Traveller (Inactive)

Game Master trawets71


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CucumberTree wrote:

thought I had passed...

[dice=Mishap]1d6

2 on injury table or roll twice and take lowest...looking up injury table

[dice=Severely injured damage]1d6

You rolled a 1 on the Mishap Table: 1 Injured. Roll on the Injury table.

You rolled a 4 on the Injury Table: 4 Scarred. You are scarred and injured. Reduce any one physical characteristic by 2.


Accurate so far?

Scholar
Field researcher
Age: 22

Strength (Str): 5
Dexterity (Dex): 9
Endurance (End): 9
Intelligence (Int): 11
Education (Edu): 10
Social Standing (Soc): 7

vacuum-Vacc Suit 0
Asteroid: Zero-G 0
Advocate 0
Science (Space Science) 0

Comms 0
Computers 0
Diplomat 0
Medic 0
Investigate 0
Science (Life Science) 0


I must be working from a different book.do want to use my second set of rolls?

Advancement Int 6+: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Electronics(Computer)-1
Survival Edu 6+: 2d6 + 1 ⇒ (6, 6) + 1 = 13

Life Events: 2d6 ⇒ (2, 1) = 3

Personal development: 1d6 ⇒ 6


Ok, I now see where some of this has gone off track. As I said it's my first time GMing this. In your original post you had the right Headers but your dice rolls were not labeled right.

So step by step
1. Rolled your characteristics fine.
2. Picked your homeworld and background skills. You fixed that.
3. You chose a career and qualified for it.
4. We got the right basic training now.
5. You chose Field Researcher specialization.
6. a.You rolled fine on the Field Researcher table
b. Here is where things went haywire. You labeled your survival roll but the dice description said "Advancement Int 6+" and you picked up the skill for rank 1. It should have been End 6+. You ended up with a 7 which survives and moves on to events.
7. If we use your life even roll of 4 you get: 4 You are assigned to work on a secret project for a patron or organisation. Gain one of Medic 1, Any Science (any) 1, Engineer (any) 1, Computers 1 or Investigate 1.
8. Roll for Advancement. Here your dice roll says "Survival Edu 6+" It should be Int 6+. You rolled a 5 which means you don't advance. So no Rank 1 skill and no roll on a table but you can continue in your career.

Why don't you start rolling again from here. If you need the correct tables I can get them to you or you can do the rolls and I will tell you what the results are.

How does that sound?


It's early morning here. Just woke up. I will attempt to do char gen as soon as things get quiet


I'm kind of lost

for roll 22-26

I should have rolled survival first which was a edu 13

If advancement is second, then its a int 7

Advancement here would give me the Science 1

life event:

You are assigned to work on a secret project for a patron or organisation. Gain one of Medic 1, Any Science (any) 1, Engineer (any) 1, Computers 1 or Investigate 1.

Computers 1

I get to roll advance education table: 1d6 ⇒ 5


I got engineer 0?1?


Scholar
Field researcher
Age: 26

Strength (Str): 3
Dexterity (Dex): 9
Endurance (End): 9
Intelligence (Int): 11
Education (Edu): 10
Social Standing (Soc): 7

vacuum-Vacc Suit 0
Asteroid: Zero-G 0
Advocate 0
Science (Space Science) 0

Comms 0
Computers 1
Diplomat 0
Medic 0
Investigate 0
Science (Life Science) 0
Science (Physical Science) 1
Engineer 1

Am I good for term 3?

Liberty's Edge

Str: 10(+1)
Dex: 06
End: 08
Int: 08
Edu: 05
Soc: 03

Planet: Poor/Industrial
Background Skills: Animals 0, Trade 0, VaccSuit 0

First tour 18 years old

Career: Rogue Specialization: Enforcer
Qualification: Dex 6+: 2d6 ⇒ (4, 3) = 7
Basic Training (Service Skills @ 0): Deception, Recon, Athletics, Gun Combat, Stealth, Streetwise
Skills and Training: Thug: 1d6 ⇒ 1 - Gun Combat (slug) 1
Survival: End 6+: 2d6 ⇒ (5, 5) = 10
Events: 2d6 ⇒ (3, 1) = 4 - Planned an impressive heist - Electronics (Computers) 1
Advancement: Str 6+: 2d6 + 1 ⇒ (1, 3) + 1 = 5 NO ADVANCEMENT

End of first tour.

Liberty's Edge

Second Tour 22

Career: Rogue Specialization: Enforcer
Skills and Training: Specialist-Enforcer: 1d6 ⇒ 2- Melee (Unarmed) 1
Survival: End 6+: 2d6 ⇒ (5, 5) = 10
Events: 2d6 ⇒ (3, 3) = 6 - Backstab fellow rogue: +4 DM advancement
Advancement: Str 6+: 2d6 + 1 + 4 ⇒ (3, 2) + 1 + 4 = 10
Advancement Skill Roll: Personal Development: 1d6 ⇒ 4 - Gambler
Rank: 1 - Persuade 1

End of second tour.

Liberty's Edge

Third Tour 26

Career: Rogue Specialization: Enforcer
Skills and Training: Specialist-Enforcer: 1d6 ⇒ 4 - Persuade 1
Survival: End 6+: 2d6 ⇒ (5, 6) = 11
Events: 2d6 ⇒ (2, 5) = 7 - Life Event: 2d6 ⇒ (5, 5) = 10 - Good Fortune: +2 DM on one Benefit roll from Rogue Career
Advancement: Str 6+: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Rank:2
Advancement Skill Roll: Personal Development: 1d6 ⇒ 5 - Melee (Unarmed Combat) 1

End of third tour.


CucumberTree wrote:

Scholar

Field researcher
Age: 26

Strength (Str): 3
Dexterity (Dex): 9
Endurance (End): 9
Intelligence (Int): 11
Education (Edu): 10
Social Standing (Soc): 7

vacuum: Vacc Suit 1
Asteroid: Zero-G 0
Advocate 0
Science (Space Science) 0

Comms 0
Computers 1
Diplomat 0
Medic 0
Investigate 0
Science (Life Science) 0
Science (Physical Science) 1
Engineer 1

Am I good for term 3?

Looks like that I missed Skills and Training roll based on what I'm seeing with Daniel Stewart's posts

Skills and Training: 1d6 ⇒ 2 Vac-Suit


Term 3
Skills and Training: 1d6 ⇒ 5

Investigate 1?

Survival Edu 6+: 2d6 + 1 ⇒ (5, 1) + 1 = 7Pass

Events: 2d6 ⇒ (4, 5) = 9
+2 on advancement check lol

Advancement Int 6+: 2d6 + 1 + 2 ⇒ (2, 1) + 1 + 2 = 6

Electronics(computer) 1

Personal Development: 1d6 ⇒ 1

Str+1

Muster

3 Benefits

Benefit: 1d6 ⇒ 3
two ship shares

Benefit: 1d6 ⇒ 3
two ship shares

Benefit: 1d6 ⇒ 2
EDU+1

1 cash
cash: 1d6 ⇒ 4
CR 30,000


Stat: 2d6 ⇒ (6, 6) = 12
Stat: 2d6 ⇒ (5, 4) = 9
Stat: 2d6 ⇒ (5, 2) = 7
Stat: 2d6 ⇒ (2, 6) = 8
Stat: 2d6 ⇒ (5, 6) = 11
Stat: 2d6 ⇒ (2, 2) = 4

STR +0 (7)
Dex +2 (12)
Endu +0 (8)
Int +1 (9)
Edu +1 (11)
SoC -1 (4)

Background
Vacuum Asteroid
Vacsuit 0
Zero-G 0

Education
Computer 0
Space Science 0

Age : 18

Navy Int 6+: 2d6 + 1 ⇒ (5, 6) + 1 = 12

Navy : Flight Basic

Pilot (Any) 0
Flyer (Any) 0
Gunner (Any) 0
Pilot (Small Craft) 0
Astrogation 0
Zero-G 1

Service Skill 1d6 ⇒ 4
Gunner +1

Survival Dex 7+: 2d6 + 2 ⇒ (4, 3) + 2 = 9

Event: 2d6 ⇒ (2, 1) = 3

You join a gambling circle

Gambler 1

Advancement Edu +5: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Ensign

Melee (Blade) 1

Personal Development: 1d6 ⇒ 4

Int +1

End First Term


Scholar

Field researcher
Age: 30
Strength (Str): 4
Dexterity (Dex): 9
Endurance (End): 9
Intelligence (Int): 11
Education (Edu): 11
Social Standing (Soc): 7

vacuum: Vacc Suit 1
Asteroid: Zero-G 0
Advocate 0
Science (Space Science) 0

Comms 0
Computers 1
Diplomat 0
Medic 0
Investigate 1
Science (Life Science) 0
Science (Physical Science) 1
Engineer (Life Support) 1
Electronics(computer) 1

4 ship shares
30,000 cr

Liberty's Edge

Forth Tour 30

Career: Rogue Specialization: Enforcer
Skills and Training: Specialist-Enforcer: 1d6 ⇒ 2
Survival: End 6+: 2d6 ⇒ (2, 2) = 4 FAILED
Mishap: 1d6 ⇒ 4 - Job goes wrong and forced to flee (Pilot Spacecraft 1)

FORCED TO LEAVE SERVICE

Benefits and Cash (3 for terms served and 1 for rank = 4)

Benefit: 1d6 + 2 ⇒ (6) + 2 = 8 Corsair
Cash: 1d6 ⇒ 6 $100,000
Benefit: 1d6 ⇒ 2 Weapon (Assault Shotgun)
Cash: 1d6 ⇒ 1 $0

End of forth tour.

OK...going to hold up here for the moment. I might go another 2 terms in something else but want you to check this first....


I'm going to heal my damage to strength 4 points at 5000 a piece for a total cost of 20000.

Adjustment for being damaged while on duty.

I have the money for the 4 point bump


Career Navy

Specialisation Flight

Service Skill 1d6 ⇒ 3

Zero-G +1

Survival Dex 7+: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Event: 2d6 ⇒ (6, 3) = 9

Prevent a crime

Enemy +1

+2DM advancement

Advancement Edu +5: 2d6 + 1 + 2 ⇒ (2, 3) + 1 + 2 = 8

SubLieutenant

Leadership 1

Personal Development: 1d6 ⇒ 1

STR +1

End Second Term


Career Navy

Specialisation Flight

Service Skill 1d6 ⇒ 6

Gun Combat (Any) 0

Survival Dex 7+: 2d6 + 2 ⇒ (4, 4) + 2 = 10

Event: 2d6 ⇒ (4, 4) = 8

Diplomatic Mission

Contact +1

Advancement Edu +5: 2d6 + 1 ⇒ (3, 2) + 1 = 6

Commander

Tactics (Naval) 1

Personal Development: 1d6 ⇒ 5

Edu +1

End Fourth Term


Career Navy

Specialisation Flight

Specialist Skill 1d6 ⇒ 4

Pilot (Small Craft) +1

Survival Dex 7+: 2d6 + 2 ⇒ (4, 2) + 2 = 8

Event: 2d6 ⇒ (5, 1) = 6

Participate in an engagement

Pilot (Any) +1

Advancement Edu +5: 2d6 + 2 ⇒ (5, 2) + 2 = 9

Captain

Social 10

Personal Development: 1d6 ⇒ 4

Int +1

End Fifth Term


Aging
2d6 - 4 ⇒ (5, 2) - 4 = 3
2d6 - 5 ⇒ (6, 1) - 5 = 2


I think I should end it here.

All the way up the ranks

No aging penalties. Good rolls.

Mustering Out :

1d6 + 1 ⇒ (4) + 1 = 5 TAS Membership
1d6 + 1 ⇒ (1) + 1 = 2 Int +1
1d6 + 1 ⇒ (2) + 1 = 3 +2 Ship Shares


STR +0 (8)
Dex +2 (12)
Endu +0 (8)
Int +2 (12)
Edu +2 (12)
SoC +2 (12)

Background
Vacuum Asteroid

Vacsuit 0
Zero-G 2
Computer 0
Space Science 0
Pilot (Small Craft) 1
Pilot (Spacecraft) 0
Pilot (Capital Ship) 0
Flyer (Any) 0
Gunner (Any) 1
Astrogation 0
Melee (Blade) 1
Gambler 1
Leadership 1
Gun Combat (any) 0
Tactics (Naval) 1

Contact
Enemy

Name: Cpt. Axel 'Charon' Black

Career: Navy Fleet

Age: 38

Monthly income : 10 000cr
Bi Monthly : TAS

M/O Benefits

10 Ship Shares
TAS Membership


Seth86 wrote:

I think I should end it here.

All the way up the ranks

No aging penalties. Good rolls.

Mustering Out :

1d6+1 TAS Membership
1d6+1 Int +1
1d6+1 +2 Ship Shares

Will you be making the rest of your M/O rolls?

I'm seeing 5 terms + 3 rolls for rank
You applied the +1, so it seems like you are missing the base 5 rolls


Seth86 wrote:

Aging

2d6-4
2d6-5

and I guess I am the only one who wants a ruling on Aging?

PAGE 36 cites 2 different criteria for starting aging rolls
1st it says AGE 34, then it says FOURTH TERM
Age 34 though, is FIFTH TERM

Both you and Daniel chose to go with 4th Term but it seems like it's worth asking (before I decide on anti-aging drugs)

UPDATE: the char gen example with Capt Jamisen uses 4th term, so I will add this roll to Rion's 4th Term now :(


Oh. Wow. Ok. 5 more. Yup will roll

5d6 ⇒ (5, 2, 6, 5, 2) = 20

6 Ship Shares
10 000cr


BASICS:

stat: 2d6 ⇒ (3, 3) = 6
stat: 2d6 ⇒ (2, 2) = 4
stat: 2d6 ⇒ (1, 6) = 7
stat: 2d6 ⇒ (6, 1) = 7
stat: 2d6 ⇒ (5, 4) = 9
stat: 2d6 ⇒ (4, 4) = 8
03 - S
06 - D
06 - E
07 - I
06 - Ed
13 - Soc
Homeworld --
HighTech: Computer 0
Rich: Carouse 0
Education –
Life Science 0; Medic 0



TERM1 (18yo):

Career: Nobility
Specialization: Diplomat
Qualification Soc10+: 2d6 ⇒ (3, 6) = 9 -- AUTO
Basic Training:
Admin, Advocate, Comms, Diplomat, Persuade, Investigate
Skills and Training: Service: 1d6 ⇒ 5 -- ADMIN 1
Survival: Int5+: 2d6 ⇒ (6, 5) = 11
Events: 2d6 ⇒ (6, 3) = 9
Spoiler:
Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s
wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next
Advancement check.

Advancement: Soc7+: 2d6 ⇒ (6, 6) = 12 -- 3rd Secretary ADMIN 2
End of first tour.

TERM2 (22yo):

Career: Nobility
Specialization: Diplomat
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate, Computer, Carouse, Life Science, Medic
LEVEL 2 = ADMIN
Skills and Training: Diplomat: 1d6 ⇒ 3 -- ADVOCATE
Survival: Int5+: 2d6 ⇒ (6, 2) = 8
Events: 2d6 ⇒ (6, 3) = 9
Spoiler:
You are challenged to a duel for your honour and standing. If you refuse, reduce your Social Standing by 1. If you
accept, roll Melee (blade) 8+. If you succeed, gain one Social Standing. If you fail, roll on the Injury table and reduce
your Social Standing by one. Either way, gain one level in Melee (blade), Leadership, Tactics (any) or Deception. MELEE (blade) 1

Advancement: Soc7+: 2d6 ⇒ (4, 1) = 5 -- 2nd Secretary (Renlistment REQUIRED)

EVENT ROLL(Melee (blade) 8+): 2d6 ⇒ (6, 2) = 8 -- SOC +1
End of second tour.

TERM3 (26yo):

Career: Nobility
Specialization: Diplomat
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate, Computer, Carouse, Life Science, Medic
LEVEL 1 = ADVOCATE, MELEE (blade)
LEVEL 2 = ADMIN
Survival: Int5+: 2d6 ⇒ (3, 4) = 7
Skills and Training: Diplomat: 1d6 ⇒ 5 -- CAROUSE 1
Events: 2d6 ⇒ (1, 6) = 7
Spoiler:
+2 ADV Roll

Advancement: Soc7+: 2d6 + 2 ⇒ (4, 5) + 2 = 11 -- 1st Secretary ADVOCATE 1

EVENT ROLL: --
End of third tour.

TERM4 (30yo):

Career: Nobility
Specialization: Diplomat
LEVEL 0 = Comms, Diplomat, Persuade, Investigate, Computer, Carouse, Life Science, Medic
LEVEL 1 = CAROUSE, MELEE (blade)
LEVEL 2 = ADMIN, ADVOCATE
Survival: Int5+: 2d6 ⇒ (1, 5) = 6
Skills and Training: Service: 1d6 ⇒ 3 -- ADMIN 3
Events: 2d6 ⇒ (4, 2) = 6
Spoiler:
Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art (any) 1,
Carouse 1, or Streetwise 1
CAROUSE 2
Advancement: Soc7+: 2d6 + 2 + 2 ⇒ (3, 5) + 2 + 2 = 12 --

AGING: 2d6 - 4 ⇒ (4, 2) - 4 = 2 -- No Effect
End of fourth tour.


Axel may not be 'rich'

But he has a lot of investments


Seth86 wrote:

Oh. Wow. Ok. 5 more. Yup will roll

5d6

6 Ship Shares
10 000cr

6 2ss

3 5000
7 +2 SOC (I think you elected not to take the +1 here? = 2ss)
6 2ss
3 2ss (so this was a cash roll? = 5000)

Having a SOC of 12 could be kinda cool ... would be a great basis for Rion & Axel to know each other actually :)

ALSO ... since your mustering out isn't written in stone yet, editing those to maximize Ship Shares, and applying those to the yacht that Rion will be going for, could be a thought :)


Oh. Didn't know I could add the +1 to those rolls too. I'll have a look and see

And yeah. I'd for sure be happy with a SoC of 12

So 8ss
+2 Social

A total of 10ss for him and a social of 12


Seth86 wrote:

Axel may not be 'rich'

But he has a lot of investments

BENEFITS OF RANK

Highest Rank
Reached Bonus Benefifit Rolls
1–2 1
3–4 2
5–6 3, and you get a +1 DM to all
Benefi t Rolls in this career.

CUT&PASTE from Page 34 ---- Applies to ALL Benefit Rolls


Yup. Thanks. Updated

10ss. Which sounds great for what ever we are going for


Though I think going for a corsair should be better? Maybe?


Seth86 wrote:
Though I think going for a corsair should be better? Maybe?

That's a tough one. A 400ton ship that needs 104 tons of fuel to make a jump 2 versus a 200ton ship that only needs 44 tons of fuel to make 2 Jump-1s. The operational costs of a corsair will be WAY higher, not to mention the mortgage.

LOL plus we would need a long term pirate to be going for multiple Corsair results when they m/o ... given that every yacht result Jason gets is worth 5 shares, let's say he has 8 rolls like you: we could start the campaign owning 30-40% of a ship that we should totally be able to make money operating.


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I was just looking at defence. And offence.

But let's wait and see what the others bring to the table. And we still need to decide on our package for the game.

And if I get 2 contacts with players. I can bump my 2 remaining pilot to 1. And then with the package, depending on what ship we take, I bump the relevant skill to 2


Seth86 wrote:

I was just looking at defence. And offence.

But let's wait and see what the others bring to the table. And we still need to decide on our package for the game.

And if I get 2 contacts with players. I can bump my 2 remaining pilot to 1. And then with the package, depending on what ship we take, I bump the relevant skill to 2

Well I would totally be cool to make a connection with Axel. I need to go read that section again.


Oh my gosh! Traveller?! I backed the T5 Kickstarter years ago, but have never, ever had a chance to play a game. Is this recruitment closed already? Think you mentioned only needing two, and I think you’ve already got more.

If there’s any chance of still joining, please let me know. I’m going to go try and hunt down the correct rules version now, but if you’ve got a DriveThruRPG link to the right edition, so much appreciation.


TERM5 (34yo):

Career: Nobility
Specialization: Diplomat
LEVEL 0 = Comms, Diplomat, Persuade, Investigate, Computer, Life Science, Medic
LEVEL 1 = MELEE (blade)
LEVEL 2 = ADVOCATE, CAROUSE
LEVEL 3 = ADMIN
Survival: Int5+: 2d6 ⇒ (6, 6) = 12
Survival: Int5+: 2d6 ⇒ (2, 4) = 6
Anagathics: 1d6 ⇒ 5 x2500 = 12500cr
Skills and Training: Diplomat: 1d6 ⇒ 5 -- DIPLOMAT 1
Events: 2d6 ⇒ (2, 2) = 4
Spoiler:
Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art (any) 1, Carouse 1, or Streetwise 1
CAROUSE 3
Advancement: Soc7+: 2d6 + 2 ⇒ (5, 1) + 2 = 8 -- Counsellor

EVENT ROLL: --
End of fifth tour.

TERM6 (38yo):
Career: Nobility
Specialization: Diplomat
LEVEL 0 = Comms, Persuade, Investigate, Computer, Life Science, Medic
LEVEL 1 = DIPLOMAT, MELEE (blade)
LEVEL 2 = ADVOCATE
LEVEL 3 = ADMIN, CAROUSE
Survival: Int5+: 2d6 ⇒ (6, 2) = 8
Survival: Int5+: 2d6 ⇒ (4, 2) = 6
Anagathics: 1d6 ⇒ 2 x2500 = 5000cr
Skills and Training: PERS DEV: 1d6 ⇒ 6 -- +1 SOC (14)
Events: 2d6 ⇒ (2, 5) = 7
Spoiler:
LIFE EVENT

Advancement: Soc7+: 2d6 + 2 ⇒ (5, 4) + 2 = 11 -- Minister DIPLOMAT 2

EVENT ROLL: 2d6 ⇒ (3, 2) = 5 -- Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other
emotional commitment.
End of sixth tour.


Wonder if I should in fact attempt a 6th final term. But I'm not sure if I'll be as blessed with the last term :P


pinvendor wrote:
Oh my gosh! Traveller?! I backed the T5 Kickstarter years ago, but have never, ever had a chance to play a game. Is this recruitment closed already? Think you mentioned only needing two, and I think you’ve already got more.

Its still opened, he needs a minimum of two to play but will take more.


I double checked to make sure I had DM's on all the pertinent rolls, it only change the events from the third tour, and I changed my selection from navigation to Astrogation.

Finished
thirty eight year old retired scout
77A7A3
Astrogation 1, Carouse 0, Comms 0, Gun Combat 0, Jack of all trades 1, Mechanic 1, Medic 0, Pilot (small craft 1) (spacecraft 1), Sensors 2, Stealth 1, Survival 0, Vacc Suit 1, Zero-G 0,
Events:
First tour: You spend several years jumping from world to world in your scout ship. Gain astrogation 1
Second tour: When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Failed. You have no idea what happened to you – they found your ship drifting on the fringes of friendly space
Third tour: Your scout ship is one of the first on the scene to rescue the survivors of a disaster. success, gain an ally
Mishaps:
Fourth tour: Lightly injured. No permanent effect.
Fifth tour: Gained an enemy
Muster out: Weapon (TBD) Cr 20,000

I still need to develop a couple Connections, any takers?


Career Navy

Specialisation Flight

Specialist Skill: 1d6 ⇒ 1

Pilot (any) 0

Survival Dex 7+:: 2d6 + 2 ⇒ (4, 2) + 2 = 8

Event:: 2d6 ⇒ (5, 4) = 9

Gain enemy (thwart a crime)

Advancement Edu +5:: 2d6 + 2 + 2 ⇒ (1, 6) + 2 + 2 = 11

Admiral

Social 12

Personal Development:: 1d6 ⇒ 3

Endu +1

End Sixth Term

Aging: 2d6 - 6 ⇒ (4, 4) - 6 = 2


Mustering Out: 1d6 + 1 ⇒ (3) + 1 = 4

Weapon


Okay. Final update

Name: Admiral Axel 'Charon' Black

Career: Navy Fleet

Age: 42

Monthly income : 12 000cr
Bi Monthly : TAS

M/O Benefits
Weapon
10 Ship Shares
TAS Membership

STR +0 (8)
Dex +2 (12)
Endu +1 (9)
Int +2 (12)
Edu +2 (12)
SoC +2 (14)

Background
Vacuum Asteroid

Vacsuit 0
Zero-G 2
Computer 0
Space Science 0
Pilot (Small Craft) 1
Pilot (Spacecraft) 0
Pilot (Capital Ship) 1
Flyer (Any) 0
Gunner (Any) 1
Astrogation 0
Melee (Blade) 1
Gambler 1
Leadership 1
Gun Combat (any) 0
Tactics (Naval) 1

Contact
Enemy x2


@Robert and Jason

Happy to make connections

@Robert
You could have joined my crew after you were rescued Fromm 'fringes of friendly space."

@Jason
You were there when he was awarded his title of Baron and the two became friends and thus started this band of travellers?


Ninja'd by Seth86, will edit
This is RH's character Lucian,

Hey Seth86, since Axel and Lucian and Axel share a similar background, any chance they knew each other as kids? Not entire sure how the connection skills work, but if we knew each other it may make it simpler.

Jason or Daniel, similar question, how can we put a connection together?

I'm also considering a 6th term, not sure if I can get in anything other than drifter....

Edit: Since he was still a scout, I'm not sure he could join the navy, but it could be your ship that found him.

Edit:2 Decided to try one more tour as a drifer, this time going with wanderer
Careers: drifter specialization: wanderer
Basic Training @ 1: recon
Skills and Training: Wanderer: 1d6 ⇒ 1 Athletics (any)
Survival: End7+: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Events: 2d6 ⇒ (4, 5) = 9 You are offered a chance to take part in a risky but rewarding adventure.risk: 1d6 ⇒ 5 succeed. Gain +4 to one Benefit roll.
Advancement: Int7+: 2d6 ⇒ (2, 6) = 8 Streetwise 1
Skills and Training: wanderer: 1d6 ⇒ 5 streetwise
aging table: 2d6 - 6 ⇒ (5, 6) - 6 = 5
Mustering out, 1 tour, 1 promotion 2 rolls.
Muster out: Other Benefits+ risk reward: 1d6 + 4 ⇒ (4) + 4 = 8 two ship shares
Muster out: Cash/Other Benefits: 1d6 ⇒ 4 weapon


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I'm cool with them knowing each other

From same asteroid (sounds wierd) or even related?


Axel Black wrote:

I'm cool with them knowing each other

From same asteroid (sounds wierd) or even related?

With rolling a sixth tour, there the same age. Could have gone to school together and kept in touch. I do like the idea of you ship finding him drifting at the edge of space. You good with that too? Not sure what skill to add, you interested in teaching Lucian how to use a blade?


Do you have gun training?

And yeah. Finding him adrift works for me


Axel Black wrote:

Do you have gun training?

And yeah. Finding him adrift works for me

Gun training at 0, I'm considering making that his second connection or possibly the skill package, depending on what others may need and which skill package we go with.

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