Recruiting 1 to 3 characters for an existing Sci Fi campaign (Traveller T20 / Sci Fi 20 System)


Recruitment


I have an existing game that's dropped down to 3 players through attrition.

The original recruitment thread is here. You'll either need the old Traveller T20 book (been out of print a couple of years), or you'll need the SciFi20 rules (can be found on DriveThruRPG, see recruitment thread for links).

Or you'll have to deal with the GM doing most of your rolls. :) One or the 3.


I am interested. Let me look through the rules and build a character.

I used to play a lot of Traveller back in the day - all the way back to the old 2d6 half sized books.


I'm certainly interested. I'll need to give the rules a look because the only Traveler rules I know are the Mongoose Publishing set. Is there anything we should keep in mind character-wise either in where the story is or the current party composition?


I downloaded the rules and are reviewing them.

What are you using for stats (roll, point buy, ??)

what level / how many careers should we plan on ?


Level 5.

Stats are in the original recruitment thread, toward the front of it (everyone is using the same stats for the characters, so there's no randomness there).

Up to you how many career's you take, but your level stops at 5. You will need to be in the Navy, Army, or Marines for your last career stop.

If you go Marines, you can't have more than one previous tour of Marines, and it must be your last career tour (they only recently resurrected the Marines).

They are losing a doctor/tech.

They currently have :

1 Vehicle Pilot/Marine
1 Commander/Pilot Navy Officer
1 Technician Navy Officer

They could use anyone that would add additional skills and back up their existing characters.


Character stats, reposted :

In my games, I like to roll 3 sets of stats, and everyone chooses from those. Here are the 3 sets for this game below. Note that due to the tech level of the planet, everyone has a -2 EDU penalty.

Set 1
Stat (4d6 Drop Lowest): 4d6 ⇒ (2, 5, 6, 5) = 18 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 3, 3, 5) = 15 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 6, 3, 3) = 13 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 1) = 16 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 6, 6, 4) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 2, 6, 2) = 11 -> 10
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 4, 4, 3) = 12 -> 11
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 4, 3, 3) = 15 -> 12

Set 2
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 4, 5, 6) = 20 -> 16
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 2, 3) = 14 -> 12
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 3, 3, 5) = 17 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (6, 6, 3, 3) = 18 -> 15
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 5, 1) = 15 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 1, 1, 4) = 10 -> 09
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 1, 1, 6) = 09 -> 08
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 3, 5, 4) = 16 -> 13

Set 3
Stat (4d6 Drop Lowest): 4d6 ⇒ (1, 1, 4, 3) = 09 -> 08
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 3, 1, 3) = 12 -> 11
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 1, 3, 3) = 10 -> 09
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 6, 2) = 16 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (5, 1, 6, 2) = 14 -> 13
Stat (4d6 Drop Lowest): 4d6 ⇒ (4, 4, 2, 6) = 16 -> 14
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 3, 4) = 16 -> 13
Stat (4d6 Drop Lowest): 4d6 ⇒ (3, 6, 5, 5) = 19 -> 16


Fendar Hig, human male (Keith S. posting his character)

STATS:

STR 12 +1
DEX 15 +2
CON 16 +3
INT 16 +3
EDU 12 +1 (incl original -2 to EDU, then raise to 12 for college)
WIS 11 +0
CHA 12 +1
SOC 10 +0

Term 1 College:

admission check DC12 1d20 + 3 ⇒ (10) + 3 = 13 enrolled
graduate DC12 1d20 + 3 ⇒ (19) + 3 = 22 graduated
honors DC18 1d20 + 3 ⇒ (12) + 3 = 15 no honors
OTC enrollment DC12 1d20 + 3 ⇒ (20) + 3 = 23 yes, in Navy OTC
3,000 xp for college; raise EDU to 12

Term 2 NAVY:

Navy
assignment 1d20 ⇒ 20 = battle
survive DC6 1d20 + 3 ⇒ (1) + 3 = 4; did not survive
roll for mishap 1d6 ⇒ 5; dishonorably discharged and thrown in prison.

OK, I am going to need some Referee type help here. In his first Navy assignment he was in a battle, had a mishap and was dishonorably discharged and thrown in jail.

He will be less than 5th level I am certain

Plus I don't think this passes your expectation of what you want for the player.

Should I just assume he survives and move on from there? Or what is your preference?

P.S. is there a base experience award for each term? If so, I missed that in the rulebook. I will check again, but it seems that I am missing something.


Yeah, there's XP in the rules.

Usually, if your character ends up arrested and in jail, you start the past experience path over (it's a counter weight to taking additional paths, the more you take, the more xp you get, but... the more likely you are to crap out. :))

Experience is listed in the Benefits section for education.

For example, Bachelor degree lists 3000 xp upon graduation, +1000 for honors, if rolled.

Masters & DOctorate are 1,500xp per, if you succeed, with 500 for honors.

Succeeding at OTC is 1000 xp

Survival of a 4 year tour is 4000 xp.

If you survive by rolling exactly the DC, you get injured, and get another 1000 xp.

Commission is 2000 xp
Promotion is 1000 xp

Decorations are 2000, 4000, or 8000 xp.

Each 4 year turn, if you pass the extra XP check, you get 1d4x1000 XP.

That's pretty much all of them. You'd max out at 10,000 xp.


You'll find an example I did for this same game system here. It should make it more clear.


OK. If I understand you right, I will just re-do the Navy term 2 limit.

STATS:

STR 12 +1
DEX 15 +2
CON 16 +3
INT 16 +3
EDU 12 +1 (incl -2 to EDU, and raise to 12 from college)
WIS 11 +0
CHA 12 +1
SOC 10 +0

term 1 college:
I received 3,000 xp for college, see above

term 2 Navy:

Starts at O1 due to college OTC
assignment = 1d20 ⇒ 11, a patrol
survive DC2 1d20 + 3 ⇒ (1) + 3 = 4, survives
promotion DC8 1d6d20 + 1 ⇒ (11) + 1 = 12, promoted to O2, add 1,000 xp
decoration DC19 1d20 ⇒ 2, no decoration
bonus xp DC6 1d20 ⇒ 15, received bonus xp 1d4 ⇒ 2 fo 2,000.

total term xp is 4,000 for surviving plus 2,000 for bonus plus 1,00 for promotion for 7,000 total

Ends with 10,000 total exp after term 2, which makes him 5th level.

Does he muster out or is he playing in an "active navy career" for the game?

And I will make a stab at skills and feats in the next post


Fendar Hig, human male

STR 12 +1 lifeblood: 16
DEX 15 +2 stamina: 34
CON 16 +3
INT 16 +3
EDU 12 +1
WIS 11 +0
CHA 12 +1
SOC 10 +0

Term 1 College – graduated, no honors, 3,000 xp
Term 2 Navy – promoted, bonus exp, 7,000 xp

Skills:
level 1 academic (college) 8 ranks + 3 for INT
level 2 professional (college) 7 ranks + 3 for INT
level 3 navy officer 6 ranks + 3 for INT
level 4 navy officer 6 ranks + 3 for INT
level 5 navy officer 6 ranks + 3 for INT

Skills
Astrogation rank 4 EDU
Forward Observer rank 5 INT
Gather Info rank 1 CHA
Gunnery rank 5 WIS
Knowledge Warships rank 2 EDU
Knowledge NAVY rank 2 EDU
Leader rank 5 INT / CHA
Navigation rank 4 EDU
Pilot rank 5 INT/DEX
Professional Planetary Survey rank 2 WIS
Professional Administration rank 2 WIS
Survival rank 1 WIS
Technical Ship's Weapons rank 4 EDU (not sure if mechanical or electrical)
Technical Ship's Propulsion rank 4 EDU (not sure if mechanical or electrical)

Feats
Since he trained as an Navy Officer while in college, I gave him starting feats for the Navy

I selected one feat from academic and two from Navy (I think you posted one feat per two levels)

Starting feats: AP (light); AP (vac suit); WP (marksman); WP (lasers)
Learned feats: pseudo eidetic memory (academic); command presence (navy); gearhead (navy)

STAMINA 2d4 + 6 ⇒ (4, 1) + 6 = 11 plus 3d6 + 9 ⇒ (5, 3, 6) + 9 = 23 for 5 levels (2 academic, 3 navy)


And - If I am supposed to muster out:

cash roll 1d6 ⇒ 4 for CR10,000
material benefit 1d6 ⇒ 3 for +1 EDU (not yet in profile)

I will study up on gear to purchase.


Muster out to see what you've picked up over your career, but you're still in the Navy, and on the ships the PCs are on.

What sort of skills are you planning on getting? Obviously not the doctor (which requires Doctoral School).


I was planning on taking the skills listed in the above post. Not trying to sound smart but I seem to be having a problem with my laptop which sort of just died and I am doing this on an iPad.


I think we're dealing with updating of posts. :) When I posted that, there were no skills listed. :)

There's a listing of skill modifications in the campaign tab of the campaign. We're using Pathfinderized skills. So Gather Information is Diplomacy.

You get class * skills per level, but any class skills get a +3 Trained bonus.


Ok. I will fix that.

Beyond that do things look good? Feats OK?

Do I need a full set of gear or do I assume the service is providing what I need?

let me know if/when I am "in" on the game and when I should jump to gameplay.

It looks like I will be buying a new PC today. That will help my typing.


Recruitment will close at the end of the month, or sooner, depending on interest. I'll be adding in people when the current away team mission is done, and recruitment is closed. So expect a couple of weeks.

I haven't gone through it with a fine tooth comb, but it looks good at a first glance. I'll have time to do a thorough search later this week.


I have only played Traveller once before, and that fell apart pretty quick. I would love to give it another go. I'm thinking of doing something with the marines.


Sounds good, go ahead and work something up. If you need the link to the SF20 rules, they are in the original recruitment thread.


I think I need one more mustering out roll since I was promoted to O2 (which is LT jg in your game).

here it is, on the benefits (not cash) table
1d6 ⇒ 1

which is a low passage.


Ok, applications will be closing in a day or so.

I need the current players to send me their thoughts via PM when they get a chance.

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