[Traveller] Recruitment for a Traveller Game


Recruitment

201 to 250 of 605 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

After being turfed from the Scout for no reason (well none that he can remember!!) Dev attempts to put his piloting skills to good use by working as a merchant....

Term 6 Another Starport, Another Credit:

Qualification: INT 4+ (-2)
Roll: 2d6 ⇒ (5, 5) = 10 Success Assignment: Free Trader

Basic Training - Broker 0

Survival: DEX 6+
Roll: 2d6 + 1 ⇒ (4, 5) + 1 = 10 Success

Skill Roll: Free Trader
Roll: 1d6 ⇒ 1 Pilot (Spacecraft) 1

Event: 2d6 ⇒ (4, 2) = 6
You make an unexpected connection outside your normal circles. Gain a Contact.

Advancement: INT 6+
Roll: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Failed

Not sure if I roll aging now or not... if I do here is the roll...
Aging: -6DM
Roll: 2d6 - 6 ⇒ (4, 1) - 6 = -1
-1 STR, -1 END

Liberty's Edge

Finding his age is getting in his way of work, and being overlooked for promotion by his captain, Dev decides to sign on to 1 more term and then take some well deserved time to himself.

Term 7 All Good Things Must Come To An End:

Skill Roll - Free Trader
Roll: 1d6 ⇒ 4 Mechanic +1

Survival: Dex 6+
Roll: 2d6 + 1 ⇒ (5, 6) + 1 = 12 Success

Event: 2d6 ⇒ (5, 3) = 8
You are embroiled in legal trouble. Gain one of Advocate 1, Admin 1, Diplomat 1 or Investigate 1, then roll 2D. If you roll 2, you must take the Prisoner career in your next term.

Advancement: INT 6+
Roll: 2d6 + 2 ⇒ (2, 1) + 2 = 5

Aging:-7DM
Roll: 2d6 - 7 ⇒ (6, 5) - 7 = 4 No Aging effects!!

Ok, have to roll 2D..if I get a 2, I go to jail!!

Ok All done...just need my Mustering out benefits. I think I only get 2, so I will take them both in cash please.


Ancient Dragon Master wrote:
mdt wrote:
officers don't have a rank 0.

Dies this count for the navy as well?

Below includes Darrian and anagathics
Term 5: Age: 2d6 - 1.5 ⇒ (2, 2) - 1.5 = 2.5
Term 4: Age roll: 2d6 - 1.5 ⇒ (1, 4) - 1.5 = 3.5
^ I think I did this right

Ok, so, take out the anagathics, and you're left with just the Darrian bonus. So,

Age: 2d6 - 2 (half, rounded down). 4 - 2 = 2, no aging affect
Age: 2d6 - 2 (half). 5 - 2 = 3, no aging affect.

So, with the Darrian bonus, you passed all aging checks for term 4 and 5, so no need for anagathics. Which means we don't have to go back and retcon 4 and 5, and just remove your anagathics from your build.


OK, fair enough. I'm still trying to get a handle on the fluff so I appreciate the help. :D

So let's say Tulip is from actually a moderately populous, arid K'Kree planet. She is determined to have a brain defect when she rejects her people's socialization techniques, irrationally fearing some phantom danger from the herd. Still just a very large young girl, she escapes to the massive dunes where she learns to provide for herself. Of course, isolation proves more difficult than she expected- she didn't account for being hunted by her own people. To find respite, she negotiates passage off the planet on a merchant ship.

I'm thinking Industrial/Desert for Trade 0 and Survival 0. Starting with one term of barbarian likely followed by Drifter, unless there's a merchant profession which would be more suitable.


Daniel Stewart wrote:

Ok, I will take the one muster out roll on cash for the one I missed

Term 5.5 What Happened??

While in the depth of space...something happened, but Dev cannot remember what....

** spoiler omitted **

For my 2 muster out rolls, I will take them on benefits please.

Rogue Cash: 1d6 ⇒ 3 10,000 credits

Scout Other: 1d6 ⇒ 1 Ship Share
Scout Other: 1d6 ⇒ 2 +1 Int


NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)

Caste Sport

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1

Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.

Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--

Promoted to Able Spacehand, and then Commissioned to Ensign.

Term 2: Continuing as a courier, Malt, moves from backup to primary pilot. He is approached to made credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion. (EVENT : You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.)

Promoted to Sublieutenant

Rank : 02, Sublieutenant (Virtual Rank 3)

Term 3: Malt realizes he 's not likely to be leaving his current service (i.e. not changing careers) and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on.

He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.

Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.

Rank : 03, Lieutenant

Gambly Gambler: 2d6 + 2 ⇒ (4, 1) + 2 = 7

Malt fins that Gambling is just that, gambling, and loses big.


mdt wrote:
Ancient Dragon Master wrote:
mdt wrote:
officers don't have a rank 0.

Does this count for the navy as well? (I

What career do you think I should I take next? I'm kind of thinking he left to find a better way to heal people, after seeeing to many friends die in pain with no Way to heal people.


NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)

Caste Sport

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1

Term 1: Unable to hack it in the Imperial Navy, our hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments.

Special Assignment on board ship (+1 DM to 1 Benefit Roll)
--Assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.--

Promoted to Able Spacehand, and then Commissioned to Ensign.

Term 2: Continuing as a courier, Malt, moves from backup to primary pilot. He is approached to made credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion. (EVENT : You have the opportunity to abuse your position for profit. If you do so, gain an extra Benefit roll from this term. Refuse, and you get a +2 DM to your next Advancement roll.)

Promoted to Sublieutenant

Rank : 02, Sublieutenant (Virtual Rank 3)

Term 3: Malt realizes he 's not likely to be leaving his current service (i.e. not changing careers) and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on.

He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.

Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.

Rank : 03, Lieutenant (Virtual Rank 4)

Malt finds that Gambling is just that, gambling, and loses big.
-1 Benefit Roll

Skills:
Computers 0
Flyer 0 (Grav)
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Vacc Suit 2
Zero-G 1

Term Skill, Advanced Education: 1d6 ⇒ 2 Astrogation

Survival, Dex 7+: 2d6 + 1 ⇒ (3, 4) + 1 = 8 Survived!

Event: 2d6 ⇒ (2, 4) = 6

Your vessel participates in a notable military engagement. Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1.

Advancement, EDU 5+: 2d6 + 1 ⇒ (1, 5) + 1 = 7 Rank Commander, Tactics (Naval) 1

Advancement Skill, Officer Skills: 1d6 ⇒ 6 Tactics (Naval)

Gain one of Sensors 1, Engineer (any) 1, Gunnery (any) 1 or Pilot (any) 1

Skills:
Computers 0
Flyer (Grav) 0
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Tactics (Naval) 2
Vacc Suit 2
Zero-G 1


Ancient Dragon Master wrote:
mdt wrote:
officers don't have a rank 0.

Does this count for the navy as well? (I played it as if the navy had a rank 0 for officer, if it doesn't (the lowest rank is 1) then I gain +1 Social, putting me at 15)

What career do you think I should I take next? I'm kind of thinking he left to find a better way to heal people, after seeeing to many friends die in pain with no Way to heal them.


Sorry, forgot. Yes, no service has a 0 rank for officers. Just 1+. You can tell becasue although the table has 0 on it, there's no name for the office rank.

As far as career, if you want to learn medicine, Scholar is your best bet. If you want to rack up some benefits, Nobility has massive cash rolls, and you auto qualify for it with the soc 15.


All right here is all of my character statistics so now I just need to start working on his backstory.

NAME: Keeth Blackstone

Age: 30

RACE: Human

BIRTHWORLD: Agricultural

ALLEGIANCE: Imperium Citizen

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.

Equipment: Flak Jacket (TL 8), Blade, ACR, ACR Magazines (24)

Cash: 35,290

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.


Daniel Stewart wrote:

Finding his age is getting in his way of work, and being overlooked for promotion by his captain, Dev decides to sign on to 1 more term and then take some well deserved time to himself.

** spoiler omitted **

Ok, have to roll 2D..if I get a 2, I go to jail!!

Ok All done...just need my Mustering out benefits. I think I only get 2, so I will take them both in cash please.

OMG I DON'T WANT TO GO TO JAIL!: 2d6 ⇒ (2, 3) = 5

Dev narrowly avoids jail time, but his name is smeared. :)

Cash 2: 1d6 ⇒ 6 40,000
Cash 3: 1d6 ⇒ 4 20,000

Total Cash : 70,000 (Buy equipment worth 17,500 that you might have had on the ship, put 17,500 in bank, toss rest)


mdt wrote:

Sorry, forgot. Yes, no service has a 0 rank for officers. Just 1+. You can tell becasue although the table has 0 on it, there's no name for the office rank.

As far as career, if you want to learn medicine, Scholar is your best bet. If you want to rack up some benefits, Nobility has massive cash rolls, and you auto qualify for it with the soc 15.

I'll go scholar. (Could you roll please)


Tundran wrote:

OK, fair enough. I'm still trying to get a handle on the fluff so I appreciate the help. :D

I'm thinking Industrial/Desert for Trade 0 and Survival 0. Starting with one term of barbarian likely followed by Drifter, unless there's a merchant profession which would be more suitable.

NAME: "Tulip" a nickname I expect her to pick up somewhere along the way as a mercenary, subject to change depending what happens with her career

RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.

Background: So let's say Tulip is from actually a moderately populous, arid K'Kree planet. She is determined to have a brain defect when she rejects her people's socialization techniques, irrationally fearing some phantom danger from the herd. Still just a very large young girl, she escapes to the massive dunes where she learns to provide for herself. Of course, isolation proves more difficult than she expected- she didn't account for being hunted by her own people. To find respite, she negotiates passage off the planet on a merchant ship.

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

BACKGROUND SKILLS:
Animals (Any) 0
Survival 0

GM Note : You can't take Barbarian unless on a low-tech world, so it's a low tech world still, left skills for that world

Term 1 : Barbarian (Warrior)

Basic Training
Survival 0 (Becomes Survival 1)
Melee (Any) 0
Animals (Any) 0 (May be combined with Background to make 1, or two animal skills)
Stealth 0
Recon 0
Atheltics (Any) 0

Survival, END 8+: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Survived!

Event: 1d6 + 1d6 ⇒ (4) + (5) = 9

You survive in the wilderness. Gain Recon 1, Survival 1, Navigate 1 or Stealth 1.

Advancement, STR 6+: 2d6 + 2 ⇒ (5, 3) + 2 = 10 Advanced!

Gain Melee (Any) 1 (same or different melee)

Muster out : (No cash, only benefits for Barbarians)

Roll 1: 1d6 ⇒ 4 +2 Str
Roll 2: 1d6 ⇒ 6 Weapon (TL3 or Less only)

Note, you can take a lesser benefit on the benefit table if you want, since a TL3 weapon isn't going to help much in space. The next benefit below the Weapon is +2 Dex.

Final Stats :

STR: 14 (+3)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Atheltics (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Recon 0
Stealth 0
Survival 1

Gain Recon 1, Survival 1, Navigate 1 or Stealth 1.

Choice : TL3 Weapon or +2 DEX


mdt wrote:
Actually, it's a net -2, and yes, you can reroll.

Cool! Okay, let's try again:

BTW for a Vargr should I be rolling 1d6 for Charisma instead of 2d6 for social class?

0 | –3
1–2 | –2
3–5 | –1
6–8 | +0
9–11 | +1
12–14 | +2
15 | +3

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

Okay, that's in the negatives again. Trying again:

2d6 ⇒ (4, 1) = 5
2d6 ⇒ (1, 4) = 5
2d6 ⇒ (4, 4) = 8
2d6 ⇒ (2, 4) = 6
2d6 ⇒ (4, 1) = 5
2d6 ⇒ (2, 2) = 4

Wow, negative again. Let's keep going:

2d6 ⇒ (4, 6) = 10
2d6 ⇒ (3, 3) = 6
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (5, 4) = 9
2d6 ⇒ (3, 1) = 4
2d6 ⇒ (2, 1) = 3

OK, that looks like a net +1. I can work with those.


NAME: "Tulip" a nickname I expect her to pick up somewhere along the way as a mercenary, subject to change depending what happens with her career
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.

Background:

Background: So let's say Tulip is from actually a moderately populous, arid K'Kree planet. She is determined to have a brain defect when she rejects her people's socialization techniques, irrationally fearing some phantom danger from the herd. Still just a very large young girl, she escapes to the massive dunes where she learns to provide for herself. Of course, isolation proves more difficult than she expected- she didn't account for being hunted by her own people. She is eventually found by a Mercenary Group that recruits her.

STR: 14 (+3)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Atheltics (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Recon 0
Stealth 0
Survival 1

GM Note : You wanted to go Mercenary, no reason you can't just try for a Mercenary Group recruiting you while they were on planet.

Term 1 : Barbarian (Warrior)

Survived in the wilderness.

Choose one of : Recon 1, Survival 1, Navigate 1 or Stealth 1.

Choice : TL3 Weapon or +2 DEX

TERM 2 : Mercenary (Commando, Raider)

Entry, End 6+, -1 DM: 2d6 + 2 - 1 ⇒ (3, 6) + 2 - 1 = 10 Entry Accepted Ms. Giant Muscled Angry Thing!

Basic Training : Choose 1 of : Athletics, Recon, Combat Engineer, Heavy Weapons (Any) hint hint, Gun Combat (Any)

Survival, End 6+: 2d6 + 2 ⇒ (4, 2) + 2 = 8 Survived!

Event: 1d6 + 1d6 ⇒ (2) + (6) = 8

Your unit is particularly efficient, getting additional training in between numerous short tickets. Gain Athletics 1, Gun Combat 1, Leadership 1, Survival 1 or Zero-G 1. GM suggestion, Gun or Zero-G

Advancement, End 7+: 2d6 + 2 ⇒ (2, 1) + 2 = 5 Always harder for aliens to get rank!

Rank 0 Benefit : Trooper - Gun Combat 1

STR: 14 (+3)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

Rank 0 : Trooper

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Atheltics (Any) 0
Gun Combat (Any) 1
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Recon 0
Stealth 0
Survival 1

Choose one of : Athletics 1, Gun Combat 1, Leadership 1, Survival 1 or Zero-G 1.

Choose 1 of : Athletics, Recon, Combat Engineer, Heavy Weapons (Any) hint hint, Gun Combat (Any)

Note : You don't have to roll to stay in Commandos. You may currently switch to : Security (Body Guard, Ship Security, Site defense, etc), Striker (Hired Army grunt, part of an actual mercenary army, not a specialized group)

If you stay in Commandos at least one more term, you can freely switch to Cadre (Teaching Staff), Guerrilla (behind enemy lines combat)

You could try to switch to Warmonger (gun runners, arms dealers, assassins) but you'd have to make a Soc 5+ check to enter with a -2 penalty. Since you don't have Soc standing, you'd actually end up with a -5 penalty, so I don't suggest it.


Ancient Dragon Master wrote:
mdt wrote:

Sorry, forgot. Yes, no service has a 0 rank for officers. Just 1+. You can tell becasue although the table has 0 on it, there's no name for the office rank.

As far as career, if you want to learn medicine, Scholar is your best bet. If you want to rack up some benefits, Nobility has massive cash rolls, and you auto qualify for it with the soc 15.

I'll go scholar. (Could you roll please)

Yes, but please post your current stats, as I really don't have time to go back through 6 terms in 3 pages to compile them all. :) Thanks.


Here you go
Going for specialist (Physician)

Basic stats:

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 4 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0


Peet wrote:
mdt wrote:
Actually, it's a net -2, and yes, you can reroll.

Cool! Okay, let's try again:

BTW for a Vargr should I be rolling 1d6 for Charisma instead of 2d6 for social class?

0 | –3
1–2 | –2
3–5 | –1
6–8 | +0
9–11 | +1
12–14 | +2
15 | +3

OK, that looks like a net +1. I can work with those.

Yes, you should only roll 5 2d6 stats, so your stats are :

2d6 ⇒ (4, 6) = 10
2d6 ⇒ (3, 3) = 6
2d6 ⇒ (3, 6) = 9
2d6 ⇒ (5, 4) = 9
2d6 ⇒ (3, 1) = 4

Which is better than a +1, so all good.

Charisma: 1d6 + 2 ⇒ (4) + 2 = 6

Do you wish to be a standard Vargr? Or roll on the Subspecies table? THere are 5 species in addition to the standard, representing different species of Wolf that were taken from earth.

All Vargr can use their teeth and claws in combat. Teeth do 1d6+1 damage. Vargr claws are not as effective as animal claws and deal standard unarmed damage of 1d6. Teeth and claws can both be used when attacks are made with the Melee (infighting) skill.

Vargr have better hearing and smell than humans, giving them a +1 DM to any Recon and Survival checks that use these senses. Vargr eyesight is less effective than humans in darkness, giving them a –1 DM to any skill check involving eyesight in dark conditions.

Once they are of age, characters select one of the 11 careers available to all Vargr. It should be noted that Vargr careers are managed on the pack level and with the exception of the Loner career, individuals always work within a pack. Even large organisations are split into smaller groups to maintain the pack structure that is so important to the Vargr.

Vargr characters are expected to change their career often as they gain Charisma, seek new goals or a pack leader fails to live up to
expectations. For this reason there are no penalties when moving from one career to another.

Skills are determined as normal but all Vargr characters automatically get Melee (infighting) 0. This represents the natural infi ghting ability of all Vargr.

You may select from the following Careers : Army, Citizen, Corsair, Emissary, Law Enforcement, Loner, Marines, Merchant, Navy, Psion (if you roll a Psionic subspecies), Scientist


@ADM

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 4 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0

Enlist, Scholar, Physician, EDU 7+: 2d6 + 2 ⇒ (4, 4) + 2 = 10 Qualified

Choose one of : Admin, Computers, Investigate, Science (Any), Sensors

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

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

Science: 2d6 + 2 ⇒ (2, 6) + 2 = 10 Assuming you'll be choosing science Any You get an offer to return to work for Special Arm

Advancement, Soc 7+: 2d6 + 3 ⇒ (2, 1) + 3 = 6 NO!

Computer 1 Gained from rank 1 (no rank 0)

If you did go back, however, your Rank 1 in Scholar would transfer over, to increase your rank in Special Arm by 1 level. Sorry no Medicine this time around.


Despite my rather Unlucky, Unlucky, then Lucky rolls for stats, I'm leaning strongly towards Robot. Given the relative lack of bites for the other option, what I'm most interested in is being a robot designed for repairs and maintenance, ideally winding up as part of the ship's maintenance... or not. Who knows why I'm there. :)

At least to start, I want to be a good little robot who understands his place. Perhaps I began life to work on an asteroid mining colony (if that matters).

Name: I haven't picked one, perhaps I go by something my owners gave me for now. Perhaps they call me squirrelface.
Race: Robot
Birthworld: Asteroid. Equal interest in Vaccuum, High Tech, and Industrial. 1d3 ⇒ 2 High Tech Asteroid.
Proposition: Repair and Maintenance Droid.
Allegiance: The job and its relations. I don't think I get to be a citizen. :P

Is that all possible? :)


Age: 2d6 - 3 ⇒ (2, 5) - 3 = 4
Yeah, I will.
Sure. I agree. Let's work with special arm. His reasons are that he may discover an artefact that will help in healing. Plus he wants to see how the place works

?:

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)

Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 5 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Scholar Rank: 1 (Computers 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0
Scholar Training: Science (Any) 0


As an addendum, the skills I'm most interested in are:

Engineer, Mechanic, Medic: I fix things.
Stealth: Good service should be neither seen nor heard.
Sensors/Computers: Seems to fit?
Zero-G/Vacc Suit: External Repairs a plus.

Bonus points if you can fit advocate in so I can be philosophical from time to time. :)

Do you need me to narrow things down?


1 person marked this as a favorite.

Nope, none of that possible. :)

At least, not the birthworld and background skills. :)

Robots get their skills differently. I'll give you a hand making the bot.

Step 1 : Assemble Robot

Determine starting credits
Buy hardware
Frame
Manipulators
Transportation
Communication
Input
Output
Computer
CPU
Memory
Optional: Armour, gadgets and weapons
Buy Software
Ego
Skills
Optional: Applications

Starting Credits : Currently 4 terms (May adjust later) -> 90,000 credits

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.
I'll only list the rest of the stats for 2/3/4 size frames.

Slots : Based on size (6/10/16)
Armour : Based on size (1/3/6)
Hull : Based on size (2/3/4) (equivalent of End for Bots)
Structure : Based on size (1/2/4)
Mass : Based on size (15/120/600) in kg
Cost : Based on Size (3000/5000/10000)

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 : 2/3/4
Slots : Based on size (4/8/12)
Armour : Based on size (1/4/6)
Hull : Based on size (2/3/4) (equivalent of End for Bots)
Structure : Based on size (2/3/5)
Speed : 3/4/5 (meters per action)
Mass : Based on size (10/80/400) in kg
Cost : Based on Size (4000/6000/12000)

Frame Options :
Aerodynamic - Increase air and water speed by 10%, price +50%
Artistic - Increases the robots SOC by +1 (if applicable), price +10%
Divider - Robot can break down into smaller components, but each unit must have it's own computer. Increase price by +20%. How many components depends on size (1 can't break down, 2 can break down into 2 size 1's, 3 can break down into 2 size 2's or 4 size 1's, etc).
Floating - Robot floats in water and other dense liquids. Price +20%
Hardwearing - Withstands wear and tear of harsh environments. Price +50%
Light - Frame is constructed of extra light materials, making it lighter. Mass -50%, price +20%
Reconfiguring - Robot can transform from one frame type to another (tall to long to weapon etc). The frame can reduce it's size by 1. It gains all the benefits and drawbacks of the new form (although not the changes in basic statistics like armour etc). +5000 credits per alternate form.
Sealed - Sealed frames prevent water or gas from getting into frame. Price +10%
Strong - Hull is much harder to damage than normal, +2 Hull and price +50%

Let's stop there, and let you build a basic frame. You'll need to hold back funds for manipulators, movements, communications (input and output, sensors and comm equipment), Computer(s), Gadgets, Armour, Software (skills)


Okay, thanks for clarifying the roll.

mdt wrote:
Do you wish to be a standard Vargr? Or roll on the Subspecies table? There are 5 species in addition to the standard, representing different species of Wolf that were taken from earth.

I have the original Vargr module, but I don't remember the subspecies table. I'm at work now so I'll have to pull it out when I am at home.

Is this going to be a Spinward Marches campaign? I would like to play a Vargr who is an imperial citizen, rather than a native of the Vargr extents. There are millions of Vargr (maybe billions) living within the Imperium in the Spinward Marches, mostly along the coreward edge.

mdt wrote:
Once they are of age, characters select one of the 11 careers available to all Vargr.

As an imperial Vargr, is there a reason I cannot take the scout career? It was not one that you listed. I have the original scouts book as well.


@ACD - DOH! Sorry, you didn't get Special Arm, I got you mixed up with another applicant, you were doing Imperium stuff, not Darrian stuff. Let me check what the IMperium one would be :

Enlist Int 6+ (You rolled 9, you succeeded)

Choose one of : Comms, Computers, Diplomat, Medic, Investigate, Science (Any)

Survive EDU 4+ : You survived

Event 10 : You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1.

Advancement : Still a fail

Rank 0 (No skill for Rank 0)

Sorry about that.


Hotaru of the Society wrote:

As an addendum, the skills I'm most interested in are:

Engineer, Mechanic, Medic: I fix things.
Stealth: Good service should be neither seen nor heard.
Sensors/Computers: Seems to fit?
Zero-G/Vacc Suit: External Repairs a plus.

Bonus points if you can fit advocate in so I can be philosophical from time to time. :)

Do you need me to narrow things down?

Skills are all about money with robots, so you'll be able to pick your skills later.


Peet wrote:

Okay, thanks for clarifying the roll.

mdt wrote:
Do you wish to be a standard Vargr? Or roll on the Subspecies table? There are 5 species in addition to the standard, representing different species of Wolf that were taken from earth.

I have the original Vargr module, but I don't remember the subspecies table. I'm at work now so I'll have to pull it out when I am at home.

Is this going to be a Spinward Marches campaign? I would like to play a Vargr who is an imperial citizen, rather than a native of the Vargr extents. There are millions of Vargr (maybe billions) living within the Imperium in the Spinward Marches, mostly along the coreward edge.

mdt wrote:
Once they are of age, characters select one of the 11 careers available to all Vargr.

As an imperial Vargr, is there a reason I cannot take the scout career? It was not one that you listed. I have the original scouts book as well.

No, if you want to be an Imperial Vargr, that's fine. In which case, you would not have Charisma, you'd have Soc instead. Vargr who are Imperial rather than from the Vargr Confederacy use the Imperial Soc not Vargr Charisma.

In that case, figure out your stats (including that original 3) and I'll help with rolling up your Scout attempt. If you want to use the Scouts book for Contact Scout, Courier Scout, Exploration, Special Ops, or Survey, that is fine too. You may want to use the Previous Service path though if you want to do some of the rarer scout travellers (Scholar for Survey or Agent/Marine for Spec Ops)


NAME: Tulip OFFICIALLY NOW
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.

STR: 14 (+3)
DEX: 9 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Athletics (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Recon 0
Stealth 0
Survival 1

Term 1 : Barbarian (Warrior)

Survived in the wilderness.

Choose one of : Recon 1, Survival 1, Navigate 1 or Stealth 1.

Choice : TL3 Weapon or +2 DEX

TERM 2 : Mercenary (Commando, Raider)

[dice=Entry, End 6+, -1 DM]2d6+2-1 Entry Accepted Ms. Giant Muscled Angry Thing!

Basic Training : Choose 1 of : Athletics, Recon, Combat Engineer, Heavy Weapons (Any), Gun Combat (Any)

[dice=Survival, End 6+]2d6+2 Survived!

[dice=Event]1d6+1d6

Your unit is particularly efficient, getting additional training in between numerous short tickets. Gain Athletics 1, Gun Combat 1, Leadership 1, Survival 1 or Zero-G 1.

Advancement, End 7+: 2d6 + 2 ⇒ (2, 1) + 2 = 5 Always harder for aliens to get rank!

Rank 0 Benefit : Trooper - Gun Combat 1

STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

Rank 0 : Trooper

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Athletics (Any) 0
Gun Combat (Any) 1
Heavy Weapons (Any) 1
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1

Tulip's story so far:

Tulip rejected her calf name in her mind at any early age. She never felt part of their culture and didn't want to be associated at all with the unthinking herd. As soon as she was able, she claimed the name "Tulip" in defiance and escaped into the wilderness.

She soon found a life of nomadic solitude to be boring rather than the blissful utopia she had imagined. And dangerous also! But she learned to find her way around and avoid the dangers she couldn't naturally defeat.

After a few years, she happened upon a mercenary ship crew who was encamped outside a small town for some needed repairs. They engaged Tulip and took a liking to her. She jumped at the chance to sign on and explore the stars!

The ship's crew had all been together for a while so they were able to quickly adapt to having her onboard and utilized her extra muscle to complete a number of quick, valuable missions. In between, she got plenty of training exercises. She worked hard, knowing she needed skills to survive in the wilderness of space even more than back home.

Quote:

Note : You don't have to roll to stay in Commandos. You may currently switch to : Security (Body Guard, Ship Security, Site defense, etc), Striker (Hired Army grunt, part of an actual mercenary army, not a specialized group)

If you stay in Commandos at least one more term, you can freely switch to Cadre (Teaching Staff), Guerrilla (behind enemy lines combat)

You could try to switch to Warmonger (gun runners, arms dealers, assassins) but you'd have to make a Soc 5+ check to enter with a -2 penalty. Since you don't have Soc standing, you'd actually end up with a -5 penalty, so I don't suggest it.

Thanks for all the assistance and hints on crafting her story! :D

I don't think she wants to join any official group so Striker is out. Warmonger out obviously too.

Either Ship Security or Site Defense could be interesting routes or stay with Commando (any of the three options could work depending what benefits they have). Is it ok for me to know what the Training or Rank benefits would be for the choices?

I would mostly want to improve Melee/Heavy Weapons, pick up additional space survival skills like Mechanic or Vacc Suit, and continue improving her ground survival skills if possible (Athletics, Navigate, Recon, Survival). In roughly that order. So if there is a career among those options that looks particularly suitable to that skill cluster, go ahead and select it for me.

Thanks again! :D


Oooh. I may have just changed from a snarky humanbot to an ever-interested spider(death?)bot. Either for security, or because my 'weapons' are actually used for maintenance. And death. Picture of EAVE

I'm looking at a Frame of 2 or 3 in size. Something around small dog or large cat. So 2ish probably.

Step 1:

*Size: 2 or 3. I'll assume 2 for now, though I may 'upgrade' to a 3 with divider later. (-3000; 87000 credits)
Slots: 6
Armour: 1
Hull: 2
Structure: 1
Mass: 15kg
Orientation: Long
Head: Yes. For now. We'll see if I keep it. Does my picture have a 'head'? (-100; 5 slots remaining; 86900)
Options:
*Aerodynamic: EAVE has no need of flight or swimming. Yet.
Artistic: EAVE thinks EAVE is cute and fluffy. +10%
*Divider: If EAVE is big, EAVE needs to be able to fit into ductwork. For reasons.
Floating: EAVE enjoys long walks on the beach and waterskimming. Yes. +20%
*Hardwearing: Not being dead is a requirement of being a good deathbot. Perhaps.
Light: EAVE is sleek. And Shiny. Top of the line, lightweight Mech. Half weight +20%
*Reconfiguring: Perhaps. Is 'Morph Ball' a valid application of this?
Sealed: Yes, please. EAVE does not wish to be waterlogged. +10%
Strong: EAVE is the strongest. +50%
*Means this is a maybe depending on later options and free money (sort of a placeholder for myself).

(110% increase in frame cost, including a head (assuming additive) means 6510/90k spent. 83490 remaining)

Current Stats:
Size: 2
Slots: 5/6 (Head)
Armour: 1
Hull: 4
Structure: 1
Mass: 7.5kg
Orientation: Long
Options: Artistic, Floating, Light, Sealed, Strong.
Frame Cost Before Multipliers: 3100, after: 6510.
Monies Remaining: 83490.

Consolidated questions for Ease of KITTYUSE:
Does my picture have a head?
Is 'Hardwearing' for something like 'sandstorms'? How much more vulnerable to these things am I than an ordinary PC (AKA, should I consider getting it to not drag down the team?) How likely is a bot designed for maintenance to have that?
Does 'Morph Ball' count as an application of Reconfiguring?
Will I be able to 'buy up' to size 3 later by having another size two built to merge with if I go with size 2 at the start? (All deathbots require upgrades.)


NAME: Tulip OFFICIALLY NOW
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.

STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

Barbarian Rank : 1 -
Commando Rank : 0 - Trooper

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Athletics (Any) 0
Gun Combat (Any) 1
Heavy Weapons (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1

Term 1 : Barbarian (Warrior)

Survived in the wilderness.

TERM 2 : Mercenary (Commando, Raider)

Your unit is particularly efficient, getting additional training in between numerous short tickets.

Fixed a skill issue, and also saved your character in a format I can reply to for the next roll

Striker just means your mercenary group signed up to fight as a unit in an army on a large scale conflict, not that you joined someone else's army.

Commando
Service Skills : Athletics, Recon, Combat Engineer, Explosives, Heavy Weapons, Gun Combat
Personal Development : +1 Dex, +1 Str, +1 End, Melee (Martial Arts), Melee (Blades), Gun Combat
Raider : Combat Engineer, Comms, Gun Combat, Recon, Survival, Tactics (military)
Spec Ops : Recon, Combat Engineer, Explosives, Stealth, Gun Combat

Security
Service Skills : Athletics, Combat Engineer, Gun Combat, Investigate, Remote Ops, Sensors
Personal Development : +1 Dex, +1 End, +1 Int, +1 SOc, Computers, Streetwise
Ship Security : Astrogation, Battle Dress Battle dress is heavy duty combat armor, Gunner, Pilot, Vacc Suit, Zero G
Site Defense : Battle Dress, Combat Engineer, Gun Combat, Heavy Weapon, Sensors, Tactics

Striker
Service Skills : Athletics, Medic, Comms, Explosives, Heavy Weapons, Tactics (Military)
Personal Development : +1 Str, +1 Dex, +1 End, Gun Combat (Any Rifle), Heavy Weapons, Survival
Rifleman : Battle Dress, Gun Combat, Heavy Weapons, Navigation, Recon, Survival
Sniper : Battle Dress, Gun Combat (any Rifle), Heavy Weapons (Magrail), Recon, Stealth
Breaching Troop : Battle Dress, Gun Combat, Remote Ops, Vacc Suit, Zero G


Hotaru of the Society wrote:

Oooh. I may have just changed from a snarky humanbot to an ever-interested spider(death?)bot. Either for security, or because my 'weapons' are actually used for maintenance. And death. Picture of EAVE

I'm looking at a Frame of 2 or 3 in size. Something around small dog or large cat. So 2ish probably.

** spoiler omitted **

** spoiler omitted **

Consolidated questions for Ease of KITTYUSE:
Does my picture have a head?
Is 'Hardwearing' for something like 'sandstorms'? How much more vulnerable to these things am I than an ordinary PC (AKA, should I consider getting it to not drag down the team?) How likely is a bot designed for maintenance to have that?
Does 'Morph Ball' count as an application of Reconfiguring?
Will I be able to 'buy up' to size 3 later by having another size two built to merge with if I go with size 2 at the start? (All deathbots require upgrades.)

Yes, you see that thing on the back where the lasers are on a pod with eyes? That's a head. A unit doesn't have to be a head, it could be the tail on a scorpion bot for example.

Yes, hardwearing is for harsh environments, deserts, frozen tundra, heavy rain storm planets, vacuum with micrometeorites. If you don't get regular maintenance without this, you break down more than humans do (you can't maintain yourself unless you can break down into smaller units).

Yes, 'Morph Ball' would be reconfiguring into a rolling ball. You'd need to buy the correct movement later to allow it.

Yes, if you are a 'break down' bot, and your type of break down bot is designed to be able to merge all the way up to size 5, then you can upgrade to size 3 by buying another size 2 bot (or parts to make one) and then combining.


Size: 2 (3000C)
Slots: 8
Armour: 1
Hull: 5
Structure: 2
Mass: 8kg
Orientation: Long
Current Min Tech Level: TL8

Total Frame Cost Multiplier : 110% (+10% + 20% + 20% + 10% + 50%)
Base Cost : 3100C
Modified Cost : 6510C

Fame Mods
Head: Yes. 100C (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)
Options:
Artistic: EAVE thinks EAVE is cute and fluffy.
Floating: EAVE enjoys long walks on the beach and waterskimming.
Light: EAVE is sleek. And Shiny. Top of the line, lightweight Mech.
Sealed: Yes, please. EAVE does not wish to be waterlogged.
Strong: EAVE is the strongest.

Corrected Stats, cleaned up format.


Cool.

Adding Hardwearing, Dividing, and Reconfiguring. Plus keeping my head.

The following assumes +5k comes -before- multipliers. I has lots more monies if it does not. (13680 spent rather than 22400)

Being able to maintain myself sounds neat.

Will each 'half' of a dividing bot being able to repair the other half result in me having to repay for the same stats multiple times, or will they 'stack up' when merged? Hardwearing may be worthwhile just for not needing to rebuy a skill to take care of myself when split.

Do I -need- to buy dividing at this stage to upgrade to 'merging' later?

Current Stats:
Size: 2 (3000C)
Slots: 8
Armour: 1
Hull: 5
Structure: 2
Mass: 8kg
Orientation: Long
Current Min Tech Level: TL8

Total Frame Cost Multiplier : 110% (+10% + 20% + 20% + 50% + 20% + 10% + 50%)
Base Cost : 3000C
Options Cost : 5100C
Modified Cost : 22680C

Frame Mods
Head: Yes. 100C (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)
Options:
Artistic: EAVE thinks EAVE is cute and fluffy.
Divider: EAVE has multiple personality disorder. But that just means more people to talk to. Also, smaller ducts. And more ducts. All the ducts!
Floating: EAVE enjoys long walks on the beach and waterskimming.
Hardwearing: EAVE can go ANYWHERE! (Take a look, it's in a primitive humanoid collection of thoughts!)
Light: EAVE is sleek. And Shiny. Top of the line, lightweight Mech.
Reconfiguring: Eave can transform and roll out.
Sealed: Yes, please. EAVE does not wish to be waterlogged.
Strong: EAVE is the strongest.

edit: Adjusted to your format!


Hotaru of the Society wrote:

Cool.

Adding Hardwearing, Dividing, and Reconfiguring. Plus keeping my head.

The following assumes +5k comes -before- multipliers. I has lots more monies if it does not. (13680 spent rather than 22400)

Being able to maintain myself sounds neat.

Will each 'half' of a dividing bot being able to repair the other half result in me having to repay for the same stats multiple times, or will they 'stack up' when merged? Hardwearing may be worthwhile just for not needing to rebuy a skill to take care of myself when split.

Do I -need- to buy dividing at this stage to upgrade to 'merging' later?

** spoiler omitted **

Yes, you have to buy dividing now to upgrade by buying another bot later. Yes, +5K comes before multipliers. All modifiers apply to all forms and broken down bots. This is why the 5K is pre-mod, rather than post mod, it's to get all that working in each broken down bot.


Thanks for breaking out the options. Let's go with Striker/Rifleman.

Out of curiousity, what would happen if I went security and wound up with +1 Soc?


Size: 2 (3000C)
Slots: 8
Armour: 1
Hull: 5
Structure: 2
Mass: 8kg
Orientation: Long & Tube
Current Min Tech Level: TL8

Total Frame Cost Multiplier : 180% (+10% + 20% + 20% + 10% + 50% + 20% + 50%)
Base Cost : 3000C
Options Cost : 5100C
Modified Cost : 22680C

Fame Mods
Units : Head (Add 2 Slots, 1 Hull, 1 Structure, 1 Mass)

Options:
Artistic: EAVE thinks EAVE is cute and fluffy.
Divider: EAVE has multiple personality disorder.
Floating: EAVE enjoys long walks on the beach and waterskimming.
Hardwearing: EAVE is built to last!
Light: EAVE is sleek. And Shiny. Top of the line, lightweight Mech.
Reconfiguring: EAVE is very flexible!
Sealed: Yes, please. EAVE does not wish to be waterlogged.
Strong: EAVE is the strongest.

Corrected Stats, cleaned up format.


Tundran wrote:

Thanks for breaking out the options. Let's go with Striker/Rifleman.

Out of curiousity, what would happen if I went security and wound up with +1 Soc?

You'd be an oddity of an Imperial K'Kree, and thus have a Soc 1


NAME: Tulip OFFICIALLY NOW
RACE: female K'Kree
HOMEWORLD: One of the Two Thousand Worlds, near Imperial Space Poor, Low Technology
ALLEGIANCE: To her self.

STR: 14 (+3)
DEX: 11 (+1)
END: 12 (+2)
INT: 9 (+1)
EDU: 5 (-1)

Barbarian Rank : 1 -
Commando Rank : 0 - Trooper

SKILLS:
Animals (Any) 0
Animals (Any) 0 (May be combined with other Animal to make one Animal 1)
Athletics (Any) 0
Gun Combat (Any) 1
Heavy Weapons (Any) 0
Melee (Any) 0
Melee (Any) 1 (Can be combined with other Melee to make one melee 2)
Navigate 1
Recon 0
Stealth 0
Survival 1
Zero-G 1

Term 1 : Barbarian (Warrior)

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)

Service Skill: 1d6 ⇒ 4 Explosives

Survival, END 6+: 2d6 + 2 ⇒ (2, 5) + 2 = 9 SURVIVE

Event: 1d6 + 1d6 ⇒ (6) + (3) = 9
You are forced to emergency pilot the evacuation transport when the real pilot is incapacitated. Throw Education 8+. If you succeed, you gain one level in Drive, Flyer or Seafarer.

Edu 8+: 2d6 - 1 ⇒ (6, 3) - 1 = 8 Success! Gain Drive 0, Flyer 0, or Seafarer 0. I'm guessing you had to rip the seat out to get at the controls, LOL.

Advancement, End 5+: 2d6 + 2 ⇒ (6, 6) + 2 = 14 You gain rank, and MUST continue in this career for another term.

Advancement Skill, Rifleman: 1d6 ⇒ 3 Heavy Weapons (Any)

Rank : 1 Trooper Gain Gun Combat 1

Note : If you gain Gun Combat 1 like above from the Rank gain, it jumps from 0 to 1 if you buy a new Gun Combat skill. If you add it to an existing skill, it just adds one level. So you're probably better off picking another heavy weapons specialty.

Heavy Weapons Specialties are : Flamethrowers, Launchers, Man Portable Artillary, Field Artillary, and Magrails (Magnetic Railguns). You probably want your highest skill in something that's man portable (Flamethrowers, Launchers, Man Portable Artillary). Note : We are overriding the book on the TL of magrails (we have them today on earth, so they are not TL 15, lol). The book also makes vehicle mounted magrails higher than man portable magrails (the opposite!)

Gun Combat Specialities : Slug Carbines, Slug Rifle, Slug Pistol, Shotgun, Energy Rifle, Energy Pistol, Zero-G Weapons

Animals SPecialty : Riding (Unlikely!), Veterinary, Training, Farming

Athletics Specialties : Coordination (Juggling, climbing, throwing, etc), Endurance, Strength

Melee Specialties : Unarmed Cobmat, Blade, Bludgeon


mdt wrote:
Chobo wrote:

Think you missed this post from last night. (See below)

Chobo wrote:
mdt wrote:


Sorry, long day. Which table did you want to roll on?

No worries, with all these posts and rolls you're doing (Plus, we were alternating rolling which probably didn't help and you're keeping track of a lot of characters) Anyway, thanks for your help I really like the way she has turned out so far. Her mishap fits right into the ideas I have floating around in my head.

Anyway, service skills please. (For term 3 Special Arm)

Definitely going to take at least 1 term of drifter (Wander). Please roll for me to avoid confusion (Plus I'm going to bed and from what I can tell you don't need sleep). Service skills for drifter too, if you get that far.

** spoiler omitted **

NOTE: Special arm payed half your medical bills to prevent the loss of dex, you will lose 5,000 off your muster out. You have 2 terms in Special Arm that you get benefit rolls from, so you'll need Muster Outs for Special Arm. How many do you want as Cash, and how many as Other? You cannot have more than 3 total Cash rolls for your entire career. I need to do the muster outs first because if you get stat adjusts those affect your future career rolls.

[dice=Service Skills, Special Arm]1d6 Melee (Any)

2 cash please


@chobo

Cash 1: 1d6 ⇒ 3 5000
Cash 2: 1d6 ⇒ 5 20000

Total Cash : 20000

NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:8(+0)
END:7 (+0)
INT:11 (+1)
EDU:15 (+3)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Melee (Blade) 1
Melee (Unarmed) 0
Recon 0
Stealth 0
Survival 0

Jack of all trades 1

Other
2 enemies

Term 3 : Wanderer (Drifter) Darrian version of Drifter career

Service Skill: 1d6 ⇒ 5 Stealth

Survival, Int 7+: 2d6 + 1 ⇒ (5, 3) + 1 = 9 SURVIVE

Event: 2d6 ⇒ (6, 2) = 8

You pick up some useful skills in your last job. Gain an extra roll on any table available to your career path.

Drifter Skill: 1d6 ⇒ 6 Vacc Suit

Advancement, EDU 7+: 2d6 + 2 ⇒ (5, 2) + 2 = 9

Rank 2
Gain Mechanic

Survival Skill, Personal Development: 1d6 ⇒ 6 Jack of All Trades

Term Complete


NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:8(+0)
END:7 (+0)
INT:11 (+1)
EDU:15 (+3)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 1
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 0
Vacc Suit 0

Jack of all trades 2

Other
2 enemies


Put special arm Muster out service skill in Melee Unarmed Blade. Also adjusted my stats as I didn't realize paying the 5k prevented me losing DEX. Also EDU should be 13 (my mistake, you used the correct modifier above)

*One more term wanderer (drifter) and then I'm done. (Service skills)

Aging 5 terms (3 special arms+ 2 drifter) no more cash**

Thanks for all the time you've put into this recruitment!

I'll start on her backstory!

NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:9(+1)
END:7 (+0)
INT:11 (+1)
EDU:13(+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 0
Vacc Suit 0

Jack of all trades 2

Other
2 enemies

CASH
20000

*edit


mdt wrote:
Spazmodeus wrote:


Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s
wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain a +2 DM to your next
Advancement check. Jealous Relative, wheeeee!

Advancement, Int 10+: 2d6 + 1 ⇒ (4, 4) + 1 = 9 Almost...sabotaged by that jealous relative!!!!

Actually, you went up in level. A +2 DM is to your roll, a Die Mod, not a +2 to your target. So you rolled an 11 looking for an 8. You need another skill roll for this term for advancing. You rank went up by 1.

Quote:
Scarred. You are scarred and injured. Reduce any one physical characteristic by 2. Reduce Endurance by 2..now 4

Medical Bills to prevent the -2 to Endurance is 10,000 credits. (5,000 x points). Your family pays 75% of the cost, or 7,500 credits. Your character will lose 2,500 credits off their eventual muster out rolls.

I'll wait to roll your benefits because the changes above may/will affect them.

OK...that's cool.I'll keep it the same tho, having the assassination attempt happen due to his rising fortunes :)

So Rank increased to 2. He's an Ingrate! Gets Carouse1 , that goes up to 2.

Skills Roll, Personal Development: 1d6 ⇒ 4 +1 Dex

Still getting out, so same number of benefits please, ( 3 cash, 1 other)


NAME : Omaltdoy'tsart Yuftro
RACE Droyne (Sport)
BIRTHWORLD : Born and raised on the Uskurv, an asteroid ship outfitted with Jump Drives inhabited by a Droyne clan that travelled up and down the Spinward Main offering ship maintenance and repair services.
('Homeworld' traits as Hi-Tech, Asteroid, Vacuum)

Caste Sport

S-3...-1
D-9...+1
E-5...-1
I-11..+1
E-10..+1

Service Record:
Term 1: Unable to hack it in the Imperial Navy, Omaltdoy'tsart hero is instead drafted by a non-imperial but aligned Navy. He enrolls in the Flight assignments, and after initial training is assigned to Courier duty as a backup pilot for a Scout Class vessel relaying dispatches and information back to Imperial forces as part of cooperation agreements.

He is promoted to Able Spacehand, and then Commissioned to Ensign.

Term 2: Continuing as a courier, Ensign Yuftro moves from backup to primary pilot. He is approached to make credits on the side by carrying contraband, but refuses, duly reporting the incident and earning a promotion to Sublieutenant.

Term 3: Malt realizes he 's not likely to be leaving his current service and begins thinking about life after the Navy. He joins a gambling circle, looking to build up his reserves for later on, but loses badly. Still he learns to be better at the process, which will aid him later in life.

He doesn't ignore his primary career, however, and takes a stint as a fighter pilot, his low mass giving just a bit of an acceleration advantage. He also begins to study more specialized armors, thinking that he may need exoskeletal support as he ages.

Continuing his rapid rise through the ranks, he is promoted to full Lieutenant.

Term 4: Concentrating on once again on his career Lieutenant Yuftro begins to cross-train in Engineering while continuing to advance his Flight skills. When his vessel is involved in repulsing a Vargr raid, Omaltdoy'tsart's small size makes him instrumental in getting into the guts of the drives for quick damage control.

This results in his promotion to Commander and a transfer to Bridge crew on the sole Capital ship in the area, where he begins studies of Naval Tactics, and dreams perhaps of commanding his own vessel.

Skills:
Astrogation 1
Computers 0
Engineer (M-Drive) 1
Flyer (Grav) 0
Gun Combat (Energy Pistol) 0
Gambler 1
Gunner (Turrets) 0
Leadership 1
Language 0
Mechanic 1
Melee (Blade) 1
Pilot (Spacecraft) 1
Pilot (Small Craft) 0
Tactics (Naval) 2
Vacc Suit 2
Zero-G 1

Status
Rank: Commander (Virtual Rank 5)
(+1 DM to 1 Benefit Roll) - Special Assignment, Term 1
(-1 Benefit Roll) - Gambling Circle, Term 3

Omaltdoy'tsart will stay in the Navy for another term, bucking for command (preferably rolling on Personal Development).


mdt wrote:

@ACD - DOH! Sorry, you didn't get Special Arm, I got you mixed up with another applicant, you were doing Imperium stuff, not Darrian stuff. Let me check what the IMperium one would be :

Enlist Int 6+ (You rolled 9, you succeeded)

Choose one of : Comms, Computers, Diplomat, Medic, Investigate, Science (Any)

Survive EDU 4+ : You survived

Event 10 : You become entangled in a bureaucratic or legal morass that distracts you from your work. Gain one of Admin 1, Advocate 1, Persuade 1 or Diplomat 1.

Advancement : Still a fail

Rank 0 (No skill for Rank 0)

Sorry about that.

Oh. Wouldn't have minded joining the Darrian scholars. They have more information (being highly advanced)

If I cannot join the Darrian Scholars:

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 5 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Scholar Event: Diplomat: 1
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Navy Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0
Scholar Training: Science (Any) 0


If I can:

Characteristics:
Str 5 (-1), +1 in terms 1 and 2, +2 in term 3 (two +1’s)= 9 (+1)
Dex 9 (+1)
End 5 (-1), +1 in term 1= 6 (+0)
Int 9 (+1), +1 in term 4= 10 (+1)
Edu 12 (+2), +2 in muster out (2 +1’s)= 14 (+2)
Soc 9 (+1), +1 in term 5, +4 in muster out (two +2’s), +1 for reaching rank 5 officer= 15 (+3)
Name:
Race: Darrian
Homeworld: High technology (Computers), Fluid Seas (Seafaring),
Basic Training: Pilot (Any) 0, Vacc Suit 0, Zero-G 0, Gunner (Any) 0, Mechanic 0, Gun Combat (Any) 0
NCO Rank: 1 (Mechanic 1)
Officer Rank: 5 (Melee (Blade) 1, Leadership 1, Tactics (Naval) 1)
Scholar Rank: 1 (Computers 1)
Specialist (Crew): Gun Combat (Any)
Officer Skills: Admin
Advanced Education: Remote Operations
Event: Gambling 1
Basic Training: Seafarer 0, Computers 0, Drive 0, Comms 0, Medic 0
Scholar Training: Science (Any) 0


Also, I think I was supposed to get another mustering out benefit Special Arm for my Rank 2. (It will probably be easier to do cash but I'd rather not if it isn't too much hassle)

**update does not include final drifter term **
NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:9(+1)
END:7 (+0)
INT:11 (+1)
EDU:13(+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 0
Vacc Suit 0

Jack of all trades 2

Other
2 enemies

CASH
20000

RANK
Special Arm 2
Drifter 1

updated PC from mdt post below:

+
Pathfinder Maps, Roleplaying Game, Starfinder Maps Subscriber
Droogami
NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:9(+1)
END:7 (+0)
INT:11 (+1)
EDU:13(+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 1
Vacc Suit 0

Jack of all trades 2

Other
2 enemies
Romantic Interest

CASH
20000

RANK
SA 2
DW 1

Benefit Rolls : 3 (2 terms, 1 rank)

**Ready to muster out Benefit Rolls : 3 (wanderer)


NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:9(+1)
END:7 (+0)
INT:11 (+1)
EDU:13(+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 0
Vacc Suit 0

Jack of all trades 2

Other
2 enemies

CASH
20000

TERM 5 :

Service Skill: 1d6 ⇒ 6 Survival

Survival, Int 7+: 2d6 + 1 ⇒ (4, 3) + 1 = 8 SURVIVE

Event: 2d6 ⇒ (5, 2) = 7

Life Event. Roll on the Life Events table.

Life Event: 2d6 ⇒ (1, 4) = 5

Improved Relationship: A romantic relationship involving the character deepens, possibly leading to marriage or some other
emotional commitment.

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

End Term


NAME : Nanier (Family) Rhuyl (Birth) Tam (Taken)
RACE : Darrian Female
BIRTHWORLD : Jacent.
PROPOSED CHARACTER TYPE : A disillusioned government agent (Special Arm) trying to forget her past but she keeps winding up in situations where her unique skill set is put to use. Currently, she could be a drifter trying to get lost in the galaxy to stay one step ahead of those who might seek her out.
ALLEGIANCE : Darrian Confederation

STATS
STR:7 (+0)
DEX:9(+1)
END:7 (+0)
INT:11 (+1)
EDU:13(+2)
SOC: 5 (-1)

SKILLS
Carousing 0
Computers 0
Deception 0
Engineering 0
Gun Combat (Energy) 1
Investigate 0
Life Sciences 0
Mechanic 0
Melee (Blade) 2
Melee (Unarmed) 0
Recon 0
Stealth 1
Survival 1
Vacc Suit 0

Jack of all trades 2

Other
2 enemies
Romantic Interest

CASH
20000

Benefit Rolls : 3 (2 terms, 1 rank)


Spazmodeus wrote:

Still getting out, so same number of benefits please, ( 3 cash, 1 other)

Cash: 1d6 ⇒ 3 50000

Cash: 1d6 ⇒ 5 100000
Cash: 1d6 ⇒ 4 50000

200,000C total cash (minus medical bills)

Bank : 50,000C
Equipment : 50,000C (probably back on a diff world)

Other: 1d6 ⇒ 3 Blade Weapon

201 to 250 of 605 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [Traveller] Recruitment for a Traveller Game All Messageboards

Want to post a reply? Sign in.