Traveller submission's page

1 post. Alias of Ancient Dragon Master.


About Traveller submission

NAME : If you have a picture, make a URL link out of the name 
RACE : Darrian 
GENDER : Male 
BIRTHWORLD : High Technology, Fluid Seas 
Rank/Caste/Title : Rank: 1 (Darrian Scholar), Rank: 5 (Imperial Navy), Rank: 1 (Nobility), Rank: 1 (Special Arm) Title: Duke 
Pension: 10,000 
Bank Account: 56,250 
Cash: 225,000

STATS

STR 09 (+1) 
DEX 09 (+1) 
END 06 (+0) 
INT 10 (+1) 
EDU 14 (+2) 
SOC 15 (+3)

SKILLS 
Admin 0 
Comms 0 
Computers 3 
Drive 0 
Gambling 1 
Gunner (any) 0 
Gun Combat (any) 0 
Gun Combat (any) 0 
Leadership 1 
Mechanic 1 
Medic 0 
Melee (blade) 1 
Pilot (any) 0 
Recon 0 
Remote Operations 0 
Science (any) 0 
Seafarer 0 
Tactics (Naval) 1 
Vacc Suit 0 
Zero-G 0 
TANGIBLE BENEFITS: 

PAST MISTAKES: Rival: Told a valuable secret to a trusted contact and they betrayed him. Enemy: Foiled a crime in the navy and the resulting criminal escaped.

Equipment:
Gel suit

Term History:
Term 1: Imperial Navy

Career Qualification: Int 5+
Roll: 2d6 + 1 ⇒ (1, 4) + 1 = 6 Success

CAREER PROGRESS - Line/Crew 
Skills: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0 

Survival: INT 5+ 
Roll: 2d6 + 1 ⇒ (4, 5) + 1 = 10  Success

Event: 2d6 ⇒ (3, 1) = 4
You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.

Advancement: EDU 7+ 
Roll: 2d6 + 2 ⇒ (2, 3) + 2 = 7 Success 

Training focus - Personal Development
1d6 ⇒ 1 = +1 Strength

Promotion Skill - Personal Development
1d6 ⇒ 3 = +1 Endurance

Commission: SOC 8+
SOC 8+: 2d6 ⇒ (6, 6) = 12 

Bonus Skill - Melee (Blade) 1
Bonus Skill - Mechanic 1

Term 2: Imperial Navy 
Training Focus - Personal Development 
1d6 ⇒ 1 = +1 Strength

Survival: INT 5+ 
Roll: 2d6 + 1 ⇒ (5, 3) + 1 = 9  Success

Event: 2d6 ⇒ (2, 5) = 7 Life Event
Life Event: 2d6 ⇒ (6, 4) = 10 
Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream come 
true, gets a book published or has some other stroke of good fortune. Gain a +2 DM to any one Benefit roll from his current 
career.

Advancement: EDU 7+ 
Roll: 2d6 + 2 ⇒ (3, 5) + 2 = 10 Success 

Bonus Skill - Leadership 1

Promotion Skill - Line/Crew
1d6 ⇒ 2 = Gun Combat (Any) 

Term 3: Imperial Navy 
Training Focus - Personal Development 
1d6 ⇒ 1 = +1 Strength

Survival: INT 5+ 
Roll: 2d6 + 1 ⇒ (4, 4) + 1 = 9  Success

Event: 2d6 ⇒ (1, 3) = 4 
You are given a special assignment or duty on board ship. Gain a +1 DM to any one Benefit roll.

Advancement: EDU 7+ 
Roll: 2d6 + 2 ⇒ (1, 4) + 2 = 7 Success 

Bonus Skill - None

Promotion Skill - Personal Development
1d6 ⇒ 1 = +1 Strength

Term 4: Imperial Navy 
Training Focus - Personal Development 
1d6 ⇒ 4 = +1 Intelligence

Survival: INT 5+ 
Roll: 2d6 + 1 ⇒ (3, 6) + 1 = 10  Success

Event: 2d6 ⇒ (2, 1) = 3
You join a gambling circle on board. Gain Gambler 1 or Deception 1. If you wish, throw Gambler 8+. If you succeed, gain an extra Benefit roll from this career; if you fail, you lose one Benefit roll from this career. (Gained Gambler 1, didn’t roll)

Advancement: EDU 7+ 
Roll: 2d6 + 2 ⇒ (3, 4) + 2 = 9 Success 

Bonus Skill - Tactics (Naval)

Promotion Skill - Officer Skills
1d6 ⇒ 5 = Admin

Term 5: Imperial Navy 
Training Focus - Personal Development 
1d6 ⇒ 6 = +1 Social

Survival: INT 5+ 
Roll: 2d6 + 1 ⇒ (1, 5) + 1 = 7 Success

Event: 2d6 ⇒ (3, 6) = 9
You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy, but also gain a +2 DM to your next Advancement roll in the Navy.

Advancement: EDU 7+ 
Roll: 2d6 + 2 ⇒ (6, 1) + 2 = 9  Success 

Bonus Skill - +1 Social 

Promotion Skill - Advanced Education 
1d6 ⇒ 1 = Remote operations

Term 6: Darrian Scholar

Career Qualification: Int 5+
Roll: 2d6 + 2 ⇒ (4, 4) + 2 = 10 Success

CAREER PROGRESS - Physician 
Skills: Science (Any) 0

Survival: EDU 5+ 
Roll: 2d6 + 2 ⇒ (4, 6) + 2 = 12  Success

Event: 2d6 ⇒ (6, 4) = 10
You obtain a rare pre-Maghiz artefact to study. Roll an applicable Science 8+. If you succeed, you uncover the subject’s secrets and the Special Arm arrives to remove the object and offer you a job, allowing you to transfer into the Special Arm career with rank and benefits intact. If you fail the agents still turn up but simply take the artefact and disappear, your protests availing you nothing.
Science: 2d6 + 2 ⇒ (2, 6) + 2 = 10 Success. I gain an offer to enter the special arm. I accept.

Advancement: SOC 7+ 
Roll: 2d6 + 3 ⇒ (2, 1) + 3 = 6 One off...  

Bonus Skill - Computer 1

Term 7: Special Arm
Training focus - Service Skill
1d6 ⇒ 5 = Recon

Survival: INT 6+ 
Roll: 2d6 + 1 ⇒ (2, 5) + 1 = 8 Success

Event: 2d6 ⇒ (4, 2) = 6
Your senior officer or departmental head wishes to fast track your development. You are given advanced training in a specialist field. Throw Education 8+ to increase any one skill, which must be chosen from your career selection.

Education 8+: 2d6 + 2 ⇒ (5, 2) + 2 = 9

Choose one skill : Computers, Engineering (Any), Science (Any), Sensors
(Chose computers)

Advancement, Edu 8+: 2d6 + 2 ⇒ (1, 2) + 2 = 5 No

Term 8: Nobility
Career qualification: SOC 7+
2d6 + 3 - 3 ⇒ (6, 2) + 3 - 3 = 8 Success

Training focus - Service Skills
1d6 ⇒ 3 = Computer

Survival: SOC 7+
Roll: 2d6 + 3 ⇒ (1, 1) + 3 = 5 FAILURE

Mishap: 2d6 ⇒ (6, 4) = 10
A friend betrays a very sensitive secret you entrusted to them. If you have a Contact or Ally, that person is the one responsible and becomes a Rival or Enemy. If you do not have one, you were knifed out of jealousy and gain an Enemy instead.

You don’t gain the benefit roll for this term due to not being able to survive the intricacies of court.


Background:
Term 1

This is my first 4 yearly report. We all write one in case we die, so they can be sent back to our families. I was promoted to a spacehand after my first year of training. For the next year I worked hard fixing up engines with my mechanical Skill. Then I was given a special job as scribe for the Admiral. I was ecstatic. Here was my chance to prove myself before the highest in the navy. I rarely saw him, however my work came directly from him. When my 2 years as a scribe were over I was commissioned to the rank of ensign (the lowest rank of the officers). I was taught how to use blades.

Term 2

This is my second 4 yearly report. I havaen’t yet seen warfare, but I have seen survivors of it. Mildly injured at best, horrifically mauled at worst. I was promoted again to sublieutenant, and I got a bigger room now I can keep my desk and computer out instead of folded away somewhere. I also got gifted somewhere around 20, 000 credits. Don’t ask me why, I don’t know. I spent a lot of time in the firing ranges practising for war. It has only been luck that has kept me out of it, and I need to be as prepared as I can.

Term 3

This is my third 4 yearly report. I still havaen’t gone on to the front lines. I was promoted again this time to lieutenant. I was given another special assignment, i can’t talk about it (i’m not allowed). Suffice to say that it was difficult. I’m progressing along well, my strength has increased a huge amount. I’m spending less time in the ranges now and more time in the library pouring over books about naval tactics.

Term 4

This is my fourth 4 yearly report. I went on to the front lines for the first time. I was lucky that I wasn’t shot as i ordered my troops. 5 men died as i watched. My practise in the firing range was paying off, however and i managed to kill every pirate that killed a man. I got promoted yet again. I joined a gambling circle I havaen’t yet lost money, only gained.

Term 5

Personality Spoiler, paragraph describing the character's outlook on life, personality, etc.

Connections Connections you might have to other players or other player's allies/contacts/etc. Only do if picked, and after being picked, no more than two connections.

Baymax in progress:

Size: 3

Slots : Based on size (10) 
Armour : Based on size (3) 
Hull : Based on size (3) (equivalent of End for Bots) 
Structure : Based on size (2) 
Mass : Based on size (120)in kg 
Cost : Based on Size (5000)

Orientation: Tall (Humanoid)

Frame Options:
Floating - Robot floats in water and other dense liquids. Price +20% 
Light - Frame is constructed of extra light materials, making it lighter. Mass -50%, price +20% 
Sealed - Sealed frames prevent water or gas from getting into frame. Price +10% 
?Hardwearing - Withstands wear and tear of harsh environments. Price +50%?
?Aerodynamic - Increase air and water speed by 10%, price +50%?
?Artistic - Increases the robots SOC by +1 (if applicable), price +10%?
?
Units:

Head:

Unit : 1
Slots : 2
Armour : -
Hull : +1 
Structure : +1 
Mass : 1 
Cost : 100

Manipulators:

Arms - Robotic arms consist of a series of segments ending with mechanical hands. (2)
Size : 3
Slots : 4
STR : 12
DEX : 10
Slam Damage : 2d6
Mass : 2
Cost : 2000
Rocket Fist - The manipulator is equipped with a rocket propelled tip which can be launched at enemies. This casuses the same damage as the normal slam + 2 points of damage. Unless destroyed, it can be re-equipped as a Significant Action. If eqiupped with explosives, add explosive damage to the damage on a hit, and the manipulator is destroyed. This increases the limb cost by 20%. A new fist costs 10% of the manipulator's base price.

Transportation: 

Fixed Wing - Wings, Set: Wings are in fact a stabilisation device. The throttle itself is provided by a jet located somewhere in the back of the robot. This is an incredibly quick class of transportation but also the least manoeuvrable. Changing direction by 45 degrees requires a significant action during which the robot performs an arc at least as wide as its current speed. It is impossible to hover or to move below minimum speed; attempting either results in falling 50 metres every combat round. Wings are limbs, and slots indicate how many slots they add to the robot.

TL 9 All 
Size : 3
Slots : 5
Lift : 150 kg 
Speed : 800 kph 
Mass : 50**
Cost : 3000
Min Wingspan : 8 (Wings twice this size enables gliding in case of jet failure) 
Min Speed : 100 kph

* Does not count toward robot weight when calculating transportation load 
** Including engine weight

If the wings can’t lift: Miniaturization/Optimization - An equipment system can be modified to take up less space in the robot. Such equipment takes up 25% less slots, 25% less mass, and costs 50% more. Super miniaturized/optimized equipment takes up even less space, taking up 50% of the slots as normal, and half the mass, but costs 100% more. This is primarily used for Anti-Grav, but can be applied to any other equipment transportation method, indicating smaller but more powerful electric engines, gears made from light stronger materials, and other optimizations to free up room in the robot.