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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For reference my events/history were (might help forge links):

12+ Years ago, childhood around the docs on Roup.

12-16 Years ago: 2d6 ⇒ (5, 2) = 7 52 - Ruined Space station exploration - Pick - Computers 1, Engineer (Electronics) 1, Security 1 or Science (any) 1.

8-12 Years ago: 2d6 ⇒ (2, 2) = 4 22 - Find something Useful in scrap, gain a Weapon

4-8 years ago: 2d6 ⇒ (3, 3) = 6 33 - Life Event (Romantic Relationship)

Within the last 4 years: 2d6 ⇒ (1, 6) = 7 16 - Gambling Ring, gain a level of Gambler, can bet up to 4 benefit rolls and roll Gamble 8+ on fail, lose stake, on success gain 1/2 stake as additional benefits.


Don't have books to hand, do you still get additional skills for forging links with characters?

Grand Lodge

Peet wrote:
thzero wrote:

Step 10: Benefits Rolls

rolls: 6 terms + 2 (for 4 rank) +1 (for cash only)
...
dice=6 Free Trader

thzero: I may be wrong but the free trader benefit probably gives you +1d6 ship shares instead.

Actually it doesn't say in the Book 7 - Merchants at all, so was hoping that GM could answer that.

Peet wrote:

OK where do we stand now party-wise?

I had originally thought there were a lot of applicants and that I would stake out the Small Craft Pilot position, but it looks like we don't have that many people. Instead of Pilot 3 (small craft) I could have had Pilot 1 (small craft) and Pilot 2 (spaceship).

Piloting is my only big ship skill but I also have Jack-o-T 3.

AGamer70 - Navy guy. Looks like you have Gunner-2. Having a decent gunner can be a big deal. Also Navigation 1, Pilot 1, Astrogation 1, and Medic - not sure what rating.

"Allrianne" - Scavenger/Salvage. Mechanic 2 and Sensors 2, but none of the main ship skills. Maybe she can get Engineer-1 or Navigation-1 out of the skill package?

thzero - Merchant. Broker 1 and Medic 1. Good personal combat skills. I don't see any ship skills there though.

drbuzzard - "Myro Palk" - Agent - Investigate 2 & Streetwise 2 but not much for ship skills, except Gunner 1 and Computer 1.

Fnord72 - medical researcher. Medic 3? Also Engineer 1.

MDT "Lodic" - Darrian telepath. Astrogation 1 and computers 2. Also some sciences.

If people can "double up" in crew positions, then Fnord72 could do both Medic and Engineer, and AGamer70 could do chief gunner and navigator. But if there are penalties for taking two roles then it would be better to spread things out. Allrianne and thzero could pick up the necessary skills from the skill package.

Well Agamer has astrogation/1 and so does Lodic. I'd say that Lodic should probably go into the Navigator slot; Agamer could back Lodic up.

I was going to either take the Trader Skill Package or the Starship Skill Package.

Trader doubles down on the merchant/face thing (not my normal s$&*ck, but with the lowest rolls I had to make lemonade I guess). Starship would give more coverage for ship skills to round out crew.

Grand Lodge

Allrianne wrote:
Don't have books to hand, do you still get additional skills for forging links with characters?
Quote:

The Connections Rule

If both players agree, then any event can involve another suitable player character. Only one character needs to have rolled the
specific event. If this is done, then you both get one extra skill.

This can be any skill you like, although it is good form to relate it to the connection you have just formed . You may gain a maximum of two free skills from this rule, and each connection must be with a different player character.

For example, Erik is serving as an Agent, and he rolls an undercover mission (Event number 8 on the Agent event table). Erik's player suggests that Erik could have met Kathya while on this mission, and Kathya's player agrees. When finalizing characters, both will gain an extra skill roll.

Note down ideas for connections as you generate your character but these connections are only finalized at the end of character generation.

Later during character creation, Erik rolls a mishap on his Agent career, and is nearly killed when an undercover operation goes wrong. Kathya's player suggests that he helped him escape and so he owes her his life.

So think the answer is yes...


I had picked my skills on the assumption we still needed a pilot. If you want to switch to pilot, peet, I can look to see if I can adjust my skills to add some engineering. I do have another skill to pick from an event, so I could have pilot 2 with the current picks.


Originally planned to be a pilot as well, didnt' work out. Got the dex for it. :)


Ludic's Events :

Event (16 years ago) : You obtain a rare pre-Maghiz artifact to study. 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.

Event (12 years ago): You are volunteered to test a new piece of experimental equipment. Gain any augment of up to TL16.

Event (8 years ago): 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. You achieved the objective and learn from the experience and may increase two of your lowest skills by one level.

Event (4 years ago): 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. You hide the information so you may recover it properly, using the information to gain an edge on your next promotion.

Note that these events are in Darrian space (except for the black ops mission 8 years ago). So, if anyone was on a Sword World or Zhodani world 8 years ago, they could entangle with Ludic. Additionally, if anyone was in Darrian space 4, 12, or 16 years ago, they could entangle with Ludic some other way.


I see everyone is pretty well in hand and your group is forming up nicely. To answer the previous question yes you may form connections between your characters, and it is preferable for you to do so. You may get up to a total of two free skills for connections you have formed, one for each connection formed. If you form a connection with more than two players you will not gain more than the maximum two extra skills, but you may still have the bond between each character chosen.

As an example:
Alice has a connection to Bob, Charlie, Dave, and Erica. 2 skills
Bob has a connection to Alice and Charlie. 2 skills
Charlie has a connection to Alice, Bob, and Dave. 2 skills
Dave has a connection to Alice and Charlie. 2 skills
Erica has a connection to Alice. 1 skill

Alice pulls all of her connections together to help her fly her father's beat up starliner on one last great adventure before the bank forecloses on it, to scatter her father's ashes over his birth planet, Hefry. Adventure ensues...


Just a reminder everyone enrollment ends tonight at midnight. Anyone still waiting to post their characters needs to hurry. Once the deadline passes no one will be allowed to join up without the consensus of the current players.

Good luck everyone.


I'm not sure how to link, but I suppose any of us with shares in the same ship are linked somehow.


My notable events are:

In the last four years I did something to attract the attention of the Scout service and was offered a transfer. I declined. However, this would have been a good time to have met Varkha, and that could bring both of us into the current situation.

Eight years ago I did some field testing of a medical robot. This could have taken place off-planet and would be a possible connection point to someone.

Sixteen years ago I did something with one of the military branches that was good enough to be offered an officer's commission. I declined that as well to stay in the medical field.

Since I plan to have the history be relatively planet bound until just recently, I don't see where I would have run into Ludic.


drbuzzard wrote:
I'm not sure how to link, but I suppose any of us with shares in the same ship are linked somehow.

Hey guy. Life kinda boring. Retirement getting you down? Maybe you have a surplus of credits and just don't know what to do with them. Have you heard about this great new investment pyramid scheme on the market today. It's called Spin-way. No relation or affiliation to Amway. You buy in for shares of stock in this great new used up and coming little transport company and then sit back and enjoy the benefits only interstellar travel and trade can provide. Easy money, guaranteed for the life of your investment. No actions, additional purchases, or subsequent fees required. Call 1-800-SPINWAY. That's 1-800-774-6929. Operators are standing by. CALL NOW!!!! Don't call I have no clue as to who's number that is.

Small print Actually you will be held accountable for the remaining balance and monthly service fees on the loan agreement for the duration of the mortgage and will be required to participate fully in ship ventures until such time as the debt is paid in full. Additional fees and purchases will be required. Warning interstellar travel will be hazardous to your health. Proceed with caution. Use interstellar travel at your own risk. Spin-way bears no indemnity or responsibility for any debt, indentured servitude, enslavement, injury, mutilation, maiming, or death which may result from your participation in interstellar travel pursuant to your involvement in any Spin-way or affiliated service provider venture or agreement. Spin-way is a subsidiary affiliate of GM Deux Ex Machina, all rights reserved, copyright 114.1116 Regina Spinward Marches.


I'm keeping track of my character in a google doc that I will link to a profile.

I'm also consolidating and double checking my character creation there.


Missed a couple of aging rolls.
2d6 ⇒ (1, 6) = 7
2d6 ⇒ (6, 1) = 7

Now I just need to buy some gear.

Also, I changed my homeworld to Rhylanor. I can link up with drbuzzard through one of his events. Either helping with the delivery of his kid (his event), or a general friendship.


Is the ship assumed to have all necessary tool kits for the skills needed to operate it?

One thing I didn't understand about traveller was the insistence that no matter how much was rolled in mustering out cash, you couldn't start your new career of adventuring with more than a couple thousand in gear.

Grand Lodge

Where are you generating this from?

Allrianne wrote:

For reference my events/history were (might help forge links):

12+ Years ago, childhood around the docs on Roup.

12-16 Years ago: 2d6 ⇒ (5, 2) = 7 52 - Ruined Space station exploration - Pick - Computers 1, Engineer (Electronics) 1, Security 1 or Science (any) 1.

8-12 Years ago: 2d6 ⇒ (2, 2) = 4 22 - Find something Useful in scrap, gain a Weapon

4-8 years ago: 2d6 ⇒ (3, 3) = 6 33 - Life Event (Romantic Relationship)

Within the last 4 years: 2d6 ⇒ (1, 6) = 7 16 - Gambling Ring, gain a level of Gambler, can bet up to 4 benefit rolls and roll Gamble 8+ on fail, lose stake, on success gain 1/2 stake as additional benefits.


thzero wrote:

Where are you generating this from?

Event table


If I stayed in Flight but adjusted my skills, it looks like I could have:

Gunner 2, Eng 2, Astro 1 and either Pilot 1 or Remote Ops 1 (if we want to mine asteroids). If I go this route, I'd be more of a backup/support engineer.

If I switched to Engineering/Gunnery, I could have:

Gunner 2, Eng 3 (or 4 if I drop Zero-G 1), Remote Ops 1, Astro 1, Mech 1. This route would make me main engineer, but I couldn't be in a turret and maintain systems while in battle.

So the first question is to GM Darkblade - can I switch specialization/skills now?

Secondly, what is everyone's input?


Regarding connections:

12-16 years ago: Event 1: 2d6 ⇒ (5, 6) = 11 Your commanding officer takes an interest in your career. Either gain Tactics (naval) 1, or take a +4 DM to your next Advancement roll thanks to his aid. Tactics (naval) 1. Don't think this helps as I'm the only one in the Navy.

8-12 years ago: Event 2: 2d6 ⇒ (4, 3) = 7 Life Event. Roll on the Life Events table

Life Event from #2: 2d6 ⇒ (4, 5) = 9 Travel: Travel: The character moves to another world. I could have moved to a world another player is on at met them.

4-8 years ago: Event 3: 2d6 ⇒ (1, 5) = 6 Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1. Not sure if this would help either.

Last 4 years: Event 4: 2d6 ⇒ (4, 5) = 9 You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy. Not sure on this one either.

Also, the rule isn't clear. Do you pick a skill or gain another roll on a skill table?

Dark Archive

Pick a skill, I believe, though the GM can of course veto it, in the playtest rules (at least in one version, I haven't been keeping up) they changed it to a skill roll


gain another roll.

The two skills from having an event connection to another player are the only skills you get to pick other than background skills.

Grand Lodge

Free Trader: You receive 5 ship shares towards the use of a Free Trader merchant ship, or 2 ship shares towards the use of any other.

So looks like I may have 6, or 26 shares.

Peet wrote:


So while we are on the subject, let's see where we stand on owning the ship:

Ship Shares
"Varkha Gzegdoug" - 4 shares
"Allrianne" - 3 shares
AGamer70 - 2 shares
Fnord72 - 10 shares
"Myro Palk" - 1 share
thzero - 4 shares possibly +1d6
"Lodic" - 0 - he doesn't believe in ship ownership.

So we have 24 shares, maybe more. That's not too bad.

Quote:


Ship shares represent contacts, credit rating, savings and favours owed that a character can put towards ownership of a space vessel.

Characters can pool their ship shares towards the use of a vessel, but cannot trade ship shares for cash. It’s very unlikely that the characters will be able to own anything other than the smallest starship outright at the start of the game, so most Traveller crews end up working to support the mortgage on their spacecraft.

Characters can also get extra ship shares by taking an older and more damaged ship, to a maximum of 10 bonus ship shares. See Old Ships on page 136.

Each ship share reduces the cost of the ship by 1%.

SHIP COSTS

Ship Type Value (MCr.) Ship Share value (1%)

Scout* 27,040,500 270,405
Seeker Mining Ship 22,765,500 227,655
Free Trader 36,567,000 365,670
Far Trader 51,385,500 513,855
Yacht 50,517,000 505,170
Fat Trader 97,182,000 971,820
Corsair 142,794,000 1,427,940
Laboratory Ship 125,874,000 1,258,740
Navarro 216,419,000 2,164,190
Close Escort 217,800,000 2,178,000
Mercenary Cruiser 433,440,000 4,334,400

*If you roll a Scout ship on the Scout Benefits table, then you have a ship on loan from the Scout Service and do not need to pay for it.

Many ships serve for decades or even centuries before being scrapped. Adventurers and free traders are often forced by necessity to purchase outdated or damaged vessels instead of new or pristine ships. Characters purchasing an outdated ship gain 1d6 ship shares per 10 years of wear. For each ten-year term of wear, choose what role that ship was engaged in, and roll on the table below.

Quote:


The Navarro class ships are similar in design to a hybrid of the Type R Subsidized Merchant (this is the Fat Merchant above) and Type EL Close Escort and yes she is designed to be able to go safely into some of the rougher areas of the fringes, while remaining upgradeable and customizable.

As the Navarro is a mass produced vessel, the beginning price is MCr 216.419 new. If you reduce this initial price with starting cash equivalent to 15% (10% drop for aged repo and 5% from crew shares) the price drops to MCr 183.956 used. This would result in a price of MCr 220.747 with financing included. At 40 years of payments, the monthly rate would be 459,890 credits per month. More crew shares would drop this further.

So if we have 26 shares, thats 56,268,940. If you include the 10% for the aged repo, thats 36 shares which would be 77,910,840. So that leaves 138,508,160Cr.

I can't find the stats for the 'Navarro' class.

Close Escort
This heavily armed close escort is designed to accompany convoys of trade vessels, protecting them from pirates and other dangers. Eight staterooms provide accommodation for the crew, and it also has a 20-ton launch for inspections and rescue missions. It mounts four double turrets for combat.

Hull 400 tons Hull 8
Streamlined Structure 8
Armour Crystaliron 8 points
Jump Drive H Jump 4
Manoeuvre Drive H Thrust 4
Power Plant H
Bridge
Computer Model 4 Rating
Electronics Military Sensors +0 DM
Weapons Hardpoint #1 Double Turret (sandcaster/beam laser) 1
Hardpoint #2 Double Turret (sandcaster/beam laser) 1
Hardpoint #3 Double Turret (missile rack/missile rack) 1
Hardpoint #4 Double Turret (missile rack/missile rack) 1

Fuel 176 tons One Jump–4 and two weeks of operation

Cargo 15 tons
8 Staterooms

Extras
Fuel Scoop
2 Fuel Processors
Ship’s Locker
Launch

Software
Jump Control/4
Manoeuvre/0 –
Library/0 –
Evade/2
Fire Control/3

Maintenance Cost (monthly) Maintenance Cost (monthly) 18,150
Life Support Cost (monthly) 16,000
Total Tonnage and Cost 217,800,000

Fat Merchant
Using a 400-ton hull, the subsidised merchant (nicknamed ‘fat trader’) is a trading vessel intended to meet the commercial needs of clusters of worlds. The fat trader requires a crew of fi ve: pilot, navigator, engineer, medic, and steward. The pilot also operates the launch; gunners may be added to the crew list as required.

SUBSIDISED MERCHANT, TYPE R (‘FAT TRADER’) Tons Price (Cr.)

Hull 400 tons Hull 8
Streamlined Structure 8
Armour None
Jump Drive C Jump 1 20
Manoeuvre Drive C Thrust 1 5
Power Plant C 10
Bridge 20

Computer Model 1 Rating 5
Electronics Civilian Sensors –2 DM 1

Weapons
Hardpoint #1 Empty
Hardpoint #2 Empty
Hardpoint #3 Empty

Fuel 52 tons One Jump–1 and four weeks of operation

Cargo 205 tons
13 Staterooms
9 Low Berths

Extras Fuel
Scoop
Fuel Processor 1
Escape Pods One for every stateroom 6.5
Ship’s Locker
Launch 20

Software
Jump Control/1
Manoeuvre/0
Library/0

Maintenance Cost (monthly) Maintenance Cost (monthly) 8,099
Life Support Cost (monthly) 26,900
Total Tonnage and Cost 97,182,000

Q-Ship (might be close?)
Hull 400 Hull 8
Structure 8 Streamlined

Armour Crystaliron 8 pts
Jump Drive D Jump 2, Fast-Cycle

Manoeuvre Drive F Thrust 3
Power Plant F Rating 3
Bridge Hardened
Computer Model/3 fi b Rating 20
Electronics Basic Military DM +0

Weapons Hardpoint #1 Pop-Up Triple Turret (Particle Beam x3)
Hardpoint #2 Triple Turret (Pulse Laser/Sandcaster/Missile)
Hardpoint #3 Triple Turret (Pulse Laser/Sandcaster/Missile)
Hardpoint #4 Triple Turret (Pulse Laser/Sandcaster/Missile)

Ammunition 20 sandcaster pebbles
60 sandcaster barrels
48 missiles

Fuel 104 tons Jump 2 – Four weeks of operation 104

Cargo 70 tons
10 Staterooms
10 Barracks
12 Low Berths

Extras Fuel
Scoops
Library
Ship’s Boat
Armoury
Fuel Processor 20 tons per day
Repair Drones

Software
Manoeuvre/0 -
Intellect Rating
Auto-Repair/1 Rating 10
Evade/2 Rating 10
Fire Control/2 Rating 10

Maintenance Cost (monthly) 0.0178
Life Support Cost (monthly) 0.0262
Total Tonnage & Cost 212.944

Grand Lodge

my events/history were:

12+ Years ago, childhood around the space ports on Efate.

12-16 Years ago: 2d6 ⇒ (5, 4) = 9 - You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill you already have by one level

8-12 Years ago: 2d6 ⇒ (2, 3) = 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.

4-8 years ago: 2d6 ⇒ (5, 3) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.

Within the last 4 years: 2d6 ⇒ (3, 5) = 8 - You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1.


Myro was employed for quite a while, 20 years for Ling Standard Products in corporate espionage. However he lived on Ryhlanor, which isn't overly close to where we are starting now.

His career starts and ends with life events, so we'll say those are has a kid and associated shotgun wedding, and last life event is kid leaves the roost and he splits with wife.

He did some term on a company freighter looking for a mole about 16 years ago (learned gunner).

8 years ago he had an undercover job working at Sternmetal trying to track down a mole at Ling from the other end.

His retirement was modest in value, with the best part being the ship share.


My doc decided to cash out his 401k, which was enough to buy him a 10% interest in a ship.

Myro's shotgun wedding was to his sister? That would make them pretty close.


Where do you get the idea that he married his sister?

In the interest of civility that is all the response I will make.


Myro's shotgun wedding was to the doc's sister...


AGamer70 wrote:
Also, the rule isn't clear. Do you pick a skill or gain another roll on a skill table?
spinningdice wrote:
Pick a skill, I believe, though the GM can of course veto it, in the playtest rules (at least in one version, I haven't been keeping up) they changed it to a skill roll

This is what the SRD says:

SRD wrote:
The connections between characters rule can give you bonus skills. At this stage, you may make (or finalise) a connection between your character and up to two other player characters. For each connection you make, you may gain one level in any skill, but you cannot bring a skill above level 3 using this rule nor may you take the Jack of all Trades skill.

Note that it says "any skill." So it looks like you just pick skills.

Do they have to be related to career events though?

Varkha's events are:
(12-16 years ago) 9: Your scout ship is one of the first on the scene to rescue the survivors of a disaster.

(8-12 years ago) 6: You spend several years jumping from world to world in your scout ship.

(4-8 years ago) 5: You perform an exemplary service for the scouts.

(in the last 4 years) 8: When dealing with an alien race, you have an opportunity to gather extra intelligence about them.


thzero wrote:
I can't find the stats for the 'Navarro' class.

The GM posted them HERE


AGamer70 wrote:
I had picked my skills on the assumption we still needed a pilot. If you want to switch to pilot, peet, I can look to see if I can adjust my skills to add some engineering. I do have another skill to pick from an event, so I could have pilot 2 with the current picks.

Basically Varkha can be the Pilot or the Small Craft pilot. Aside from Jack-o-T and Vacc Suit, Pilot is his only significant skill. He has a DEX of 12 so that gives decent synergy with piloting.

I don't mind being the small craft pilot if someone is better suited to pilot the actual ship.

If I rejiggered things around I could end up with some of the following: Astrogation 1, Gun Combat 1+, Recon 1+, or Mechanic 1 or 2. None of which are worth much on their own in terms of jobs on the ship.

I think you are the only one with Gunner at more than 1 though. And I'm sure there will be space battles in this campaign, so if you don't mind shooting things then it seems like that is where you should probably be. You could use one of your connections to bring it to 3.

Admittedly it will be clearer when people have profiles where there characters are easier to read.


GM Darkblade wrote:
...copyright 114.1116 Regina Spinward Marches.

Is that the current date?


Varkha's Possible Connections

1: with Allrianne
Varkha: (12-16 years ago) Your scout ship is one of the first on the scene to rescue the survivors of a disaster. (Failed and gained an enemy)

Allrianne: 12-16 Years ago: Ruined Space station exploration.

So: A disaster occurred when a remote space station was struck by a meteor shower, causing explosive decompression in many compartments and knocking the station out of orbit. Varkha's scout craft responded to the SOS and arrived on the scene, but when Varkha tried to assist his lack of engineering skills made the problem worse, and the station had to be abandoned as its course would soon take it into the local sun's corona.

Frustrated by his lack of success and the lack of gratitude on the part of the locals, Varkha decided to use some of his street contacts to sell the location of the station to a group of scavengers (which included Allrianne) before it burned up in the star's atmosphere.

---

2: with fnord72:

Varkha: (in the last 4 years) When dealing with an alien race, you have an opportunity to gather extra intelligence about them.

fnord72: In the last four years I did something to attract the attention of the Scout service and was offered a transfer.

So: The course of his medical research took fnord72 (whatever his name is going to be) to a planet with a developing minor race. fnord72 was studying the applications of local biology for advanced medical techniques. The scout service seemed very interested in this research; fnord72's institution borrowed a variety of sensor equipment from the local scout base in exchange for an agreement to share the data that was collected.

Varkha was a part of the scout team setting up equipment for fnord72's research. While there Varkha was also assigned to use the scanners to quietly investigate the minor race's technological development, as their society seemed to be on the brink of a major discovery (perhaps nuclear technology or spaceflight).

---

3: with AGamer70:

Varkha: (8-12 years ago) You spend several years jumping from world to world in your scout ship.

AGamer70: Life Event from #2: 2d6 ⇒ (4, 5) = 9 Travel: Travel: The character moves to another world. I could have moved to a world another player is on at met them.

So: Rather than book civilian transport, AGamer70 chooses to pocket the travel voucher and save the money by earning a "working passage" aboard a scout ship headed in that direction instead. The scout ship in question was a Type-S on which Varkha happened to be serving as crew at the time, and as a result AGamer70 and Varkha spent several weeks together travelling from star to star.


Another possible connection:

Varkha Gzegdoug wrote:

Varkha's Possible Connections

1: with Allrianne
Varkha: (12-16 years ago) Your scout ship is one of the first on the scene to rescue the survivors of a disaster. (Failed and gained an enemy)

Allrianne: 12-16 Years ago: Ruined Space station exploration.

So: A disaster occurred when a remote space station was struck by a meteor shower, causing explosive decompression in many compartments and knocking the station out of orbit. Varkha's scout craft responded to the SOS and arrived on the scene, but when Varkha tried to assist his lack of engineering skills made the problem worse, and the station had to be abandoned as its course would soon take it into the local sun's corona.

Frustrated by his lack of success and the lack of gratitude on the part of the locals, Varkha decided to use some of his street contacts to sell the location of the station to a group of scavengers (which included Allrianne) before it burned up in the star's atmosphere.

drbuzzard: He did some term on a company freighter looking for a mole about 16 years ago (learned gunner).

Possibly drbuzzard's freighter was docked at the station when this occurred, and took damage. Thus he was a part of the rescue operation on the station. Not sure how he might get to know Allrianne from that though.


These two might be connected:

thzero: Within the last 4 years: 2d6 ⇒ (3, 5) = 8 - You are embroiled in legal trouble.

Allrianne: Within the last 4 years: 2d6 ⇒ (1, 6) = 7 16 - Gambling Ring

-----

Also these, may be connected (since Darrians are allies of the Imperium):

AGamer70: 4-8 years ago: Event 3: 2d6 ⇒ (1, 5) = 6 Your vessel participates in a notable military engagement.

MDT: Event (8 years ago): 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. You achieved the objective and learn from the experience and may increase two of your lowest skills by one level.

-----

thzero, being a merchant, and drbuzzard, being a corporate agent, also could have plausibly met at some point. I don't see specific events that work but you could make something up.

-----

MDT looks like the tricky one to find connections for as he is outside the Imperium most of his career. Maybe something to do with why he left Darrian space to begin with? It could have been something not long after his career was over.


True enough, AGamer70's character could either have been shooting at Ludic, or they could have been the extraction team that went pear shaped and he had to blast his way to get to them. Or maybe AGamer70's character and Ludic were the only two survivors and they ended up having to steal a ship.

On the other hand, Varkha could have been visiting Darrian space, trying to learn about the high tech available there, and happened to meet up with Ludic. This might have been about the time he quit Special Arm after finding out his boss was selling information to corporate interests.


Profile updated a bit, mostly "fluff" details. Tried to take on the relationships above, but need to work on actually meeting with the others.


I'm fine with being a gunner/engineer. I just need clarification from the DM if I can switch specialties or just swap out skills.

@Peet - thanks for the work on possible connections.

I'll assume I was part of the extraction team to get Ludic. I'll take Gunner for that.

I could assume our characters met on the Scout ship, but as noted, maybe it would be better to use your travels to meet Ludic since he has more limited opportunities.

I can go with my original idea about moving to a planet and meeting someone. It could give me another weapon skill.


Varkha Gzegdoug wrote:
GM Darkblade wrote:
...copyright 114.1116 Regina Spinward Marches.
Is that the current date?

The current Imperial date for the campaign start is 034-1116. The copyright date was just a bit of random tongue in cheek adlib.

Sorry for the delay guys, I have a small RL thing popping up and am locking it back down. All should be good to go after tonight.

Please continue to chat amongst yourselves and finalize your character connections. I will be going over the characters and setting up the campaign pages this weekend. I think we have seven players or so signed up. If I miss anyone please shout out. If you have a character sheet and want to post it to me that would be great.

I am going to allow the group to pick skills from two campaign Skill Packages to help flesh out any remaining deficits which the group may have, and to provide backup and depth where needed. Look them over and decide from which two packages the group will to chose. These two packages will be used by all players, so chose wisely.

We can either do a randomized pecking order for who picks a skill and in what order or you can decide amongst yourselves and dole them out as appropriate. I will leave that choice to you guys. Everyone will be entitled to a total of two skills from the packages, not two from each but two total, and all remaining skills will be tossed. Remember, these skills are offered as level 1 only and are not meant to bolster existing levels but to beef up a character that may be missing a useful or needed skill.

For those unaware, here are the package names and skills offered:

Skill Packages:

Traveller Skill Package: This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next.
Pilot (any) 1, Sensors 1, Comms 1, Gunner (any) 1, Gun Combat
(any) 1, Persuade 1, Stealth 1, Medic 1.

Mercenary Skill Package: This skill package focuses on ground
combat, and is obviously aimed at combat-heavy games.
Sensors 1, Comms 1, Medic 1, Leadership 1, Heavy Weapons (any) 1,
Gun Combat (any) 1, Gun Combat (any) 1, Stealth 1.

Trader Skill Package: This skill package is for campaigns where trading and commerce are the primary activities of the player characters.
Pilot (any) 1, Sensors 1, Medic 1, Streetwise 1, Broker 1, Advocate 1,
Diplomat 1, Astrogation 1.

Starship Skills Package: This is for campaigns where the characters will spend almost all their time on their spacecraft.
Pilot (any) 1, Gunner (any) 1, Engineer (any) 1, Mechanic 1, Sensors
1, Medic 1, Comms 1, Astrogation 1.

Explorer Skills Package: For campaigns where the characters are
operating on the fringe of known space, dealing with new worlds and ancient relics.
Pilot (any) 1, Astrogation 1, Sensors 1, Survival 1, Recon 1, Gun
Combat (any) 1, Stealth 1, Medic 1

Diplomat Skill Package: For campaigns where the characters are
government operatives and ambassadors.
Advocate 1, Diplomat 1, Persuade 1, Stealth 1, Streetwise 1, Deception
1, Computers 1, Comms 1.

Investigator Skill Package: For campaigns with an emphasis on
solving crimes and investigating mysteries.
Advocate 1, Admin 1, Investigate 1, Persuade 1, Stealth 1, Streetwise
1, Computers 1, Sensors 1, Gun Combat (any) 1

Criminal Skill Package: For campaigns involving seedy crimes or
elaborate heists.
Pilot (any) 1, Sensors 1, Stealth 1, Deception 1, Persuade 1, Streetwise
1, Broker 1, Medic 1.


I think Traveller & Starship are the two, we all ended up with low exposure to ships due to career stuff with one exception.


I think the 'Traveller' package is pretty much a given.

Might be worth compiling a list of all the skills we do have and see if there's anything missing?

Though I think folks have already been eyeing the skill list.


Here's Lodic (Relsanth Lodic to ship-mates).

I would like a chance to pick up a pilot and a gun skill, if possible. Not sure how many other people want that. It's the only two skills I didn't get. On the other hand, if Vharka and AGamer70's characters are ok with Lodic having met them previously, then I could pick up both from their characters (piloting from AGamer70 and guns from Vharka). I'd feel better if we had at least two people who could fly ships. :)


I agree with Traveller. Did anyone end up with Comms or Sensors?

Trader might be a good option also if shipping cargo will be a main source of income. I'm not sure where we ended up on those skills.

I sent GM a pm to get answer to my question, then I can finish up my character.

With Vharka switching to pilot(spacecraft), I think we now need a pilot(small craft). I have pilot 0 and can take 1 instead of Remote Ops if needed, but we should be able to get 2 people pilot 1 with skill packages.

Grand Lodge

I have high int/edu so keep that in mind when picking, otherwise frankly I don't much care which skill is left.

Yeah, drbuzzard could have needed something shipped, which I did, which left me in a bit of legal trouble that I seemed t ohave spent a large time dealing with.

Perhaps fnord and I were trying to get a ship, independently, but decided to combine shares since we have 16 between us... so that is our connection.


The doc has both comms and sensors, both at 1.

He'll not be selecting any gun skills. He could be a back up pilot, He could also pick up a couple more engineering skills and be the ship's engineer and doctor.

"Dammit Captain, I'm a doctor, not an engineer!"

"Uhm, well, I am an engineer, but you know what I meant!"

Lodic not interested in being married to the doc's sister?


Pilot is like engineer and the sciences, where having one gives all the others at 0.

Here are my skills:

Admin 1, Advocate 0, Astrogation 1, Carouse 1, Comms 1, Computers 0, Diplomat 1, Engineer (Electronics) 2, Engineer (any) 1, Investigate 1, Language (any), Life Sciences (Biology) 2, Life Sciences (Cybernetics) 1, Life Science (Pathology) 1, Medic 3, Sensors 1, Streetwise 0, Trade 0

As you can see, I have an engineering skill to select, in keeping with the character that one will probably be life support.

From Traveller I'd only be interested in pilot or persuade.
Pilot and engineering from Starship.


Thzero, that might work, I'd like a bit more than that for a tie though.

Varkha, we can make that connection from the last term work.

We can have more than just two connections, I'd suggest trying to make that happen anyway. We only get two skills from having at least two connections.


fnord72 wrote:


Lodic not interested in being married to the doc's sister?

I'm not sure what this is referring to.

Lodic has sensors 0.


sorry, that was drbuzzard


You know, I don't understand any of this bizarre crap about being married to a sister of mine which doesn't exist. I'm just going to run along as it's getting on my nerves. You folks have fun.


I think he was offering that your ex-wife was his sister, Buzz, and you misunderstood it.

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