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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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]

Base:

Str: 7
Dex: 16
Con: 13
Wis: 12
Int: 17 (+2 human) = 19
Cha: 17
Edu: 7
Soc: 13

Traits: Inspired, Mercenary (+2 diplomacy, intimidate, sense motive when negotiating payment)

Feats: Connections (Underworld) (+2 diplomacy vs criminal underworld,black market, etc)
- - - - -

Prior 1 - Levels 1 & 2:

Prior History 1 - University
Acceptance vs DC 15: 1d20 + 4 ⇒ (12) + 4 = 16 Passed
Graduation vs DC 15: 1d20 + 4 ⇒ (15) + 4 = 19 Passed
Honors vs DC 21: 1d20 + 4 ⇒ (11) + 4 = 15 Not good enough.
Merchant OTC vs DC 10: 1d20 + 4 ⇒ (17) + 4 = 21 Made O2

Outcome

  • Bachelors in Business Administration
  • 12 Edu
  • Merchant Marines Officer Level 2
  • 4000 Exp (2 levels Merchant)

Level 1 - Merchant
Stamina: 6 + 1 = 7
Funds: 1000
Skill points: 7 + 4 + 1 (human) = 12
Fortitude: +1 (Total: 1)
Will: +1 (Total: 1)
Feat (1st): Dumb Luck
Feat (class lv 1): Vessel (Starship)
Feat (class): Armor Proficiency (Light)
Feat (class): Armor Proficiency (Vac-Suit)
Feat (class): Weapon Proficiency (Marksman)
Feat (class): Barter (Treating like Skill Focus (Diplomacy))

Level 2 - Merchant
Stamina: 1d6 + 1 ⇒ (6) + 1 = 7 (Total 14)
Skill points: 7 + 4 + 1 (human) = 24
Fortitude: +2 (Total: 2)
Will: +2 (Total: 2)
Feat (class lv 2): Narrow Escape
- - - - -

Prior 2 - Levels 3 & 4:

Prior History 2 - Rogue
Assignment: 1d20 ⇒ 18 Enforcement
Survival vs DC 7: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 Gonna use inspired on this because it could be bad. Also gonna -2 on other rolls to get +2 survival.
Survival vs DC 7: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Ok, Didn't need it, but better safe than sorry...
XP Bonus vs DC 5: 1d20 - 2 ⇒ (18) - 2 = 16 Made it.
1d4 ⇒ 2
Cash Bonus vs DC 18: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8 No cash bonus : (. Using Dumb Luck
Cash Bonus vs DC 18: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 Got it.

Mustering Out

Outcome

  • 4000 xp + 1000 xp bonus (total 9000 xp) (Rogue 2 levels)
  • Cash Benefits: 1d6 ⇒ 4Cash Benefit... got 30,000
  • Cash Benefits: 1d6 ⇒ 1Still going with cash... got 5,000

Level 3 - Rogue
Stamina: 1d6 + 1 ⇒ (6) + 1 = 7 Total: 21
Skill points: 4 + 4 + 1 (human) + 1 (favored) = 34
Reflex: +2 (Total: 2)
Feat (level 3): Spot Trouble
Feat (class lv 1): Fence Stolen Goods
Feat (class): Armor Proficiency (Light)
Feat (class): Armor Proficiency (Medium)
Feat (class): Weapon Proficiency (Marksman)
Feat (class): Weapon Proficiency (Swordsman)

Level 4 - Rogue
Stamina: 1d6 + 1 ⇒ (5) + 1 = 6 Total: 27
Skill points: 4 + 4 + 1 (human) + 1 (favored) = 44
Reflex: +1 (Total: 3)
BaB: +1 (Total: 1)
Feat (class lv 2): Persuasive (Instead of Fast Talker)
Level 4 stat: +1 int (+4 skill points, total 48)


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]

Brief Background:

Ivan was born of the newly Noble family Lazarev of ???. For centuries their family had been seneschals and servants, but within the past few generations they had earned their ranks amongst the nobles.

Ivan was always intelligent as a youngster, but he spent quite a bit of time amongst the wrong people. While his parents were busy he was holding up shops with common street thugs. At an early age his parents pushed him to graduate and enter college, where he gained a degree in business administration, as well as earning an early rank in the merchant marines.

Using his family to put off his military calling, he begun to run his own business straight out of university, trading in various speculative markets. Few knew that this was actually a drug smuggling ring until Ivan was caught red handed.

His family having covered everything up, they pushed him into the properly enlisting into the merchant marines properly, both for his own good, and to keep him from embarrassing he family. Of course, should he fail, he would find himself cut off from both his family and his titles.
- - - - -


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]

Skills:

Skills (Total 48):
Appraise: 2 rank + 5 int + 3 class = 10
Bluff: 4 rank + 3 cha + 3 class = 10
Driving: 2 rank + 3 dex + 3 class = 8
Diplomacy: 4 rank + 3 cha + 3 class + 3 Skill Focus +2 persuasive = 15 (+2 when negotiating payment, +3 vs/ underworld)
Disguise: 1 rank + 3 cha + 3 class = 7
Entertain (Dance): 1 rank + 3 cha = 4
Gambling: 4 rank + 5 int + 3 class + 1 Dumb Luck = 13
Intimidate: 2 rank + 3 cha + 3 class +2 persuasive = 10 (+2 when negotiating payment)
Knowledge/Interstellar Law: 2 rank + 1 edu + 3 class = 6
Linguistics: 2 rank + 5 int + 3 class = 10
Pilot: 2 rank + 5 int + 3 class = 10
Perception: 4 rank + 1 wis + 3 class = 8
Professional/Merchant: 4 rank + 1 wis + 3 class = 8
Sense Motive: 4 rank + 1 wis + 3 class = 8 (+2 when negotiating payment)
Stealth: 4 rank + 3 dex + 3 class = 10
Technology/Communications: 2 rank + 1 edu + 3 class = 8


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

A question to the folks with the Psychic game mechanics. What can a psychic do with 6 ranks in the Clairvoyance sphere without a Clairvoyance talent/feat?


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

As far as I can tell, nothing that has to do with Clairvoyance.

I'm having a cold atm, so I might have missed something, but I don't think so . )


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

From what I can see the same as you have on your sheet.

CLAIRVOYANCE SPHERE Clairvoyance is the ability to sense events occuring or ‘see’ items located out of the direct view of the character. Early ability with this sphere is restricted to vague and basic ‘views’ at very limited range, and grows in range and capability with the increased development.

SENSE Sphere: Clairvoyance Rank: 2 Cost: 2 Duration: Up to 30 seconds Benefit: A character will become aware of the most basic characteristics of a location when using this talent, such as ‘a room containing four dogs’ or ‘an open plain with a single tree’. Generally the most interesting or important features will be sensed.

CLAIRVOYANCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character can view the activity and features of a specific distant location.

CLAIRAUDIENCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character hears the any sounds and noises occurring at a specific distant location..

The next ability is rank 10. May be good to move that one point over see if there is another ability you can use in other another sphere


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

Clairvoyance is a very powerful sphere, so it's back loaded, like a wizard. Being able to see through walls, sense people and things at a distance, and read through solid objects can be game breaking.


Male Lysandran 1 Noble 1 Merchant 2 Rogue* [Stamina 27/27 | Lifeblood 13/13 | AC: 19 | T: 13 | FF: 16 | Fort: 2 | Ref: 6 | Will: 4 | Init: +3 | Per: 8 | Stealth: 10 | Bluff: 10 | Dip.: 10 | Sense Motive: 8] [Inspired 1/1]

Ok, creating a profile now.

Also, I forgot my gambling bonus to my cash rolls, so those are actually 50,000 and 10,000.

Also, sorry for the terrible typos in the brief backstory. It was getting late and I may have had a little too much to drink. : /


Male Lysandran 1 Noble 1 Merchant 2 Rogue* [Stamina 27/27 | Lifeblood 13/13 | AC: 19 | T: 13 | FF: 16 | Fort: 2 | Ref: 6 | Will: 4 | Init: +3 | Per: 8 | Stealth: 10 | Bluff: 10 | Dip.: 10 | Sense Motive: 8] [Inspired 1/1]

Hmm, after reading through a bit more, I might swap that first level from merchant to Noble, to better represent his time growing up and going through the early parts of school.

My only issue is the low social score (13 instead of 16), though that could be reasoned away as a drop in his sociability after he was punted out to space.

Any objections mdt? Crunch wise, the change should be minimal.


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

So we have a
A Psionic son of a famous light bringer. Looking for his own place in the world as a scout ship captain.
A massively cyberised scout ship builder looking to pay off her medical bills by field testing her ship and her own body for the scouts.
A ner-do-well / Noble? scoundrel ex drugs dealer, looking to make good, and/or get rich.


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

Changed her Drawback to one I think fits better with her background and personalty now. She really dos not like crowds even small ones.

Enochlophobia- Fear of crowds:

1: Enochlophobia- Fear of crowds
Fear of being in a crowd is a type of social phobia called enochlophobia. Individuals with this phobia often have various rationalizations of this phobia such as fear, ridicule, trampled, diseases or being lost in the crowd. A crowd is deemed to be 20+ persons 50m area.
Effect: Whenever you are in a crowd, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from that crowd. These penalties are not cumulative.


Male Lysandran 1 Noble 1 Merchant 2 Rogue* [Stamina 27/27 | Lifeblood 13/13 | AC: 19 | T: 13 | FF: 16 | Fort: 2 | Ref: 6 | Will: 4 | Init: +3 | Per: 8 | Stealth: 10 | Bluff: 10 | Dip.: 10 | Sense Motive: 8] [Inspired 1/1]
Ynja Eva Ragnavold wrote:
get rich

That one.

Also, drug dealer is a harsh label. He never actually dealt the drugs. He just got the things people wanted where the needed to go. Despite some particular peoples *cough*authorities*cough* ideas of the legality of that.

After all, it's called free trade, for a reason... and that reason sure isn't the cost...


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

Hehe, I bet thats why he is looking for a means to get off planet ASAP,
for errr, the betterment of his soul.

I think Ynji is going to be your Tech, thats if she gets any cash to get tools, At the moment she has no Cr and nothing but a medical gown to her name.


Male Lysandran 1 Noble 1 Merchant 2 Rogue* [Stamina 27/27 | Lifeblood 13/13 | AC: 19 | T: 13 | FF: 16 | Fort: 2 | Ref: 6 | Will: 4 | Init: +3 | Per: 8 | Stealth: 10 | Bluff: 10 | Dip.: 10 | Sense Motive: 8] [Inspired 1/1]

Interested in a loan? My interest rates are very reasonable...


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

Let's see how we meets 1st you may be brought in, in chains hehe


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

Damn, I'm dragging my feet behind me again. I'll try and have this worked out by tonight : )


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

Aramis's background and personality are relatively ready.

The only thing left to do is Equipment. However, I think that he can afford Vathan had, so it should be quick.

Are the availabilities of tech different for these characters than the Campaign Info page?

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

Yes, Nobles can get TL11.

Non-Nobles can get TL10 now.


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

What was your calculation for masterwork weapons and armor again?


Ynja Eva Ragnavold Half-Atlantean, HP[32/32] MP[30/32]Luck[16/16]Sanity92] ]Luck[16]Dodge [75/36/15] Privet investigator
Viktoria Ceres wrote:
Damn, I'm dragging my feet behind me again. I'll try and have this worked out by tonight : )

What you thinking of building, there seems to be a theam of odd balls and no fits


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

Exactly what I'm thinking is sorta the problem, to be honest :P

I've been thinking of survivalist, scientist or something but it hasn't clicked just yet! However ...

@mdt - Would the Belter class be open (for two terms max ofc)?

I'm thinking since Telthani probably wants to start exploiting all the resources now, so they can build more ships. : )

@mdt - Could I pick from the Defiant Luck chain of Pathfinder feats ? (the second feat in the line, Inexplicable Luck, would certainly be useful when rolling on the Belter tables :P)


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

Don't for get you can drop the survival DC by upping Cash reward and XP bonus DCS per term. The limit is DC22, as the max DC shown for any table.


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

just spotted a msiatke a Made
the 1st term in any Service, Army, Marines Navy and Scouts
you get
No XP roll,
Commissioned DC+2
all rolls on the Cash table are 1/2 amount

I still made commission, but I had 6000xp more than I should have.
Fixed now.


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 all, food poisoning. :(

Just popping off a few posts.

Lisan has belters, Telthani has some low g people, but needs a full generation or 3 to get belters.


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

@poisoning - A good week that just keeps getting better eh? :P Sorry to hear that mdt!

@Belters - Hmm. I really felt like keeping my character Telthani, I have to think about this


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

@Same here sorry to hear that Mdt, I got it a mouth back, was not nice


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

Aight, I'll go Lisan belter : )

Str 13
Dex 16
Con 7+2
Int 13
Wis 17
Cha 12
Edu 17
Soc 7

Racial Traits: Heart of the (Asteroid) Fields [prof: Survey], Bonus feats

Traits:Rough and Ready, Inspired

Feats: X1*, X2*, Dumb Luck

*waiting to see if I can have some Pathfinder feats : )

Prof(Survey) bonus +6 (3 Wis, 3 class)


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

Assignment: 1d20 ⇒ 10 Contract Work

Survival DC 9: 1d20 ⇒ 20 Yey!

Cash Bonus DC 21: 1d20 + 6 ⇒ (11) + 6 = 17 Nope

Exp Bonus DC 14: 1d20 ⇒ 19 Yey!

Now, to find where the Exp bonus is listed ... : )

edit: Exp Bonus: 1d4 ⇒ 2 x1000


XP Bonus = 1d4 x 1,000

near the front before the Education section


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

XP Bonus = 1d4 x 1,000

near the front before the Education section

Woah, that was quick :P


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

Belter 3

Feats picked up X3, Improved Zero G Adaptation

Survey bonus is now +10 (3 Wis, 3 Class, 3 Rank, 1 Human)

(noticed I missed the rank last time, oh well. No difference : ) )


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

Re-enlistment: 1d20 ⇒ 14 Yes

Assignment: 1d20 ⇒ 18 Belt Fringe. Uuuuhmmm... Hmm. Inspiration can be used yes?

Survival DC 18: 1d20 + 1 ⇒ (5) + 1 = 6

Survival DC 18: 1d20 + 1 ⇒ (20) + 1 = 21 YESSSSSSSSSS!

Cash Bonus DC 16: 1d20 + 10 ⇒ (6) + 10 = 16 Nice

Exp Bonus DC 8: 1d20 ⇒ 10 Very nice

Edit:

Exp: 1d4 ⇒ 1 x1000

Cash: 1d6 + 1 ⇒ (3) + 1 = 4

Total EXP 11000

Extra money 1000


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

Bumping that Wis by +1

Prospecting bonus is now +13 (4 Wis 4 Rank 3 Class 2 Human)

Re-enlistment: 1d20 ⇒ 2 *sad trombone*

Can try to head for university ?

Admission DC7: 1d20 + 3 ⇒ (8) + 3 = 11

Graduation DC7: 1d20 + 3 ⇒ (4) + 3 = 7

Honours DC 13: 1d20 + 3 ⇒ (15) + 3 = 18

+1 Edu, +4000 Exp & Bachelor in hmm ... Asteroid 'engineering'?

Muster out:

Material Benefit: 1d6 ⇒ 3 Weapon

Material Benefit: 1d6 ⇒ 6 Seeker?

Not sure if having to pay interest on a starship is super, especially with only 1000 credits. How was those loan terms again ... :P?

(I do expect not to have a starship, as the other rolls of that sort have been replaced . ) )


Engineer | Stamina 26/26 | Lifeblood 9/9 | AC 17/13/14 | CMD 17 | Ref +5 Fort +1 Will +9 | Init +3 | Per +13

Boing! Ceres here, started putting stuff in a new alias.

Awaiting some input from mdt on feats and Seeker replacement, then the crunch should be all done.

Tinkering with fluff in word, easier to work with. Thinking something along the line of a belter seeing her 'big chance' and nestling herself into this program somehow. Perhaps due to her experience in surveying and sensor knowledge, as well as general space-familiarity?

Also, I noticed that a Laser pistol is only TL 9 and cost exactly 1000 credits. So...

@mdt - Double checking:

Are laser pistols fair game : )?

@mdt - Repeated questions (for ease of reference):

Are some Pathfinder Feats okay?

Namely: Defiant Luck, Inexplicable Luck and Strong Comeback?

Additionally, what is the result of a 6 on the material table of the Belter class (normally a Seeker class spaceship)?


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

Laser Weapons:
Lasers! wrote:

LASER WEAPONS

Laser weapons offer the user a range of advantages. They are silent, powerful, and can be recharged from a vehicle or starship Powerplant for free. However, they are also fragile and somewhat temperamental, and require a backpack or belt powerpack which can be an encumbrance. Laser weapons can be defeated by atmospheric conditions, anti-laser aerosols or special armor types. Their military use (other than heavy weapons) is as combination weapon/designators, or for low-g assault troops.

Laser weapons can be directly fed from dedicated sockets (some vehicles and starships have these, to allow defending personnel effectively infinite firepower). If outside power is not available, the weapon must be fed through a cable from a belt or backpack power supply. Belt packs hold 50 “Power Factors” and can feed pistols and carbines; rifles draw too much power and will normally overload a belt pack after 1-5 shots (1 in 3 chance per shot that the pack circuitry melts and must be replaced). Backpack power units carry 100 or 300 Power Factors and can feed any laser weapon. A discharged power pack can be recharged from a ship or vehicle fusion plant for no cost. Laser weapons have no internal power of their own and become inert if the power cable is damaged. A live, severed cable can make a handy tool for desperate self-defense. The connector on an intact laser power supply is designed to prevent fatal shocks, so cannot be used in this way.

Malfunctions with laser weapons are most often simple - power cords, no matter how well secured with the most advanced retaining systems, can find a way to become detached under combat conditions. Other malfunctions are more serious. Beam focussing and collimation systems can be misaligned by a sharp blow, rendering the weapon useless. Worse, damage to the powerpack or electronics failure can result in overheating or even a catastrophic energy discharge. The weapon costs and weights listed do not include powerpacks.

LASER WEAPONS
Pistol: TL: 9 Cost Cr 1000 Weight 1200g Range 36m Damage 2d10 (Laser) Size: S
Carbine: TL: 9 Cost Cr 2500 Weight 5kg Range 45m Damage 3d8 (Laser) Size: S
Rifle: TL: 9 Cost Cr 3500 Weight 6kg Range 60m Damage 3d10 (Laser) Size: M
Belt Power Pack: 500; 500g. 50 Power Factors (Cannot be used with rifle)
Backpack Power Pack: Cr 750; 3kg. 100 Power Factors
Heavy-duty Backpack Power Pack: Cr 1000; 4 kg. 300 Power factors


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

I think we have a crew,
A captain, a tech, a accounts man, a prospector
Now all we need is a ship,


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

I messed up Bonus XP should have been, 1d4 not 1d6 re-rolling the two rolls.

Navy T2
1d4 ⇒ 2 x1000xp
Scout T2
1d4 ⇒ 3 x1000xp

Ok so now she has 31,000xp after 5 terms. Capped at 10k for 5th level.

She had a retirement fund and a trust fund that would have given her
Cr14k a year, and Cr10,000 in the bank. But that has all gone on medical bills etc.

She did roll Scout ship, but that is in the hands of the GM,
She has the cloths on her back, New Scout Service uniform, a old Navy kit bag with personal stuff and clothing in, and that's it.

I upped her heal skill as I think we may need her to double as Second Pilot, as well as Tech and Doc on ship.


Male Lysandran 1 Noble 1 Merchant 2 Rogue* [Stamina 27/27 | Lifeblood 13/13 | AC: 19 | T: 13 | FF: 16 | Fort: 2 | Ref: 6 | Will: 4 | Init: +3 | Per: 8 | Stealth: 10 | Bluff: 10 | Dip.: 10 | Sense Motive: 8] [Inspired 1/1]

I have Vessel (Starship) and a pilot skill of 10, which isn't great for non-starships, but could still be used as a backup.


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

She has starships 12 and designs them, so she is ok as the main Pilot. But having another Pilot is always good. She had a massive feat overlap so as per last time, retrained in group linked to background. So she has Ships weapons, thats IF we get a ship and IF it has weapons. hehe

Ynja, is great in space but is not very good on planets, She hates being around to many others, has no idea how to drive a ground car, of fly a plane or sail a boat. In fact she dos not like water as well.
Space is her realm, she is most happy on ship in the big black.

Cathrine has good tech skills some higher than Ynja but Ynja has a lot of them at lower levels, They would be the two techs also as belters they are both good in Zero-G.

I think if our Noble can pull the strings we should get a Holt class or other class Scout ship if we are lucky.

We are an odd bunch, Two belters seems fine, A noble looking with wounder lust, and another on the lamb, but would be a great Face guy backing up our Telepathic Noble. hehe


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

Working 10ish hours a day this week, will get up posts this weekend. Sorry.

Please post name/position for the new characters. Makes it easier on me.

Belter and Scout that got spaceships actually have spaceships. Likely smaller craft that can be used as parasite craft on the exploration ship.


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

Captain


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

Pilot - (2ed Tech+Medic)

No rush GM we know you have a lot on at the moment, that always come 1st.


Engineer | Stamina 26/26 | Lifeblood 9/9 | AC 17/13/14 | CMD 17 | Ref +5 Fort +1 Will +9 | Init +3 | Per +13

Mechanical or Sensor Engineer/Surveyor


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
Aramis Ramirez wrote:
What was your calculation for masterwork weapons and armor again?

MDT, when you return, please don't forget this question, so we (I) can complete starting equipment.

cheers


Map | Captain | Stamina 28/28 | Lifeblood 12/12 | AC 16/12/14 | Ref +3 Fort +2 Will +7 | Init +2 |
Aramis Ramirez wrote:
Aramis Ramirez wrote:
What was your calculation for masterwork weapons and armor again?

MDT, when you return, please don't forget this question, so we (I) can complete starting equipment.

cheers

I *think* masterwork is simply price x2. I can look it up later : )


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
Viktoria Ceres wrote:
I *think* masterwork is simply price x2. I can look it up later : )

I don't think so. I tried to reverse engineer my purchases and think the multiplier was based on the tech level.


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


mdt wrote:

(The navy has standard vacuum suits that are issued that are TL 9. They don't sell them, however, you can buy them privately for triple normal cost if you're willing to pay the money. They have a few that have survived from the fall, called hardsuits, that are TL 11. Those are guarded heavily. THere are 4 of them. One is currently on the Dawn.)

Masterwork weapons of TL 8 or less are double normal cost. TL 9 are triple. They give a +1 circumstance bonus on attacks.

Masterwork armor of TL 8 or less are double normal cost. TL 9 are triple. They give a -1 armor check penalty.

Please add this to the character gen rules. Vathan will upgrade all of his weapons to masterwork.

cheers

Look what I found :P


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

Hmm random thought: What EXP progression do we use?

@Ivan - You mentioned a loan or something earlier :P? My character has 1200 Creds and a spaceship to care for ... Interested in making an investment :)?


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

Great Search-fu. I wonder if MDT will scale the cost, because he increased the tech level? Doesn't matter for my PC. He's relatively swimming in cash. He should have taken another material mustering out roll instead of cash.

Aramis is built using the XP chart in SciFi20. I really don't want to rebuild him.

cheers


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

Hmm. He might want to change it... And lucky you :P

@Exp Chart - That one is equivilent with the pathfinder fast track, is it not (15000 Exp = lvl 6)?

I didn't look too carefully and just used pathfinder medium track, but the T20 book also uses the fast track, so Cat can have one more level : )

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