Tarondor |
FORMAT FOR TRAVELLER CHARACTERS
NAME - UPP (e.g., Callie Dashulli - 697A56)
Summary (e.g.: Clever Engineer or Ace Negotiator or Deadly Sniper or whatever)
Age:
Species:
Homeworld: (correct format: Regina (Spinward Marches 1910) )
STR: (correct format: 9 (+1))
DEX:
CON:
INT:
EDU:
SOC:
PSI: (include only if you have psionics)
SKILLS: (correct format: Admin 2, Carouse 0, Gun Combat (Energy) 2, Pilot (Small Craft) 1, Pilot (Spacecraft) 2)
(don’t list skills you don’t have, and if there is a subskill, list it. If you have two different subskills, list them separately)
ARMOR: (correct format: Cloth +8 / TL10 / 3kg)
WEAPONS: (correct format: Snub Pistol / TL 8 / 5m / 3D-3 / 6mag / Zero-G)
AUGMENTS: (correct format: Cognitive Augment / INT +1 / TL 12 )
EQUIPMENT: (correct format: Grav Belt / TL 12 / 3kg )
ALLIES, CONTACTS, ENEMIES & RIVALS:
FINANCES:
PENSION: (correct format: Cr5,000/mo.)
DEBT:
CASH ON HAND:
MONTHLY SHIP PAYMENTS:
LIVING COST:
STUDY PERIODS:
Training in Skill:
Weeks: (correct format: 5 out of 8)
Study Periods Complete:
Bonuses:
________________________________________________________________________
CAREER HISTORY:
First Term: (correct format: Military Academy (Marines) / Basic Training / Event: Gained 2 allies / Graduated (+1 EDU, Athletics 1, Gun Combat (Energy) 1, Tactics (Military) 1)
Second Term:
Third Term:
Fourth Term:
Fifth Term:
Aging Crisis:
From Connections:
From Skill Package:
Tarondor Bonus:
Mustering Out Benefits:
NOTES:
Tarondor |
SAMPLE CHARACTER
AXEL JORDHAL - 68ABA8
Trader Extraordinaire
Age: 38 (34 w/ anagathics)
Species: Human
Homeworld: Orcrist (Spinward Marches 1126)
STR: 6 (+0)
DEX: 8 (+0)
CON: 10 (+1)
INT: 11 (+1)
EDU: 10 (+1)
SOC: 8 (+0)
SKILLS: Advocate 1, Admin 3, Art 0, Broker 2, Carouse 0, Drive 0, Electronics 0, Flyer 0, Gun Combat (slugs) 1, Medic 1, Persuade 3, Science 0, Steward 0, Streetwise 1, Vacc Suit 0
ARMOR: Cloth +8 / TL10 / 3kg
WEAPONS: Snub Pistol / TL 8 / 5m / 3D-3 / 6mag / Zero-G
AUGMENTS: None
EQUIPMENT: None
ALLIES, CONTACTS, ENEMIES & RIVALS:
Contact - Brida Fallesdottir - Ship’s Quartermaster
Contact - Eneri Holmquist - Ship's Cook
FINANCES:
Pension: None
Debt: None
Cash on Hand: Cr34,350
Monthly Ship Payments: Cr96,252/mo.
Living Cost: Cr2,000/mo
STUDY PERIODS:
Training in Skill:
Weeks: (correct format: 5 out of 8)
Study Periods Complete:
Bonuses:
________________________________________________________________________
CAREER HISTORY:
First Term: University of Orcrist / Graduated / Medic 1, Admin 2, EDU +1 / Life Event: Gain Contact
Second Term: Merchant (Broker) / Basic Training: Drive 0, Vacc Suit 0, Broker 0, Steward 0, Electronics 0, Persuade 0 / Survived / Advanced (1) / Event: Advanced Training (fail)
Third Term: Merchant (Broker) / Failed to buy Anagathics / Survived / Advanced (2) - Broker 1 / Admin +1 / Event: Smuggled. Streetwise 1, extra Benefit roll / Connection w/ Eneri Holmquist (Gun Combat (slugs) 1)
Fourth Term: Merchant (Broker) / Bought Anagathics! Cr25000 / Survived / Advanced (3) - Streetwise 1 / Persuade 1 /Life Event: Romantic Relationship - Gain Ally / Connection w/ Heidi Torvald (Advocate 1)
Fifth Term: Merchant (Broker) / Failed to buy Anagathics / No Aging Crisis / Survived / Advanced (4) / Broker +1 / Event: Good Deal (gain +1 to any one Benefit roll)
Mustering Out Benefits Axel gets 6 Mustering-Out Benefits and has a +1 on one of them. 1) Free Trader; 2) Free Trader; 3) Cr40,000; 4) Cr5,000; 5) Cr10,000; 6) Cr10,000
Aging Crisis: None
From Connections: Gun Combat (slugs) 1, Advocate 1
From Tarondor Bonus: Persuade 3
NOTES:
Free Trader (owe 50% of the mortgage)
6 quirks (!)
1 - Vessel contains smuggling compartments
2 - Damage Thrusters DM-1 to all pilot checks
3 - Ship is famous - good reputation
4 - Well maintained - reduce all maintenance costs by 50%
5 - DM-1 to all repair attempts
6 - Double Maintenance costs (cancels out #4)
Traveller Referee Tarondor |
WHAT TO DO WHEN YOU GET HERE
1. Say hi! Tell us a bit about yourself and your RPG/Traveller experience!
2. Go to the Gameplay thread and "ninja dot". This means post something and then delete that post. That leaves the Gameplay thread clean but makes sure the game shows up on your campaigns tab.
3. Check out the Campaign Info tab for some mood-setting quotes.
4. Check out the Player's Guide linked at the top of the page.
WHAT NOT TO DO!
A. Don't start rolling up a character just yet! I want the team to assemble and discuss what sort of characters you want to play. Note that the House Rules allow you to freely choose your first career, ignoring the usual qualification roll. Note also that only one Traveller from each career will be permitted. Once everyone's decided on an initial career, we'll all start together.
Mirko Rainer |
Hi! I'm Gary aka Mirko. I've been playing TTRPGs since 2015 or so. Mainly Pathfinder 1e/2e but a healthy smattering of 5e and Vampire the Masquerade. I've GM'd and played in both PF systems but 2e is my favorite.
Currently playing an online Discord based Foundry VTT game in 1e and several PbP 2e games (also run by Tarondor).
I have exactly 0 Traveller experience but am excited after digging into the rules a bit. Big sci-fi fan so I'm happy to scratch this itch.
As for Career, I'm not partial to anything just yet and am happy to let the dice muse for me. If I had to choose, I suppose Navy would be my choice as it was my choice years ago...
Looking forward to good times and good story!
Benjamin Farn |
Hello, I am Thomas. I live in the Southwest USA and work as Library Faculty at a community college. I have been playing and running RPGs for over 20 years. Mostly D&D but a good variety of other games and genres thrown in over time. I have been in 2 Traveler RPGs here on the boards so I have a decent understanding of the game.
For this game I am open to being the Captain. I tend to be pretty active which is important for that role. If someone else was hoping for that I would be happy to play an Indiana Jones type character. A person out to investigate the unknown and locate artifacts while being willing to scrap it up. My starting career would be a research based career.
Zanbabe |
Hi! My name in real life is Suzanne, and the only Traveller experience I have is a DM who explained a bit about it to our group when I was living in New York because he wanted to play some, but we never did because he got a job with Paizo and moved to Seattle I believe. So... Zero experience, with added trivia for flavor.
(Note that I did buy the player's handbook recommended for the game, so I have a reference, but still might need help from time to time.)
Tabletop RPG experience though, I have a lot of. Used to play Dark Sun and some Planescape in college, and played a lot of 3.5 and Pathfinder 1e since then... have also dabbled in other games, more recently D&D 5e, Pathfinder 2e, Starfinder, Warhammer Fantasy, and even a little bit of people's self-published stuff.
Traveller Referee Tarondor |
1 person marked this as a favorite. |
Welcome! Good to see new friends and old.
Suzanne: The new Core Rulebook is pretty good at explaining things (unlike some previous versions...) but I've also summarized the core mechanic in the Player's Guide (above). Traveller's pretty easy: roll 2d6, add a bonus from your skill, a bonus from your characteristic and bam! You're done. Just compare that to a target number which will be either 8 (average), 10 (hard), 12 (very hard) or 14 (ridiculous). That's it. The rest is details you'll pick up as you go.
Mirko Rainer |
1 person marked this as a favorite. |
Oooooooohh, another Traveller new player. Yay!
If I was the only one, I considered pitching the idea of "my PC has amnesia from some botched high tech cryo freezing or something" but now we can just be two green around the gills recruits that don't know nothin'.
Either way, totally fine with someone else being the Captain. I'm pretty regular on the posting too (luxury of a software job).
My wife is my sounding board for most of my PC gen and she told me I should be a boat mechanic (fwiw, no context given to her) so I suppose that's my angle. However, I will not be taking her name recommendation this time... "Reginald The Mighty" doesn't seem appropriate for the setting.
Evindyl |
HI! I sat here and thought about this and I guess I have been gaming for over 40 years. Maybe gaming is offsetting my aging crisis ...
I promise not to google for people, but I thought the WIKI was relevant enough that I would just this once. I have to believe I was not the only person who owned (all of) what is now "Classic" Traveller by GDW. It was so amazing, and so groundbreaking, and so sci-1/2fi that I think it appealed to pretty much every gamer in the universe at the time (a thousand years ago) TRAVELLER
With all that gaming time, I do NOT have a similar amount of PbP time, although I post a lot compared to a lot of Paizo peeps. The campaigns I GM I host on Discord, not here (for many many reasons). I really do love PbP though: as a writer, I think the depth of expression is a lot closer to what the intension of roleplay is ... versus the traditional tabletop experience which generally doesn't allow for much more than comic book style exposition.
Since a bid for Captain is in, I like to be the Spock, even the McCoy -- my maximized enjoyment comes from playing a Noble/Psion. Yes, that means in most cases that I would keep the character in his career path until a PSI opportunity arises, and I usually select for them to attend college because that doubles the chances. Yes that means he will probably be the oldest, but with any luck he will have enough aging drugs to look mid-30s (although the trial character I made this weekend went to prison for that). Useless being not completely accurate, I usually want him to functionally be the Medic, the Chief Negotiator (Admin), or the Science Guy.
I also usually select the Human Minor Race: Daryen
(mostly because they look like elves, but they are also geographically appropriate AND the Darrian Confederation is NOT part of the Imperium, which is a valuable aspect of relationships.)
Zirelle |
Here is the profile I'll be using for this game, but can always change the picture if needed later. It is currently blank except for the outline that the DM provided, so don't bother snooping. :)
Charles "Chuck" Mudd |
Charles "Chuck" Mudd was born and raised on a shore of Alell (Regina/Spinward Marches 1706). His family ran a small vacation yacht rental operation catering to vacationers.
His role in the operation, TBD after we roll those Characteristics!
Daniel Stewart |
I'm here...just catching up! Daniel Stewart (as the profile says!) and I have been gaming for over 30 years!
For this game, I would like to be a scientist who may be studies the ancients...
Oh, and I live in Northern Alberta Canada (We had snow today...that is how far North I am lol)
Benjamin Farn |
It has been pretty cool here so far. Only one 100 degree day according to my car so far. We are in the low 90s right now. Almost brisk.
Zirelle |
Hmm... Agent or Rogue, depending on whether someone else wants one of those, and with the caveat that I really don't know what I am doing, and what the strengths and weaknesses are of characters in this game. Rogue maybe since I chose Agent for the other game.
Traveller Referee Tarondor |
For this game, I would like to be a scientist who may be studies the ancients...
Benjamin has more or less claimed the Scholar role, Daniel. You can settle this in the alley out back or you can consider something close: May I recommend the Scout career? I can definitely see a Scout who has worked for IISS studing ancients sites. He could even be on extended leave from the Scouts.
Traveller Referee Tarondor |
1 person marked this as a favorite. |
Hmm... Agent or Rogue, depending on whether someone else wants one of those, and with the caveat that I really don't know what I am doing, and what the strengths and weaknesses are of characters in this game. Rogue maybe since I chose Agent for the other game.
Well, if you look at p. 40 of the Core Rulebook, you'll see that there are three sub-careers under the rogue umbrella: Thief, Enforcer and Rogue. They carry a fairly eclectic group of skills, all of which could be useful. So I think that's an interesting and reasonable choice. And Uncle Vlen (see the Gameplay thread) definitely has contacts in the underworld. Perhaps he helped you go straight. Or perhaps you never did go straight, but are still a contact of his.
Careers in Traveller aren't like classes in Pathfinder. They're just backstory and help determine which skills you start the game with, as well as liabilities and wealth. So you can't really to too wrong. I think you'll be happy with Rogue.
Anyway, as we go through Character Creation, we'll all do it together so you'll get a chance to see what others are doing and ask questions. You'll be fine!
Charles "Chuck" Mudd |
A distant relation of Harcourt Fenton Mudd?
I don't get this reference. :/ Am I still allowed to play? haha.
And I'm not sure, I had no idea there was a name relation. It was just what my wife named him. But I'm happy to make the relation if the Referee finds it fitting.
Evindyl |
I'm here...just catching up! Daniel Stewart (as the profile says!) and I have been gaming for over 30 years!
For this game, I would like to be a scientist who may be studies the ancients...
Oh, and I live in Northern Alberta Canada (We had snow today...that is how far North I am lol)
So of course, the GM's nudge is bank in this case: the Scout career is the career where Science is present on not one, but 2 Skill Selection Tables. So it's a really good choice.
However, the next two are Noble & Entertainer ... and with all the love I have in my heart, it would be kinda cool to have that be like the off-time thing for your character (being an Ancient's expert). I would give up my nobility for you too, but truth be told, I would rather see you be Maluma.
(and go to college for sure if you want at least 2 levels of Science)
Traveller Referee Tarondor |
Dev Vorn |
STR: 2d6 ⇒ (3, 6) = 9
DEX: 2d6 ⇒ (3, 4) = 7
END: 2d6 ⇒ (3, 1) = 4 5
INT: 2d6 ⇒ (5, 1) = 6
EDU: 2d6 ⇒ (6, 3) = 9
SOC: 2d6 ⇒ (5, 4) = 9
Not too bad at all....a high SOC for a scout...lol
Benjamin Farn |
Str: 2d6 ⇒ (1, 6) = 7
Dex: 2d6 ⇒ (1, 3) = 4 Raise to 5
End: 2d6 ⇒ (6, 3) = 9
Int: 2d6 ⇒ (3, 1) = 4 Raise to 5
Edu: 2d6 ⇒ (1, 1) = 2 Raise to 5
Soc: 2d6 ⇒ (1, 2) = 3 Raise to 5
Benjamin Farn....greatest space captain and scholar ever.
Erryll Reyven II |
Erryll Reyven II - expatriate of Darrian
The Reforging of Narsil: Erryll's parents relocated the family when he was very very young to spearhead a TL16 Ecoforming project they hope will save the Narsil ecosystem. No career teaches life's greatest skill: keeping your mouth shut.
STR: 2d6 ⇒ (4, 5) = 9 Strength
DEX: 2d6 ⇒ (1, 1) = 2 5 Dexterity
END: 2d6 ⇒ (2, 2) = 4 5 Endurance
INT: 2d6 ⇒ (2, 4) = 6 Intelligence
EDU: 2d6 ⇒ (2, 4) = 6 Education
SOC: 2d6 ⇒ (6, 4) = 10 Social Standing
Figured a little non-career, non-statbased, homeworld backstory couldn't hurt
Zirelle |
Strength: 2d6 ⇒ (4, 3) = 7
Dexterity: 2d6 ⇒ (4, 2) = 6
Endurance: 2d6 ⇒ (5, 4) = 9
Intellect: 2d6 ⇒ (1, 1) = 2 (raised to 5)
Education: 2d6 ⇒ (3, 4) = 7
Social Standing: 2d6 ⇒ (3, 2) = 5
Yikes. Slightly better than Benjamin, but not by much. Hope she can overcome her limitations.
It might just look really low to me because I am used to rolling up Pathfinder characters though, and hey, no wonder she took to a life of crime. :) ... I think that also means my only choice is enforcer in that career though, right... under career progress it says Thief needs int 6+ for survival, and pirate needs 6+ intelligence for advancement. Only Enforcer would work with Endurance 6+ for survival and Strength 6+ for advancement.
Benjamin Farn |
1 person marked this as a favorite. |
Sadly for both Zirelle and Benjamin, we only get a bonus on END. I was hoping for a good SOC.
Zirelle |
Sadly for both Zirelle and Benjamin, we only get a bonus on END. I was hoping for a good SOC.
Yeah, I mean, I didn't really want to be an enforcer. I was hoping for higher intelligence so I could be more of a sneaky type. But hey... we roll with it, right? From the manual it looks like there might be some opportunities to raise our stats a little coming up soon.
Erryll Reyven II |
But here's a secret if you haven't noticed it: everyone has done pretty okay on their physical roles, which means that taking a total of 5 terms and needing to role for aging 2 times, even if it goes badly, won't take as much away from the character.
Can we review Career choices when people have a chance? Now that Erryll effectively has 2 automatic entries, I want to know what other careers are open at the beginning. Gracias!
Erryll Reyven II |
[dice=Strength]2d6
[dice=Dexterity]2d6
[dice=Endurance]2d6
[dice=Intellect]2d6 (raised to 5)
[dice=Education]2d6
[dice=Social Standing]2d6Yikes. Slightly better than Benjamin, but not by much. Hope she can overcome her limitations.
It might just look really low to me because I am used to rolling up Pathfinder characters though, and hey, no wonder she took to a life of crime. :) ... I think that also means my only choice is enforcer in that career though, right... under career progress it says Thief needs int 6+ for survival, and pirate needs 6+ intelligence for advancement. Only Enforcer would work with Endurance 6+ for survival and Strength 6+ for advancement.
Remember though, those are 2D rolls, NOT stats.
So you automatically get into your career of choice, and then when it comes time to roll survival & advancement, you need STAT X+ where stat is the value you are deriving the + fromFROM THE BOOK
Checks: A check is exactly the same as a roll but the
Dice Modifier will always be a characteristic or skill.
Thus, you will be asked for a characteristic check or
skill check. For most characteristic or skill checks, you
will need to get an 8 or more after all Dice Modifiers
have been applied in order to succeed.
What that means is, anyone can succeed on the rolls you mentioned in all of those careers, if they roll high enough. A 12 is a 12 ... and you do not have any negative modifiers (yet). Those stats would actually be great for the Agent Career in Law Enforcement; she would actually get a bonus to Survival.
Charles "Chuck" Mudd |
Looking some more at my rolls and it seems like I might be a good fit for Navy Pilot!
---------
Running a family business meant Chuck got exposed to all aspects of the business but especially enjoyed piloting the various craft. Whether it was a seaborne vessel propelled by a swift breeze or a shuttle craft zipping to and from the surface delivering vacationers, Chuck learned to provided a pleasant voyage to his passengers. And when things didn't go as planned, he learned to patch things up quickly to get things running again.
----------
Thinking for background skills:
Flight
Seafarer
Mechanic
Oh, and definitely setting sights on military academy for first term. That's where he'll learn to really fly.
Thoughts?
Traveller Referee Tarondor |
Ok, well if Chuck wants to be the pilot, I will need to think of a different direction for my character...maybe more survivalist or perhaps a big game hunter (under the Adventurer Career, if we can take that?!)
I don't know that "Adventurer" has ever appeared in either Mongoose Traveller 1e or 2e. Just the careers in the Core Rulebook. I still think a Scout/Explorer would be great. There's also Army, Citizen, Drifter, Entertainer, Marine, Merchant and Rogue to consider.
If you want to play a Vargr, Aslan or Droyne, those have some alternate careers. At a glance, Vargr have Corsair, Emissary, Law Enforcement and Scientist. Droyne have Worker, Warrior, Drone, Technician, Sport and Leader.
*Cough*scout*cough*
Benjamin Farn |
I will not look a gift horse in the mouth. Although if my 9 was in Soc I would totally keep that.
STR: 2d6 ⇒ (4, 1) = 5
DEX: 2d6 ⇒ (5, 6) = 11
END: 2d6 ⇒ (1, 3) = 4 Upgrade to 5
INT: 2d6 ⇒ (1, 4) = 5
EDU: 2d6 ⇒ (5, 6) = 11
SOC: 2d6 ⇒ (1, 3) = 4 Upgrade to 5
Benjamin Farn II, truly the greatest Captain and Scholar this time. :D
Dev Vorn |
HAHA..ok, scout it is!!
Traveller Referee Tarondor |
CHANGE OF PLANS
Now that you have your Characteristics rolled up, put them in any order that pleases you. Don't worry about the order in which you rolled them.
THEN...
At this point, everyone should have four things: 1) A name. 2) A homeworld. 3) Characteristics rolled up. 4) Background skills. 3+EDU DM (meaning 3-5 of them.)
If you don't know which world you should pick as a homeworld, it doesn't matter! It's just for role-playing purposes. If you're stuck, pick either highly populated Regina or sparsely populated Alell. If you want more variety, pick one of these.
THEN...
Proceed to your first career.
Don't forget that you can choose to enter University or a Military Academy as your first term. You -DO- have to qualify for those.
If you are skipping higher education and going right for the career, skip the qualification roll.
Traveller Referee Tarondor |
Chuck and Zirelle: Since you haven’t played before, I’m going to take the liberty of walking you through your first term.
IF YOU DECIDE ON A UNIVERSITY:
STEP ONE: Roll for Entry. Roll 2d6 and add your EDU DM. The DM’s can be seen on p. 10 of the CRB. It’s -1 for a 5, +0 for 6-8, +1 for 9-11 and +2 for a 12. If your adjusted die roll is a 6+, you’re off to college. If you fail, go straight to your choice of careeers.
STEP TWO: Choose a Level 0 and a Level 1 skill from this list: Admin, Advocate, Animals (training or veterinary), Art (any), Astrogation, Electronics (any), Engineer (any), Language (any), Medic, Navigation, Profession (any), Science (any).
STEP THREE: Increase your EDU by +1 (remember, it can’t be higher than a 12 for this campaign. I’m no fun that way.)
STEP FOUR: Roll on a the Pre-Career Event Table (p. 17). Resolve any attendant dice rolls. Consider the Connections Rule (p. 19) and whether you can connect to any other Traveller this way.
STEP FIVE: Roll for Graduation. Roll 2d6+INT DM. If 6+, you graduated. If 10+, you graduated with honors.
STEP SIX: If you didn’t graduate, stop.
STEP SEVEN: If you graduated, increase both of the skills from Step Two by 1 (to 1 and 2, respectively).
STEP EIGHT: Increase your EDU by another +1 (Still can’t go above a 12).
STEP NINE: Note the modifiers for getting into various careers. Useful if you change careers.
STEP TEH: If your next term will be in a military service (Army, Navy, Marines), you can roll for a commission now.
__________________________________________________
IF YOU DECIDE ON A MILITARY ACADEMY:
STEP ONE: Roll to see if you qualify. The entry die roll is different for each service. If you fail, go straight to your choice of careeers.
STEP TWO: Gain all the service skills for your chosen career at 0, just like basic training.
STEP THREE: Roll on a the Pre-Career Event Table (p. 17). Resolve any attendant dice rolls. Consider the Connections Rule (p. 19) and whether you can connect to any other Traveller this way.
STEP FOUR: Roll for Graduation. Roll 2d6+INT DM. If 7+, you graduated. If 11+, you graduated with honors. But you gain a DM+1 if your END is 8+, and a DM+1 if your SOC is 8+.
STEP FIVE: If you didn’t graduate, STOP. You may still enter the career served by the Academy so long as your graduation roll wasn’t a 2 or less, but you may not make a Commission roll on your first term. If your graduation roll was a 2 or less, you must qualify to enter that career (but may still automatically enter any other career per the house rule.
STEP SIX: If your next term is going to be in the career served by the Academy, select any three Service Skills for that career and increase them to 1.
STEP SEVEN: Increase EDU by 1. (Still can’t go above a 12).
STEP EIGHT: If you graduated with honors, increase SOC by 1. (Still can’t go above a 12).
STEP NINE: If you Graduated with honors, you gain an automatic commission in the career served by the Academy.
STEP TEN: If you Graduated without honors, make a Commission roll for that service, with a DM+2.
_____________________________________________________
IF YOU ENTER A CAREER WITHOUT HIGHER EDUCATION:
STEP ONE: Ignore the qualification roll. Per the house rule, you’re in automatically.
STEP TWO: Pick an Assignment (sub-career).
STEP THREE: Go through Basic Training (i.e., take all the service skills at 0).
STEP FOUR: Roll for “Survival”. The die roll is different for every Assignment.
STEP FIVE: Roll on the Event table for your Assignment. Resolve any attendant die rolls. Consider the Connections Rule (p. 19) and whether you can connect to any other Traveller this way.
STEP SIX : Roll for Commission (military careers only. You may only roll for a Commission on the first term of your career. However if your SOC is 9+, you can roll on each term, but with DM-1 for every term after the first.
STEP SEVEN: Roll for Advancement. You may not roll for Advancement if you gained a commission in this term. The die roll is different for every Assignment. If you advance, gain an extra roll on any skill table for your career and Assignment. Increase your rank. You may also gain any bonuses from that rank. If your roll is equal to or less than the number of terms spent in this career, you must leave the career. If you roll a natural 12, you -must- remain in the career another term.
Benjamin Farn |
So are we looking at Benjamin as the potential captain? If so I will switch SOC and EDU so I can be a smooth talker. If not I keep it as it rolled out unless scholar is INT instead of EDU. I will need to check the skills associated. Although INT and EDU seem to have a lot of overlap.
Dev Vorn |
OK...going to swap a few areas so my UPP will look like this:
STR: 9
DEX: 7
END: 6
INT: 9
EDU: 9 (11)
SOC: 5
Dev is from Alell: B56789C-A and is going to University (I hope)
Background Skills: Vacc Suit-0, Streetwise-0, Carouse-0
College: 2d6 + 1 ⇒ (3, 4) + 1 = 8 Woot!!
Skills: Astrogation-1, Admin-0
+1 EDU
Pre-Career Event Table: 2d6 ⇒ (3, 6) = 9 You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0.
Skill: Science-0
Graduation: 2d6 + 1 ⇒ (5, 1) + 1 = 7 Hurah!!
Skills: Astrogation +1, Admin +1
+1 EDU
Erryll Reyven II |
So are we looking at Benjamin as the potential captain? If so I will switch SOC and EDU so I can be a smooth talker. If not I keep it as it rolled out unless scholar is INT instead of EDU. I will need to check the skills associated. Although INT and EDU seem to have a lot of overlap.
Given that this campaign doesn't have ship roles as a 'thing' in the beginning, that's a good question. Having already spoken for Noble as a career path though, I don't mind also sharing that I will keep Erryll's SOC 10 and focus on both Persuade & Carouse in addition to a ship skill.
Hope that helps.