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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Sounds like a plan. I will take another rank of Diplomat as I had to talk you out of shooting me dead on landing thinking I was holding Myrian hostage or some such. Distress calls are a bit vague.

Edit:

Also Myrian, Solomon, and I seem to have our love trianlge completely filled on connections. So am I to understand that I am madly in love with Myrian, and while she is happy with all the attention and benefits that come along with having that love, she is truly in love with Solomon. On the other hand, Solomon is only in love with himself, money, and flying... and we are not sure in what order those come. Now deep down he truly knows that he and Myrian belong together, but the two of them have burned so many bridges in each others lives that neither of them can admit they might both be at fault. Meanwhile Ben knows Myrain does not truly love him, but he believes that if he just keeps trying; keeps showing how much he cares; he will some how make her realize that he is the better man and she will fall head over heels in love with him. As this is going on the rest of the ships crew is embroiled in their own drama, and all the while everyone is just trying to make that next monthly payment on the ship. Oh, but what is this? There is another who may vie for Ben's attentions. A lady who may try to steal his heart... or may just be trying to steal his wallet. Sorry Marissa, had to throw that in.

Will Myrian and Solomon finally admit their true love? Is Myrian carrying Ben's child? Is Marissa truly in love with Ben, or is she just after his money? Will Dr. Hard Tush ever wake from the coma that only he had the skill to wake someone from? And will we ever find out what that alarm is? Find out next time on "Jumps of the Heart."

Liberty's Edge

HAHAH..Ben you should write for the romance scifi channel!! The first part of your journey will be to travell to get that yacht that was promised to (?-forgot who got the roll for a ship!). That is where we will be starting...but I will wait until everyone has had a chance to get their character up and running.
Oh, discussion thread is open so if you have your character ready and an alias created, then head on over. If you need help just call out...


Good grief .. this is taking off.

Oh, is this your wallet?

Marissa will use ship shares to buy in and offer herself as a skilled pilot and a tolerable gunner. Her reputation isn't enough to drop any jaws, but she's known to have pulled a few rabbits out of her hat when evading pursuit. If she has the choice, she'd pick Astrogation and/or Sensors from the skill package, because it rounds her out nicely as a Hoban Washburne type. She's not useless on the ground, but she shines behind the wheel of a ship.

Liberty's Edge

Ok..everyone move to discussion when you have your alias done...then we can see how many people we have and who knows who and how....group dynamics are looking very interesting at the moment!!

Dark Archive

I'm submitting a character to the pool. Will just take me a few to do the rolling.

Dark Archive

Stats first:

Strength: 2d6 ⇒ (5, 1) = 6
Dexterity: 2d6 ⇒ (5, 5) = 10
Endurance: 2d6 ⇒ (1, 2) = 3
Intellect: 2d6 ⇒ (2, 6) = 8
Education: 2d6 ⇒ (2, 3) = 5
Social: 2d6 ⇒ (3, 2) = 5

Well, that could have gone better... much better. ::sigh:: Guess I will try for something in the pilot department.

Homeworld is next:

Size: 2d6 - 2 ⇒ (2, 6) - 2 = 6
Atmo: 2d6 - 7 ⇒ (4, 2) - 7 = -1
Temp: 2d6 ⇒ (4, 6) = 10
Hydro: 2d6 - 13 ⇒ (2, 3) - 13 = -8
Pop: 2d6 - 2 ⇒ (3, 4) - 2 = 5
Gov: 2d6 - 2 ⇒ (3, 1) - 2 = 2
Law: 2d6 - 5 ⇒ (4, 1) - 5 = 0
Starport: 2d6 ⇒ (3, 5) = 8
TL: 1d6 + 3 ⇒ (3) + 3 = 6

Pirates: 2d6 ⇒ (5, 1) = 6

So, Ares (the name I've given this little rock) is a planet smaller than Earth, hot as a sandbox in July, with low gravity, no atmosphere to speak of, and is home to one city of colonists ruled by a participating democracy. The world profile looks like this:

Ares E600520-8 NI Va

Yeah, no wonder the character left. Even the pirates won't have anything to do with this place.

Background:

She gets Vacc Suit as a free skill, so there's that, at least. She has an Edu mod of -1, so she gets one other skill. She'll pick up Computer (there's nothing else to do on this rock).

So, at age 18, Charlotte Kimoto looks like this:

STR 6 DEX 10 END 3 INT 8 EDU 5 SOC 5
Skills: Computer 0, Vacc Suit 0

Term 1:

Given her minimal education and decent manual dexterity, Charlotte is going to try for the Navy as a pilot. She may not make rank, but she just might prove herself.

Enlistment: 2d6 ⇒ (2, 6) = 8
Survival: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Events: 2d6 ⇒ (2, 2) = 4
Commission: 2d6 - 1 ⇒ (3, 1) - 1 = 3
Advancement: 2d6 - 1 ⇒ (3, 4) - 1 = 6
Skill roll (Flight): 1d6 ⇒ 4

As a navy crewman, Charlotte learns the basics of life on-board a ship. At first, she had a little trouble adapting to the standard gravity, but this quickly passes and her zero-g training helps her overcome it. During her first term, she is given a special assignment aboard ship, which carries a few perks with it. It takes extra hours of study, but in the end, her effort pays off and Charlotte is awarded the rank of able spacehand.

Able Spacehand Charlotte Kimoto (age 22)
STR 6 DEX 10 END 3 INT 8 EDU 5 SOC 5
Skills: Computer 0, Gun Combat 0, Gunner 0, Mechanic 1, Pilot 1 (Small Craft), Vacc Suit 0, Zero-G 0

Term 2:

Charlotte elects to continue in her naval career path, being quite pleased with the results thus far.

Survival: 2d6 + 1 ⇒ (6, 2) + 1 = 9
Skill roll (Flight): 1d6 ⇒ 4
Events: 2d6 ⇒ (6, 6) = 12
Advancement: 2d6 - 1 ⇒ (1, 5) - 1 = 5
Skill roll (Flight): 1d6 ⇒ 2

Displaying heroism in battle, Charlotte manages to save the entire ship by taking the helm when the pilot is incapacitated. She is given a commission to Ensign! Later, she even manages to impress her new commanding officer, warranting a promotion to Sublieutenant. She also stays up on her studies.

Sublieutenant Charlotte Kimoto (age 26)
STR 6 DEX 10 END 3 INT 8 EDU 5 SOC 5
Skills: Computer 0, Gun Combat 0, Flyer 0, Gunner 0, Leadership 1, Mechanic 1, Melee (Blade) 1, Pilot 2 (Small Craft), Vacc Suit 0, Zero-G 0

Term 3:

Not wanting to give up a good thing, Charlotte continues her naval career.

Survival: 2d6 + 1 ⇒ (6, 2) + 1 = 9
Skill roll (Personal Development): 1d6 ⇒ 5
Events: 2d6 ⇒ (4, 2) = 6
Advancement: 2d6 ⇒ (6, 4) = 10
Skill roll (Personal Development): 1d6 ⇒ 2

During this term, Charlotte takes a few college courses to improve her education rating and also participates in a notable military engagement, in which she improves her piloting skill with spacecraft. It is during this battle that she is also promoted to full lieutenant!

Lieutenant Charlotte Kimoto (age 30)
STR 6 DEX 11 END 3 INT 8 EDU 6 SOC 5
Skills: Computer 0, Gun Combat 0, Flyer 0, Gunner 0, Leadership 1, Mechanic 1, Melee (Blade) 1, Pilot 2 (Small Craft), Pilot 1 (Spacecraft), Vacc Suit 0, Zero-G 0

Term 4:

Finding that naval life suits her, and being happy with her chosen career, Charlotte sticks it out for another term. Unfortunately, a near mortal injury forces her out of the navy, leaving her a mere shadow of her former self.

Fortunately, the navy takes care of its own. They agree to pay 100% of Charlotte's medical costs. After a long and painful recovery period, she is back to full health and exits the hospital, looking for action on board a ship.

Survival: 2d6 + 1 ⇒ (3, 1) + 1 = 5
Mishap: 1d6 ⇒ 6
Injury: 1d6 ⇒ 1
Dex reduction: 1d6 ⇒ 5
Aging: 2d6 - 4 ⇒ (3, 4) - 4 = 3

Muster 1 (Cash): 1d6 ⇒ 5
Muster 2 (Cash): 1d6 + 1 ⇒ (5) + 1 = 6
Muster 3 (Other): 1d6 ⇒ 3
Muster 4 (Other): 1d6 ⇒ 1
Muster 5 (Cash): 1d6 ⇒ 2

Medical Bills: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Lieutenant Charlotte Kimoto (age 34)
STR 6 DEX 10 END 3 INT 8 EDU 5 SOC 5
Skills: Computer 0, Gun Combat 0, Flyer 0, Gunner 0, Leadership 1, Mechanic 1, Melee (Blade) 1, Pilot 2 (Small Craft), Vacc Suit 0, Zero-G 0
Gear: 65K credits, three ship shares


dot


I'm not entirely sure if I have time to play (or whether you're taking more characters), but I love Traveller chargen, so I'll be rolling up a character tonight.

We'll see if I make it over to the discussion thread afterwards or not.


Well, here we go. Lets see what happens...

Stats & Homeworld:

Step 1: Characteristics

Roll 1: 2d6 ⇒ (1, 1) = 2
Roll 2: 2d6 ⇒ (1, 2) = 3
Roll 3: 2d6 ⇒ (3, 5) = 8
Roll 4: 2d6 ⇒ (2, 3) = 5
Roll 5: 2d6 ⇒ (3, 3) = 6
Roll 6: 2d6 ⇒ (5, 5) = 10

2, 3, 5, 6, 8, 10... That's a pretty sad array. Ah well.

Assign to taste:
STR: 2 (-2)
DEX: 3 (-1)
END: 6 (+0)
INT: 10 (+1)
EDU: 8 (+0)
SOC: 5 (-1)

A pathetic klutz, but fairly smart.

Step 2: Homeworld
a. Homeworld Traits (pick 2): High Technology, Industrial
b. Background Skills: 3 + EDU DM. Start with Homeworld Traits, pick additional from Education list. Computers 0, Trade 0, Comms 0, Admin 0

First Career:

Step 3: Career
a. Career: Navy
b. Roll to qualify: 2d6 + 1 ⇒ (1, 1) + 1 = 3
c. If success go to Step 4.
d. Draft or Drifter. Nope, lets try the draft: 1d6 ⇒ 2 ... Off to the army? Oh, this is not going to go well.

Step 4: First time on this career, get your basic training. Drive (Wheeled) 0, Athletics (Endurance) 0, Gun Combat (slug rifle) 2 (1 from rank, then +1 from basic training), Recon 0, Melee (Blade) 0, Heavy Weapons (Launchers) 0

Step 5: Choose a specialization for this career: Support It's the only thing he has a chance of surviving

Step 6:
a. Choose one of the Skills and Training tables for this career and roll: Advanced Education, because he can: 1d6 ⇒ 1 -> Comms 1
b. Roll for survival: 2d6 ⇒ (4, 3) = 7 Success
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: 2d6 ⇒ (2, 1) = 3 -> Vacc Suit 1
b. Optionally establish a Connection with another PC.

Step 8:
a. Roll for Advancement: 2d6 ⇒ (3, 1) = 4 Nope
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. 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. May as well stay in, now that he's there...

Skill Wrapup: Admin 0, Athletics (Endurance) 0, Comms 1, Computers 0, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Melee (Blade) 0, Recon 0, Trade 0, Vacc Suit 1


Subsequent Careers:

#2: Army (support)
Advanced Education Skill: 1d6 ⇒ 2 -> Sensors 1
Survival: 2d6 ⇒ (3, 6) = 9 -> Survived
Event: 2d6 ⇒ (6, 3) = 9 -> +2 DM to advancement Going to use that to try for a commission
Commission: 2d6 + 2 ⇒ (6, 3) + 2 = 11 -> Success! Leadership 1
Age: 26
Skill Wrapup: Admin 0, Athletics (Endurance) 0, Comms 1, Computers 0, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Leadership 1, Melee (Blade) 0, Recon 0, Sensors 1, Trade 0, Vacc Suit 1

#3: Army (support)
Officer Skill: 1d6 ⇒ 3 -> Advocate 1
Survival: 2d6 ⇒ (2, 1) = 3 -> Did not survive
Mishap: 1d6 ⇒ 6 -> Injured
Injury: 1d6 ⇒ 2 -> Severely Injured, Endurance loss: 1d6 ⇒ 3
Age: 30
Benefits (2 terms + rank 1): No cash rolls: 1d6 ⇒ 11d6 ⇒ 31d6 ⇒ 5 -> Combat Implant, +1 Edu, Armor
Skill Wrapup: Admin 0, Advocate 1, Athletics (Endurance) 0, Comms 0, Computers 0, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Leadership 1, Melee (Blade) 0, Recon 0, Sensors 1, Trade 0, Vacc Suit 1

#4: Scholar (Physician)
Qualification: 2d6 + 1 - 1 ⇒ (6, 6) + 1 - 1 = 12 -> Investigate 1
Personal Development: 1d6 ⇒ 6 -> Computers 0->1
Survival: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Event: 2d6 ⇒ (2, 2) = 4 -> Science (Cybernetics) 1
Advancement: 2d6 + 1 ⇒ (5, 5) + 1 = 11 -> Medic 1
Age: 34 -> 2d6 - 4 ⇒ (2, 1) - 4 = -1 Endurance -> 2, Dex -> 2.

Skill Wrapup: Admin 0, Advocate 1, Athletics (Endurance) 0, Comms 0, Computers 1, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Leadership 1, Medic 1, Melee (Blade) 0, Recon 0, Science (Cybernetics) 1, Sensors 1, Trade 0, Vacc Suit 1

#5: Scholar (Physician)
Personal Development: 1d6 ⇒ 1 -> Int +1
Survival: 2d6 + 1 ⇒ (3, 2) + 1 = 6 -> Success
Event: 2d6 ⇒ (3, 1) = 4 -> Investigate 1
Advancement: 2d6 + 1 ⇒ (6, 1) + 1 = 8 -> Success, barely
Age: 38 -> Taking Drugs, 2d6 - 5 + 1 ⇒ (2, 1) - 5 + 1 = -1 Strength -> 1, Dex -> 1. Cost 1d6 ⇒ 6-> 15000

I think I'm going to stop there, before I die...
Benefits (2 terms + rank 2 (1 roll)): Two cash rolls, 1 benefit: 1d6 ⇒ 21d6 ⇒ 61d6 ⇒ 6 -> 5000, 100,000, Lab Ship

Skill Wrapup: Admin 0, Advocate 1, Athletics (Endurance) 0, Comms 0, Computers 1, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Investigate 1, Leadership 1, Medic 1, Melee (Blade) 0, Recon 0, Science (Cybernetics) 1, Sensors 1, Trade 0, Vacc Suit 1



Sheet
(before final purchases):
Str: 1
Dex: 1
End: 2
Int: 11
Edu: 9
Soc: 5

Skills: Admin 0, Advocate 1, Athletics (Endurance) 0, Comms 0, Computers 1, Drive (Wheeled) 0, Gun Combat (slug rifle) 2, Heavy Weapons (Launchers) 0, Investigate 1, Leadership 1, Medic 1, Melee (Blade) 0, Recon 0, Science (Cybernetics) 1, Sensors 1, Trade 0, Vacc Suit 1

Stuff: Lab Ship, 90,000 cash.

I'm just going to leave him there, since recruitment is closed. He'd certainly be an interesting character, though. Feel free to use him as a NPC. Maybe the ship's medic, if they hire one?


Ugh, too bad I did not see this sooner ... :-P

I have an old double Starburst decorated Marine I wanted to take out of mothballs.

Liberty's Edge

will keep you both in mind if we need replacements....thanks for stopping by :-)


Daniel Stewart wrote:
will keep you both in mind if we need replacements....thanks for stopping by :-)

Thank you!

In the meantime, I will get my Marine posted and adjusted if required. The character was rolled in up in 1987 or 1988 when the height of my role playing took place.

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