
Madcaster |

NAME: Gabriel Li
RACE: Human
GENDER: Male
BIRTHWORLD: Gumurlag (industrial, high-population)
Rank: Marine O1 - Lieutenant
Pension: Cr10,000/year
Bank Account: Cr8,750
Age: 38
STATS:
STR 09 (+1)
DEX 07 (+0)
END 11 (+1)
INT 08 (+0)
EDU 08 (+0)
SOC 02 (-2)
SKILLS:
Athletics (coordination) 0
Athletics (endurance) 1
Battle Dress 0
Comms 0
Computer 0
Drive (tracked) 1
Gun Combat (slug pistol) 0
Gun Combat (slug rifle) 1
Heavy Weapons (launchers) 1
Heavy Weapons (field artillery) 1
Heavy Weapons (man portable artillery) 0
Leadership 2
Medic 1
Melee (blade) 1
Melee (unarmed) 2
Tactics (military) 2
Trade (civil engineering) 0
Stealth 0
Vacc Suit 1
TANGIBLE BENEFITS:
TAS Membership
PAST MISTAKES:
Rival - Stefan Warders, Rank O4 - Lt. Colonel
Enemy - Leader of the kidnapper group
On person:
Cloth (TL 10) + Smart Fabric (TL 10) - Protection 5, Skill: None, Mass: 1 kg
Hand Computer (TL 12) + Comm (TL 10) - Hand computer: Power ?, Comm: Multiple forms of data, computer/1
Translator software 1 (TL 10)
In storage:
Combat Armor (TL 12) - Protection 14, Skill: Vacc Suit 0, Mass: 10 kg
Gauss Rifle (TL 12) - Range: Ranged (rifle), Damage: 4d6, Auto: 4, Recoil: 0, Magazine: 80, Ammo Cost: Cr. 40, Mass: 4 kg
Additional Gauss Rifle magazines: 10
RAM (TL 8) - Range: Ranged (assault weapon), Damage: By grenade, Auto: 6, Recoil: 1, Magazine: 6, Ammo cost: Cr. 180, Mass: 2 kg
RAM grenades - 6 frag (Damage 5d6/3d6/1d6, Blast radius: 3/6/9 m., Mass: 0.5 kg)
Light-Intensifying Goggles (TL 9)
Term 1 - Marine Support; Event: Betrayal; Advance
Term 2 - Marine Support; Event: Assault on an enemy fortress, Success; Advance
Term 3 - Marine Support; Event: Assigned to the security staff of a space station; Advance
Term 4 - Marine Support; Event: Crime
Term 5 - Marine Support; Event: Betrayal; Advance; Commission; Muster Out
Muster Out - Cr35,000, +1 EDU, +1 EDU, Weapon, TAS Membership, +1 Int, Armour or +1 End
Gabriel Li was born on Gumurlag, an industrial world with billions of people. His father was a skilled engineer and spent his entire life on Gumurlag. Unlike his father, Gabriel wasn't too different from many other young people and didn't want to spend his entire life in one place, so as soon as an opportunity presented itself - in the form of Marine recruiters - he jumped at it.
Of course, nothing never goes well, and although he advanced in rank in his first term as Marine Support, he had a dispute with another marine, Stefan Warders, that grew into a brawl. Luckily, they wasn't reprimanded by their commanding officer, only a few weeks of night duty.
When his first term came to an end, Gabriel come to like the military, so he continued his career in the Marines. In his next terms he saw some action - they were sent for an assault on a pirate fortress - just how the pirates managed to build it? Their regiment broke the fortress, and many marines were commissioned. Gabriel was not one of them - the battalion he was in was under Stefan Warders, who was determined to put spokes in wheels of Gabriel's career. He did advanced in NCO rank, at least.
The third term was a quiet one - he was assigned to the security staff of a space station. Not much happened during this time and he received another advance. For the length of service, probably.
His fourth didn't end well for him - he didn't quite understand every detail, but after a failed mission his officer shifted the blame on Gabriel. He was lucky not to get discharged, and only received a letter of reprimand - the higher-ups seemed to understand the situation and needed a non-officer scape-goat.
Despite this, Gabriel continues his career, but decides that the fifth terms would be the last - his age begins to has its effect on him, making active duty harder, and the letter of reprimand would make advancing further much harder. He was given a squad and was sent to guard some bigwig with an inspection on a developing planet. Unfortunately for a bigwig, a group of kidnappers knew about that and showed themselves. The further events developed as usual - shooting, running, protecting and a lot of swearing. The leader managed to get away, but the bigwig was protected.
Gabriel received a commendation for his actions, and the higher-ups had no choice but to begrudgingly commission him. With 20 years of service and quite a few accomplishments under his belt, Gabriel left the service.
To his surprise, TAS Membership was waiting for him - the bigwig was an important figure in the Society. With that, and his retirement pay Gabriel is now free to do what he wants. And what he wants now - is a calm and relaxed voyage to some nice resort.
Gabriel is an easy-going person and rarely refuses to meet someone new. Especially if that someone treats him a couple of drinks.
20 years of military life are bound to leave an imprint on a person - Gabriel is punctual and neat. He does like that outside of military there is mostly no strict schedule to follow.
Gabriel would prefer to just enjoy the well-deserved rest after serving 20 years, and with the retirement pay and TAS membership this wouldn't be that hard, but if he's forced to, he has some equipment for the mercenary job - shooting is the only thing he knows well enough.
Connections: TBD

mdt |

The idea of a RoboCow chestburster amuses me more than it should.
You are obviously a sick individual. :)
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)?
Any discrete object. An arm (not including optional bits in the arm), a Computer (memory, CPU, software), the basic frame (some frame options are higher tech level). If you have a component that goes into a frame or into a limb, then the frame or limb doesn't have to be upgraded in TL, however, you may have some issues (power drain, etc) for especially powerful high level tech items.
Hopefully that answers those questions?
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?
I put a list in for Hotaru up thread, he rolled the same thing.
Benefit of an Energy Shield? Emotion Analyser? (I know I'd need upgrades and more software to use the latter.)
Energy Shield: The latest word in protective technology, this gadget creates a practically impenetrable, mobile force hemisphere around the robot that lasts for a minute. This places a very considerable strain on the power supply and the circuits. Using it more than once per six hours entails a Hull check with a cumulative –2 DM. Failure means that the power supply is utterly drained, leaving the robot defenceless until recharged. The energy field is about three metres in diameter. It blocks all material attacks. It does not stop laser rays and can be penetrated by an energy attack that deals 50 or more points of damage in one strike.
Emotion Analyser allows the bot to understand human emotions. Emotion generator allows them to have emotions, but they don't really understand complex human emotions.
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?
I would suggest an energy carbine or energy pistol or energy rifle, then you don't have to carry ammo.
Your advanced bit would let you get one from a higher level.

mdt |

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
MadCaster : Gabriel Li, Retired Imperial Marine
Ramarran : Omaltdoy'tsart Yuftro aka 'Malt', retired Naval Captain, Droyne Sport
WhtKnt : Jenny 'Glitch' Everson, Retired Navy Gunner/Mechanic
Anyone below this line can't be selected for game, need finalized character posted in thread (or via Alias)
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
Infernal Zero : Robot Build in progress
Lion Cleric : 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.

trawets71 |

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.
I'm going to go again and hopefully not screw up. I'd like to roll off of the service skills table.

mdt |

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)
You make a breakthrough in your fi eld. Gain a +2 DM to your next Advancement check.
Term 2 : Scholar (Field Researcher)
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.
Term 3 : Scholar (Field Researcher)
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.
Term 4 : Scholar (Field Researcher)
Your work leads to a considerable breakthrough. You are automatically promoted.
Term 5 : Scholar (Field Researcher)
Nearly killed. Reduce one physical characteristic by 1d6, reduce both other physical characteristics by 2 (or one of them by 4).
Term 6 : Scholar (Field Researcher)
Service Skills: 1d6 ⇒ 4 MEDIC
Survival, End 6+: 2d6 + 1 ⇒ (1, 4) + 1 = 6 SURVIVE
Event: 2d6 ⇒ (4, 5) = 9
You make a breakthrough in your field. Gain a +2 DM to your next Advancement check.
Advancement, Int 6+, +2 DM: 2d6 + 1 + 2 ⇒ (1, 1) + 1 + 2 = 5
Dice Bot really hates you
Aging: 2d6 - 6 ⇒ (6, 6) - 6 = 6 Aged Gracefully
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 2
Any Science (any) 0
Social Science (Any) 1
Sensors 0
Streetwise 0
Other
Rank : 4
Benefit Rolls : 6 (Terms) + 2 (Rank)
Bonuses : +1 DM to one Benefit Roll
Retirement (Scholar) : 12,000 Credits / year
Same question, muster out or press on?

Hotaru of the Society |
1 person marked this as a favorite. |

The interesting thing about Robocow is that the cow form is its 'natural form', but it can reconfigure into a human suit. So the logistics of that are rather staggering. Here you have a cowbot who wanted to be human so badly that it compacted itself down into the shape of an ordinary man and went out and had a skinsuit made - or was made right into it. Only to one day forget, relax, and bam. All of it for nothing.
I'm just imagining this at their wedding. Talk about a Trojan Cow...
Event: 2 = 2 "The love of your life was secretly a cowbot all along, created by your nemesis. The cowbot really does love you though. You may continue with the ceremony. If you do not, the bride's side of the family will leave. Quickly. Causing a stampede. If you continue, roll advocate 8-. If successful, you ruin your enemy's reputation and take him to the bank for half of what he's worth. If you fail, your marriage ends in a tragic divorce, lower your retirement pay and muster out cash rolls by 20% to represent the combined allimony and child support payments."

Hotaru of the Society |

I'm noticing that Flapping Wings have two asterisks, not just one. A double asterisk represents that there's an engine weight included... but possibly does not include the normal asterisk for 'doesn't count against carrying itself'. If that's the case, EAVE cannot use the wings as they make her too heavy to use them. :(
I think EAVE will take Visilight Chameleon for her free TL 16 or less reward, if that's an applicable use. It's really fitting for the timeframe. It also allows EAVE to call her second persona 'The Major'. :3
If I still have that little bit of money left over, I think I'd like to add an additional set of advanced optics, a normal audio sensor and a wireless connection for my secondary bot.
Edit: How many slots does a tiny bot have, how much does it weigh baseline, etc. I know you left those out initially because we couldn't build tinybots, but now I have to split things up and make sure they're legal. Thanks!
Is it possible to directly increase the lift of my flappy wings via credits?
Todo: Split components between EAVE and The Major. Backstory.

Tundran |

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).
[dice=Commando, Cash]1d6 5000 Credits
[dice=Commando, Cash]1d6 75000 credits
Total Cash : 80,000 Credits[dice=Commando, Other]1d6 Weapon
[Dice=Commando, Other]1d6 Another Weapon, or add 1 weapon skill level (Gun Combat, Heavy Weapons, or Melee)[dice=Striker, Cash]1d6 20,000
[dice=Striker, Other]1d6 Combat ImplantTotal 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.
Very helpful thanks. I get what you mean about the skills since they get added to over time. So I will keep them as is.
I'm a little disappointed that I didn't get anything with a little more narrative weight during muster out, like a contact or relationship or something. As is, my character doesn't really have much of a hook other than the K'Kree fish-out-of-water thing.
To that end, I have been thinking about how to give her more depth, especially over the course of her career. I'm thinking now that she is not so fiercely independent. But rather, she still has a need for a "herd" in her life, which she filled with the animals during her time as a barbarian and then with her crew while with the mercs. So I see her travelling to Shirrul Gami after retirement because she has heard about the animals and primitive life there and is going to try to recreate her childhood with the animals.
So I was going to just say I was done if I picked up a good hook during muster out. But now I feel like I should do one more term in a career more focused back on the animals. I'm guessing Science (Biology) but if you know of something closer to what I'm envisioning, go ahead and roll that instead. Like a game warden or forest ranger or something possibly.
NAME : Tulip
RACE : K'Kree
GENDER : female
BIRTHWORLD : One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
Rank/Caste/Title : barbarian rank 1, retired mercenary rank 4 (Pointman)
Pension : 10,000 cr
Bank Account : 105,000 cr
STATS
STR 13 (+2)
DEX 10 (+1)
END 12 (+2)
INT 9 (+1)
EDU 5 (-1)
SKILLS
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 2
Heavy Weapons (Man Portable Artillery) 1
Language (Terrangelo) 1
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Remote Ops 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
TANGIBLE BENEFITS
PAST MISTAKES
bladed weapon
combat implant
Survived in the wilderness.
Term 2 : Mercenary (Commando, Raider)
Your unit is particularly efficient, getting additional training in between numerous short tickets.
Term 3 : Mercenary (Striker, Rifleman)
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated.
Term 4 : Mercenary (Striker, Rifleman)
One of your assignments requires special training for its success, which the employer is willing to pay for.
Term 5 : Mercenary (Commando, Spec Ops)
You are pushed to the limit of your skills and successfully kill enough of the enemy to break their morale.
Term 6: Mercenary (Security, Site Defense)
You are assigned to provide protection for an alien ticket.
Background Spoiler, Should include events from Term History, plus other things you want in your background
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.
*********
Please roll me a term in Science (Biology) or similar as appropriate. If I fail to enter, I will do the term as a drifter then muster out permanently.
Thanks! :D

mdt |

Options for Basic Frame :
Size : 1 to 5 (1 = mouse, 2= cat, 3 = human, 4 = cow, 5 = Elephant)
It's strongly suggested to be 2 to 4, or you will have major problems.
Slots : Based on size (2/6/10/16/32)
Armour : Based on size (-/1/3/610)
Hull : Based on size (1/2/3/4/7) (equivalent of End for Bots)
Structure : Based on size (1/1/2/4/5)
Mass : Based on size (1/15/120/600/300) in kg
Cost : Based on Size (1000/3000/5000/10000/50000)
Orientation : Tall (Humanoid) or Long (Quadruped), Both versions can be made Anthromorphic (Tall looking human/aslan/etc or long looking like a dog/pony/etc).
Each Frame can have Units added to it, to hold more equipment. One common use for this is to make a Head (people get freaked out talking to a headless human shaped bot for example). Heads are generally 2 sizes smaller than the base frame (or size 1 if frame is size 2, size 1 frames can't have heads that look normal)
Unit : 1/2/3/4/5
Slots : 2/4/6/10/16
Armour : -/-/-/+1/+1
Hull : +1 all sizes
Structure : +1 all sizes
Mass : 1/7/60/300/1000
Cost : 100/500/1000/2000/5000
Tube Frame : Flexible or segmented body, rather than a fixed rigid frame (think catapiller frames or snakes)
Size : 1/2/3/4/5
Slots : Based on size (2/4/8/12/24)
Armour : Based on size (-/1/4/6/10)
Hull : Based on size (1/2/3/4/7) (equivalent of End for Bots)
Structure : Based on size (1/2/3/5/6)
Speed : 2/3/4/5/4 (meters per action)
Mass : Based on size (1/10/80/400/2000) in kg
Cost : Based on Size (1500/4000/6000/12000/55000)
Note : For divider bots, you ignore the Mass, since your mass will be 1/2 the size 2. It's assumed that if you can carry your weight at size 2, you can carry your weight at size 1, even if the chart says normally you wouldn't be able to.

mdt |

mdt wrote:You are obviously a sick individual. :)I don't deny that.
An Energy Rifle, you say? What are the stats, pray tell?
If you use an advanced tech (up to TL16) benefits for it :
Assault Laser, TL 14 Assault Weapon Range, Gun Combat (Laser Carbine) Skill, Damage 4d6+6, Slots 1, Autofire 6, 2 KG
If you use a normal weapon roll :
Stagger Laser Rifle, TL 12, Assault Weapon Range, Gun Combat (Laser Rifle) Skill, Damage 4d6, Autofire 4, Slots 1, 4 kg

mdt |

NAME : Tulip
RACE : K'Kree
GENDER : female
BIRTHWORLD : One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
Rank/Caste/Title : barbarian rank 1, retired mercenary rank 4 (Pointman)
Pension : 10,000 cr
Bank Account : 105,000 cr
STATS
STR 13 (+2)
DEX 10 (+1)
END 12 (+2)
INT 9 (+1)
EDU 5 (-1)
SKILLS
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 2
Heavy Weapons (Man Portable Artillery) 1
Language (Terrangelo) 1
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Remote Ops 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1
Your best bet would be Citizen (Colonist). Not intuitive, but it has the same stuff a game warden would have, animals, survival, etc.
Qualify, EDU 5+, -2 DM: 2d6 - 1 - 2 ⇒ (4, 1) - 1 - 2 = 2 FAIL
Unfortunately, that means we either have to go Drifter (Barbarian) or stop. Your choice.

trawets71 |

NAME : Warren Connery
RACE : Human Male
BIRTHWORLD : Imperium Homeworld
PROPOSED CHARACTER TYPE : Field Researcher
ALLEGIANCE : Imperium citizenSTR:6 (+0)
DEX:7 (+0)
END:9 (+1)
INT:10 (+1)
EDU:7 (+0)
SOC:7 (+0)Term 1 : Scholar (Field Researcher)
You make a breakthrough in your fi eld. Gain a +2 DM to your next Advancement check.
Term 2 : Scholar (Field Researcher)
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.
Term 3 : Scholar (Field Researcher)
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.Term 4 : Scholar (Field Researcher)
Your work leads to a considerable breakthrough. You are automatically promoted.
Term 5 : Scholar (Field Researcher)
Nearly killed. Reduce one physical characteristic by 1d6, reduce both other physical characteristics by 2 (or one of them by 4).
Term 6 : Scholar (Field Researcher)
[dice=Service Skills]1d6 MEDIC
[dice=Survival, End 6+]2d6+1 SURVIVE
[dice=Event]2d6
You make a breakthrough in your field. Gain a +2 DM to your next Advancement check.
[dice=Advancement, Int 6+, +2 DM]2d6+1+2
Dice Bot really hates you
[dice=Aging]2d6-6 Aged Gracefully
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 2
Any Science (any) 0
Social Science (Any) 1
Sensors 0
Streetwise 0Other
Rank : 4
Benefit Rolls : 6 (Terms) + 2 (Rank)
Bonuses : +1 DM to one Benefit Roll
Retirement (Scholar) : 12,000 Credits / yearSame question, muster out or press on?
I really want to press on but I can't risk aging again so I'll muster out. Please use the +1 DM on the last benefit roll. Please stop after 6 rolls 2 cash/4 benefit so I can decide whether to use the +1 on cash or benefit.

mdt |

@Trawets
Cash 1: 1d6 ⇒ 6 60,000 Credits
Cash 2: 1d6 ⇒ 4 30,000 Credits
Benefit: 1d6 ⇒ 5 Scientific Equipment
Benefit: 1d6 ⇒ 2 +1 EDU
Benefit: 1d6 ⇒ 3 Ship Shares (Reroll)
Benefit: 1d6 ⇒ 4 +1 SOC
Benefit: 1d6 ⇒ 6 Lab Ship (Reroll)
Benefit: 1d6 ⇒ 2 +1 EDU
Scientifific Equipment:
Gain any one piece of scientific equipment: a communications device, a toolkit, a sensor, a computer or a computer program, gained at the lowest Technology Level if multiple TLs are listed. If you roll this benefit again, then you take another piece of scientific eequipment or gain Comms, Sensors, Computers or any one Science skill.
Some Examples :
Habitat Module, Pressurized (TL 10): The TL 10 version of the habitat module is pressurised and includes life-support for six occupants for one week (1,000 man hours). Cr. 20,000.
Automedic, Personal (TL 11): A personal automedic is an automated drug
dispenser tailored to a specifi c user’s body chemistry. It monitors the wearer’s bio-signs for any changes. The automedic will dispense anti-toxins, antibiotics, stimulants, sedatives and other pharmaceuticals required to keep the user at peak efficiency or prevent collapse.
Field Surveillance Radar (TL 9): The fi eld surveillance radar is designed to provide surveillance of open areas in conditions of limited visibility. It has a range of 500 metres and comes with a tripod mount. It detects moving objects of 0.1 litres of volume or more within range and requires external power (a generator or a vehicle’s power plant) to operate. Cr. 5,000.
Map Box (TL 9): Originally designed for wilderness exploration, the map box is a compact storage system for computer generated maps of a world. Scale may be adjusted by pressing a few buttons or (at TL 11 or higher) via voice commands. Most inhabited planets have insert wafers available, for Cr. 150 each, which will update the box appropriately. When not available, two orbital sweeps of the world are required to obtain the necessary information to construct a map wafer. Blank map box wafers are available for Cr. 30. The use of a map box grants the user a +2 DM bonus to all skill checks involving direction and navigation of the mapped planet. The cost of a map box (with one planet pre-programmed) is Cr. 3,000.
Combination Analysis Unit (TL 10): A Biological/Chemical lab unit in a portable housing, capable of all the functions of the bio and chemical analysis units but faster and with greater accuracy. The unit’s database contains many common and uncommon compounds and can advise on the properties of (and hazards posed by) most known substances. Cr. 25,000.
Biosniffer (TL 12): A portable biological detection and analysis unit, the biosniff er can be used to detect traces of organic processes (life) or to analyse the composition of matter. Its internal database allows rapid indications to be made as to the nature of biological matter and whether it poses a threat to travellers. Results are obtained automatically and faster ( a sample will typically take 10-60 seconds to analyse) than with lower-tech devices.
Neural Activity Detector (TL 14): A large and bulky unit which detects brainwave activity within 500m. The NAS can indicate the order of the creature emitting it (Human-equivalent might be Vargr, Aslan or Droyne; Dog-equivalent might be a horse or a kian) and the number of emissions (individuals) within an area. The unit is not very reliable or precise and can be fooled by large numbers of low order brainwave emissions. Wt 10 kg, Cr. 35,000.

Hotaru of the Society |

A quick bit of verification: Do size 2 Flapping Wings (30kg lift, 10kg weight) essentially require my bot to be 20kg or less prior to the wings in order to be able to with them? I know most transport options don't include their own weight, but I'm uncertain on flight equipment in particular.
Is encumbrance hard-set, such that my 40kg lift on my legs can only carry 40kg max, or is it 40kg before 'encumbered' and something bad happens in relation to that?

![]() |

NAME: (Lance Cpl.) Hamden Hobbs (Proud owner of Hobbs' Hops.)
RACE: Imperial!
GENDER: Male
BIRTHWORLD: Macene
PROPOSED CHARACTER TYPE: Aimed for young and foolish ex-marine, ended up with Citizen Ex-Marine Small business owner/co-owner. Will probably be picking up more and more non-combat, Education-based skills.
ALLEGIANCE: Imperial!
STATS:
STR: 10 (+1)
DEX: 10 (+1)
END: 11 (+1)
I: 7 (0)
EDU: 9 (+1)
SOC: 4 (-1)
Term 1: Marines
Term 2: Marines
Term 3: Marines
Term 4: Citizen
Athletics(Endurance) 0
Battle Dress 0
Tactics (Marines Combat) 0 Not sure if that's navy or ground.
Heavy Weapons (Man-Portable Artillery) 1
Gun Combat (Energy Rifle) 2
Gun Combat (Slug Rifle) 1
Gun Combat (Energy Pistol) 1
Melee(Blade) 2
Drive (Wheeled) 1
Flyer (Grav) 0
Streetwise 0
Steward 0
Trade(Hydroponics) 1
Pilot (Small Craft) 1
Sensors 1
Comms 1
Gunner (Turrets) 1
Persuade 1
Medic 1.
TBA - 3750 Credits (I think)
Gauss Rifle
Flak Armor
So I grew up on Macene.
Long way from home, I know, right? So I grew up as a belter. Dad was a miner, mom was in hydroponics. There's practically nothing to do as a kid on a space station after you grow out of chasing vermin in ventilation. I've always been a large kid, and it's not like I was getting smaller.
For something that lethal even in this day and age, asteroid mining is pretty boring for a kid. Hydroponics - even more so, or so I thought back in the day. Anyway, I turned eighteen and enlisted with the marines back on Macene. I was big, tough, Vacc certified, and just a little bit sharper than the average rock in the average haul. So I joined up, got accepted. I mean, the marines is all adventures, storming pirate ships, and all that.
My first tour was three months of basic and three years and nine months of sitting on a space station in the same damn system. That was adventurous. Learned every card game there is, and helped made up a couple more. So when I got home, things were still the same, and I had done a great job not doing anything in particular, so they gave me a promotion.
Married my school sweetheart, then I went on an actual tour and an actual mission. Well. Technically, I was on guard duty again. Unofficially, my squad got tasked with striking a ship, allegedly filled with terrorists and pirates. We board the ship with orders to shoot everything on sight.
I'm not going to elaborate, but it wasn't terrorists, it wasn't pirates, and looking back at it, I'm pretty sure what we did wasn't in the Imperial benefit. But we did it, and we even felt good about for a while. Pats on the back, for me and the girl I served with back there. Except, she gets this itch to start digging, something didn't feel right. She confronted me with the evidence that it was orchestrated from high up... and I suggested to the psychologist to give her a look. Didn't go too well, and I'm pretty sure she's coming for me one day or another. Suits me for being a dumbass.
So I go back home, the missus has decided to split and take the shares in a ship we invested in. I go out once again, do my damn job pretty well. Then get passed away for promotion for some guy with connections. Screw the Marines, basically. I'm thirty, NCO and no background, and tired of bloody asteroids and ships and everything of the sort.
I packed my things and left, worked my way until I couldn't stomach ships further. Ended up on Harrison, of all places. Was a bartender for a bit, then I mentioned to some guy that I've done hydroponics way back. He needed a worker and hired muscle - I needed someone with business sense and knowledge of Harrison.
Is my business a laundering operation? Definitely. Does that mean I don't enjoy growing my damn crops and selling 'Authentic Harrison Grown Local Beer'? I do. It's simple, it takes my mind off things and, hell, it gets food on the table and spare parts for the water filtration table. It could be a lot worse, is what I'm saying. I even convinced my employer to let me go and see if we can't start growing those weird plants from Shirrul Gami. Sell some under the nose of the Hammerston Group. Nobody's going to investigate a s*&&ty independent hydroponics farm from Planet Hicksville, right?
I think with the backstory done, that'll be my submission finished (Bar grabbing items). I spun my head around the planet he's from, and I imagined that actually his company being a front for a criminal enterprise makes sense - luxury goods are often the best fronts for such enterprises, and a local hydroponics farm could easily consist as such on a world that doesn't have a reliable source of food. That, and Hamden would be in (more or less) control of the business because of his abilities and training, rather than his amazing hydroponics experience.
I'm not set on Harrison as a planet to operate on, it just made some sense.

Tundran |

NAME : Tulip
RACE : K'Kree
GENDER : female
BIRTHWORLD : One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
Rank/Caste/Title : barbarian rank 1, retired mercenary rank 4 (Pointman)
Pension : 10,000 cr
Bank Account : 105,000 crSTATS
STR 13 (+2)
DEX 10 (+1)
END 12 (+2)
INT 9 (+1)
EDU 5 (-1)SKILLS
Animals (Training) 0
Animals (Veterinary) 0
Athletics (Endurance) 0
Athletics (Strength) 1
Explosives 1
Flyer (Grav) 0
Gun Combat (Energy Rifle) 2
Gun Combat (Shotgun) 1
Gun Combat (Slug Pistol) 1
Gun Combat (Slug Rifle) 1
Heavy Weapons (Flamethrowers) 2
Heavy Weapons (Man Portable Artillery) 1
Language (Terrangelo) 1
Melee (Blade) 1
Melee (Unarmed Combat) 0
Navigate 1
Recon 1
Remote Ops 1
Stealth 0
Survival 1
Tactics (Military) 1
Vacc Suit 1
Zero-G 1Your best bet would be Citizen (Colonist). Not intuitive, but it has the same stuff a game warden would have, animals, survival, etc.
[dice=Qualify, EDU 5+, -2 DM]2d6-1-2 FAIL
Unfortunately, that means we either have to go Drifter (Barbarian) or stop. Your choice.
OK, if I have the option to stop before beginning another term as a drifter, that's fine with me. I will just finish writing up my character submission.

mdt |

A quick bit of verification: Do size 2 Flapping Wings (30kg lift, 10kg weight) essentially require my bot to be 20kg or less prior to the wings in order to be able to with them? I know most transport options don't include their own weight, but I'm uncertain on flight equipment in particular.
Is encumbrance hard-set, such that my 40kg lift on my legs can only carry 40kg max, or is it 40kg before 'encumbered' and something bad happens in relation to that?
Those are all great questions. I wish that the book actually detailed what Lift was. :) The way I'm treating it, you have to have Lift equal to your weight to use your maneuver speed at normal level. So :
GROUND SPEED
Lift | Speed Bonus/Penalty | Maneuvering Bonus/Penalty
<25% Weight | +50% Speed | +2 DM
26%-75% Wgt | +25% Speed | +1 DM
76%-125% Wgt | Speed | +0 DM
126%-175% Wgt | -25% Speed | -1 DM
176%-200% Wgt | -50% Speed | -2 DM
201%-300% Wgt | -75% Speed | -3 DM
301%+ Wgt | -100% Speed | N/A
AIR SPEED
Lift | Speed Bonus/Penalty | Maneuvering Bonus/Penalty
<25% Weight | +50% Speed | +2 DM
26%-75% Wgt | +25% Speed | +1 DM
76%-125% Wgt | Speed | +0 DM
126%-175% Wgt | -25% Speed | -1 DM
176%-200% Wgt | -50% Speed | -2 DM (GLIDE ONLY)
201%-300% Wgt | -75% Speed | -3 DM (CONTROLLED CRASH ONLY)
301%+ Wgt | -100% Speed | N/A (CAN'T GLIDE)

mdt |

NAME: (Lance Cpl.) Hamden Hobbs (Proud owner of Hobbs' Hops.)
RACE: Imperial!
GENDER: Male
BIRTHWORLD: Macene
PROPOSED CHARACTER TYPE: Aimed for young and foolish ex-marine, ended up with Citizen Ex-Marine Small business owner/co-owner. Will probably be picking up more and more non-combat, Education-based skills.ALLEGIANCE: Imperial!
STATS:
STR: 10 (+1)
DEX: 10 (+1)
END: 11 (+1)
I: 7 (0)
EDU: 9 (+1)
SOC: 4 (-1)** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Just need a blurb on Personality. Thanks

trawets71 |

@Trawets
[dice=Cash 1]1d6 60,000 Credits
[dice=Cash 2]1d6 30,000 Credits[dice=Benefit]1d6 Scientific Equipment
[dice=Benefit]1d6 +1 EDU
[dice=Benefit]1d6 Ship Shares (Reroll)
[dice=Benefit]1d6 +1 SOC[dice=Benefit]1d6 Lab Ship (Reroll)
[dice=Benefit]1d6 +1 EDU
Add the +1DM to the next cash roll please.

mdt |

Chosen for Game (Includes those with guaranteed slots)
Hotaru : Terms Complete, Character being Finalized
Trawets71 : Terms Complete, Character being Finalized
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
MadCaster : Gabriel Li, Retired Imperial Marine
Ramarran : Omaltdoy'tsart Yuftro aka 'Malt', retired Naval Captain, Droyne Sport
WhtKnt : Jenny 'Glitch' Everson, Retired Navy Gunner/Mechanic
Anyone below this line can't be selected for game, need finalized character posted in thread (or via Alias)
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
Infernal Zero : Robot Build complete, character being finalized
Lion Cleric : Character Finalized, Missing Personality Blurb
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 : 3 DAYS TO DEADLINE
Characters must be in a 'complete' status before Saturday night, 8PM CST (GMT-6). Any character incomplete before that time is automatically pushed to the 'Backup' list if they are at least at the 'Character being finalized' stage. Anyone who hasn't completed terms by Saturday will have to do so afterwards and then be added to the backup list.

Hotaru of the Society |

Eave is going into emergency surgery to change the following:
Tendril Size 2 with Magnetorestrictive and Retracting -> Tendril Size 3 with Mechatronic and Retracting.
Purely a statboost for 1k more credits (Str goes from 2 to 8). I didn't have enough slots for the things I had after I realized I needed the slots for the Synaptic CPU and Memory Stick added to her.
Are you okay with this change?
If not, then EAVE's Personnel Microwave Unit and Flappy Wings are having to be stored in a box somewhere until we can collect them and she gets an upgrade. :)
Additional Issues: EAVE does not have the processing power (memory) to run the level 5 PP! I also need to upgrade her memory... *low mumbly bickering with self, involving questions of how to fix the issue that resolves in nothing.*
Final Edit before work: Do I also need to pay for the memory of any skills my character unlocked during basic training/career?

mdt |

PM reminders sent out to people who haven't posted their finalized character, or whose finalized character needs a tweak.
If we get the finalized characters in before Saturday, I'll start doing the winnowing down.
Currently we have 14 applicants for 4 open slots. So it's going to require a LOT of threshing. Sorry folks, but anyone not taken the first go around I'll ask to come in later when an opening occurs. It's PBP, so there will, unfortunately, be openings.

Hotaru of the Society |

As a bot, I have a set amount of carrying capacity. Each leg gives me X amount of 'lift'. If I have 4 +10 carrying capacity legs, then I have a carrying capacity of 40kg. As I gain or lose encumbrance (due to picking things up, going to a high-grav planet, rocketing along on the surface of our ship in Zero-G), EAVE will move up and down that weight on a sliding scale. Currently, EAVE weighs right at 40KG, so she's in the 75%-125% weight class, so she moves at the full speed of her method of movement.
If she drops to between 10kg and 30kg, then she's in a lower weight class and thus gets to move a little faster!
What does Jack of All Trades do in this version of Traveler? (Still trying to make space for my programs!)

mdt |

Could you put tracks on sprawling legs?
You could, but they weigh 200 lbs per 10 ft, which means they'd overwhelm the sprawling legs weight capacity. If you just wanted the tracks to 'special effect' of being on the end of sprawling legs, without getting any sprawling legs benefit, then that would be fine and just a design choice.
I'm not happy with the tracks and wheels system the book uses, we use modern tracks on drones all the time and they don't weigh 200 lbs.

mdt |

I'm definitely picking up an energy shield. I dread to think what it'll do to my power supply, but that sounds great to have.
Interesting. Are there any energy weapons that reach beyond assault weapon range (that are worthy of consideration)?
Yes, but they go into rifle range, and then you're at penalties to hit up close.

Infernal Zero |

I'll keep that in mind. Maybe not at this stage, then.
I think I have an idea of how I'll wrap up selection. I've just got a couple more questions.
What are the details for the Energy Blade and the Neural Disruptor?
What adjustments need to be made to your submission template for robots, given their differences to more typical characters?

mdt |

In the stats section, change END to HUL.
In the stats section, add WGT and SPD and populate with your weight and speed. If you have multiple movement modes, put all speeds in. Put the type of movement in parenthesis (Example : SPD: 20kph (Legs) 180kph (Wheels))
Add another spoiler called Build, and put the following in :
Frame : <Type> - <Free Slots>/<Total Slots> | <Equipment List>
Unit : <Type> - <Free Slots>/<Total Slots> | <Equipment List>
Manipulator : <Type> - <Free Slots>/<Total Slots> | <Equipment List>
Legs : <Type> - <Free Slots>/<Total Slots> | <Equipment List>
Energy Blade: This powerful melee weapon creates an energy beam about three feet long that can cut through practically anything. Armour does not reduce the damage done by this attack and it cannot be parried. TL 13, 5d6 damage, 1 slot, 1 kg (NOTE: Supply supplement says it can be stopped/parried by another energy blade)
Neural Disruptor: This emits a powerful electrical shockwave that knocks unconscious any biological creatures that fail a Very Difficult Endurance check. It affects a three metre quarter circle or a one metre full circle. This weapon is 100% non-lethal. TL 13, Slots 3, 5kg

Havocprince |

Race: Robot (K'Kree built)
Birthworld: K'Paa'Kaa'Kgn'KhkkkO Fabrications
Plan: Large Robot
Allegiance: I'm a robot.
Str: 20 +4
Dex: 8 +0
Hull: 7 +3
Structure: 7
Int: 5 -1
Edu: 7 +0
Soc: 3 -1
Armour:16
Slots: 36
Slots Head:4
Mass: 923.5Kg
Legs 25Kg
4 Term build plus some character terms. 90k build
Basic frame size 4 long + Unit 2 "Head" +Unit 4 Transportation Hub 18,750cr
Reduced Reach: The long robot has half the reach that a tall
robot of the same height would have. This may reduce its melee
range, enabling taller enemies to attack it without retaliation and
keep it from reaching higher places.
Increased Stability: A long robot has an excellent grasp of the
ground, which makes it very difficult to trip and gives it significant
advantages in grappling. A long robot enjoys a +2 DM to its
opposed grappling check, cannot be knocked prone and suffers
only half damage from being thrown.
Additionally, all movement penalties to ranged attacks
are halved.
Small Silhouette: All ranged attacks targeting a long robot
suffer a –1 DM. At Close range, the penalty is reduced to 0.
Additionally, a long robot treats all cover as one row lower on
the cover table (see page 63 in the Traveller Core Rulebook).
Long robots gain no benefits from crouching. The benefits
of the prone stance are not cumulative with the benefits of
Small Silhouette.
Options: Hardwearing
Manipulators: 2x Size 4 Hydraulic Arms 9000cr Slam 2d6 Close range 12 slots
Transportation: 5x Sprawling Legs 1500 Lift speed 80 mass 25 3000cr
Legs, sprawling: Sprawling legs resemble segmented spider
feet. Their main advantages are excellent all terrain capability
and increased stability. All movement penalties to ranged
attacks are halved. Difficult terrain decreases speed by a
quarter instead of by half. This advantage stacks with the long
and tube frames’ ‘Increased Stability’ quality.
The price listed in the table is for each leg.
Input: Basic Audio ann Visual in "Head" 2 slots 200
Output: Basic Vocoder in "Head" 1 slot 500.
Computer: Synaptic + 2x 2.5TB sticks .3 slots "Head", 3Ghz, 7,100
Inhibitor
Circuit Protection: This gadget provides the circuits of
the robot with radiation and harsh environment protection
through the use of heavier components, backup circuits and
shielding of critical circuits. This renders the robot immune
to EMP and radiation and adds one point to Structure. 4 slots 9,000
Cooler:This cools the frame, preventing thermal shocks and
overheating. A cooler can normally reduce internal temperature by 50
degrees. In extreme conditions a cooler can double its power
consumption and reduce the temperature by 80 degrees.
However, this causes the cooler itself to overheat. For each
hour of double consumption, the robot should make a Structure
check with cumulative –2 DM. Failure causes the cooler to shut
down for at least an hour. 2 slots 1,000
Heater: This heats the robot, preventing the risk of start
failure due to cold and providing heat to adjacent living
creatures.A heater can increase internal temperature by up to 150 degrees and surface temperature by up to 50 degrees. 1 slot 1,000
Magnetic Grapples: Magnetic grapples are installed on the
robots manipulators, legs or tracks and enable it to walk
on metallic surfaces in any environment. In space this
movement uses the robots speed, while on worlds with
gravity it is halved in the case of very steep climbs. 1,000
Software:
PP Lvl 3, Encyclopedia lvl 2, Experience Processor 27,000
Skills
Language 1 (Anglic) 12,000
Crunch is fixed, didn't adversely change it in any way that would have changed rolls.
Mechanic 1
Zero-g 0
Jack of all trades 1
Stealth 1
Streetwise 1
Tactics (military) 0
from life as well as +2 soc bringing soc to 5 -1
If I read you email request right I have 500 in the bank somehow and 500
in an easily accessible cash form. And the other 1000 thrown out. I don't have any need of equipment.
Personality wise, it is an emotionless robot with a damaged inhibitor chip. It has no need for anything but parts required to maintain itself and it will do whatever in needed to survive.

EAVE |

EAVE thinks EAVE is done. EAVE has a very small amount of money left. 155C.
EAVE also had Recon before getting another Recon from her terms. EAVE would like to leave them separate and merge them for upgrade later, when EAVE has more memory. Is EAVE allowed to do this? Essentially EAVE is using level 0 version of level 1 software. EAVE thinks this makes sense, but is uncertain rules would allow.
Edit: EAVE needs to name Ally and two contacts. Should put in backstory probably, too.

mdt |

You don't have to pay for the skill pack for skills you gained in career, you just have to have the memory capacity for them. I think you spent some money you didn't need to, Eave.
Yes, you do need names and backstory and personality blurb like everyone else. I'll tease you unmercifully and give you DM penalties until you get them if you're the only one who doesn't have them. :)

EAVE |

Check under EAVE's alias. EAVE is complete! Except doesn't have whiskers.
The last bit of money was spent on upgrading EAVE's arm one size and snagging some basic eyes for The Major. I was really thinking about getting another unit, but the frame multiplier made it unattainable alongside the arm size upgrade, so a WEAPONS ARRAY is in EAVE's wishlist.
Frame is 9,145, Hardware is 24,800, Software is 56,000. Correction, EAVE only has 55 Credits (Forgot to add in the 100 for basic eyes to my sheet). Some of my math may be off, in particular multipliers. I treated multipliers (Like dividing) as multiplying units. Good software is ludicrously expensive, too (like, a level 0 skill being 6k is just crazy).
EAVE has all the personality. All of it. *Z-snaps tendril*
And the past. EAVE has one of those. She was [REDACTED].
:>
I'd copy-paste but it's definitely TL;DR. :)
For Frienemies, I've got:
Tangible Benefits:
Ally: Talis Page, Darrian Military Governor.
Contact: SOR-4, Darrian Robot Naval Officer
Contact: Teryn Zuhl, Aslan Explorer
I'm very open to suggestions on filling in their stuff, -but- I figured you'd want to build the NPCs with me just giving you rough guidelines. :)

mdt |

Here’s my character (reusing a alias). Backstory is not complete, neither is term history or equipment. Is there any formatting that needs changing?
EDIT: I know it’s probably not my business, but what are you counting for?
1) Would rather have an alias with an actual name, but that can wait to see if you are chosen.
2) Bank/Cash : Bank seems right, Cash is off, unless that's just a place holder to remind yourself what the muster out was. If you had 225,000, then you get 1/4 in bank, 1/4 in equipment (which you haven't done yet) and the other 1/2 vanishes.3) What is a 'Baymax'? It looks like a robot, how are you getting it?
4) Terms seem incomplete, Term 3 is borked?
5) No personality blurb
6) I don't understand the question about 'What are you counting for'?

Hotaru of the Society |

I think he's probably asking for selection criteria. Like a 'how are we being graded' sort of thing.
Wow Factor, Player Personality, Character Personality, Filling in team weaknesses, asking for feedback.
1: Wow factor. I've picked people just because I really liked what they were submitting to me, because they captured something I don't think I could pull off or the like. Generally you get less than 10% of applications like this, but they're pretty much shoe-ins for me if they 'pop'. All of my characters ever are this. ;)
2: Player personality. It doesn't always come out on the forums, but I'd much rather play with someone I'll enjoy playing with than a perfectly built realistic character. You can learn the latter, learning to not be a jerk is a lot harder to teach. I'm glad I make great characters, because I'm bad at this one...
3: Character personality. 'I would really rather not leave my room if the sky isn't falling' or 'Strong, silent type' or 'I don't care about anything' characters tend to do very, very poorly on PbP. This may be me making an assumption because I fail to play them well, but PbP needs people of action who will do things, not people who will wait to see what other people do. You're good to have some followers, but it's better to have multiple leaders than no leaders. I've just never managed to play a character who wasn't active well.
Narrowing it down:
4: Filling in gaps. Often, filling in gaps is more of 'finding a way to make it work' than selecting people based on what role they fill. Like one game that's in my thought-oven just gives everyone free healing x/day, so no one has to play a cleric, and the cleric doesn't have to be a healer if they want to play a cleric. Roles need to be covered, though, unless you want to play a different or lopsided game. This tends to be the last criteria I pick for, and it's the one I hate the most. I'll try to pick a better submission over 'the only ranged guy' and see how the players deal with there being no ranged ally (they tend to either pick up a bow, or get a hireling of some kind, or grab some evocation... etc.)