GM Tarondor's Secrets of the Ancients - Traveller

Game Master Tarondor

Player's Guide to Secrets of the Ancients

Secrets of the Ancients Maps and Images

Initiatives:
Initiative
[dice=Ben]2d6+2[/dice]
[dice=Erryll]2d6+0[/dice]
[dice=Linc]2d6+2[/dice]
[dice=Malaxius]2d6+1[/dice]
[dice=Nicholas]2d6+1[/dice]
[dice=Zirrelle]2d6+1[/dice]


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Benjamin Farn wrote:
The Second Term also gave Carouse 1 to Benjamin.

I'm not tracking skills for this. Just story. You guys keep track of the skills.

Benjamin Farn wrote:
[dice=Personal Development]d6 Dex +1. Dex 13 (+2)
Player's Guide House Rule #6 wrote:
No Characteristic may proceed above a 12 during any phase of character creation, including Mustering Out. A roll which would result in a 13 or higher must be rerolled.

Please reroll.


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen
Benjamin Farn wrote:
Erryll do you want to meet up at a golf tournament or be present during the famed Fondue Incident as a corporate rep?

Dude ... Fondue ... Staff Medic responding to food allergies ... all over it ;)


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

Oops, forgot only one connection per member per term.

Happy to gamble with someone else!


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

1. Not sure how my connection to Dev in Term 2 works, do I just pick a skill acquired from meeting him during his military govenor connection?

2. Let's go Term 3!

Officer Table: 1d6 ⇒ 2 Electronics > 2 Chuck is becoming quite the EE

Survival 7+: 2d6 + 1 ⇒ (6, 6) + 1 = 13 Gah! no benefit for this roll :(

Event: 2d6 ⇒ (1, 2) = 3 You join a gambling circle on board. Gambler > 1
Gotta Roll the Gambling Dice! 8+: 2d6 + 1 ⇒ (6, 2) + 1 = 9 Woohoo! Extra Benefit roll for this career.

Ben. It was a Par 3. MCr1 for closest to the pin. Your ball rolls within an inch of the pin. You've done this a million times.
"1 MegaCredit more says I knock your ball off the green." Chuck says approaching the pin after sticking a finger in his mouth to test the wind.

THWACK!

With accuracy expected of Naval pilots, Chuck's ball smacks down just between Ben's ball and the pin, smacking the other ball into the bunker, before hopping into the air and plunking down into the hole.

And that's how Ben met Chuck. :) How do skills for Connections work again? Just pick one? Is there a golf skill? haha

Advancement: 2d6 ⇒ (3, 1) = 4
Leadership got wind of Chuck's gambling habits and decided to pass him over this cycle in favor of a less risky promotion.


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Term 3:
2d6 + 1 ⇒ (2, 1) + 1 = 4 Anagathics

Career: NOBLE(Term 3)
Assignment: Dilettante

1d6 ⇒ 1 Training ADMIN 2
2d6 ⇒ (5, 6) = 11 SURVIVAL YEP :)
2d6 ⇒ (2, 1) = 3 EVENT: DUEL - Accepted! Roll Melee (Blade) 8+
2d6 ⇒ (1, 6) = 7 Advancement YEP :) Wastrel lvl1
1d6 ⇒ 1 Bonus Skill PERSUADE 1

DUEL OUTCOME
2d6 ⇒ (6, 2) = 8
SUCCEED
SOC +1
Melee (blade) 1

Okay Chuck ... I'm feeling that a duel happened, and Erryll needs 2nd. What do we think?


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Erryll Reyven II – 5566AB
Dilettante – Fashion Model
Age: 30
Cred: 52,000
Species: Daryen - Homeworld: Darrian (Spinward Marches 0627)

STR: 5 (+0)
DEX: 5 (+0)
END: 6 (+0)
INT: 6 (+0)
EDU: 10 (+1)
SOC: 11 (+1)

Flyer (Grav) 0
Mechanic (Grav) 0
Science (Gravitics) 0
Advocate 0
Broker 0
Electronics (computers) 0
Diplomat 0
Leadership 0
Gun (ENERGY) 0
Melee (BLADE) 1
Persuade 1
Admin 2
Medic 3


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle is still a Pirate in term 3, so I don't think she has to qualify again...

Skill: Pirate: 1d6 ⇒ 6

Melee goes to 2

Survival: 2d6 + 1 ⇒ (5, 1) + 1 = 7

She survives.

Event Table: 2d6 ⇒ (6, 6) = 12

She commits a legendary crime, and is automatically promoted... she becomes a Corporal.

Advancement: 2d6 ⇒ (1, 5) = 6

She does indeed advance, again, making a name for herself and becoming a Sergeant. Melee skill goes to 3.

Extra skill roll (Personal Development): 1d6 ⇒ 4

Gambler 1


Dev Vorn - 9769B5 - Captain - Alell (Regina Subsector, Spinward Marches 1706)- Character Pic

OOps forgot to add my skills...rolled and got Pilot (took Spacecraft)-1 and for Advancing to Scout (1) received Vacc Suit-1 and roll for Advancing (on Explorer list) 1d6 ⇒ 5 Stealth

Onward and upward!!!

Term 3
Staying with scouts and will take my skill from the Personal Development list
1d6 ⇒ 6 - JoT-1
Survival END7+: 2d6 ⇒ (4, 2) = 6

Event: 2d6 ⇒ (6, 4) = 10 When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Electronics 8+ or Deception 8+. If you succeed, gain an Ally in the Imperium and DM+2 to your next Advancement roll. If you fail, roll on the Mishap Table, but you are not ejected from this career.

Electronics 8+: 2d6 ⇒ (1, 1) = 2 darn!!

Mishap: 1d6 ⇒ 4 Severely injured (this is the same as a result of 2 on the Injury Table). Alternatively, roll twice on the Injury Table
and take the lower result.

Injury Table: 1d6 ⇒ 5, 1d6 ⇒ 2
You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival and Diplomat-1.

Advance EDU 7+: 2d6 ⇒ (4, 6) = 10 Scout 2
Skill Rolled on Service Skill List: 1d6 ⇒ 6 Gun Combat-1

Whoo..that was an eventful term!!


:
Admin 1, Advocate 1, Athletics 1, Carouse 2, Deception 2, Electronics 0, Flyer 0, Gambler 1, Investigate 0, Medic 0, Persuade 1, Science 0, Streetwise 1
Attack:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
5C555B | Failed Doctor and Dilettante| Homeworld: Corve/Dudin (Daibei 1729)

Reroll Personal Development: 1d6 ⇒ 4 Gambler


Charles "Chuck" Mudd wrote:
1. Not sure how my connection to Dev in Term 2 works, do I just pick a skill acquired from meeting him during his military govenor connection?

Yep. Try to make it a logical choice for the type of connection, but it's ultimately up to you.


Charles "Chuck" Mudd wrote:
Is there a golf skill?

Athletics.


Dev Vorn: I don't think you succeeded on your Survival roll. So... all that stuff wouldn't have happened. Am I wrong?


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9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

Now that Chuck has a golfing buddy (Ben), his Athletics goes up. And obviously there is a hole by hole wager every time we golf because they're both Gamblers.
Athletics > 1

Through golfing, Chuck is introduced to Erryll who gets him wrapped up into a Duel as a second. While Erryll taught him to duel, Chuck expanded on his Gun Combat as he taught Erryll a thing or two about pulling a trigger.
Gun Combat > 2

Is that how this works? Then that would be my two Connections, correct? at least the ones that affect skills and such.

How do these sub skill things work?


Dev Vorn - 9769B5 - Captain - Alell (Regina Subsector, Spinward Marches 1706)- Character Pic

Arrgh...the numbers keep changing!! Sorry..it was a 10 at one point...the event is wrong now as well...not too sure what is happening??!!


Charles "Chuck" Mudd wrote:
Is that how this works? Then that would be my two Connections, correct?

Correct.

Charles "Chuck" Mudd wrote:

How do these sub skill things work?

Not all skills have sub-skills. You have to check the CRB. But when they do, you have to choose a sub-skill.

Let's look at the Drive skill. It has five sub-skills (Hover, Mole, Track, Walker and Wheel). If you have Drive 0, you have a 0 in all these sub-skills and can just list Drive 0. But if you have Drive 2, you have that expertise in only one sub-skill, and remain at 0 in the four others. So, if you have Drive (Wheel) 2, you are skilled at driving wheeled vehicles, but only familiar with hovercraft, moles, tracked vehicles and walkers.

Similarly, Gun Combat is broken up into Archaic, Energy and Slug weapons. So if you have Gun Combat 2, you must pick one of those three. Let's say that you have Gun Combat (Energy) 2. When you fire an energy weapon, you add +2 to the die roll. But if you fire an archaic weapon or a slug weapon, you add +0 to the die.

In the case where you are an expert in two sub-skills, you list them separately: e.g., Gun Combat (Energy) 2, Gun Combat (Slug) 2.


Dev Vorn wrote:
Arrgh...the numbers keep changing!! Sorry..it was a 10 at one point...the event is wrong now as well...not too sure what is happening??!!

We'll leave it as a 10, then.


FOURTH TERM

So far we have:

Charles “Chuck” Mudd AA7786
Allel/Regina (Spinward Marches 1705)
First Term: Naval Academy. Graduated with Honors. Commission in the Imperial Navy.
Second Term: Navy (Flight). Ended a romantic relationship. Promoted to
Sublieutenant. +1 STR
Third Term: Navy (Flight). Gambled and got an extra benefit roll. Did not advance.

Dev Vorn 9769B5
Allel/Regina (Spinward Marches 1705)
First Term: University. Graduated.
Second Term: Scouts (Explorer). Gained an ally (military governor). Advanced.
Third Term: Scouts (Explorer). Severely injured during alien contact. Gained a Rival. Advanced.

Benjamin Farn 5C555B
Corve/Dudin (Daibei 1729)
First Term: Scholar. Washed out.
Second Term: Noble. Dex +1. Did not advance.
Third Term: Noble. Did not advance. Gained ally (a former flame).

Erryll Reyven II 5566AB
Darrian/Sword Worlds (Spinward Marches 0627)
First Term: University. Washed out.
Second Term: Citizen (Corporate). Gained two promotions. Mustered Out.
Third Term: Noble (Dilettante). Won a duel. Advanced (Wastrel)

Zirelle 7A5765
Arden/Vilis (Spinward Marches 1011)
First Term: University. Graduated.
Second Term: Rogue (Pirate). Gained +2 DM on any one Benefits roll.
Gained victim as enemy. Promoted to Henchman.
Third Term: Rogue (Pirate). Legendary Crime. Advances twice (Lieutenant).

______________________________________________________________

Okay, go to your fourth terms.

If this will be your last term (i.e., you're not choosing to do a fifth term), then muster out.

Either way, if you've never used anagathics, it's time for your first Aging Roll.


Dev Vorn - 9769B5 - Captain - Alell (Regina Subsector, Spinward Marches 1706)- Character Pic

Term Four

Stays in Scout Service-Exploration

Skill taken on Service Skill Table 1d6 ⇒ 4- Astrogation +1

Survival END 7+: 2d6 ⇒ (5, 5) = 10

Event: 2d6 ⇒ (4, 4) = 8 When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Electronics 8+ or Deception 8+. If you succeed, gain an Ally in the Imperium and DM+2 to your next Advancement roll. If you fail, roll on the Mishap Table, but you are not ejected from this career.
Electronics 8+: 2d6 ⇒ (4, 5) = 9
Ally: 1d66 ⇒ 34 - Conspirator
+2 Advancement

Advancement EDU 7+: 2d6 + 2 ⇒ (5, 6) + 2 = 13 Senior Scout Pilot-Spacecraft +1
Advancement Skill taken on the Explorer Table: 1d6 ⇒ 3 - Engineer-1

Whoops...almost forgot Aging Roll - 2d6 - 4 ⇒ (5, 4) - 4 = 5


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UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Term 4:
2d6 ⇒ (3, 2) = 5 Anagathics

Career: NOBLE(Term 4)
Assignment: Dilettante

1d6 ⇒ 2 Training ADVOCATE 1
2d6 ⇒ (3, 1) = 4 SURVIVAL NOPE :( 1d6 ⇒ 4 "Political" - ADVOCATE 2 & RIVAL
2d6 ⇒ (4, 3) = 7 EVENT 2d6 ⇒ (1, 5) = 6 "Romantic" - Ally
2d6 ⇒ (5, 5) = 10 Advancement YEP :) Ingrate - CAROUSE 1
1d6 ⇒ 1 Bonus Training CAROUSE 2

Erryll really does his level best to represent: being pretty can be hard, and it comes with a LOT of social resentment. The fact that Celeborn thought he could upstage him was, in itself, amusing, but the reality is, once he started dating Arwen, they were the news, constantly. They split their time between parties on Darrian & Narsil turning heads and sealing deals everywhere they went.

A solid term even if he has to look & feel 34 ;)
2d6 - 4 ⇒ (3, 4) - 4 = 3 AGING


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Zirelle continues her piratey career.

Skill (Pirate): 1d6 ⇒ 1

Pilot > 2

Survival: 2d6 + 1 ⇒ (4, 4) + 1 = 9

She not only survives, she drinks in the piratey goodness.

Event: 2d6 ⇒ (5, 4) = 9

A feud with some other scurvy pirates! Yarr!!

Gun Combat!: 2d6 ⇒ (4, 5) = 9

She shoots them full of little holes and TRIUMPHS!

>Gain an extra benefit roll.<

Advancement: 2d6 ⇒ (1, 6) = 7

She advances further because of her amazing success. She is now a Lieutenant.

Skill (Personal Development): 1d6 ⇒ 3

End +1

Aging: 2d6 - 4 ⇒ (6, 1) - 4 = 3


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I love the idea that Benjamin's romantic relationship from his third term is the same person as Erryll's from his fourth term.


Waiting on Benjamin and Chuck.


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

Flight Skill: 1d6 ⇒ 6 Electronics > 3 Whoa!

Survival: 2d6 + 1 ⇒ (2, 1) + 1 = 4


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

continuing on...

Mishap: 1d6 ⇒ 2 Placed in frozen watch and revived improperly. Reduce [[STR]], DEX, or END by 1 due to muscle wastage. You are not ejected from this career.
"Damn Ensigns don't know what they're doing!" Chuck curses as his legs move like a newborn giraffe.

Event: 2d6 ⇒ (1, 1) = 2 Another Mishap but no ejection!!!

Mishap 2: 1d6 ⇒ 5 You are tormeneted by or quarrel with an officer or fellow crewman. Gain that character as a Rival, but since it's an Event Mishap, I am not forced out.

Does he in fact gain a promotion out of it? (aka Advancement Roll EDU 5+): 2d6 ⇒ (4, 4) = 8 Looks like my Rival's plan backfired and now I'm a Lieutenant. (Navy Officer 3)

Advancement Skill (Officer Table): 1d6 ⇒ 5
Due to his weakened state, Chuck was promoted into a desk job and got to learn how the push "paper".
Makes sense, Lieutenant doesn't give any skill or bonus.
Admin > 0

Aging: 2d6 - 4 ⇒ (3, 5) - 4 = 4


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

Term 5:

Service skills: 1d6 ⇒ 5 Mechanic > 2

Survival: 2d6 + 1 ⇒ (3, 4) + 1 = 8 Phew.

Event: 2d6 ⇒ (5, 3) = 8
You vessel participates in a diplomatic mission. Gain one of Recon 1, Diplomat 1, Steward 1, or [[a Contact]]. Idk really what this means but I suppose it's good to have one.

Advancement EDU 5+: 2d6 ⇒ (2, 1) = 3
When you're off in some other sector of the galaxy conducting diplomatic missions, you might get overlooked more than those close the flag pole. It was time for Chuck to find another way in the world...

Aging: 2d6 - 5 ⇒ (4, 3) - 5 = 2 phew

Going to pause here as I'm not sure how to muster out and it's late here so I don't want to read much more.
If it's straightforward, more than happy for someone else to toss my die for me if it moves things along.


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Erryll Reyven II – 5566AB
Dilettante – Fashion Model
Age: 34
Cred: 52,000
Species: Daryen Homeworld: Darrian (Spinward Marches 0627)

STR: 5 (+0)
DEX: 5 (+0)
END: 6 (+0)
INT: 6 (+0)
EDU: 10 (+1)
SOC: 11 (+1)

Flyer (Grav) 0
Mechanic (Grav) 0
Science (Gravitics) 0
Broker 0
Electronics (computers) 0
Diplomat 0
Leadership 0
Gun (ENERGY) 0
Melee (blade) 1
Persuade 1
Advocate 2
Carouse 2
Admin 2
Medic 3


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen
Charles "Chuck" Mudd wrote:

Term 5:

[dice=Service skills]1d6 Mechanic > 2

[dice=Survival]2d6+1 Phew.

[dice=Event]2d6
You vessel participates in a diplomatic mission. Gain one of Recon 1, Diplomat 1, Steward 1, or [[a Contact]]. Idk really what this means but I suppose it's good to have one.

[dice=Advancement EDU 5+]2d6
When you're off in some other sector of the galaxy conducting diplomatic missions, you might get overlooked more than those close the flag pole. It was time for Chuck to find another way in the world...

[dice=Aging]2d6-5 phew

Going to pause here as I'm not sure how to muster out and it's late here so I don't want to read much more.
If it's straightforward, more than happy for someone else to toss my die for me if it moves things along.

Did we get approval to roll Term 5?


:
Admin 1, Advocate 1, Athletics 1, Carouse 2, Deception 2, Electronics 0, Flyer 0, Gambler 1, Investigate 0, Medic 0, Persuade 1, Science 0, Streetwise 1
Attack:
Dagger 1d+2/ Cutlass 3D/ Laser Pistol 3D+3/ Body Pistol 2D
5C555B | Failed Doctor and Dilettante| Homeworld: Corve/Dudin (Daibei 1729)

Noble Dilletante Go!

Go for the Dilletante chart.

Dilletante Chart: 1d6 ⇒ 2 Deception. If I am going to have affairs, I needed this skill.

Survival SOC 5+: 2d6 + 1 ⇒ (1, 1) + 1 = 3 Apparently, I need more practice at Deception.

Mishap: 1d6 ⇒ 6 Injured. A vicious mishap while skeet shooting.

Injury: 1d6 ⇒ 5Reduce a physical characteristic by 1. I will go with STR 4.

I think this boots me out right? The Mishap doesn't say that it leaves me in or out so I am out right?


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Yeah, the rulebook says that it kicks you out unless the text specifically says otherwise.


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo
Erryll Reyven II wrote:
Charles "Chuck" Mudd wrote:

Term 5:

[dice=Service skills]1d6 Mechanic > 2

[dice=Survival]2d6+1 Phew.

[dice=Event]2d6
You vessel participates in a diplomatic mission. Gain one of Recon 1, Diplomat 1, Steward 1, or [[a Contact]]. Idk really what this means but I suppose it's good to have one.

[dice=Advancement EDU 5+]2d6
When you're off in some other sector of the galaxy conducting diplomatic missions, you might get overlooked more than those close the flag pole. It was time for Chuck to find another way in the world...

[dice=Aging]2d6-5 phew

Going to pause here as I'm not sure how to muster out and it's late here so I don't want to read much more.
If it's straightforward, more than happy for someone else to toss my die for me if it moves things along.

Did we get approval to roll Term 5?

Yeesh... sure didn't... :/

Sorry Referee. Got a little over-exuberant last night...


Benjamin Farn wrote:
I think this boots me out right? The Mishap doesn't say that it leaves me in or out so I am out right?
Zirelle wrote:
Yeah, the rulebook says that it kicks you out unless the text specifically says otherwise.

Correctemundo. You are no longer wanted in high society.

Go ahead and muster out of the Noble profession.


FIFTH TERM (OPTIONAL)

So far we have:

Charles “Chuck” Mudd 9A7786
Allel/Regina (Spinward Marches 1705)
First Term: Naval Academy. Graduated with Honors. Commission in the Imperial Navy.
Second Term: Navy (Flight). Ended a romantic relationship. Promoted to
Sublieutenant. +1 STR
Third Term: Navy (Flight). Gambled and got an extra benefit roll. Did not advance.
Fourth Term: Navy (Flight). Injured by a low berth accident. -1 STR. Gained Rival (naval officer). Promoted to Lieutenant.
Fifth Term: Navy (Flight). Gained Diplomatic Contact. Not Promoted.

Dev Vorn 9769B5
Allel/Regina (Spinward Marches 1705)
First Term: University. Graduated.
Second Term: Scouts (Explorer). Gained an ally (military governor). Promoted.
Third Term: Scouts (Explorer). Severely injured during alien contact. Gained a Rival. Promoted.
Fourth Term: Scouts (Explorer). Gathered intel on alien world. Gained ally in Imperium. Promoted to Senior Scout.
Fifth Term:

Benjamin Farn 4C555B
Corve/Dudin (Daibei 1729)
First Term: Scholar. Washed out.
Second Term: Noble (Dilettante). Dex +1. Did not advance.
Third Term: Noble (Dilettante). Did not advance. Gained ally (a former flame).
Fourth Term: Noble (Dilettante). Washed out. Injured in skeet shooting accident. -1 STR
Fifth Term:

Erryll Reyven II 5566AB
Darrian/Sword Worlds (Spinward Marches 0627)
First Term: University. Washed out.
Second Term: Citizen (Corporate). Gained two promotions. Mustered Out.
Third Term: Noble (Dilettante). Won a duel. Promoted (Wastrel)
Fourth Term: Noble (Dilettante). Romantic Relationship. Gained Ally. Promoted (Ingrate).
Fifth Term:

Zirelle 7A5765
Arden/Vilis (Spinward Marches 1011)
First Term: University. Graduated.
Second Term: Rogue (Pirate). Gained +2 DM on any one Benefits roll.
Gained victim as enemy. Promoted to Henchman.
Third Term: Rogue (Pirate). Legendary Crime. Promoted twice (Sergeant).
Fourth Term: Rogue (Pirate). Shootout with rival pirate gang. Gains extra mustering out benefit roll. Promoted to Lieutenant.
Fifth Term:

If you're doing the optional 5th term, now's the time. Not you, Chuck, you exuberant bastard!


1 person marked this as a favorite.
Charles "Chuck" Mudd wrote:
Erryll Reyven II wrote:
Did we get approval to roll Term 5?

Yeesh... sure didn't... :/

Sorry Referee. Got a little over-exuberant last night...

Over-exuberant gaming, eh! Not on my watch, Mister! Exuberance leads to enjoyment and we can't have that! Good God, man, next you'll be wishing role-play like some common ruffian!

So... we were waiting for Benjamin and his 4th term appears to be in. Ben you should Muster out of the Noble profession before continuing, if you are continuing.

Those of you doing a 5th term, go to it. This is an optional term. Everyone should muster out at the end because this is your last term.

Don’t forget connections if you don’t have two yet. And don’t forget Aging.


Charles "Chuck" Mudd wrote:
[ooc]Going to pause here as I'm not sure how to muster out and it's late here so I don't want to read much more.

You gain one benefit roll for each term you spent in a given career. If you achieved rank 1-2, you gain an additional roll. If you achieved rank 3-4, you gain two additional rolls. If you achieved rank 5+, you gain three additional rolls and all rolls gain a DM+1 for this career.

You may roll on EITHER the cash or Benefits column with each roll. You may choose the CASH column no more than three times across all your careers.

A Traveller with the Gambler skill gains DM+1 to all rolls on Cash columns.


Dev Vorn - 9769B5 - Captain - Alell (Regina Subsector, Spinward Marches 1706)- Character Pic

Ok...last term...woot!!

Skill from the Explorer Table 1d6 ⇒ 5: Stealth-1

Survival END 7+: 2d6 ⇒ (6, 5) = 11

Event: 2d6 ⇒ (4, 3) = 7 Life Event. Roll on the Life Events Table. 2d6 ⇒ (2, 2) = 4 Ending of Relationship: A romantic relationship involving you ends. Badly. Gain a Rival or Enemy. (Yikes)

Advancement EDU 7+: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Promoted!!
Advancement Skill: Taken on the Service Skill Table 1d6 ⇒ 4-Astrogation +1

Aging: 2d6 - 5 ⇒ (1, 5) - 5 = 1

Muster Out - 7 rolls.

Benefit 1d6 ⇒ 3: +1 EDU
Cash 1d6 ⇒ 2: 20,000
Benefit 1d6 ⇒ 6:Scout Ship
Cash 1d6 ⇒ 4: 30,000
Benefit 1d6 ⇒ 2: +1 INT
Benefit 1d6 ⇒ 4: Weapon (Auto Shotgun)
Benefit 1d6 ⇒ 1: Ship Share

Wooooh...what a cool ride! Now just need to make connections and put the story together!!


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

Fifth Term:

Zirelle does one last space pirate cruise with her mateys.

(Personal Development): 1d6 ⇒ 3

End +1

Survival: 2d6 + 1 ⇒ (3, 5) + 1 = 9

Still not dead. :)

Event: 2d6 ⇒ (1, 6) = 7

(Roll a Life Event)

Life Event: 2d6 ⇒ (5, 1) = 6

Zirelle becomes involved in a romantic relationship... with a non-Pirate. Probably time to hang up the hat before he he gets caught up in what she does for a living. She makes plans to go legit. (She gains an ally.)

Advancement: 2d6 ⇒ (3, 5) = 8

Before retiring though, she gains another rank, taking her to Leader

Leadership 1

... She probably could have stayed and become the captain, but you know, she likes the captain, didn't really want to stab him, and being number 1 was okay as the pinnacle of her career.

Aging: 2d6 - 5 ⇒ (1, 1) - 5 = -3

Turns out, her body was screaming out at her to retire as well. She had been hiding it well, but 38 was just too old to be a pirate. Even though she looked young, her body struggled to do the acrobatics that she had done when she first started this career. It would be good to retire to a more normal life.

Strength and Endurance down 1 (to 6 each), Dex down 2 (to 7).

_______________

Rogue Career: 4 rolls for terms, 3 for rank (plus DM +1 on all benefit rolls), one procured from a duel (event). (8 total) Also have +2 to any one benefits roll, and Gambler, which gives me +1 to all cash rolls

Mustering Out: 1d6 + 1 ⇒ (3) + 1 = 4
Mustering Out: 1d6 + 1 ⇒ (1) + 1 = 2
Mustering Out: 1d6 + 1 ⇒ (2) + 1 = 3
Mustering Out: 1d6 + 1 ⇒ (2) + 1 = 3
Mustering Out: 1d6 + 1 ⇒ (3) + 1 = 4
Mustering Out: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Mustering Out (Cash): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Mustering Out (Cash): 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Rewards: 1D Ship Shares, Weapon, Int +1, Int +1, 1D Ship Shares, Armour, 100,000 Credits (unless there is a level 8), 50,000 credits.

Ship Shares: 1d6 ⇒ 5
Ship Shares: 1d6 ⇒ 2

... Pretty good overall career, other than that aging roll that made my poor stats even poorer. Now we'll see how it translates to the actual game. Character creation was a blast. :)


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

I promise I am exuberant, I just need a little coffee first


Dev Vorn wrote:
Wooooh...what a cool ride! Now just need to make connections and put the story together!!
Zirelle wrote:
Character creation was a blast. :)

That was the good part. I hope it’s not downhill from here!


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Career: NOBLE (Term 5)
Assignment: Dilettante

1d6 ⇒ 2 Training Advocate 3
2d6 ⇒ (5, 1) = 6 Survival YEP :)
2d6 ⇒ (1, 4) = 5 Event "Rich Relative" +1 to Benefit Roll
2d6 ⇒ (5, 6) = 11 Advancement Ingrate lvl3
1d6 ⇒ 4 Adv Training Streetwise 1
2d6 ⇒ (3, 1) = 4 Aging

MUSTER OUT (5 Rolls)
1d6 ⇒ 4 SOC+1
1d6 ⇒ 4 50,000cr
1d6 ⇒ 4 50,000cr (exchanged)
1d6 ⇒ 1 10,000cr (exchanged)
1d6 ⇒ 4 100,000cr


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

Erryll Reyven II – 5566AC
Dilettante – Fashion Model
Age: 38
Cred: 262,000
Species: Daryen Homeworld: Darrian (Spinward Marches 0627)

STR: 5 (+0)
DEX: 5 (+0)
END: 6 (+0)
INT: 6 (+0)
EDU: 10 (+1)
SOC: 12 (+2)

Flyer (Grav) 0
Mechanic (Grav) 0
Science (Gravitics) 0
Broker 0
Electronics (computers) 0
Diplomat 0
Leadership 0
Gun (ENERGY) 0
Melee (blade) 1
Streetwise 1
Persuade 1
Carouse 2
Admin 2
Advocate 2
Medic 3


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

1st Term (Benefit): 1d6 ⇒ 2 INT +1
2nd Term (Benefit): 1d6 ⇒ 2 INT +1
3rd Term (Benefit): 1d6 ⇒ 2 INT +1
4th Term (Benefit): 1d6 ⇒ 6 Ship's Boat or two Ship Shares
5th Term (Benefit): 1d6 ⇒ 1 Personal Vehicle or Ship Share
Gambler Success (Gotta roll cash!): 1d6 + 1 ⇒ (6) + 1 = 7 Gambler indeed! Cr50k
Navy Lieutenant Cash: 1d6 + 1 ⇒ (1) + 1 = 2 Cr5k! Navy doesn't pay well.
Navy Lieutenant (Cash): 1d6 + 1 ⇒ (2) + 1 = 3 Ugh...

So INT +3, Chuck got REALLY smart.
Three Ship Shares. I assume we pool our shares to bring down future costs?
Cr60k Time to buy equipment! Do I really only get to spend 10k out of the 60k?! :/


Erryll Reyven II wrote:

MUSTER OUT (5 Rolls)

1d6 SOC+1
1d6 50,000cr
1d6 50,000cr (exchanged)
1d6 10,000cr (exchanged)
1d6 100,000cr

There's no problem with Ship Shares in this campaign. It's the other campaign that doesn't allow them. So you'll get a ship share for your 4th roll, not the Cr10,000.


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen
Traveller Referee Tarondor wrote:
Erryll Reyven II wrote:

MUSTER OUT (5 Rolls)

1d6 SOC+1
1d6 50,000cr
1d6 50,000cr (exchanged)
1d6 10,000cr (exchanged)
1d6 100,000cr
There's no problem with Ship Shares in this campaign. It's the other campaign that doesn't allow them. So you'll get a ship share for your 4th roll, not the Cr10,000.

-10K, got it!

(Now I wish I were getting a Yacht)


9A7A86 - Engineer - Alell (Regina/Spinward Marches 1706) | Sheet | Inventory | Photo

Checking out the equipment. Not too much but is there a recommended kit?
I'll likely do a weapon and armor at minimum but please lemme know if there's something easily overlooked. Bonus points if it's Naval themed!


Charles "Chuck" Mudd wrote:

Checking out the equipment. Not too much but is there a recommended kit?

I'll likely do a weapon and armor at minimum but please lemme know if there's something easily overlooked. Bonus points if it's Naval themed!

Since many of you don't have access to the Central Supply Catalog, I'll be offering some choices when we get to that stage. But this ain't D&D and your gear won't define you nearly as much as your skills.

ALSO: Be aware that the easiest way to permanently screw up a Traveller campaign is to allow it to become an arms race. Later on, you may have access to Ancients tech, but early on we won't be purchasing any heavy weapons or battle armor or anything over the top like that. Personal weapons and civilian armor only.


Charles "Chuck" Mudd wrote:
Time to buy equipment! Do I really only get to spend 10k out of the 60k?! :/

Slow your roll, Sparky. We're not done yet.

FIRST, Benjamin needs to do his Fifth Term (or state that he isn't doing one).

SECOND, We move onto a Skills Package. Check out p. 50. Come to a team consensus on which package to take, then decide how to divide the skills. Remember, these are NOT "+1". They're "1". So only useful to you if you don't have the skill or only have it at 0.


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen

My vote would be for "Mercenary" because out of that, I would like Gun Cbt 1 ... and that skill package has 2 of those.


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)

I vote for Investigator, because it has 9 skills and all the rest have 8. :)


UPP 5566AC -- Homeworld: Darrian (Spinward Marches 0627) -- Species: Daryen
Zirelle wrote:
I vote for Investigator, because it has 9 skills and all the rest have 8. :)

So only 1 person only gets 1 skill ...


Map | Zirelle (pic) | 6|7|6|9|8|5 | Ex-Pirate | Homeworld: Arden (Spinward Marches 1011) | (Additional link to Profile)
Erryll Reyven II wrote:
So only 1 person only gets 1 skill ...

There are 5 of us. This means 4 of us get 2 instead of only 3. It isn't even either way.

But yeah, in re-reading it, I think that is what you were saying too. Ha ha. But anyway... I don't really care which, but if those skills are ones that people want, it does have the most. It doesn't have two gun combat options though.

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