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


201 to 250 of 350 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

GM Darkblade wrote:
I am going to allow the group to pick skills from two campaign Skill Packages...

So how does that work? Do we keep picking skills from these until they are all gone? Or do we pick a certain number of skills only?

I note that these packages all have skills listed at 1. In that case, they do not stack with existing ranks, yes? Do we apply this skill rank before connection skills, or after?

drbuzzard wrote:
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.

If drbuzzard is bowing out that doesn't change the ship roles much, since he probably would have been a secondary gunner.

Relsanth Lodic Kelser wrote:
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 had originally imagined that Varkha would be exploring in Vargr space mostly, partly since it is a lot closer to home, and partly because the scouts might have thought it useful to have Vargr crew along on such expeditions.

But then again, scouts do get around.

I definitely agree that Lodic should get a gun skill. He is probably the best equipped for personal combat and ought to be able to use guns. Varkha has shotgun-1 so he isn't especially adept in that regard. However, with Computers 2 and Astrogation 1 Lodic is our best bet for Navigator (the GM has said that being a Navigator depends on Computers, Astrogation, and Sensors skills). So he should probably pick up Sensors-1 and Gun Combat-1 from the packages, and use one of his connections to boost Astrogation.

After connections, Varkha will have Pilot (spaceship)-3 and Pilot (small craft)-2 (or vice-versa). I'm not sure of it is practical for Varkha to pilot both the ship and the gig when on "away" missions.


Well, the event did say you explore 'foreign space' if I remember, so it might work well.

Lodic has melee skills, just needs to pick up gun skills. I'm thinking pistols or lasers...


Relsanth Lodic Kelser wrote:
Well, the event did say you explore 'foreign space' if I remember, so it might work well.

Ah, no. Not sure if you are remembering it wrong or confusing me with someone else, but my events were:

Varkha Gzegdoug wrote:

(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.

If you are thinking of the last one, fnord72 and I have already fleshed that one out:

Varkha Gzegdoug wrote:

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).

Do you think your background would fit into that?


Engineer is one of the tricky ones as it has five separate categories. fnord72 already has Engineer (electronics)-2 and another Engineer (any)-1. Checks for Engineer (electronics) and (life support) seem to usually be EDU checks so that's good.

Allrianne wanted to be an engineer so if she pulls Engineer-1 from the package and uses her two contacts, she could get 1 rank in each of (jump drives), (maneuver drives), and (power plant). They are INT checks usually so that is good for her. Alternatively she could put 2 ranks in one of those to get a 0 in one other, if we are satisfied with Engineer-0 in one of the categories.

Varkha has Jack-o-T 3 so he effectively has Engineer-0. He has no INT or EDU bonus though.

Steward skill may be necessary if we plan to carry passengers. It is not present on any of the skill packages so we would have to use connection skills to get it if we want it.

It looks like thzero is going to be the party "face" so maybe he would want it... on the other hand, of we are going to be haling cargo I would rather he put both of those points into Broker to get Broker-3.

Normally the Medic is also the Steward. fnord72: do you want to put a rank into steward skill?


Engineering are more likely to be Int checks than Edu, unless you're doing testing exams (like in school).

As to the tie in, it could still involve Darrien space. The system being investigated might have been on the edge of Darrien space, and Fnord72 and Varkha were both in their space, and Lodic could have been assigned as a local Arm liason. It could have been that his boss was trying to steal the research to sell it locally, which led to Lodic's decision to leave Darrien space after revealing it. Would tie in nicely then.


Yay, I have interwebz again. (Bad driver took out a local switch box, took them some time to repair things, or so it appeared.)

It seems we lost drbuzzard to a misunderstanding. I would try to work it out and bring him back but I don't want to risk any hurt feelings down the line disrupting the game. There seemed to be a simple but very strange misunderstanding, at least from the outside.

There are just a few things we need to finalize before we start the game. I am posting these things here, and would like you all to review and reply as applicable.

Players:
I see we have six players available, if I missed anyone please shout out and correct me:
Relsanth Lodic Kelser aka mdt
Varkha Gzegdoug aka Peet
Unknown aka fnord72
Unknown aka thzero
unknown aka AGamer70
Allrianne aka spinningdice

Skill Packages:
I read over much of what has been posted and taking the suggestions of the group I have finalized the following combined Campaign Skill Package. You are each entitled to TWO selections from this list, so you will need to decide how to divide them out. Extras will be discarded.

Advocate 1, Astrogation 1, Broker 1, Comms 1, Engineer (any) 1, Gun Combat (any) 1, Gun Combat (any) 1, Gunner (any) 1, Mechanic 1, Medic 1, Persuade 1, Pilot (any) 1, Sensors 1, Stealth 1, Streetwise 1, Survival 1

Crew Positions:
Next you will need to decide upon crew positions. I think everyone came up with at least two connections, so these should help pull you all together to form up the ship. If you have a preferred spot, stake it out. If you have suggestions for others, you may post those as well. If more than one player wants a particular spot we can have a vote of the group or I can determine randomly. Ties rarely seem to happen, in my experience

Crew Roster:
(3 Minimum 8 Optimal)
Pilot: Responsible for flying the ship
Astrogator/Navigator: Responsible for navigation and computer operations
Ship's 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

Lastly, I will need everyone to finalize their characters and create an alias for them if you have not already done so. In addition to the normal character information needed for the game I would like you to list your connections to other players, your personal reason(s) for being onboard, and what goal(s) you would like to achieve in the game. These can be as specific or as general as you wish. If there are particular things you want but do not wish to share with the group, you may PM me the info. You will still need to have a public reason on your alias, so your cohorts at least have some idea of what makes you tick, even if it is only a lie.


If AGamer70 and Varkha are ok with the connections I suggested, I'd like to take the following skills for those connections, with GM approval :

Pilot (Smallcraft) 1
Vacc Suit 1

From the campaign skills, I'd like :

Gun Combat (Energy Pistol) 1
Comms 1

This gives Lodic the ability to act as Navigator/Astrogator/Backup Pilot/Smallcraft Pilot/Comms Officer, which is a nice rounded package.

Liberty's Edge

I cannot believe that I have missed this posting. Is there still time/ room for 1 more player?


I'm not going to be able to commit the time to this -- sorry. Best of luck for you all, and have a fun game!

Liberty's Edge

Just in case you do want another player, I have rolled up a character...hope that is ok

Kenneth deLacie:

Kenneth deLacie

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

Placing the dice:
Strength: 9 (+1)
Dexterity: 9 (+1)
Endurance: 8 (0)
Intelligence: 7 (0)
Education: 6 (0)
Social Standing: 5 (-1)

Step 2 Homeworld
Home: Pixie, a low population, desert/vacuum world with A-class starport

Background Skills: 3 + 0 Edu DM
Survival 0
Vacc Suit 0
Comms 0

Step 3: Career
Service Career: Scouts, Exploration Branch

Basic Training Skills:
Pilot (Spacecraft) 0
Survival 1
Mechanic 0
Astrogation 0
Comms 1
Gun Combat (Slug Rifle) 0

Step 4: Mishaps, yea or nay
Yea,

Step 5: Terms of Active Service
Roll 1: 1d6 ⇒ 4
Roll 2: 1d6 ⇒ 6
Roll 3: 1d6 ⇒ 1
4+6/2 plus 1 equals 6 Total Terms of Active Service

Step 6: Event Rolls
Roll 1: 2d6 ⇒ (1, 5) = 6 You spend several years jumping from world to world in your scout ship. Gain Pilot (Pilot Small craft 1)
Roll 2: 2d6 ⇒ (6, 4) = 10 You spend a great deal of time on the fringes of known space. Roll Pilot 8+. 2d6 + 2 ⇒ (3, 5) + 2 = 10 If you succeed, gain a Contact in an alien race and one level in any skill of your choice (Sensors-1)
Roll 3: 2d6 ⇒ (6, 5) = 11 When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll Sensors 8+. 2d6 + 1 ⇒ (6, 1) + 1 = 8 If you succeed, gain an Ally in the Imperium and a +2 DM to your next Advancement roll.
Roll 4: 2d6 ⇒ (4, 1) = 5 You serve as the courier for an important message from the Imperium. Take a +4 DM to your next Advancement roll.
Roll 5: 2d6 ⇒ (1, 5) = 6 Life Event 2d6 ⇒ (4, 5) = 9 Travel: The character moves to another world. You gain a +2 DM to your next Qualification roll (not sure what this means).
Roll 6: 2d6 ⇒ (1, 6) = 7 You perform an exemplary service for the scouts. Gain a +1 DM to any one Benefit roll.

Step 7: Advancement Rolls (EDU 7+)
Roll 1: 2d6 ⇒ (2, 4) = 6 No
Roll 2: 2d6 ⇒ (1, 4) = 5 Yes
Roll 3: 2d6 ⇒ (6, 5) = 11 Yes
Roll 4: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Yes
Roll 5: 2d6 + 4 ⇒ (1, 3) + 4 = 8 Yes
Roll 6: 2d6 ⇒ (6, 2) = 8 Yes

Ken has a total Rank of 5, Senior Scout.
Ken has a total of 6+5=11 Skill Rolls.
Ken has a total of 7 Benefit Rolls.

Step 8: Skill and Training Rolls
Roll 1: 1d6 ⇒ 3 Physical Development: +1 END
Roll 2: 1d6 ⇒ 3 Service Skill: +1 Mechanic
Roll 3: 1d6 ⇒ 5 Specialist: +1 Stealth
Roll 4: 1d6 ⇒ 4 Service Skill: +1 Astrogation
Roll 5: 1d6 ⇒ 2 Specialist: +1 Pilot (Spacecraft)
Roll 6: 1d6 ⇒ 2 Specialist: +1 Pilot (Spacecraft)
Roll 7: 1d6 ⇒ 5 Service Skill: +1 Comms
Roll 8: 1d6 ⇒ 6 Service Skill: +1 Gun Combat (Slug Rifle)
Roll 9: 1d6 ⇒ 5 Advanced Education: Space Science (Planetology)
Roll 10:1d6 ⇒ 6 Advanced Education: Jack of all Trades
Roll 11:1d6 ⇒ 6 Advanced Education: Jack of All Trades

Step 9: Aging
Aging Roll:
2d6 - 6 ⇒ (5, 5) - 6 = 4 No Effect
2d6 - 6 ⇒ (4, 1) - 6 = -1 -1 END. -1 STR
2d6 - 6 ⇒ (3, 6) - 6 = 3 No Effect

Step 10: Benefits Rolls
6 Terms +1 Event +3 Rank (+1 DM each roll due to rank)

Roll 1: 1d6 + 1 ⇒ (5) + 1 = 6 50,000cr
Roll 2: 1d6 + 1 ⇒ (1) + 1 = 2 +1 INT
Roll 3: 1d6 + 1 ⇒ (3) + 1 = 4 Weapon (ACR)
Roll 4: 1d6 + 1 ⇒ (6) + 1 = 7 Scout Ship
Roll 5: 1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU
Roll 6: 1d6 + 1 ⇒ (6) + 1 = 7 Scout Ship
Roll 7: 1d6 + 1 ⇒ (1) + 1 = 2 +1 INT
Roll 8: 1d6 + 1 ⇒ (4) + 1 = 5 50,000cr
Roll 9: 1d6 + 1 ⇒ (1) + 1 = 2 +1 INT
Roll 10:1d6 + 1 ⇒ (2) + 1 = 3 +1 EDU


(thzero here)

So I would say that probably best to take the advocate and broker from the campaign skills.

As far as the connections.

Allrianne - perhaps our paths have crossed due to your gambling and my legal trouble? Something about needing to ship something quasi-legal to fulfil some gambling debt that I ended up brokering aboard the trader i was working on, and that got me into legal trouble and toss off the ship... that might be why I'm looking for a a new ship, aka navarro.

Following onto that... I'd say I sought medical help, potentially around obtaining anagathics and in doing so I had gotten an appointment with you. In dr/patient style conversations it was mentioned that we both had ship shares in common, and that we were both interested in "the stars" for our own regions, and thats how we ended up on the navarro by pooling shares.

If both agree, I'd take the skills Advocate and Streetwise.


Sorry for the delay guys. I'll be able to post again after midnight tonight.


Unless anyone has an objection, I am fine with allowing Daniel to join the group in place of drbuzzard. Any objections can be voiced to me via PM.


Discussion Thread

Here is the link to the Discussion Thread for the Campaign. Once everyone has had a chance to discuss their choices for the game I will post an outline to the Campaign Info page and we will begin posting to the Gameplay Thread.

Welcome everyone.

Relsanth has made his choices, gaining two skills at Level 1. Remember these skills cannot be used to increase an existing skill. They only serve to give you working knowledge/operational use of the selected skill.

The remaining Skill Package selections:
Advocate 1, Astrogation 1, Broker 1, Engineer (any) 1, Gun Combat (any) 1, Gunner (any) 1, Mechanic 1, Medic 1, Persuade 1, Pilot (any) 1, Sensors 1, Stealth 1, Streetwise 1, Survival 1

Crew Roster Thus Far:
Pilot:
Astrogator/Navigator: Relsanth Lodic Kelser
Ship's Engineer:
Medic/Steward(Optional):
Chief Gunner(Optional):
Gunner(Optional):
Gunner(Optional):
Small Craft Pilot(Optional):

Liberty's Edge

Thank you GM Darkblade. I think with my skills I could make a decent pilot. As for skills, I would probably take engineering (J-drives), and broker, but I will let those here before me choose first.


My connections will be Varkha, last term, his dealing with an alien race, my dealing with the scouts. We can work out a few details to flesh that out later. The idea below would fit, he was starting to get an itch for going off world and pulled rank to go on adventure.

Quote:

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).

Thzero - were you seeking medical help from me? That works quite well, seeing as I retired as the Chief of Medicine for a prestigious trauma center at the class A starport.

AGamer70 - one of your events is moving to another planet. If that happens to be Rhylanor that you moved to, we can connect through that event.

Daniel's last event is also scouts. So he, Varhka, and myself could have all met during that event.

Not sure how I would link with Relsanth.

Did I miss anyone?


Daniel Stewart wrote:
Thank you GM Darkblade. I think with my skills I could make a decent pilot. As for skills, I would probably take engineering (J-drives), and broker, but I will let those here before me choose first.

Hey! I already have dibs on pilot!

FYI Varkha will have Pilot 3 (spacecraft) and Pilot 2 (small craft) and +2 from DEX. He really doesn't have much in the way of other ship skills (aside from what he will have from the campaign package).

I could theoretically go Pilot 2 (spacecraft) and Pilot 3 (small craft) instead. FYI you can move your rolls around to different tables if you would prefer.

We are both scouts so we will have a fair bit in common so we could have known each other already through the service.

FYI When you roll a "scout ship" on the benefit tables this translates into 1d6 ship shares.

Liberty's Edge

LOL..No problem..I can be co-pilot and navigator or comms..will have character sheet up and such soon..I hope..


GM Darkblade wrote:

The remaining Skill Package selections:

Advocate 1, Astrogation 1, Broker 1, Engineer (any) 1, Gun Combat (any) 1, Gunner (any) 1, Mechanic 1, Medic 1, Persuade 1, Pilot (any) 1, Sensors 1, Stealth 1, Streetwise 1, Survival 1

I think Varkha would take Gunner (turret) 1 and Stealth 1 since both of these will probably benefit from good DEX. If nobody has any problem with that. I can pass on Gunner if someone wants to fill another gunner position. If I don't get Gunner I could take Sensors or Astrogation.

GM Darkblade wrote:

Crew Roster Thus Far:

Pilot:
Astrogator/Navigator: Relsanth Lodic Kelser
Ship's Engineer:
Medic/Steward(Optional):
Chief Gunner(Optional):
Gunner(Optional):
Gunner(Optional):
Small Craft Pilot(Optional):

Now... since we are owners of the ship we can set this up the way we want, right? Here's what I am thinking:

Pilot: Varkha Gzegdoug Pilot-3
Astrogator/Navigator: Relsanth Lodic Kelser
Ship's Engineer: Allrianne - assuming she takes engineering skills as her connection skills. If she takes Engineer from the campaign package as well she can have engineer-1 in j-drive, maneuver, and power plant.
Medic: fnord72 definitely - has medic-3
Steward: NPC unless fnord takes Steward skill as well from his 2 connection skills. Or we can skip steward and take only mid passengers.
Chief Gunner: AGamer70 has gunner-2
Broker/Supercargo: thzero has at least broker-1 (hopefully more if he puts his connection rolls into it). If he has gunner skill he could also be a secondary gunner when on board.
Gunner(Optional):
Small Craft Pilot(Optional): (Varkha could fill in here if people want him to)


Relsanth Lodic Kelser wrote:

If AGamer70 and Varkha are ok with the connections I suggested, I'd like to take the following skills for those connections, with GM approval :

Pilot (Smallcraft) 1
Vacc Suit 1

From the campaign skills, I'd like :

Gun Combat (Energy Pistol) 1
Comms 1

This gives Lodic the ability to act as Navigator/Astrogator/Backup Pilot/Smallcraft Pilot/Comms Officer, which is a nice rounded package.

From the campaign package, might I suggest Sensors 1 instead of Comms 1? In an earlier remark IIRC the GM said that the navigator's duties fall under Astrogation, Computer, and Sensors skill.

Personally I would normally expect you to use your connections to improve existing skills to levels above 1 rather than getting new skills. If I might be inclined to boost Astrogation to 2 or Computers to 3 if you are going to be the navigator. Actually Computers 3 would be kind of awesome if you are also the party "hacker."

You wear combat armor, and have experience with that kind of stuff (you were a commando as far as I understand) so instead of Vacc Suit 1 you could get Battle Dress 1 (which IIRC counts also as Vacc-0)

Liberty's Edge

...or be left off the list completely! Sheesh, talk about being territorial...just mention I might want to be pilot and suddenly I am no longer in the crew...HAHAHAH

Seriously, I should have Pilot (Spacecraft)-2, Pilot (Small craft) -1, Comms-2, Astrogation-1, Sensors-1, JoT-2. Have some other skills (survival, recon, etc), but for ship skills, this is it. This is before any connection/group added skills.


Daniel Stewart wrote:

...or be left off the list completely! Sheesh, talk about being territorial...just mention I might want to be pilot and suddenly I am no longer in the crew...HAHAHAH

Seriously, I should have Pilot (Spacecraft)-2, Pilot (Small craft) -1, Comms-2, Astrogation-1, Sensors-1, JoT-2. Have some other skills (survival, recon, etc), but for ship skills, this is it. This is before any connection/group added skills.

I don't want to be a jerk, but the main crew positions were mostly figured out before you got here.

But remember that you can apply the rolls you made to different tables if you want. Here's your rolls:

3 Physical Development: +1 END
3 Service Skill: +1 Mechanic
5 Specialist: +1 Stealth
4 Service Skill: +1 Astrogation
2 Specialist: +1 Pilot (Spacecraft)
2 Specialist: +1 Pilot (Spacecraft)
5 Service Skill: +1 Comms
6 Service Skill: +1 Gun Combat (Slug Rifle)
5 Advanced Education: Space Science (Planetology)
6 Advanced Education: Jack of all Trades
6 Advanced Education: Jack of All Trades

You rolled two 2's. You put these into Pilot (Spacecraft) but they could also be Survival or +1 DEX

You rolled two 3's. You put one onto +1 END and one into Mechanic but Pilot (small craft) could also be bought with a 3.

You rolled a 4 which you put into Astrogation but this could also be +1 INT or Life Science.

You rolled three 5's. You put one each into Stealth, Comms, and Space Science. Actually I don't think you qualify for the Advanced Education Table unless you moved your scores around to give you an EDU of 8. I don't think the +EDU from mustering out counts. But a 5 can also get you an EDU of +1. You could have put all three into Comms to get Comms 3, for example.

You rolled three 6's. Jack-o-T is accessible from the personal development table so you are OK there, even if you don't qualify for the advanced table. But there is also Gun Combat and Recon. Nobody in the party has Recon.

You got Pilot (small craft) from an event, but you could have got Astrogation 1, Navigation 1, Pilot (small craft) 1 or Mechanic 1. Actually, since the Pilot 1 you get from getting to rank 3 won't stack with the Pilot you get from Event 1, it might be smart to take
a different skill and then let your rank skill be Pilot (small craft).

Likewise you got Sensors-1 from an event, but you could have put that into any skill at all.

So ultimately what I am saying is that you could rewire your character to be very different if you want.

BTW, if you get the weapon benefit more than once you can get +1 to your gun combat skill if you want. That might be worth more than 50000 credits... up to you.

Peet


Relsanth Lodic Kelser wrote:
Engineering are more likely to be Int checks than Edu, unless you're doing testing exams (like in school).

I don't have the official rules, but in the playtest edition the examples given use EDU for Life Support and Electronics, but INT for J-Drive, M-Drive, and Power:

Playtest Edition wrote:

M-Drive: Maintaining and operating a spacecraft's Manoeuvre drive, as well as its artificial gravity.

Overcharging a thruster plate to increase a ship's agility: Intelligence, 1-6 minutes, Difficult (-2)
Estimating a ship's tonnage from its observed performance: Intelligence, 10-60 seconds, Average (0)

J-Drive: Maintaining and operating a spacecraft's Jump drive.
Making a jump: Intelligence, 10-60 minutes, Routine (+2)

Electronics: All forms of computing hardware, sensors and other electronics and electrics.
Installing a new computer system: Education, 1-6 hours, Average (+0)
Repairing a damaged sensor: Education, 1-6 minutes, Average (+0)

Life Support: Covers oxygen generators, heating and lighting and other necessary life support systems.
Reducing power to life support to prolong a ship's battery life: Education, 1-6 minutes, Average (+0)

Power: Maintaining and operating a spacecraft's Power Plant.
Overcharging a ship's power planet to get extra output: Intelligence, 1-6 minutes, Difficult (-2)

Relsanth Lodic Kelser wrote:
As to the tie in, it could still involve Darrien space. The system being investigated might have been on the edge of Darrien space, and Fnord72 and Varkha were both in their space, and Lodic could have been assigned as a local Arm liason. It could have been that his boss was trying to steal the research to sell it locally, which led to Lodic's decision to leave Darrien space after revealing it. Would tie in nicely then.

Hmmm... probably not actually within the Darrian Confederation, and probably not in Sword Worlds, but maybe somewhere in Vilis or Querion subsectors?

Liberty's Edge

ok then...guess I will keep the humor to myself (hence the HAHAHA at the end)
I realize that I am last on, and would not dream of taking someone else's place....was just a joke.

That said, and your above re-working of my character, are you sure you want me onboard? Dont want to play in a game I'm not wanted in....


Daniel Stewart wrote:

ok then...guess I will keep the humor to myself (hence the HAHAHA at the end)

I realize that I am last on, and would not dream of taking someone else's place....was just a joke.

That said, and your above re-working of my character, are you sure you want me onboard? Dont want to play in a game I'm not wanted in....

I'm not trying to play your character for you, just showing you that you have plenty of options. Space skills are important for ship positions but then "ground" skills will no doubt be important for the game as a whole.

We can "invent" crew positions if we want since we are the owners of the ship. With Comms-2 (or more) you could be communications officer. Your character has good physical stats and will be very useful in a firefight on the ground. Many of the characters here won't be. If you don't care about Jack-o-T you could have ended up with Gun Combat-4 if you wanted, for example.

If you want to officially be the Small Craft Pilot that's cool. Or I could pass on Gunner from the campaign skills and you could take it and be the gunner for the third turret (the ship can hold four turrets but is currently only mounted with three - I think we need a sandcaster turret in the third mount, personally).

Liberty's Edge

Perhaps having someone with some "ground" skills might work out...let me see what I can switch to....will go back over the skills and see what might work...recon and stealth might come in handy as well...


Lysander Montague wrote:

(thzero here)

So I would say that probably best to take the advocate and broker from the campaign skills.

As far as the connections.

Allrianne - perhaps our paths have crossed due to your gambling and my legal trouble? Something about needing to ship something quasi-legal to fulfil some gambling debt that I ended up brokering aboard the trader i was working on, and that got me into legal trouble and toss off the ship... that might be why I'm looking for a a new ship, aka navarro.

Following onto that... I'd say I sought medical help, potentially around obtaining anagathics and in doing so I had gotten an appointment with you. In dr/patient style conversations it was mentioned that we both had ship shares in common, and that we were both interested in "the stars" for our own regions, and thats how we ended up on the navarro by pooling shares.

If both agree, I'd take the skills Advocate and Streetwise.

Hi Lysander! A few things:

* I tried to follow the first link on your profile (I assume it is a character sheet) but the page doesn't exist.

* You can't take Advocate 1 or Broker 1 from the campaign skills as they don't stack and you already have them - they are just to "fill out" things we don't have, and won't boost existing skills.

* That much being said, I'd love for you to put at least 1 and maybe even 2 of your connection skills into Broker. Speculating is hard.


Varkha Gzegdoug wrote:
Relsanth Lodic Kelser wrote:

If AGamer70 and Varkha are ok with the connections I suggested, I'd like to take the following skills for those connections, with GM approval :

Pilot (Smallcraft) 1
Vacc Suit 1

From the campaign skills, I'd like :

Gun Combat (Energy Pistol) 1
Comms 1

This gives Lodic the ability to act as Navigator/Astrogator/Backup Pilot/Smallcraft Pilot/Comms Officer, which is a nice rounded package.

From the campaign package, might I suggest Sensors 1 instead of Comms 1? In an earlier remark IIRC the GM said that the navigator's duties fall under Astrogation, Computer, and Sensors skill.

Personally I would normally expect you to use your connections to improve existing skills to levels above 1 rather than getting new skills. If I might be inclined to boost Astrogation to 2 or Computers to 3 if you are going to be the navigator. Actually Computers 3 would be kind of awesome if you are also the party "hacker."

You wear combat armor, and have experience with that kind of stuff (you were a commando as far as I understand) so instead of Vacc Suit 1 you could get Battle Dress 1 (which IIRC counts also as Vacc-0)

He wasn't a commando, he was a Psi Ops specialist, so he didn't do full on battle dress. Problem with Battle Dress is a suit of battle armor is several million. I'm not really inclined to spend a couple of million on a suit of armor, and I doubt we'll get any battle dress anytime soon.

Most hard armor requires Vacc, not battle dress, at least at the level we can afford (like the 20K for Boarding Suits, which I switched to).

Connections can, I understood it, teach new skills or improve old ones. Vacc Suit and Pilot were the two I'd been trying to get my whole career and kept rolling bad rolls for either. I'll need Vacc Suit to wear my armor.

As to sensors vs comm, I had sensors 0, and no comm. Unless I missed it, no-one else has comm, so we'd need that.

Liberty's Edge

OK..what about these for skills

3 Mechanic +1
3 Pilot (Small Craft)+1
5 Stealth +1
4 Life Science (Planetology)+1
2 Survival +1
2 Survival +1
5 Comms +1
6 Gun Combat (Slug Rifle) +1
5 Stealth +1
6 Recon +1
6 Recon +1

Muster Out Benefits
6 1d6 ⇒ 4 Ship Shares
2 20,000cr
4 Weapon (+1 Gun Combat-Slug)
7 1d6 ⇒ 1 Ship Shares
3 30,000cr
2 +1 INT
5 Weapon (+1 Gun Combat-Slug)
2 +1 INT
3 +1 EDU

Also Term 1 skill will be Pilot (small craft) +1 and Term 2 skill will be Recon +1.

So my skills will look like:
Survival +3, Vacc Suit +1, Comms +2, Pilot (Spacecraft) +0, Mechanic +1, Astrogation +0, Gun Combat (Slug) +3, Pilot (Small Craft) +2, Recon +3, Life Science (Planetology) +1, Stealth +2

Now how does that sound??

Liberty's Edge

Ok, just got a copy of the Scout Black Book, and would love to go into Special Operations (as it seems this might be where my skills are going anyway) Using the same rolls these would be my new events:

Roll 1: 15 Selected for specialised training. Gain one level of either Deception, Comms, Computer or Stealth.

Roll 2: 64 You pick up a new contact. Roll 1d6 ⇒ 2: 1-3: Agent.

Roll 3: 65 Something odd has occurred. Roll 1d6 ⇒ 1:
1. You are tested for Psionics training. You may test your Psionic Strength Potential and, if strong enough, take the Psionist
career next term.

Roll 4: 41 You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception or Persuade 8+ 2d6 ⇒ (6, 4) = 10 to gain Streetwise and an extra benefit roll.

Roll 5: 15 Selected for specialised training. Gain one level of either Deception, Comms, Computer or Stealth.

Roll 6: 16 You do things that you are not proud of, and will never speak of. Either gain Stealth, or take a +4DM to your next Advancement roll (in any Scout career).


Lysander Montague wrote:
Varkha Gzegdoug wrote:


Pilot: Varkha Gzegdoug Pilot-3
Astrogator/Navigator: Relsanth Lodic Kelser
Ship's Engineer: Allrianne - assuming she takes engineering skills as her connection skills. If she takes Engineer from the campaign package as well she can have engineer-1 in j-drive, maneuver, and power plant.
Medic: fnord72 definitely - has medic-3
Steward: NPC unless fnord takes Steward skill as well from his 2 connection skills. Or we can skip steward and take only mid passengers.
Chief Gunner: AGamer70 has gunner-2
Broker/Supercargo: thzero has at least broker-1 (hopefully more if he puts his connection rolls into it). If he has gunner skill he could also be a secondary gunner when on board.
Gunner(Optional):
Small Craft Pilot(Optional): (Varkha could fill in here if people want him to)

Assuming I take broker and advocate from the campaign skills, then I have broker/2, advocate/2 and persuade/3. I could drop advocate, and take gunner to be a backup gunner if that would be helpful.

Quote:
* You can't take Advocate 1 or Broker 1 from the campaign skills as they don't stack and you already have them - they are just to "fill out" things we don't have, and won't boost existing skills.

Oh yeah, thanks.. thats because they are */1. Uh, well, gunner or engineer to help fill out skills.

Yeah I'd probably put both of the connection skills into Broker.

Fixed the link too.

Liberty's Edge

Ok, using the same rolls as original, I applies it to the Special Operations Branch - Espionage of the Scout Black Book.

Character:

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

Placing the dice:
Strength: 9 (+1)
Dexterity: 9 (+1)
Endurance: 8 (0)
Intelligence: 7 (0)
Education: 6 (0)
Social Standing: 5 (-1)

Step 2 Homeworld
Home: Pixie, a low population, desert/vacuum world with A-class starport
Background Skills: 3 + 0 Edu DM
Survival 0
Vacc Suit 0
Comms 0

Step 3: Career
Service Career: Scouts, Exploration Branch
Basic Training Skills:
Athletics
Deception
Gun Combat
Investigate
Remote Ops
Sensors

Step 4: Mishaps, yea or nay
Nay

Step 5: Terms of Active Service
Roll 1: 1d6 ⇒ 4
Roll 2: 1d6 ⇒ 6
Roll 3: 1d6 ⇒ 1
4+6/2 plus 1 equals 6 Total Terms of Active Service

Step 6: Event Rolls
Roll 1: (15) Selected for specialised training. Gain one level of Stealth.
Roll 2: (64) You pick up a new contact. Roll 1d6 ⇒ 2: 1-3: Agent.
Roll 3: (65) Something odd has occurred. Roll 1d6 ⇒ 1: You are tested for Psionics training. You may test your Psionic Strength Potential and, if strong enough, take the Psionist career next term.
Roll 4: (41) You are offered the opportunity to smuggle illegal items onto a planet. If you accept, roll Deception or Persuade 8+ 2d6 ⇒ (6, 4) = 10 to gain Streetwise and an extra benefit roll.
Roll 5: (15) Selected for specialised training. Gain one level of Computer.
Roll 6: (16) You do things that you are not proud of, and will never speak of. Either gain Stealth.

Step 7: Advancement Rolls (EDU 8+)
Roll 1: 2d6 ⇒ (2, 4) = 6 No
Roll 2: 2d6 ⇒ (4, 4) = 8 Yes (+1 DEX)
Roll 3: 2d6 ⇒ (6, 5) = 11 Yes
Roll 4: 2d6 ⇒ (5, 1) = 6 No
Roll 5: 2d6 ⇒ (5, 3) = 8 Yes (Investigate)
Roll 6: 2d6 ⇒ (6, 2) = 8 Yes (Deception)

Ken has a total Rank of 4, Special Executive.
Ken has a total of 6+4=10 Skill Rolls.
Ken has a total of 7 Benefit Rolls.

Step 8: Skill and Training Rolls
Roll 1: 1d6 ⇒ 3 Gun Combat
Roll 2: 1d6 ⇒ 3 Deception
Roll 3: 1d6 ⇒ 5 Persuasion
Roll 4: 1d6 ⇒ 4 Investigate
Roll 5: 1d6 ⇒ 2 Deception
Roll 6: 1d6 ⇒ 2 Computer
Roll 7: 1d6 ⇒ 5 Computer
Roll 8: 1d6 ⇒ 6 Streetwise
Roll 9: 1d6 ⇒ 5 Persuasion
Roll 10:1d6 ⇒ 6 Streetwise

Step 9: Aging
Aging Roll:
2d6 - 6 ⇒ (5, 5) - 6 = 4 No Effect
2d6 - 6 ⇒ (4, 1) - 6 = -1 -1 END. -1 STR
2d6 - 6 ⇒ (3, 6) - 6 = 3 No Effect

Step 10: Benefits Rolls
6 Terms +1 Event +3 Rank
Roll 1: 1d6 ⇒ (5) Secret
Roll 2: 1d6 ⇒ (1) Gun Combat
Roll 3: 1d6 ⇒ (3) +1 DEX
Roll 4: 1d6 ⇒ (6) TAS
Roll 5: 1d6 ⇒ (2) 5000cr
Roll 6: 1d6 ⇒ (6) 1d6 ⇒ 5 Ship Shares
Roll 7: 1d6 ⇒ (1) Gun Combat
Roll 8: 1d6 ⇒ (4) 20,000cr
Roll 9: 1d6 ⇒ (1) Gun Combat
Roll 10:1d6 ⇒ (2) Gun


Where are we with an engineer? GM said I could switch specialties, so I'm going Navy: Engineering/Gunnery

Re-selecting skills gives me:

Advanced: 1d6 ⇒ 1 Remote Operations +1
Personal: 1d6 ⇒ 2 +1 Dex
Service: 1d6 ⇒ 3 Zero-G +1 (could be Engineer instead)
Advanced: 1d6 ⇒ 3 Engineer +1
Engineering/Gunnery: 1d6 ⇒ 4 Engineer +1 (might choose Computers instead if we are covered in engineering)
Personal: 1d6 ⇒ 2 +1 Dex
Engineering/Gunnery: 1d6 ⇒ 5 Gunner +1
Advanced: 1d6 ⇒ 3 Engineer +1

From event #3: As part of team which extracted Ludic - Gunner 1 from connection and Gunner as reward from event. Can I end up with Gunner 2 from this?

For event #2: I moved - where planet is everyone from? I'm thinking taking Gun Combat(slug rifle)

Main Skills: Engineering 3 (or 4), Gunnery 3


mdt wrote:

Most hard armor requires Vacc, not battle dress, at least at the level we can afford (like the 20K for Boarding Suits, which I switched to).

Connections can, I understood it, teach new skills or improve old ones. Vacc Suit and Pilot were the two I'd been trying to get my whole career and kept rolling bad rolls for either. I'll need Vacc Suit to wear my armor.

Yeah... you can use the connections for any skill.

Pilot 1 is in the campaign package though if you want it. I'm not sure if anyone took it yet. If not, you could pick that one up there.


AGamer70: We haven't heard from Allrianne in a while so I'm not sure if she's still in. But if not, then yeah, we definitely need an engineer.

AGamer70 wrote:
From event #3: As part of team which extracted Ludic - Gunner 1 from connection and Gunner as reward from event. Can I end up with Gunner 2 from this?

But connection skills can be anything and any level. They are not skills at level 1 like the campaign package. So you can pile them on gunner if you want.


The doc has comms 1.

There aren't many skills in that package that will be of benefit to the doc. Especially if we have four people wanting one skill.

Of these remaining skills:

Advocate 1, have it
Astrogation 1, have it
Broker 1,
Engineer (any) 1, have it twice, can take it again in new spec
Gun Combat (any) 1, can't take it
Gunner (any) 1, can't take it
Mechanic 1,
Medic 1, have it
Persuade 1,
Pilot (any) 1,
Sensors 1, have it
Stealth 1,
Streetwise 1,
Survival 1

I plan on taking steward with one of my connection skills.


And this is fnord's profile.


agamer70's profile. still need to pick avatar and clean up.

Lastly, other than weapons and armor, what equipment do we need to buy? Do I need to buy a vacc suit or is it assumed to be part of the ship's locker?


Sorry, I'm still here, my grandma-in-law got seriously ill so I got a bit a distracted.

Where are we up to?


I could take Gunnery/1 and Streetwise/1


Advocate 1,
Astrogation 1,
Broker 1,
Engineer (any) 1, have it thrice, can take it again in new spec
Gun Combat (any) 1, Have it
Gunner (any) 1,
Mechanic 1, Have it
Medic 1, have it
Persuade 1,
Pilot (any) 1,
Sensors 1, have it
Stealth 1,
Streetwise 1,
Survival 1

Assuming this list is up to date, I'm taking Engineer (J-Drive) & Engineer (Power) as my connection's skills (probably) for my connections (assuming Varkha and thZero are still fine with the connections suggested earlier).

I could take Engineer in M-Drive or shift one of my connections skills to boost a different Engineer and take one of those.

I already have Sensors and Mechanic at 2. I could actually move one of my Connections to Mechanic and have it at rank 3, and focus on Damage Control?

Anything else is just gravy really.


Works for me.


The doc should take engineering (life support)

I can take engineering (M-drive) 2 and I think I'll switch my other engineering skill to computers since we seem covered. Unless I should bulk up and go M-drive 3.

From the package, I could take survival or medic, or pilot


As long as someone else has Comms, I don't mind taking Sensors 1


I was planing on taking life support for my open engineering slot.

Liberty's Edge

Whatever is left Ken will take.


mdt wrote:
As long as someone else has Comms, I don't mind taking Sensors 1

I was originally going to take Gunnery or Sensors but will take Comms-1 if both the others are taken. Not a big deal which one I get.


Since I have a high dex, why don't I take pilot (small craft). Not sure on other one.

We need to leave something for Ken to do on the ship. Maybe Mechanical to help with damage control?


OK, things are bouncing around here so here's an overall list of the campaign skills. Note that Gun combat appears twice.

Advocate 1,
Astrogation 1,
Broker 1,
Comms 1, Varkha (Peet)?
Engineer (any) 1, Allrianne
Gun Combat (any) 1, Lodic (mdt)
Gun Combat (any) 1,
Gunner (any) 1, Lysander (thzero)
Mechanic 1,
Medic 1,
Persuade 1,
Pilot (any) 1, Maximillian (AGamer70)
Sensors 1, Lodic (mdt)
Stealth 1, Varkha (Peet)
Streetwise 1, Lysander (thzero)
Survival 1

Not sure what the picks will be for these characters:
Doc (fnord72)
Kenneth (Daniel Stewart)
And I don't know what Maximillian (AGamer70) or Allrianne's second pick is.

fnord72 wrote:

Gun Combat (any) 1, can't take it

Gunner (any) 1, can't take it

Any particular reason you can't take them? Is it your hippocratic oath? You might have to use guns on some local fauna, it's not just for shooting people. You have very good mental stats so maybe something like Broker or Persuade?

BTW guys, if you have a skill with specialties you could take another of the same skill at 1 in a different specialty. So if you already have Gun Combat (auto rifle) 2 you can still take Gun Combat (body pistol) 1 for example. Not sure if that makes a difference. So if nobody wants the other Gun Combat-1 I might take it for that reason. I don't need to take Comms if someone else wants it.

Edit: Ninja'd by Maximilian.

Ken: you have a great computer skill so you could be the ship's "computer officer" but if you want another ship skill you could take Astrogation-1 which would also make you a backup navigator, or Mechanic-1 to help fix stuff. Or you could take more ground skills like Survival-1 and/or Medic-1.

201 to 250 of 350 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Interest Check - Traveller Little Black Book PbP All Messageboards

Want to post a reply? Sign in.