The Long Night Ends (A Traveller T20 Game) (Inactive)

Game Master mdt

Four hundred and fifty plus years is a long time for a colony to be isolated. A lot of funny things happen to people when they are isolated from the rest of humanity for that long. What will become of these people?

SHIPS : Martha McTavish | Hera's Folly | Kerrus Refinium 2383 | Resplendent Commerce Delta Star Class Exploration Vessel

DECKPLANS : Martha McTavish | Hera's Folly

VEHICLES : Fulcan APC

Crew : Crew Roster
-----------------------------

MAPS :

Current Combat : NONE
Star Map : Explored Space
Explored Space Data : Data


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Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

I will have the weekend (ie tomorrow) basically free, so I'll try and get my stuff up and together by then : )


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

no worrys GM


mdt wrote:
XP level based on terms production.

Ok. I'll roll more terms then.


NAVY 1
Navy Reenlistment DC 6: 1d20 ⇒ 4 fail, he's out of the Navy

SCOUT 1 (3rd term)
Assignment: 1d20 ⇒ 5 Base, +1,000 XP enlistment bonus
Survive DC 2: 1d20 ⇒ 15 whew, +4,000 XP
dice=XP Bonus DC 6]Can't on first term

Total = 9k - 1k from Navy XP Bonus mistake + 5k Scout = 13k
Age = 25 +4 = 29
Scout Reenlistment DC 2: 1d20 ⇒ 8

SCOUT 2 (4th term)
Assignment: 1d20 ⇒ 16 Mission
Survive DC 6: 1d20 ⇒ 18 yep, +4,000 XP
XP Bonus DC 6: 1d20 ⇒ 16
XP Bonus: 1d4 ⇒ 3 +3,000 XP

Total = 13k + 7k Scout = 20k
Age = 29 +4 = 33

Muster Out: 1d6 ⇒ 3 +30k Cr
Muster Out: 1d6 ⇒ 3 +2 EDU

Probably classes: Navy 4 / Scout 2

Probable background: The character is Vathan's son. Vathan was 17 when the new PC was born. I have to figure out the details.
- Scout mission during the most recent 4 years
- Scout training at base the 4 years before that
- Navy training and under siege? the 4 years before that
- PSI Institute and University before that


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Replacing his 1st level Noble now his Sco is 7 with 5th Scout term

Assignment: 1d20 ⇒ 5 Base

Survive DC2 : 1d20 ⇒ 13 yes

Promotion DC22 1d20 ⇒ 10 Nope

XP Bonus: DC10 1d20 ⇒ 13 Yep

Hes now a senior scout

Stuff
Benefits 1d6 ⇒ 5 weapon or Scout Ship if senior scout adds =1 [Scout ship now X3]
Cash 1d6 + 1 ⇒ (4) + 1 = 5 100,000Cr
XP Bonus: 1d6 ⇒ 1 x1000xp

Notes from the book on Scout ship,
Scouts get to pick a scout ship to use IF there are any spear
They don't Own them, because they and the Scout ship can be recalled at any time.

He is going to be Her half brother, From her fathers side. the Family once he was discovered agreed he could take the Untixiter-Lee name. He rejected a title but works with the Family's Bio-Cybernetics RnD group while being in the scout service. This was because an attack on his school in war. The Damage to his body lead to him being a subject of excremental Bio-Cybernetics, both things have meant him keeping away from the public and out of any limelight.

4 years go after deep space testing of implants exporter to hard radiation has meant him being give a fill body Prosthetic.
This prototype Bio-Cybernetic body Like himself when he sign into the scout core for life is owned by the Scout core.

He's a simple and humble man, who hates the glare publicity his name may bring him, and keeps well away from Politics. His odd body from leads other to mistrust him, as hes more Cybernetic then human now.

Hes a good pilot and is happy to take high risk missions.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Ok worked on his stats so he has the 8 points of Con+4 an Wil=4 to have a full Bio-Cybernetic body. It dos not add that much thats not paid for with feats. Also made 3 new feats

Bio-Cybernetic Adaptation [can tolerate the Bio-Cyberware]
Bio-Cybernetic Operation [Use it with out a penalty Bio-Cybernetic]
Bio-Cybernetic reaper [Use heal on his Bio-Cybernetic body]


Annara/Fowki

Can you take 5 terms in Scouts? Obviously, MDT needs to clarify, but I would think 3 terms would be the maximum, because the Scout Service could barely exist 12 years ago, right?

Our last mission was 1 year long and the time jump was 10 years, so 11 years total. Could the Scout Service get reconstituted a year prior to the last mission? Remember about 8 years before that, the Marine Service had just been reconstituted.

FWIW, I had planned my character to stay in the Navy, but he failed a Reenlistment roll, so I had to switch. I picked Scouts instead of Marines for the skill points and to stay in Space.

cheers


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Just checking in!

I'm just going to fix up some other pbp & stuff, then I'll get rolling!

My plan is still leaning towards a science guy, going Academic -> Navy


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Good point Vathan, 2 tours of scouts max. Rest would need to be Navy or Marines or Academic or something else.

@Fowki - I'll look over the feats to approve. How are you paying for the cyernetic body?


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Hmm. I'm torn between (trying to make) a science officer or a more martial type. Any suggestions : )?

(I remember Ophelia mentioned Han Solo, so there might be a bit overlap on the later one. But I guess that might be a bit more Cha-based roguery ? Hmm)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Not sure why you can't do both. Military scientist? Academic/Marine?


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Could work. Was originally two a bit different concepts (regarding personality and so), but I think they may blend.

Anyone watches Archer?

Krieger might be a good role model ... :P


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

'Krieger' - Military Scientist

Str 13
Dex 16
Con 13
Int 19
Wis 7
Cha 12
Soc 7
Edu 17

Applying human bonus into Int.

Starting as Academic, plans on going Bachelor -> Commission -> Army -> Ev higher education


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

@mdt - Do we retain that -2 Edu we had from our backwaters world?

Academy - Bachelor's Degree

Admission DC 5/7: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 success

Graduation DC 5/7: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 success

Honours DC 11/13: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 mwep mewp ...

OTC: Army DC 10: 1d20 + 1 ⇒ (10) + 1 = 11 success

Edit: 4000 Exp gained -> Second level Academic, 21y


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Yes, although if we do another time jump, the -2 edu will go away.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Terms:
Term 1

Assignment?: 1d20 ⇒ 6 Garrison

Promotion DC 10: 1d20 + 3 ⇒ (2) + 3 = 5 Nope

8000 exp total, Academic 2 | Army 1 25y

Term 2

Re-enlist DC 9: 1d20 ⇒ 10 success

Assignment?: 1d20 ⇒ 14 Internal security

Survival DC 2: 1d20 + 3 ⇒ (2) + 3 = 5 Yes

Promotion DC 8: 1d20 + 3 ⇒ (4) + 3 = 7 Nope

Decoration: 1d20 ⇒ 10 Nope

12000 exp total, Academic 2 | Army 2 29y

Term 3

Re-enlist DC 9: 1d20 ⇒ 9 success

Assigment?: 1d20 ⇒ 18 Counter insurgency

Survival DC 4: 1d20 + 3 ⇒ (18) + 3 = 21 yes

Promotion DC 14: 1d20 + 3 ⇒ (10) + 3 = 13 nope

Decoration DC 17: 1d20 ⇒ 6 nope

Exp bonus DC 12: 1d20 ⇒ 7 nope

16000 exp total, Academic 2 | Army 3 33y

Term 4

Re-enlist DC 9: 1d20 ⇒ 9 success

Assignment?: 1d20 ⇒ 14 Internal Security

Survival DC 2: 1d20 + 3 ⇒ (3) + 3 = 6 Yes

Promotion DC 8: 1d20 + 3 ⇒ (2) + 3 = 5 Nope

Decoration: 1d20 ⇒ 10 Nope

20000 exp total, Academic 2 | Army 3 37y

edit: spoilerd stuff


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
mdt wrote:
Yes, although if we do another time jump, the -2 edu will go away.

Mkay. didn't seem to affect any rolls anyhow : )


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Muster out rolls:

(4 terms, +1 officer)

All on material!: 5d20 ⇒ (20, 13, 19, 15, 1) = 68

Edit: Aaand it should be d6 instead of d20 ... :P

Material: 5d6 ⇒ (4, 4, 4, 6, 1) = 19

Edit2: High Passage, Low Passage and x3 Weapons. Lol :P


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

@mdt - does Age affect either the Soc or Edu values?

Array:

Str 12
Dex 15 16 (+1 at level 4)
Con 12
Int 20
Wis 8
Cha 13
Soc 7
Edu 16 (-2, +1 at level 4) 15

edit: Gonna try and be a bit greedy :P


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Master's Degree!

Admission DC 11: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 *deflating sound*

Aww. Oh well : )


Viktoria Ceres wrote:
@mdt - Do we retain that -2 Edu we had from our backwaters world?

Crap, where did MDT mention that -2 EDU? I still can't find that on the Campaign Info page.

I guess I know where my floating +2 will go now.


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote:
Viktoria Ceres wrote:
@mdt - Do we retain that -2 Edu we had from our backwaters world?

Crap, where did MDT mention that -2 EDU? I still can't find that on the Campaign Info page.

I guess I know where my floating +2 will go now.

A long time ago, when we made our first round of characters : )


And you reminded him? ;D

Silver Crusade

mdt wrote:

Good point Vathan, 2 tours of scouts max. Rest would need to be Navy or Marines or Academic or something else.

@Fowki - I'll look over the feats to approve. How are you paying for the cyernetic body?

EDIT,

Frustrated gone, had a better idea, MY pc is from "Lisan" system where they have had a scout service for many many years.

>How are you paying for the cyernetic body

1 Scout Ship costs how much? hehe she has two

But Ill back story in that, I am thinking a new experiment, [she will, where did that come form?] She will not own it, its part of a research project with the Mylthan. That's what I am thinking


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Vathan wrote:
And you reminded him? ;D

It was foolish of me, of course. But I needed to know the University DCs : P


I honestly never read your character.

My only point was that the Scout Service was not available before our last mission when we updated characters.

Cheers


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sorry you are frustrated. My life is intense right now, I'm doing the best I can.

I'll come back and reread when my brian is functioning.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

yep I was addressing that for

Just hit me that for Telthani that is true but not for the system of Lisan. It will be way cool to have him/her Lisan. Also can help with the cybatics idea.

Going to have to rethink PC, :)


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Jonny...Panic wrote:

Hold on Just had an Idea.

EDIT

GM if he is "Lisan" from that system, can he have 5 terms in the scouts,
I'm going to change his background and System Race. He's from Lisan, would be cool to have someone from the other system.

Hmmhmmmm hmmmmmmmmm.

It would be sorta cool. A joint venture, like, a 'big step' for the planets relationship ?=)

Makes me think a bit or Star Trek ...

Hmm.

Hmmmmmm.

Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.

@mdt - How would a Mylthani be handled in game terms, do they have 'proper' individuality? (edit: As in work terms, ages and such!)

Might go for one of those, just so we can have a real menagerie going :D

(And I can get stilts and be Chewbacca to Ophelia's Han Solo :P)


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator
mdt wrote:

Sorry you are frustrated. My life is intense right now, I'm doing the best I can.

I'll come back and reread when my brain is functioning.

Fully understand GM, the good news is we may have a great fix and a means to get all this to have an interesting outcome. A mixed crew.

With my PC from "Lisan" system, a possible Mylthani, with another han solo type from a colony, all looks sweet to me.

PS Changed my PCs Name, Sex and system of origin
Thinking she got hurt in the battle that the last mission was mixed up in. Her Cyber stuff is from that event, I like the idea its Mylthani in origin. Kind of helps to mix thing up. Now think no a full body but Sub-dermo-Armor skin and some implants, I'm thinking she got Blinded and bad skin damage in the attach the Martha McTavish witnessed. Her Implants are paid for as Veteran Prosthetics.

Bio-Cyberware:

To be approved
Body
Bio-Cybernetic Skin and Sub-dermal Armour, TL11

Skull Implants
Bio-Cybernetic Eyes [Low light vision/Knight vision] + HUD Data Display
Sub-dermal Psi-shield Implant
Synthetic Voice Box + real time Translator
Sub-dermal Comms link + data long.

And she looks like this


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, trying not to further frustration. However...

Neither Lisan nor Telthani had scouts, as both were trapped in dead end warp points until McTavish came along.

The new Scout Corp is a common corp between the two, and there's only been time for 2 tours in that at most.

Campaign Info Tab wrote:


Cyberware/Bioware : If this ever comes up in game, the rules in the book for cyberware are woefully underdeveloped, and the biological mods are pretty much the same. And, most of them didn't make it into the SF20 books.
So here's how I intend to handle it.

Wis Mod + Con Mod = Evolution Points

Cyberware or Bioware will be Eidelon evolutions (with me being the final arbiter on what can be gotten).

TL 10 : 1 pt Evolutions (with restrictions on a case by case basis)
TL 11 : 2 pt Evolutions (with restrictions on a case by case basis)
TL 12 : 3 pt Evolutions (with restrictions on a case by case basis)
TL 13 : 4 pt Evolutions (with restrictions on a case by case basis)

For example, let's say you found a hidden TL 10 medical center hiding out on an asteroid for the last 450 years (yes I know, assume it had android doctors or something), and you want implants to give you low light vision.

Cyberware : Obvious but can be programmed to transmit to a datapad on your body for later review. Picked up on scanners 100% of time.

Bioware : Non-obvious, even to scanners, without DNA testing.

So let's say you have a Wisdom of 10, and a Con of 10. Your body and mind just can't handle the modifications, autofailure of implant.

Let's say you have a Wisdom of 14, and a Con of 8. Your body is weak, but through sheer will you can handle 1 pt of modification. So those new low-light eyes are yours.

Let's say you have a Con of 16 and a Wisdom of 16. Your body is healthy and hale, and you have a strong mind, so you can handle 6 pts worth of modifications.

Note, these would be very costly modifications. Ranging from 20,000 to 2,000,000 credits. One point mods cost 20,000 to 40,000 depending on complexity (adding extra pair of limbs is more complicated than adding claws to your hands or changing out your eyeballs). Giving you fast healing is incredibly complex and invasive (4 pts) and would cost 2,000,000 credits. Prices may be adjusted down the road.

So, looking at what Ynja wants :

To be approved
Body (Paid for as second scout ship roll, can't have scout ship more than once, unlike other ships)
Bio-Cybernetic Skin and Sub-dermal Armour, TL11 (Natural Armor 1)

Skull Implants
Bio-Cybernetic Eyes [Low light vision/Knight vision] + HUD Data Display (Low-Light Vision + Computer)
Sub-dermal Psi-shield Implant (Not available)
Synthetic Voice Box + real time Translator (+8 Racial Bonus to Linguistics)
Sub-dermal Comms link + data log. (Message Cantrip + Computer)

Body Will/Con points : Head (1), Arms (2), Legs (2), Torso (1), Eyes (1), Linguistics Implant (1) : 8 pts

Ynja will be a prototype, and likely will be skating the thin edge of cyberpsychosis. Her entire body has been modified. Arms and legs are completely replaced. Torso has extensive remodeling and contains organs necessary for life. Head replacement holds brain and ears and spinal connections. Arms and legs can take more mods eventually (with money), but unless her will or con goes up, she can't accept more organ mods or brain mods without killing herself.

Ynja will start with no cash or other personal belongings, everything else was eaten up paying medical bills before she was accepted into the cybernetics trials.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Ceres - Mylthani have proper individualities, like humans do, but, their outlook is more like a communal organism. While they are individuals, the whole is more than the sum of it's parts. They tend to be a lot more selfless than humans are, and unlike humans they don't tend toward criminal or violent acts on each other (that whole being part of the same collective consciousness). They agree with the spiders, humans are borderline insane, but functionally so.

A Mylthani that doesn't have a collective takes a -1 penalty on all rolls. The minimum size for a collective is 4. Telepahtic humans, with proper training, can count as a member of the collective for purposes of staving off depression in Mylthani. However, they don't provide bonuses to the Mylthani, as their brains just don't mesh well.

Mylthani are always assigned in groups of 6, or some combination that divides out to 6. Each hand has 6 fingers, and they each have 6 limbs, so obviously 6 is the perfect number. The human preoccupation with 5 and multiples of 5 is an obvious aberration. :)

If there are any Mylthani on the ship, there'll be at least 6 of them. Perfectly acceptable for them to be mostly NPCs.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Ok GM , will would with that,
I'll look at her 1st three terms, looking to Navy
I'll keep her from that system


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

New Navy + Scout background:

Term 1
Assignment 1d20 ⇒ 12 Patrol
Survival 1d20 ⇒ 17 DC2 Live
Commissioned 1d20 ⇒ 18 DC10 Commissioned Ensign
Rank Promon 1d20 ⇒ 3 DC8 Nope
Deco 1d20 ⇒ 7 DC20 nope
Bonus XP 1d20 ⇒ 2 DC6 Nope

Benefits Table 1d6 ⇒ 5
Bonus XP 1d6 ⇒ 3

re-enlistments 1d20 ⇒ 6 DC6 yes
Term 2
Assignment 1d20 ⇒ 9 Shore Duty
Survival 1d20 ⇒ 16 DC2 Live
Commissioned 1d20 ⇒ 13
Rank Promon 1d20 ⇒ 10 DC8 Yes Navy Lieutenant
Deco 1d20 ⇒ 12 DC19
Bonus XP 1d20 ⇒ 9 DC8 Yes

Benefits Table 1d6 ⇒ 3 +1Edu
Bonus XP 1d6 ⇒ 6 X1000xp

re-enlistments 1d20 ⇒ 10 DC6 yes
Term 3
Assignment 1d20 ⇒ 14 Patrol
Survival 1d20 ⇒ 13 DC2 Live [Just]
Commissioned 1d20 ⇒ 5
Rank Promon 1d20 ⇒ 2 DC8 Nope
Deco 1d20 ⇒ 1 DC19 Nope
Bonus XP 1d20 ⇒ 8 DC8 yes

Benefits Table 1d6 ⇒ 3 +1Edu
Bonus XP 1d6 ⇒ 3 x1000Xp

Scout Service
Term 4
Enlistment 1d20 ⇒ 11 DC2 In
Assignment 1d20 ⇒ 3 Routine
Survival 1d20 ⇒ 10 DC2 Pass
Bonus XP 1d20 ⇒ 5 DC10 Pass

Benefits Table 1d6 ⇒ 6 Scout Ship. {works well for the game}
Bonus XP 1d6 ⇒ 6 x1000xp

Scout Service
Term 5
Reenlistment Auto
Assignment 1d20 ⇒ 15 Special Mission [Injured]
Survival 1d20 ⇒ 19 DC8 Pass
Bonus XP 1d20 ⇒ 12 DC6 Pass

Benefits Table 1d6 ⇒ 3 +2Edu
Bonus XP 1d6 ⇒ 4 x1000xp

+2 Mustering out Rolls Both on Benefits Table
Benefits Table 1d6 ⇒ 3 +2Edu
Benefits Table 1d6 ⇒ 2 +2Int

Well that works even better
Scout ship +6Edu +2Int Bonus 19,000xp
But she was Badly [Injured] and is now Broke with no stuff.


How did you get the +2 Mustering out rolls? Maybe I can get them too.

cheers


Female Lieutenant Commander [2 Professional / 1 Academic / 2 Navy*] [Stamina 18/11 | Lifeblood: 11/11 | AC: 15 | T: 12 | FF: 13 | Fort: 0 | Ref: 4 | Will: 10 | Init: +2 | Per: +4 | Comb. Eng.: +11] [Easy Recall: 1/1 | Inspired: 1/1]
Johnny Panic wrote:
I'm going to change his background and System Race. He's from Lisan, would be cool to have someone from the other system.

I was planning on being from the other system, so we might know each other!

Viktoria Ceres wrote:
(And I can get stilts and be Chewbacca to Ophelia's Han Solo :P)

You could be more like barf from spaceballs. : )

Viktoria Ceres wrote:
(I remember Ophelia mentioned Han Solo, so there might be a bit overlap on the later one. But I guess that might be a bit more Cha-based roguer y ? Hmm)

Yes, I was intending to be a bit more Cha based.

- - - - -

Ok, putting my character together now...


Female Lieutenant Commander [2 Professional / 1 Academic / 2 Navy*] [Stamina 18/11 | Lifeblood: 11/11 | AC: 15 | T: 12 | FF: 13 | Fort: 0 | Ref: 4 | Will: 10 | Init: +2 | Per: +4 | Comb. Eng.: +11] [Easy Recall: 1/1 | Inspired: 1/1]

Hey, mdt, can traits and feats be used during the characters history and class rolls (assuming that they have been earned before that roll would be made)?


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |

Totally honest?

I think Barf did more useful things on his screen-time in Spaceballs then Chewbacca ever did in Star Wars :P


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Vathan:

Vathan wrote:

How did you get the +2 Mustering out rolls? Maybe I can get them too.

cheers

what's you final rank?


Ah. You only get that extra roll on the Navy mustering out table. Not the scout table.

Cheers


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Vathan:

Vathan wrote:

Ah. You only get that extra roll on the Navy mustering out table. Not the scout table.

Cheers

Next time show some respect and PM me, if your going to have a rules fight with me, right now having you play rules layer on me is killing the fun Vathan, take a deep breath, get a copy of the FULL rules and work on your PC ok. If you have a problem then PM.

So fixed
Navy
Benefits Table 1d6 ⇒ 2 +1Int [Not +2]

Then Taking Alt human race trait
+2Int +2Con No 1st level feat.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

@Holt - Yes, if they are traits you could get before the career path, you can use the benefits.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Ok here is Ynja short back story
I think it works

She was/is a Navy Architect [Feat taken]
She joined the Scouts to help deign the new Holt class of scout ship.
But there was an accident at the space docks, She was badly burned.
[Draw back taken] With horrific injury's the out look was grim, locked in a shell of a body, blinded, mute, death would have been better, but she has a strong will. She did not die and that's when she court the eye of Doctor Linzon Neel, stings where pulled and she was admitted in the Cyber-prosthesis, 4 years passed and she was listed as working a special mission, in fact she was a lab, by day having her body worked on, by night working on the Holt Design. It was that which kept her mind intact. Now after 6 years of hard work and training she can function. With the Hold class close to being ready, and an all clear form Doctor Linzon Neel she waits now to see if she will be picked for its 1st mission. She has nothing more to her name, Not even her body is her own, this dream to take the halt class out and push field test her Cyber-prosthesis for Doctor Linzon Neel and his team.


Captain | Stamina 25/25 | Lifeblood 11/11 / Psychic 15/15
Stats:
AC 14 T 11 FF 13 CMD 13 | Fort +0 Ref +5 Will +7 | Init. +1 | Perception +12

OK Here's Vathan's son. The Background is a sketch. Equipment is Vathan's, but it's a start.

@MDT - Need your help on his background for two places:

1. In the first two years of the time jump, Aramis got Seige. He is serving as an Ensign in the Navy. I was thinking Judge Advocate General corps with his law degree, but not necessarily. He does not get promoted nor receive a commendation from the experience. However, I wanted to use the event for Vathan to realize that he has a son by seeing his mother. Please help provide some fluff if you can. The son was born when Vathan was 17 and didn't know.

2. In the immediate previous 4 years, Aramis goes a successful, as measured by bonus XP Mission. He's a psionic with a boatload of Leadership, so I'm shooting for captain, even thought Scouts have no ranks.

cheers


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Belter Term 1:

There is no 3ed Navy Term, as her 1st term is used for Belter now.
So she losses and all rolls form that last term.
Benefits Table 1d6 ⇒ 3 +1Edu
Bonus XP 1d6 ⇒ 3 x1000Xp
Buts she is still rank O2 as muster from the Navy.

She gets one tern of Belter as her starting background, Linked to history.

Belter
Assignment 1d20 ⇒ 7 Contract work [With Family]
Survival 1d20 ⇒ 1 DC9-8 [cr*p that was close - Wounded]
Cash benefit 1d20 ⇒ 19 DC20 Fail
Bonus XP 1d20 ⇒ 19 DC14+8 Fail

No risks taken, takes +8 to Bonus XP DC to moved to -8 to Survival as per rules P125

Benefits Table 1d6 ⇒ 5 TAS membership Cr10,000 year trust fund from insurance payout.
Bonus XP 1d6 ⇒ 3

Term 4000Xp+1000Xp wounded.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Aramis would have been involved in a confrontation with Speciesists, that is, a group of people who objected to the Mylthani being given the Masterston Colony. It came to armed insurrection at one point, but didn't quite break into complete warfare this time.

Instead, there were embargoes and trade restrictions on the clans involved. The siege was basically a prolonged military backed embargo that eventually resulted in some concessions about the Mylthani (not allowed to own land on Telthani, and Telthani being paid 10% of the Masterston GPD for 100 years). Aaramis would not have distinguished himself one way or the other, he was just a cog in the JAG corp, sometimes defending, other times prosecuting.

Scouts don't bother with ranks, just positions. Captain is a position, not a rank, much like in the Navy. The scouts were, until recently, dispatched to the various recently found systems only, with the job of doing scans and furthering the scanty knowledge that the McTavish gathered. He likely, with an EXP bonus, learned a great deal, faced some adversities (ship issues, and the like), but nothing worth a medal or promotion. So, all in all, Aramis has come across to his superiors as solid and dependable, if not someone you expect greatness or innovation from. Just the type to put on a crew to explore the unexplored systems.

@All - You'll want to start naming the warp points that have some sort of significance. Binary systems are usually refueling points. The planet with the life forms in the gas giant, the frozen life bearing planet's system, and so on.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'm probably going to write a SQL program to automate the random system generation, to make my life easier. So you won't see random rolls in the threads after I do.


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator

Ok she is done, and I like her, she's had a hard life, A child of space who knows how hard space can be. She hold's little bruck with Rank, being a belter and a scout. She is very strong willed.She had to be to live thought whats she has. A bit of a loner, keeping herself to herself, she is an introvert by nature.

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OK, so one of the games I was going to run, I'm no longer going to run. Since I'd budgeted time for it, I'll see what interest I can find for some sci-fi love. I'm pretty fantasied out at this point. :)

I'd be interested in either running a Mechwarrior/Battletech sandbox game (rules set, but not necessarily full setting), or alternately a Traveller T20 game.

The problem with the Mechwarrior/Battletech game would be that I'd need enough people with Mechwarrior 3 rules (and BattleTech Classic rules). Those are not available online because they are not open gaming.

Traveller T20 never took off, but it has a solid fan following, so there are fan SRD sites on the web (much like PFSRD20). The one I found first was this one. So resources would be available for those who don't have the books, but it would be kind of a pain to navigate (at that sight at least).

So for now, just interest and votes for which system. If I can get 5 or 6 people for MW/BT, then that'll be the one I run. If not, if there's enough interest for T20, it'll be that. You can indicate both, of course. If there is enough interest, I'll put up character creatino rules and such at that time.


I am interested in T20. I played Mega-Traveller back in the day, and love the G.U.R.P.S. Traveller source material.


you could also do a RIFT game :)


I'm always very interested in Sci-Fi/futuristic/Mech settings. I played a bit Mechwarrior back in the days but never had any material of it.
I have a lot of Sci-Fi/futuristic material for G.U.R.P.S. 3rd ed and always loved that system....but i don't have Traveller material.
Among sci-fi games i have Robotech (palladium books), Star Wars d20 (1st ed) and G.U.R.P.S. 3rd ed.


Ohh, shiny!

I have never played either (well, except one of the Mechwarrior PC games^^), but I think I could find at least the traveller rules laying about somewhere at the local RPG lair.

Consider me interested for at least Traveller, and Battletech too if I can get a hold of the rules : )


This is weird. Last night, I just downloaded some free traveller and Conquered Armies Pathfinder Sci-Fi stuff from FriveThruRPG to get a fix of sci-fi. I'll delay reading any of it, because I'd prefer to play.

I'd prefer to use these Traveller rules. or Pathfinder to minimize game mechanic learning curve and book expenditure.

cheers


The Traveller T20 (D20 version of Traveller) is available online under open gaming license (see first post for link). So those aren't required. MW/BT would be.

@Grim - While I do have the RIFTs books, I've never been super fond of the system. May have something to do with my first experience being a superhero game where the GM insisted on fully using all the random tables.

I ended up being a flying werebear with flaming breath and a 20mm vulcan chaingun. After that, I never really liked the system. That and per the rules, an H3 hummer traveling at 50mph goes 'SPLAT' on a cinderblock wall and doesn't do more than cosmetic damage to it. Upgrade it to a diesel freight train, and it blows a few chunks out of the cinderblock wall. :)


@Jubal - That site has the T20 rules (that I put a link to in the first post), but it's an abreviated set, they don't, for example, list things they have for sale under the OGL. So, if you want things they have a book for, it's $2. Not begrudging them the money, just saying it's not a great resource for people who can't afford the books.

If I end up doing the T20, I'll likely use some PF modifications (like skills are per level, and you get +3 trained bonus for class skills, and PF exp progression and feat progression). Just things that are easy to switch out like that.


I would be interested in a SciFi game. I have played D20 Modern with the Future supplement, Mongoose Traveler, GURPS, Star Wars D20, to name a few.


A fire-breathing werebear with a minigun ? Though luck :P

I'll go and take a peek at that link of yours now (I guess the d20 version of Traveller lacks the [in]famous character generation scheme?).


Nope, it's still there. But it basically is how you build a character higher than level 1.

So, if you start with a level 3 character, you take them through terms until they reach level 3 (or until something so horrible happens that you scrap the character). :)


Have you seen these Conquered Armies setting and rules?

And here


No, I hadn't. But I'm not sure I want to learn a new setting/rules. I'm familiar with Traveller, and I've gone through the T20 system several times in the past.


After peeking around a bit in the linked database, it seems mostly complete - but there was a few 'no record exists' hits, both on feats and races. Should be workable, but due to little prior knowledge on my part, I'll have to lean heavily on the story and its premisses and hints at first for concepts and ideas.

If we are bouncing other systems/settings I can vouch for both Shadowrun and Rogue Trader. Neither are "real" Sci-Fi settings, but they do contain plenty of the key elements - mixed in with dark magics and eldritch horrors. The later may require some prior knowledge about the 41st millennia to enjoy fully : )


Does anyone remember Torg?


Shadowrun I have, but I prefer 3rd edition, and I've just started an SR game on Friday nights, so don't want to run two different games. I dont' have Rogue Trader, but I've heard good things about it.

I think I have a copy of Torg somewhere, but it's probably in a box. Got it at an auction.


If you got the time, and like the 40k setting/lore I would totally recommend looking into Rogue Trader. But perhaps not to dive head first into it and GM a pbp :P

On a similar topic, have/do you played/ran/own Dark Heresy, the first of the fantasy flight 40k rpgs ? RT is basically an extension of that. Besides, that game is silly fun* to : )

*some masochist tendencies might be required


Nope, honestly haven't done much 40K stuff (beyond some necron armies I built and spent more time painting than fighting with).


I would be interested in T20. I did purchase the SciFi20 bundle from DriveThruRpg, as T20 no longer seems available. SciFi20 seems to be published by the same people who made T20. I'm guessing they lost the license to Traveller material at some point? The SciFi20 book drops all references to the Traveller IP; it's just rules from T20.


http://rpg.drivethrustuff.com/browse.php?manufacturers_id=34

Grand Lodge

a mechwarrior game? I'm in, although traveller would be cool too. I gotta find my mw3 book...its somewhere....gotta remember how to do a character.....mw2 i can do that blindfolded....mw3 not so much....


Wouldn't surprise me if they lost the license. Traveller's always been one of those systems that had license problems.


Well, I see at least 8 people interested in sci-fi of some kind, and it looks like most would be ok with Traveller. So I'll get something typed up tonight regarding characters and such. As well as the background of the starting point for the game.


Background:

Humanity left the Sol system in 2113, when it discovered natural rosenberg-einstein bridges created by gravitic lensing between solar systems. Not all solar systems had these RE-Points, but Sol had 2, each of which led to other solar systems. It was discovered in 2085, and took several decades to develop a ship capable of traversing them and coming back.

Humans spread out rapidly in the next 200 years, and encountered other species. Some encounters led to war, others to just confusion. Science progressed apace, and a vast galactic empire was formed, ruled from Sol.

But that much power was hard to exercise over such great distances, and the Solamani empire eventually fractured. Some humanity had so far diverged from the root stock, from a combination of genetic modifications and adaptation, that they were all but a new race, such as the Vilani (the first successful extra-solar colony expedition) and the Zhodani (humans who have tinkered with their own genes to enhance their mental abilities), or the Luriani (genetically engineered for amphibiousness).

Other races, such as the Vargr, Aslan, Droyne, Hivers, and k'Kree were careful to avoid getting involved in the civil wars that followed. Yet others, such as the uplifted Ursa, Dolphi, and Orcan took the chance to break free of their corporate owners and found their own colonies on back water worlds.

The planet Telthani was simply too far away from the core worlds to matter in the civil war. The agricultural planet was actually relatively close to Sol, galactically speaking. But to get to it via jump point required going through 14 systems before reaching The Hub. The Hub was the name given to Gamma Velorum, a massive 5 star constellation of stars, all within a few light minutes of each other. The brightest, Gamma 2 Velorum, a massive wolf-rayet star and Gamma 1 Velorum, a blue-white type O supergiant. Along with their lesser brothers, the Hub represents a massive gravitational lense effect that resulted in the constellation having no fewer than 87 jump points. Telthani was 8 jump points from the Hub, making it a true backwater. Although even it had a backwater planet to look down on, the small colony of Milthana was on the other side of Telthani's only other jump point, and that system had only one jump point. The heavy metal planet was moderately habitable, but rich in heavy metals and transuranics.

Telthani is not rich in heavy metals. It is roughly 40 percent larger than Earth, but has only 94 percent of it's gravity. It's core is nickle iron, like earth's, but significantly less massive. However, the planet's spin is roughly 3 times that of earth, giving it a day only slightly longer than 14 standard hours long. The increased spin causes the core to generate a magnetic field slightly stronger than that of Earth's.

The Telthani (Solomani Mix descendents) usually have a 28 hour 'day' with 'noon' corresponding to 'second rise'. Telthani takes 428 local 'days' (two revolutions) to complete a single orbit. Each local year is approximately 1.38 years standard long.

Culture:

Telthani culture has become very laid back, and very much individualized. There is a strong code of honor amongst the colonists, born from having to survive having been cut off for so long. A man's word is his bond. Laws are simple and straightforward, don't cheat anyone, don't kill anyone unless they're trying to kill or steal from you. Even in the city, regulations like drivers licenses and such are unheard of. If you can't drive well, you don't drive, or you pay for the damages you incur.

The government is extremely decentralized, with each major 'Holding' (which can be up to 5000 square miles) having a council. That council (made up of land holders) is elected by the people living in the Holding. The council then assigns one of their number as leader, and another is voted to represent them at the Planetary Council, which meets in Tentatha. Tentatha itself has it's own council and is it's own Holding.

Holdings are usually named for either the family that founded them, or some bit of local color. Hanson's Holding or Red Mountain Holding, for example.

Technology:

It's local population was a nice stable 850 thousand when the warp point vanished, 452 years ago. The planet was cut off, not just from the Empire (or what was remaining of it), but also from Milthana. Despite only being a single jump away, Milthana was 150 light years away, paradoxically closer to the core, in absolute terms, than Telthani was.

The colony had made it's money by selling off wood from the massive Mubara trees, each one hundreds of feet tall, and most dozens of feet thick at the base. The thick hard dense wood was a pleasing chocolate brown, with a high natural wax content that gave it a silky smooth feel when even lightly sanded. It also held up well to hard use.

But with the loss of trade, the colony was thrown back on it's own for the last 452 years. Since that time, the population has expanded to a little over a million in the intervening 450 years. The technology level has dropped to a solid 7, although Tentatha, the capital city, maintains a solid 8, and has managed to keep the old space station active as well. Mostly it's used for air traffic control over Pangea (the main continent), and for weather tracking. Tentatha has a population of just over 300,000 people, with the rest of the population spread out over the rest Pangea. Tech levels in the less populated areas of Pangea can drop as low as 4.

Only Telantha has managed to keep enough technology to maintain a University, which is simply called Telthani University, or more commonly, The University.

Character Creation:

Your characters will be 3rd level to start out. They should have some reason to be in Telantha City, and at the old Space Port, and possibly even the space station (Telthani Station, or just Station). This could be as simple as they work there (proper skills required), or they are consulting (academic, or even a ranger from the wilds who's helping with a planetary survey the High Council authorized to update the planetary scan records).

Races : Only Solomani Mix is available at game start (Humans in other words).

Characters will need to go through the Terms in various classes to reach 3rd. This may be one term, or multiple.

Classes Available : Academic, Army (Planetary Ranger), Barbarian (backwoods hick), Mercenary, Merchant, Navy (there's a very small navy maintained to keep the station active), Noble, Professional, Rogue,

Equipment : Unrestricted for TL 8 and below if you are not barbarian (TL 6 and lower for Barbarian). You must have Army, Noble, Merchant, or Navy to have TL 9 or 10 tech (and not all TL9 and 10 is available).

Skills : Use Alien Device is not available at start. Technical Skills require an appropriate background (you can't bulid energy weapons if you're a barbarian). K/Interstellar Law is only available with University Training.

House Rules : We will use Pathfinder Skill structures. That means you get the same amount of skill points per level, from 1st to 20th. However, class skills get a +3 trained bonus if you put a point into the skill. Additionally, instead of feats being granted every 3rd level, they are granted every other level. Spot and Listen are merged into the skill Perception (if the class has either, you get it as a class skill). Tumble, Balance, and Jump are merged into the skill 'Acrobatics'. Gather Information, Liason, Trader and Broker are combined into Diplomacy. Move Silent & Hide become Stealth. Read/Write, Speak Language, and Forgery are merged into Linguistics.

Character Stats:

In my games, I like to roll 3 sets of stats, and everyone chooses from those. Here are the 3 sets for this game below.

Set 1
Stat (4d6 Drop Lowest): 4d6 ⇒ (2, 5, 6, 5) = 18 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 3, 3, 5) = 15 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 6, 3, 3) = 13 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 1) = 16 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 6, 6, 4) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 2, 6, 2) = 11 -> 10

Set 2
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 4, 5, 6) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 2, 3) = 14 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 3, 3, 5) = 17 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 3) = 18 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 5, 1) = 15 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 1, 1, 4) = 10 -> 09

Set 3
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 1, 4, 3) = 9 -> 08
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 3, 1, 3) = 12 -> 11
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 1, 3, 3) = 10 -> 09
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 6, 2) = 16 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 1, 6, 2) = 14 -> 13
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 2, 6) = 16 -> 14


OK GM DMT, Read this and looked into it but a bit of frustration trying to work what your after out.

I think you need to rethink this and this is why

1: The rule set on line you posted its not complete, Missing PC sheet and lots of back ground info and tech stuff.

2: Then you rolled stats for players. Mistake, why? Well you list Noble as a class BUT Noble- Initial Requirements: A starting character must have Social Standing 16 + to become a Noble. As you did not say payers can move stats around then None of your three roles where over 14 Social. So NO point listing Nobles as a class as no player can have them.

3: You picked a space game then dumped the space part. It may be better to go with pathfinder with some DnD Modern/Future in there.

http://dmreference.com/MRD.htm

http://dmreference.com/MRD/Future.htm

http://dmreference.com/MRD/Future/Mecha.htm

Simple for a NONE space flying and fighting game with Mecha's.
All same tech level and PC sheets are Pathfinder.

As it stands I think the interest may be low, a rethink may get your numbers up.

Cap


3) I'm taking a wild shot in the dark here, but I'm betting there is a reason we should all be together at the old spaceport. And that only humans are available from 'start'... : )

2) From looking at mdt's other games, I think it is safely to assume one can indeed switch the stats around. I think the arrays are pre-rolled so that all PCs are more or less equal. Not always fun being the guy with every stat sub 13 while your pals has 18-17-16 as their array ^^

1) This one is a bit worrisome. The linked database does indeed seem a bit lacking. I'll have to look around and see if I can find a more complete version...


I did manage to secure a few books from a friend (whom gracefully hoard- *ehm* stores all our rpg/boardgame stuff) and I started looking trough it.

Unless I'm sorely mistaken, wouldn't each character need eight sets of rolls, not six ?

Str
Dex
Con
Wis
Int
Cha
Edu
Soc


I think The GM is using this system

Characteristics

Every person and creature in Traveller has several characteristics that describe their base mental and physical potential.

Strength (Str): A character’s physical strength, fitness and forcefulness.
Dexterity (Dex): Physical co-ordination and agility, reflexes.
Endurance (End): A character’s ability to sustain damage, stamina and determination.
Intelligence (Int): A character’s intellect and quickness of mind.
Education (Edu): A measure of a character’s learning and experience.
Social Standing (Soc): A character’s place in society.

So taking Set1

Class: Noble [Female]
Race: Solomani

Set 1
Str -> 10
Dex -> 12
End -> 12
Int -> 15
Edu -> 16
Soc -> 16


Sorry,
I am so used to rolling sets of 6 I forgot I needed sets of 8.

@GM Captain Wombat
1) I did post in the first post that having the books would make things much easier, as there is less online support for either system I was going to run with. The two sites linked to are neither complete, between the two of them, they are mostly complete, and I am more than willing to help with things. There should have been 8 stat rolls, not 6, I'll correct that below.

2) Yes, I thought it went without saying that you put the stats wherever you wanted. I have not had a game require the stats to be put in in order for 20 years at least.

3) Borderlands is a 'space game' where you don't run around in ships. The start of the game is just that, the start of the game. Once the game starts, the starting point is history, and the future is what you make of it. I would prefer not to give the plot away unless people really want to know it going in. I will say that at least one person should have some piloting skills...

Set 1, Stat 7: 4d6 ⇒ (2, 1, 1, 2) = 6 -> 5 Rerolling below, 8 minimum
Set 1, Stat 8: 4d6 ⇒ (1, 4, 4, 3) = 12 -> 11

Set 2, Stat 7: 4d6 ⇒ (1, 1, 1, 6) = 9 -> 8
Set 2, Stat 8: 4d6 ⇒ (1, 1, 1, 3) = 6 -> 5 Rerolling below, 8 minimum

Set 3, Stat 7: 4d6 ⇒ (3, 6, 3, 4) = 16 -> 13
Set 3, Stat 8: 4d6 ⇒ (3, 6, 5, 5) = 19 -> 16

Set 1, Stat 7: 4d6 ⇒ (5, 4, 3, 3) = 15 -> 12

Set 2, Stat 7: 4d6 ⇒ (4, 3, 5, 4) = 16 -> 13

Note that due to the tech level of the planet, everyone has a -2 EDU penalty.

Set 1
Stat (4d6 Drop Lowest): 4d6 ⇒ (2, 5, 6, 5) = 18 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 3, 3, 5) = 15 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 6, 3, 3) = 13 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 1) = 16 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 6, 6, 4) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 2, 6, 2) = 11 -> 10
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 4, 4, 3) = 12 -> 11
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 4, 3, 3) = 15 -> 12

Set 2
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 4, 5, 6) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 2, 3) = 14 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 3, 3, 5) = 17 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 3) = 18 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 5, 1) = 15 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 1, 1, 4) = 10 -> 09
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 1, 1, 6) = 09 -> 08
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 3, 5, 4) = 16 -> 13

Set 3
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 1, 4, 3) = 09 -> 08
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 3, 1, 3) = 12 -> 11
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 1, 3, 3) = 10 -> 09
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 6, 2) = 16 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 1, 6, 2) = 14 -> 13
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 2, 6) = 16 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 3, 4) = 16 -> 13
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 5, 5) = 19 -> 16

Note : You may voluntarily drop any stat you like, for character background reasons. For example, if you don't want a high SOC standing, then you can voluntarily lower it. Also note that SOC can vary from planet to planet. So, being the Knight from of a backwater planet isn't as socially important in a high population democratic world as being a CEO is.


Since we're pathfinderizing this, humans get a floating +2 to put into any one stat, in addition to +1 skill point per level, and bonus feat at first level. You can also add in any of the alternate human racial traits from Pathfinder for humans (so, trading out the bonus feat for the 3 skill focus's for example), or eye for talent, etc.


No problem.

Additional Class Skills : Due to the tech level of the planet, characters add 3 class skills : Driving*, Ride, Handle Animal. In addition, everyone has the Knowledge Skill K/Homeplanet with 0 ranks. Note, this is considered trained, even with 0 ranks. You may put ranks into it as you wish, and it's considered a class skill as well (which means you get the +3 trained bonus for it, even if you leave it at 0 ranks).


Yep, but you should probably refluff the text for a lot of them. As long as you refluff the trait text, and keep the mechanics and category the same, it should be fine.


Also, all, remember, Soc standing can go up or down in game (or even in your background). Maintaining Soc standing requires 100 credits per point of social standing per month.


EDited

Noble

So taking Set 1 My Noble will start with:

Str - 10
Dex - 12
Con - 11
Wis - 12
Int - 18 [16+2]
Cha - 12
Edu - 13 [15-2]
Soc - 16

BAB +1

Saves F+1/R+1/W+3

Starting Feats +
1: Fast Learner
Bonus Feat x2
1: Improvisation
2: Improved Improvisation
Race Bonus Feat
1:Trust Fund

Alternate Racial Traits:

Silver Tongued:
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

This PC is a real Jack of all trades, smart as they come.

Rapier: A character using a rapier increases their effective Melee (large blade) skill by one level when parrying.

Needle Gun:
None lethal Needle gun, fires small needle like darts with a fast acting Toxin the incapacitates a target. Range 30' RTA DMG 1 Fort DC [depends on dart toxin]

GM do we get 2 traits and + 1 Drawback for one more Trait?


Nice!

I will look into creating an aspirant engineer, whom will try to pursue his/her dream of working at the space station. Probably by starting as a Professional and spending the first term at the university, trying to get accepted as a commissioned officer of the navy. We'll see how that turns out :P

Focus will probably be Edu/Int and the technical skills, along with basic training - if accepted as an officer : )

And I'll see how soon I can pull this off ^^


Additionally, remember you have to go through the careers after level 1, even Nobles. :) Since the career stuff is not posted anywhere I can find (apparently not under OGL) I'll do the rolls for people who dont' have the book.

Wombat, I assume you are going four levels of Noble.

Term 1
Duty Assignment: 1d20 ⇒ 12 Diplomatic Post
Survival DC (4): 1d20 + 3 ⇒ (19) + 3 = 22 Social Test
Promotion Check DC (21): 1d20 + 3 ⇒ (7) + 3 = 10 No promotion
XP Bonus DC (8): 1d20 + 3 ⇒ (8) + 3 = 11 Success
Bonus XP: 1d4 ⇒ 4 4000 XP bonus, 4000 XP base
Character has reached 7000 exp, maximum to start game, mustering out
Cash Benefits: 1d6 ⇒ 2 50,000 credits
Material Benefits: 1d6 ⇒ 1 High Passage, invalid to start, 9,000 credits

Final Result : Level 3 Noble, 59,000 credits, 7,000 EXP, Age : Starting Age + 4 years

Wombat, your noble served for 4 years as a diplomatic attache. They basically went between regional councils and helped negotiate border disputes, trade disputes, and so forth. They didn't distinguish themselves, but they didn't embarrass themselves either. They made decent, but not spectacular (by noble standards) money.

On this planet, Noble is basically a Scion of one of the founding houses. Noble titles are much like the modern world, they have meaning socially, but not from a 'I can boss around people on the street' standpoint. Basically, your character would be a House Knight.


yes GM, she's Agent Diplomat.
Uses:

Rapier: A character using a rapier increases their effective Melee (large blade) skill by one level when parrying.

Needle Gun:
Fires small Adamantine micro darts. Tipped with a fast acting Toxin that incapacitates a target. Range 30' RTA DMG 1 Fort DC 8 Needle in a clip / 1 round reload. [depends on dart toxin] [She uses None lethal Darts]


I'm trying to cobble together the character generation rules.

1. Start with your Ability Score sets
2. Pick classes, feats, skills (with your house rules) here
3. Roll terms on these charts here or army or marine

Right? How do you connect terms and levels?

How can I multiclass as a Barbarian then go Merchant? Is it random? If you multiclass, does the character get both sets of starting feats?

Should I use the Scout term tables for Barbarian?

Can you start your Campaign Info tab to put all of your character creation rules, including answers to questions?

thanks


@mdt - Are we starting at level 4 now :P ?


Made this Alt as a work in progress

Capt


Rapier : Use standard Pathfinder Rapier stats. T20 doesn't use the melee (large blade) skill. That looks like a copy/paste error from older Traveller rules

Not sure where you are finding the Needle Gun. It sounds like a Snub Pistol.

Snub Pistol : Cr150, TL 8, 250grams, RoF 1, 18 meters, 1d10 x2, Small, Piercing, No Recoil, Clip 6 or 15, clip 30grams (60 for large magazine), 10 credits per 6 rounds of ammo. Capable of Firing Tranquilizer (Standard), High Explosive, or Armor Piercing rounds. Tranq rounds basically only do subdual damage.


Lessah wrote:
@mdt - Are we starting at level 4 now :P ?

Nope, Level 3, sorry, typo there. :) Fixed


Jubal Breakbottle wrote:

I'm trying to cobble together the character generation rules.

1. Start with your Ability Score sets
2. Pick classes, feats, skills (with your house rules) here
3. Roll terms on these charts here or army or marine

Right? How do you connect terms and levels?

How can I multiclass as a Barbarian then go Merchant? Is it random? If you multiclass, does the character get both sets of starting feats?

Should I use the Scout term tables for Barbarian?

Can you start your Campaign Info tab to put all of your character creation rules, including answers to questions?

thanks

Hi Jubal,

As I did for Wombat, I'll roll the terms for you, so you don't have to worry about that. If you want to multiclass Barbarian/Merchant, you'd just tell me that, and how many levels of each you wanted. So for example, if you wanted to go 2 Barbarian/2 Merchant, I'd roll once on the barbarian term, and once on the Merchant term.

Terms earn you 0 or more XP, you continue in terms until you reach the maximum XP for the levels you want. As in Wombat's example above, he hit the maximum 7000 xp in one term. Multiclassing always requires at least one term per class you go as. So for example, if you went Barbarian/Merchant, I'd roll at least once on Barbarian term, and at least once on Merchant term.

Note that due to the isolated status at game start, Merchant characters won't have all their abilities until they can get out and learn them (for example, armor proficiency (vac Suit)).

I'll create a campaign this weekend to put all the house rule stuff in one spot.


Roger - I will also use set 1

Str 12
Dex 15
Con 12
Wis 12
Int 16+2
Cha 11
Edu 16-2
Soc 10

Hmm, I'll be starting professional and going from there (hopefully navy!). I'll assign skills and such a bit later, since I'm in a tiny bit of rush atm :P

Just a quick question before I head off and start throwing dice at stuff - is the university DCs (ex DC 26-Edu) the full value of the Edu or just the modifier?

IE - would my character roll

A) Int bonus vs DC calculated with Edu bonus

1d20+4 vs DC 24

or B) Int bonus vs DC calculated with total Edu

1d20+4 vs DC 12

The DC is written as in the Ex: DC (26-Edu)

Either a very smart person has only a 50-50 shot at a Bachelor's degree (A), or, well (B) :P


It's the -EDU option, not the EDU Bonus.

And it's not 26 for a bachelor, it's 22 for a bachelor, 26 is for Masters/Doctorate. :)

SO yeah, a really smart person has a 50/50 chance of being accepted for a masters/doctorate program (pretty much real world).

In this case, your character would be make an Int check against a DC of 22-14 = 8 to get into a bachelor program. Then, after completing that one, you'd be going for the DC 12 to get into a Master's program.

Note that the maximum XP you can earn in prior history is 7000 (which indicates half-way from level 3 to level 4). Although you can take additional terms at no xp credit (to start with a doctorate for example).

Note it's two checks, one to gain admission, another to graduate.

EDIT : Also note, if your first class level is Academic, you gain a +1 to your checks (admission, honors, and graduation). Success on the Honors check increases EDU by 1 (thus making it easier later).


OK Let's go: Barbarian 1 -> Merchant 2

stats:

Str - 18 [16+2]
Dex - 16
Con - 15
Wis - 12
Int - 12
Cha - 12
Edu - 9 [11-2]
Soc - 10


Yeah, I just grabbed the DC values out of the air - I wanted to judge my options a bit to see if I would actually have a decent shot at the projected career path. And if I would supplement my high Int with the alternate racial trait for an extra +2 Edu : )

Which is:

B.degree -> Apply as Commissioned Officer [Navy] -> M.degree -> One term in the Navy, hopefully on the space station :D

I'll have to think abit, then I'll get it rolling either now or when I get back from my errand (4-6h).


Jubal Terms

Term 1 : Barbarian
Assignment: 1d20 ⇒ 20 Exploration!
Survival DC(10): 1d20 + 4 ⇒ (10) + 4 = 14 Survived!
Promotion Check DC(12): 1d20 + 4 ⇒ (5) + 4 = 9 Not Promoted!
XP Bonus DC(8): 1d20 + 4 ⇒ (8) + 4 = 12 Bonus!
XP Bonus: 1d4 ⇒ 2 2000XP + 4000XP Base

Results : Level 1 Barbarian, XP Capped 1999, No Promotion, age +4 years

Term 1 : Merchant
Assignment: 1d20 ⇒ 3 Planetside (ie: standard assignment)
No Survival Check!
Promotion Check DC(20): 1d20 + 3 ⇒ (13) + 3 = 16 Not Promoted!
XP Bonus DC (12): 1d20 + 3 ⇒ (10) + 3 = 13 Bonus XP
Bonux XP: 1d4 ⇒ 3 XP Cap of 7,000 reached
No cash bonus!
7,000 XP cap reached, Mustering out!
Cash Benefits: 1d6 + 1 ⇒ (5) + 1 = 6 30,000 credits
Material Benefits: 1d6 + 1 ⇒ (4) + 1 = 5 Weapon! One weapon of any type, up to TL 9, up to 1000 credits in cost, or 900 credits cash

Final Results : Level 1 Barbarian, Level 2 Merchant, 7000 XP, age +8 years, 30,000 credits, 1 Weapon up to TL 9 (1000 credit max or gain 900 credits cash in stead of weapon).


Okay - let's try!

Acceptance: 1d20 + 4 ⇒ (10) + 4 = 14 So far so good : )

OTC, Navy. DC 12: 1d20 + 4 ⇒ (18) + 4 = 22

Graduation: 1d20 + 4 ⇒ (11) + 4 = 15 And B.Eng was acquired!

3000 Exp, 3 years & a degree. +1000 extra for enrollment in the navy OTC program.

Honours: 1d20 + 4 ⇒ (13) + 4 = 17

With honours! +1000 Exp, +1 Edu

Wouldn't mind trying for a Masters, but alas - duty calls :)

Now - what type of assignment shall it be?

1d20 ⇒ 16 Siege!

Hmm. Is that valid? Shall it be simply refluffed or changed to Patrol or something ?

Well - halfway done : ) I'll get back to this soon - after my errand.


Are there any weapon license laws?

Also is there a list of equipment online?

I found a copy of Traveller 2008. Is it useful in any way?

cheers

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