[Traveller] Recruitment for a Traveller Game


Recruitment

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Only programs you buy.


Infernal Zero wrote:

Would having TL13+ Software at creation bump up the hardware's TL as well? What if I wanted more advanced software/hardware after that point?

I still don't know what Hooks are used for. Think you missed that.

What would you recommend as far as weaponry goes, for different ranges? Versatility/multiple ranges? Cost effectiveness?
If I only fitted a single weapon, what's going to get me the best mileage?

Are more I/O devices going to end up requiring a major refit, to be certain on that?
Are Optics a single sensor, or a pair? (It an eye or eyes, basically.) Same apply to the other vision input options?

Yes, your level is your highest TL, no matter what component it is.

You can try to merge higher TL with lower TL but it will cause problems. Basically imagine trying to get an 80286 processor from the 90's to work with brand new 133 DRAM memory sticks.

Hooks: Hooks are a series of very durable and sharp spikes on the robot’s manipulators and transportation system. Hooks grant a +2 DM to climb checks and increase slam damage by +1 (see ‘Manipulators’ for more information). Although this device is moderately useful in climbing and melee fighting, in TL 9+ civilisations it is mostly used for aesthetic purposes. The price listed in the table is for a full set of hooks sufficient for sizes 1-3 robots. Larger robots are too heavy to use hooks to climb.

Not much, in other words.

I would go with an energy carbine. No need for ammo, and middling on the range and power.

Each Optic system is a pair of optics (to allow stereoptic vision). Each set of optics covers 120 degrees. So one set has 120 view, two sets has 240 degree view, and 3 sets has 360 degree view. To use more than 180 degrees of view requires IVA software. If you buy multiple optics of different types, it's assumed you've upgraded all sets with all options (IE: If you buy two sets of Optics Advanced, Low light, and Infrared, all four eyes are both low light and infrared).

Depends on how many slots you still have free, and where they are. Adding new optics to an armored chest carapace is a major refit. Adding more optics to a meat coated bot is a major refit. Adding more optics to a CP30 type droid and putting them in the back of it's head is a moderate refit.


Stats and price for the carbine?

How would it work if I wanted to split optics between a pair of tendrils, one optic from the pair on each tendril?


@Hotaru

Strength - 2 (-2)
Dexterity - 16 (+3)
Hull (Endurance) - 5 (-1)
Intelligence - 9 (+1)
Education - 7 (+0)
Social Standing - 5 (-1)

Term 1 :

Service Robot : Combat

Basic Training : Gain

Admin 0
Steward 0
Gun Combat (Any) 0
Drive (Any) 0
Jack of All Trades 0
Mechanic 0

Found in a surplus storage facility, EAVE was placed into combat and given a software update for basic military use.

Survival, Hull 7+: 2d6 - 1 ⇒ (1, 3) - 1 = 3 FAIL

Mishap: 1d6 ⇒ 4

You find yourself on an alien world. You have no memory of the last month of your existence. A Synaptic CPU, 1 TB memory, PP 3 and an emotion generator are installed on you. You do not recognize the serial numbers.

Your command structure, no longer trusting your systems, removes you from active military service.

Strength - 2 (-2)
Dexterity - 16 (+3)
Hull (Endurance) - 5 (-1)
Intelligence - 9 (+1)
Education - 7 (+0)
Social Standing - 5 (-1)

Gained Hardware : Synaptic CPU, 2,500 gb Memory Core, Secondary Personal Program added (INT 7).

TERM 1 complete

Term 2 : ROBOT FUGITIVE (Vagabond)

Basic Training : Choose 1 of Athletics (Any), Deception, Streetwise, Survival, Mechanic, Melee (Any)

Survival, Int 6+: 2d6 + 1 ⇒ (1, 3) + 1 = 5 FAIL

Survival, Int 6+, Second Brain: 2d6 ⇒ (4, 6) = 10 SUCCESS

While inferior to EAVE's primary brain, the secondary brain seems to have a feral cunning that EAVE doesn't quite understand. It manages to save their life several times.

Event: 2d6 ⇒ (5, 4) = 9

You join a large robot raid on an electronics factory. Roll Gun Combat (any) or Explosives 8+. If you fail, roll on the damage table. If you succeed, gain an extra benefit roll.

Gun Combat, 8+: 2d6 + 3 ⇒ (5, 2) + 3 = 10 Success, gain one benefit roll

Advancement, Soc 8+: 2d6 - 1 ⇒ (3, 4) - 1 = 6 FAIL

Let's get out of this before we kill EAVE

Muster Out :
Benefit: 1d6 ⇒ 4 Personality Program Level up
Benefit: 1d6 ⇒ 4 Personality Program Level up

Strength - 2 (-2)
Dexterity - 16 (+3)
Hull (Endurance) - 5 (-1)
Intelligence - 13/9 (+2/+1)
Education - 7 (+0)
Social Standing - 6/5 (+0/-1)

Qualify, Special Arm, Int 9+, -2 DM: 2d6 + 3 - 2 ⇒ (6, 4) + 3 - 2 = 11 SUCCESS

While wandering around, EAVE's secondary personality receives a coded message, and insists on returning to base for recall. Turns out EAVE was used by a Special Arm agent on a mission, but the agent died, and EAVE has been carrying around secret information for Special Arm.

EAVE ends up working with the commandos.

Basic Training :
Choose one of : Deception, Gun Combat (Any), Investigate, Melee (Any), Recon, Stealth

Rank 1 : Gain Melee (Blade) 1

Survival, DEX 8+: 2d6 + 3 ⇒ (1, 6) + 3 = 10 SURVIVE

Event: 2d6 ⇒ (1, 3) = 4

You must discipline a disobedient junior officer. Roll Leadership or Melee 8+. If you succeed, gain him as an Ally. If you fail, lose one Social Standing and he becomes a Rival.

Melee, Dex+3, Untrained-3: 2d6 ⇒ (5, 5) = 10 SUCCESS

Gain one Ally

Advancement, Int 6+: 2d6 + 2 ⇒ (4, 6) + 2 = 12 Advancement!

Lieutenant -> Captain

Gain Leadership 1

Advancement Bonus, Personal Development: 1d6 ⇒ 3 3 (+1 End, converts to 1 equipment roll)

Hardware: 1d6 ⇒ 3 Transportation

Transportation: 2d6 ⇒ (5, 4) = 9 Gain Flapping Wings (Do not have to be attached, can be sitting in a box, or can be made retractable)

Term 4

Service Skills: 1d6 ⇒ 5 Recon

Survival, Dex 8+: 2d6 + 3 ⇒ (5, 2) + 3 = 10 SURVIVE

Event: 2d6 ⇒ (3, 6) = 9

You are volunteered to test a new piece of experimental equipment. Either gain any Gadget or Component of up to TL16 or the skill required to operate such a device at level 1 (but they keep the device).

Examples : Upgrade second personality to PP 5 as well. Gain a Neural disruptor (TL 13), Gain an Energy Blade (light saber), Energy Shield, Auto Repair, 4,000GB memory stick, telepathic modulator, neural activity sensor, Anti-grav internal

Advancement, Int 6+: 2d6 + 1 ⇒ (6, 4) + 1 = 11 Advance!

Rank -> Captain -> Major

Advancement Roll, Commando: 1d6 ⇒ 2 Battle Dress (REROLL, INVALID SKILL)

Advancement Roll, Commando: 1d6 ⇒ 2 Battle Dress (REROLL, INVALID SKILL)

Advancement Roll, Commando: 1d6 ⇒ 3 Heavy Weapons (Man Portable)

Muster Out : 2 terms, 1 from rank : 3 rolls

Benefit: 1d6 ⇒ 1 Contact
Benefit: 1d6 ⇒ 1 Contact
Benefit: 1d6 ⇒ 3 +2 EDU (Convert to hardware)

HW/SW, 1/2: 1d2 ⇒ 1

Hardware: 1d6 ⇒ 6 Advanced Gadget
Advaned Gadget: 2d6 ⇒ (6, 6) = 12 Microwave Emitter

Microwave emitter: This weapon has two modes – lethal and non-lethal. The non-lethal mode heats the water in the target’s skin, causing incapacitating pain. It affects all targets in a 50 metre quarter circle. In terms of actual damage it is relatively safe – only one point of damage per round of exposure. The pain is very intense, taking any actions except running for safety requires success on a Formidable Endurance check. The lethal mode has a range of only 10 metres but inflicts cumulative 2d6 points of damage per round. Any effect that stops masers, electromagnetic radiation and light cover stop this attack. TL 10, 8 slots, 40 kg, 50,000 credits

Character Complete

Strength - 2 (-2)
Dexterity - 16 (+3)
Hull (Endurance) - 5 (-1)
Intelligence - 13/9 (+2/+1)
Education - 7 (+0)
Social Standing - 6/5 (+0/-1)

Skill Packs
Admin 0
Steward 0
Gun Combat (Any) 0
Drive (Any) 0
Jack of All Trades 0
Mechanic 0
Melee (Blade) 1
Leadership 1
Recon 0
Heavy Weapons (Man Portable) 0

Choose 1 of Athletics (Any), Deception, Streetwise, Survival, Mechanic, Melee (Any)

Choose 1 of Deception, Gun Combat (Any), Investigate, Melee (Any), Recon, Stealth

Gained Hardware :
Synaptic CPU
1 TB memory
PP 3
emotion generator
Personality Program Upgrade x2 (5/4)
Flapping Wings
Microwave Emitter

You are volunteered to test a new piece of experimental equipment. Either gain any Gadget or Component of up to TL16 or the skill required to operate such a device at level 1 (but they keep the device).

Examples : Upgrade second personality to PP 5 as well. Gain a Neural disruptor (TL 13), Gain an Energy Blade (light saber), Energy Shield, Auto Repair, 4,000GB memory stick, telepathic modulator, neural activity sensor, Anti-grav internal

Ally: 1d6 + 1d6 ⇒ (5) + (2) = 7
Contact: 1d6 + 1d6 ⇒ (2) + (4) = 6
Contact: 1d6 + 1d6 ⇒ (1) + (1) = 2

Benefits :
Ally : Military Governor
Contact : Explorer
Contact : Naval Officer


Infernal Zero wrote:

Stats and price for the carbine?

How would it work if I wanted to split optics between a pair of tendrils, one optic from the pair on each tendril?

You just say you do it. And you split the slots between the two tendrils.

Laser Carbine, TL 9, Assault Weapon Range, Gun Combat (Laser Carbine) skill, Damage 4d6, magazine 50 (n/a), Auto fire? No, Credits 2500, mass 4kg, 1 slot

Advanced Laser Carbine, TL 11, assault weapon range, gun combat (laser Carbine) skill, Damage 4d6+3, magazine 50 (n/a), Auto Fire? No, credits 4000, mass 3 kg, 1 slot


Sure, I'll do a standby!

What version of the rules are you using?


mdt wrote:

@Trawets

Term 5 Ending

STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)

SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Diplomat 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 1

Science (Any Social, suggest Archaeology?) :)
Science (Any Social)

+1 Benefit Roll

Retirement Package : 10KCr per year

Options : You may retire now, and begin the game, mustering out with 8 benefit rolls.

You may muster out (with 8 benefit rolls), and switch careers to a new career, but will have to qualify and make another aging roll.

You may continue in the career in an attempt to hit rank 5, which will gain an extra muster out roll, and a +1 DM to all benefit rolls with this career. This will increase your retirement package to 12KCr per year. This will result in aging check.

I'm going to push my luck and go for rank 5. I will put both social science choices into Archaeology if I can. If not the second will be languages.

Are there any careers that have EDU as both entrance and survival? What other careers would work well with my stats. I'm not sure I'm going to continue after this one but want to see what's out there.


Still waiting for muster out rolls when you have an opportunity, GM.


fnord72 wrote:

Sure, I'll do a standby!

What version of the rules are you using?

First Edition Mongoose


Tundran wrote:

I took Heavy Weapons (flamethrowers) 2. Is there a different speciality I should take at 1 instead?

Also, I didn't realize that having a 0 skill means that specialties don't matter. Can I change my Animals then to be (training) 1 and no veterinary? Would that be applicable to my Melee skills also, ie, should I just have taken (blade) 2 instead?

I'm ready to Muster Out of my mercenary career. It looks like I can get 7 rolls of which 3 can be Cash right? And those go on the Security table now is that correct? I kind of figured that one might have a little better payouts than Commando.

I will take a term in a civilian career after that. I'm not sure quite which one yet- I'm hoping my muster benefits will give me a good spur to decide.

Last question: Are we supposed to start the game still in a career? or do we always do a final muster out before the game begins?

This is why I prefer people to do the specialities on 0's during creation. You're not done yet, so you could still pick up another Melee or two, in which case you could raise the unarmed to 1. While the 0's don't matter after you're done, they do matter as far as options during character creation (you max out at 3).

No, you take 5 of the rolls on the 3 career tables, two commando, two striker, and one security (Commando is by far the better muster out tables, the more dangerous the job, the better the muster out). The 2 from rank can be taken anywhere. You can take he other 2 (From rank) on any of the three (Commando).

Commando, Cash: 1d6 ⇒ 1 5000 Credits
Commando, Cash: 1d6 ⇒ 6 75000 credits
Total Cash : 80,000 Credits

Commando, Other: 1d6 ⇒ 4 Weapon
Commando, Other: 1d6 ⇒ 4 Another Weapon, or add 1 weapon skill level (Gun Combat, Heavy Weapons, or Melee)

Striker, Cash: 1d6 ⇒ 4 20,000
Striker, Other: 1d6 ⇒ 6 Combat Implant

Total Cash : 100,000 Credits

Choose one of : Skill Augmentation, Wafer Jack, Subdermal Armour or Characteristic Augmentation. You must take the lowest-TL Augmentation of that type. If you roll this benefit again, then you may either take a different Augmentation or the upgrade one you already possess to the next higher TL.

Security, Other: 1d6 ⇒ 1

You gain a bladed weapon.

You always start the game at the end of a term and muster out of it.


@Trawets

Term 5 Ending

STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)

SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Diplomat 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Streetwise 0
Survival 1

Science (Any Social, suggest Archaeology?) :)
Science (Any Social)

+1 Benefit Roll

Retirement Package : 10KCr per year

Term 6 :

Archaelogist: 1d6 ⇒ 3 Language (Any)

Survival: 2d6 + 2 ⇒ (5, 4) + 2 = 11 SURVIVE

Event: 1d6 + 1d6 ⇒ (2) + (4) = 6

Isolated on a world for a year, you learn to maintain your own
Equipment. Gain Mechanic 1, Engineer (any) 1, Computers 1 or Comms 1.

Advancement, INT 7+: 2d6 + 1 ⇒ (2, 1) + 1 = 4 FAIL

Aging: 2d6 - 6 ⇒ (6, 2) - 6 = 2 Age gracefully

Continue or muster out?


I'm a glutton for punishment, we're going one more. This is what I loved about the video games so much, at least until I die. :)

What are my Language choices and which would be a good choice?

Since I have Mechanic 0 and Computers 0, I think my most bang for my buck would be Engineer 1 or Comms 1, what specialties are available for Engineer?

Social Science should be Archaeology 1 or if not allowed Archaeology 0, Languages 0.


Terrangelo is the default 'galactic standard' and is spoken in the Imperium.

Other languages : Darrian, K'Kree, Droyne, Aslan, Vargr, Zhodani, Solomani

Engineer : Maneuver Drive (M-Drive), Jump Drive (J-Drive), Electronics, Life Support, Power.

Languages is a skill, not a specialty.

I think you mean, Social Science (Linguistics) which is the Study of Language. Archaeology 1 is allowed.


@Trawets

Term 6 Ending

STATS
STR 03 (-1)
END 05 (+0)
DEX 09 (+1)
INT 10 (+1)
EDU 12 (+2)
SOC 08 (+0)

SKILLS
Animals (Veterinary) 0
Carouse 0
Computers 0
Diplomat 0
Drive (Hovercraft) 0
Flyer (Grav) 0
Language (???) 0
Mechanic 0
Medic 0
Persuade 0
Recon 0
Life Science (Biology) 0
Social Science (Archaeology) 1
Streetwise 0
Survival 1

+1 Benefit Roll

Retirement Package : 10KCr per year

Term 7 :

Archaelogist: 1d6 ⇒ 1 Explosives

Survival: 2d6 + 2 ⇒ (3, 1) + 2 = 6 SURVIVE

Event: 1d6 + 1d6 ⇒ (1) + (5) = 6

You discover a wrecked survival pod loaded with survivor in a fission powered cold sleep berth. Roll Medic 8+ or Mechanic 8+ to deactivate the berth successfully; if you do so, gain a Contact..

Medic 8+: 2d6 + 2 ⇒ (5, 4) + 2 = 11 Gain Contact

Advancement, INT 7+: 2d6 + 1 ⇒ (3, 1) + 1 = 5 FAIL

Aging: 2d6 - 7 ⇒ (2, 2) - 7 = -3 Age Crisis!

Reduce one physical characteristic by 2,
reduce two physical characteristic by 1


Honestly Trawets, not sure if your character is survivable at this point. Your stats would be STR 2, Dex 7, End 4. That's 11 hit points within this system. And you'll be rocking penalties to your physical stats. You may want to consider retiring him and starting over.


Are you making all progression rolls, or can I if I have the books?


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mdt wrote:
Honestly Trawets, not sure if your character is survivable at this point. Your stats would be STR 2, Dex 7, End 4. That's 11 hit points within this system. And you'll be rocking penalties to your physical stats. You may want to consider retiring him and starting over.

You could always get a combat ready mobility scooter


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CucumberTree wrote:
mdt wrote:
Honestly Trawets, not sure if your character is survivable at this point. Your stats would be STR 2, Dex 7, End 4. That's 11 hit points within this system. And you'll be rocking penalties to your physical stats. You may want to consider retiring him and starting over.
You could always get a combat ready mobility scooter

...at no cost! Our Medicare specialists are standing by to assist you! :)


fnord72 wrote:
Are you making all progression rolls, or can I if I have the books?

If you have the books you can, unless you hit an event that reads 'Choose option A or Option B, and make a roll for each', in which case you have to pick A or B and I roll the result.


If EAVE takes a TL15-16 upgrade from the options she got, does she become effectively unrepairable? If not, who does she go to for repairs?


As an aside. My rolls could not have gone more spectacularly. XD

Do I need to pay to make the wings retractable? (If they're like beetle wings do I need retractable?)


You know what I found out about robots? You end up doing lots of tinkering and manipulating credits.
And it's amazing. I likely haven't made the most optimal design, but damn if it wasn't fun concocting this.

I'm following Hotaru's formatting here. Let me know if there's any glaring issues.
Otherwise, go ahead with Terms as you see fit. Beholder, at least initially, was designed to serve as a personal bodyguard, so whatever fits that idea best would be the ideal starting point unless there's another career that would give me a more appropriate skillset for what I've designed.
Generally speaking, I'm trusting your judgement as to what's best.

Current Build:
Assigned Designation: Beholder
Size: 3
Slots: 10.25/50
Armour: 11
Strength - 12
Dexterity – 10 (Arms)/14 (Tendrils)/12 (Average)
Hull (Endurance) - 6
Intelligence - 5
Education - 7
Social Standing - 2
Structure: 3
Mass: 251.875 kg/263.875 kg with legs
Max Lift: 300kg
Orientation: Tall
Current Min Tech Level: TL13 (Experimental Imperium)
Total Frame Cost Multiplier: 2.6x (1x for base cost, 1.1x for frame options, 0.5x for Combat Armour)
Base Cost: 5100C
Modified Cost: 13260C

Frame:
Head: Yes. 100C (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)
Options: Hardwearing, Sealed, Strong
Hardwearing: Because even the weather is hostile sometimes. [Keeper is designed to withstand harsh environments.]
Sealed: Water is a quick and easy way to ruin a robot. Ruined robots don't keep you safe. [Water and Gas can't get in Keeper's frame.]
Strong: The more it takes to break your robot, the greater the issue it poses. [+2 Hull.]
Combat Armor: Being prepared for when they start firing is always a good idea. [+8 Protection.]

Hardware:

Frame – Audio Sensor, Wireless Connection, Radio Transceiver [Very Distant], Black Box, Synaptic CPU, 2500GB Memory Stick, 500 GB Memory Stick. 7/12 Slots Used. Cost of additions: 7850C.
Head – Advanced Optics, Optimised Basic Vocoder. 1.25/2 Slots Used. Cost of Additions: 1250C.
2 Size 3 Arms – Cost: 4000C.
---> Left Arm – Implanted Laser Carbine. 1/4 Slots Used. Cost: 7500C.
4 Size 3 Hydraulic, Retracting Tendrils – Cost: 20000C.
---> Tendrils – 2 Advanced Optics, 2 Optimised Infrared Vision, 2 Optimised Low-Light Vision, split between all Tendrils. Each Tendril has 1/4 slots used, due to splitting. Cost of additions: 4000C.
6 Size 3 Sprawling Legs – Cost: 3000C.

Total Costs: 47600C.

Software:

PP2 – Cost: 9000C
Emotion Generator – Cost: 3000C
Antivirus 2 – Cost: 3000C
Security 1 – Cost: 2000C
Encyclopaedia 2 – Cost: 2000C
Experience Processor – Cost: 10000C

Total Cost: 29000C

Final Cost: 89860C


mdt wrote:
Honestly Trawets, not sure if your character is survivable at this point. Your stats would be STR 2, Dex 7, End 4. That's 11 hit points within this system. And you'll be rocking penalties to your physical stats. You may want to consider retiring him and starting over.

That's what happens when you get greedy. I'll start over from the beginning then.

rolls:

2d6: 2d6 ⇒ (6, 2) = 8
2d6: 2d6 ⇒ (4, 3) = 7
2d6: 2d6 ⇒ (6, 1) = 7
2d6: 2d6 ⇒ (2, 5) = 7
2d6: 2d6 ⇒ (4, 1) = 5
2d6: 2d6 ⇒ (5, 2) = 7
Total: -1

2d6: 2d6 ⇒ (6, 1) = 7
2d6: 2d6 ⇒ (1, 2) = 3
2d6: 2d6 ⇒ (2, 6) = 8
2d6: 2d6 ⇒ (3, 5) = 8
2d6: 2d6 ⇒ (4, 4) = 8
2d6: 2d6 ⇒ (1, 3) = 4
Total: -2

2d6: 2d6 ⇒ (2, 5) = 7
2d6: 2d6 ⇒ (6, 4) = 10
2d6: 2d6 ⇒ (5, 2) = 7
2d6: 2d6 ⇒ (5, 4) = 9
2d6: 2d6 ⇒ (5, 2) = 7
2d6: 2d6 ⇒ (1, 5) = 6
Total: +2

I'll have to come up with a new character idea.


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Vagabond Choice: EAVE's second personality is equipped with Streetwise software. EAVE did not choose the thug life, the thug life chose EAVE. She has the two R's to either side of her name (along with a string of numbers) painted over. REAVER was her given name. Streetwise 0 get.

Special Arm Choice 1: EAVE is trained in the ancient art of duct-crawling. She was already skilled at this, but now she knows to be gentle. TIKK-A-TIKK-ing in enclosed spaces is quite noticable. Stealth 0 get.

Before I make any more choices, does EAVE get any money, or just the gear upgrades? Am I able to sell the microwave emitter that is far too heavy for me? (I'm thinking about keeping it in a lockbox somewhere for when EAVE upgrades her size, regardless, or spending cash if I have it to make it more size-efficient.) Do I still have her starting money? How much would she gain from selling the microwave emitter (preferably to reputable sources)?

What is the function of my Military Governor Ally?

Todo: Choose Gadget, Component, or Skilled 1 in a skill. Name allies and contacts. Never write a backstory so I can keep lying about it. EAVE could be anything. EAVE is intergalactic mech of mystery.


Hotaru of the Society wrote:
EAVE could be anything. EAVE is intergalactic mech of mystery.

All I'm sure of is that EAVE is many, many things.

Comedy gold is one of them. I'm going to have to keep a very close eye on this little bot.


So I select service or education table (for instance) and then you make the roll for the skill learned?


FINAL FINAL CHARACTER SUBMISSION

NAME: Jenni "Glitch" Everson
RACE: Imperial Human
GENDER: Female, 32 years old
BIRTHWORLD: Gandr/Lunion (Spinward Marches 2425) As, Na, Va
Rank/Caste/Title: O2 - Navy Sublieutenant
Bank Account: 25,000 Cr

STATS

STR: 04 (-1)
DEX: 10 (+1)
END: 08 (+0)
INT: 10 (+1)
EDU: 13 (+2)
SOC: 04 (-1)

SKILLS:
Computer 1
Diplomacy 1
Engineer (electronics) 1
Gamble 1
Gun Combat 0
Gunner (turret) 2
Leadership 1
Mechanic 1
Melee (blade) 1
Pilot 0
Physical Science 0
Space Science 0
Vacc Suit 0
Zero-G 0

TANGIBLE BENEFITS
Air/Raft, TAS Membership

PAST MISTAKES
Regrets having left her parents in a bad situation

Equipment:
TL11 laser pistol
Blade
Ballistic cloth (TL 10)
Commdot
Engineering (electronics) toolkit
TL 10 respirator
TL12 computer (security 2, intelligent interface, database (5,000 cr))

Term History:
Term 1 - Joins Navy as Engineer/Gunner.
Gets basic training skills. Vessel participates in a diplomatic mission, gains Diplomacy 1. Advances to Able Spacehand. Age 22.

Term 2 - Displays heroism in battle, saving the whole ship. Automatically commissioned as Ensign. Age 26.

Term 3 - Joins gambling circle on board. Wins extra benefit roll. Promoted to Sublieutenant. Age 30.

Term 4 - Placed in cryogenics and revived improperly. Loses 1 point of Dexterity. Musters out of Navy. Navy covers 100% of healing. Age 32.

Background:
Imperial Academy Admissions Interview 5293-7635-8814-G

"Oh, just start talking? Okay. Name's Glitch. That is, Jenni Everson, but everyone calls me Glitch. So, I'm from Gandr. Never heard of it? I'm not surprised. We aren't exactly on the regular trade route. You know that little out-of-the-way place that lies just one mis-jump coreward of nowhere? Yeah, That's Gandr. Not even a proper world, just a collection of rocks floating in vacuum.

"Dad was a belter. Me and Mom? We were just along for the ride. We were constantly on the jump, going wherever the money was. We finally settled in on Gandr and were making a decent living... until the ore ran dry. Now, it's little more than a forgotten boom system. Dad, always one to believe that his next big strike was right around the corner, made a few unwise investments and the next thing you know, we're living hand-to-mouth.

"So when your recruiter broke down in system and had to put into port for emergency repairs, he fished around a little, and I bit. He made it sound so attractive. Of course, it's not like I needed much of a push. I was screaming for a way off-world. I couldn't sign the datapad fast enough.

"My nickname? It's a joke among my friends. I'm pretty handy with mechanics and electronics. That's my dream job; working onboard an Imperial Cruiser as an engineer. Yeah, I know that everybody wants to be a pilot, but someone has to keep 'em flying, right?"

She passes the entrance exams and physical and is assigned as an engineer/gunnery specialist.

During her first term, she spends much of her time as a mechanic's mate, learning the ins and outs of keeping things in good repair. The work is hard but comes easily to her. It is during this term that her vessel, the Nova Flare, serves in a diplomatic capacity. Glitch is pressed into service as an attache and by keeping her eyes and ears open, learns a little something about diplomacy. Her service is so exemplary that she earns an advancement to Able Spacehand. She is given the opportunity to further her education. She spends a lot of time with the ship's weapons officer, learning how to target and lead targets with the turret gun.

In her second term, she spends time aboard the Twilight Ghost, a cruiser, where she is assigned to a gunnery battalion. During a particularly heated encounter, she takes over the gun turret from a wounded crewman, saving the ship from certain doom! She is granted an immediate battlefield promotion to Ensign for her heroism! This grants her some extra free time, which she spends in quiet study.

Glitch's third term is spent as a computer technician on board a small patrol vessel, the Silver Star. While on board, she becomes involved with a small gambling circle of officers and improves her skill with cards and dice. Through skill and some luck, she manages to amass a small winning. For excellent service, she is promoted to Sublieutenant and receives training in leadership. Extra training pays off and her manual dexterity increases as well.

For her fourth term, she remains aboard the Silver Star on border patrol. Much of her time is spent in engineering, but the vessel runs afoul of pirates and is forced to limp home. In order to conserve rations and air, Glitch is placed in the frozen watch but is revived improperly, compromising some of her Dexterity. She decides to leave the Navy before something worse happens to her.

Fortunately, the Navy assumes responsibility for the accident and she is given medical care at no cost to her.

Personality:
Despite her past, Jenni is a carefree spirit. She faces adversity with a smile and a joke and always has a good word for everyone. Even when things are at their worst, she can be counted on to bolster spirits and rally her companions.

Connections:


What are the entrance requirements for Scout: Exploration, Special Ops, Survey and Aslan Scientist, Aslan Envoy. I'm thinking of going with some sort of Aslan this time around.


Hotaru of the Society wrote:

If EAVE takes a TL15-16 upgrade from the options she got, does she become effectively unrepairable? If not, who does she go to for repairs?

Do I need to pay to make the wings retractable? (If they're like beetle wings do I need retractable?)

It depends on which one she takes. If she uses it to upgrade her secondary persona, then it's no different than her primary persona. If she uses it to gain something integral to her frame, then yes, she becomes unrepairable. otherwise, it's just a component and if it fails, she loses use of it.

It's up to you on retractable, I just thought you'd want to keep the bot looking like your picture. But no, you don't have to pay, they were granted by careers.


trawets71 wrote:
What are the entrance requirements for Scout: Exploration, Special Ops, Survey and Aslan Scientist, Aslan Envoy. I'm thinking of going with some sort of Aslan this time around.

Scouts (General Career) : Entry (Int 5+), Survival (End), Advancement (EDU or INT)

Scouts (Contact) : Entry (Int 7+), Survival (End or Int), Advancement (Edu or Int)
Scouts (Courier) : #Entry (End 5+), Survival (End or Edu or Int), Advancement (Edu)
Scouts (Exploration) : *Entry (End 6+), Survival (Int or Edu), Advancement (Edu)
Scouts (Special Ops) : #@Entry (End 9+), Survival (Int or End), Advancement (Edu or Int)
Scouts (Survey) : &Entry (End 6+), Survival (End), Advacnement (Edu)

Aslan Scientist : !Entry (Int 7+/10+), Survival (Edu or End), Advancement (Soc or Int)
Aslan Envoy : %Entry (Rite Of Passage 10+), Survival

#: Auto-qualify if previous career was Navy
*: Gain +1 to Qualify if previous career was Belter
@: Auto-Qualify if previous career was Agent
&: Auto-Qualify if previous career was Scholar
!: Males use higher number, Males may only take Healer specialization
%: Aslan undergo a Rite of Passage at 15 that determines what careers they may take the rest of their life. This rite is determined as follows :

The Aslan makes a die throw (2d6) and compares it to each of their stats (Except Territory). They generate a number of points for every stat that is greater than the throw. Males generate 1 point, Females generate 2 points, per stat that is greater than their throw. If they throw doubles (1/1, 2/2, etc) then a special event occurs during their rite. This Rite Of Passage # never fades or increases, throughout their adult life.

Certain career paths are restricted by gender for the Aslan. Only females can take the Management Career, only Males can take the Wanderer career. Males may only take the Healer career for Scientist.

Males are generally paid less than females, and take penalties on muster out cash. However, they gain bonuses on Other Benefit checks.


fnord72 wrote:
So I select service or education table (for instance) and then you make the roll for the skill learned?

No, if you have the books, you can make that roll. What I am refering to is this :

You roll an event that says : You are given an opportunity to do an under the table deal, throw Int 8+ if you choose to do so. If you succeed, you gain +1 benefit roll, if you fail, you are arrested and your next career must be criminal. If you choose not to take this opportunity, you gain an Enemy.

You can't roll it yourself, you have to post your decision (take the opportunity or don't take it) and then I roll the result.


Hotaru of the Society wrote:


Before I make any more choices, does EAVE get any money, or just the gear upgrades? Am I able to sell the microwave emitter that is far too heavy for me? (I'm thinking about keeping it in a lockbox somewhere for when EAVE upgrades her size, regardless, or spending cash if I have it to make it more size-efficient.) Do I still have her starting money? How much would she gain from selling the microwave emitter (preferably to reputable sources)?

What is the function of my Military Governor Ally?

Todo: Choose Gadget, Component, or Skilled 1 in a skill. Name allies and contacts. Never write a backstory so I can keep lying about it. EAVE could be anything. EAVE is intergalactic mech of mystery.

She can only get benefits, not cash. Bots can't open bank accounts in the Imperium (Where the game is taking place). She might have had one back in Darrian space, but no longer.

She can sell it in game, but wont' get full price for it (as it will be gently used by a little old woman from the Planet Pasadena).

An Ally is someone who will go out of their way to help you, even risking things for you. A contact will give you help if you help them or pay them, or just answer questions if all you need is info. Basically, and Ally is like a former PC, where a Contact is just an NPC you met once and had a good relationship with.

You need a backstory, at least as far as what happened in your careers. How you got the second brain and what was going on with that you can leave as 'Special Arm Hijinks'. :)


Jenni "Glitch" Everson wrote:

FINAL FINAL CHARACTER SUBMISSION

NAME: Jenni "Glitch" Everson
RACE: Imperial Human
GENDER: Female, 32 years old
BIRTHWORLD: Gandr/Lunion (Spinward Marches 2425) As, Na, Va
Rank/Caste/Title: O2 - Navy Sublieutenant
Bank Account: 25,000 Cr

STATS

STR: 04 (-1)
DEX: 10 (+1)
END: 08 (+0)
INT: 10 (+1)
EDU: 13 (+2)
SOC: 04 (-1)

SKILLS:
Computer 1
Diplomacy 1
Engineer (electronics) 1
Gamble 1
Gun Combat 0
Gunner (turret) 2
Leadership 1
Mechanic 1
Melee (blade) 1
Pilot 0
Physical Science 0
Space Science 0
Vacc Suit 0
Zero-G 0

TANGIBLE BENEFITS
Air/Raft, TAS Membership

PAST MISTAKES
Regrets having left her parents in a bad situation

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Looks good, thanks.


Infernal Zero wrote:

You know what I found out about robots? You end up doing lots of tinkering and manipulating credits.

And it's amazing. I likely haven't made the most optimal design, but damn if it wasn't fun concocting this.

I'm following Hotaru's formatting here. Let me know if there's any glaring issues.
Otherwise, go ahead with Terms as you see fit. Beholder, at least initially, was designed to serve as a personal bodyguard, so whatever fits that idea best would be the ideal starting point unless there's another career that would give me a more appropriate skillset for what I've designed.
Generally speaking, I'm trusting your judgement as to what's best.** spoiler omitted **...

Kind of imagining this for the bot

NOTE : As an experimental bot for the Imperium, you'll be having to pay 25% more for any repairs/parts in game. If you make it to Darrian space, that no longer applies, as they have a higher tech level (14).

Assigned Designation: Beholder
Armour: 11
Strength - 12
Dexterity – 10 (Arms)/14 (Tendrils)/12 (Average)
Hull (Endurance) - 6
Intelligence - 5
Education - 7
Social Standing - 2
Structure: 3

Term 1 : Service Robot (Combat)

Basic Training :
Admin 0
Drive (Any) 0
Gun Combat (Energy Carbine) 0
Jack of All Trades 0
Mechanic 0
Steward 0

Survival, Hull 7+: 2d6 ⇒ (1, 2) = 3 FAILURE

Mishap: 1d6 ⇒ 5
A programming bug causes you to go on a bloody rampage and tear all living creatures on your space station limb-from limb. Afterward it resumes function but there is no one to command you.
Gain Enemy (Bereaved Relative)

Term 2 : Fugitive Robot (Bandit)

Basic Training : Choose 1 of Athletics (Any), Deception, Streetwise, Survival, Mechanic, Melee (Any) at 0

Survival, Hull 6+: 2d6 ⇒ (2, 5) = 7 SURVIVE

Advancement, Int 8+: 2d6 - 1 ⇒ (3, 6) - 1 = 8 ADVANCEMENT

Gain Stealth 1

Survival Bandit Roll: 1d6 ⇒ 4 Gain Gunner (Any) 0

MUSTER OUT (1 roll)
Benefit: 1d6 ⇒ 6 FORTIFICATION

Gain Fortification level 1 (Construction) +4 Protection, +10% Weight Increase

Mass: 277 kg/290.25 kg with legs

Term 3 : Corporate (Bodyguard)

Making sufficient changes to it's appearance to hopefully pass, sneaks into a load bound for a corporate outpost to work as a bodyguard.

Qualify, Int 6+: 2d6 - 1 - 2 ⇒ (4, 5) - 1 - 2 = 6 SUCCESS

Basic Training : Choose one of Broker, Deception, Computers, Persuade, Steward, Trade (Any) at 0

Survival, Hull 7+: 2d6 ⇒ (4, 4) = 8 SURVIVE
Event: 1d6 + 1d6 ⇒ (5) + (2) = 7

A powerful competitor offers you a bribe. You may gain one extra Benefit roll each term you remain in this career if you accept. If you refuse, gain +1 Trust.

Advancement, Soc 6+: 2d6 - 2 ⇒ (6, 6) - 2 = 10 ADVANCEMENT

Rank 1 : Melee (Any) 1

Survival Skill Check, Bodyguard: 1d6 ⇒ 2 Comms 0

Term 4 : Corporate Bodyguard

Service Skills: 1d6 ⇒ 2 Deception 0

Survival, Hull 7+: 2d6 ⇒ (4, 3) = 7 SURVIVE
Event: 1d6 + 1d6 ⇒ (5) + (1) = 6

You uncover data that points to corruption within the board of directors. If you keep your mouth shut, gain +1 Trust and an extra Benefit roll as a payoff from the director in question. If you attempt
to uncover the corruption, roll Investigate 8+. Succeed and you gain +2 Trust and a +2 DM to your next Advancement roll. Fail and you lose 2 Trust and suffer a –2 DM to your next Advancement roll. Gain the
corrupt board director as an Enemy.

Halting career because choice required

EDIT : Be quiet

The bot keeps it's vocoder shut, and gains some benefits from the process.

Advancement, Soc 6+: 2d6 - 2 ⇒ (6, 6) - 2 = 10 ADVANCEMENT

Rank 2 : +1 Trust

Survival Skill Check, Bodyguard: 1d6 ⇒ 2 Comms 0

Final Skills :
Admin 0
Comms 1
Deception 0
Drive (Any) 0
Gun Combat (Energy Carbine) 0
Gunner (Any) 0
Jack of All Trades 0
Mechanic 0
Melee (Any) 1
Stealth 1
Steward 0

Choose 1 of Athletics (Any), Deception, Streetwise, Survival, Mechanic, Melee (Any) at 0

Choose one of Broker, Deception, Computers, Persuade, Steward, Trade (Any) at 0


At least I'm repairable. 25% isn't so bad.

Trust?

Which Melee applies to Tendrils?

Love what I got you imagining - it looks amazing. Beautifully intimidating.

Keeping quiet. Not worth the risk.


If I wanted to play a zhodani, would something along the lines of an agent be acceptable?

Alternatively would be a retired individual that finally decided the rigid nature of zhodani society had become unbearable and goes on walk about.

And a third option would be something of a hunted individual.

Of course any of this is partially predetermined by the rolls.


Infernal Zero wrote:

At least I'm repairable. 25% isn't so bad.

Trust?

Which Melee applies to Tendrils?

Love what I got you imagining - it looks amazing. Beautifully intimidating.

Keeping quiet. Not worth the risk.

Yeah, you might want to keep that whole murdering your crew thing off of the Botfax used bot report.


Infernal Zero wrote:

At least I'm repairable. 25% isn't so bad.

Trust?

Which Melee applies to Tendrils?

Love what I got you imagining - it looks amazing. Beautifully intimidating.

Keeping quiet. Not worth the risk.

Trust is for agents, how much their company trusts them, as a bot, it's not quite as worth it.

Melee (Unarmed) applies to tendrils.


FINAL CHARACTER SUBMISSION

NAME: Keeth Blackstone
Age: 30
RACE: Human
BIRTHWORLD: Agricultural
ALLEGIANCE: Imperium Citizen
Bank Account :9,250

Stats
STR:9 (+1)
DEX:9 (+1)
END:12 (+2)
INT:7
EDU:7
SOC:5 (-1)

Skills
Animals 0
Athletics () 0
Battle Dress 1
Comms 0
Gun Combat (Slug Rifle) 2
Heavy Weapons (Launchers) 1
Leadership 2
Medic 0
Melee (Blade) 1
Stealth 0
Tactics () 0
Zero-G 1

Tangible benefits

Equipment:
Flak Jacket (TL 8), Blades (2), ACR, ACR Magazines (44), Frag grenade (10), Smoke grenade (10), Stun grenade (10) Aerosol (10), Rocket Launcher (TL 9), Rocket Launcher Magazines (5) (TL 9), Snub Pistol, Snub Pistol Magazines (14)

Term History:
Marines (Star Marinesd Lance Sergeant)
Term 1 On the front lines of a planetary assault and occupation.
Term 2 Accused of a crime.
Term 3 A mission goes disastrously wrong due to my commander’s error or incompetence, but I survive. Said nothing and protect him, gain him as an ally.

Background:
Keeth was born into a family of farmers who had made harvesting from the land their family tradition. His father was a farmer, his grandfather was a farmer, his grandfather's father was a farmer, going so far back he doesn't even know how long they've been farming. But while farming was in his blood and he was good at it he always found a love for the stars more than the dirt. He would look up at the night sky and dream of traveling in space, of seen other worlds and other creatures and living a life of adventure.
When Keeth went to apply for the Marines his family laughed. when Keeth turned to say his goodbyes they cried, but he left despite their pleas for him to stay. The stars were his dream and he had finally found the way to reach them, and he wasn't going let tears stop him from achieving that dream.

Twelve years have done a great deal to change Keeth Blackstone from the starry-eyed young adults to the starry-eyed man. His family no longer contacts him, being told that he had committed a crime they probably never realizing that the crime he was accused of was false. He feels the strength of years and years of hours and hours of training and of a regimented lifestyle, but he feels the years raring on him as well. He has decided to leave the Marines and strike out on his own. And so if a modest sum of credits and strong ambition in his heart he he makes his way towards an unknown future with excitement.

Personality:
Calm, quiet, and always looking for a new adventure. Willing to take charge when necessary.

Connections:
Ally Benjamin Fox: Keeth was assigned to Benjamin foxes unit after a short incarceration for a crime he didn't commit and was released for after being proven innocent. Under Benjamins command their first mission wind horrendously wrong leaving Benjamin and Keeth as the only survivors, however is Keeth did not out him, instead choosing to lie and say they were given misinformation.


Taking Melee (Unarmed) 0 on Term 2, then.

Bribery is good. I'll take a bribe.


Infernal Zero wrote:

At least I'm repairable. 25% isn't so bad.

Trust?

Which Melee applies to Tendrils?

Love what I got you imagining - it looks amazing. Beautifully intimidating.

Keeping quiet. Not worth the risk.

Career complete (See original post). Muster Out Rolls for Bodyguard :

terms (2) + rank (1) + Espionage (2) + Bribery (1)

Benefit: 1d6 ⇒ 5 Pick 1 bot component up to TL 16
Benefit: 1d6 ⇒ 5 Pick 1 bot component up to TL 16
Benefit: 1d6 ⇒ 4 Network (Any) (Web of contacts)
Benefit: 1d6 ⇒ 6 Free Trader (Reroll)
Benefit: 1d6 ⇒ 3 Ship Share (Reroll)
Benefit: 1d6 ⇒ 6 Free Trader (Reroll)

Benefit: 1d6 ⇒ 3
Benefit: 1d6 ⇒ 3
Benefit: 1d6 ⇒ 6

Benefit: 1d6 ⇒ 4 Network (Any)
Benefit: 1d6 ⇒ 4 Network (Any)
Benefit: 1d6 ⇒ 6

Benefit: 1d6 ⇒ 2 Weapon or Armour or 1 level of any combat skill

Networks
Agents may also create networks of informants, contacts and allies. Networks must be cultivated over time but may pass on rumours and useful information to the agent or provide help in times of need. Networks are also rated numerically like skills and are acquired through events, skill tables or through roleplaying.

Networks are as follows:

Street
Criminal
Politics
Corporate
Military
Academic

Networks effectiveness is by level, so, using all networks for one network would make a level 3 network, for example.


2d6 ⇒ (3, 3) = 6 Endurance
2d6 ⇒ (6, 5) = 11 Education
2d6 ⇒ (1, 6) = 7 Dexterity
2d6 ⇒ (1, 6) = 7 Intelligence
2d6 ⇒ (6, 6) = 12 Social
2d6 ⇒ (5, 1) = 6 Strength

2d6 ⇒ (5, 6) = 11 Psionic

6767BC-B

Looks like a noble Zhodani.


Fnord, please wait until after Saturday? So I don't get confused? Thanks


Chosen for Game (Includes those with guaranteed slots)
Hotaru : Terms Complete, Character being Finalized
Trawets71 : DIED, creating new character

Complete Entries
CucumberTree : Scandalous, Socialite and One-Hit Wonder, Zhodani
Daniel Stewart : Dev Vorn, Imperial Human, Reformed Scum, Awaiting Background & Personality paragraph.
Kobolum : Keeth Blackstone, Retired Imperial Star Marine, Imperial
Ramarran : Omaltdoy'tsart Yuftro aka 'Malt', retired Naval Captain, Droyne Sport
WhtKnt : Jenny 'Glitch' Everson, Retired Navy Gunner/Mechanic

Applicants and Status
Ancient Dragon Master : Terms Complete, Character being finalized
Chobo : Terms Complete, Character being finalized
Havocprince : Robot built, 6 terms taken, character being finalized See note below
Infernal Zero : Robot Build in progress
Lion Cleric : Terms Complete, character being finalized
MadCaster : Terms Complete, character being finalized
Peet : Stats Rolled, waiting on feedback about what careers
Spazmodeus : Terms complete, character being finalized
Tundran : Terms Complete, character being finalized.

Confirmed and Status :
Lessah : Unlikely to play

NOTE TO ALL :

For those that don't make the first game, but want to be on the list of backups, I'll be letting the starting players vote on the order of backup listing in order of people they'd like to bring in. If there's any objections to that, let me know now.


fnord72 wrote:

If I wanted to play a zhodani, would something along the lines of an agent be acceptable?

Alternatively would be a retired individual that finally decided the rigid nature of zhodani society had become unbearable and goes on walk about.

And a third option would be something of a hunted individual.

Of course any of this is partially predetermined by the rolls.

Remind me after Saturday and I'll help with character gen ok?


Rolls
2d6: 2d6 ⇒ (2, 5) = 7
2d6: 2d6 ⇒ (6, 4) = 10
2d6: 2d6 ⇒ (5, 2) = 7
2d6: 2d6 ⇒ (5, 4) = 9
2d6: 2d6 ⇒ (5, 2) = 7
2d6: 2d6 ⇒ (1, 5) = 6

NAME : Warren Connery
RACE : Human Male
BIRTHWORLD : Imperium Homeworld
PROPOSED CHARACTER TYPE : Field Researcher
ALLEGIANCE : Imperium citizen

STR:6 (+0)
DEX:7 (+0)
END:9 (+1)
INT:10 (+1)
EDU:7 (+0)
SOC:7 (+0)

I decided on a human again. I like the sciences aspect so I want to try for Scholar Field Researcher if I can make it in. I plan on at least 5 terms unless something happens.


mdt wrote:
Ancient Dragon Master wrote:
So with bio-Cover you wear beings? Could you carry and preserve the skin somehow?

It's basically a Terminator artifical human suit (or droyne suit, or vargr suit). A cloned body with no brain and all the bot parts inside the organs.

No, you couldn't carry and preserve the skin, unless you mean making leather out of it.

If I was in a human form and I reconfigured to look like a cow, what would happen to the skin?


NAME : Warren Connery
RACE : Human Male
BIRTHWORLD : Imperium Homeworld
PROPOSED CHARACTER TYPE : Field Researcher
ALLEGIANCE : Imperium citizen

STR:6 (+0)
DEX:7 (+0)
END:9 (+1)
INT:10 (+1)
EDU:7 (+0)
SOC:7 (+0)

Term 1 : Scholar (Field Researcher)

Background Skills

Qualify, Int 6+: 2d6 + 1 ⇒ (5, 3) + 1 = 9

Basic Training

Survive, End 6+: 2d6 + 1 ⇒ (1, 6) + 1 = 8 SURVIVE

Event: 2d6 ⇒ (5, 4) = 9

You make a breakthrough in your fi eld. Gain a +2 DM to your next Advancement check.

Advancement, Int 6+, +2 DM: 2d6 + 1 + 2 ⇒ (3, 3) + 1 + 2 = 9

Rank 1, Social Science 1

Advancement Skill Gain, Field Researcher: 1d6 ⇒ 5 Investigate

Term 2 : Scholar (Field Researcher)

Term Skill, Personal Dev: 1d6 ⇒ 1 +1 Int

Survive, End 6+: 2d6 + 1 ⇒ (4, 5) + 1 = 10 SURVIVE

Event: 2d6 ⇒ (4, 1) = 5

You win a prestigious prize for your work, garnering both the praise and envy of your peers. Gain a +1 DM to any one Benefi t roll.

Advancement, Int 6+: 2d6 + 1 ⇒ (6, 3) + 1 = 10

Rank 2

Advancement Skill Gain, Field Researcher: 1d6 ⇒ 1 Sensors

Term 3 : Scholar (Field Researcher)

Term Skill, Personal Dev: 1d6 ⇒ 5 +1 End

Survive, End 6+: 2d6 + 1 ⇒ (4, 6) + 1 = 11 SURVIVE

Event: 2d6 ⇒ (3, 1) = 4

You are assigned to work on a secret project for a patron or
organisation. Gain one of Medic 1, Any Science (any) 1, Engineer (any) 1, Computers 1 or Investigate 1.

Advancement, Int 6+: 2d6 + 1 ⇒ (2, 2) + 1 = 5 FAIL

Term 4 : Scholar (Field Researcher)

Term Skill, Service Skills: 1d6 ⇒ 5 Investigate

Survive, End 6+: 2d6 + 1 ⇒ (6, 4) + 1 = 11 SURVIVE

Event: 2d6 ⇒ (6, 6) = 12

Your work leads to a considerable breakthrough. You are automatically promoted.

Rank 3, Investigate 1

Advancement Skill Gain, Field Researcher: 1d6 ⇒ 2 Sensors

Aging: 2d6 - 4 ⇒ (1, 5) - 4 = 2

Term 5 : Scholar (Field Researcher)

Term Skill, Field Researcher: 1d6 ⇒ 3 Language (Any)

Survive, End 6+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 SURVIVE

Event: 2d6 ⇒ (4, 3) = 7

Life Event. Roll on the Life Events table (page 34).

Life Event: 2d6 ⇒ (1, 1) = 2

The character is injured or contracts a bad sickness. Roll on the Injury table (page 37).

Injury: 1d6 ⇒ 1

Nearly killed. Reduce one physical characteristic by 1d6, reduce both other physical characteristics by 2 (or one of them by 4).

Reduction: 1d6 ⇒ 2

Advancement, Int 6+: 2d6 + 1 ⇒ (1, 1) + 1 = 3

Patron Medical Bill Payments: 2d6 ⇒ (6, 4) = 10 75% payment

Medical Costs : 3 stats at -2, -6 total. 6 x 5,000 = 30,000 credits. 30,000 x 0.25 = 7,500 Credits

Character has medical bills of 7,500 Credits.

Advancement, Int 6+: 2d6 + 1 ⇒ (3, 2) + 1 = 6 SUCCESS

Rank 4

Advancement Skill Gain, Field Researcher: 1d6 ⇒ 2 Sensors

Aging: 2d6 - 5 ⇒ (6, 3) - 5 = 4

Status after 5 terms

Stats
STR:6 (+0)
DEX:7 (+0)
END:10 (+1)
INT:11 (+1)
EDU:7 (+0)
SOC:7 (+0)

Skills
Carouse 0
Comms 0
Computers 1
Diplomat 2
Engineer (Any) 1
Investigate 2
Language (Any) 0
Medic 1
Any Science (any) 0
Social Science (Any) 1
Sensors 0
Streetwise 0

Rank : 4
Benefit Rolls : 5 (Terms) + 2 (Rank)
Bonuses : +1 DM to one Benefit Roll
Retirement (Scholar) : 10,000 Credits / year

Do you want to continue as a researcher? Muster out and try another career, or muster out and finalize? Same as before about the rank 5 and benefit mods (you'd get 2 more rolls and a +1 DM to all rolls) and a retirement package.


Ancient Dragon Master wrote:
mdt wrote:
Ancient Dragon Master wrote:
So with bio-Cover you wear beings? Could you carry and preserve the skin somehow?

It's basically a Terminator artifical human suit (or droyne suit, or vargr suit). A cloned body with no brain and all the bot parts inside the organs.

No, you couldn't carry and preserve the skin, unless you mean making leather out of it.

If I was in a human form and I reconfigured to look like a cow, what would happen to the skin?

You'd rip your human skin apart, and not look like a cow, but like a robocow burst out of a human like a chest buster. Not all options work well together. :)


The idea of a RoboCow chestburster amuses me more than it should.

mdt wrote:

Career complete (See original post). Muster Out Rolls for Bodyguard :

terms (2) + rank (1) + Espionage (2) + Bribery (1)

[dice=Benefit]1d6 Pick 1 bot component up to TL 16
[dice=Benefit]1d6 Pick 1 bot component up to TL 16
[dice=Benefit]1d6 Network (Any) (Web of contacts)
[dice=Benefit]1d6 Network (Any)
[dice=Benefit]1d6 Network (Any)
[dice=Benefit]1d6 Weapon or Armour or 1 level of any combat skill

Networks
Agents may also create networks of informants, contacts and allies. Networks must be cultivated over time but may pass on rumours and useful information to the agent or provide help in times of need. Networks are also rated numerically like skills and are acquired through events, skill tables or through roleplaying.

Networks are as follows:

Street
Criminal
Politics
Corporate
Military
Academic

Networks effectiveness is by level, so, using all networks for one network would make a level 3 network, for example.

Corporate 2 and Military 1 sounds good to me.

"Component" means what, exactly? Anything you can stick in a robot, hardware or software?
I become irreparable if I add TL15+ items that are integral to my frame. Do I merely need to include it in my frame for that, or is there more to it? Is this just a hardware concern?
If I place something that Hi-Tech in say, a manipulator, would I face the same issue, or would I just have to replace the manipulator if it's damaged? Assuming the component was salvageable, could it be extracted from the damaged/broken limb and re-integrated to another (assuming I found someone capable/crazy enough to try. This is experimental tech, after all)?
Are there any possible components that weren't listed when you were putting out the list of things we could buy for our robots that I might be interested in acquiring?

Benefit of an Energy Shield? Emotion Analyser? (I know I'd need upgrades and more software to use the latter.)

Any weapon suggestions? (Looking for options at Long Range and Melee Range. It's not drastically important to me whether they're available as one of my advanced tech options, or just as a standard weapon option.) Would any weapons I acquire be implanted?

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