Daniel Stewart
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| 2 people marked this as a favorite. |
Looking to run an MGT2 game. It will be a combination of a military/espionage adventure with characters working for an unknown entity who sends them various contracts they need to fulfil...for pay and other benefits!
1. Core Books & Allowed Material
Required: Mongoose Traveller Second Edition Core Rulebook
Allowed: Core Rulebook only unless explicitly approved
Banned at Start: Psionics, Aliens, Career books (can be unlocked later)
Rationale: Keeps chargen fast and avoids imbalance at campaign start.
2. Character Limits
Maximum Terms: 4 terms (age 34)
Minimum Terms: 2 terms
Aging Rolls: Ignored until after character creation
3. Attribute Generation
Choose one of the following methods:
Roll 3d6 for each stat in order, taking the highest 2 dice:
STR, DEX, END, INT, EDU, SOC
Note: One stat may be re‑rolled once
4. Species
Default: Human only
5. Career Rules
Career Access
No more than 2 different careers
Draft is optional (player choice)
Advancement
Promotion rolls allowed as normal
Commission allowed once per military career
Skills
All PCs gain Jack‑of‑All‑Trades 0 at the end of chargen
(This greatly improves small‑group play)
6. Survival & Mishaps (Modified)
Survival Rolls
Failed survival does not kill the character
Instead: automatic Mishap result
Mishaps
Apply the mishap
Character must leave the career
Any benefits gained in the term are kept
7. Connections Rule
Use the Connections Rule from the Core book
Every PC must share at least one connection
Each connection grants +1 skill level (no duplicates)
8. Benefits & Cash
Benefits
Maximum 3 cash rolls
Starting Wealth Hard Cap
No character may start with more than Cr 50,000 in liquid cash
Excess must be invested, tied up, or lost
9. Equipment
Standard starting equipment only
No military weapons without narrative justification
Armor over 5 requires explanation
10. Background Questions (Required)
Each player must answer at least two:
Why are you adventuring now?
Who do you owe money to?
Who wants you dead—or ruined?
What secret would destroy you if revealed?
Why does at least one PC trust you?
We can decide if we want to do all Terms online together, or separately on your own.
I am looking for 4 players, but might look to add more.
Cuchulainn
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STR, drop lowest: 3d6 ⇒ (2, 5, 1) = 8 = 7
DEX, drop lowest: 3d6 ⇒ (3, 3, 6) = 12 = 9
END, drop lowest: 3d6 ⇒ (4, 1, 1) = 6 = 5
INT. drop lowest: 3d6 ⇒ (1, 4, 4) = 9 = 8
EDU, drop lowest: 3d6 ⇒ (1, 3, 5) = 9 = 8
SOC, drop lowest: 3d6 ⇒ (1, 4, 1) = 6 = 5
Re-Roll END, drop lowest: 3d6 ⇒ (1, 4, 6) = 11 = 10
I'm Joey Mops' player from the Delta Green game, BTW.
| trawets71 |
I am definitely interested in this.
Was there a second stat generation option?
Choose one of the following methods:
Roll 3d6 for each stat in order, taking the highest 2 dice:
STR, DEX, END, INT, EDU, SOC
Note: One stat may be re‑rolled once
Str: 3d6 ⇒ (3, 4, 5) = 12 9
Dex: 3d6 ⇒ (1, 6, 5) = 12 11
End: 3d6 ⇒ (4, 2, 4) = 10 8
Int: 3d6 ⇒ (6, 5, 5) = 16 11
Edu: 3d6 ⇒ (6, 3, 3) = 12 9
Soc: 3d6 ⇒ (6, 3, 3) = 12 9
Daniel Stewart
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I was think about a 2d6 for the first 4 rolls, then 4d6 for the last 2 and arrange as you wish, but decided that the 3d6 was better...and it seemed to work out great for you!! LOL
ALso you can choose where your numbers go...that way you can have a little more control over careers and such....so ignore the "roll in order"
| Smiles-a-lot |
Can’t resist the one of the most fun character creation systems. Also, the games pretty fun too ;)
1: 3d6 ⇒ (3, 2, 2) = 7 5
2: 3d6 ⇒ (3, 3, 3) = 9 6
3: 3d6 ⇒ (6, 3, 5) = 14 11
4: 3d6 ⇒ (1, 6, 3) = 10 9
5: 3d6 ⇒ (6, 2, 3) = 11 9
6: 3d6 ⇒ (3, 1, 5) = 9 8
reroll 1: 3d6 ⇒ (2, 6, 5) = 13 11
11, 11, 9, 9, 8, 6,
No I have to find my book!
Daniel Stewart
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Ok next you get to choose Background Skills. You receive a number of background skills equal to your Education DM +3. Choose from the list below:
Admin, Animals, Art, Athletics, Carouse, Drive, Electronics, Flyer, Language, Mechanic, Medic, Profession, Science, Seafarer, Streetwise, Survival, Vacc Suit
All skills are at level 0
Once you have decided this, let me know if you are planning on a Pre-Career Education (i.e. University or Military Schools).
Daniel Stewart
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I know that this might not be the greatest answer, but all skills will be useful, one way or another. Sure, some will be more useful, but everything could have its spot...so if you were pretending to be a cargo ship, broker would be great...or maybe you find a substance you cannot identify, then science can help you out.
I hope that somewhat helps...or at leasts gives you a better idea of what kind of game we will be running...everyone will have a time to shine...lol
| GM_Panic |
1: 3d6 ⇒ (4, 4, 3) = 11 = 8
2: 3d6 ⇒ (1, 6, 2) = 9 = 8
3: 3d6 ⇒ (3, 3, 2) = 8 = 6
4: 3d6 ⇒ (4, 2, 5) = 11 = 9
5: 3d6 ⇒ (1, 6, 3) = 10 = 9
6: 3d6 ⇒ (6, 2, 5) = 13 = 11
reroll 3: 3d6 ⇒ (1, 2, 6) = 9 = 8
8/8/8/9/9/11
Str=08 {+0}
Dex=08 {+0}
End=08 {+0}
Int=09 {+1}
Edu=09 {+1}
Soc=11 {+1} {Knight/Sir}
Place of Birth / T10 / Astride space station / Low Population
Starting age 18
Background skills {3+1}
Vacc Suit 0
Admin 0
Profession (Diplomatic) 0
Carouse 0
TERM 1 4 years Age = 22
UNIVERSITY EDU7+ DM+1 if SOC 9+ = 2d6 ⇒ (2, 3) = 5 +1 or Auto {if its not Auto for SCO 11 then I will add a term of Noble}
Skils
Profession (Diplomatic) 0 to +1
Increase EDU by +1
Graduation: INT 7+. 2d6 ⇒ (6, 2) = 8 +1 Graduatied
Graduation Benefits
• Increase the skills chosen above to level 1 and level
2 respectively.
• Increase EDU by an additional +2
• Graduation grants DM+1 (DM+2 if graduation was
with honours) to qualify for the following careers;
Agent, Army, Citizen (corporate), Entertainer
(journalist), Marines, Navy, Scholar, Scouts.
• Graduation allows a Commission roll to be taken
before the first term of a military career, so long as
it is the first career chosen after university. Success
will mean the Traveller enters the career at officer
rank (O1). If graduation was with honours, DM+2 is
granted on this first Commission roll.
Str=08 {+0}
Dex=08 {+0}
End=08 {+0}
Int=09 {+1}
Edu=12 {+2}
Soc=11 {+1} {Knight/Sir}
SKILLS
Vacc Suit 0
Admin 0
Profession (Diplomatic) +1
Carouse 0
Daniel Stewart
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Looks good but your skill levels are off...remember all your background skills are at 0 not 1. So, after background, your skills would be:
Vacc Suit 0
Admin 0
Profession 0
Carouse 0
Your profession is 0 because you cannot specialize yet (level 1 allows you to specialize)
So in school, you get a Level 0 and a Level 1 skill. It looks like you want to increase your Profession 0 to Level 1 (Diplomatic). You also still get a Level 0 skill and EDU+1.
You also need to roll an event
On graduation, you get to add a level to your two chosen skills - SO Profession (Diplomatic)-2 and whatever the other skill is at 1.
You also get another +2 EDU
Does this all make sense to you??
| GM_Panic |
Yes GM he Graduates and goes into the family biz to work.
CAREER {NOBLE} TERM 1 4 years AGE 26
Qualification: SOC 10+ = SOC is 11
DM -1 for every previous career
Automat if SOC is 10 or Higher
NOBLE PATH = Administrator:
SURVIVAL INT 5+ 2d6 ⇒ (6, 6) = 12+1 {Yes}
ADVANCEMENT EDU 6+ 2d6 ⇒ (1, 1) = 2+2 {No} {Event}
Rank 0 {Assistant}
EVENTS 2d6 ⇒ (2, 5) = 7
7: Life Event. Roll on the Life Events Table.
Life Event 2d6 ⇒ (6, 2) = 8
8:Betrayal: You are betrayed in some fashion by a friend. If you have any Contacts or Allies, convert
one into a Rival or Enemy. Otherwise, gain a Rival or an Enemy.
Best mate ran off with GF.
SKILLS AND TRAINING
Table 1: ADVANCED EDUCATION (MIN. EDU 8) 1d6 ⇒ 4
Leadership +1 = Leadership 0
Table 2: Administrator 1d6 ⇒ 1
Advocate +1 = Advocate 0
=====
CAREER {NOBLE} TERM 2 4 years AGE 30
Qualification: SOC 10+ = SOC is 11
DM -1 for every previous career
Automat if SOC is 10 or Higher
NOBLE PATH = Administrator:
SURVIVAL INT 5+ 2d6 ⇒ (5, 6) = 11+1 {Yes}
ADVANCEMENT EDU 6+ 2d6 ⇒ (2, 2) = 4+2 {No} {Event}
Rank 1 {Clerk}
Admin 1
EVENTS 2d6 ⇒ (3, 4) = 7
7: Life Event. Roll on the Life Events Table.
Life Event 2d6 ⇒ (1, 5) = 6
6: New Relationship: You become involved in a romantic relationship. Gain an Ally
Meets a new GF Marriage to GF
SKILLS AND TRAINING
Table 1: PERSONAL DEVELOPMENT 1d6 ⇒ 2
DEX +1 DEX 10
Table 2: Administrator 1d6 ⇒ 4
Diplomat +1 = Diplomat 2
======
CAREER {NOBLE} TERM 3 4 years AGE 34
Qualification: SOC 10+ = SOC is 11
DM -1 for every previous career
Automat if SOC is 10 or Higher
NOBLE PATH = Administrator:
SURVIVAL INT 5+ 2d6 ⇒ (1, 3) = 4+1 {Yes}
ADVANCEMENT EDU 6+ 2d6 ⇒ (3, 1) = 4+2 {Yes} {Event}
Rank 2 {Supervisor}
EVENTS 2d6 ⇒ (5, 2) = 7
7: Life Event. Roll on the Life Events Table.
Life Event 2d6 ⇒ (2, 3) = 5
5: Improved Relationship: A romantic relationship involving you deepens, possibly leading to marriage or some other emotional commitment.
Gain an Ally.
Gets a Mistress Wife find out and takes him to cleaners, Mistress is a new Contact/Ally. ex-Wife becomes Enemy.
SKILLS AND TRAINING
Table 1: PERSONAL DEVELOPMENT 1d6 ⇒ 1
STR +1 = STR 10
Table 2: Administrator 1d6 ⇒ 6
Persuade +1 = Persuade 0
MUSTERING OUT BENEFITS
CASH {FIXED by GM}
BENEFITS If he gets +1 for rank
T1:1d6 ⇒ 1 = Ship Share
T2:1d6 ⇒ 5 = TAS Membership
T3:1d6 ⇒ 2 = Two Ship Shares
Rank Roll 1d6 ⇒ 6 = Yacht
So he is a Noble who did ok in admin, but had a fling, Ex-wife found out and took everything but His Yacht and 50,000Cr, He is sat in a spaceport living out of it, getting drunk trying to work out what to do next. He needs to make some money fast, ships cost a lot to run, and the space port will take the ship if he can not pay port fees soon. There is not a lot you can do with a luxury Yacht to make cash and its impossible without a pilot and crew.
"FRAG! I need cash and a crew, I can't pilot this thing! where is my contact list"
I kind of love the idea he has a luxury Yacht that is it, some old contacts and a ship totally unsuited to make a living with. I think he would know the other players and be like
Daniel Stewart
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WOW..this poor guy has gone through it!! Lost his girlfriend, then finds another and gets married, then, like most nobles, has a mistress...who is found out by his wife who divorces him and take everything but a battered old yacht that he might not have even known he had....lol
Ok, go ahead and make the alias and stat him out.
Who's next?? You can run it like GM_PANIC did or I can help you along...
| Smiles-a-lot |
I’ll probably need some help
Str=08 {+0}
Dex=11 {+1}
End=09 {+1}
Int=11 {+1}
Edu=09 {+1}
Soc= 06 {+0}
Starting age 18 Background skills {3+1}
Carouse 0
Streetwise 0
Athletics 0
Electronics 0
TERM 1 4 years Age = 22
Entry MILITARY ACADEMY (NAVY) INT9+ 2d6: 2d6 + 1 ⇒ (2, 1) + 1 = 4
Nope
Go directly into a career field. Screw the Navy I want to be a Star Marine!
Entry Marines Entry, END6+: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Star Marine
Survival, END6+: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Advancement, EDU6+: 2d6 + 1 ⇒ (4, 1) + 1 = 6
Ok, it looks like I survived and advanced, this is where I need help :(
| Smiles-a-lot |
I think I get these skills at 0 but not sure how rank advances and what tables I can chose to roll on.
Athletics, Vacc Suit, Tactics, Heavy Weapons, Gun Combat, Stealth
EDIT: So I think I would be rank 1. Would I get gun combat from rank 0 as well? Also, could I the have gun combat +2 (service skills) 0 + (rank 0) +1 + (rank 1) +1?
EDIT 2: to keep it simple I’ll roll on the Star marine table. If so here is my roll, if not we can just apply it to whatever table I can roll on.
1d6 ⇒ 3 gunner
Let me know if this is correct and I’ll feel more comfortable proceeding.
Daniel Stewart
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OK, so you have all the service skills for a marine at Rank 0. SO that is all good.
You survived, but still need to roll for an Event.
You rolled Advancement, so you go up a rank, and get another roll on a skill/training table of your choice (Service, Personal or Advanced Education if your EDU is 8 or higher)
You will get the Rank 0 (Marine) skill (either gun 1 or melee (blade) 1) and the Rank 1 (Lance Corporal) and gun (any) 1.
You will only get Gun 1 even it you take it for both ranks, as it shows Gun 1 for both advances, so it is only Gun 1....does that make sense??
| Smiles-a-lot |
Okay, thanks, I think I got it.
Events: 2d6 ⇒ (1, 1) = 2 Disaster, but not ejected.
Mishap: 1d6 ⇒ 3 A mission goes wrong and you are stranded behind enemy lines. Increase Stealth or Survival by one level but, due to the mission’s failure I’ll increase stealth.
Will summarize and do my other terms tomorrow.
| Sir Tommy Alastair MaCaulay |
| 1 person marked this as a favorite. |
GM Panic here
Meet Sir Tommy Alastair MaCaulay
Tommy to those that know him.
Happy Go Lucky Nobel a little bit down on his luck.
I am going to use the ten min background template for him.
So more about his womanizing ways and how he ended uo living out of a some what seen ebtter days, 200t Excursion Class Yacht later.
| Smiles-a-lot |
Term 2 4 years Age=26
Survival, END6+: 2d6 + 1 ⇒ (3, 4) + 1 = 8Yes.
Event: 2d6 + 1 ⇒ (2, 2) + 1 = 5 You are given advanced training in a specialist fifield. Roll EDU 8+ to gain any one skill of your choice at level 1.Explosives
Event roll, EDU8+: 2d6 + 1 ⇒ (6, 2) + 1 = 9Yes.
Advancement, EDU6+: 2d6 + 1 ⇒ (5, 6) + 1 = 12Yes.
Skills & Training, Star Marine: 1d6 ⇒ 4 Melee combat, blades
Rank 2 Corporal
Skills
Carouse 0
Streetwise 0
Athletics 0
Electronics 0
Vacc Suit 0
Tactics 0
Heavy Weapons 0
Gun Combat 1
Stealth 1
Melee Blade 2
Explosives 1
This should be easier now that I have a template
| Smiles-a-lot |
Term 3 4 years Age=30
Survival, END6+: 2d6 + 1 ⇒ (5, 2) + 1 = 8 Yes.
Event: 2d6 + 1 ⇒ (4, 3) + 1 = 8 You are on the front lines of a planetary assault and occupation. Gain one of Recon 1, Gun Combat 1, Leadership 1, or Electronics 1.Recon 1
Advancement, EDU6+: 2d6 + 1 ⇒ (5, 6) + 1 = 12Yes.
Skills & Training, Star Marine: 1d6 ⇒ 4 Melee combat, blades
Rank 3 Lance Corporal
Skills
Carouse 0
Streetwise 0
Athletics 0
Electronics 0
Vacc Suit 0
Tactics 0
Heavy Weapons 0
Gun Combat 1
Stealth 1
Melee Blade 3
Explosives 1
Recon 1
| Smiles-a-lot |
Term 4 4 years Age=34
Survival, END6+: 2d6 + 1 ⇒ (5, 1) + 1 = 7Yes.
Event: 2d6 + 1 ⇒ (4, 6) + 1 = 11 Your commanding offificer takes an interest in your career. Either gain Tactics 1 or DM+4 to your next AdvancementTactics 1
Advancement, EDU6+: 2d6 + 1 ⇒ (1, 5) + 1 = 7Yes.
Skills & Training, Service skills : 1d6 ⇒ 5 gun combat
Rank3 Lance Sargent Leadership 1
Skills
Carouse 0
Streetwise 0
Athletics 0
Electronics 0
Vacc Suit 0
Tactics 1
Heavy Weapons 0
Gun Combat 2
Stealth 1
Melee Blade 3
Explosives 1
Recon 1
Leadership 1
I’ll wait for review be processing
| Sir Tommy Alastair MaCaulay |
| 1 person marked this as a favorite. |
Sir Tommy Alastair MaCaulay lay on top of The Lucky-Duck. A beat up old Serfaty ship he had won in a game of cards. He was laying back on a deck chair, in one hand was something that had fallen off the Fuel scoops this morning. In the other was a glass of Deveron Whisky, ice and week old cream. He had on his second best Pajamas, A Bathrobe and some flip flops he had found a week ago in the hold. He looked out over the Spaceport in the midday sun. he had had it all, the best upbringing, the best education in the spinward marches, a cushy job in the local civil service, A viscount's daughter for a wife the hold deal. And becouse she found out about just one of his many adultarus flings she had crushed him. Taken the lot, The homes, the money, the land, the lot. It was only because while drunk one night he had won the Luck Duck in a game of cards that he had a home at all. O and his merger trust fund money of 50,000Cr a year. These two things where the only assets he had to his name. And the Lucky was broken, and the space port fees alone for another mouth to be parked here would eat that 50kCr. And if he did not pay with in two weeks the port would take his Ship.
Great, just great.
He sipped his drink and looked at the part. He had no idea what it did, but he would put it with the pile of others bits in the hold. But for no he would lay in the sun until he worked out what to do to make some money.
| Smiles-a-lot |
Thanks, armor re rolls:
reroll: 1d6 ⇒ 3 Edu+1
reroll: 1d6 ⇒ 5 Tas membership
Also, I was re-reading the rule and I think I owe you some dice roles. On pg 17, paragraph 2 it reads “If you make a successful advancement roll you move to the next rank and gain an extra roll on any of the Skills and Training Tables for this career. You also get any bonuses listed for your new rank. Apologies for missing this.
Since I advanced three ranks I need to make three rolls. (All on the Star marine table)
Skills & Training: 1d6 ⇒ 4 melee blades
Skills & Training: 1d6 ⇒ 3 gunner
Skills & Training: 1d6 ⇒ 2 athletics
If I’m wrong they are easy to delete.
Daniel Stewart
|
Awesome! So we have 2 players so far: a 'poor' noble with a busted yacht and an ex-marine looking for work...perhaps a connection is Jak has been working for Sir Tommy as a bodyguard for the last few months?? If that sounds good, then you can each take a new skill at 1.
Looking for at least 2 more players. Jump in if you are interested. We have Cuchulainn and trawets71 showing interest!!
| Jak Talos |
perhaps a connection is Jak has been working for Sir Tommy as a bodyguard for the last few months?? If that sounds good, then you can each take a new skill at 1.
Works for me. Maybe my former commanding officer was a noble or friend of Sir Tommy and recommended him for the job (or anything really, just a thought).
| trawets71 |
Str: 9 +1
Dex: 11 +1
End: 9 +1
Int: 9 +1
Edu: 11 +1
Cha: 8 +0
Background Skills
Admin 0
Carouse 0
Flyer 0
Streetwise 0
Term 1
Military Academy Navy
INT=9+: 2d6 + 1 ⇒ (5, 2) + 1 = 8
NavyInt=6+: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Skill Roll Flight Table: 1d6 ⇒ 3 Gunner
Survival Dex=7+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Survived
Events:: 2d6 ⇒ (2, 2) = 4 You are given a special assignment or duty on board ship. Gain DM+1 to any one Benefit roll.
Commission Soc 8+: 2d6 ⇒ (4, 1) = 5 Failed
Advancement Edu 5+: 2d6 + 1 ⇒ (6, 1) + 1 = 8 Advanced
Rank 1 Able Spacehand
Mechanic 1
Advancement Roll Personal Development Table: 1d6 ⇒ 2 Dex +1
| trawets71 |
Term 2
Skill Roll Flight Table: 1d6 ⇒ 1 Pilot
Survival Dex=7+: 2d6 + 2 ⇒ (4, 6) + 2 = 12 Survived
Events:: 2d6 ⇒ (6, 5) = 11 You are given a special assignment or duty on board ship. Gain DM+1 to any one Benefit roll.
Advancement Edu 5+: 2d6 + 1 ⇒ (6, 2) + 1 = 9 Advanced
Rank 2 Petty Officer, 3rd class
Vacc Suit 1
Advancement Roll Flight Table: 1d6 ⇒ 1 Pilot
Term 3
Skill Roll Flight Table: 1d6 ⇒ 4 Pilot (small craft)
Survival Dex=7+: 2d6 + 2 ⇒ (4, 4) + 2 = 10 Survived
Events:: 2d6 ⇒ (2, 2) = 4 Your commanding officer takes an interest in your career. Either gain Tactics (naval) 1 or DM+4 to your next
Advancement roll thanks to their aid. Tactics (naval) 1
Advancement Edu 5+: 2d6 + 1 ⇒ (5, 5) + 1 = 11 Advanced
Rank 3 Petty Officer, 2nd class
Advancement Roll Advanced Education Table: 1d6 ⇒ 1 Electronics
Term 4
Skill Roll Flight Table: 1d6 ⇒ 5 Astrogation
Survival Dex=7+: 2d6 + 2 ⇒ (1, 3) + 2 = 6 Failed survival
Mishap: 1d6 ⇒ 3 During a battle, defeat or victory depends on your actions. You must make an 8+ roll using a skill that depends on
your branch: Electronics (sensors) or Gunner if you are crew, Mechanic or Vacc Suit if you are engineer/gunner, and
Pilot (small craft or spacecraft) or Tactics (naval) if you are flight. If you fail, the ship suffers severe damage and
you are blamed for the disaster. You are court-martialled and discharged. If you succeed, your efforts ensure that
you are honourably discharged. You still leave the career, but may keep your Benefit roll from this term.
Pilot (spacecraft) Dex 8+: 2d6 + 2 + 2 ⇒ (6, 3) + 2 + 2 = 13
| Sir Tommy Alastair MaCaulay |
Awesome! So we have 2 players so far: a 'poor' noble with a busted yacht and an ex-marine looking for work...perhaps a connection is Jak has been working for Sir Tommy as a bodyguard for the last few months?? If that sounds good, then you can each take a new skill at 1.
GM how does this sound.
Sir Tommy mustard out with three 3 Ship shares, and a busted yacht.Let say those 3 Ship shares are in fact in his ship.
And he will pay/offer/or give a share each other player.
How is up to each other player, but we can be linked that way
and you have skin in the game.
GM here is a really cool Traviller RPG star Chart.
Are we close to the Pinward Marching.
Daniel Stewart
|
Everything is looking good so far trawets71!!
Hold onto your shares for the moment Sir Tommy...I have a slightly different way you will all meet...I was just suggesting a possible connection for you to have so you each could benefit with another skill each! You will have the same chance as one other player... and there will also be a skills package from which you can choose additional skills.
| Rai Chhetri |
I haven’t played Traveller since the original edition but I remember it fondly. I looked through Mongoose 1E version some years ago. If you are taking relative newbs/rusty old guys, I’ll throw my hat in the ring.
Stat 1: 3d6 - 4 ⇒ (6, 4, 5) - 4 = 11
Stat 2: 3d6 - 2 ⇒ (3, 3, 2) - 2 = 6
Stat 3: 3d6 - 1 ⇒ (2, 6, 1) - 1 = 8
Stat 4: 3d6 - 3 ⇒ (4, 5, 3) - 3 = 9
Stat 5: 3d6 - 1 ⇒ (3, 1, 1) - 1 = 4
Stat 6: 3d6 - 3 ⇒ (5, 6, 3) - 3 = 11
Re-roll S5: 3d6 - 1 ⇒ (5, 1, 5) - 1 = 10
STR: 9 (+1), DEX: 11 (+1), END: 10 (+1), INT: 11 (+1), EDU: 8 (+0), SOC: 6 (+0)
Wow! Nothing wrong with that set of rolls. I'll look for a gap to fill.
| Rai Chhetri |
Rolls look great Rai...do you need help with character creation, or are you good to go ahead on your ouw?? Just let me know!
I appreciate the offer! I think I understand the process. Feel free to double-check my work.
STR: 9 (+1)
DEX: 11 (+1)
END: 10 (+1)
INT: 11 (+1)
EDU: 8 (+0)
SOC: 6 (+0)
Background Skills (3): Mechanic 0, Electronics 0, Streetwise 0
TERM 1: Army Military Academy
Entry END:8+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 Rai tries and fails to get into the Military Academy. Undeterred, he tries to join the Army…
TERM 1: Army
Entry END:5+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 He barely squeaks past the entrance examinations and is on the road to becoming a real soldier by joining the infantry. Rank E0: Private (Gun Combat 1)
Survival STR:6+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 He lives!
Life Event: 2d6 ⇒ (5, 3) = 8 = You are given advanced training in a specialist field. Roll EDU:8+: 2d6 + 0 ⇒ (3, 4) + 0 = 7 to increase any one skill you already have by one level. FAIL
Advancement EDU:6+: 2d6 + 0 ⇒ (5, 3) + 0 = 8 promoted to Rank E1: Lance Corporal (Recon 1)
Commission SOC:8+: 2d6 + 0 ⇒ (4, 2) + 0 = 6 nope
Skill (Service Table): 1d6 ⇒ 3 = Gun Combat
Skill (Service Table): 1d6 ⇒ 3 = Gun Combat
Skills: Gun Combat 3, Vacc Suit 0, Athletics 0, Recon 1, Heavy Weapons 0, Melee 0
TERM 2: Army
Survival STR:6+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 He lives (skin o’ teeth)!
Life Event: 2d6 ⇒ (5, 4) = 9 = Surrounded and outnumbered by the enemy, you hold out until relief arrives. Gain DM+2 to your next Advancement check.
Advancement EDU:6+: 2d6 + 0 + 2 ⇒ (3, 2) + 0 + 2 = 7 promoted to Rank E2: Corporal
Skill (Infantry Table): 1d6 ⇒ 3 = Heavy Weapon
Skill (Infantry Table): 1d6 ⇒ 5 = Athletics
Skills: Gun Combat 3, Vacc Suit 0, Athletics 1, Recon 1, Heavy Weapons 1, Melee 0
TERM 3: Army
Survival STR:6+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 Another close call
Life Event: 2d6 ⇒ (2, 2) = 4 = You are assigned to an urbanised planet torn by war. Gain one of Stealth 1, Streetwise 1, Persuade 1 or Recon 1.
Advancement EDU:6+: 2d6 + 0 ⇒ (3, 3) + 0 = 6 promoted to Rank E3: Lance Sergeant (Leadership 1)
Skill (Adv Ed Table): 1d6 ⇒ 3 = Navigation
Skill (Adv Ed Table): 1d6 ⇒ 5 = Engineer
Skills: Gun Combat 3, Vacc Suit 0, Athletics 1, Recon 1, Heavy Weapons 1, Melee 0, Stealth 1, Leadership 1, Navigation 1, Engineer 1
TERM 4: Agent
Qualify INT:6+: 2d6 + 1 - 1 ⇒ (5, 5) + 1 - 1 = 10 Enter into Military Intelligence. Basic Training: Investigate 0
Survival INT:7+: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Lives!
Life Event: 2d6 ⇒ (4, 4) = 8 = You go undercover to investigate an enemy. Roll Deception 8+: 2d6 + 0 ⇒ (1, 5) + 0 = 6 (FAIL) If you succeed, roll immediately on the Rogue or Citizen Events Table and make one roll on any Specialist skill table for that career. If you fail, roll immediately on the Rogue or Citizen Mishap Table. Citizen Mishap: 1d6 ⇒ 2 = Get a gang (Black Hand) as an enemy.
Advancement INT:5+: 2d6 + 0 ⇒ (4, 6) + 0 = 10 promoted to Rank 1 Agent (Deception 1)
Skill (Intelligence Table): 1d6 ⇒ 5 = Persuade
Skill (Intelligence Table): 1d6 ⇒ 5 = Persuade
ALL Skills: Mechanic 0, Electronics 0, Streetwise 0, Gun Combat 3, Vacc Suit 0, Athletics 1, Recon 1, Heavy Weapons 1, Melee 0, Stealth 1, Leadership 1, Navigation 1, Engineer 1, Investigate 0, Deception 1, Persuade 2, Jack-of-All-Trades 0
Mustering Out
Army Table: 3 + 2 (Rank 3) = 5 rolls
Agent Table: 1 + 1 (Rank 1) = 2 rolls
Army Cash: 3d6 ⇒ (1, 5, 4) = 10 2k + 10k + 10k = Cr 22,000
Army Benefits: 2d6 ⇒ (1, 1) = 2 = 2x Combat Implants
Agent Benefits: 2d6 ⇒ (3, 4) = 7 = Ship Share, Weapon
| Sir Tommy Alastair MaCaulay |
Hi my fellow players, If you want Sir Tommy as a contact
1:He is a womaniser, yes, But he is always a respectful gentleman, never ever lecherous, he is a charmer not a grabber.
2:He likes a good party. But he never gets too drunk, for him its about information, connections and a good time.
3:He likes Gambling, but he never bets more than he can afford to lose.
4:He is fearless in a fight, and will always stand for honor of those her he counts as friends, be it a fight in a court or a bar.
5:He like all good pragmatic Bureaucrats understands that now and then one must tolerate the less legal aspects of a culture so that things get done.
6:Is respectful to the lower classes and is happy to talk to anyone, because, as he often says to his nobel chums
"The ones you meet on your way up, your may oneday meet again on the way back down, So the smart play is to always best to play it safe"
| Rai Chhetri |
| 1 person marked this as a favorite. |
Connections:
If the GM doesn’t mind a little tweak to the order of events… In his 4th Term, Rai was working undercover against the Black Hand (mafia basically) and things went sideways – making them his enemies and necessitating a quick jump off-planet. He could have sought out Sir Tommy and got off-planet by purchasing a share of Tommy’s craft for a quiet and immediate exit. (I’d use my mustering out Ship Share for that). That might be how he also met Jak as Tommy’s hired muscle. They might have struck up a friendly inter-service relationship as they are of similar ranks and both are combat vets.
| Sir Tommy Alastair MaCaulay |
| 1 person marked this as a favorite. |
I think GM has a plan for the ship shares,
Can I ask for a tweak on a tweak, what if Rai knew Jak 1st then when he got in a bind, Jak asked Sir Tommy for help for you and they came and extracted you themselves. Sir Tommy has had dealings {good and bad} with the Black Hand so pulling you out of harm's way would be the thing he would do.
Tommy is easy going and cultured but chilled, He would have liked you at once. And seen a possible failure connection, as we all played poker on the way back.
This is up for the GM to agree to.
He could have 'Lost' a ship share. But you may have the feeling it was deliberate.
I have altered Sir Tommy's background a little, he had made a lot of money from Government Graft {as most Nobles do} in his job, But just before he retired he was cleaned out by his cunning Ex-wife and her family. He thought she was a loaded nievie Noble woman, but it turned out she was Noble in name only as she her her family was broke. So they played him with a combo of fake standing, and a prompted Investigation with a Honey trap to expose his dalliances. The Investigation pushed him to moved everything into her name, then honey trap closed and her Layers did the rest. He can't openly accuse her or questions would be asked asked where the money came from, and his family would find out, so they had him. He would never tell anyone this, if anyone asks his wife cleaned him out when she found out about the mistresses. But the thing he dose not know is that his Ex-wife family was in debt to the black hand, and that is way the targeted him.
| Jak Talos |
@Rai I think this might work for us.
Term 3 (Jak) You are on the front lines of a planetary assault and occupation.
Term 3 (Rai) You are assigned to an urbanised planet torn by war.
I think this could be the same planet and we were assigned a mission together, some sort of joint operation requiring reconnaissance or stealth? (Although an all out assault would work too). Ideas?
| Sir Tommy Alastair MaCaulay |
The Space Port the Sir Tommy is marooned at Back water Crap hole, star port, close to a mining site. That is why its sheep. There is no TAS office there sadly. He has the retractable Balcony extended, and tends to sit around on a sun bad, cooking BBQ in a Bathrobe and flip-flops while drinking what's left of the Bar. Playing Music, as he whiles away the days watching the ore haulers launching to the off planet refineries in orbit.
| Rai Chhetri |
| 1 person marked this as a favorite. |
I've got no problems with Rai and Jak connecting from their shared 3rd Term "shedding the same blood in the same mud" experience. Combining the two Life Event results, it sounds like a serious global conflict. They could have worked together in some sort of joint operation or their units were in close proximity.
And it makes sense that Rai would contact his old military buddy who is in the same system when he gets jammed up by the Black Hand and needs a place to lay low or a quick exit. Which brings us to Jak introducing him to Tommy who has his own boat - the best way to get out of Dodge.
The Ship Share arrangement we can leave until the GM let's us in on his plan.
Anyone else want to connect in some interesting way? I'm flexible on Rai's history.
I'll get Rai's stats, etc. into my profile at some point today.