idyllic planet distant from Drinax space. He was the sole survivor of the small human settlement after the monster attacked the village.

Since then, in addition to his other quirks, Jerry has been obsessive about telling people of the danger of these things.


What We Need to Proceed

1) Connections: Several of you need connections. I want you all to know each other at the start. Please look for connections. You can only get a maximum of two skills this way, but you can have any number of past contacts with the others.

Jerry, Byron has asked you for a connection.

Daneel, Byron has asked you for a connection.

Daneel, Steph has asked you for a connection.


Female Human Vespexer Sheet
Jeremiah Xavier Jaramillo-Smith wrote:

Oh, yeah!

Jerry encountered the tooth=mawed whirly-gut monster on an idyllic planet distant from Drinax space. He was the sole survivor of the small human settlement after the monster attacked the village.

Since then, in addition to his other quirks, Jerry has been obsessive about telling people of the danger of these things.

@ Jerry

Oh! You were the sole survivor, stranded on a distant planet, and more than a little traumatized?! Ray works on a ship that surveys and explores distant, lesser known planets. Ray's ship could have spotted Jerry and picked him up, giving him a ride back to Drinax. Ray would have had a whole journey to interact with the jittery, traumatized Jerry. She would have know him at his 'worst' but also would understand why he's so paranoid and worried about dangers all the time.

Care to make the connection?


Female Human Vespexer Sheet

@ Daneel

You mentioned you were going to take Thao Poloc as a contact. Ray once delivered him important information from the Imperium (and vice versa). Perhaps because of that past success he has her still deliver sensitive information on his behalf now and then. It'd be a rare occurrence these days, and his interest in her has waned (calling on Ray has become simple habit by now.).

- She could have met Daneel in passing as she goes in and out of his offices, or even in the waiting room or something. She'd be the overly casual, tough looking Vespexer hanging out in the important ambassador's offices. Whatever your connection with Thao Poloc, we could have met there.

- OR, if you're a free trader, (and since Ray's a surveyor who's rarely in the region) you likely have WAY better routes for delivering messages and goods. Maybe we met in the waiting room, only to find out Thao Poloc replaced Ray with Daneel. Ray was called in one last time to be informed her services were no longer required, and Daneel could have been there to be hired.

Thoughts?


I'm kinda gettin' excited! We're nearing actual play.

Question for the gang. I'm ambivalent on allowing a fifth term. On the one hand, it can give you the chance to round out your characters; on the other hand, it's the point at which you have to roll for the onset of aging effects.

When I was a kid and we played 1st edition Traveller, the built-in limit on terms was that you kept taking a chance of dying (the Survival roll). In theory, it was smarter to stop after 3-4 terms, but you might press your luck. In practice we were kids and just kept rolling up new characters until we got one who miraculously survived seven terms and was a retired Vice Admiral with more money than God. :-)

So anyway, I'm considering allowing a fifth term for those who want one, but not requiring it (technically, I'm not requiring any of these terms after the first one.)

Any thoughts?


I would be up for doing a 5th term. Maybe I can get some connections then. :P


Byron Hasperson wrote:

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?

Certainly!

Jerry and your character must have both inquired about the inconsistencies in communications and shipping documents, but taken different tacks in following up. Your character went public, and got his career scotched, while Jerry lied and talked his way out of any blame.

Hopefully that is acceptable.

Jerry will hold off taking a skill.


- Ray - wrote:
Jeremiah Xavier Jaramillo-Smith wrote:

Oh, yeah!

Jerry encountered the tooth=mawed whirly-gut monster on an idyllic planet distant from Drinax space. He was the sole survivor of the small human settlement after the monster attacked the village.

Since then, in addition to his other quirks, Jerry has been obsessive about telling people of the danger of these things.

@ Jerry

Oh! You were the sole survivor, stranded on a distant planet, and more than a little traumatized?! Ray works on a ship that surveys and explores distant, lesser known planets. Ray's ship could have spotted Jerry and picked him up, giving him a ride back to Drinax. Ray would have had a whole journey to interact with the jittery, traumatized Jerry. She would have know him at his 'worst' but also would understand why he's so paranoid and worried about dangers all the time.

Care to make the connection?

Jerry is still a fairly decent sort, despite the startling at loud noises and his obsessive need to discuss the threat presented by the whirly-gut monsters. The extended period of limited social interaction of jump-space was probably just the thing to get him settled.

Jerry will likely take Science (Xenology) because of his obsessive need to learn more about the whirly-gut monsters.


Jerry might take a fifth term, if the fourth term doesn't do him in!


Jerry might do a fifth term, if his fourth term doesn't do him in.


UPP: 797A45+8

I'd be happy with any/all of the connections suggested:

Steph - definitely like the idea of working together on the Dogged Discovery. Maybe Daneel was involved somehow in your potentially lucrative deal? He might have brought the deal to your attention, or maybe he tried to talk you into it before you decided it was too much of a risk (he can be a bit reckless at times)?

Jerry - I'm game to have met through our contacts(Imperial Consul Poloc and Princess Rao). Did you have some idea why they introduced us to each other?

Ray - I hadn't pictured Daneel actually doing any work for Thao Poloc (see next message), so the first scenario you present sounds better to me. I imagine Thao had Daneel in his offices for several sessions of interviews, so there would have been a number of opportunities to cross paths.


UPP: 797A45+8

As for how Thao Poloc became a contact for Daneel, I imagined they met in passing while Daneel's ship was making a stop at the Floating Palace. Thao learned that Daneel was from Asim, and - in his role as a historian - he was interested in recording a point of view of the annexation of Asim from the Asim side of things. He arranged to interview Daneel over several sessions. The two of them got along fairly well, so towards the end of the interview, when Daneel asked for his help, Thao agreed to help Daneel figure out which of the Drinaxi Lords killed Daneel's father.


Female Human Vespexer Sheet

@ Jerry and Daneel - Awesome! I'm in.

@ GM - Before I pick my skill for my second connection I have a question:
- Does the ship we're going to get have weapons, and if so, what kind? I'm contemplating taking Gunner (turret) 1 or something.

Note for self:
also considering: Athletics 2, melee (bludgeon) 1, Survival 3


DANEEL - Will you connect with Byron on his third term?

RAY - Maybe. Probably. You got a crystal ball?

Kinda hard to be a pirate without weapons, though. You can count on them not being Ortillery or Capital (maybe in the future!), so Turrets is a good choice.


Female Human Vespexer Sheet
Traveller Referee Tarondor wrote:
RAY - Maybe. Probably. You got a crystal ball?

Yup! It's called YOU.

I'll take gunner (turret) 1 for my connection skill.


Daneel seems to be confusing Jerry with me. I am the one with the Rao contact.

Jerry did you see my proposed contact for Term 2?


WHAT WE NEED TO PROCEED

1) Resolve whether BYRON gets a third-term connection (there's always Term 4).

2) BYRON, you and JERRY seem to have made a Second Term connection over your failed investigation of the higher-ups. What skill did you take as a result?

3) BYRON, you gained a Pilot (?) 1 in your third term. What is your specialization? Small Craft or Spacecraft?

4) STEPH, you crewed with Daneel aboard Dogged Discovery in your third term. What skill did you take as a result?


I will take Electronics with the Connection from Term 2 and Spacecraft as my specialization.


UPP: 797A45+8

Yep, I got Jerry's and Byron's names switched in that last post. Should have been:

Byron - I'm game to have met through our contacts (Imperial Consul Poloc and Princess Rao). Did you have some idea why they introduced us to each other?


Rao wants to create a grand coalition of planets and I was her pilot. So I assisted her in traveling to speak with Poloc while you were with him and during their long meeting or series of meetings we were left outside the room and got to know each other.


With my connection to Daneel I will take my second point for Astrogath 1


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

I would be down for a fifth term.

Her skill will be Broker 1, please.

How are we doing on skill? Anything clearly lacking?


List of Skills You Ain't Got At All
Art
Explosives
Heavy Weapons
Leadership
Navigation (not astrogration)
Seafarer
Steward
Tactics

In addition, I note that although you do have one Science skill (Xenology), you have none of the following:

Archaeology
Astronomy
Biology
Chemistry
Cosmology
Cybernetics
Economics
Genetics
History
Linguistics
Philosophy
Physics
Planetology
Psionicology
Psychology
Robotology
Sophontology

I offer no opinions as to whether you're lacking anything critical. That's for you to decide.

Remember that after the last term, the team will choose a package of skills and share them out, so you will pick up some more skills.


FOURTH TERM

No one is required to take a fourth term. If you're good where you are, you need not risk Mishaps or Injury.

Each of you who is continuing 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.

University or Military Academy are no longer valid choices. You're too damned old!

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

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.

6) SURVIVAL
Roll for "Survival". If you do not "survive", go to Step 10 and Muster Out. You're done with this term.

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.

Remember that you while you can have any number of connections, you can only gain a total of two skills for them.

9) COMMISSION
Not all careers come with the possibility of a commission. But the military careers 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.

10) ADVANCEMENT
If you did not gain a commission, 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 another term in the same career, add 4 years to your age (you are now 34). Stop. You're done.

If you choose NOT to pursue a second term in the same career, add 4 years to your age (you are now 34) and proceed to Muster Out.

12) DONE


When you get to step 11, consider whether you want to take a Fifth term. You'd be 38 and possibly face aging consequences.

If you elect to take a fifth term, roll right into it. I see no reason to wait.


1. CAREER

Jerry looks forlornly at the adolescents heading to university. He has practical experience and wants to learn more about how to fight the whirly-gut monsters.

So he decides to become a Scholar. Specifically, a Scientist since it seems less dangerous than a Field Researcher.

2. QUALIFICATION
Qualification (INT 6+): 2d6 + 2 ⇒ (5, 1) + 2 = 8

Close, but he makes it! Skipping ahead to 5.

5. SKILLS
Rolling on Service Skills table ...
Service Skills: 1d6 ⇒ 1

Drive 1. Speciality will be Tracked.

6. SURVIVAL
Should not be too hard ...

Survival (EDU 4+): 2d6 + 0 ⇒ (5, 3) + 0 = 8

Whew!

7. EVENTS
Let's see ...

Events: 2d6 ⇒ (4, 4) = 8

Oooh! Jerry has a chance to commit academic malfeasance. Of course, anything is justified in the pursuit of knowledge concerning the whirly-gut monsters ... so, Jerry tries to circumvent some of the hidebound rules of the bureaucracy.

Brilliant Use of New Information (Admin 8+): 2d6 + 1 ⇒ (3, 3) + 1 = 7

Unfortunately, Jerry pisses off one of the old fogies (making an Enemy) and loses any benefit from this term.

8. CONNECTIONS
Jerry already has his two skills, but someone can also get involved in Jerry's little "misunderstanding" about academic rules.

10. ADVANCEMENT
Maybe things will turn out better ...

Advancement (INT 8+): 2d6 + 2 ⇒ (4, 4) + 2 = 10

Obviously, not everyone at the Academy is set against Jerry.

Jerry is now Rank 1 and gains Science 1. Maybe there are clues about the whirly-gut monsters in the ruins of previous civilizations? He will take Science (Archaeology) 1

Jerry will continue for another term.


FIFTH TERM !!

Jerry is continuing in the same Career and Assignment, so no Quallification Rolls or the like.

5. SKILLS
Going to try the Service Skills table again ...

Service Skills: 1d6 ⇒ 6

Another Science! Jerry will look to the stars, and take Science (Astronomy) 1.

6. SURVIVAL
Testing his luck again ...

Survival (EDU 4+): 2d6 + 0 ⇒ (4, 5) + 0 = 9

Whew! Maybe Jerry should have started out as a Scholar?[/b]

7. EVENTS
Events: 2d6 ⇒ (2, 1) = 3

Unethical Research? Sure, experimentation on living sophonts did make Jerry squirm a bit, but he beat his conscience into submission and convinced himself it was for the greater good in the fight against the whirly-gut monsters. There is a price to be paid in the pursuit of knowledge!

Jerry gets an extra Benefit roll (Take that! You hidebound old fogies!) and two more Science skills. History and Physics.

Of course, not everyone agrees. Jerry gets some more Enemies.
Enemies (of the pursuit of knowledge): 1d3 ⇒ 1

It appears that Jerry is rapidly gaining a reason to head for the hinterlands.

8. CONNECTIONS
If anyone wants ...

10. ADVANCEMENT
Let's see if Jerry can continue to be a rising star in the field of whirly-gut monster research.

Advancement (INT 8+): 2d6 + 2 ⇒ (1, 1) + 2 = 4

No such luck.

11. MUSTER OUT
Jerry decides to call it quits, since he is getting up in years. He still gets two Benefits rolls.

Benefits: 1d6 ⇒ 5
Benefits: 1d6 ⇒ 2

He gets some Scientific Equipment and EDU +1.


1) CAREER

I am a marine.

2) QUALIFICATION

No Change.

3) CHANGING ASSIGNMENTS

No Change

4) DRAFT OR DRIFTER

Not needed.

5) SKILLS

Service Skills: 1d6 ⇒ 3

Tactics 1 as I prep for officerhood (that may never rear its head).

6) SURVIVAL

Star Marine Survival END 6+: 2d6 ⇒ (4, 2) = 6

Close but good enough to keep it rollin'.

7) EVENTS

Events: 2d6 ⇒ (5, 1) = 6

I am sent to assault an enemy fortress.

Gun Combat (Energy, Slug)+Dex 8+: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7

Things go bad and I take a permanent Injury and lose I lose 1 from STR.

8) THE CONNECTIONS RULE

I have 2 skills but I will wait to see what people get to make more connections.

9) COMMISSION

Commission SOC 8+: 2d6 ⇒ (1, 1) = 2

Wow...definitely not officer material apparently.

10) ADVANCEMENT

Advancement EDU 6+: 2d6 + 1 ⇒ (5, 4) + 1 = 10

I advance as an NCO pretty easily though.

Personal: 1d6 ⇒ 5

Melee (Unarmed) it is.

11) MUSTER OUT / BENEFITS

I am going to stick with Marines one more time. I just turned 38 last Saturday so its obviously a sign I tell you. :D

12) DONE


Human Bounty Hunter

1) CAREER

Final Marine Chapter

2) QUALIFICATION

Not Needed.

3) CHANGING ASSIGNMENTS

Star Force all the Way!

4) DRAFT OR DRIFTER

Nope.

5) SKILLS

Can I pull out Heavy Weapons or Stealth?

Service Skills: 1d6 ⇒ 4

Heavy Weapons it is.

6) SURVIVAL

Star Marine Survival END 6+: 2d6 ⇒ (5, 3) = 8

I am a Survivor!

7) EVENTS
Events: 2d6 ⇒ (4, 2) = 6

I am assaulting a second fortress. Seems bright!

Gun Combat (Energy, Slug)+Dex 8+: 2d6 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8

I successfully take the tower! I gain Leadership.

8) THE CONNECTIONS RULE

Ditto from the previous roll. I will accept what works out when others are finished.

9) COMMISSION

Commission SOC 8+: 2d6 ⇒ (1, 2) = 3

Wah Wah Wah.....Apparently having leadership and storming a tower was just not enough. I apparently really suck at impressing my superiors.

10) ADVANCEMENT

Advancement EDU 6+: 2d6 + 1 ⇒ (4, 5) + 1 = 10

I advance to Lance Sergeant and gain Leadership 1. I am not sure if this is boosted to 2 with the event Leadership or if I go from 0 to 1. Sad that I couldn't get some of the Advancement rolls into Commissions. Oh Well.

Personal hoping for 3: 1d6 ⇒ 1

And that is +1 STR instead of the +1 END but not bad.

11) MUSTER OUT / BENEFITS
I will be mustering out at this point. I get three term rolls and rank 3 for two additional rolls of bennies.

Benefit roll: 1d6 ⇒ 1

I take the Armor.

Benefit roll: 1d6 ⇒ 2

I take Int +1.

Benefit roll: 1d6 ⇒ 1

I take Cr2000.

Benefit roll: 1d6 ⇒ 5

What is TAS Membership?

Benefit roll: 1d6 ⇒ 1

I take Cr2000.

12) DONE


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

FOURTH TERM
No one is required to take a fourth term. If you're good where you are, you need not risk Mishaps or Injury.
Each of you who is continuing should now do the following:
1) CAREER
Steph is good with being a Free Trader.

5) SKILLS
This time she goes with Advanced Education

Education: 1d6 ⇒ 4
She leans to be a better Pilot. This time she goes with Pilot: Small craft.

.
6) SURVIVAL
Do I Survive?: 2d6 ⇒ (4, 3) = 7

She survives. Whew.

7) Event

What Happens?: 2d6 ⇒ (1, 2) = 3

I'm offered the opportunity to smuggle some items onto a planet. She decides to take a chance on this. She fails and her shipment of unauthorized tech is found.

Deception 8+: 2d6 + 1 ⇒ (1, 1) + 1 = 3

It doesn't say what happens if I fail, just what happens if I don't accept the offer.

@Jerry: I could have been smuggling you things for your event.

Advancement:

Int 6+: 2d6 + 1 ⇒ (5, 2) + 1 = 8
I advance, but get nothing for advancing.


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

Aging: 2d6 - 4 ⇒ (2, 5) - 4 = 3

I think I'm ok.

1) CAREER
Steph is good with being a Free Trader.

5) SKILLS
This time she goes with Advanced Education

Education: 1d6 ⇒ 1
She learns Engineering.

6) SURVIVAL
Do I Survive?: 2d6 ⇒ (4, 1) = 5

Nope she doesn't survive.

Advancement:

Int 6+: 2d6 + 1 ⇒ (2, 3) + 1 = 6
The first time I previewed it was a 13.
I advance, I get the title Experienced Trader, and Jack-of-All Trades 1.

She was in this career for three terms, and reached rank 3. That's a total of five rolls.

Benefit Term 3: 1d6 ⇒ 3 EDU + 1
Benefit Term 4: 1d6 ⇒ 5 Ship Share (Which I think is Somethign Different?)
Benefit Term 5: 1d6 ⇒ 6 Free Trader
Cash Bonus Roll: 1d6 ⇒ 6 40,0000
Cash Bonus Roll 2: 1d6 ⇒ 5 20,000


JERRY

Wow! From nobleman to obsessed scholar. Quite a career shift. I think I can see why Jerry’s going to become a pirate.

We need to define your enemies. Scholar Voha of the Scholar’s Tower comes to mind, but since you kept advancing, maybe he is secretly on your side (which would work well for the story).

Why don’t you make up some folks who hate you?

You also need to pick your scientific equipment.

p. 45 of the Core Rulebook wrote:
Scientific Equipment: Gain any one piece of scientific equipment with a limit of Cr2000 and TL 12.

The book doesn’t define “scientific equipment” and the closest thing I can find is “Sensors”, which include:

EM Probe - TL 10 - This handy device detects the electro-magnetic emissions of technological devices, and can be used as a diagnostic tool when examining equipment or when searching for hidden bugs or devices. 1000 cr.

Binoculars - TL 8- TL8: Electronic enhancement allows images to be captured; light-intensification allows them to be used in the dark., 750 cr.

Switching to the Central Supply Catalog, I find:

Light Intensifier Goggles - These goggles allow clear, monochrome vision up to 18 metres in anything less than total dark. While some light is required to produce this effect, anything approaching normal daylight conditions severely degrades the clarity of the view and the range. At TL9, light intensifier goggles are combined with IR
goggle as one unit., 1250 cr.

Portable Computer - TL 12 - 0.5 kg - Computer/3 - 1000 cr
Software - Expert 1 - TL 11 - 1,000 cr
Intelligent Software - TL 11 - 1,000 cr
Translator - TL 1 - 500 cr.


BYRON

I played around with your skills (to your benefit).

Your last Advancement got you Leadership 1. That would be wasted because you already had Leadership 1. Gaining “Leadership” would have gotten you Leadership 2, but gaining “Leadership 1" means just that.

Since your Term 5 event gave you the choice of Leadership or Tactics (Military), I swapped out Leadership for Tactics. But since you already had Tactics and had been hoping for Stealth, I went further back to your fourth term and swapped out Tactics for Stealth.

Got it?

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Define your Heavy Weapons specialty. Your choices are: Artillery, Man-Portable and Vehicle.

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“TAS Membership” is Traveller’s Aid Society - a very nice organization that gives you ticket upgrades and such. But in this game, it’s changed.

p. 35 of the Player’s Guide 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, pick yourself a skill, Marine!

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Also, you got some armor. You need to define it.

p. 45 of the Core Rulebook wrote:
Armour: Select any type of armour with a limit of Cr10000 and TL 12.

Which is kind of silly, because everything below 10,000 cr is -way- below, while several are just above.

However, Protec Suit is a TL 9 +4 Armor set of clothes that looks like a business suit. Cost: 500 cr.

Cloth armor TL 12 costs 750 cr. It gives +4 Armor, but can be worn under other armor.

Perhaps the right one is TL 10 Poly Carapace armor. It gives +10 armor and costs 10,000 cr.

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Since Drinax doesn't have Marines per se, I've been thinking about where you could have served. One idea would be the Imperium, but
you're too late to have fought in the Fourth Frontier War (21 years in the past) and too early for the Fifth Frontier War (two years into the future). There could of course have been small-scale actions at any time.

Another idea that intrigues me is the General Development Corporation (GeDeCo). If you like the idea, then GeDeCo used your unit to assault a rebel fortification on Vorito (GeDeCo's sector headquarters) and later on Ergo, taking out a large band of brigands and cannibals.


STEPH

4th Term - You wrote:

Steph wrote:
I advance, but get nothing for advancing.

You always get a roll for advancing. So pick a chart and make a roll!

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5th Term -

Sadly, you failed to “survive”. That means two things:

First, you immediately roll on the mishap table.

Second, you immediately leave your career (unless the mishap table says otherwise). That means no Advancement is possible and you lose the Benefit roll (in this case rolls) for that term.

So, please do the following:

1) Roll on the Mishap Table.
2) Since no Merchant mishap keeps you in the career, you forgo any Advancement (which is too bad because Jack-of-All-Trades is fun).
3) Unless you rolled a “6" on the Mishap table, you lose any benefit roll from this term, so we’ll drop the last two rolls you made, losing you 60,000 credits.

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Finally, ship shares means ship shares (but in this campaign you don’t put them towards a ship mortgage; you put them towards repair of your Drinaxi Harrier).

However! “Free Trader” would ordinarily mean that you got an actual (beat-up) free trader vessel. In this campaign it means that you gain an additional d3 ship shares. Please make that roll now.


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

What Horrible Mishap Happens to Sthep?: 1d6 ⇒ 6
Ship Share: 1d3 ⇒ 2

Wow I actually got a six on the Mishap Table.

Missed the first roll for term 4.

Personal Development: 1d6 ⇒ 5
I get a language. I assume there are specific languages for this campaign that I can choose from.


STEPH

Languages: Here's what I told Ray when she got a Language:

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.

For what it's worth, Ray now speaks Trokh. And actually after Anglic, that's going to be the most common other language in this campaign, so not a bad choice for you too.

Vilani, Zdetl, Oynprith and Gvegh aren't going to come up often, though they might come up once or twice. Of these, the most common in the Trojan Reach will be Vilani, then Zdetl, Gvegh and Oynprith.

Your call.

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Since you got a 6 for the Mishap table, you get your full Benefit rolls (yay!) but you get no Advancement roll.

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Also, you need to pick an Engineering speciality (Maneuver-Drive or Jump-Drive).


The changes to skills is good. Stealth is a nice thing to have.

I will take Explosives with the TAS change. Blowing stuff up can do wonders in a game.

I rolled three armors or cash. Can I take Armor twice and get a Cloth Armor and Poly Carapace? The stealthy armor has a lot of potential, but a marine would of course want Poly Carapace. If so I do this and only have Cr2000.

For Heavy Weapons I will opt for Man Portable.


oops! I forgot to roll for Advancing in Term 4.

Advancement Skill Roll (Service Skills): 1d6 ⇒ 2

Electronics! With a specialization in Computers (to go with that handy portable computer).


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

I'll choose Trokh.

I'll take maneuver drive for my specialty.


Byron Hasperson wrote:
I rolled three armors or cash. Can I take Armor twice and get a Cloth Armor and Poly Carapace? The stealthy armor has a lot of potential, but a marine would of course want Poly Carapace. If so I do this and only have Cr2000.

Why do you say you rolled three armors or cash? You chose, did you not?


So now we just need Ray and Daneel to do their fourth and fifth terms before we move on.

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