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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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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