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Game Master trawets71


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You get 1 roll for navy and 2 for law enforcement. I don't know if you get 1 for rank. I don't have the table in front of me.


I do have the table in front of me, you get one bonus roll for 1-2 ranks,


Thank you. So you get 2 rols on the navy benefits table and 3 on the agent one


Jason "Rion" Prince wrote:
The only other thing that I can see that's missing is that you would need to pick a specialization when you took Gun Cbt (something) 1 and then you would need to decide if you were actually increasing that to 2, or if you were taking another specialization at Level 1
Ah, you're correct. Let's do this:
  • Gun Combat 1 (Slug Pistol)
  • Gun Combat 1 (Energy Pistol).

    Look like I should also pick something for Engineer as well. Out of the five listed, what would be best for our crew and ship?

  • Manoeuvre Drive
  • Jump Drive
  • Electronics
  • Life Support
  • Power

    Mustering Out (Navy):

  • Cash: 1d6 ⇒ 5 = 20,000
  • Other Benefits: 1d6 ⇒ 5 = TAS Membership

    Mustering Out (Agent):

  • Cash: 1d6 ⇒ 3 = 5,000
  • Other Benefits: 1d6 ⇒ 5 = Combat Implant
  • Other Benefits: 1d6 ⇒ 3 = Ship Share

    DM Trawets:
    Since I only ran 1 term with Agent, shouldn't it only be 2 rolls for Muster Out? 1 for the term and another for rank?

    Age 30, Former Navy, Former Agent:
    Characteristics:
    Strength (Str) 7 (+0)
    Dexterity (Dex) 8 (+0)
    Endurance (End) 6 (+0)
    Intelligence (Int) 11 (+1)
    Education (Edu) 9 (+1)
    Social Standing (Soc) 5 (-1)

    Skills:
    Carouse 0
    Computers 0
    Engineer 1 (some kind of specialty)
    Gunner 0
    Gun Combat 1 (Energy Pistol)
    Gun Combat 1 (Slug Pistol)
    Investigate 0
    Mechanic 1
    Medic 0
    Pilot 0
    Remote Operations 0
    Streetwise 1
    Survival 0
    Vacc Suit 0
    Zero-G 0

    Cash: Cr 25,000

    And now to buy equipment...and figure out who the heck my person is!


  • Pinvendor, you can join us in the Discussion tab now :)


    pinvendor wrote:
    Jason "Rion" Prince wrote:
    The only other thing that I can see that's missing is that you would need to pick a specialization when you took Gun Cbt (something) 1 and then you would need to decide if you were actually increasing that to 2, or if you were taking another specialization at Level 1
    Ah, you're correct. Let's do this:
  • Gun Combat 1 (Slug Pistol)
  • Gun Combat 1 (Energy Pistol).

    Look like I should also pick something for Engineer as well. Out of the five listed, what would be best for our crew and ship?

  • Manoeuvre Drive
  • Jump Drive
  • Electronics
  • Life Support
  • Power

    Mustering Out (Navy):

  • [dice=Cash]1d6 = 20,000
  • [dice=Other Benefits]1d6 = TAS Membership

    Mustering Out (Agent):

  • [dice=Cash]1d6 = 5,000
  • [dice=Other Benefits]1d6 = Combat Implant
  • [dice=Other Benefits]1d6 = Ship Share

    ** spoiler omitted **

    ** spoiler omitted **

    And now to buy equipment...and figure out who the heck my person is!

  • You are correct. I was on my phone yesterday and thought there were 2 terms in agent not 1. I see things much better on the computer. You can move into discussion and ask anymore questions there. We can all help out.


    pinvendor wrote:
    Jason "Rion" Prince wrote:
    The only other thing that I can see that's missing is that you would need to pick a specialization when you took Gun Cbt (something) 1 and then you would need to decide if you were actually increasing that to 2, or if you were taking another specialization at Level 1
    Ah, you're correct. Let's do this:
  • Gun Combat 1 (Slug Pistol)
  • Gun Combat 1 (Energy Pistol).

    Look like I should also pick something for Engineer as well. Out of the five listed, what would be best for our crew and ship?

  • Manoeuvre Drive
  • Jump Drive
  • Electronics
  • Life Support
  • Power

    Mustering Out (Navy):

  • [dice=Cash]1d6 = 20,000
  • [dice=Other Benefits]1d6 = TAS Membership

    Mustering Out (Agent):

  • [dice=Cash]1d6 = 5,000
  • [dice=Other Benefits]1d6 = Combat Implant
  • [dice=Other Benefits]1d6 = Ship Share

    ** spoiler omitted **

    ** spoiler omitted **

    And now to buy equipment...and figure out who the heck my person is!

  • When I had this same conversation about Engineering with Lucian, I said Maneuver and then Power ... but if you have a lot of "figuring out who your person is" go ahead and do that part first. I love that part! Your character, as it's coming together so far, is WAY more Han Solo than Montgomery Scott: and that is awesome.

    You hand the guy a hydrospanner ... he fixes stuff.
    You hand the guy a gun ... he shoots stuff.
    Scotty & La Forge are not like that.
    So run with whatever feels good.

    Your gun choices are brilliant.


    Alright, I think I will do one more term, so I'm not quite so behind the rest of you.

    4th term:
    Choose one of the Skills and Training tables for this career and roll on it.
    Service Skills: 1d6 ⇒ 2
  • Drive 1 (Wheeled)

    Roll for survival on this career.
    Survival (End 6+): 2d6 + 1 ⇒ (5, 6) + 1 = 12 Survived!

    Roll for Events:
    Agent Events: 2d6 ⇒ (1, 2) = 3 = An investigation takes on a dangerous turn. Roll Investigate 8+ or Streetwise 8+. If you fail, roll on the mishap table.
    If you succeed, increase one of these skills by one level: Deception, Jack of all Trades, Persuade or Tactics (any).
    Streetwise 8+: 2d6 + 1 ⇒ (5, 2) + 1 = 8 = Jack of All Trades 1

    Roll for Advancement:
    Advancement Int 6+: 2d6 + 1 ⇒ (6, 6) + 1 = 13 Success! Rank => Sergeant
    If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career.
    Personal Development: 1d6 ⇒ 3 = +1 End

  • I think that should mean my Muster Out rolls correctly match, but now I age.

    Age 30 + 4 = 34
    Aging: 2d6 - 4 ⇒ (2, 6) - 4 = 4 = No effect

    Age 34, Former Navy NCO, Former Agent Sergeant:
    Characteristics:
    Strength (Str) 7 (+0)
    Dexterity (Dex) 8 (+0)
    Endurance (End) 7 (+0)
    Intelligence (Int) 11 (+1)
    Education (Edu) 9 (+1)
    Social Standing (Soc) 5 (-1)

    Skills:
    Carouse 0
    Computers 0
    Drive 1 (Wheeled)
    Engineer 1 (some kind of specialty)
    Gunner 0
    Gun Combat 1 (Energy Pistol)
    Gun Combat 1 (Slug Pistol)
    Investigate 0
    Jack of All Trades 1
    Mechanic 1
    Medic 1
    Pilot 0
    Remote Operations 1
    Streetwise 1
    Survival 0
    Vacc Suit 0
    Zero-G 0

    Cash: Cr 25,000

    Also, I didn't realize the Skills rolled at the start of each term or the Advancement benefit are acquired at Level 1 instead of 0 (page 8). I have updated my list accordingly. This should only affect Remote Operations, Medic, and Drive if I did review everything correctly.

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