Mongoose Traveller (Inactive)

Game Master Daniel Stewart

Travellers' Aide Alert.....
This game could be hazardous to your health, but still lots of fun!


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Liberty's Edge

1 person marked this as a favorite.

Thinking about starting a Traveller game if I can get enough interest. So who wants to play?
Just using the core book to start.

Dark Archive

I'd be kind of interested, and have the book (well the pdf) but I haven't actually played it before (in any iteration)

Of course with the semi-random character creation, it's kind of hard to post a concept.

Liberty's Edge

LOL..I know what you mean...I usually try for a theme...pilot, soldier, engineer, etc. It sometimes works out...and sometimes you start as one thing and end up another!! Kinda what I like about the character generation.
I am new coming back to the system...its been a number of years since I last played, but I think we should be able to get by...it is not a very difficult system to run, I should think! (or hope!!)

Grand Lodge

I would be interested :)

Liberty's Edge

Hi Mark...well if we can get 2 more players, then we will be good...do you have the book??

Grand Lodge

Yeah, I've got a copy of the Pocket Rulebook (MGP 3809). That work?


Count me in. Have to get a copy of mongoose edition.


I would be interested as well. Would you be allowing Psions?

If not, no biggie. :) I was thinking Scout or Merchant...

Dark Archive

If this takes off (geddit?) I'd quite like to play a physician type. Character creation permitting of course.

In other words, I'll fail all my career rolls and be a drifter owing a fortune in medical bills.


Interested as well. I'll get the pdf a little later this week.

Liberty's Edge

Awesome..well it looks like we have enough players, and if you need a copy of the pdf, I believe thy made book 0 free on the website. Now how do you want to go about making characters. I have no problem trusting you all to roll up characters at home then post the results here online, if you want. As for psionics, if you roll it as an event, then go ahead and test to see if you have any power (as per rules on page 152 of the rule book)
Look forward to seeing what we have...oh, and max terms of 6. I will get to choose skills from the Starship Skills Package, as per page 38 of rule book.
So dig in and start making those characters!!

Liberty's Edge

here is a link to the free pdf of Book 0; Introduction to Traveller
Introduction to Traveller


I'll get the full book ;)
And I think I'll roll everything here on the forum...like to be on the up and up ;D

Liberty's Edge

no problem...up to you, but like I said, I think I can trust you..lol but I must admit I do really like to see what people roll!!

Grand Lodge

I've only played 1 other time, but I've rolled up a few characters to try and understand the system. I'd prefer to roll mine in a Discussion thread to sort of step through it all, as it were.

Liberty's Edge

again not a problem..feel free to roll away, and if you want some help...well heck thats what I am here for...lol

If you wanted to do it online together, we could also try at Roll20 web site. Just tell me what is best and we can work something out


Got room for one more?

Liberty's Edge

I think we can squeeze one more in....that will give us 6 if everyone stays, so that is a good number!
Closing recruiting for the time...if people drop, we can open it up again!

Dark Archive

I'm GMT so I doubt I'm online at much the same time as you lot, if it's no problem I'll roll up offline (I'll record everything) I don't mind online die rollers but for that much rolling it gets a bit irritating.
But I'll roll my initial statistics on here:
2d6 ⇒ (5, 2) = 7
2d6 ⇒ (1, 4) = 5
2d6 ⇒ (5, 6) = 11
2d6 ⇒ (2, 3) = 5
2d6 ⇒ (5, 6) = 11
2d6 ⇒ (3, 5) = 8

Assuming Preview tells me what the dice roll, I think I'll start with
STR 5
DEX 7
END 5
INT 11
EDU 11
SOC 8

Seems reasonable for medical professional. Will have to remind myself how the rest works.

Dark Archive

Okay, Character in Progress, just got stuck on a term, which I'm not 100% clear how to carry on, see notes at the end.

I should note that I've made a fair few characters previously (not played but rolling up characters is almost a game in itself) and only had one this competent (that one actually ended up an Admiral iirc). Makes me wish I'd used the roller just to show I'm not cheating...

Also, not really a doctor, but had a go:

Myrian Sonor

Spoiler:

STR 4 (-1) (-1 from aging)
DEX 7 (+0)
END 5 (-1)
INT 12 (+2) (+1 from Term 2 Muster Out)
EDU 11 (+1)
SOC 9 (+1) (+1 Term 6 Muster Out)

Rank: Scientist/Physician Rank 1 (3 benefits) Agent/Intelligence Rank 4 (6 benefits)

Skills
Admin 0
Advocate 1
Animals 0
Comms 3
Computers 1
Deception 1
Diplomat 0
Drive 0
Gun Combat (energy pistol) 1
Investigate 2
Life Sciences 0
Medic 3
Pilot (small craft) 1
Pilot (spacecraft) 1
Recon 1
Sensors 1
Stealth 1
Streetwise 0
Zero-G 1

Gear
35,000 credits, Wafer Jack, Forensics Toolkit, Laser Pistol

2 Ship Shares

Retirement Pay: Either none or 12,000, not sure if it’s supposed to be total terms or terms in one career?

Weapons
Laser Pistol: 2d6+1 attack; 3d6 damage; 100 magazine (have assumed muster benefits are at lowest TL?

Persona
Myrian is driven, tending to pursue a goal to completion, despite giving up on her original dreams as a doctor (which to be fair were more her family’s dream than hers) she has pursued her tasks doggedly.
She is also a little skittish, while perfectly capable of sitting still and projecting calm, when people aren’t watching she’s constantly glancing at doorways, and checking on her companions. Undercover work was not her forte and has left her somewhat paranoid.

Appearance
Myriam is pretty, but serious, often caught scowling when she doesn’t think cover it up. While her 42 years show on her appearance, her life in the Agency kept her in reasonable shape, though she’s always been a little too skinny and unsettled. She’s fairly short at a little under 1.6 metres and her skinny physique weighs in at 52kg. Her hair is naturally blonde, though has been recolored often

I decided to write narrative as rolls unfolded, apologies if this gets disjointed. I’ve tried to include notes about where other characters could have crossed paths. The narrative/background is subject to change to closer link with other characters/campaign.

Myrian's homeworld is Sophiris, a High Technology Garden world, it should be a paradise, but the rich tend to get richer while the poor get driven to work the dirt. Myrian’s family were part of a fading middle class, and spent much of their fortune to submit Myrian for entry to the Sophira Academae.
Gains 4 Background skills: Admin 0, Animals 0, Computers 0, Drive 0.

1st term (18 years)
Qualification Roll 6 (+1 INT DM)
With a lot of relief, her family’s spending doesn’t go to waste and she qualifies for entrance to the Acadamae and gains her basic training as a scientist (Comms 0, Computers 0, Diplomat 0, Medic 0, Investigate 0, Any (Life) Science 0) & chooses to specialise as a Physician, (Gain Comms 1 from specialist table, Survival: 6 +1Edu DM) where she is allocated to a secret project for the Acadamae (Event 4, gain Medic 1) working to implant a sophisticated communicator into a special agent (Advancement Roll 7 +1EDU DM, barely a pass, but a pass nontheless, gains medic 1 from rank 1, which has no effect, also rolls medic on Specialist Physician table which ups medic skill).
Connection: Involvement with the spy either as that class or involved otherwise.

2nd term (22 years)
Now practising as a physician at the Arrisian Hospital Myrian finds her skills are put to the test, and steadily improves them (Specialist: Physician roll 1 - Medic, Survival 6+1EDU=pass). Recalling her previous involvement, Myrian finds herself involved in another secret project by her mentors at the Acadamae, this time in a higher level role (gaining Computers 1) running diagnostics on implanted cyberware.
Connection Again, as test subject or as someone else involved in the project, leaving room for anyone to be involved.
Bored with life as a physician after seeing somewhat other things available Myrian retires from the profession (advancement roll 2, <= to number of terms forced to leave - but no mishap roll at least - Muster Out - Cash 2=10,000, Other 1, 3 +1Int, 2 Ship Shares)

Term 3 (26 years)
Gaining a taste for the clandestine life, Myriam’s prior experience just about qualifies her for the role of Intelligence Agent (qualification 5 +2 Int, -1 prior career), gaining the basic training required (Streetwise 0, Drive 0, Investigate 0, Computers 0, Recon 0, Gun Combat 0), she is then sent off system, pursuing a series of murders, suspected to be the work of the Zero terrorist group. She learns quite a lot over the course of this investigation, but her team doesn’t manage to trace the group to it’s base of operations (Advanced Education roll 1: Advocate, Survival 8 +2 Int, Event 10: Pilot (small craft) 1, Advancement 6+2Edu, learn Deception1 from rank & Investigate from advancement skill)
Connection as part of a small crew could have served with nearly anyone, could also link with other investigators or soldiers pursuing the terrorist group from their own angle?

Term 4 (30 years)
Myrian spends the next 4 years tracking the Zero group, her team taking down several of their operatives, but never getting close to the leaders, more resources (and a bigger ship) are allocated to the project following a series of bombs detonated at Astoria spaceport (spec Int: Investigate; Survival 6+2Int; event 10 (again!); Pilot (spacecraft 1), Advancement 11+2Int, gain investigate 1 (ignored) & stealth(specialist intelligence table), Aging 5-4=1, no effect)
ConnectionsSame as Term 3, could also pull anyone in a connection with bombings at spaceport

Term 5 (34 years)
Finally catching up with Zero, Myrian is forced upon her prior skills as doctor to treat one of their wounded lieutenants. managing to implant a bug in the wounded terrorist to trace his movements...
(Spec Int: Recon; Survival 7+2Int; event 3: 7+2Investigate; gain Deception, Advancement 5+2Int, Advanced Education Comms, Aging 8-5=3, no effect)

Term 6 (38 years)
Not sure how this one goes, should an attribute be added to the Deception check (even if so it’s probably +0 from SOC anyway.
Does suffering a Mishap force you out of the career or is that only if you fail the survival check? This is the last term anyway, but would be nice to know if I still get Advancement roll for extra benefits? (assuming so for now, but will amend if not)
Using the trace planted earlier, Myrian infiltrated Zero undercover, using her medical skills to prove useful to the group, but keeping her off the frontlines. After a year undercover she gained the opportunity to transmit the leader’s location to her superiors.
However her skills were not up to the task and she was forced to flee, sending a distress signal and hiding in a Zero-G suit in a derelict ship, finally picked up hours later by her Intelligence colleagues.
Deciding enough was enough Myrian took retirement, and despite her disastrous final mission left in good standing.
(Specialist Intelligence: Recon; Survival 9+2Int; event 8: Deception Roll 6+1 Deception, Fail - Rogue Mishap 4: gain Zero-G 1; Advancement 5+2Int Gun Combat (energy pistol) 1; Spec Int: Comms; Aging 6-6=0, -1STR)
Connection rescue team/random passers by responding to distress signal. Terrorists?

Muster out benefits (x8): 25,000 cash; Scientific Equipment x2 (Forensics Kit; +1 Sensors skill), +1Soc or Combat Implant x2 (Wafer Jack, +1 Soc); Weapon

NB: Behind Spoiler tags for brevity, not keeping any secrets, particularly since the connections rules are there to tie us together.


Well here goes nothing.

Spoiler:

Step one stats. Just going to go straight down the line.

str: 2d6 ⇒ (5, 5) = 10
dex: 2d6 ⇒ (4, 2) = 6
end: 2d6 ⇒ (5, 6) = 11
int: 2d6 ⇒ (4, 3) = 7
edu: 2d6 ⇒ (2, 1) = 3
soc: 2d6 ⇒ (6, 4) = 10

Step two homeworld.

2 skills

Comes from a agroculture, poor, low tech, low pop planet

Taking Trade 0 and Survival 0

Age 18

1st career Noble Admin Hereditary rule learning the job.

Auto qualify for station.

Service skills
Admin 0
Advocate 0
Comms 0
Diplomat 0
Investigate 0
Persuade 0

Spec Admin table
1d6 ⇒ 1 is admin so admin 1

Survival

2d6 ⇒ (6, 2) = 8 check

Event

2d6 ⇒ (3, 3) = 6 Admin 1 rank so admin 2 and rival

Advancement
2d6 - 1 ⇒ (5, 5) - 1 = 9 Advanced in rank.
Age:22

Will continue working on him when I come back from work. This took longer than I expected.

Grand Lodge

Character Generation Checklist:

Step 1: Characteristics

(Remove the 1s and it'll generate your rolls)
Roll 1: [1dice]2d6[/dice]
Roll 2: [1dice]2d6[/dice]
Roll 3: [1dice]2d6[/dice]
Roll 4: [1dice]2d6[/dice]
Roll 5: [1dice]2d6[/dice]
Roll 6: [1dice]2d6[/dice]

Assign to taste:
STR:
DEX:
END:
INT:
EDU:
SOC:

Step 2: Homeworld
a. Homeworld Traits (pick 2):
b. Background Skills: 3 + EDU DM. Start with Homeworld Traits, pick additional from Education list.

Step 3: Career
a. Career:
b. Roll to qualify:
c. If success go to Step 4.
d. Draft or Drifter.

Step 4: First time on this career, get your basic training.

Step 5: Choose a specialization for this career:

Step 6:
a. Choose one of the Skills and Training tables for this career and roll:
b. Roll for survival:
c. If success go to Step 7.
d. Force out, roll on the Mishap table, then go to Step 9.

Step 7:
a. Roll for Events:
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement:
b. If success choose one of the skills and training tables for this career and roll on it: . Increase your Rank and take any bonus skills from the Ranks table for this career.
c. If you roll less than the number of terms spent in this career, you must leave this career.
d. Military characters can roll for commission instead of rolling for advancement.

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging.

Step 10: If you are leaving the career, roll for Benefits:

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Step 12: Finalize any Connections with other characters.

Step 13: Choose a Campaign Skill Pack and allocate skills from that pack.

Step 14: Purchase starting equipment and, if you can afford it, a spacecraft.

Liberty's Edge

All are looking great! Thanks Mark for the checklist...if anyone is unsure how to proceed, just take a look at Mark's Character Generation Checklist.
Whenever you gain an alley, I want to try and weave your story into the other players so that you will have connections before we start (and maybe a reason to be together)

Spinningdice: All looks good. If you could make your Alias and add all the information you have in your spoiler that would be fantastic! On page 8 of the rulebook it does say if you fail you survival you roll on the mishap table and it forces you to leave the service. You also do not get the benefit roll for that term.

Havocprince: Looks good so far. Cannot wait to see how it turns out!!

All others: If you are having problems, or are not too sure how to proceed, just drop me a line here and I will get you going. As I said before, when gaining allies I want to try and weave the other PC's into your story, so do not worry too much about fleshing these people out in your background.

Dark Archive

I know it says if you fail your survival roll and go to mishap it forces you to leave the service, however, i was forced to roll on a mishap table by an event, I wasn't sure it still applied.
It's only a case of losing a skill and a couple of benefits so it's not difficult to drop back anyway.

Liberty's Edge

I think that is correct....that is kinda how I read it...anyone else want to weigh in on the wording?


Event table specifies it doesn't kick you out.

Liberty's Edge

Well there you go...I just came across that as well...my mistake I though you failed your survival roll and had to roll on the mishaps table, not as an event....so take your skill and extra benefit!!!


Ok Rollin'

2d6 ⇒ (6, 1) = 7
2d6 ⇒ (6, 2) = 8
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (4, 2) = 6
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (6, 5) = 11

Hmm, not the best ever...
Str 4 -3 from aging
Dex 5 -1 from aging
End 6 +1 END from advancement, -3 from aging
Int 10 +1 DM + 1 Int from benefit, +1 from personal dev
Edu 12 +2 DM + 1 EDU from personal development
Soc 4 -1 DM

Age 18 + 4 + 4 + 4 + 4 + 4 + 4 + 4 = 46

Gonna come from High Tech, High Pop world
get 4 basic skills
Computers 0
Streetwise 0
Physical Science 0
Space Science 0

First Career - Scholar 4 years - Rank Scientist 1:

Qual roll Int 6+2d6 ⇒ (6, 4) = 10 Success!!
Basic Training

Comms 0
Computers 1
Diplomat 0
Medic 0
Investigate 0
Any Science 0

Skill & Training 1d6 ⇒ 2 Personal Development : +1 EDU

Specialty : Scientist
Survival Roll : EDU 4+ 2d6 ⇒ (3, 5) = 8 Success!!
Rank +1 Physical Science 1 gained
Event Roll:2d6 ⇒ (4, 6) = 10 Bureaucratic Mess ! gain Persuade 1
possible connection

Advancement Roll Int 8+ 2d6 ⇒ (4, 3) = 7 Fail!
Leaving Career Age +4
Roll for Benefits (2 rolls due to Rank 1)
Benefit 1d6 ⇒ 1 +1 Int
Cash 1d6 ⇒ 5 40000

2nd Career - Scout 4 years - Rank Exploration 0:

Qual Roll Int 5+ 2d6 + 1 ⇒ (2, 6) + 1 = 9 Success!!
Basic Training

Astrogation 0

Skill & Training 1d6 ⇒ 3 Advanced Education : Engineer (Any) 0
Specialty:Exploration
Survival Roll: End 7+ 2d6 ⇒ (3, 1) = 4 Fail !
Mishap Roll:1d6 ⇒ 1 Severly injured in action , Take lower of 2 rolls
1d6 ⇒ 4
1d6 ⇒ 3 -> missing eye or limb, -2 to str or dex
Leaving Career Age +4
Roll for Benefits
Cash 1d6 ⇒ 4 30000

3rd - career - Navy - Rank NCO 6:

Qual Roll:INT 6+ 2d6 + 1 - 2 ⇒ (2, 5) + 1 - 2 = 6 Success!!
Basic Training

Mechanic 0

Skill & Training 1d6 ⇒ 4 Personal Development +1 INT
Specialty : Engineering
Survival Roll Int6+ 2d6 + 1 ⇒ (2, 4) + 1 = 7 Success!!
Rank +1 Able Spacehand Mechanic 1
Event Roll 2d6 ⇒ (5, 4) = 9 Foil ciminal enterprise on board, +2 DM to next Advancement roll
possible connection

Advancement roll EDU 6+ 2d6 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12 Success!!
1d6 ⇒ 1 Advanced Education : Remote Operation 0
Rank +1 Petty Officer 3rd Class
Vacc Suit 1

Age +4

Survival Roll Int6+ 2d6 + 1 ⇒ (4, 4) + 1 = 9 Success!!
Rank +1 Petty Office 2nd Class no skill or benefit
Event Roll 2d6 ⇒ (6, 4) = 10 Can use position for profit, Yes : extra Benefit roll
possible connection

Advancement roll EDU 6+ 2d6 + 2 ⇒ (2, 3) + 2 = 7 Success!!

Rank +1 Petty Officer 2nd Class

Age +4
Roll Aging 2d6 - 4 ⇒ (3, 4) - 4 = 3 No effect !

Advancement roll EDU 6+ 2d6 + 2 ⇒ (2, 3) + 2 = 7 Success!!
1d6 ⇒ 2 Advanced Education : Astrogation 1
Rank +1 Petty Officer 1st Class , +1 END
Event Roll 2d6 ⇒ (1, 3) = 4 Special assignment, +1DM to any one Benefit roll
possible connection

Age +4
Roll Aging 2d6 - 5 ⇒ (1, 5) - 5 = 1 Reduce 2 physical characteristics by 1

Advancement roll EDU 6+ 2d6 + 2 ⇒ (1, 3) + 2 = 6 Success!!
1d6 ⇒ 4 Mechanic 2
Rank +1 Chief Petty Officer No benefit
Event Roll 2d6 ⇒ (2, 2) = 4 Special assignment, +1DM to any one Benefit roll
Age +4
Roll Aging 2d6 - 6 ⇒ (2, 2) - 6 = -2 reduce 3 physical characteristics by 1

Advancement roll EDU 6+ 2d6 + 2 ⇒ (5, 3) + 2 = 10 Success!!
1d6 ⇒ 4 Engineer (any) 0
Rank +1 Master Chief no benefit
Rank +1 Chief Petty Officer No benefit
Event Roll 2d6 ⇒ (4, 2) = 6 Notable military engagement. One of Sensors 1, Engineer(any)1, Gunnery (any) 1, or Pilot(any) 1
Age +4
Roll Aging 2d6 - 7 ⇒ (3, 2) - 7 = -2 reduce 3 physical characteristics by 1

End of Career
Roll for Benefits , Highest Rank:5, Rolls at +1 DM, 1 extra roll and 2 +1 DM to one roll
Benefit 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 4 TAS Membership
Cash 1d6 + 1 ⇒ (3) + 1 = 4 10000
Cash 1d6 + 1 ⇒ (2) + 1 = 3 5000
Benefit 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Ship's boat

Pension: 10000/year

well that was a ton of fun!!!!


Reporting for duty, can't wait to meet my fellow travellers.

NB: There is a painful lack of avatars that look suitably sci-fi (or even modern)
Also, names of organisations/planets etc in background are pulled purely out of the air, happy to change to fit other characters/setting etc.

Liberty's Edge

Looks good Spazmodeus! Interesting progression from scientist to naval support crewman! Now its just putting it all together in a nice story and seeing what skills you ended up with :-)

Liberty's Edge

Good setup Myrian...if everyone can take a look at how Myrian made her alias and could copy that format, I think it is clear and easy to read.

Grand Lodge

Wow - that ended up taking a lot longer than I expected. I appreciate a second set of eye Daniel, if I missed something or did something wrong. I'm going to go back through and check out my outputs and make sure I've got it all captured but something like:
1 Enemy
1 Rival
1 Lost Love
1 Weapon (it says pick any...TL 9 Laser Pistol/Rifle?)
1 Ship share
1 TAS membership
20000 credits

I'm open to possible character connections, of course. Perhaps Myrian is my lost love :P

Step 1: Characteristics

Roll 1: 2d6 ⇒ (6, 1) = 7
Roll 2: 2d6 ⇒ (2, 5) = 7
Roll 3: 2d6 ⇒ (3, 4) = 7
Roll 4: 2d6 ⇒ (1, 1) = 2
Roll 5: 2d6 ⇒ (2, 1) = 3
Roll 6: 2d6 ⇒ (3, 4) = 7

Assign to taste:
STR: 3
DEX: 7
END: 7
INT: 7
EDU: 7
SOC: 2

Final stats:
STR: 4
DEX: 8
END: 9
INT: 7
EDU: 8
SOC: 2

Final age: 42

Term 1:

Rank: 1 (Able Spacehand) / 2 (Free Trader)

Step 2: Homeworld
a. Homeworld Traits (pick 2): Tibo IV - High Tech, High Population
b. Background Skills: 3 + EDU DM. Start with Homeworld Traits, pick additional from Education list. Computers 0, Streetwise 0, Trade 0,

Step 3: Career
a. Career: Merchants
b. Roll to qualify: 2d6 ⇒ (1, 2) = 3 Int 4+ *fail*
c. If success go to Step 4.
d. Draft or Drifter. Draft roll: 1d6 ⇒ 1 Navy (any)

Step 4: First time on this career, get your basic training.

Step 5: Choose a specialization for this career: Flight

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 2 +1 Dex
b. Roll for survival: 2d6 ⇒ (4, 5) = 9 Dex 7+ *pass*
c. If success go to Step 7.
d. Force out, roll on the Mishap table, then go to Step 9.
e. Missed roll on career specialization table: 1d6 ⇒ 5 Astrogation

Step 7:
a. Roll for Events: 2d6 ⇒ (4, 5) = 9 You foil an attempted crime on board, such as a mutiny, sabotage, smuggling or conspiracy. Gan an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy.
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement: 2d6 + 2 ⇒ (3, 6) + 2 = 11 Edu 5+ *pass*
b. If success choose one of the skills and training tables for this career and roll on it: 1d6 ⇒ 5 Astrogation. Increase your Rank and take any bonus skills from the Ranks table for this career: Rank 1 - Able Spacehand
c. If you roll less than the number of terms spent in this career, you must leave this career.
d. Military characters can roll for commission instead of rolling for advancement. Commission is Soc 8+ for Navy so yeah, not gonna happen.

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 22

Step 10: If you are leaving the career, roll for Benefits:

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Term 2:

Term 2
Step 5: Choose a specialization for this career: Flight

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 3 +1 End
b. Roll on career specialization table: 1d6 ⇒ 6 Zero-G[/i]
c. Roll for survival: 2d6 ⇒ (2, 2) = 4 Dex 7+ *fail*
d. If success go to Step 7.
e. Forced out, roll on the Mishap table, then go to Step 9.
f. Mishap: 1d6 ⇒ 5 You are tormented by or quarrel with an officer or fellow crewman. Gain that character as a Rival, as he forces you out of the Navy.

Mustering-Out: 2 rolls 1d6 ⇒ 4 Weapon and 1d6 ⇒ 5 TAS Membership

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 26

Go to Step 3 for Term 3.

Term 3:

Step 3: Career
a. Career: Merchants
b. Roll to qualify: 2d6 - 1 ⇒ (5, 5) - 1 = 9 Int 4+ *pass*
c. If success go to Step 4.
d. Draft or Drifter.

Step 4: First time on this career, get your basic training.

Step 5: Choose a specialization for this career: Free Trader

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 5 Melee (blade)
b. Roll on career specialization table: 1d6 ⇒ 5 Engineer (any)
c. Roll for survival: 2d6 ⇒ (5, 3) = 8 Dex 6+ *pass*
d. If success go to Step 7.
e. Forced out, roll on the Mishap table, then go to Step 9.
f. Mishap:

Step 7:
a. Roll for Events: 2d6 ⇒ (1, 4) = 5 You have a chance to risk your fortune on a possibility lucrative deal. You may gamble a number of Benefit rolls and roll Gambler 8+ or Broker 8+. If you succeed, you gain half as many Benefit rolls as you risked, rounding up. If you fail, you lose all the rolls risked. Either way, gain one level in whichever skill you used. Risk 1 - Broker 8+ 2d6 ⇒ (3, 3) = 6 *fail*
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement: 2d6 ⇒ (4, 6) = 10 Int 6+ *pass*
b. If success choose one of the skills and training tables for this career and roll on it: 1d6 ⇒ 4 Mechanic. Increase your Rank and take any bonus skills from the Ranks table for this career: Rank 1 -
c. If you roll less than the number of terms spent in this career, you must leave this career.

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 30

Step 10: If you are leaving the career, roll for Benefits:

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Go to Step 5 for Term 4

Term 4:

Step 5: Choose a specialization for this career: Free Trader

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 1 Str
b. Roll on career specialization table: 1d6 ⇒ 1 Pilot (spacecraft)
c. Roll for survival: 2d6 ⇒ (3, 5) = 8 Dex 6+ *pass*
d. If success go to Step 7.
e. Forced out, roll on the Mishap table, then go to Step 9.
f. Mishap:

Step 7:
a. Roll for Events: 2d6 ⇒ (5, 3) = 8 You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement: 2d6 ⇒ (2, 6) = 8 Int 6+ *pass*
b. If success choose one of the skills and training tables for this career and roll on it: 1d6 ⇒ 2 Vacc Suit. Increase your Rank and take any bonus skills from the Ranks table for this career: Rank 2 -
c. If you roll less than the number of terms spent in this career, you must leave this career.

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 34 2d6 - 4 ⇒ (5, 3) - 4 = 4 No effect.

Step 10: If you are leaving the career, roll for Benefits:

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Go to Step 5 for Term 5

Term 5:

Step 5: Choose a specialization for this career: Free Trader

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 3 +1 End
b. Roll on career specialization table: 1d6 ⇒ 5 Engineer (any)
c. Roll for survival: 2d6 ⇒ (5, 3) = 8 Dex 6+ *pass*
d. If success go to Step 7.
e. Forced out, roll on the Mishap table, then go to Step 9.
f. Mishap:

Step 7:
a. Roll for Events: 2d6 ⇒ (6, 1) = 7 Life Event. Roll on the Life Events table. 2d6 ⇒ (2, 2) = 4 Ending of Relationship: A romantic relationship involving the character ends. Badly.
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement: 2d6 ⇒ (5, 2) = 7 Int 6+ *fail*
b. If success choose one of the skills and training tables for this career and roll on it: Rank 2 -
c. If you roll less than the number of terms spent in this career, you must leave this career. Yipes - just squeaked by on this!

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 38 2d6 - 5 ⇒ (4, 3) - 5 = 2 No effect.

Step 10: If you are leaving the career, roll for Benefits:

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Go to Step 5 for Term 6

Term 6:

Step 5: Choose a specialization for this career: Free Trader

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Personal Development 1d6 ⇒ 6 Streetwise
b. Roll on career specialization table: 1d6 ⇒ 4 Mechanic
c. Roll for survival: 2d6 ⇒ (2, 2) = 4 Dex 6+ *fail*
d. If success go to Step 7.
e. Forced out, roll on the Mishap table, then go to Step 9.
f. Mishap: 1d6 ⇒ 5 Imperial trade restrictions force you out of business. You may take the Rogue career for your next term without needing to roll for qualification.

Step 9: Increase your age by 4 years. If your character is 34 or older, roll for Aging. Age: 42 2d6 - 6 ⇒ (4, 3) - 6 = 1 No effect.

Step 10: If you are leaving the career, roll for Benefits: 2 Terms worth of Benefits (1 Term gambled away in Term 3) and 1 more roll for Rank 2. Cash: 1d6 ⇒ 4 20,000, 1d6 ⇒ 5 Ship Share, and 1d6 ⇒ 3 +1 Edu.

Step 11: If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise go to Step 5.

Go to Step 12.

Step 12: Finalize any Connections with other characters.

Step 13: Choose a Campaign Skill Pack and allocate skills from that pack.

Step 14: Purchase starting equipment and, if you can afford it, a spacecraft.

Term 1 (18 years old): Drafted into Navy as a Flight specialist after failing to join the Merchants. Displayed some skill and prowess as in Astrogation and managed to uncover an on-board smuggling ring making an enemy of the Sublieutenant in charge of flight operations who was court-martialed. Low Soc makes commission nearly impossible however.

Term 2 (22 years old): Dogged by his run in with smugglers he is eventually forced out of the Navy.

Term 3 (26 years old): Managed to join the Merchants as a Free Trader, trying to make the most of his skills from the Navy. Proved his worth as a valuable crew member, but not a good gambler or salesman.

Term 4 (30 years old): Continuing to do well as a crew on with the Free Traders, his past encounters with smugglers finds him mired for quite awhile in legal administrivia hell.

Term 5 (34 years old): Spending too much time learning more about ship engineering cost him a serious relationship, and a promotion.

Term 6 (38 years old): The crew he had been working for was shutdown for bad bookkeeping by the Imperials. Moving to semi-retirement he looks for something to occupy his days and longs for space.

Dark Archive

Wow! That recruitment went fast. :(

I was going to say that I am involved in one, but I am always up for more Traveller.


Rolled this last night, and still need to finish gearing up.

Former Space Pirate, Marisa Ocara:

stats:

Str 5
Dex 12
End 10
Int 10
Edu 9
Soc 4

Athletics 0
Carouse 0
Comms 0
Computer 0
Deception 0
Gun Combat (energy pistol) 1
Gunner 1
Melee (Blades) 1
Pilot 2
Recon 0
Stealth 1
Streetwise 1
Tactics (Military) 1
Vacc Suit 0

Gear:
Vacc Suit (protection 6)
Cutlass (2d6+4)
Laser Pistol (3d6+3)
4 ship shares
89950cr


She's 30 years old, having reached the rank of Sergeant on the ship she flew on. She felt herself in danger of becoming essential and slipped away on a transport one night, bound for <the start of the campaign>.

No rolled connections, but she's someone who would know a lot of people, superficially. Don't want to try to fit her into a scenario til I know what it is.


Ok back home and working it up.

Spoiler:

term 2

Noble

Auto qualify due to soc

Personal Developement
1d6 ⇒ 6 +1 Soc

Survival
2d6 ⇒ (1, 4) = 5 So close to mishap

Event
2d6 ⇒ (4, 2) = 6 +1 Diplomacy, Rival

Advancement
2d6 - 1 ⇒ (6, 5) - 1 = 10 Admin 1 due to rank

Admin 3, Diplomacy 1, soc 11 age 26 yet another rival... man I can not make friends can I, must be stepping on people to get that advancement.

Term 3

Auto qualify due to soc

Personal Developement
1d6 ⇒ 6 +1 soc

Survival
2d6 - 1 ⇒ (2, 5) - 1 = 6

Event
2d6 ⇒ (2, 2) = 4 streetwise 1

Advancement
2d6 - 1 ⇒ (3, 1) - 1 = 3 No advancement

Soc 12, Streetwise 1, No advancement this time so I must have been deposed. Age 30

Muster 3+1 rolls

Money
1d6 ⇒ 5100,000cr
1d6 ⇒ 350,000cr
Material
1d6 ⇒ 6Yacht 5 ship shares or 2 towards another ship
1d6 ⇒ 6Yacht 5 ship shares or 2 towards another ship

No wonder I made an enemy, I took all the good stuff when I left

Term 4

Advancement roll less then or equal to terms in so have to start anew.

Drifter Barbarian

Basic Training: Melee (Unarmed) 0

Barbarian
1d6 ⇒ 3 Melee (Blades) 1

Survival
2d6 + 1 ⇒ (4, 2) + 1 = 7

Event
2d6 ⇒ (5, 2) = 7 Life event 2d6 ⇒ (2, 4) = 6 Romantic Relationship

Advancement
2d6 + 1 ⇒ (2, 3) + 1 = 6 Can't Advance to save my life now

Age Roll
2d6 - 4 ⇒ (3, 6) - 4 = 5 Clear

Learned how to punch a person, how to wield a sword, and how to love. Conan in space.
Age 34

Term 5

Barbarian

Barbarian
1d6 ⇒ 6 Survival 1

Survival
2d6 + 1 ⇒ (3, 5) + 1 = 9

Event
2d6 ⇒ (4, 6) = 10 Melee (Blade) 1

Advancement
2d6 + 1 ⇒ (2, 1) + 1 = 4

Age Roll
2d6 - 5 ⇒ (5, 4) - 5 = 4

Surviving the back desert of my world. Age 38

Benefits 2

Material
1d6 ⇒ 2 Weapon
1d6 ⇒ 4 Weapon

Will get this all put together in an easy to digest character plus backstory. But fair warning he came out as Conan in space.


Think I will go with the Diplomat pack Diplomacy with a sword :)

Edit: Ignore that silly comment. Pack is taken by group as a whole.


Ok worked all the terms into a narrative. It all makes sense in the end people. Also who needs connection points, I got a romance.

Liberty's Edge

you will be taking the Starship skills package. So figure out among yourselves who gets what

Liberty's Edge

Wow..what have I got myself in to...lol love the background Ben!!!


Diplomacy with a sword. How many of us are there? Depending on the number of people I would like to take the Mechanic 1 at least. You would have a mechanic who is has way more money than he needs and treats the ship as a holy relic a living god. If we have the extra skill left over I would like to take Engineer as well in M-drives. Think it would be hilarious to play a Warf/O'Brien cross.

Liberty's Edge

Ok...those of you who have complete alias can move on to the gameplay area...

Liberty's Edge

ok..I cannot seem to open a Gameplay thread?!?!? Anyone know why this might happen? I keeps saying I have no connected gameplay thread and to make one...which I do, then it disappears...very weird

Grand Lodge

I noticed an error in Term 5, I should have passed the Advancement, not failed. So I should have Rank 3 and pick up Jack of All Trades 1 as well as 2 more Benefit and 1 more Specialization Skill roll...

So Benefit rolls: 1d6 ⇒ 4 Gun and 1d6 ⇒ 6 Free Trader
Specialization Skill: 1d6 ⇒ 1 Pilot (spacecraft)

Grand Lodge

Try fiddling with the Campaign Info first? I haven't started one in a while ...


Sorry if I'm overstepping, but I've been building some enthusiasm for this game... Been going over characters and making some general notes:

Myrian (me): Physician/Intelligence Operative: Notable Skills: Comms 3, Medic 3, Investigate 2, Advocate 1, Computers 1, Deception 1, Gun Combat (EPistol) 1, Pilot (small/spacecraft) 1, Recon 1, Sensors 1, Stealth 1, Zero G 1,

Marissa: Space Pirate: Notable Skills: Pilot 2, Gun Combat (ePistol) 1, Gunner 1, Melee (blades) 1, Stealth 1, Streetwise 1, Tactics (Mil) 1

Benjamin: Noble/Barbarian: Notable Skills: Admin 3; Melee (blade) 3, Diplomat 1, Streetwise 1, Survival 1,

Spazmodeus?: Mechanic 2, Physical Science 1, Persuade 1, Engineer (not picked) 2 (or possibly 2 at rank 1), Remote Operation 1, Vacc Suit 1, Astrogation 1.
You've marked some of them as 0, when gaining the skill. I believe the only time you gain 0 skills is when specifically called out specifically background skills and basic training skills (as per pg8)

Mark?: Not sure if I'm misreading or maybe I've got it wrong, but you seem to be getting 2 advancement rolls each term, as I understand it the specialism is an extra option, not a bonus roll?

Arknight?: ?

Ship Shares: 21 Yacht/15Else (2 Myrian; 4 Marissa, 10/4Benjamin, 5Mark, 0 Spazmodeus)
Spazmodeus also has a Ship's Boat (the standard Yacht also comes with a Ships Boat)
I'm guessing we own 21% of a yacht (plus any contribution Arknight makes?, and Benjamin gets to be in charge with the largest stake? That seems slightly concerning, he seems like a bit of a wildman.

Starship Skills package: 8 skills between 6 of us?
Pilot (any) 1, Gunner (any) 1, Engineer (any) 1, Mechanic 1, Sensors
1, Medic 1, Comms 1, Astrogation 1.

Pilot, Medic, Sensors & Comms are all useless to me, as I already rank same or better in them. Will take any of Engineer, Mechanic or Astrogation, I'd rather not be Gunner, but if no-one else wants it, I'll not turn it down.

Crossovers: Tempted to throw my hat in the ring and be the downed young woman in Benjamin's background, having fled from zero in a botched escape Myrian is forced to crash land on a primitive planet, where she is "rescued" by Benjamin.
Skillwise either Deception to make him think she's helpless and in need of rescuing or Engineering (Electronics) to get the comms back online and request a proper rescue.
Could also have aided Mark? with his legal trouble in Term 3, developing into a sporadic relationship, ending badly in term 4?
Skills either Advocate or Broker, Advocate for legal assistance, broker for learning the basics of Free-Trading?

Get a little soap opera love triangle going on ;-)


@Myrian - I see what I did, but I'm not sure why I thought that now :) I'll adjust downward.

Engineer, Sensors, Medic or Comms would all be good for me (obviously not asking for all, just throwing them out). I'm tied with Myrian at Pilot (space) 1, but could take it to 2 and be 'the pilot' as well as 'the mechanic'. Make gunner a little unusable for me (though I have it at 0)?

I'll take the stormy past if you are cool with it and go Advocate 1


Soap opera drama is always fun. Noticed spaz has mechanics all sowed up. I'm just going to have to be second fiddle to any character no matter what I take. Although at least I am the only diplomat in the game so far. And during close quarters combat I can kill the heck out of things. Well, as long as they aren't K'Kree or Virushi. Ursa might give me issues too.


Ok, so we have a stormy love triangle brewing. I feel so Dalas now. Going to snag another level of survival off taking care of Myrian till her rescuers arrived. Who else wants to pair off. I have one more slot available.

Also I am sure that the lesser dosage of a natural anagathic is what allowed me to basically ignore the ravages of aging this whole time. Unlike everyone else.


@Ben we could make it weirder and the merchant ship that picked up the distress call was the one I was working. :) Sensors 1 for me.


Long day today...I'll clean up my progression tomorrow and get a profile up.

Not sure if the timing of my connection opportunities will mesh up with anyone else.

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