
DM Trawets |

I am giving you guys some leads on ships. I've tried to put something in there for everyone but not necessarily for all your ship shares. The shares work as per the book. This is just something roll play your decision making on.
You also stopped a pirate raid on a trader and have a partial ownership of the Massive Haul, a Free Trader type A right out of the book.
You have a piece of a few other ships as well.

Lucian Brachtarna |
Need RH to come back to us ...
Hey all, Sorry about the seemingly fickle behavior. I was trying to avoid drama and apparently caused it. Previously, I had talked to Trawets about a marine I rolled up while we were building the template, but out of respect for the recruitment I will stick with Lucian.
Lucian has two ship credits and is happy with whatever decision you all make.

Robert Henry |

I think Trawets mentioned possibly a marine. I had deleated the marine I rolled up, So I will roll a new one in case you all would like to have a tank instead. I'm good with either character, just let me know.
88C8B6
Zero-G 2, Vacc Suit 0, Carouse 0, Athletics 0, Battle Dress 3, Tactics, 0, Heavy Weapons (any 2), Gun combat (Laser pistol 1), gun combat (laser rifle 1) (slug rifle 1), Stealth 0, Melee (blade) 1, Gunnery 1, Leadership 1, Comms 1
Events:
First tour: New Relationship: The character becomes involved in a romantic relationship.
Second tour: You are given advanced training in a specialist field. failed
Third Tour: Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. reduce Social Standing by 1.
Fourth tour: Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other
emotional commitment.
Fifth Tour: You are given advanced training in a specialist field. Failed
Sixth tour: You are on the front lines of a planetary assault and occupation. Gain Comms 1
Muster out: TAS, armour, two weapons, cr 40,000 plus retirement
stat: 2d6 ⇒ (5, 1) = 6
stat: 2d6 ⇒ (6, 4) = 10
stat: 2d6 ⇒ (4, 6) = 10
stat: 2d6 ⇒ (2, 3) = 5
stat: 2d6 ⇒ (2, 6) = 8
stat: 2d6 ⇒ (5, 2) = 7
Str: 8, Dex: 8, End: 10, Int: 7, Edu: 10, Soc: 5
Choose a homeworld: Asteroid: Zero-G 0, Vacuum: Vacc Suit 0
Education: Carouse 0,
First tour age 18
Career: marine specialization: starmarine Melee (blade) 1
Qualification: End 6+: 2d6 ⇒ (6, 2) = 8
Basic Training (Service Skills @ 0): Athletics 0, Battle Dress 0, Tactics, 0, Heavy Weapons 0, Gun combat 0, Stealth 0
Skills and Training: star marine: 1d6 ⇒ 6 gun combat (laser rifle)
Survival: End 6+: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Events: 2d6 ⇒ (3, 4) = 7 life event: 2d6 ⇒ (3, 3) = 6 New Relationship: New Relationship: The character becomes involved in a romantic relationship.
Advancement: Edu 6+: 2d61 ⇒ (35, 18) = 53 Lance Corporal: Gun combat (laser pistol) 1
Skills and Training: star marine: 1d6 ⇒ 2 Battle Dress
Second tour age 22
Skills and Training: star marine: 1d6 ⇒ 4 Gunnery
Survival: End 6+: 2d6 + 1 ⇒ (1, 3) + 1 = 5
Events: 2d6 ⇒ (1, 6) = 7 You are given advanced training in a specialist field. Throw Education 8+ to gain any one skill of your choice at level 1 Edu 8+: 2d6 ⇒ (1, 4) = 5
Advancement: Edu 6+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Corporal
Skills and Training: star marine: 1d6 ⇒ 4 Battle Dress
Third tour age 26
Skills and Training: star marine: 1d6 ⇒ 5 zero-g
Survival: End 6+: 2d6 + 1 ⇒ (1, 2) + 1 = 4
Events: 2d6 ⇒ (4, 6) = 10 life event: 2d6 ⇒ (4, 3) = 7 Crime: The character commits a crime, is accused of a crime, or is the victim of a crime. reduce Social Standing by 1.
Advancement: Edu 6+: 2d6 + 1 ⇒ (6, 5) + 1 = 12 Lance Sergeant Leadership 1
Skills and Training: star marine: 1d6 ⇒ 3 Melee (blade)
Fourth tour age 30
Skills and Training: service skills: 1d6 ⇒ 6 Heavy Weapons
Survival: End 6+: 2d6 + 1 ⇒ (4, 4) + 1 = 9
Events: 2d6 ⇒ (5, 4) = 9 life event: 2d6 ⇒ (3, 4) = 7 Improved Relationship: Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other
emotional commitment.
Advancement: Edu 6+: 2d6 + 1 ⇒ (2, 3) + 1 = 6 sergeant
Skills and Training: service skills: 1d6 ⇒ 2 battle dress
Effects of aging: 2d6 - 4 ⇒ (4, 2) - 4 = 2
Fifth tour age 34
Skills and Training: service skill: 1d6 ⇒ 5 gun combat (any)
Survival: End 6+: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Events: 2d6 ⇒ (6, 5) = 11 You are given advanced training in a specialist field. Throw Education 8+ to gain any one skill of your choice at level 1.Edu8+: 2d6 ⇒ (2, 3) = 5
Advancement: Edu 6+: 2d6 + 1 ⇒ (4, 1) + 1 = 6 Gunnery Sergeant + 1 Endurance
Skills and Training: service skills: 1d6 ⇒ 2 battle dress
Effects of aging: 2d6 - 5 ⇒ (3, 5) - 5 = 3
sixth tour age 38
Skills and Training: service skill: 1d6 ⇒ 4 heavy weapons (any)
Survival: End 6+: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Events: 2d6 ⇒ (6, 2) = 8 You are on the front lines of a planetary assault and occupation. Gain one of Recon 1, Gun Combat (any) 1, Leadership 1 or Comms 1
Advancement: Edu 6+: 2d6 + 1 ⇒ (2, 2) + 1 = 5
Effects of aging: 2d6 - 6 ⇒ (3, 5) - 6 = 2
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (2) + 1 = 3 =+1 edu
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (6) + 1 = 7 + 2 soc
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (3) + 1 = 4 weapon
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (4) + 1 = 5 TAS
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (5) + 1 = 6 Armour
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (5) + 1 = 6 + 1 End
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (3) + 1 = 4 weapon
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (1) + 1 = 2 + 1 Int
Muster out: Cash/Other Benefits: 1d6 + 1 ⇒ (6) + 1 = 7 cr. 40,000

Allen Crawford |

I am ok with the marine...gives us a little more muscle which I am sure we will need. I like your 3rd term crime event, but mine is Good Fortune...so maybe somehow we are interconnected. Maybe you helped me escape my dilemma but by doing so you lost some standing (Soc -1), leaving me deep in your debt. Or something along those lines!

Axel Black |

im happy to link both of you in the event, dont mind that i only get 1 bonus from it, what i wrote up just fits amazingly. heres the gist of it :
With good Intel it came to light that a dreadnaught would be the target of pirates . In the way of sabotage, it would be disabled during a routine run and then it would be attacked.
My character took command of the ship. Stopped the sabotage and waited for the pirates.
When they arrived. They found an obviously very functional dreadnaught.
After a brief fight, the pirates were beaten and some captured. Interrogation revealed the mastermind
They then jumped to the planet, at the planet a wide broadcast:
"This is Admiral Axel Black. Captain of the UDN Yamato. The governor is hereby stripped of all ranks and privileges. Prepare for landing craft"
With that 2 battlecruisers and a carrier jumps in as support.
The governor was deposed and arrested
Later it comes to light he escaped with help, before he could reach earth for trial.
Can obviously still work on it if people want to add or edit ideas from it

Robert Henry |

im happy to link both of you in the event, dont mind that i only get 1 bonus from it, what i wrote up just fits amazingly. heres the gist of it...
I like the event, it ties in well with the marines "planetary assault" assault. The question, do we have him pick up a skill @ 0 or add to one of the other 0's? Here are his 0 level skills Vacc Suit, Carouse , Athletics, Tactics, and Stealth. I'm thinking adding to Vacc Suit, unless you can think of a 0 level skill we need.
Maybe he should hang out in engineering?
The other side of the coin is the skills from the Scout: Athletics 1, Astrogation 1, Carouse 0, Comms 0, Gun Combat 0, Jack of all trades 1, Mechanic 1, Medic 0, Pilot (small craft 1) (spacecraft 1), Recon 0, Sensors 2, Stealth 1, Streetwise 2, Survival 0, Vacc Suit 1, Zero-G 0,
He's more ship minded but still not Engineering. When I rolled the marine, I didn't think about the 'higher ed' table I figured you all had that handled.

Axel Black |

I'm not sure if we have someone with Medic. But looking how your character turned out. I'm not sure he's a dedicated medic either :P
Unless he's one of those 'ill walk through a hail of bullets and laser fire to come and patch you up' :P
Other than that. Up to you what you want him to do or be able to do

Robert Henry |

I'm not sure if we have someone with Medic. But looking how your character turned out. I'm not sure he's a dedicated medic either :P
Unless he's one of those 'ill walk through a hail of bullets and laser fire to come and patch you up' :P
Other than that. Up to you what you want him to do or be able to do
I missed one education skills, I can make it medic and add medic from one of the connections. Or I can do the same with engineering...would you rather he be able to fix the ship or the crew?

Lucian Brachtarna |
Never mind on the marine, at some point I went back and deleted a + sign and screwed up the rolls
Advancement: Edu 6+: 2d61 ⇒ (35, 18) = 53
I'm going to stick with Lucian, Axel picked him up when he was lost in space and he learned engineering, Later, he worked with Allen and learned how to use a gun.
I'll get his sheet caught up.

Jason "Rion" Prince |

welcome to the crew :P
now just to wait if the 5th person decides to finish their character
I have some finishing to do also
I need to document the connections to Axel & Lucian (BROKER 1 & BROKER 2)Want to make sure we have an edge making money ;)
Can the 4 of us who are here at least start to discuss the Skill Package situation? Rion really needs GUN CBT, and as I said before, the package with 9 skills could be advantages also.

Jason "Rion" Prince |

What are people feeling? I am feeling that we are a little short on ship skills, and a little short on both ship & FTF combat skills.
Think of Rion (or Jason) as a LAWYER. His highest skill is ADVOCATE, and ADMIN, BROKER, PERSUADE, all of these back that up. He's the business guy. He will focus on making sure that the team is profitable, AND get everyone out of jail if we weren't supposed to walk around with Laser Pistols on our hips.
So he is missing GUN CBT, and that is the one thing I would love for our package to have.
Also, if there are 5 of us, there will be 1 or 2 people who only get 1 skill.

Seth86 |

Traveller Skill Package: Pilot (any) 1, Sensors 1, Comms 1, Gunner (any) 1, Gun Combat (any) 1, Persuade 1, Stealth 1, Medic 1.
Explorer Skills Package: Pilot (any) 1, Astrogation 1, Sensors 1, Survival 1, Recon 1, Gun Combat (any) 1, Stealth 1, Medic 1
Investigator Skill Package: Advocate 1, Admin 1, Investigate 1, Persuade 1, Stealth 1, Streetwise 1, Computers 1, Sensors 1, Gun Combat (any) 1
Starship Skills Package: Pilot (any) 1, Gunner (any) 1, Engineer (any) 1, Mechanic 1, Sensors
1, Medic 1, Comms 1, Astrogation 1.

DM Trawets |

Just so it is clear you get those skills in the package as they are listed, they cannot be used to raise a skill. So Recon 1 is Recon 1 not Recon 1 +1 to recon 2.
If you haven't done so please read all the skills so you know what they do. Most are obvious but something that might be covered by perception but have 2 or more skills covering it in Traveller.

Allen Crawford |

I like the Investigation Package...it seems to have a wide variety of skills....My two from contacts will be computers 1 and carousing 1. If I can only take one for the package I would grab Computers again...giving me Computers 4. I also am wondering if it is possible to get wafer jack and neural comm implanted (Possibly using rogue connections to receive a TL-13 model ?? :-) lol

Lucian Brachtarna |
I like the Investigation Package...it seems to have a wide variety of skills... If I can only take one for the package I would grab Computers again...Sorry Allen
Just so it is clear you get those skills in the package as they are listed, they cannot be used to raise a skill. So Recon 1 is Recon 1 not Recon 1 +1 to recon 2.
I don't think the package skills stack.
But thanks for teaching Lucian how to fight.
Edit: I love firefly, but it looks like Lucian may be more Kaylee than Jayne.