Shades of Twilight - Fall of the Third Imperium (Inactive)

Game Master GM Darkblade

This is a Mongoose Traveller game set in the Regina Subsector of the Spinward Marches, Third Imperium circa 1116


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This is a check to see if there is enough interest in a Traveller PbP campaign. It would likely be a mix of mercantile trade, political intrigue, and good old fashioned shoot 'em up space opera fare.

Right now I am still trying to gauge what level of participation I can expect. Likely looking to put together a crew for a small to mid sized freighter with "protective" armaments and a loose mandate to travel openly through fringe space doing what they can to turn a profit and avoid the boredom that comes on long black journeys between other planets or systems.

PS: What brings this up is I ran into a collection of the Little Black Books for Traveller and it brought back the fun times I'd had in junior high and high school when the game first came out. Rolling up characters, putting together a crew, jumping out into space, fighting off too many enemies, dying in a vacuum, wash rinse, repeat.


There is always interest! I played the same set of Little Black Books back in college. Having said that, are you playing the original rule set, or a newer version?


I'm in!


I'd be tempted to participate ... ;D

Grand Lodge

Oh man, it's tempting. Just for nostalgia's sake I may dust off my old Traveler books and apply. (If our PC dies in rolling for character creation does that disqualify us? ;)


I'm very interested! Still have my little black books and would love to pull them out again.

Would you be using the Third Imperium, or a home brew setting, or something else?


I'd be interested.

Though I will say, from experience, using the original rules is not the best idea. They really are clunky. I ran a Traveller campaign at home for a year or so and we started with the original rules, but eventually moved over to the modern Mongoose ones simply because they work much better.


I have both the bulk of the original LBBs as well as enough of the Mongoose stuff to make a go of either option, whichever seems most preferred by the players.

For the story I haven't decided about holding to the Imperium and dealing with events between Frontier Wars or going for a homebrew approach. An Imperium game could work well enough either in the Solomani Rim or Spinward Marches, depending upon which is preferred.

If we go homebrew a friend and I kicked around an idea for playing in one similar to what SyFy is doing via the Expanse. Mid to advancing technologies with two rival forces staking out key clusters, a wide stretch of no man's land stuck in the middle and bullied by both, with an unknown mystery aggressor mucking up the works for everyone. Pop in a rag tag little merchant ship and let the drama unfold. The group would be potential Big Darn Heroes in a dangerous universe.

As for character creation, no I don't think for a PbP dying during character development would be a good experience. I would likely allow a set series of dice rolls for each area of development, placed as desired, and then move on to background fluff.

As an example roll seven 2d6 for characteristics, drop the lowest pair and place as desired. The player would choose their home world and background as normal, receiving whatever bonus skill choices apply.

For the service the player picks their favorite and moves ahead. Mishap and survival rolls would be skipped. I might allow one roll on the Mishap table in exchange for one extra skill roll, just to make things interesting but there would be no rerolls or changes.

For terms of active service with the selected branch I would likely go with roll three d6, drop the lowest and average the remaining dice plus 1 to determine the total terms of active service received.

A player would then roll one set of 2d6 each for Events, Commission Checks, and Advancement Rolls for each term of active service. This would determine any special developments, ranks, bonus skills, and Mustering Out rolls received.

For career skills the player would then total up the number of terms served and any successful advancement rolls, roll that number of d6 and place as desired to build the character's base training. There would be a limit of no more than an equal number of dice to any one category as match the terms of active service.

The player would roll any Aging Checks as apply as normal.

The player would roll Benefits as normal.

The players would then decide together whether to choose a Campaign Skill pack and how to divide up those skills amongst themselves.

Any suggestions for improvement or ideas about campaign preferences, Imperium, homebrews, or as mentioned above?


Have to think about the details, but I'm ok with the basic character generation plan.

I like the Spinward Marxhes but would be OK with other places.


I've already noted my preference for Mongoose.

The homebrew actually sounds interesting, but there's plenty of material in the base game as well. I'll still vote homebrew.

Generation rules sound fine.

Dark Archive

I'm pretty sure I've got both (I'd have to dig through but I think I picked up the original stuff in a Bundle of Holding). though I've only got any experience with Mongoose.

Grand Lodge

I'd be interested.


Well, there seems to be a bit of interest, certainly more so than I had anticipated.

To try to narrow things down, let's see if we can tighten up the choices. We would need to select enough candidates to fill the crew positions of whichever ship will be used in the campaign.

If you are still interested, please state your pick from each of the following categories:

1) Rules Set
a - Original Little Black Books
b - Mongoose Traveller
c - No Preference

2) Character Creation
a - Stated Random Rolls as mentioned above
b - Point Buy per Mongoose Traveller
c - No Preference

3) Campaign Setting
a - Spinward Marches
b - Solomani Rim
c - Homebrew

4) Campaign Style
a - Free Traders/Odd Jobs
b - Military/Mercenary
c - No Preference

5) Campaign Goals
a - Wealth and Treasure
b - Stories and Fame
c - No Preference

6) Races
a - Humans only
b - Humans in the majority
c - No Preference

7) Technology
a - Middle to High Technology
b - Low to Middle Technology
c - No Preference

8) Crew Position
a - Command Crew
b - Crew Member
c - No Preference

If anyone has any other suggestions, please feel free to throw them out there.


1) B Mongoose Traveller
2) A Stated Random Rolls as mentioned above
3) C Homebrew
4) A Free Traders/Odd Jobs
5) C No Preference -this is mostly because owing to information lag and the size of the empire, the ability to be famous over a large area seems pretty limited.
6) C No Preference
7) A Middle to High Technology - Though I should be clear here, I want us to have access to high, where we end up in adventures can be all over the place.
8) I was thinking we'd be on a small vessel, so likely we're all there is for crew. Not really sure what that maps to

Grand Lodge

1) a
2) b
3) a or b
4) a
5) a
6) b
7) a
8) I agree with drbuzzard

Dark Archive

I'm fairly easy going, so I've got a lot of no preferences in there:
1) Rules Set
b - Mongoose Traveller

2) Character Creation
a - Stated Random Rolls as mentioned above

3) Campaign Setting
no preference

4) Campaign Style
a - Free Traders/Odd Jobs

5) Campaign Goals
c - No Preference

6) Races
b - Humans in the majority

7) Technology
c - No Preference

8) Crew Position
c - No Preference

Grand Lodge

Unfortunately I'm out of town for the next couple of days, but am for sure interested. My brother-in-law may also be interested.


I am interested (thzero's brother-in-law here)

1) Rules Set = c - No Preference
I have the Original Little Black Books but haven't looked at them in 30 years and have access to Mongoose Traveller which seem to give many more option for character creation. In either case, I'll have to re/learn the rules.

2) Character Creation = a - Stated Random Rolls as mentioned above
but think the number of terms would need to be adjusted. As is, you could have between 2 and 7 which would create very different characters in terms of ability. Also, you could be forced into aging which you may not choose otherwise. Maybe GM picks a number and have the option to roll 1d3 for a -1/0/+1 modifier.

3) Campaign Setting = a - Spinward Marches but open to any

4) Campaign Style = a - Free Traders/Odd Jobs

5) Campaign Goals = a - Wealth and Treasure

6) Races = b - Humans in the majority

7) Technology = a - Middle to High Technology

8) Crew Position = as Buzzard stated, we are the crew.


Still interested!

1) Rules Set -- c - No Preference

2) Character Creation -- a - Stated Random Rolls as mentioned above

3) Campaign Setting -- a - Spinward Marches

4) Campaign Style -- a - Free Traders/Odd Jobs

5) Campaign Goals -- c - No Preference

6) Races -- c - No Preference
Will probably play a human myself

7) Technology -- c - No Preference

8) Crew Position -- c - No Preference


Looks like we have an assorted group at the moment. I will leave the list up until Thursday at midnight then make my decisions based upon everyone's votes. I will post that on Friday and those still interested can post character preferences over the weekend. With luck we will have a crew roster by Wednesday of next week.


GM Darkblade wrote:
Well, there seems to be a bit of interest, certainly more so than I had anticipated.

I am interested... used to play traveller way back when.

1) Rules Set - a - Original Little Black Books
* I own these but don't have access to the mongoose edition.

2) Character Creation - c - No Preference

3) Campaign Setting - a - Spinward Marches OR c - Homebrew
* I love the Marches but could live with something new, preferably something of a "frontier." The Solomani Rim seemed too restrictive to me.

4) Campaign Style - a - Free Traders/Odd Jobs
* Mercenary campaigns can be fun but they aren't so much an RPG as a campaign wargame.

5) Campaign Goals - c - No Preference - maybe both - each character can have his own motivations, of course. A lot of traveller games use money as an operating cost you have to meet rather than letting you accumulate wealth.

6) Races - b - Humans in the majority
* I'm cool with humans only (it was a staple of old Traveller) but it would be cool to play a Vargr.

7) Technology - d - mix
* The spinward marches have a lot of TL 7-10 worlds and if this is what you mean by "low" then that's fine. But of course one of the things about being a traveller is that occasionally you are at high tech worlds and can buy stuff there.

8) Crew Position - depends on the ship.
* If we are operating something like a Type-A then command crew.
* But if we are on a "big" ship (like in Leviathan) then I'm cool with being enlisted and "working my way up."


Hello again everyone. I am posting here the likely ship the players will be shipping out with once the game begins. She is an older ship, built on a solid design with mostly available technology. Some few systems may require additional support and upkeep, but overall she is space worthy and capable of surviving the rigors of wilder areas of the frontier. She is a design of my own, built along the lines of many other far traders/gunned escorts, an amalgam if you will, capable of filling a variety of roles and missions. She is built using the Mongoose Traveller ruleset. Opinions and observations are welcome.

Ship Name: To Be Decided
Class: Navarro Class Far Trader
Type: MSJ
Architect: D. A. De La Vega
Tech Level: Mixed (13 Max)
USP: 0215NVRO FT4233583-00000-40003-0
MCr 240.465
Architects Fee: 2.405 MCr
Cost in Quantity: 216.419 MCr

HULL CODE 4 (TL 12)
400 dtons standard 5,600 cubic meters
Needle/Wedge Configuration
Armored Hull Factor 8/8
Internal Structure 8
10% Crystaliron Plating, Self-Sealing

ENGINEERING
Jump Drive D One Jump-2 (TL 13)
Maneuver Drive F 3G (TL 11)
Power Plant F (TL 11)

AVIONICS
Hardened Bridge
Advanced/Survey Sensor Suite (TL 11)
Radar, Lidar, Densitometer, Jammers
Computer Model 5 (bis) Rating 25/+5 (TL 13)
Program Rating
Auto Repair/1 10
Evade/1 10
Fire Control/1 5
Intellect 2* 10
Jump Control/1 5
Jump Control/2 10
Library Database 0
Maneuver/0 0
Navigation 2 0
Security 2 0
Translator 1 0
Full Intelligent Interface Capabilities

ARMAMENTS/HARDPOINTS
Port Double Turret: Accurate High Yield Beam Lasers (TL 12)
Starboard Double Turret: Accurate High Yield Beam Lasers (TL 12)
Forward Chin Triple Launcher: Accurate High Yield Smart Missiles (TL 11)
1 ton Missile Magazine (12 missile capacity)
Dorsal Hardpoint: Empty

SMALL CRAFT
Small Gig w/ Double Beam Laser - Top Hull w/Docking Clamp
ATV w/ Grenade Launcher - Vehicle Bay
Air/Raft, enclosed - Cargo Rack
Repair Drones (20) - Various Storage Docks
Probe Drones (5) - Forward Bay

CARGO SPACE: 90 tons

FUEL STORAGE
104 tons (One 2 parsec jump and 28 days endurance)
Fuel Scoops
2 Fuel Purification Plants

MISCELLANEOUS
4 Double Staterooms
3 Single Staterooms
1 Sickbay with Autodoc
2 Luxury Lounge Spaces (Steward-2)
4 Low Berths
1 Emergency Low Berth
1 Locked Ship's Locker (Assorted Weaponry/Gear)
4 Airlocks (Forward Airlock Well, Starboard Ramp, Lower Deck Cargo Elevator, Upper Deck Gig Dock)

CREW: 3 Minimum 8 Optimal (Unfilled slots may be crewed by NPCs)
Pilot: Responsible for flying the ship
Navigator: Responsible for navigation and computer operations
Engineer: Responsible for engine and drive maintenance
Medic/Steward(Optional): Responsible for crew and passenger maintenance
Chief Gunner(Optional): Responsible for gunnery
Gunner(Optional): Responsible for gunnery
Gunner(Optional): Responsible for gunnery
Small Craft Pilot(Optional): Responsible for all small craft operations


Pathfinder Rulebook Subscriber

1) Rules Set
c - No Preference

2) Character Creation
c - No Preference

3) Campaign Setting
d - No Preference

4) Campaign Style
a - Free Traders/Odd Jobs

5) Campaign Goals
c - No Preference

6) Races
b - Humans in the majority

7) Technology
a - Middle to High Technology

8) Crew Position
c - No Preference

@Ship - Looks like a good all-around tramp ship, would get eaten by a military ship, would hold it's own against pirates, and could privateer if need be.


Well travelers, the deadline has arrived. I have reviewed everyone's suggestions and choices, and decided upon the following:

1) The Rules Set is going to be Mongoose Traveller. Here is the SRD though it does not have full career options. You can also get the Intro Book for free if needed. Neither option has the full list of career options. If you have any questions, please feel free to ask for assistance.

2) Character Creation will be as outlined previously. I will post an outline and sample character for reference.

3) Campaign Setting will begin in the Spinward Marches, Regina Subsector, above the planet Roup (C77A9A9-7) on Imperial date 034-1116, with the future modified by the story unfolding around the players. Roup does not need to be your homeworld, merely the point at which the campaign will begin.

4) Campaign Style will involve Free Traders taking odd jobs around the sector while larger events unfold around them.

5) Campaign Goals will be determined as the game progresses by the players interacting with the overall storyline.

6) Races will involve humans in the majority. There will be a presence of Zhodani ex-pats and Vargr corsairs along the fringes, remnants of the Fifth Frontier War.

7) Technology will be mostly middle to high around the Regina subsector, dropping slightly the further out you travel.

8) Crew Positions will be determined by the players, manning the Navarro class freighter previously mentioned.

It is now time to submit character resumes, and I will leave the submission field open until next Thursday, January 14th at midnight. I hope to see a good selection of wanderers ready to crew up on the Navarro.


Character Generation Checklist

Basic character generation uses the following steps:

1. Roll seven 2d6 for characteristics, drop the lowest pair and place as desired to determine characteristic modifiers.

2a. Choose a homeworld. The Regina Subsector may be viewed Here and the planet stats searched/viewed Here
2b. Record your background skills from that homeworld.

3a. Choose a career and specialization within that career.
3b. Record your basic training service skills at level 0. Choose any skill specialization if required.

4a. Decide whether or not you wish to roll once on the Mishap Table to gain an extra roll on the Skills and Training Tables for your career.
4b. If rolled, record the results and add one Skill and Training Table roll for later.

5a. Determine the terms of Active Service by rolling three d6, drop the lowest die and average the remaining dice plus 1 to determine the total terms of active service received.
5b. Record this number for use in later sections.

6a. Roll one set of 2d6 for each term of active service to determine career Events.
6b. Record the results for each Event.

7a. Roll one set of 2d6 for each term of active service to determine career Advancement.
7b. For each success, add one roll on the skills and training tables for this career.
7c. For each success, increase your Rank and record any bonus skills from the Ranks table.
7d. Military characters (Army, Navy, Marines) may also roll once per term of Active Service to receive a commission. This roll is optional.
7e. Rank level is reset upon receiving a commission, but the two Ranks are added to determine Benefit Roll Bonuses.

8a. For career skills the player needs to total up the number of terms served and any successful advancement rolls earned.
8b. Roll one d6 per Skill Roll earned and record each result.
8c. Apply each die rolled to one of the eligible Skills and Training tables for this career and record the results. No table may rolled upon more than the total number of Terms of Active Service achieved.

9a. Character Age begins at age 18. For each term of Active Service achieved increase your age by 4 years. If your character is 34 or older, roll for possible Aging.
9b. Roll one 2d6 minus the total number of Active Terms of Service to determine any Aging Effects.
9c. Record the results.

10a. Total the number of Benefit rolls achieved.
10b. Determine the number of dice to be rolled on the Cash or Other Benefits Tables. There is a limit to no more than three rolls on the Cash table.
10c. Determine any roll modifiers achieved.
10d. Roll the selected number of d6 on the appropriate table and record the results.

11. Purchase starting equipment and determine available funds remaining.

12. Choosing a Campaign Skill Pack and allocating those skills will come after all characters are created.


For an example of Character Creation, I submit the following:

Nathan Reynolds, a former merchant spacefarer with General Products.

Step 1: Characteristics
Roll 1: 2d6 ⇒ (1, 1) = 2
Roll 2: 2d6 ⇒ (3, 1) = 4
Roll 3: 2d6 ⇒ (5, 6) = 11
Roll 4: 2d6 ⇒ (2, 5) = 7
Roll 5: 2d6 ⇒ (1, 2) = 3
Roll 6: 2d6 ⇒ (2, 1) = 3
Roll 7: 2d6 ⇒ (4, 3) = 7

Placing the dice:
Strength 3 -1
Dexterity 4 -1
Endurance 3 -1
Intelligence 7 +0
Education 11 +1
Social Standing 7 +0

Step 2 Homeworld
Home: Efate, a high-population, industrial world with Tech Level D

Background Skills: 3 + 1 Edu DM
Admin 0
Advocate 0
Carouse 0
Streetwise 0

Step 3: Career
Service Career: Merchant, Merchant Marine Specialist

Basic Training Skills:
Broker 0
Comms 0
Drive/(Wheeled) 0
Persuade 0
Steward 0
Vacc Suit 0

Step 4: Mishaps, yea or nay
Nay, his physical characteristics are too low to risk it.

Step 5: Terms of Active Service
Roll 1: 1d6 ⇒ 1
Roll 2: 1d6 ⇒ 4
Roll 3: 1d6 ⇒ 2
4+2/2 plus 1 equals 4 Total Terms of Active Service

Step 6: Event Rolls
Roll 1: 2d6 ⇒ (3, 2) = 5 Risky Venture
Roll 2: 2d6 ⇒ (2, 2) = 4 Spacer skills
Roll 3: 2d6 ⇒ (6, 4) = 10 Great Deal
Roll 4: 2d6 ⇒ (1, 5) = 6 Outsider Connection
Gambling 4 Benefit Rolls against Final Broker Skill, Target 8+
Skill: Trade/Space Construction 1
+1 DM to one Benefit Roll
Gain a contact at the Shipyards

Step 7: Advancement Rolls
Roll 1: 2d6 ⇒ (1, 4) = 5 Nope
Roll 2: 2d6 ⇒ (3, 6) = 9 Yep
Roll 3: 2d6 ⇒ (6, 3) = 9 Yep
Roll 4: 2d6 ⇒ (3, 2) = 5 Nope
Skill: Mechanic 1

Nathan has a total Rank of 2, 4th Officer.
Nathan has a total of 4+2=6 Skill Rolls.
Nathan has a total of 5 Benefit Rolls.

Step 8: Skill and Training Rolls
Roll 1: 1d6 ⇒ 6 Service
Roll 2: 1d6 ⇒ 4 Service
Roll 3: 1d6 ⇒ 3 Service
Roll 4: 1d6 ⇒ 4 Service
Roll 5: 1d6 ⇒ 5 Adv. Education
Roll 6: 1d6 ⇒ 5 Personal

Personal Development
Melee/Blade 1

Service Skills
Broker 1
Persuade 1
Steward 2

Advanced Education
Admin 1

Step 9: Aging
Aging Roll: 2d6 - 4 ⇒ (2, 2) - 4 = 0
Reduces Strength to 2

Step 10: Benefits Rolls
Gambling Roll: 2d6 + 1 ⇒ (3, 5) + 1 = 9 from Life Events is successful.
Increased Benefit Rolls to 7
Add 1 to Broker Skill
3 Rolls on the Cash Table, maximum three
Roll 1: 1d6 + 1 ⇒ (6) + 1 = 7 Applying +1 DM Modifier
Roll 2: 1d6 ⇒ 3
Roll 3: 1d6 ⇒ 6
90,000 credits

4 Rolls on the Other Benefits Table
Roll 1: 1d6 ⇒ 6
Roll 2: 1d6 ⇒ 1
Roll 3: 1d6 ⇒ 4
Roll 4: 1d6 ⇒ 1
Gain a Cutlass and add 1 to Melee/Blade
Gain an Auto Pistol
Gain 1% ship share in a Navarro class trader

I will hold on purchasing equipment and gear at this time.


To summarize the character, here you see

Nathan Reynolds, a former 4th Officer Merchant Marine, retired from General Products.
Age: 34 Human Male

Strength 2 -2
Dexterity 4 -1
Endurance 3 -1
Intelligence 7 +0
Education 11 +1
Social Standing 7 +0

Homeworld: Efate, a high-population, industrial world with Tech Level D

Skills:
Admin 1
Advocate 0
Broker 2
Carouse 0
Comms 0
Drive/(Wheeled) 0
Mechanic 1
Melee/Blade 2
Persuade 1
Steward 2
Streetwise 0
Trade/Space Construction 1
Vacc Suit 0

Has a contact in the Naval Shipyards on Efate.

Due to his age and an advancing genetic disorder, Nathan is resigned to a wheelchair. Many have made the mistake of thinking him crippled, and many deals have turned in his favor because opponents saw his body and not the wits residing within.

His greatest accomplishment occurred in turning over his General Product stocks to a competitor in exchange for a few lucrative trade concessions on Roup. He cashed out in the black when GP reported shortly thereafter they were closing out their offices there, moving the operation to Boughene due to increasing safety concerns.

Possessions:
90,000 credits
Cutlass
Auto Pistol
Powered Wheelchair with Vacc Support
1% ship share in a Navarro class trader


GM Darkblade wrote:

Character Generation Checklist

Basic character generation uses the following steps:

1. Roll seven 2d6 for characteristics, drop the lowest pair and place as desired to determine characteristic modifiers.

2a. Choose a homeworld. The Regina Subsector may be viewed Here and the planet stats searched/viewed Here
2b. Record your background skills from that homeworld.

3a. Choose a career and specialization within that career.
3b. Record your basic training service skills at level 0. Choose any skill specialization if required.

Okay, I'd like to generate a Vargr. I don't have the Mongoose rules but the Mongoose SRD seems to have most of what you would need.

Mongoose simplifies the rules for Aliens, which is fine, though I have the original Vargr book if that would help. I figure under the alien rules Vargr would have Natural Weapon (bite) and Notable Dexterity.

1. So let's roll some dice:

Scores: 2d6 ⇒ (1, 4) = 52d6 ⇒ (3, 2) = 52d6 ⇒ (5, 5) = 102d6 ⇒ (4, 2) = 62d6 ⇒ (4, 2) = 62d6 ⇒ (3, 5) = 82d6 ⇒ (5, 2) = 7

So that gives me a 10, 8, 7, 6, 6, 5. Not bad.

Problem: I can't seem to find the table that shows what DM a given score gives you.

2. Choosing Dentus as a homeworld, for nostalgia reasons. My very first traveller campaign I ran started there. In my old game it was a "wild west" kind of place with petrochemical and small arms industries that took advantage of its low law level and decent tech level (A).

There is a local Vargr population which represents Vargr born within the imperium.

3. Problem: OK, here's the rub... the only career that seems to be listed in the SRD is scout. I was probably going to join the scouts anyway but I would prefer to see them all.


Book 0 has Army and Navy Careers listed, and is free from DriveThruRPG.

From the MGT, Vargr have Notable Dexterity (+1), Weak Strength (–1), Weak Endurance (–1), a Natural Weapon (bite), they are Uplifted and they replace Social Standing with Charisma.

Natural Weapon: The species has a natural weapon, such as claws, a strong bite or a poisonous stinger. Such weapons are usable at Personal range and deal ∞1 damage. The creature gains Melee/Natural Weapons at level 0.

Uplifted: This species was originally non-sentient, but has been raised to a higher intelligence by another species. Uplifted races generally become client species of their patron.

Background skills can be chosen from Admin 0, Advocate 0, Art 0, Carouse 0, Comms 0, Computer 0, Drive 0, Engineer 0, Language 0, Medic 0, Physical Science 0, Life Science 0, Seafarer 0, Social Science 0, Space Science 0, Trade 0.

If there is a specific career you are interested in, PM me privately and I will help if I can.


Pathfinder Rulebook Subscriber

Gave me a good reason to go drop some of my christmas money on the Mongoose books (Been looking for an excuse for a year now, LOL).

Will make a character shortly.

Stat: 2d6 ⇒ (4, 5) = 9
Stat: 2d6 ⇒ (4, 4) = 8
Stat: 2d6 ⇒ (6, 6) = 12
Stat: 2d6 ⇒ (1, 1) = 2
Stat: 2d6 ⇒ (4, 3) = 7
Stat: 2d6 ⇒ (6, 3) = 9
Stat: 2d6 ⇒ (1, 5) = 6


Pathfinder Rulebook Subscriber

Stats : 6, 7, 8, 9, 9, 12

Concept : Darrien Pilot (Darrien's are independently evolved humans, so still fits in with the 'mostly human' thing). Will have to see how rolls work out.

Background Rolls:

Initial Stat Distro :

Str 7-2 : 5
Dex 12+1:13
End 9-2 : 7
Int 9+1 :10
Edu 8+2 :10
Soc 6+0 : 6

Family Name : Relsanth
Given Name : Kelser
Taken Name : Lodic
Full Legal Name : Relsanth Lodic Kelser
Called by co-workers : Relsanth Lodic
Called by Strangers : Relsanth Kelser
Called by Friends : Lodic
Height : 2.1 meters (Maternal Grandmother was human, below average for Darrian)
Eye Color : Silver
Hair Color : White
Skin Color : Gold

Gender, 1=Female, 2=Male: 1d2 ⇒ 2 - Male

Darrians have slightly better hearing and vision than humans, giving them a +1 DM to any Recon or Survival checks involving these senses. Wide pelvic structures give Darrian females less chance of birth complications but make balancing upon narrow beams or ledges more difficult.

Darrians are genetically predisposed towards water conservation, sweating far less than humans and possessing white or light toned hair combined with a slightly reflective, gold coloured skin; both of which help reflect excess heat. Additionally the golden protremelanin pigmentation protects against high levels of ultraviolet radiation. Darrians are also able to adjust their core temperatures via unconscious metabolic control and are therefore more comfortable in colder climates.

Another Darrian trait is their ability to safely metabolise Ozone, normally mildly poisonous to humans, due to a naturally occurring retrovirus present on thier homeworld.

Paternal Grandparents: 2d6 ⇒ (3, 6) = 9 Grandfather alive
Maternal Grandparents: 2d6 ⇒ (6, 4) = 10 Grandfather alive
Parents: 2d6 ⇒ (3, 4) = 7 Both Alive

Siblings: 1d6 ⇒ 6
Siblings: 1d6 ⇒ 4

Two siblings, Lodic born as second child, making him the middle child.

Family Deeds: 2d6 ⇒ (2, 3) = 5 Relative founded a major corporation. Mother founded Kalsenthra Shipyards.

Starting Age : 18 (Must join military branch or advanced post graduate degree)


Pathfinder Rulebook Subscriber

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :10 (+1)
Edu :10 (+1) (Professor)
Soc : 6 (+0)

Background Skills (3+1 = 4, +1 Racial)
Planet of Origin : Mire A665A95-C

Computers 0 (High Tech)
Language 0
Medic 0
Social Science 0 (Racial)

Mandatory 1st Path:

Mandatory Path (Scholar or Military) 4 years
Mandatory Path : Scholar
Assignment : Technician
Personal Development: 1d6 ⇒ 3 +1 Soc Standing
Basic Training :
Admin 1
Computers 1 (0 + 1)
Investigate 1
Science (Physical) 1
Science (Space) 1
Sensors 1

Survival, Int 6+: 2d6 + 1 ⇒ (1, 2) + 1 = 4
Mishap: 1d6 ⇒ 3 Another researcher sabotages work, gain rival.
Event: 2d6 ⇒ (4, 6) = 10
You obtain a rare pre-Maghiz artifact to study. Roll an applicable Science 8+. If you succeed, you uncover the subject’s secrets and the Special Arm arrives to remove the object and offer you a job, allowing you to transfer into the Special Arm career with rank and benefits intact. If you fail the agents still turn up but simply take the artifact and disappear, your protests availing you nothing.
Space Science: 2d6 + 1 ⇒ (6, 6) + 1 = 13 Offered a job in Special Arm!

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

Gain Computer +1, Rank Scholar

No benefit rolls for mustering out due to mishap. :(


Final Skills :
Admin 1
Computers 2 (0 + 1 + 1)
Investigate 1
Science (Physical) 1
Science (Social) 0
Science (Space) 1
Sensors 1
Language 0
Medic 0

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :10 (+1)
Edu :10 (+1) (Professor)
Soc : 7 (+0)

Age : 22


Pathfinder Rulebook Subscriber

2nd Path, Special Arm:

Auto Entry, Invited in via Event.
Specialist : Psion
Psionic Str: 2d6 - 1 ⇒ (4, 6) - 1 = 9
Advanced Education: 1d6 ⇒ 2
Computer 3
Basic Training : Telepathy 1
Survival, Int 7+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 G*$#(*$#(^$)(&*^
Mishap: 1d6 ⇒ 6 Injured
Injury: 1d6 ⇒ 6 Lightly Injured, no permanent effects
Event: 2d6 ⇒ (3, 6) = 9 Advanced Mod up to TL16
Advancement, Psi 9+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 ADVANCED

Rank 2 attained : Captain
Melee (Blade 1)
Jack of All Trades
Leadership 1
Admin 1

No Benefit rolls for term due to Mishap. :(

Age : 26

Final Skills :
Admin 2 (1 + 1)
Computers 3 (0 + 1 + 1 + 1)
Investigate 1
Science (Physical) 1
Science (Social) 0
Science (Space) 1
Sensors 1
Language 0
Leadership 1
Medic 0
Telepathy 1
Melee (Blade 1)

Jack of All Trades

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :10 (+1)
Edu :10 (+1) (Professor)
Soc : 7 (+0)

Age : 26

Forced retirement due to Injury...

Titles : Professor, Scholar, Captain


Pathfinder Rulebook Subscriber

Gah, I just realized we're not following the book on character creation. My bad for not reading. Will figure out how to fix it.


Pathfinder Rulebook Subscriber

Ok, so, we're not doing survival rolls. Given that, the mishaps I rolled previously go away, which means benefit rolls stay in place for the two career terms already served. All I really have to do is figure out how many total terms to be served, see how many are left, and ignore the mishap rolls. That's not too bad.

Terms: 3d6 ⇒ (2, 1, 5) = 8 So, 5 and 2. Average 5 & 2 = 7/2 = 3.5 Nothing was said about rounding, so I'll assume round down. That's 3 + 1 = Four Terms. Two terms down, and two terms to go.


Pathfinder Rulebook Subscriber

Term 3, Special Arm:

Advanced Training: 1d6 ⇒ 1 Astrogation 1 (Dangit, keep trying for pilot! But Astrogation is good too!)
Event: 2d6 ⇒ (5, 5) = 10

You are sent on a black ops mission to recover a pre-Maghiz artefact from a Sword World or Zhodani military base. The surgical intrusion goes pear shaped and you are forced to blast your way free. Roll Stealth or Gun Combat 8+. Success means you achieved the objective and gain a +2 DM to your next Advancement roll. Failure indicates that you were wounded in action, roll on the Injury table. Either way you learn from the experience and may increase two of your lowest skills by one level.

Stealth/Dex: 2d6 + 2 - 2 ⇒ (4, 6) + 2 - 2 = 10 Whoot!

Science Social 1
Language 1

Advancement, 7+: 2d6 + 1 + 2 ⇒ (1, 5) + 1 + 2 = 9 Advancement! Rank 3!

Major!

Final Skills :
Admin 2
Astrogation 1
Computers 3
Investigate 1
Jack of All Trades 1
Language 1
Leadership 1
Medic 0
Melee (Blade) 1
Science (Physical) 1
Science (Social) 1
Science (Space) 1
Sensors 1
Telepathy 1

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :10 (+1)
Edu :10 (+1) (Professor)
Soc : 7 (+0)

Age : 30

Titles : Professor, Scholar, Major


Pathfinder Rulebook Subscriber

Term 4, Final Term, Special Arm:

Advanced Education: 1d6 ⇒ 4 Engineering (Electronics) 1
Event: 2d6 ⇒ (2, 3) = 5
You are caught by your superiors doing private research into restricted files. You are forced to quickly bury your stolen data in the computer system; roll Computers 8+. Success hides the information so you may recover it properly, using the information to gain a +2 DM on your next Advancement roll. Failure means the data is found and you are retired unless you lie your way out of the situation with a Deception or Persuade 8+ roll.
Computer/Int 8+: 2d6 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11 +2 Advancement
Advancement, Psi 7+: 2d6 + 1 + 2 ⇒ (6, 4) + 1 + 2 = 13 RANK 4!

Ltn Col, Tactics (Military) 1

Aging: 2d6 - 2 ⇒ (4, 2) - 2 = 4 Darrien's half aging penalties, No Effect

Total Benefit Rolls : 4 tours = 4 Rolls
Rank Benefit Rolls : 2 (Rank 4)

Cash, Scholar: 1d6 ⇒ 5 75,000
Cash, Scholar: 1d6 ⇒ 2 10,000
Cash, Scholar: 1d6 ⇒ 3 25,000 : Total 110,000

Benefit, Special Arm: 1d6 ⇒ 5 Armor
Benefit, Special Arm: 1d6 ⇒ 6 Vehicle
Benefit, Special Arm: 1d6 ⇒ 2 +1 Intelligence

Final Skills :
Admin 2
Astrogation 1
Computers 3
Investigate 1
Jack of All Trades 1
Language 1
Leadership 1
Medic 0
Melee (Blade) 1
Science (Physical) 1
Science (Social) 1
Science (Space) 1
Sensors 1
Telepathy 1

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :11 (+1)
Edu :10 (+1) (Professor)
Soc : 7 (+0)
Psi : 9 (+1)

Age : 34

Titles : Professor, Scholar, Lt. Colonel

Augmentation : Subdermal Armor (TL11) +3 Armor
Armor : Assault Armor - Special Arm (TL16) (If allowed?)
Vehicle : Military Gravbike (Don't think a courier ship counts)


Sorry, I should have specified on rounding, yes it is down. Too used to Pathfinder RAW I guess.

I should also apologize in that I did not mention Psionics. I had not intended to use them as part of the campaign, save perhaps as deux ex machina. 100,000cr for testing and training is a bit much for most starting characters to come up with in the beginning. Further it seems any specialized careers or organizations centered around such abilities would not likely allow these rare and gifted individuals the freedom to operate on a tramp freighter, away from controls, protections, and oversight.

Still, I will leave the subject alone for now, unless others object. I would recommend that any psionic characters realize the timeframe is only a few years after the latest war with the Zhodani and mental powers are hallmarks of their regime. Sentiments and suspicions will be high regarding anyone openly showing such abilities.

I would like to know which book, or books, anyone uses in fashioning their character, to keep discrepancies to a minimum. (There are a few differences I have noticed in the Book 0, my hardback edition, and the PDF copy I have of the core book. Mongoose is prone to typographical errors it seems.)


Pathfinder Rulebook Subscriber

Alien Module 3 & Core Rule Book is all so far.

I wasn't planning on going psionics, but Special Arm specifically tests for it, and with a 9, they'd shove him into it. :) I can change that if you want, but it does give us an ace in the hole if he's picked. And he was specifically on an Anti-Zhodani task force, so it makes sense.


Assault armor is not allowed, sorry. Military equipment generally stays with the military and TL 16 is tightly controlled.

I am holding things to the middle to high range starting out, so anything TL 12 to 14 should be the rarity rather than the norm. I can see owning a really great laptop (TL 14), a used car (TL 9), and an average cellphone (TL 11) as being normal for someone, so similar reasoning should apply to Travellers as well I'd imagine.


Pathfinder Rulebook Subscriber

Guard armor, TL 13? Grav bike TL 11?

EDIT : I assume the events still take effect? So if the event says 'gain something up to TL16' that's still valid yes? If so, I just realized they have a TL14 Subdermal Armor in the Mercenary book as an Augment, +5 Subdermal rather than +3...

Dark Archive

Attributes
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (3, 4) = 7
2d6 ⇒ (6, 6) = 12
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (2, 3) = 5
2d6 ⇒ (1, 5) = 6
2d6 ⇒ (5, 5) = 10

Drop 5

STR:
DEX:
END:
INT:
EDU:
SOC:


Pathfinder Rulebook Subscriber

Shopping Trip:

Tried to keep everything TL 12 and below, with a mix, averaging TL11.

Hand Computer/2 $2,000 (TL11) (Alien 3)
Stiletto (Melee Small Blade) 1d6+2 -1 Heft 7+ Avail $50 (Mercenary)
One MOnth Good Lifestyle $1,500 (core)
Flak Jacket AC 6 $300 (TL8) (Core)
Bug Audio/Visual/Data (x3) $900 (TL11) (Core)
Radio Transciever $250 (TL9) (Core)
Comm Unit $500 (TL10) (Core)
Commdot (x10) $100 (TL10) (Core)
Holoprojector $1,000 (TL11) (Core)
Data Wafer (x20) $100 (TL10) (Core)
Software : Agent 1 $2,000 (TL12) (Core)
Software : Intellect 1 $2,000 (TL12) (Core)
Software : Database (Encylopedia) $2,000 (TL7) (Core)
Software : Security 2 $1,000 (TL11) (Core)
Software : Translator 1 $500 (TL10) (Core)
Software : Intrusion 1 $1,000 (TL11) (Core)
Software : Intelligent Interface 1 $100 (TL11) (Core)
Software : Expert (x5) $5,000 (TL11) (Core)
Medikit (x3) $4,500 (TL10) (Core)
Binoculars $750 (TL8) (Core)
IR/UV Goggles $1,250 (TL9) (Core)
Electromagnetic Probe $1,000 (TL10)
Engineering (Electronics) Toolkit $1,000 (TL12) (Core)
Scientific Toolkit $1,000 (TL12) (Core)
Rapier (Melee Large Blade) 1d6+4 Heft -2 $100 (TL3) (Core)
Body Pistol $500 3d6-3 (TL8) (Core)
Laser Pistol $2,000 (TL9) (Core)

Total : $32,400
Remaining : $77,600


Think I will try an agen from Ryhlanor.

Stats
2d6 ⇒ (6, 4) = 10
2d6 ⇒ (2, 2) = 4
2d6 ⇒ (4, 2) = 6
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (1, 4) = 5
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (5, 1) = 6

Str 6
dex 10
End 6
Int 9
Edu 6
Soc 5

Background skills
Trade 0
Engineer 0
Carouse 0

Career Agent
Worked for Ling Standard Products in counter corporate espionage.

basic training
Streetwise 0
Drive 0
Investigate 0
Computers 0
Recon 0
Gun Combat 0

No Mishaps
Terms 3d6 ⇒ (1, 5, 6) = 12 = 5

Events
2d6 ⇒ (2, 5) = 7 Life Event
2d6 ⇒ (5, 5) = 10 Specialist Training in vehicles Gunner 1.
2d6 ⇒ (3, 2) = 5 1d3 ⇒ 1 gain 1 contact
2d6 ⇒ (6, 2) = 8 see below
2d6 ⇒ (5, 2) = 7 Life event

Life events
2d6 ⇒ (4, 1) = 5 Gets his GF pregnant.
2d6 ⇒ (1, 2) = 3 Marries GF

Go undercover deception: 2d6 + 1 ⇒ (5, 6) + 1 = 12 pass
Citizen Event :rewarded for cunning +2 on next advancement check

Advancement
2d6 + 1 ⇒ (6, 3) + 1 = 10 yes
2d6 + 1 ⇒ (4, 2) + 1 = 7 yes
2d6 + 1 ⇒ (3, 2) + 1 = 6 no
2d6 + 1 ⇒ (6, 5) + 1 = 12 yes
2d6 + 3 ⇒ (2, 3) + 3 = 8 yes

Rank- Special Agent

Skill and Training
Service: 1d6 ⇒ 2 Drive+1
Service: 1d6 ⇒ 4 Computers +1
Service: 1d6 ⇒ 1 Streetwise +1
Specialist: 1d6 ⇒ 6 Streetwise +1
Specialist: 1d6 ⇒ 1 Investigate +1
Specialist: 1d6 ⇒ 1 Investigate +1
Personal: 1d6 ⇒ 1 Gun Combat +1 (Slug Pistol)
Personal: 1d6 ⇒ 3 +1 End
Personal: 1d6 ⇒ 2 +1 Dex

Aging 2d6 ⇒ (2, 1) = 3 -1 all physical stats

Benefits 7 rolls
Cash 1d6 ⇒ 4 7500 cr
Other 1d6 ⇒ 2 +1 Int
Other 1d6 ⇒ 2 +1 Int
Other 1d6 ⇒ 2 +1 int
Other 1d6 ⇒ 1 Scientific Equipment
Other 1d6 ⇒ 2 +1 Int
Other 1d6 ⇒ 3 Ship Share

After Career
Str 5
Dex 10
End 6
Int 13
Edu 6
Soc 5

Skills
Trade 0
Engineer 0
Carouse 0
Streetwise 2
Drive 1
Investigate 2
Computers 1
Recon 0
Gun Combat 1 (slug pistol)
Gunner 1

Myro Palk grew up on Ryhlanor to a family of little means. Somehow he got lucky while doing his normal bar hopping after secondary school and fell in with some scions of Ling Standard Products Exceutives. The son of the local CFOs' branch, seeing that he was pretty bright, got him a job in corporate Intelligence. Myro proved to be very capable of his work and advanced fairly quickly, eventually becoming one of the premiere agents in his area. However his lack of social standing was never enough to overcome his poor background and never advanced into management. Along the way he fathered a child with his girlfriend and eventual wife. However, the stresses of his job eventually did damage to the relationship ending it in divorce (undercover work has bad consequences). The stress of the job also had an adverse effect on his health, and now at 38, he's not the fairly fit youth that he once was. He is still pretty nimble though, and his reaction time has not dropped. On the plus side, his work was very mentally stimulating and he honed his intellect a great deal while at it, so while he does lack in book knowledge his problem solving abilities are practically unmatched.


Pathfinder Rulebook Subscriber

Lodic Background:

Hand Computer/2 $2,000 (TL12) (Alien 3)
Stiletto (Melee Small Blade) 1d6+2 -1 Heft 7+ Avail $50 (Mercenary)
One MOnth Good Lifestyle $1,500 (core)
Flak Jacket AC 6 $300 (TL8) (Core)
Bug Audio/Visual/Data (x3) $900 (TL11) (Core)
Radio Transciever $250 (TL9) (Core)
Comm Unit $500 (TL10) (Core)
Commdot (x10) $100 (TL10) (Core)
Holoprojector $1,000 (TL11) (Core)
Data Wafer (x20) $100 (TL10) (Core)
Software : Agent 1 $2,000 (TL12) (Core)
Software : Intellect 1 $2,000 (TL12) (Core)
Software : Database (Encylopedia) $2,000 (TL7) (Core)
Software : Security 2 $1,000 (TL11) (Core)
Software : Translator 1 $500 (TL10) (Core)
Software : Intrusion 1 $1,000 (TL11) (Core)
Software : Intelligent Interface 1 $100 (TL11) (Core)
Software : Expert (x5) $5,000 (TL11) (Core)
Medikit (x3) $4,500 (TL10) (Core)
Binoculars $750 (TL8) (Core)
IR/UV Goggles $1,250 (TL9) (Core)
Electromagnetic Probe $1,000 (TL10)
Engineering (Electronics) Toolkit $1,000 (TL12) (Core)
Scientific Toolkit $1,000 (TL12) (Core)
Rapier (Melee Large Blade) 1d6+4 Heft -2 $100 (TL3) (Core)
Body Pistol $500 3d6-3 (TL8) (Core)
Laser Pistol $2,000 (TL9) (Core)

Total : $32,400
Remaining : $77,600

Family Name : Relsanth
Given Name : Kelser
Taken Name : Lodic
Full Legal Name : Relsanth Lodic Kelser
Called by co-workers : Relsanth Lodic
Called by Strangers : Relsanth Kelser
Called by Friends : Lodic
Height : 2.1 meters (Maternal Grandmother was human, below average for Darrian)
Eye Color : Silver
Hair Color : White
Skin Color : Gold

Lodic was born the second of three children to Relsanth Lenvid Mondal and Elsath Millicent Moyvra. His younger sister is Relsanth Estra Molsena, while his elder brother is Relsanth Algra Grasc.

Lodic grew up in a rich home, his mother had founded Millelsath Shipyards, which rapidly became one of the best and fastest growing shipyards in the Mire system.

Lodic grew up fascinated by ships, and wanted to be a starship pilot, planning on going to the Navy after graduating from University.

In University, he studied computers, physical, and space sciences. It was while working on his space sciences degree that he located a very rare pre-Maghiz artifact that was trapped inside an asteroid fragment he was studying. It was part of a ship's jump drive, and must have fused with the asteroid as part of a bad jump. Unfortunately, before he could finish his papers on it, Special Arm agents showed up and took the artifact. However, Special Arm was so impressed with his analysis of the artifact that they issued a 'special invitation' to him to join the agency on graduation. While he had wanted to go into space, he felt it his duty to go where his country needed him.

He obtained the titles of Professor and Scholar while in school, and joined the Special Arm as a Lieutenant, instead of a recruit.

Upon entry, like all other recruits, he was tested for psionic potential, and found to be a high power telepath. He was then shunted from the science branch to the psi-ops branch. His computer training was enhanced, as was his basic training in Telepathy. He also received training in blade combat, a general training in multiple skills, leadership and admin.

Lodic was found to have a natural ability to accept artifical augmentation in testing, and despite the general dislike of such things, special agents often need such augmentation. He was provided with the most advanced subdermal armor the Special Arm could procure, to ensure he survived his missions.

Lodic was then sent on a black ops mission to recover a pre-Maghiz artifact from a Zhodani Military base. He was able to successfully infiltrate the base using his telepathy to mask him from the Zhodani security forces, steal the artifact (another part of a jump drive), and return with it to the Special Arm research facility. He was promoted yet again for such a succesful mission.

Upon return, Lodic began investigating some irregularities involving a superior in the Special Arm. While he was almost caught by the superior, he managed to hide what he'd found and made sure to report the superior for selling information to domestic tech companies to assist them in their research. The superior was imprisoned, and Lodic was promoted again!

The entire affair, however, left a bitter taste in Lodic's mouth, and he tendered his retirement papers after the promotion. The Special Arm reluctantly accepted his resignation from active duty, but supplied him with a set of advanced armor and a new grav bike as a retirement present.

Lodic decided to try his luck outside Darrien space, wanting to see new horizons, even if those horizons are a bit more primitive than he's used to.

Also, I just realized I didn't take basic training on term 3 and 4, will fix skills shortly.


Pathfinder Rulebook Subscriber

Final Skills :
Admin 1
Astrogation 1
Computers 2
Deception 1
Gun Combat (Pistols) 0
Investigate 0
Jack of All Trades 1
Language 1
Leadership 1
Medic 0
Melee (Blade) 1
Science (Physical) 0
Science (Social) 0
Science (Space) 1
Sensors 0
Telepathy 1

Str : 5 (-1)
Dex :13 (+2)
End : 7 (+0)
Int :11 (+1)
Edu :10 (+1) (Professor)
Soc : 7 (+0)
Psi : 9 (+1)

Age : 34

Titles : Professor, Scholar, Lt. Colonel

Augmentation : Subdermal Armor (TL14) +5 Armor ?
Armor : Guard Armor (TL 13)?
Vehicle : Gravbike (TL 11)?


This is going to be piecemeal. Feel free to make suggestions since I'm not familiar with Mongoose rules.

Character Generation Checklist

Basic character generation uses the following steps:

1. Roll seven 2d6 for characteristics, drop the lowest pair and place as desired to determine characteristic modifiers.

Stat: 2d6 ⇒ (4, 6) = 10
Stat: 2d6 ⇒ (5, 5) = 10
Stat: 2d6 ⇒ (3, 3) = 6
Stat: 2d6 ⇒ (3, 2) = 5
Stat: 2d6 ⇒ (1, 1) = 2
Stat: 2d6 ⇒ (2, 5) = 7
Stat: 2d6 ⇒ (5, 1) = 6

10,10,7,6,6,5 I'll take a look to see what I can do with these.

2a. Choose a homeworld. The Regina Subsector may be viewed Here and the planet stats searched/viewed Here
2b. Record your background skills from that homeworld.

3a. Choose a career and specialization within that career.
3b. Record your basic training service skills at level 0. Choose any skill specialization if required.

4a. Decide whether or not you wish to roll once on the Mishap Table to gain an extra roll on the Skills and Training Tables for your career.
4b. If rolled, record the results and add one Skill and Training Table roll for later.

5a. Determine the terms of Active Service by rolling three d6, drop the lowest die and average the remaining dice plus 1 to determine the total terms of active service received.
5b. Record this number for use in later sections.

6a. Roll one set of 2d6 for each term of active service to determine career Events.
6b. Record the results for each Event.

7a. Roll one set of 2d6 for each term of active service to determine career Advancement.
7b. For each success, add one roll on the skills and training tables for this career.
7c. For each success, increase your Rank and record any bonus skills from the Ranks table.
7d. Military characters (Army, Navy, Marines) may also roll once per term of Active Service to receive a commission. This roll is optional.
7e. Rank level is reset upon receiving a commission, but the two Ranks are added to determine Benefit Roll Bonuses.

8a. For career skills the player needs to total up the number of terms served and any successful advancement rolls earned.
8b. Roll one d6 per Skill Roll earned and record each result.
8c. Apply each die rolled to one of the eligible Skills and Training tables for this career and record the results. No table may rolled upon more than the total number of Terms of Active Service achieved.

9a. Character Age begins at age 18. For each term of Active Service achieved increase your age by 4 years. If your character is 34 or older, roll for possible Aging.
9b. Roll one 2d6 minus the total number of Active Terms of Service to determine any Aging Effects.
9c. Record the results.

10a. Total the number of Benefit rolls achieved.
10b. Determine the number of dice to be rolled on the Cash or Other Benefits Tables. There is a limit to no more than three rolls on the Cash table.
10c. Determine any roll modifiers achieved.
10d. Roll the selected number of d6 on the appropriate table and record the results.

11. Purchase starting equipment and determine available funds remaining.

12. Choosing a Campaign Skill Pack and allocating those skills will come after all characters are created.

Dark Archive

Sorry got interrupted last time.

Looks like we have an agent (face?) & Pilot, so far. So let's try an engineer.

STR 6
DEX 6
END 9 (+1)
INT 12(+2)
EDU 10(+1)
SOC 7

Homeworld: Roup (why not) High Population, industrial water world.
Background Skills: 3+1EDU
Computers 0
Seafarer 0
Space Science 0
Streetwise 0

Career: Are Careers from the sourcebooks allowed, if so will probably go Scavenger/Salvage Expert (book6), if not will probably stick with Scholar/Scientist?

Grand Lodge

stat: 2d6 ⇒ (5, 4) = 9
stat: 2d6 ⇒ (1, 2) = 3
stat: 2d6 ⇒ (4, 3) = 7
stat: 2d6 ⇒ (2, 6) = 8
stat: 2d6 ⇒ (2, 3) = 5
stat: 2d6 ⇒ (2, 1) = 3
stat: 2d6 ⇒ (2, 6) = 8

Grand Lodge

Well that sucks.

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