GM Tarondor's Skandersvik - Traveller (Inactive)

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UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

1d6 ⇒ 1 Training MEDIC 4
2d6 ⇒ (2, 3) = 5 SURVIVAL YEP :)
2d6 ⇒ (3, 3) = 6 SURVIVAL YEP :)

2d6 ⇒ (1, 6) = 7 EVENT: Life Event 2d6 ⇒ (1, 5) = 6 "Romantic" - ALLY
2d6 ⇒ (2, 3) = 5 Advancement NOPE :(

Looking 22 is its own revenge on, well, everything. So was dating a 22 yr old med-student.
Good term, ready to tackle that debt!
2d6 - 4 + 3 ⇒ (2, 1) - 4 + 3 = 2 AGING


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

TERM 4 - MUSTERING OUT
4 Terms = 4 Rolls
Lvl1 = +1 Roll
Cheating = -2 Rolls

3 Rolls

1d6 ⇒ 6 60,000cr
1d6 ⇒ 5 40,000cr
1d6 ⇒ 3 20,000cr


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Zaeta wrote:

Hey Kadal, when you were outside your normal circles, maybe you saw the local carnival? You could have introduced me to my new ally, or I could have introduced you to your new contact. If you don't have two connections already, I could use one more.

Sure, I could have meet you at a performance and introduced you to your patron. I need the second connection as well.


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

Would you have maybe run into an old, grizzled marine at any point in your career??


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Term 4

Staying in the navy for turn 4.

I think I will do Advanced Education as it will hopefully round me out.

Advanced Education: 1d6 ⇒ 2 Astrogation 1

Survival time

Survival INT 6+: 2d6 ⇒ (1, 6) = 7 I survive!

Events: 2d6 ⇒ (2, 4) = 6 Your vessel participates in a notable military engagement. Gain one of Electronics 1, Engineer 1, Gunner 1 or Pilot 1. I learn to fly and travel between stars under pressure.

I am not sure I can get an Advancement in the last one, but if I Can...

Advancement EDU 6+: 2d6 + 1 ⇒ (6, 3) + 1 = 10 If I can, I get a promotion for saving the ship and crew to LT.

Mustering out w/ 3 terms.

Mustering Term 1: 1d6 ⇒ 5 Cr 20000 and TAS membership

Mustering Term 2: 1d6 ⇒ 3 Cr 5000 and EDU+1 or Two Ship Shares (Would ship shares matter in this campaign?)

Mustering Term 3: 1d6 ⇒ 4 Cr 10000 and Weapon


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

So Kadal and I will have negotiated for parts. I will take Persuade 1 from bartering.

Yuri, did you want to run into me in the military?


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

Could do so! You navy guys are great...you take us where we need to go!!! lol


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

Totally want a 5th term as my Noble Term ... had really thought it would be sooner


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Freyjason wrote:
1d6 Training MEDIC 4

HTF did you manage to roll Medic every time? Is the Paizo die roller your brother-in-law?


Crastor Deems wrote:

[dice=Mustering Term 1]d6 Cr 20000 and TAS membership

[dice=Mustering Term 2]d6 Cr 5000 and EDU+1 or Two Ship Shares (Would ship shares matter in this campaign?)

[dice=Mustering Term 3]d6 Cr 10000 and Weapon

When Mustering Out, you roll on EITHER the cash or Benefits column, not both. Please reroll.

Crastor Deems wrote:
(Would ship shares matter in this campaign?)
Player's Guide House Rule #23 wrote:
If you roll ship shares, scouts, yachts or lab ships, take the Cash roll instead. Ship’s boats and personal vehicles are okay.


As soon as Crastor fixes his Mustering Out, you can all roll your Fifth Term (if you're choosing to do one. It's optional).


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)
ckiser wrote:
Sure, I could have meet you at a performance and introduced you to your patron. I need the second connection as well.

Great. I am going to bump my persuasion skill... seems to fit in with getting an ally, especially with merchants involved.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

Damnit Mal, I need this 5th Term so that I don't have to kiss the owner's ass the whole campaign ...


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)
Traveller Referee Tarondor wrote:
Freyjason wrote:
1d6 Training MEDIC 4
HTF did you manage to roll Medic every time? Is the Paizo die roller your brother-in-law?

LOL keep your friends close and your borther-in-law closer?

I did pick the career based on the fact that it had a table with 2 Medic results: 33.33% odds are pretty good really.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

I will do two cash and one benefit.

Cash: 1d6 ⇒ 6 Cr50000

Cash: 1d6 ⇒ 3 Cr5000

Benefit: 1d6 ⇒ 6 Ship's Boat. A space ship to fly around and what not.

So I will do a fifth term as an Agent. I have the INT 7, so would I automatically get in even with the -1DM or would it be -2 DM because of the Academy and Navy?


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Anagathics (SOC): 2d6 ⇒ (1, 6) = 7 vs SOC 10+

Cor still has no luck finding the drugs that will turn back the cruel ravages of ageing!

Personal Development: 1d6 ⇒ 5
EDU +1

Settling into his routine, Corellon still enjoys the exploration of new worlds and he learns a great deal in his second term, expanding his knowledge base in a more general sense.

Survival (END): 2d6 ⇒ (3, 4) = 7 vs END 7+
Event: 2d6 ⇒ (2, 5) = 7

Life Event: 2d6 ⇒ (5, 3) = 8
Rival

But his biggest lesson comes when he is betrayed by a peer that passed himself off as a friend! The bastard passes off a significant finding on an alien world as his own! The brass praises his ex-friend for the work, which really sours Cor's excitement for a career at this post. He decides to finish up his term, then muster out. Perhaps new adventures await him among the stars!

Advancement (EDU): 2d6 + 1 ⇒ (1, 6) + 1 = 8 vs EDU 7+
Personal Development: 1d6 ⇒ 3
END +1

Ageing: 2d6 - 5 ⇒ (3, 6) - 5 = 4

His healthy regimen keeps Cor in strong fighting shape. In fact, he feels better than he ever has!

Mustering Out (2 Terms, Rank 2 = 2 rolls + 1 Bonus roll)
Mustering Out (Cash): 1d6 ⇒ 4 30,000 credits
Mustering Out (Benefit): 1d6 ⇒ 2 +1 INT
Mustering Out (Benefit): 1d6 ⇒ 1 Ship Share (per House Rule, converted to Cash roll for 20,000 credits)

With a good number of credits in his bank account and his Army gear in tow, Cor heads out to find new adventures!

Limited time this evening so I made it briefer than usual. :) Changed things up and went for stat increases in case my ageing caught up with me, but still staying in good shape! I think that wraps things up for Corellon, but let me know if I've overlooked anything or made any mistakes on my character sheet below. I'll fill it out further (weapons and other gear - including the weapon and armor he got from his Army stint) when we move forward on that.

Lance Sergeant Scout Corellon "Cor" Anders - 6C97A6
Exploratory Scout
Species: Human
Age: 38
Homeworld: Gram (Spinward Marches 1223)

STR: 6 (+0)
DEX: 12 (+2)
END: 9 (+1)
INT: 7 (+0)
EDU: 10 (+1)
SOC: 6 (+0)

SKILLS: Drive 0, Flyer 0, Mechanic 0, Athletics 0, Melee 0, Heavy Weapons 0, Carouse 1, Gun Combat (Energy) 1, Electronics (Sensors) 1, Investigate 1, Recon 1, Stealth 1, Tactics (Military) 1, Engineer (M-Drive) 1, Survival 1, Science (Planetology) 1, Vacc Suit 1, Pilot (Spacecraft) 1, Leadership 1, Astrogation 2

Armor (value of 10,000 credits and TL 12 maximum)
Weapon (value of 3,000 credits and TL 12 maximum)

65,000 credits

Connection with Zaeta (Investigate)
Connection with Freyjason (Carouse)


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Fifth Term:

Zaeta's final performance! Don't miss it!

(Personal Development): 1d6 ⇒ 1

Dex +1

Survival: 2d6 + 1 ⇒ (2, 6) + 1 = 9

No problem. She could do this in her sleep by now.

Event: 2d6 ⇒ (2, 6) = 8

Zaeta hears about an opportunity to comment on a political leader from her home planet, and she definitely has an opinion about him, and chooses to speak out.

Persuade: 2d6 + 2 ⇒ (5, 2) + 2 = 9

Hopefully persuading the world.

I gain an enemy on my homeworld... but he was a shady and cruel leader, and he deserved to be criticized, honestly. They dropped him on the prison planet because he was incompetent! That's the TRUTH!

Taking Persuade > 3

Advancement: 2d6 + 1 ⇒ (5, 3) + 1 = 9

She does advance, finally, triumphing over her detractors

Aging: 2d6 - 5 ⇒ (4, 4) - 5 = 3

_______________

[previous benefit from Agent Career: Cybernetic Implant]

Entertainer Career: 3 rolls for terms, 1 for rank.

Mustering Out (benefit): 1d6 ⇒ 5
Mustering Out (cash): 1d6 ⇒ 6
Mustering Out (benefit): 1d6 ⇒ 4
Mustering Out (cash: 1d6 ⇒ 3

Rewards: Int +1, 40,000, Soc +1, 10,000.

Let me know if I got that correct.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

As one of the most noted physicians to train and serve at Narsil Metro, Frey decided it was time to take a break: time to coast a little, time to enjoy a little, and time to separate from the toxic environment he had tried to change.



Career: NOBLE(Term 5)
Assignment: Dilettante
Entry YES
1d6 ⇒ 5 COST: 125,000cr
2d6 ⇒ (6, 4) = 10 Survival YEP :)
2d6 ⇒ (2, 5) = 7 Survival YEP :)
1d6 ⇒ 1 Training: ADMIN 1
2d6 ⇒ (6, 5) = 11 Event: Alliance - ALLY - Leadership 1
2d6 ⇒ (3, 6) = 9 Advancement YEP :) Wastrel lvl1
1d6 ⇒ 6 Advancement Training: PERSUADE 1

MUSTER OUT (2 Rolls)
1d6 ⇒ 5 TAS Member
1d6 ⇒ 5 100,000cr


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

FREYJASON – 67677C
Son of Freyja / Fray - ah - son
[Frey or Jason]


World-Renowned Doctor
Species: Human
Age: 38 (22)
Homeworld: Narsil (Spinward Marches 0927)

STR: 6
DEX: 7
END: 6
INT: 7
EDU: 7
SOC: 12 (+2)

Skills:
Flyer (grav) 0
Mechanic (grav) 0
Gun (Energy) 0
Drive 0
Diplomat 0
Electronics (Computers) 1
Admin 1
Leadership 1
Persuade 1
Investigate 1
Science (gravitics) 1
Science (physiology) 1
MEDIC 4

TAS Membership
220,000cr

Scholar Enemy
Scholar Enemy
Romantic Ally
Noble Ally


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Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

Ok...poor old Yuri is approaching his retirement in the marines...let's see if he can go out with a bang!!

Term Skill from the Star Marine Table 1d6 ⇒ 6 Gun Combat +1

Survival END 6+: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Event 2d6 ⇒ (4, 1) = 5: You are given advanced training in a specialist field. Roll EDU 8+ to gain any one skill of your choice at level 1. 2d6 ⇒ (3, 2) = 5 Nope...they keep trying to give him the opportunity, but he just cannot rise to the challenge!!

Advancement EDU 6+: 2d6 ⇒ (3, 5) = 8 Promoted to Lance Sergeant

Aging: 2d6 - 5 ⇒ (4, 3) - 5 = 2 Made it!! Leadership-1

Ok...time to get the 'old' bird out of the Marines!

Muster Out (7 Rolls-5 for Terms, 2 for Rank)

Cash 1d6 ⇒ 3: 5,000
Benefit 1d6 ⇒ 6: Armor (Trade In)
Cash 1d6 ⇒ 3: 5,000
Benefit 1d6 ⇒ 5: TAS Membership
Benefit 1d6 ⇒ 6: Armor (Combat Armor TL-10)
Benifit 1d6 ⇒ 4: Weapon (ACR)
Benefit 1d6 ⇒ 1: Armor (Cloth TL-12)

Ok...I think that is it...now just making the connections and writing it all up!!


Crastor Deems wrote:
So I will do a fifth term as an Agent. I have the INT 7, so would I automatically get in even with the -1DM or would it be -2 DM because of the Academy and Navy?

It's not that you have to -have- an INT of 6 or more. It's that you must -roll- 6 or more and can use your INT mod (yours is 0) to aid you.

You still have to roll to get in. 2d6+your Int modifier-1 (previous career) for a total of 2d6-1 and you must beat a 6 to get in.


Waiting on Crastor and Kadal.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

INT 6+ -1DM: 2d6 - 1 ⇒ (2, 5) - 1 = 6 I am in the Agency! I go in as an Intelligence officer.

Intelligence Chart: 1d6 ⇒ 2 Recon 1. I went to find something.

Survival INT 7+: 2d6 ⇒ (3, 1) = 4 T'was not to be.

Mishap: 1d6 ⇒ 1 Severely Injured. That's poor. But could be worse so I am losing Strength

Strength Loss: 1d6 ⇒ 1 I messed up my back some and lose a point of strength.

No mustering here, but I did hit Rank 3 so I get two more Mustering rolls from that. Both in Bennies.

Benefit Roll: 1d6 ⇒ 2 Int +1

Benefit Roll: 1d6 ⇒ 4 Weapon


Kadal Kuttner - 656CA5
Summary Sly Broker
Species: Human
Age: 34
Homeworld: Gram (Spinward Marches 1223)

STR: 6 (+0)
DEX: 5 (-1)
CON: 6 (+0)
INT: 12 (+2)
EDU: 11 (+1)
SOC: 5 (-1)

SKILLS: Admin 0, Advocate 1, Broker 1, Drive 0, Electronics 0, Engineer 1, Language 0, Persuade 1, Pilot 1, Steward 0, Streetwise 1, Vacc Suit 0

ARMOR:

WEAPONS: Static Axe / TL 12 / melee / AP 8 / Smasher)

AUGMENTS:

EQUIPMENT:

ALLIES, CONTACTS, ENEMIES & RIVALS:

FINANCES:
PENSION: None
DEBT: None
CASH ON HAND: 60000
MONTHLY SHIP PAYMENTS:
LIVING COST:

STUDY PERIODS:
Training in Skill:
Weeks:
Study Periods Complete:
Bonuses:
________________________________________________________________________

CAREER HISTORY:
First Term: Merchant (Broker) / Basic Training: Drive 0, Vacc Suit 0, Broker 0, Steward 0, Electronics 0, Persuade 0 / Survived / Advanced (1) Advance Training / Event: Gain DM+1 to any one Benefit roll. Kadal slyly makes a deal with traders from the Darrian Confederation that will give him kickbacks for a few years.

Second Term: Merchant (Broker) / Broker Training: Advocate 1 / Survived / Advanced (2) Broker Training: Persuade 1 / Event: Kadal declined the opportunity to gamble against his future

Third Term:Merchant (Broker) / Broker Training: Streetwise 1 / Survived / Advanced no / Event: Gained a Contact from outside normal circle

Fourth Term:Merchant (Broker) / Broker Training: Pilot 1 / Survived / Advanced no / Event: Gained a Contact from outside normal circle

Aging Crisis: None

From Connections:Zaeta, meet at performance, introduced her to patron
Crastor, Brokered a parts deal for him

From Skill Package:

Tarondor Bonus:

Mustering Out Benefits: Cr60000, Blade, Edu+1

NOTES:


SELECT A SKILLS PACKAGE

Now we have:
Corellon "Cor" Anders CC97A6
Gram /Sword Worlds (Spinward Marches 1223)
First Term: University. Washed out. Gained Enemy.
Second Term: Army. Failed Commission roll. Promoted to Lance Corporal.
Third Term: Army. Medal of Valor. Promoted to Lance Sergeant. Mustered out (Cr15,000, Weapon, Armor)
Fourth Term: Scouts (Explorer). Surveyed alien planet. Promoted.
Fifth Term: Scouts (Explorer). +1 EDU, Betrayed, gained a Rival. +1 END. Mustered Out w/ Cr50,000 and +1 INT.

Crastor Deems 59689A
Mjolnir /Sword Worlds (Spinward Marches 1121)
First Term: Military Academy. Graduated.
Second Term: Navy (Engineer/Gunner). Falsely accused in causing the death
of another, but exonerated. Gained enemy. Commissioned.
Third Term: Navy (Engineer/Gunner). Foiled a mutiny. Gained an enemy. Promoted to Sublieutenant.
Fourth Term: Navy (Engineer/Gunner). Participated in major naval engagement. Promoted to Lieutenant. Mustered Out with Cr55,000 and a ship’s boat.
Fifth Term: Agent (Intelligence). Injured. STR-1. Mustered Out: INT+1, Weapon.

Freyjason 67677C
Narsil /Sword Worlds (Spinward Marches 0927)
First Term: Scholar (Physician)
Second Term: Scholar (Physician). Did not advance. Gained an Enemy and
lost one Benefit roll from this career. Spent Cr100,000 on anagathics.
Third Term: Scholar (Physician). Promoted. Gained an Enemy and lost one
Benefit roll from this career. Spent Cr150,000 on anagathics.
Fourth Term:Scholar (Physician). Romantic Ally. Did not advance. Spent Cr50,000 on anagathics. Mustered out with Cr120,000.
Fifth Term: Noble (Dilettante). Spent Cr125,000 on anagathics. Gained Ally. Advanced. Mustered Out with Cr100,000 and TAS membership.

Kadal Kuttner 656CB5
Gram /Sword Worlds (Spinward Marches 1223)
First Term: Merchant (Broker). Promoted. Gained DM+1 to any one Benefit
roll.
Second Term: Merchant (Broker). Promoted.
Third Term: Merchant (Broker). Gained contact. Did not advance.
Fourth Term: Merchant (Broker). Gained contact. Did not advance. Musters out with Cr60,000, a blade and +1EDU
Fifth Term:

Yuri Sokolov 87C665
Mjolnir/Sword Worlds (Spinward Marches 1121)
First Term: Marines (Star Marines). Gained a rival. Did not advance.
Second Term: Marines (Star Marines). Did not advance.
Third Term: Marines (Star Marines). Planetary Assault. Promoted to Lance
Corporal. STR +1.
Fourth Term: Marines (Star Marines). Promoted to Corporal.
Fifth Term: Marines (Star Marines). Promoted to Lance Sergeant. Mustered Out: Cr10,000, TAS member ship and two sets of armor.

Zaeta 685A67
Torment /Sword Worlds (Spinward Marches 0720)
First Term: Agent. Washed out. Benefits: Cybernetic Implant.
Second Term: University. Gained a contact. Graduated.
Third Term: Entertainer (Performer). Homeworld hero. Promoted.
Fourth Term: Entertainer (Performer). DM+2 to advancement and an ally (patron of the arts). Did not advance.
Fifth Term:Entertainer (Performer). Commented on political leader. Advanced. Mustered Out: Cr50,000, INT+1, SOC+1

_____________________________________________________________

So now we move on to the 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.

As I said to the other game (the players of which are -mostly- the same as this game), this is your first opportunity to work together as a team. Don't debate forever.


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

Thanks Tarondor! Do we also add that 'Tarondor Bonus' at this point? Or should we wait a bit until we all decide on our Roles in the ship?

Any suggestions for 'specialties' as far as Gun Combat goes? Was thinking Energy weapons but noted your list of common weapons in the House Rules pdf seems mostly 'slug' related.

Last question, with those Armor and Weapon benefits, do you recommend a vacc suit or more basic armor? Also, does the benefit amount include any modifications we might want to make to the armor, if we choose one that's well under the credit threshold given?

For instance, I'm thinking of using that Weapon benefit for a Laser Pistol (3k) and the Armor benefit for either a Vacc Suit (10k) or Cloth with a bunch of modifications added to total close to 10k altogether.

Tarandor mentioned this would be a mercantile/swashbuckling type of adventure, so could be the Trader Skills Package or the Traveller Skills Package might be best? I'd probably vote for the Traveller Skills Package myself, in which case I'd request the Gunner 1. Fits my background pretty nicely, and I have 1s already in most of those categories - except for Deception and Persuade. But Cor isn't really that type.


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

I said this in the last game, but the Investigator Skills package has 9 skills rather than 8, so most people would get 2.

However, not sure if people are looking for specific skills. The weapon-heavy option is the mercenary package, but there are only 8 skills there.

6 of us, so nothing is going to be even, but in the other game we're letting the people that only get one skill go first... or we could just do straight initiative.


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

I like the idea of having people who only take 1 skill go first. And yeah, Investigator looks pretty good, now that I look a bit harder at it. Bit better variety.

I'd probably just take 1 skill myself. I wound up with several skill sorta spread out with 1 in each, except for Pilot 2 and Astrogation 2.

In the Investigator Package, I'd probably be best served with Streetwise 1.


I've always skipped the Investigator Package because I wasn't playing that type of game but it does have a good spread of skills. I have skills based around trading so we're covered there but Deception might be handy.


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

Investigator makes sense if we are going to travel through time and space and figure out mysteries.


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

I'm in the same spot as the other game, I would be happy to take just one skill if I got Gun Combat. Same recommendation also:

Investigator = 9 skills
Mercenary has 2x Gun Cbt


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

As a marine, I do not need more gun combat (I have it a 2 already) but some of the investigation skills might be useful!
My vote - Investigator


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

So let's go with Invetigator

Does anyone else want just 1 skill versus 2 picks?


'Lance Sergeant/Scout' Corellon "Cor" Anders - 6C97A6 | Second Officer/Astrogation | Gram (Spinward Marches 1223) | Profile Link

That works for me, and I can go with the single pick, no problem. If it's cool for Cor to pick first given that concession, I'll go with Admin 1. That actually seems better suited for this character, given his career track.


Corellon "Cor" Anders wrote:
Thanks Tarondor! Do we also add that 'Tarondor Bonus' at this point? Or should we wait a bit until we all decide on our Roles in the ship?

Right after applying the skills you gain from the Skills Package, because it may be one of those you choose to bump up.

Corellon "Cor" Anders wrote:
Any suggestions for 'specialties' as far as Gun Combat goes? Was thinking Energy weapons but noted your list of common weapons in the House Rules pdf seems mostly 'slug' related.

Because of the threat of rapid decompression, shipboard combat tends to be with either melee weapons or low-speed slug weapons like body pistols. Ground combat tends to be by energy weapons where available because power is easier to come by than bullets in many cases.

I don't actually have a recommendation beyond "go with what seems coolest to you." It's a game, after all.

Corellon "Cor" Anders wrote:
Last question, with those Armor and Weapon benefits, do you recommend a vacc suit or more basic armor? Also, does the benefit amount include any modifications we might want to make to the armor, if we choose one that's well under the credit threshold given?

If you're going to be working in space, you're going to want a vacc suit. Most of you can afford both a vacc suit and simple armor. In fact, no one who doesn't have a vacc suit will be permitted aboard. It's simply the minimum expected for signing aboard a ship like Skandersvik. If you don't have one and can't afford one, you'll be required to buy one and repay the ship's bursar from your pay.

Corellon "Cor" Anders wrote:
Tarandor mentioned this would be a mercantile/swashbuckling type of adventure, so could be the Trader Skills Package or the Traveller Skills Package might be best? I'd probably vote for the Traveller Skills Package myself, in which case I'd request the Gunner 1. Fits my background pretty nicely, and I have 1s already in most of those categories - except for Deception and Persuade. But Cor isn't really that type.

Without giving too much away, this is a mercantile voyage. If the team can't swing profits, that's okay because Magnus Sundstrom will definitely make profits. But you'd better find other ways to be very useful to the crew if you want to swing that big bonus at the end of the trip. I recommend that the party have a mix of administrative, mercantile, investigatory and combat skills. There are six of you, so plenty of shoulders to pull that weight.

If you -can- handle trades on your own, then Magnus Sundstrom will give you some of the goods to sell, as outlined in the Player's Guide. You may find that being good traders puts you in a position to exercise your other skills as well.

You will:

A) trade
B) gather intel
C) get embroiled in local politics
D) get embroiled in interstellar politics
E) deal with emergencies
F) make tough decisions for the crew and for yourselves
G) get into one or more life-or-death situations

Plan accordingly.


Seems like the team has agreed to the Investigator Package. I just want to point out that unlike the "Secrets of the Ancients" game, this game has six players, so only three of you will get two picks.

INVESTIGATOR PACKAGE
Skills:
Admin 1, - Cor
Advocate 1,
Deception 1,
Electronics 1,
Gun Combat 1, - Freyjason
Investigate 1,
Persuade 1,
Stealth 1,
Streetwise 1


UPP 67677C -- Homeworld: Narsil (Spinward Marches 0927)

ALL: I am satisfied to have received G-CBT
Please go forth (and multiply)


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Anyone else want to pick just one and go next, or should we roll initiative to randomize it?


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D10; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D8; Stealth- D6; Thievery- D10
Attacks:
[dice=Fighting]d10[/dice][dice=Wild]d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 7 (8 w/Shield); Toughness 8 (2); Pace 5; Bennies 3; Conviction 0; PP 4/15;

I will just take 1 and go with Stealth 1.

Yuri, do we want to say that you were on a ship that I was working on being taken to a new planet the marines were needed on?


I'll take just one, Deception


INVESTIGATOR PACKAGE
Skills:
Admin 1, - Cor
Advocate 1,
Deception 1, - Kadal
Electronics 1,
Gun Combat 1, - Freyjason
Investigate 1,
Persuade 1,
Stealth 1, - Crastor
Streetwise 1


Five left and two Travellers who haven't chosen.


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Well, there are 5 items for 2 people now that we have an extra "only one" person. so I guess Yuri and I should roll off.

I already have Persuade and Investigate though, Yuri, so you can have those ones for free if you need them.

I'd like Electronics unless that is your top choice, and then either Streetwise or Advocate are fine with me, if one of them is left over after you choose... but if you also have Persuade and Investigate (I don't see a list on your sheet), then really just choose whatever. If there are extras that neither of us need, I'm sure someone else will snatch them up.


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

If possible I would like Streetwise-1 and Persuade-1. I think they fit Yuri the best. That will leave you Electronics and Advocate and leave Investigate up for someone else..


Zaeta (pic) | 6|10|5|10|8|7 | Legal Officer | Homeworld: Torment (Entropic Worlds 0720) | (Additional link to Profile)

Cool with me. :)


Yuri Sokolov - 87C665 | Third Officer/Operations | Mjolnir (Swordworlds) |

@Crastor-Sure that sounds very plausible...what kind of skill are you looking for?? Maybe he taught you a bit about gun combat???


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Who takes Investigate 1?

Anyway, after that, everyone take the "Tarondor Bonus:" +1 to any one skill you already have at 0, 1 or 2.

Then, we talk Freyjason's debt. FJ, you spent Cr425,000 on anagathics and you Mustered out with Cr220,000 to your name. Your suppliers will have collected Cr150,000 of that. This leaves you with Cr70,000 and Cr275,000 in debt. You have secured a loan (because you do NOT want to owe money to those suppliers...) at "reasonable rates." You'll be paying Cr1500 per month for the next 30 years.


Once all that is done, I'd like each of you to tell me why you're willing to embark on Magnus Sundstrom's voyage. Is it the chance at wealth? Glory? Travel? Are you running from something? Do you have a mad theory about Admiral Denisov? Are you simply honored to be voyaging with the great Sundstrom?


After that we'll talk Crastor Deem's medical bills. Crastor, the Agency will pay 2d6 ⇒ (5, 1) = 6 50% of the cost of restoring your STR lost to injury. The hospital bills to restore that lost 1 STR will be Cr10,000, so the Agency will pay Cr5,000 if you pony up the other half.

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