Traveller - TNE (Inactive)

Game Master Daniel Stewart

Background::
The stories told by your parents of the wonders of the Third Imperium contrast to the reality of the old military base you have lived on all your lives. A leftover relic of a past age, it was once a waypoint for the IISS (Imperial Interstellar Scout Service) and a training and equipment depot for the Imperial Navy, Marines and Army. A small commercial repair depot was even installed during the period your parents called the “Hard Times”. It is said that a secret Imperial Laboratory also resides somewhere on the small moon, but no one seems to want to talk about it.

The year is 36TNE (The New Era), or 1196 by the old Imperial Calendar. Your group is made up of the sons and daughters of the staff and officers that manned the IISS Depot Thoth on the 3rd moon circling the Gas Giant Pyt-4. The system use to be home to a lush, technologically advanced planet of millions, Pyt-2, but not since the “incident” has anyone heard from them.

The “incident” as it has been called for the last 30 or so years, seems to have been empire-wide. Some sort of breakdown in technology turned the once helpful tech of the empire against its users. Before FTL communication ended, stories leaked through about computers turning off space station environmental controls, or warships firing on each other against the commands of the human passengers. It seemed the technological triumphs of the Third Imperium turned on their users…with deadly results.

Your family has lived on Pyt-4iii (Thoth) for all your life. Your parents use to belong to that great interstellar empire that you have read so much about, but no longer. Whatever they did in the “old” days is now moot…survival is all that matters. Pooling their skills, and with a huge amount of supplies located in the depot’s warehouses, the staff and officers of Moon Base Thoth were able to live and, to a very small extent, thrive. Society continued and people were taught what they needed to know to help live on the isolated and barren moon. Hydroponic farms were developed, environmental systems were maintained to supply the life giving air and water needed for the colony to survive.

As the years march on, the technology that keeps the moon base running has begun to breakdown. At first, with all the supplies in the depot’s storage areas, repairs were routine, but now as common items become more and more scares, certain functions within the base have ceased to be. Two ship’s boats sit in a hanger, parts cannibalized to keep systems within the base running. Other ships were taken in the early days of “The Incident”, never to be seen again.
Recently the heating exchanges that are used to moderate the temperature within the base have started to breakdown. Without replacements, the base will begin to cycle between periods of searing heat and icy coldness. The plant manager gives the current repairs only a few months before they too breakdown. You have been called into the office of the Base Commandant.


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Liberty's Edge

Just looking to see if there is a group interested in, at the moment, a short Traveller game. Several ideas and plots that I would like to explore. Will fill in more as interest grows, but ask your questions.

NOTE: Humans only for this initial game. The worlds will be outside the Imperium and will have followed their own history.

Liberty's Edge

Traveller-TNE Game
OK, will try this again. Have a much better idea of what I am looking for, so I hope this helps people decide to join!

Background: The stories told by your parents of the wonders of the Third Imperium contrast to the reality of the old military base you have lived on all your lives. A leftover relic of a past age, it was once a waypoint for the IISS (Imperial Interstellar Scout Service) and a training and equipment depot for the Imperial Navy, Marines and Army. A small commercial repair depot was even installed during the period your parents called the “Hard Times”. It is said that a secret Imperial Laboratory also resides somewhere on the small moon, but no one seems to want to talk about it.

The year is 36TNE (The New Era), or 1196 by the old Imperial Calendar. Your group is made up of the sons and daughters of the staff and officers that manned the IISS Depot Thoth on the 3rd moon circling the Gas Giant Pyt-4. The system use to be home to a lush, technologically advanced planet of millions, Pyt-2, but not since the “incident” has anyone heard from them.

The “incident” as it has been called for the last 30 or so years, seems to have been empire-wide. Some sort of breakdown in technology turned the once helpful tech of the empire against its users. Before FTL communication ended, stories leaked through about computers turning off space station environmental controls, or warships firing on each other against the commands of the human passengers. It seemed the technological triumphs of the Third Imperium turned on their users…with deadly results.

Your family has lived on Pyt-4iii (Thoth) for all your life. Your parents use to belong to that great interstellar empire that you have read so much about, but no longer. Whatever they did in the “old” days is now moot…survival is all that matters. Pooling their skills, and with a huge amount of supplies located in the depot’s warehouses, the staff and officers of Moon Base Thoth were able to live and, to a very small extent, thrive. Society continued and people were taught what they needed to know to help live on the isolated and barren moon. Hydroponic farms were developed, environmental systems were maintained to supply the life giving air and water needed for the colony to survive.

As the years march on, the technology that keeps the moon base running has begun to breakdown. At first, with all the supplies in the depot’s storage areas, repairs were routine, but now as common items become more and more scares, certain functions within the base have ceased to be. Two ship’s boats sit in a hanger, parts cannibalized to keep systems within the base running. Other ships were taken in the early days of “The Incident”, never to be seen again.
Recently the heating exchanges that are used to moderate the temperature within the base have started to breakdown. Without replacements, the base will begin to cycle between periods of searing heat and icy coldness. The plant manager gives the current repairs only a few months before they too breakdown. You have been called into the office of the Base Commandant.

Rules: We will be using the Mongoose Traveller Core Rules (2016). The background will be from Traveller: TNE for the most part. If you know nothing about this version, don’t worry, your characters have limited knowledge as well, so this will work out fine!
Variants to Rules: The following changes will be made for this game
1. Rolling Characteristics: Roll 1d6+6 for each of the characteristics. You get 1 extra roll (so total of 7 rolls) and take the highest 6. Arrange to your liking.
2. Background skills are calculated as normal from the following list:
Admin, Art, Athletics, Carouse, Drive, Science, Streetwise, Survival, Vacc Suit, Electronics, Mechanic, Medic, Profession.
3. The following skills cannot be taken at character creation:
Animals, Flyer, Seafarer, Profession (you can take this skill, and if you make it off the Moon Base and to a place of sufficient population and technology you could earn only Cr100 x the Effect of the check per month, as opposed to Cr250 due to no real world exposure.)
4. The players may choose 1 career to follow and will gain all Basic Training skills for that career, plus may advance 1 term in this career. Due to the primitive conditions, this constitutes training from either your parent or another adult who actually served in the career.
5. The player next takes 3 more terms in one of the following careers:
Citizen (Worker only), Drifter (Scavenger only), Rogue (Thief only), Scholar (Physician only), and finally Army (Support & Infantry only).
6. Players may choose their skills rather than roll, and no roll is required for survival (every one survives) or advancement (there are NO ranks). Players will still qualify for any Rank/Level skill if they served the number of Terms required to gain such skill (just as if they received the required rank – all are considered enlisted ranks for this bonus).
7. The player may make a connection with 2 other players. They receive 1 skill for each connection.
8. There are NO benefit rolls. Players will start out with some basic equipment. Money matters little to the people of Moon Base Thoth.
9. Once all players are finished with their character generation, the group may pick skills from the Group Skill Package. The skills are as follows:
Pilot 1, Deception 1, Electronics 1, Gunner 1, Gun Combat 1, Persuade 1, Stealth 1, Medic 1
10. Write a short background about the player’s parent(s) and their growing up on the Moon Base. Remember to add your connections into the story.

Any questions may be asked either in this form, or if you want by PM. The length of recruiting will be based on the number of interested players, but regardless I will give a 72 hour notice of shutting down the recruitment. I also use the software program TGC (Traveller Character Generator) by RPGsuite to make characters, so will probably do this and produce character sheets for the players, if they want.

That is it for now. Feel free to ask questions or comment. I know the recruitment might seem very restrictive, but it is necessary for the theme of the game I am hoping to create. I will run an initial adventure, then if the players are still willing, we can continue onward from there. I do have a storyline I am working off, but that does not mean railroading! Players will be free to do whatever they want.

Thanks! Hope I find a few good players to join up.


Are you only looking for people familiar with traveller? I've always wanted to try it out, but I haven't before.

Characteristic Rolls:
1d6 + 6 ⇒ (3) + 6 = 9
1d6 + 6 ⇒ (3) + 6 = 9
1d6 + 6 ⇒ (3) + 6 = 9
1d6 + 6 ⇒ (4) + 6 = 10
1d6 + 6 ⇒ (2) + 6 = 8
1d6 + 6 ⇒ (2) + 6 = 8
1d6 + 6 ⇒ (4) + 6 = 10

So: 10, 10, 9, 9, 9, 8.

Liberty's Edge

Nope, all are welcome! I have no pressing timeline so we can go through character generation as a group, if we have a number of new players!


roll: 1d6 + 6 ⇒ (2) + 6 = 8
roll: 1d6 + 6 ⇒ (4) + 6 = 10
roll: 1d6 + 6 ⇒ (4) + 6 = 10
roll: 1d6 + 6 ⇒ (6) + 6 = 12
roll: 1d6 + 6 ⇒ (2) + 6 = 8
roll: 1d6 + 6 ⇒ (5) + 6 = 11
roll: 1d6 + 6 ⇒ (6) + 6 = 12

12, 12, 11, 10, 10, 8,

Some nice roll's. I have never played Traveller either but have heard really good things about the system. Mark me down as interested.

Is there an SRD?


Consider me interested. The only version of Traveller I'm familiar with is the first edition from the late 70s, so I'll need assistance coming up to speed with the current stuff.


Daniel Stewart wrote:
I also use the software program TGC (Traveller Character Generator) by RPGsuite to make characters, so will probably do this and produce character sheets for the players, if they want

I tried using the generator but it seems like everything is based on random rolls which means it doesn't give as much flexibility - especially with a few of the custom rules we have. and I couldn't figure out why I wasn't qualifying for Scholar. Annoying.

So I threw together something by hand which I fully expect to be... not right. Can you give it a once over and tell me the things I've done wrong?

Doc:
Scholar (Physician) Rank 4

CHARACTERISTICS
STR 8 (+0)
DEX 9 (+1)
END 9 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 9 (+1)

SKILLS
Background Skills
Science 0
Survival 0
Science (Electronics) 1
Mechanics 0

Service Skills
Comms 0
Computers 0
Diplomat 0
Medic 3
Investigate 1
Science (Biology) 2

CHARACTER ADVANCEMENT
0 Rank - Personal Development (+1 Edu)
1 Rank - Personal Development (+1 Edu), Medic +1
2 Rank - Specialist Skill (Medic)
3 Rank - Investigate, Science (Biology) +1
4 Rank - Specialist Skill (Medic)

Liberty's Edge

No, mongoose Traveller is the newest version so there is no SRD that I know of.

I might have to rethink the stat rolls...when I was trying it usually gave me results between 8-10...you guys are breaking that model..lol

Liberty's Edge

Will look it over tonight YoricksRequiem. I was going to take your characters and input them into the program myself...there is a way to set rolls for the random stuff....also there is a fillable character sheet that looks like it might be useful...if not we can just default to the way you have it set on your spoiler....


This could be interesting. I'm a Traveler fan from way back.

(small black books way back in fact)

stat: 1d6 + 6 ⇒ (3) + 6 = 9
stat: 1d6 + 6 ⇒ (1) + 6 = 7
stat: 1d6 + 6 ⇒ (6) + 6 = 12
stat: 1d6 + 6 ⇒ (2) + 6 = 8
stat: 1d6 + 6 ⇒ (4) + 6 = 10
stat: 1d6 + 6 ⇒ (4) + 6 = 10
stat: 1d6 + 6 ⇒ (5) + 6 = 11

12, 11, 10, 10, 9, 8

Hmm, guess there is an SRD for the Mongoose system. Didn't realize it was open.

If you wanted a more close to center try something like

1d4 + 1d6 + 2 ⇒ (3) + (4) + 2 = 9
1d4 + 1d6 + 2 ⇒ (1) + (1) + 2 = 4
1d4 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10
1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7
1d4 + 1d6 + 2 ⇒ (1) + (6) + 2 = 9
1d4 + 1d6 + 2 ⇒ (4) + (5) + 2 = 11
1d4 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7

That gets me 11, 10, 9, 9, 7, 7

I'm generally inclined to soldier role. I'll see what I can cook up.


Daniel Stewart wrote:
Will look it over tonight YoricksRequiem. I was going to take your characters and input them into the program myself...there is a way to set rolls for the random stuff....also there is a fillable character sheet that looks like it might be useful...if not we can just default to the way you have it set on your spoiler....

Fair enough! I'll start drafting up a backstory, but I'm obviously planning to be going heavily on the Physician route (though with a bit of Engineer or Scientist-based skills thrown in if it works that way)

Liberty's Edge

Try this...it looks like the srd for the game... Mongoose Traveller

Liberty's Edge

That actually looks good drbuzzard! Looks like we both found different versions of the srd..lol

So, I am going to update the rolling method so we do not end up with a whole group of super characters...lol.

Liberty's Edge

So characteristics will now be rolled as 1d4+1d6+2....hope that works for everyone....


Rerollin!

Dice:
1d4 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12
1d4 + 1d6 + 2 ⇒ (2) + (6) + 2 = 10
1d4 + 1d6 + 2 ⇒ (1) + (2) + 2 = 5
1d4 + 1d6 + 2 ⇒ (4) + (5) + 2 = 11
1d4 + 1d6 + 2 ⇒ (3) + (5) + 2 = 10
1d4 + 1d6 + 2 ⇒ (2) + (5) + 2 = 9
1d4 + 1d6 + 2 ⇒ (2) + (6) + 2 = 10

So that's...12, 11, 10, 10, 10, 9

Before I had 10, 10, 9, 9, 9, 8. so that's hilariously considerably better than what I had. :P


Thanks for the link!


Dice:

1d4 + 1d6 + 2 ⇒ (3) + (2) + 2 = 7
1d4 + 1d6 + 2 ⇒ (1) + (3) + 2 = 6
1d4 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7
1d4 + 1d6 + 2 ⇒ (1) + (1) + 2 = 4
1d4 + 1d6 + 2 ⇒ (2) + (4) + 2 = 8
1d4 + 1d6 + 2 ⇒ (4) + (4) + 2 = 10
1d4 + 1d6 + 2 ⇒ (2) + (4) + 2 = 8

The 4 will need to be thrown out. Now it's a matter of figuring out what to do with the rest of them.

So far we have one soldier and a doctor... I'm thinking Rogue. Now I just need to figure out how to build that with the SRD.

Liberty's Edge

Ok robertness, first you need to assign your stats to the 6 characteristics.

STR:
DEX:
END:
INT:
EDU:
SOC:

These are Strength, Dexterity, Endurance. Intelligence, Education and Social.

Once those have been sorted out you gain some background skills (based on Homeworld and Education). You get 3+ EDU DM skills and can chose them from this list: Admin, Art, Athletics, Carouse, Drive, Science, Streetwise, Survival, Vacc Suit, Electronics, Mechanic, Medic, Profession. You gain the chosen skill at level 0.

Once that is done you need to chose a career. Any career is open for your Basic Training and 1 term of service. This will represent training from your parents or another adult during your younger years.
Finally you will chose a career from one of the following and spend up to 3 terms in this career. They are Citizen (Worker only), Drifter (Scavenger only), Rogue (Thief only), Scholar (Physician only), and finally Army (Support & Infantry only). This is limited due to your being raised on a small moonbase and lack of trained personnel.
You will need access to a copy of either the mongoose Traveller (2008 edition), or the newer 2016 edition to get the info about careers. Alternatively you can tell me what you are looking to do and I can offer you choices of skills offered by that career....up to you.

Liberty's Edge

YoricksRequiem: Looks good...you will need to reallocate your characteristics to match up with your new rolls, but other than that you did fine! You will also gain 2 more skills from connections (once we get more profiles made) and as a group you will get to chose from the Group Skill Package. Otherwise, you could go ahead and make an alias.


Daniel Stewart wrote:
YoricksRequiem: Looks good...you will need to reallocate your characteristics to match up with your new rolls, but other than that you did fine! You will also gain 2 more skills from connections (once we get more profiles made) and as a group you will get to chose from the Group Skill Package. Otherwise, you could go ahead and make an alias.

Yup! I'm gonna tweak my build a bit with the new stats, and start working on my background.

I'll wait for more people before I start musing on connection skills, but it seems reasonable to me that "I mend a broken leg and they teach me something" is a kind of barter that exists.

Liberty's Edge

That is exactly what it is like....so you will look over the skills they have and they will look at yours. The skill must be level 1 or higher to "trade" in this way.

Ok...just need a few more people to step up!!


I'm interested in joining also. I've never done play by post before, so I don't know how problematic that lack of experience is...

I've played LBB Traveller, but specific knowledge of the background (beyond what you give us) doesn't sound necessary, from what you say in the write up?

Let me know if new to the style of play is ok.

Liberty's Edge

Hi Lectryk

New players are welcome...a willingness to learn and a posting rate of at least once per day is all I ask for.
As the background states, the Imperium fell and no one on the moonbase where you grew up knew anything about how it happened or what happened. This game will start on the base, but could move further into space, if you so chose.
So welcome and roll up your stats and we can go from there!

Dark Archive

Pathfinder Adventure Path Subscriber

I'm definitely interested, though I likely won't have time to roll up my character until next week.

Liberty's Edge

No problem Misroi...we are taking it slow at the moment...so feel free to submit something next week if you can.


Daniel Stewart wrote:

Ok robertness, first you need to assign your stats to the 6 characteristics.

STR:
DEX:
END:
INT:
EDU:
SOC:

These are Strength, Dexterity, Endurance. Intelligence, Education and Social.

Once those have been sorted out you gain some background skills (based on Homeworld and Education). You get 3+ EDU DM skills and can chose them from this list: Admin, Art, Athletics, Carouse, Drive, Science, Streetwise, Survival, Vacc Suit, Electronics, Mechanic, Medic, Profession. You gain the chosen skill at level 0.

Once that is done you need to chose a career. Any career is open for your Basic Training and 1 term of service. This will represent training from your parents or another adult during your younger years.
Finally you will chose a career from one of the following and spend up to 3 terms in this career. They are Citizen (Worker only), Drifter (Scavenger only), Rogue (Thief only), Scholar (Physician only), and finally Army (Support & Infantry only). This is limited due to your being raised on a small moonbase and lack of trained personnel.
You will need access to a copy of either the mongoose Traveller (2008 edition), or the newer 2016 edition to get the info about careers. Alternatively you can tell me what you are looking to do and I can offer you choices of skills offered by that career....up to you.

Just purchased and downloaded the new Traveller book. I'll get back to you with more specifics this weekend.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Oh hell yes! I'm a huge TNE fan. In fact, I run my own online TNE game. I didn't know anyone still used this 22-year-old setting.

Referee: I see you're equating TNE 36 with Imperial 1196, which is about 40 years earlier than the same TNE year as used by the Reformation Coalition. So where is Pyt-4? In terms of Sector and Subsector?

I take it the Moonbase has no Navy or Marines for a career?

Okay, that's enough. I'm off to make a character!


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Die Rolls:
1d4 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7
1d4 + 1d6 + 2 ⇒ (3) + (3) + 2 = 8
1d4 + 1d6 + 2 ⇒ (2) + (6) + 2 = 10
1d4 + 1d6 + 2 ⇒ (4) + (5) + 2 = 11
1d4 + 1d6 + 2 ⇒ (1) + (1) + 2 = 4
1d4 + 1d6 + 2 ⇒ (4) + (6) + 2 = 12
1d4 + 1d6 + 2 ⇒ (2) + (5) + 2 = 9

Array: 12,11,10,9,8,7 Wow!

I'll consider my options and get back to you.

Liberty's Edge

LOL...Pyt-4 is....well you don't know really. Having been born on the station, it was never of much importance, as you were always told you would never leave the moon. (Can't give away the location yet..lol)


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

And just checking, no Marines or Navy, right?

Liberty's Edge

You can take it as your initial term (Basic Training and 1 term), but the next 3 have to be from Citizen (Worker only), Drifter (Scavenger only), Rogue (Thief only), Scholar (Physician only), or Army (Support & Infantry only).


I've assigned my Characteristics as follows

STR: 7 (+0)
DEX: 10 (+1)
END: 8 (+0)
INT: 8 (+0)
EDU: 7 (+0)
SOC: 6 (+0)

Background Skills (3): Athletics (Dexterity) 0, Carouse 0, Streetwise 0

Basic Training: Scout (Explorer) Pilot (Small craft) 0, Survival 0, Mechanic 0, Astrogation 0, Vacc Suit 0, Gun Combat 0

Term 1: (Scout) Pilot +1
Term 2: (Thief) Deception +1
Term 3: (Thief) Gun Combat +1, Stealth +1
Term 4: (Thief) Electronics +1

Are we rolling for events? As they are written, many of them don't make sense in this setting, but the effect could be tweaked to work.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Marcus Aurelius Carter

STR: 7 (+0)
DEX: 10 (+1)
END: 9 (+1)
INT: 8 (+0)
EDU: 12 (+2)
SOC: 11 (+1)

Background Skills (5): Admin 0, Carouse 0, Drive 0, Streetwise 0, Survival 0.

Basic Training: Athletics 0, Gun Combat 0, Gunner 0, Mechanic 0, Pilot 0, Vacc Suit 0

Term 1: (Army) Engineer 1, Gun Combat (slug pistols) 1
Term 1: (Army) Gun Combat (slug rifles) 1, Recon 1
Term 1: (Army) Stealth 1
Term 1: (Army) Flyer 1, Leadership 1

_________________________________________________________

Marcus Aurelius Carter is the grandson of the moon base's last Security Chief, himself a former Imperial soldier. Although Marcus's father was a scientist and his mother an artist, Grandpa Linus taught Marcus all the tools of the soldier's trade, forseeing a continued need for security into the moonbase's dubious future.

Marcus received the very best virtual education the Moonbase's systems allowed. Despite his pedestrian intellectual capabilities, Marcus was a diligent student and hard worker. He helped to form the backbone of Moonbase Thoth's new security forces (which no one was yet calling an army, though it had grown in size from the old Imperial days).

I'll wait to finish this until I've made some connections. Anyone see a good fit for a connection with Marcus?

Liberty's Edge

@robertness: I decided not to use events...I suppose I could have made some of my own up, but in general with such a small population in a confined space, the events would most likely have been pretty boring...lol. Your character looks great! Go ahead and make up your alias if you want and create a background. Remember you can gain 2 more skills (or improve skills you already have) by making connections with the other players...so far we have completed Tarondor, robertness and YoricksRequiem. Once that is done you will also get to pick from the group skill package.
@Tarondor: Also a great submission...and I like the background! You may also go ahead and create your alias.

It is all coming together nicely, a few more submissions and we might be ready to go!!

Liberty's Edge

Just noticed you took Flyer Tarondor....that skill is on the no-go list. You will have to pick another. Sorry


Still perusing the SRD. Re-rolling stats using the new method:

roll 1: 1d6 + 1d4 + 2 ⇒ (2) + (4) + 2 = 8
roll 2: 1d6 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6
roll 3: 1d6 + 1d4 + 2 ⇒ (2) + (4) + 2 = 8
roll 4: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8
roll 5: 1d6 + 1d4 + 2 ⇒ (6) + (1) + 2 = 9
roll 6: 1d6 + 1d4 + 2 ⇒ (5) + (2) + 2 = 9
roll 7: 1d6 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4dropped

9, 9, 8, 8, 8, 6.

Not as good as the old method but i can work with it.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Daniel Stewart wrote:
Just noticed you took Flyer Tarondor....that skill is on the no-go list. You will have to pick another. Sorry

Oops. Okay, I'll replace it.

Are the Commissioned Officer skills out of bounds? Because I think Diplomat might go well with my background.


Checking in as ordered...


I am probably going to need a lot of help but here it goes:

Ephraim Cole

STR: 8 (+0)
DEX: 9 (+1)
END: 8 (+0)
INT: 9 (+1)
EDU: 8 (+0)
SOC: 6 (+0)

Background Skills (3): Athletics 0, Drive 0, mechanic 0.

I would like to take basic training and 1 term in Agent and 3 terms in drifter and could use a little help. Thanks in advance


1d4 + 1d6 + 2 ⇒ (2) + (6) + 2 = 10
1d4 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7
1d4 + 1d6 + 2 ⇒ (1) + (2) + 2 = 5
1d4 + 1d6 + 2 ⇒ (4) + (3) + 2 = 9
1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7
1d4 + 1d6 + 2 ⇒ (1) + (3) + 2 = 6
1d4 + 1d6 + 2 ⇒ (2) + (2) + 2 = 6

10,9,7,7,6,6

Maybe I'll be a scholar... I'll post the full up character soon.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
G-unit wrote:
I would like to take basic training and 1 term in Agent and 3 terms in drifter and could use a little help. Thanks in advance

Hey, G-Unit.

Basic Training in Agent gets you: Streetwise 0, Drive 0, Investigation 0, Recon 0 and Gun Combat 0.
For your first term, you can choose Gun Combat 1, Dex +1, END +1, Melee, Athletics, Int+1, Streetwise, Drive, Investigate, Recon, Streetwise, Stealth or Advocate.

______________________________________________

For each term as a Drifter (Scavenger), you can choose from: Str +1, END +1, DEX +1, Language, Profession, Jack-of-All-Trades, Athletics, Melee (Unarmed), Recon, Streetwise, Stealth, Survival, Pilot (small craft), Mechanic, Astrogation, Vacc Suit, or Gun Combat.

In addition, you’ll pick up Survival 1 and Melee (blade) 1.

_______________________________________________

Take it from a long-time Traveller player. If Jack-of-All-Trades is on offer, take it at least once (and probably only once). Also, given that you're getting Drive 0 from Basic Training, you should choose a different Background Skill.


Tarondor wrote:
In addition, you’ll pick up Survival 1 and Melee (blade) 1.

Uhhh isn't that for ranks in Barbarian? As Scavenger he'd get Vacc Suit 1 instead.


Thanks Tarondor, so do I only get to pick one each term like this:

Ephraim Cole

STR: 8 (+0)
DEX: 9 (+1)
END: 8 (+0)
INT: 9 (+1)
EDU: 8 (+0)
SOC: 6 (+0)

Background Skills (3): Athletics 0, Electronics 0, Mechanic 0.

Basic Training: Streetwise 0, Drive 0, Investigation 0, Recon 0 and Gun Combat 0

Term 1: (Agent) Investigate
Term 1: (Drifter, Scavenger) Jack of all Trades
Term 1: (Drifter, Scavenger) Gun Combat (slug pistols)
Term 1: (Drifter, Scavenger) Mechanic, Vac Suit 1

Am I making any big mistakes? Is there any advantage/downside for taking a skill more then once? Or improving characteristics?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
YoricksRequiem wrote:
Tarondor wrote:
In addition, you’ll pick up Survival 1 and Melee (blade) 1.
Uhhh isn't that for ranks in Barbarian? As Scavenger he'd get Vacc Suit 1 instead.

Yup. Quite right. My mistake.

G-Unit wrote:

Background Skills (3): Athletics 0, Electronics 0, Mechanic 0.

Basic Training: Streetwise 0, Drive 0, Investigation 0, Recon 0 and Gun Combat 0

Term 1: (Agent) Investigate
Term 1: (Drifter, Scavenger) Jack of all Trades
Term 1: (Drifter, Scavenger) Gun Combat (slug pistols)
Term 1: (Drifter, Scavenger) Mechanic, Vac Suit 1

Am I making any big mistakes? Is there any advantage/downside for taking a skill more then once? Or improving characteristics?

Looks about right, G-Unit, though I'd renumber those terms.

So, yes, there -can- be advantages to taking a skill more than once and/or bumping an ability score. Tasks in Traveller are resolved by rolling 2d6 and adding the relevant modifiers from your ability score and skill. So as he stands now, when your character fires a gun, he'll roll 2d6+1(Dex)+1(Gun Combat) if he is firing a slug pistol. If he is firing any other sort of gun (say, a laser rifle), it'd be 2d6+1+0.

Note that my character, Marcus, took two different forms of Gun Combat, each at 1 (slug rifle 1 and slug pistol 1). I could instead have taken the same form of Gun Combat twice (say, Gun Combat (slug pistol) 2). Then, I'd have been even better with pistols and not quite as good with rifles.

Or, I could have boosted my Dex and been better at all shooting, but I'd have had to get my dex from a 7 to a 9 (to get the +1 modifier) and it felt a bit cheesy, even though mechanically it would have been stronger than taking Gun Combat twice.

In a standard game of Traveller, you'd roll for these abilities and so you might not get your desired skill at all, and increasing an ability score (often mechanically stronger than taking a skill) is a completely random event. So I chose not to min/max. However, I rolled really well for ability scores. If I'd rolled more average, I might well have done a little min/maxing.

To sum up: a Traveller might have Engineer 0, allowing him to make Engineer skill checks without the unskilled penalty. He might then gain a level in Engineer, at which point he would need to choose a specialty. For Engineer, this is a choice between jump drive, maneuver drive, power plant and electronics.

Which reminds me, I need to choose an Engineering specialty.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Hold on a moment. Daniel Stewart, are we using MgT (2008) or MgT (2016)?

The reason I ask is that I just noticed the Gun Combat specialties are very different.

page 55 of MgT (2008) wrote:


Gun Combat
The Gun Combat skill covers a variety of ranged weapons. See Combat, Page 60, for details on using guns in combat.

Specialities
Slug Rifle: Using rifle weapons such as the autorifle or gauss rifle.
Slug Pistol: Using pistols like the body pistol or snub pistol.
Shotgun: Using shotguns.
Energy Rifle: Using advanced energy weapons like laser rifles or plasma rifles.
Energy Pistol: Using advanced pistol-style energy weapons like laser pistols and stunners.

Meanwhile...

page 66 of MgT (2016) wrote:


Gun Combat
The Gun Combat skill covers a variety of ranged weapons. See Combat chapter for details on using guns in combat.
SPECIALITIES
● Archaic: For primitive weapons that are not thrown, such as bows and blowpipes.
● Energy: Using advanced energy weapons like laser pistols or plasma rifles.
● Slug: Weapons that fire a solid projectile such as the autorifle or gauss rifle.

Big Difference!


Hey this is Yorick’s character. Going with a Mechanic / Doctor approach, as I specified earlier. I wrote up a brief vignette in my alias, just to kind of get into Estelle’s head a bit and flesh out the relationship with her father some. The actual conversation is likely to not be "canon", since it sort of jumps the gun at assuming Estelle will be leaving, but it was fun to write so I'm including it anyway.

--

Also, speaking of skills, something else I'm curious about - In the OP, you mentioned that one of the possible background skills is Electronics. Is that Science (Electronics) or Engineering (Electronics) because apparently both exist? On the same subject, what's the actual difference between them?


Thanks Tarondor!


Tentative character; Aven Brody

St: 6
Dx: 7
En: 7
In: A +1
Ed: 9 +1
SS: 6

4 Background Skills:
Admin - 0, Art (Acting), Carouse - 0, Vacc Suit - 0

Basic Training - Army Support

Athletics (Co-ordination) - 0
Drive (Tracked) - 0
Gun Combat (Rifle) - 0
Heavy Weapons (Launchers) - 0
Melee (Unarmed Combat) - 0
Recon - 0
Rank 0 - Gun Combat (Pistol) - 1

2 Army Support
Mechanic - 1
Rank 1 - Recon 1

3 Army Support
Engineer (Electronics) - 1
Rank 2

4 Army Support
Comms - 1
Rank 3 - Leadership 1

5 Army Support
Sensors - 1
Rank 4

Liberty's Edge

We are using the 2016 set of rules, so gun combat slug gets both pistol and rifle....so you get an extra skill point....thanks for pointing that out.
Tarondor: You are fine taking Diplomat as a skill...the only ones you cannot take are Advanced Education if you do not have the minimum EDU.
Also thanks to all of you for pulling together and helping one another....great teamwork! lol

Ok, So far we have:

Lectryk - Aven Brody - Soldier
YoricksRequiem - Estelle Beaumont - Mechanic/Doctor
G-unit - Ephraim Cole - Agent/Drifter
Tarondor - Marcus Aurelius Carter - Security Officer
robertness - ???? - Scout/Thief

Dr. Buzzard - Rolled stats just waiting for rest of character
Misroi - Will be making character next week.

Ok, great looking group so far! If you have not already done so, make your alias, a short background and you may start making connections to the other characters so far.

Liberty's Edge

Yorick: In the 2016 version of the rules, electronics is its own skill (see below) So I take it as a mechanic you took it from the civilian(worker) career, so it should have listed it simply as electronics...from that you can chose a sub-skill.

Electronics
This skill is used to operate electronic devices such
as computers and ship-board systems. Higher levels
represent the ability to repair and create electronic
devices and systems. There are several specialities.
SPECIALITIES
● Comms: The use of modern telecommunications;
opening communications channels, querying
computer networks, jamming signals and so on, as
well as the proper protocols for communicating with
starports and other spacecraft.
Requesting Landing Privileges at a Starport: Routine
(6+) Electronic (comms) check (1D minutes, EDU).
Accessing Publicly Available but Obscure Data Over
Comms: Average (8+) Electronic (comms) check (1D
x 10 minutes, EDU).
Bouncing a Signal off Orbiting Satellite to Hide Your
Transmitter: Difficult (10+) Electronics (comms)
check (1D x 10 minutes, INT).
Jamming a Comms System: Opposed Electronics
(comms) check (1D minutes, INT). Difficult
(10+) for radio, Very Difficult (12+) for laser, and
Formidable (14+) for masers. A Traveller using a
comms system with a higher Technology Level than
his opponent gains DM+1 for every TL of difference.
● Computers: Using and controlling computer systems,
and similar electronics and electrics.
Accessing Publicly Available Data: Easy (4+)
Electronics (computers) check (1D minutes, INT or
EDU).
Activating a Computer Program on a Ship’s
Computer: Routine (6+) Electronics (computers)
check (1D x 10 seconds, INT or EDU).
Searching a Corporate Database for Evidence
of Illegal Activity: Difficult (10+) Electronics
(computers) check (1D hours, INT).
Hacking into a Secure Computer Network:
Formidable (14+) Electronics (computers) check
(1D x 10 hours, INT). Hacking is aided by Intrusion
programs and made more difficult by Security
programs. The Effect determines the amount of data
retrieved; failure means the targeted system may be
able to trace the hacking attempt.
• Remote Ops: Using telepresence to remotely control
drones, missiles, robots and other devices.
Using a Mining Drone to Excavate an Asteroid:
Routine (6+) Electronics (remote ops) check (1D
hours, DEX).
• Sensors: The use and interpretation of data from
electronic sensor devices, from observation
satellites and remote probes to thermal imaging and
densitometers.
Making a Detailed Sensor Scan: Routine (6+)
Electronics (sensors) check (1D x 10 minutes, INT
or EDU).
Analysing Sensor Data: Average (8+) Electronics
(sensors) check (1D hours, INT).

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