Traveller (Inactive)

Game Master trawets71


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I hope to push his gun training to 1. And getting a sniper rifle with his M/O bonus. That and Pilot

The package I will prob get 1 more pilot.


hmmm, as for skills, I'd like to pick up 'gun combat 1' and something else to help make him more useful on the ship, maybe Gunnery, maybe engineering, depending on what we need.

Is everyone comfortable with the Traveller Skill Package? Or does a different one look better?


I can give you gunnery and engineering


Great to see all the interest. I woke up to 36 new posts. I've got a few errands to run and will be around in the afternoon to really answer questions.

A few quick answers:

Recruitment is still open. Two is minimum. The adventure says 2-6 but I would probably take more.

Daniel: I took a quick look last night right before bed and I didn't see any glaring issues but look take a better look.

Seth: Basic training skills come from Service Skills table regardless of your specialization (there is at least one exception and that is Drifter, might be more but Navy isn't one of them).

Cucumbertree I will have to look at things this afternoon.

If anyone thinks there might be an issue with a character please help each other out (and me :)) and mention it in a nice way.


Good morning :)

Mention it in a nice way is good advice ;)

RH mentioned to me "in a nice way" that my initial stat rolls are off, which I appreciate (kind of). I promise I did NOT make up rolls, who would take a 03 when they didn't have to? or base their entire character on a stat they can't actually have ... but that said, the values I was look at in the Preview are not what is posted :(

@Seth86/ALEX -- last night I didn't notice that you neglected to become Commissioned. Just something to think about or talk to DM-T about. It's a very different roll (SOC8+) than naval advancement. Would change Alex's 1st term a little, and possibly some of the others, but no impact on the muster out really. oh and pension income is annual ;)

Liberty's Edge

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ok, well I think my poor rogue will need to try and use his skills to make a living for himself...for the next 2 terms at least. I think he might be a good agent for some planetary government.

Fifth Tour 34

Qualification: Int 7+ 2d6 ⇒ (3, 2) = 5 FAILED

Well...so much for working for the MAN...lol...off to the draft!!

Draft: 1d6 ⇒ 6 Agent (Law Enforcement)

Well...looks like a local police force liked what they saw..hehe


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.

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.

The rule book being used is this one on drivethrurpg or this one on amazon. It is hardcover.


WHAT I READ IS IN THE MILITARY YOU DECIDE IF YOU WANT TO ROLL ON COMISSIONED OR ADVANCEMENT, I DIDNT SEE THE REQUIREMENTS
and sorry for caps


Axel Black wrote:

WHAT I READ IS IN THE MILITARY YOU DECIDE IF YOU WANT TO ROLL ON COMISSIONED OR ADVANCEMENT, I DIDNT SEE THE REQUIREMENTS

and sorry for caps

CORRECT - so if you never get commissioned, then you never become an officer, and you never become a Captain or Admiral. All the rank benefits would need to be taken from the NCO Table not the commissioned officer table.

Liberty's Edge

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OK..so looks like I am working for a Planetary Police Force...lol

Fifth Tour 34

Career: Agent Specialization: Law Enforcement
Skills and Training: Specialist-Law Enforcement: 1d6 ⇒ 3 Streetwise 1
Survival: End 6+: 2d6 ⇒ (4, 6) = 10
Events: 2d6 ⇒ (5, 3) = 8 Go Undercover Deception 8+ 2d6 + 2 ⇒ (2, 5) + 2 = 9
Undercover as a Rogue: Event: 2d6 ⇒ (4, 3) = 7 Life Event: 2d6 ⇒ (5, 5) = 10 Good Fortune (+2 DM to Benefit Roll)
Skill from Undercover work: Rogue-Pirate Specialist 1d6 ⇒ 6 Melee (Blade)1
Advancement: Int 6+: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Rank:1 Corporal
Benefit of Rank: Streetwise 1
Advancement Skill Roll: Service Skill 1d6 ⇒ 3 Investigate 1
Aging: 2d6 - 4 ⇒ (5, 2) - 4 = 3 All Good!!

End of fifth tour.


So I still need to roll for a commission?

Cause all I read of commission's are on page 8. And it says it's optional. So if I simply say I rolled for that. Cause I didn't see I need to change the roll or anything

Liberty's Edge

Sixth Tour 38

Career: Agent Specialization: Law Enforcement
Skills and Training: Specialist-Law Enforcement: 1d6 ⇒ 5 Melee (Unarmed) 1
Survival: End 6+: 2d6 ⇒ (3, 1) = 4 FAILED
Mishap: 1d6 ⇒ 1 Severe injury in action Injury: 1d6 ⇒ 5 Reduce STR-1

Medical Care: 2d6 ⇒ (3, 6) = 9 75% paid Medical Debt-1250 (Str restored)
Aging: 2d6 - 5 ⇒ (3, 4) - 5 = 2 NO Aging

Muster Out: 1 for Terms, 1 for Rank
Benefit: 1d6 + 2 ⇒ (1) + 2 = 3 Ship Share
Benefit: 1d6 ⇒ 2 +1 Int

End of sixth tour.
End of Career


I'd just like Medic 1 from the package

Liberty's Edge

Ok..well anyone who wants an ex-thug and cop in their background then I'm your guy...lol


Daniel Stewart wrote:
Ok..well anyone who wants an ex-thug and cop in their background then I'm your guy...lol

Just the man I'm looking for, Lucian got booted from the drifters (you heard that right the drifters) at the end of his fifth term and I quote "You run afoul of a criminal gang, corrupt bureaucrat or other foe. Gain an Enemy." Any chance you want to help him turn in a criminal gang or a corrupt bureaucrat?


Axel Black wrote:

So I still need to roll for a commission?

Cause all I read of commission's are on page 8. And it says it's optional. So if I simply say I rolled for that. Cause I didn't see I need to change the roll or anything

If you change your roll to that then you'd miss, the modifier is Soc you would have needed to roll a 9, then you would still need to see if you advanced as an officer.

I recommend asking Trawets if you can roll for it, once for each term and add the officer rank when you hit it. Or ask him if you can assume you made the roll and just stay as you are.


I didnt see anything about what you needed other than you choose if you want to roll for it

but ill wait to see what Trawets says then regarding that

but thank you


Axel Black wrote:
I didnt see anything about what you needed other than you choose if you want to roll for it
Right, if you choose to roll for it and succeed, you become a commissioned officer. If you choose not to roll for it, then you're an enlisted man and advanced as an NCO (non-commissioned officer). Only Navy, Marines and Army (the military branches) have commissioned officers.
Rule book, bottom of pg 8 wrote:

Commission: This only applies to the military careers of Army, Navy and Marines. A character who succeeds at a commission roll becomes a Rank 1 offi cer in that career, and uses the officer Rank table from then on. A character may attempt a commission roll once per term, and trying for commission is optional.

If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal but you may add your two final ranks together for the purposes of determining benefits and pensions.

Some events give a bonus DM to advancement rolls (see below), or give automatic advancement. You can apply these DMs to commission rolls also.

Right under "Carrier Progress" wrote:
Commission: Soc 8+


ok? but there is nothing that states you need something other than the normal required roll as if you are rolling for the next rank

Im simply trying to understand what you meant with i wont have had the extra stats. not being confrontational


then my apologies, i did not see that at all


Lucian Brachtarna wrote:
... Or ask him if you can assume you made the roll and just stay as you are.

heres to hoping then

again, apologies

Liberty's Edge

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Sounds like a plan Lucian! Just need to see where our terms match up!!


Axel Black wrote:

ok? but there is nothing that states you need something other than the normal required roll as if you are rolling for the next rank

Im simply trying to understand what you meant with i wont have had the extra stats. not being confrontational

I didn't think you were being confrontational, hopefully I don't sound like I am either. On the navy's page Right under "Carrier Progress" it says Commission: Soc 8+.

On page 5 where it gives the "Character Generation Checklist" #8. starts with a. Roll for Advancement, and d. says Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement.

So the number you would have rolled would have been for Commission. My assumption is once you've obtained a commission, you can still roll for advancement that term, but that may not be correct.

Again, Trawets can adjudicate, I'm happy with however he does that. As for stats, I'm not sure what you're asking. I know high ranking officers get additions to Soc, is that it?


dont worry, just didnt see THAT particular requirement


Axel Black wrote:
Lucian Brachtarna wrote:
... Or ask him if you can assume you made the roll and just stay as you are.

heres to hoping then

again, apologies

I have nothing but gratitude for this group of players, and to be honest, no one needs to be sorry when they are as genuinely forthright about learning as this group of people is. I do not want anyone to be sorry for anything, I only want people to be open minded and fair with each other. In many ways, I feel like this is the best recruitment of all time.

I think the best any of us can do is state our best intentions and move forward. In my case, I did not see that my stat rolls shifted; I totally just didn't see it. I rolled what I thought was a horrific slate of stats, the rolls as posted are better tbh, but I did the best I could with them so I am kind of left not knowing if I need to start over.


Lucian Brachtarna wrote:
Axel Black wrote:

ok? but there is nothing that states you need something other than the normal required roll as if you are rolling for the next rank

Im simply trying to understand what you meant with i wont have had the extra stats. not being confrontational

I didn't think you were being confrontational, hopefully I don't sound like I am either. On the navy's page Right under "Carrier Progress" it says Commission: Soc 8+.

On page 5 where it gives the "Character Generation Checklist" #8. starts with a. Roll for Advancement, and d. says Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement.

So the number you would have rolled would have been for Commission. My assumption is once you've obtained a commission, you can still roll for advancement that term, but that may not be correct.

Again, Trawets can adjudicate, I'm happy with however he does that. As for stats, I'm not sure what you're asking. I know high ranking officers get additions to Soc, is that it?

If I may, it seems to me like the pivotal mechanic in this discussion hasn't been cited.

It is on the bottom righthand side of page 8:

Commission: This only applies to the military careers of Army,
Navy and Marines. A character who succeeds at a commission roll
becomes a Rank 1 officer in that career, and uses the officer Rank
table from then on. A character may attempt a commission roll once
per term, and trying for commission is optional.
If you obtain a commission after having already advanced several ranks,
you become a Rank 1 officer as normal but you may add your two final
ranks together for the purposes of determining benefits and pensions.
Some events give a bonus DM to advancement rolls (see below),
or give automatic advancement. You can apply these DMs to
commission rolls also.

So what I had been trying to express before is (and maybe neither RH & I have been explicit enough), your character as rolled is absolutely a Rank 6 Naval character, a Non-Commissioned Officer, a Master Chief. There is no need to re-roll if you want to keep this as is, but the rank benefits from the bottom of Page 24 need to be re-calculated to refelct Master Chief versus Admiral.

I also agree with RH that a character can be Commissioned AND Promoted in the same term, and in fact the original original Traveller rules from when I was a kid reflect this. (it was a very long time ago ... dinosaurs still roamed the earth)


Anybody get a ship yet, Jason was telling me all about the math on discord, I was hoping someone would inherit a ship.... I have two whole ship shares but don't count me out....


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no, no ship, but atm, 10SS from myself

Liberty's Edge

I got a Corsair....


sounds perfect!


Daniel Stewart wrote:
I got a Corsair....

I got Smooth-hair myself


Daniel Stewart wrote:
I got a Corsair....
is it the whole thing or just part of one? I get confused with that.
Rulebook wrote:
Corsair: You receive 5 ship shares towards the use of a Corsair raider, or 2 ship shares towards the use of any other vessel.
Where the scout ship says
Rulebook wrote:
Scout Ship: You receive a Scout ship. The first receipt provides use of the ship, but the ship is still the property of the Scout service, and can be called back into active duty if needed. Alternatively, you can take 1d6 ship shares instead.

Not that I'm not willing to help you 'off' whoever owns the rest of the Corsair :)


Same, lets go get the rest of the shares :P


Core Rule Book Character generation Checklist wrote:
8d. Military characters (Army, Navy, Marines) can roll for commission INSTEAD of rolling for advancement.
Character Creation Careers wrote:

Commission: This only applies to the military careers of Army, Navy and Marines. A character who succeeds at a commission roll becomes a Rank 1 officer in that career, and uses the officer Rank table from then on. A character may attempt a commission roll once per term, and trying for commission is optional.

If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal but you may add your two final ranks together for the purposes of determining benefits and pensions.

Some events give a bonus DM to advancement rolls (see below), or give automatic advancement. You can apply these DMs to commission rolls also.

Based on this you have the option to roll for commission instead of advancement. You can try every term if you want but you don't advance if you fail to get the commission. What is optional is trying for commission. You can simply advance as an enlisted person. What will change is your rank title and what skills you get from rank. A Soc8+ roll for commission is harder than any of the advancement rolls for navy but once you are commissioned you use the same advancement roll.

As rolled you have a high ranking enlisted man. If you want to be commissioned you will need to make that 8+ Soc roll. I prefer to use rolls posted but none of those would make it with your Soc DM of -1. You will have to roll a 9+ to make commission.

Also I only see 4 Terms not 5. Looks like you skipped 3. That will change rank and benefit rolls.

What would you like to do, stay enlisted or try to commission?


I missed 1 term. You are correct. Apologies.

It's 11:30pm here. I will correct it in the morning


I'm making Aranda my researcher/Ship Doctor


Daniel Stewart wrote:

...

End of Career

Daniel, I took a closer look at your character and I have a few comments.

First it looks like you assigned your stat rolls in order. You did not have to, you could rearrange. If you have them the way you like them then your Edu DM is -1 so you only get 2 background skills from your planet, no education ones (on the streets at a young age and no schooling or whatever). It looks like in term 5 your advancement roll was 2d6 +1. With an int of 8 the DM is 0 and you would have failed advancement, unless I missed a DM or increase in your Int.

Other than that it looks good. Puts a good character story together.


Career Navy

Specialisation Flight

Specialist Skill 1d6 ⇒ 3 Gunner

Survival Dex 7+: 2d6 + 2 ⇒ (4, 6) + 2 = 12

Event: 2d6 ⇒ (2, 4) = 6 pilot 1

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

Personal Development: 1d6 ⇒ 2 Dex 1


Axel Black wrote:

Career Navy

Specialisation Flight

Specialist Skill 1d6 Gunner

Survival Dex 7+: 2d6+2

Event: 2d6 pilot 1

Advancement Edu +5: 2d6+1

Personal Development: 1d6 SoC 1

A roll of 2 on the personal development table is Dex +1


DM Trawets wrote:
Axel Black wrote:

Career Navy

Specialisation Flight

Specialist Skill 1d6 Gunner

Survival Dex 7+: 2d6+2

Event: 2d6 pilot 1

Advancement Edu +5: 2d6+1

Personal Development: 1d6 SoC 1

A roll of 2 on the personal development table is Dex +1

Sorry. I was sure it read six. I'll change it


If I'm allowed to reroll my first adv:

Soc8+: 2d6 - 1 ⇒ (4, 6) - 1 = 9

Edit: wow... Uhm... Wow


Trying for one more career

Career: Entertainer/Performer
Qualification int/dex 5+: 2d6 + 1 - 1 ⇒ (2, 1) + 1 - 1 = 3

Draft?

Draft 1d6 ⇒ 1
Navy

Qualification dex 6+: 2d6 + 1 - 1 ⇒ (2, 3) + 1 - 1 = 5

ok Drifter/Wanderer

Skills and Training: 1d6 ⇒ 2
Deception 1

Survival Edu 7+: 2d6 + 1 ⇒ (6, 4) + 1 = 11Pass

Events: 2d6 ⇒ (2, 4) = 6Life Event

Life Events: 2d6 ⇒ (3, 3) = 6 Romantic Ally

Advancement Int 7+: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Streetwise 1

Personal Development: 1d6 ⇒ 3
dex +1

Muster 2 benefits
benefits: 1d6 ⇒ 5
benefits: 1d6 ⇒ 6

3 more ship shares

Liberty's Edge

Hey DM Trawets - I took the rolls straight down the line as a nod to the old schools playing :-) As to the Advancement roll in Term 5, you are right...I have no idea where I got a +1 to the roll...must have been thinking of the +2 DM for Benefits roll or something. I will remove the Streetwise skill level and Advanced Skill roll for Investigate. I hope to have the crunch sorted out shortly, then I can work on a background...do we still get 1 skill for each connection to another player we make (up to 2 connections)? I think I am going to have a connection with Lucian and maybe Robert Henry's Scout


Per my discussion with DM-T, I will be re-booting my character using the stat rolls which can be seen in my post last night. It seems that due to the way that I was cutting and pasting the terms into my compiled post, most of the die rolls were not the same as when I previewed them 

BASICS:

04 - S
06 - D
07 - E
07 - I
08 - Ed
09 – Soc

Homeworld --
HighTech: Computer 0
Rich: Carouse 0
Education –
Life Science 0; Medic 0

TERM1 (18yo):

Career: Nobility
Specialization: Dilettante
Qualification SOC10+: 2d6 ⇒ (4, 6) = 10
Basic Training:
Admin, Advocate, Comms, Diplomat, Investigate, Persuade
Survival: SOC3+: 2d6 ⇒ (1, 2) = 3
Skills and Training: Dilettante: 1d6 ⇒ 1 CAROUSE 1
Events: 2d6 ⇒ (5, 3) = 8
Spoiler:
A conspiracy of nobles attempts to recruit you. If you refuse, gain the conspiracy as an Enemy.
If you accept, roll Deception 8+ or Persuade 8+. If you fail, roll on the mishap table as the conspiracy collapses. If
you succeed, Gain one level of Deception, Persuade, Tactics (any) or Carouse. Persuade: 2d6 ⇒ (2, 1) = 3 MISHAP: 1d6 ⇒ 6 GAIN -- Noble Contact & STREETWISE 1

Advancement: Int8+: 2d6 ⇒ (1, 4) = 5
End of first tour.


Jason "Rion" Prince wrote:
Per my discussion with DM-T, I will be re-booting my character using the stat rolls which can be seen in my post last night. It seems that due to the way that I was cutting and pasting the terms into my compiled post, most of the die rolls were not the same as when I previewed them

I think you can add +1 to your social rolls


CucumberTree wrote:
Jason "Rion" Prince wrote:
Per my discussion with DM-T, I will be re-booting my character using the stat rolls which can be seen in my post last night. It seems that due to the way that I was cutting and pasting the terms into my compiled post, most of the die rolls were not the same as when I previewed them
I think you can add +1 to your social rolls

THANK YOU (clearly I am a little despondant about it only being a 9 now)


TERM2 (22yo):



04 - S
06 - D
07 - E
07 - I
08 - Ed
09 – Soc
LEVEL 0 = Computer, Life Science, Medic
LEVEL 0 = Admin, Advocate, Comms, Diplomat, Persuade, Investigate
LEVEL 1 = CAROUSE, STREETWISE

Career: Nobility
Specialization: Diplomat
Survival: Int5+: 2d6 ⇒ (4, 4) = 8
Skills and Training: PERS DEV: 1d6 ⇒ 6 -- SOC+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 2

Advancement: Soc7+: 2d6 + 1 ⇒ (4, 3) + 1 = 8 -- 3rd Sec. ADMIN 1
End of second tour.

04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Computer, Life Science, Medic
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate
LEVEL 1 = ADMIN, STREETWISE
LEVEL 2 = CAROUSE


TERM3 (26yo):



04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Computer, Life Science, Medic
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate
LEVEL 1 = ADMIN, STREETWISE
LEVEL 2 = CAROUSE

Career: Nobility
Specialization: Diplomat
Survival: Int5+: 2d6 ⇒ (2, 4) = 6
Skills and Training: SERVICE: 1d6 ⇒ 1 -- ADMIN 2
Events: 2d6 ⇒ (2, 4) = 6

Spoiler:
You become deeply involved in politics on your world of residence, becoming a player in the political intrigues of government. Gain one level in Advocate, Admin, Diplomacy or Persuade, but also gain a Rival. RIVAL & ADMIN 3

Advancement: Soc7+: 2d6 + 1 ⇒ (5, 4) + 1 = 10 -- 2nd Sec.
End of third tour.

04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Computer, Life Science, Medic
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate
LEVEL 1 = STREETWISE
LEVEL 2 = CAROUSE
LEVEL 3 = ADMIN
CONTACT (Noble)
RIVAL (Noble)


TERM4 (30yo):



04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Computer, Life Science, Medic
LEVEL 0 = Advocate, Comms, Diplomat, Persuade, Investigate
LEVEL 1 = STREETWISE
LEVEL 2 = CAROUSE
LEVEL 3 = ADMIN
CONTACT (Noble)
RIVAL (Noble)

Career: Nobility
Specialization: Diplomat
Survival: Int5+: 2d6 ⇒ (3, 6) = 9
Skills and Training: ADV EDU: 1d6 ⇒ 5 -- DIPLOMAT 1
Events: 2d6 ⇒ (1, 6) = 7

Spoiler:
LIFE EVENT

Advancement: Soc7+: 2d6 + 1 ⇒ (5, 1) + 1 = 7 -- 1st Sec. ADVOCATE 1
Aging: 2d6 - 4 ⇒ (3, 5) - 4 = 4
LIFE EVENT: 2d6 ⇒ (3, 2) = 5
Spoiler:
Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other
emotional commitment.

End of fourth tour.

04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Comms, Persuade, Investigate, Computer, Life Science, Medic
LEVEL 1 = ADVOCATE, DIPLOMAT, STREETWISE
LEVEL 2 = CAROUSE
LEVEL 3 = ADMIN
CONTACT (Noble)
RIVAL (Noble)
Relationship


TERM5 (34yo):




04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Comms, Persuade, Investigate, Computer, Life Science, Medic
LEVEL 1 = ADVOCATE, DIPLOMAT, STREETWISE
LEVEL 2 = CAROUSE
LEVEL 3 = ADMIN
CONTACT (Noble)
RIVAL (Noble)
Relationship

Career: Nobility
Specialization: Dilettante
Survival: SOC3+: 2d6 ⇒ (1, 2) = 3
Skills and Training: Service: 1d6 ⇒ 2 -- ADVOCATE 2
Events: 2d6 ⇒ (5, 6) = 11

Spoiler:
You make an alliance with a powerful and charismatic noble, who becomes an Ally.
Either gain one level of Leadership or take a +4 DM to your next Advancement roll thanks to his aid.

Advancement: Int8+: 2d6 + 1 + 4 ⇒ (2, 4) + 1 + 4 = 11 -- Black Sheep PERSUADE 1
Aging: 2d6 - 5 ⇒ (3, 5) - 5 = 3
End of fifth tour.

04 - S
06 - D
07 - E
07 - I
08 - Ed
10 – Soc
LEVEL 0 = Comms, Investigate, Computer, Life Science, Medic
LEVEL 1 = DIPLOMAT, PERSUADE, STREETWISE
LEVEL 2 = ADVOCATE, CAROUSE
LEVEL 3 = ADMIN
CONTACT (Noble)
RIVAL (Noble)
Relationship

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