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

SO skills now look like this:

Vacc Suit-1
Streetwise-1
Carouse-1
Astrogation-4
Admin-1
Electronics (Comm)-1
Electronics (Sensors)-1
Gun Combat-1
Mechanic-0
Pilot (Spacecraft)-2
Pilot (Small Craft)-1
JoT-1
Diplomacy-1
Engineering-1
Stealth-2

And I would either take JoT or Gun Combat for my Tarondor Bonus


Attack:
Rulebook:
HTC 64 | HTK 72 |Damage Divisor +1
Stats:
Ego 11 | Str 19 | Dex 9 | Vigor 20

Benjamin Farn


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

Dev, doesn't matter for me since I already had two connections. It's just RP for Chuck.

sweet pic Ben!


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

Oh..ok...that sounds great then...I will take Pilot-Small Craft at 1!
Yeah, I wish we could use our own avatar picture when making upp a character


WRAPPING UP

Everyone should have their points from Connections, Skill Package and the Tarondor Bonus in place. If not, get on it!

MEDICAL DEBT

Chuck - It will cost you Cr10,000 to fix that injured leg and regain your lost 1 STR. The Navy agrees to pay 2d6 + 2 ⇒ (4, 5) + 2 = 11 100% of this cost. So your STR goes back up +1.

Dev - You were “severely injured” in your Third Term. This means you lost 1d6 ⇒ 3 points of 1d3 ⇒ 2 DEX. This will cost Cr15,000 to repair. The Scouts will cover 2d6 + 4 ⇒ (3, 1) + 4 = 8 50% of the cost. You must pay Cr7,500 to regain your DEX.

Benjamin - You lost 1 STR in a Skeet shooting accident. You can pay Cr10,000 to have it repaired in a hospital. Your wastrel ways will pay none of it for you!

REQUIREMENTS OF PLAY

Check out "Requirements of Play" on p. 49 of the Player's Guide. In particular:

* Full body, full color picture of your character. Keep it serious, please.

* Format your character's header as shown on p. 49 of the Player's Guide.

* Write up a short background as part of your character sheet.

* Write up a short "botting" section of your character sheet for when you're not around.

MUSTERING OUT DETAILS

Chuck, Dev, Erryll and Zirelle - have ship shares. Ship Shares represent contacts, credit rating, savings and favors owed that a Traveller can put towards ownership of a space vessel, worth roughly one million Credits. Travellers can pool their Ship Shares towards the use of a vessel but cannot trade Ship Shares for cash. In short, you can pool your shares towards a ship if you want. Or, recognize that Dev has an actual ship and you could save the ship shares for jointly purchasing a larger ship later in the game.

Dev - has a scout ship. See CRB pp. 190-191. Perfect for starting off this game. You owe nothing on the ship but its monthly maintenance, but the ship actually belongs to the Scouts and it (and you) can be called back into service at any time. Name your ship!

Zirelle - mustered out with “armor” and “weapon” as benefits. Go ahead and select any type of armor with a limit of Cr10,000 and TL12 as well as any weapon with a limit of Cr3000 and TL12.


EQUIPMENT

Now it’s time to talk personal equipment.

You can purchase any armor and/or armor options of TL-12 or below that you can afford (p. 100), but absolutely no combat armor.

You can purchase any augment of TL-12 or below that you can afford (p. 106).

You can purchase any communications device of TL-12 or below that you can afford (p. 108).

You can purchase any computer and/or software of TL-12 or below that you can afford (pp. 110-113).

You can purchase any medical equipment or drugs of TL-12 or below that you can afford (pp. 114-115) except for anagathics, combat drugs, fast drugs, slow drugs or metabolic accelerator.

You can purchase any sensors of TL-12 or below that you can afford (pp. 116).

You can purchase any survival equipment of TL-12 or below that you can afford (pp. 118).

You can purchase any of the melee, slug, energy and grenade weapons on pages 124-131 except for plasma rifles.

Heavy weapons and explosives thou shalt not purchase.

You can purchase any of the Weapon Options on p. 136.

We will be sticking to Core Rulebook equipment for now. No Central Supply Catalog or other supplements for now.


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

Photo Link

Looking forward to equipping Chuck!

Definitely will save my ship shares for a later upgrade.

Any issues with Chuck being Engineer for the crew? Maybe other titles would be more appropriate for him? I'm open to suggestions.


Chuck - did you see my note above about your recovered STR?


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

Sure did! Brought him up to 9. Glad the Navy paid up.


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Today is Tuesday. Let's try to start play by Thursday.


I've added two pages to the Players Guide - The Regina Subsector of the Spinward Marches.


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

Chuck's Inventory Spreadsheet (also in Profile)

Started with 60k

Price Item Name Description
₡1,200 1mo Living Expense SOC6
₡500 Cloth Armor TL10. +8 protection
₡100 --Magnetic Grapples
₡1,000 Neural Comm TL12 (Audio/Visual)
₡1,000 Sally (Portable Computer TL12) Computer/3
₡100 --Intelligent Interface
₡20,000 --Security 3
₡500 --Translator 1
₡2,000 --Intellect 1
₡10,000 --Expert 2
₡3,000 --Expert 1 x3
₡3,000 --Database???
₡500 IR Googles For fixin' stuff!
₡2,000 Breather Mask TL10
₡2,000 Electronics Tool Kit
₡4,000 Engineering Tool Kit
₡1,000 Mechanical Tool Kit
₡20 Dagger x2
₡3,000 Laser Pistol TL11
₡200 --Laser Sight TL10 (Pistol)
₡250 --Secure Weapon mod (comm activated)
₡4,000 Laser Carbine TL11
₡50 --Scope (Carbine) TL7
₡250 --Secure Weapon mod (comm activated)

Total: ₡59,670.00

Will generate a backstory flushed out tonight.

GM questions::

Since my computer is Intelligent, I can communicate with it via my Comm?
Database pricing? How does that work? Since Chuck is the computer guy I was going to have Sally be his own custom software that he's developed overtime and talks to with his neural comms.

Groups questions::

I splurged on Tool Kits relevant to Chuck but happy to nix one if someone else is buying.

For my computer (her name is Sally, it's a long story that you can read later), I'll be able to add some INT/EDU based skills to it. Suggestions? I was thinking Expert 2 - Engineering since Chuck is fix'em up type, but I wanted to canvas the audience for additional Skill we could shore up with Sally's help?


Charles "Chuck" Mudd wrote:
Since my computer is Intelligent, I can communicate with it via my Comm?

Yes.

Charles "Chuck" Mudd wrote:
Database pricing? How does that work?

Pfft. I have no idea! :-( Honestly, computers are a part of this game that's always been a bit opaque to me. Why don't you read up and propose something?

Charles "Chuck" Mudd wrote:
Since Chuck is the computer guy I was going to have Sally be his own custom software that he's developed overtime and talks to with his neural comms.

Sounds good.


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

Found a better thread!


PF2e Enthusiast
Traveller Referee Tarondor wrote:


Charles "Chuck" Mudd wrote:
Database pricing? How does that work?

Pfft. I have no idea! :-( Honestly, computers are a part of this game that's always been a bit opaque to me. Why don't you read up and propose something?

Found this forum thread (it's quite short).

My idea for the database is to have it support the functions of the various experts that live on the system without needing a link to some greater network.


I don't know what that means in the real world. I really have no idea in the game world. What is it that you are proposing?

I mean, I assume most worlds have an Internet of sorts, and most ships will have databases about the systems near where they travel. What more are you trying to accomplish?


This is why you don't let lawyers into games about courtroom drama or cops into games about police procedure, Mirko! :-p


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

I would vote for a Cr3000 database sufficient to provide Gazzateer level data (nothing too detailed) for the Spinward Marches. Based on the following post in the "better" thread.

There's really not much out there on databases. I supposed I'd have to reference a bunch of pre-made databases to understand what they might compromise but I lack source material and also don't want to burden GM with sourcing it. Happy with GM fiat on the topic if it ever become a relevant discussion.

Referenced Post:

One nit - I'd make the base cost for a world db Cr50 instead of the same Cr10 for the local. Or maybe additional levels:

Local (city, district, province) Cr10
Regional (region, nation, continent) Cr25
Global Cr50
Cluster (up to 10 worlds within J2 of world of purchase) Cr100
Subsector Cr250
Quarter-Sector (4 subsectors in 2x2 block) Cr500
Sector Cr1000
Domain (4 Sectors) Cr2500
Multi-Domain Interstellar Polity Cr10000
Charted Space Cr50000

As noted, instead of 'depth', I'd call it 'comprehensiveness' or 'level of detail', and perhaps it gets more levels:

Overview, x1
Basic, x2
Gazetteer, x3
General, x5
Comprehensive, x7
Encyclopedic, x10
Authoritative, x15

I would not cap the price of the database.

What do you see as the difference between 'autoupdate' and 'realtime dataflow'?

Comments above notwithstanding, I like! I'd like to see a bit more expository text on this idea, and then submit it to Freelance Traveller, please! (dammit, we need a smiley for "impressed"!)

(BTW, you created Berke's Peerage as an example; take a look at Rikarunasha's Peers, Precedence, and Protocols of the Third Imperium.)


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Nah. I'm sure some folks run their games in this way, but I prefer a more narrative game. Basic data will be available without having to pay. And when you enter a planetary system more will be available about that system provided the people living there want you to know whatever it is.

In short: don't worry about that stuff. What you're looking for will be free.


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

Still working on Zirelle, but should be able to finish her up soon because I figured most of the stuff out while working on Zaeta for the other game. However, it could take me another day... hope it is okay to work on it in the background while still participating in the story.


No problem.


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

Backstory finished!:

Charles “Chuck” Mudd grew up working the family business on Alell; pleasure yachting. Even if their world was decent TL, the Mudd family appealed to those seeking a “retro” experience so the family maintained ancient styles vessels that visitors would embark on after leaving their small flying transports inbound from the local starport. He grew up amicable enough and set his sights to the stars, like many young men. For Chuck, the Imperial Navy was the goal and he hit the mark.

The hard-working ethic learned in his youth paid off for him during the Naval Academy and he graduated top of his class, earning a commission in the progress. However, as hard as he worked, Chuck played harder. These parties were where Chuck met Alina. They were more than friends but fiercely competitive. Unfortunately, during their first tour together, things came to a bitter end. It was awkward working with an ex-girlfriend but that would soon be remedies as Chuck was promoted off the ship and into an R&D role working on new Naval computer systems. It was during this time that Chuck found a proclivity for code that paralleled his mechanical skills.

He wrote Sally. An intelligent AI assistant of sorts.

Since his time working in R&D was a normal 9 to 5 sort of gig, Chuck once again found himself with lots of free time on his hands to enjoy recreationally. As Sally’s code advanced, so did his need for funds to keep her hardware top-notch. Coupled with his neural comm, Sally was able to help Chuck learn the odds of many of the common gambling games in the sector. He thrived in the betting scene and made many connections. One connection, named Ben, was particularly friendly and an excellent golfer. Their rounds of golf became a frequent endeavor and their balance sheet tipped back and forth as the wagers were won and lost.

As with any good time in the Navy, it was interrupted by a new assignment.

The journey to the new sector and new assignment was pleasant enough, especially in cryo-sleep. The issues started during Chuck’s revival. The chemicals tanks ran empty and there weren’t enough proteins to finish the revival completely, resulting in Chuck atrophying a large part of his left quadricep. After the botched revival, things came to blows with the Ensign in charge of the operation. Unfortunately, the Ensign was the son of an Imperial Admiral so things got complicated quickly. Chuck was sidelined into an administrative role as the event unfolded. The Admiral was furious about the assault on his son but to keep his son from being fired because of the mistake, he couldn’t prosecute Chuck to the fullest extent. Chuck spent a miserable few years pushing paper as an administrative officer but kept his head low until an opportunity presented itself. To pass the time and recover his strength he found a local dueling/combat ring, led by someone named Erryll. Erryll was excellent with the blade and constantly trounced Chuck, but Chuck was able to keep pace with Laser marksmanship. Little did they know, they had a friend in common.

The opportunity to leave presented itself in an unlikely Diplomatic billet that needed to be filled. Chuck has just the right credential to be promoted into the role. Piloting small shuttle craft for Diplomatic envoys had its perks. One of which was more ample free time to pursue connections and hobbies of internet. The shuttle was quite old too and Chuck learned more about maintenance of mechanical devices in the process of keep the shuttle from being grounded.

During his last station, he met Dev. A Scout, also with a bit of downtime in this remote part of the galaxy. The two hung out and learned from each other.

Then one day, Dev had an idea that would get them both off this world and into something fun. Chuck was all ears....

Feedback encouraged! :)


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

Sorry work and after-work commitments have been slamming me. I will try to get Dev sorted ASAP...sorry for the delay


Charles "Chuck" Mudd wrote:
** spoiler omitted **...

Looks good. So why is Chuck a Traveller? Boredom? Wanderlust? Just trying to make payments on his gaming rig?


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

Good question:

Ammended:


Then one day, Dev had an idea that would get them both off this world and into something fun. Chuck was all ears. Every turn in his Naval career had been stymied by bureaucratic nonsense even when he was a top performer. Wanderlust and a desire for something less restrictive led Chuck to being a Traveller. At least as a Traveller he could put his skills to use for himself and his team without worrying about some Admiral breathing down his neck.


Attack:
Rulebook:
HTC 64 | HTK 72 |Damage Divisor +1
Stats:
Ego 11 | Str 19 | Dex 9 | Vigor 20

Here is Ben's Background.

He will pay the 10k to take care of his Strength loss.

Backstory:

Benjamin Farn grew up on the Hellworld Corve. He watched people toil endlessly to barely survive on the terrible planet and he swore that he would live a better life then that.

When he came of age Ben managed to sweet talk his way into a scholarship to go off world and become a physician. In theory he was expected to gain skills and bring them back to Corve, but he had no desire to ever return to the Hellword. So he began his time as a scholar. Unfortunately, Ben was a terrible student and soon found himself thrown out of scholarly pursuits.

Luckily for Ben, he ran into a young heiress that he managed to woo and marry. For many years he was able to live as a dilettante and survive off of his charm. He survived some ups and downs but eventually he upset the wrong people and was shunned by the establishment. His in-laws suggested that he needed to leave for a time and eventually he could probably return. And so Ben finds himself as a Traveler, wandering the stars in the hopes of finding a way back into high soceity.


[/bigger]DOWNTIME[/bigger]

Characters advance in Traveller only slowly and generally only by improving skills. Sometimes I will give you points you can spend, but you can also gain such points yourself through Post-Career Education (see CRB, p. 55). So I'd like each of you to tell me what you'll be working on for the next eight or more weeks.


Attack:
Rulebook:
HTC 64 | HTK 72 |Damage Divisor +1
Stats:
Ego 11 | Str 19 | Dex 9 | Vigor 20

I hurt myself skeet shooting. So I am going to train on how to actually shoot a gun.


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

In the other game since I didn't have Vacc Suit 0, which is the minimum required for Vacc Suits, you said I could spend two weeks to get that skill. Same here?

Or, maybe they aren't required in this game, so doesn't matter as much? (until it does...) ;)


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

Electronics (Computer) for Chuck. Going deep on one skill until there's something more required. :)


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

In the other game since I didn't have Vacc Suit 0, which is the minimum required for Vacc Suits, you said I could spend two weeks to get that skill. Same here?

Or, maybe they aren't required in this game, so doesn't matter as much? (until it does...) ;)

But remember ... it's NOT minimum required. It's "lowest value to avoid an operational penalty" : there's only so much text real estate on the table, but ANYONE can use ANY Vacc Suit.

From PAGE 100 - ARMOUR
Some armours have a required skill. A Traveller suffers
DM-1 to all checks taken in the armour per missing
skill level. For example, a Traveller with Vacc Suit skill
0 who is in a suit that requires Vacc Suit 2 would have
DM-2 to all their checks. Not having the skill at all
inflicts the usual DM-3 unskilled penalty instead.


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Zirelle wrote:

In the other game since I didn't have Vacc Suit 0, which is the minimum required for Vacc Suits, you said I could spend two weeks to get that skill. Same here?

Or, maybe they aren't required in this game, so doesn't matter as much? (until it does...) ;)

The other game features a professional ship with professional requirements for its professional crew. Ironically, they are going on a voyage of exploration and trade while you total nonprofessionals are going to help determine the fate of the galaxy...

Skander's crew is required to -have- a vacc suit. And the professionals onboard can train you to use it. Over here, you're on board a teeny tiny scout ship (Skander could fit dozens of scout ships in her cargo hold and still have room to spare) where your safety is your own responsibility.

In short, you can train in Vacc Suit using the normal rules (8 week study periods) in this campaign. And yeah, It's not a terrible idea.


Erryll Reyven II wrote:
But remember ... it's NOT minimum required. It's "lowest value to avoid an operational penalty" : there's only so much text real estate on the table, but ANYONE can use ANY Vacc Suit.

Correctemundo. Gotta decide where your time is best spent.


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By the way, anyone not familiar with my favorite YouTuber, Seth Skorkowsky, might really enjoy his videos. He did a great overview of Traveller in a multi-part series, starting with this one.


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

Makes sense... I guessed it might be different, which is why I asked.

For the 8 weeks, do you get a skill 0 if you didn't have it before, or a skill 1?

Also, is it possible to train attributes at all? That aging roll really slammed Zirelle pretty hard, and if she can do some physical therapy or something, that would be nice.


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Post Career Eduction, CRB p. 55 wrote:

At this point, the Traveller must succeed at an Average (8+) EDU check.

Success indicates the Traveller has learned something and if they were attempting to learn a brand new skill at level 0, they can now add that to their character sheet.


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BTW, have you folks checked out the Campaign Tabs of the two campaigns? Just a few inspirational quotes there for fun.


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

Zirelle will train Athletics (Dexterity)... annoying everyone on the ship as she is always exercising in whatever space they wanted to move into.


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Dev and Erryll - Please include a header as requested in the Player's Guide.

Ben - Please reformat your header to include the information requested in the Player's Guide.

I use these headers all the time in play. Saves me from looking stuff up and keeps me in the game. Please help!


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Dev - You need to pick a specialty for Engineer and Gun Combat.

Conversely, Zirelle, you don't need specialties for any skill where you have a 0 rank. You're equally trained in all sub-skills.


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Zirelle wrote:
Also, is it possible to train attributes at all?

It is not.


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Dev and Erryll: Please choose downtime activities you're pursuing.


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

Referee. given the database confusion and now that I've reviewed more of the rules (thanks to the videos. :) )
I'd like to swap my Cr3k database for three more Expert 1 Computer programs. Covering the remaining Engineering sub-skills.

Finalizing Sally with:
--Expert 2 - Computer (Remote Ops)
--Expert 1 - Tactics (Naval)
--Expert 1 - Navigation
--Expert 1 - Engineer (M-drive)
--Expert 1 - Engineer (J-drive)
--Expert 1 - Engineer (Life Support)
--Expert 1 - Engineer (Power)

Since Chuck is a fix'er up type, I think it would make sense that he has his computer assist with the things he hasn't personally mastered when it comes to Engineering.


Okay, Chuck.

That should be Expert 2 - Electronics (Remote Ops).

As I understand it, having an Expert 1 program lets you perform an untrained task as if you had the skill at 0. But it adds 1 to any skill you already have.

Note that having Expert 2 - Electronics (Remote Ops) permits Chuck (who doesn't have that skill) to use it at skill level 1.


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

OK..added pic and header. Choose gun Combat (slug) and Engineering (Power) and studying electronics-computer


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

Right, and because Sally has Intellect 1, she can autonomously run 1 skill equal to her Bandwidth (1).
Everything except Remote Ops would be at 0, Remote Ops would be run at 1.

Went with Remote Ops so I can work on a personal drone swarm in the future controlled by my AI assistant. :)
Didn't see it in the rulebook but working on learning the relevant skills to make it! :)

All assuming she has access to the systems needed to perform said tasks.


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

Will be able to address proper profile formatting in just a bit.
Gracias.


Dev and Erryll - Don't forget to tell me what your downtime training is. I totally see Erryll practicing his Carouse skill. :-)

Also, and this is just food for thought: "Chuck and Dev's Mustache-Off!"


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

Dev and Erryll - Don't forget to tell me what your downtime training is. I totally see Erryll practicing his Carouse skill. :-)

Also, and this is just food for thought: "Chuck and Dev's Mustache-Off!"

100% YES, and in fact, once Erryll sees the magic of the workshop transformation, he will probably have a discussion with Mr Mudd about building a "mixology" workstation ;)

and I nearly spit out my coffee when I visualized the 'stache-off

Liberty's Edge

Male Historian/Curator

I will be doing Electronics-computers. Or maybe mustache-ology...I want to raise it from 3 to 4!!!

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