Session 0 Character Creation Thread
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"Roll 2 six-sided dice twice for each attribute and assigning them as desired." That means we're rolling twelve sets of 2d6 and taking whichever rolls we want?
Assuming that we're to roll in this thread... here goes nothing...
Edit: Well. That's mediocre. And I apparently can't count.
Rolls
Characteristic 1 - (2d6)
(42) = 6
Characteristic 2 - (2d6)
(26) = 8
Characteristic 4 - (2d6)
(42) = 6
Characteristic 5 - (2d6)
(15) = 6
Characteristic 6 - (2d6)
(22) = 4
Edit:
My totals then are
8
6
6
6
4
2
Rolls
Characteristic 3 - (2d6)
(11) = 2
Rolls
Characteristic 1 - (2d6)
(66) = 12
Characteristic 2 - (2d6)
(12) = 3
Characteristic 3 - (2d6)
(56) = 11
Characteristic 4 - (2d6)
(56) = 11
Characteristic 5 - (2d6)
(23) = 5
Characteristic 6 - (2d6)
(34) = 7
GIMME A TWELVE!!!
Edit: Well, ten isn't bad.
Final scores:
10
8
6
6
6
4
Rolls
Reroll Stat - (2d6)
(46) = 10
EDIT: Gonna re-roll the 4
Rolls
Roll 1 - (2d6)
(43) = 7
Roll 2 - (2d6)
(63) = 9
Roll 3 - (2d6)
(52) = 7
Roll 4 - (2d6)
(41) = 5
Roll 5 - (2d6)
(31) = 4
Roll 6 - (2d6)
(15) = 6
Re-Roll - (2d6)
(34) = 7
Couldn't be much simpler. You roll two dice and add or subtract any DMs (dice modifiers; such as your skill rating). If you roll the target number (usually 8) or higher, you succeed. When using a skill, you add your level in that skill to the roll. Thus, if Jackson has a rating of 2 in Pilot (Small Craft) and the Referee tells him that his target number is 10+, he needs to roll an 8 or higher (adding 2 to the final result for his skill) in order to succeed. If you lack a skill, you have a DM of -3. Note that it is possible to have a skill rating of 0, which simply means that you are proficient in the skill without having any particular ability for it. Your DM is 0. So you see that it can be useful to have "just a 0" in a skill.
Typical Dice Modifiers for skills are: Simple tasks have a difficulty DM of +6. Easy tasks have a DM of +4. Routine tasks have a difficulty DM of +2. Average tasks have a difficulty DM of +0. Difficult tasks have a difficulty DM of -2. Very difficult tasks have a DM of -4. Formidable tasks have a difficulty DM of -6.
The most coveted (and difficult to achieve) skill is Jack-of-All-Trades because this skill allows you to reduce by 1 the penalty for being unskilled by 1 for every level of the skill you possess. So, if you somehow got a Jack-of-All-Trades rating of 3 (not impossible), you would roll with a DM of 0 for untrained skills!
Sometimes, instead of a static Target Number, you will make an opposed check. In this case, both parties roll a check, and whoever has the highest roll wins.
Edit: Almost forgot! You get DMs for your attributes as well: 0 = -3, 1-2 = -2, 3-5 = -1, 6-8 = +0, 9-11 = +1, 12-14 = +2, 15 = +3. Attributes for humans do not exceed 15.
All numbers are in Hexidecimal. When you reach 10, it becomes A, 11 is B, and so on until 15, which is F.
If that's asking to metagame too much, I understand.
As WhtKnt mentioned, our game will be focused on exploration. Having that in mind, does anyone have a career and/or role already in mind, such as pilot, grunt, doctor, engineer, face, explorer, etc.? I'm open to filling any role that the group needs, except for maybe a "companion" ala Firefly. :)
Okay, warming up the dice roller...
EDIT: Wow, that's pretty average. Let's reroll that 4. Fingers crossed
EDIT #2: That's better! So that's 787965. I'll arrange them once we figure out what careers we're all going after.
Rolls
Characteristic #1 - (2d6)
(61) = 7
Characteristic #2 - (2d6)
(31) = 4
Characteristic #3 - (2d6)
(52) = 7
Characteristic #4 - (2d6)
(45) = 9
Characteristic #5 - (2d6)
(42) = 6
Characteristic #6 - (2d6)
(14) = 5
Rerolling #2 - (2d6)
(35) = 8
Quite often (as in real life), your career will not go the way that you planned and you will have to take another option. Such is part of the fun of Traveller. In the original Traveller, it used to be that getting ejected from a career often meant death. Mongoose softened that blow somewhat (but you can still suffer serious injury).
After you have all been through your careers, we will be picking from a list of extra skills appropriate to the genre, just to ensure that your group isn't completely crippled (in case no one becomes a pilot, for example, Pilot will appear on the skill list).
Unlike a lot of games, where you begin as a rank amateur, in Traveller, you have already lived part of your life. What age you begin at is up to you (determined by how many terms you take). The more terms you take, the more skills (and the more benefits) you can earn, but... if you remain in the workforce too long, you stand a risk of losing physical attributes due to ageing (and of course, there is always the possibility of injury). You decide how much risk you wish to take.
As a matter of practicality, I recommend that no one go over six terms in any one career. Each term is four years long, and ageing rolls begin at age 34 (your character begins at 18 years of age). Staying in for more than six terms really stretches believability (a two-star general has decided to leave retirement and go adventuring?).
If anyone desires such, there are two alien races that you can play; the Vargr and the Aslan.
Aslan
The Aslan are the youngest of the great powers, an expansionist race of feuding clans and predatory warriors, eager to seize all the universe has to offer. Aslan are descended from four-limbed carnivorous pouncer stock which was originally near the top of the food chain in the forests of their homeworld, Kusyu. True to their pouncer ancestry, Aslan are capable of short bursts of speed somewhat greater than that manageable by humans. They also have slightly superior hearing and night vision. Otherwise, they are one of the most human-like of all alien races, excepting, of course, the Vargr (who are, after all, genetically altered mammalian stock originally from Earth).
Early Terran explorers regarded the Aslan as ‘lion-like', and the simile has stuck ever since, although the Aslan bear only a passing resemblance to terrestrial lions. Nonetheless, this early misnomer has influenced a great deal of human thinking about the Aslan, including terminology (the use of pride to translate ahriy, for instance) and ascribed behaviour – which is not at all leonine.
Vargr
The Vargr are the only major race to have been uplifted by the Ancients, a fact that the Vargr are extremely proud of. They are typically seen by other races as aggressive pirates and scavengers but the Vargr actually have a diverse culture that is deeply rooted in their pack mentality and the desire for companionship, charisma and loyalty. Their constant struggle for charisma and leadership results in a culture fuelled by conflict and change.
The Vargr are descended from carnivore/chaser stock; genetically engineered by the Ancients circa –300,000 from the genus Canis. The carnivores were transplanted from Terra to Lair/Grnouf in the Provence sector. The Vargr bear a close resemblance to their canine ancestry, as can be seen by their muzzle, tail and fur, though several anatomical modifications were made by the Ancients to the canine body structure. Vargr adopt a digitigrade stance (putting their weight on their toes rather than the soles of their feet) and many have a slight stoop.
I'm going to put my stats as 12 Dexterity 11 Strength 11 Intelligence 7 Endurance 5 Education 3 Society.
Rolling to see if I can become a pirate. *rolls dice*
Rolls
Pirate Qualification Roll - (1d6+2)
(5) + 2 = 7
You get a number of background skills equal to your 3 +/- your EDU modifier. You may choose from the following skills: Admin 0, Advocate 0, Animals 0, Art 0, Athletics 0, Broker 0, Carouse 0, Comms 0, Computer 0, Drive 0, Electronics 0, Engineer 0, Flyer 0, Gun 0, Language 0, Mechanic 0, Medic 0, Profession 0, Science 0, Seafarer 0, Streetwise 0, Survival 0, Trade 0, Vacc Suit 0, Watercraft 0, Zero-G 0.
Remember that a 0 in a skill represents that you are trained and have proficiency in that skill.
You also need to consider the route that you are going to attempt: either a career, university, a military academy, or the Draft.
Are we restricted to the list you put up, or can we take from anything in the SRD? I was thinking of taking Engineering, Mechanics, and a Gun specialization of some sort to start with, but I don't see Engineering and gun Combat on your list.
I'm completely new to Gamers Plane, so apologies in advance if I mess things up ;-)
Oh, question to the GM, Are we using Mongoose Traveller v1. v2, Cepheus? (Edit: Assuming MgTv2 because of the Military Academy)
Roll Result:
6, 6, 7, 7, 9, 10
Could be worse.
Rolls
Characteristic 1 - (2d6)
(22) = 4
Characteristic 2 - (2d6)
(52) = 7
Characteristic 3 - (2d6)
(51) = 6
Characteristic 4 - (2d6)
(64) = 10
Characteristic 5 - (2d6)
(52) = 7
Characteristic 6 - (2d6)
(45) = 9
Reroll Characteristic 1 - (2d6)
(15) = 6
STR 5 | -1
DEX 7 | +0
END 6 | +0
INT 9 | +1
EDU 7 | +0
SOC 7 | +0
Skills:
Gun 0
Survival 0
Admin 0
Presenting Sophia Nudanaga.
A young woman from a wooded planet called Yahoon. She lives a decent life on a large scale agricultural facility, owned by her father
From childhood on she wanted nothing more than to be a space marine. Unfortunatly though her inspiration for becoming a space marine mainly comes from the many books she read. She never really physically prepared herself for the career and as she looked at the application requirements for the military acadamies' space marine branch she knew that she probably wouldn't make it. So she chooses to apply to the second best option: the navy
Apparently reading novels about daring space marines isn't the best preparation for the military academy. She should've tried to read more technical books but so her answer to the question what the main characteristic of the SFPP-261 fusion reactor is was: It goes boom when you hit it with a rifle
Looks like Sophia has to look for another career. Maybe she finds a job that makes her travel with a starship
Rolls
Military Academy application (Navy; INT 9+) - (2d6+1)
(23) + 1 = 6
Dex: 7 0
End: 9 +1
Edu: 6 0
Int: 7 0
Soc: 10 +1
Background Skills (3+0):
Admin - 0
Electronics - 0
Carouse - 0
Presenting: Aleksis Dempster Scott
Born as the youngest son of a Minor noble on the planet of Darluge, Aleksis' childhood was one of luxury and impossible expectations. At-least for Aleksis to meet. Doing average in school, even with the help of a squad of private teachers, he was never the quick learner and avoided study as much as possible. He was quite good in physical exercises, and loved having a good time with friends. While expected to go to the military academy, Aleksis declined, much to the utter disappointment of his father, and went decided to apply for the Marines directly, becoming one of the many hopeful recruits of the Star Marines.
Term 1: 18-22 Years of Age
Being accepted into the Marines, Aleksis went through basic like the rest of the grunts, picking up some useful skills
Atheltics - 0
Vacc Suit - 0
Tactics - 0
Heavy Weapons - 0
Gun Combat - 0
Stealth - 0
Enlisted - Gun Combat - 1
And after basic training he was assigned to the security staff of a space station. This meant long ours of standing guard and patrolling in armoured suits, causing him to become quite familiar them (Vacc Suit 1).
Being a bright and ambitious young Star Marine, he applied for officer status, as befitting of origin. Whether through his family name, his charming personality, influence of his father or just plain luck, they did commission him to officer status, becoming a lieutenant (Leadership - 1).
Connection StevetheNPC: Leadership - 2
Admin - 0
Electronics - 0
Carouse - 0
Atheltics - 0
Vacc Suit - 1
Leadership - 1
Tactics - 0
Heavy Weapons - 0
Gun Combat - 1
Stealth - 0
Rolls
Marine Qualification (END6+) - (2d6+1)
(24) + 1 = 7
Term 1 Star Marine Survival (END6+) - (2d6+1)
(32) + 1 = 6
Term 1 Star Marine Event - (2d6)
(22) = 4
Term 1 Star Marine Commision (SOC8+) - (2d6+1)
(16) + 1 = 8
Str: 7
Dex: 8
End: 9 (+1)
Edu: 7
Int: 6
Soc: 5 (-1)
Background skills: Comms 0, Survival 0, Vacc Suit 0
Anton Perkins
Anton had a pretty dull childhood. Growing up in a mining colony on a airless world means there are almost no opportunities to "go outside and play." Watching the vids was his main escape from boredom. He especially liked the program Dustin Walker: Frontier Explorer, which dramatized the life of a Scout out on the edge of known space. Imagine, flying across the galaxy to the far reaches of space, exploring new worlds! Excitement! Danger! Anton knew exactly what he wanted to do as soon as he could get off this lifeless rock that he was stuck on.
6/6/6/8/A/4.
With the background skills of
Engineering
Mechanics
Zero-G
Gun
I'm a little confused on how the Career system tables work, though admittedly I haven't had a lot of time to study them yet. Would anyone mind giving me a bit of a walkthrough? I was thinking of trying to go the Technician route, for a few terms.
Finally you roll to see which event marked this term.
Edit:
Your second term in the same career does not require a qualification roll.
If you fail on your survival roll, you roll on the mishap table, and exit the career (unless the mishap says otherwise).
If you exit a career for whatever reason, you roll for benefits for each term in that career, and an additional amount depending on your final rank:
rank 1+2 => +1 roll
rank 3+4 => +2 rolls
5+6 terms => +3 rolls and +1 to each roll.
University and Military Academy are very similar to normal careers, but you get different benefits. And depending on how well you graduate, may allow you to have an easier time on your next career, if it is in-line with what you just graduated from. I can expand if you want on this ;-).
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Being rejected by the military academy Sophia was somewhat disillusioned and therefore chose to persue another career path than the military.
When she saw an ad for the "Surveyors of the Galaxy"-company she knew which career to take.
She went to their office and took an entry exam...
[Qualification roll successful]
...which she managed to pass. Sophia Nudanaga - Junior Surveying Assisstant! She was assigned the scout ship "Ever Taken" and flew away to far away worlds. She was last in the corporate ladder and thus always was assigned the most dangerous and menial tasks like cleaning the ship, being lowered into shafts and caves first, keeping the tools in working condition and maneuvering small craft for docking.
Even though those all were not the most exciting tasks she managed to learn a lot
Basic training - Sophia gains the following skills:
Pilot - 0
Mechanic - 0
Astrogation - 0
Vacc Suit - 0
Gun Combat - 0
[Survival roll successful]
Nevertheless she managed to keep herself healthy and had no major accident during her first years of service for the "Surveyors of the Galaxy"
[Event roll result - Roll on the life event table]
[Life event - Birth or Death]
Unfortunatly though her father died due to an unfortunate accident. Her brother inherited the company. He would've offered her a job but Sophia was determined to stay among the stars.
Sophia rolls on the Surveyor skill table and gains the skill:
Electronics - 1
Career advancement skill roll successful. Sophia is Rank 1 scout and gains the skill:
Vac Suit - 1
During her four years she became something of an expert in repairing the sensors of the ship. Half the time onboard the ship she was crawling all over it in her Vac Suit and recalibrated or repaired the sensors.
Due to her great work she was promoted to scout and signed another four year contract to work with the company.
Rolls
Scout Qualification roll - (2d6+1)
(41) + 1 = 6
Survival roll - (2d6)
(43) = 7
Event roll - (1d12)
(1) = 1
Event roll 2 - (Previous one was wrong) - (2d6)
(34) = 7
Life event - (2d6)
(21) = 3
Surveyor table skill roll - (1d6)
(1) = 1
Advancement roll (Int 8+) - (2d6+1)
(66) + 1 = 13
Gambler - 1
Chosen for a secret infiltrate mission, Lieutenant Aleksis Scott led a small team against a Pirate Base. However, the pirates were tipped and the mission is a failure, with most of the team being captured, including Aleksis. After being held and tortured for a month by the enemy, specifically certain cruel Thomas Blunt (Enemy), Aleksis rescued but the pirate base has been evacuated by that point and the mission a complete failure. Aleksis is being discharged with honours due to his injuries (-1 Str, -1 Dex).
Although part of the medical costs are being paid for by the marines, Aleksis is unlucky part of the medical costs fall outside of their purview and falls unto Aleksis himself (75% * 10.000 = 7500 Being paid by the Marines, leaving 2500 Debt)
However his platoon does chip in and grant him a TAS membership and a TL12 Stunner.
Rolls
Term 2 Space Marine Survival (END6+) - (2d6+1)
(22) + 1 = 5
Term 2 Mishap - (1d6)
(2) = 2
Term 2 Medical Bill Reduction (Marine) - (2d6+1)
(31) + 1 = 5
Term 2 Career Exit Benefit #1 (Rank 1 + 1 Bonus) - (1d6)
(4) = 4
Term 2 Career Exit Benefit #2 (Rank 1 + 1 Bonus) - (1d6)
(5) = 5
Term 2: Star Marine Skill Roll (Personal Development) - (1d6)
(4) = 4
OK, I will reroll the 3
Rolls
Stat1 - (2D6)
(12) = 3
Stat2 - (2D6)
(44) = 8
Stat3 - (2D6)
(35) = 8
Stat4 - (2D6)
(26) = 8
Stat5 - (2D6)
(56) = 11
Stat6 - (2D6)
(34) = 7
Reroll for 3 - (2D6)
(61) = 7
Dexterity - 7
Endurance - 8
Intelligence - 8
Education - 11
Social Standing - 8
Born to a wealthy family went to university then became a reporter (if that is even an option), then one term as a merchant.
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
What do I need to roll.
How do you get hack of all trades
I would like to roll for planet, if you don't mind. What do I roll? I will add a % roll and a 2d6 roll just in case.
Rolls
Where - (1D100)
(82) = 82
Am I from - (2D6)
(33) = 6
Current Stats: 4/4/4/8/A/4.
Background Skills:
Engineering 0
Mechanics 0
Zero-G 0
Gun Combat 0
Term 1 (18-22 y.o.)
Career Attempted: Technician - Failed to Qualify
Submit to Draft: Marines
Basic Training Skills: Vacc Suit 0, Athletics 0, Gun Combat 0, Recon 0, Melee 0, Heavy Weapons 0
Survival: Failed.
Mishap: injured
Injury: Nearly killed (Str -5, Dex -2, End -2) New stats 1448A4
Seeking medical care to bring STR back up to 4 (Cr 15,000)
Medical Treatment Coverage: 75% (Medical debt Cr3,750)
New Stats: 4448A4
Muster out Material Benefits: Mid Passage
Rolls
Technician Qualification (Edu 6+) - (2d6+1)
(22) + 1 = 5
Draft Roll - (1d6)
(2) = 2
Survival (End 6+) - (2d6)
(12) = 3
Mishap - (1d6)
(6) = 6
Injury - (1d6)
(1) = 1
Reduce Str - (1d6)
(5) = 5
Medical Treatment Covered by Army - (2d6)
(24) = 6
Material Benefits Roll - (1d6)
(4) = 4
I am taking Astrogation at 0 and medic at 1 if I get in. Need a 7
Ok I did not get in. Now I am not sure where I go from here.
Rolls
Entry - (2D6)
(23) = 5
@StevetheNPC: Go ahead and throw 2 dice (2d6) to see if you get into the Scouts. Don't forget to add your INT modifier as a DM. You need a 5 or higher.
@Machiabelly: Having failed to make the qualifications for University, you may choose to enter a career, become a Drifter, or submit the Draft.
@JabBurrwalky: Your draft roll indicates that you will be drafted into the Army! You gain the following skills in basic training: Drive or Vacc Suit (your choice) 0, Athletics 0, Gun Combat 0, Recon 0, Melee 0, Heavy Weapons 0. If you already have one of these, it does not increase!
Rolls
Journalism - (2D6)
(13) = 4
Sophia is sent on a special mission to a far away star system to look for resources that help in the making of fusion reactors.
[Survival roll successful]
Even though one of the planets is inhabited by a dangerous plant-based alien race Sophia can set up a series of recording devices in order to gather extra information on them, without being detected. Unfortunatly she slips when she installs the last recording device and falls down a cliff.
[Event roll 8 - Try to gather intelligence on alien race]
[Event result injury - strength reduced by 1D - Result 2]
Her right arm is shattered by the accident and even though she gets medical treatment her physical strength is diminished.
She undergoes a special treatment to regain her strength. Unfortunatly the contract with the company doesn't cover medical expenses and so she has to pay the 10000CR all by herself
[Company doesn't cover any of the expenses - 10000CR medical debt
[Personal development roll - EDU +1]
She has to spend a few months in the hospital, and she uses the time to read a lot about star ships and electronics.
Sophia thinks she earned a promotion and tries to apply for a high scale surveying mission on a rocky moon orbiting a gas planet that orbits a red dwarf
[Advancement roll successful]
Sophia is successful, is promoted to the technical leader of the surveying group and flies off to the moon for her next four year contract
Rolls
Survival roll - (2d6)
(53) = 8
Event roll - (2d6)
(35) = 8
Electronics Int roll - (2d6+2)
(31) + 2 = 6
Mishap - (1d6)
(1) = 1
Roll twice on injury table and take lower result - (2d6)
(23) = 5
Skill reduction roll strength - (1d6)
(2) = 2
Personal development table roll - (1d6)
(5) = 5
Advancement roll (INT 8+) - (2d6+1)
(34) + 1 = 8
Medical treatment costs - Company share of pay - (2d6+1)
(13) + 1 = 5
Edited to say, I guess commerce/ business it is. I am going to do 2 terms in that and then maybe something more adventurous
What do I need to roll and what skills do I get?
Rolls
If this fails I will try something else. - (2D6)
(54) = 9
If I don't qualify for Scout, I'll just submit to the draft. That's always a good time.
-----
EDIT: Nope, no Scouts for me. Rolling for the draft.
EDIT #2: Marines! Do you allow the player to choose an assignment within a career when drafted, or do you assign it?
Rolls
Scout Enlistment - (2d6)
(31) = 4
Drafted! - (1d6)
(3) = 3
Actually, Machiabelly, when you fail your first career roll (outside of an academy or university), you have to submit to the Draft or become a drifter for at least one term.
Rolls
1 - (1D3)
(3) = 3
2 - (2D6)
(63) = 9
Term 1: Marine (Ground Assault)
Basic training: Athletics 0, Vacc Suit 0 (already have), Tactics 0, Heavy Weapons 0, Gun Combat 0, Stealth 0
Survival (END 7+): Yes!
Event: 9 - A mission goes disastrously wrong due to your commander's error or incompetence, but you survive. If you report your commanding officer for their failure (I DO NOT) then you gain DM+2 on your next Advancement roll and gain the officer as an Enemy. If you say nothing and protect them (I DO), gain them as an Ally.
Commission (SOC 8+): Failed!
Rank 0 (Marine) Skills/Bonuses: Gun Combat (Slug) 1
Age: 22
Rolls
Term 1 Survival (END 7+) - (2d6+1)
(26) + 1 = 9
Term 1 Event - (2d6)
(36) = 9
Term 1 Commission (SOC 8+) - (2d6-1)
(25) - 1 = 6
[Diplomat, Automatic Qualification (SOC >= 10)]
After his ordeal, and after being discharged from the hospital, Aleksis Demster Scott, back into his fathers grace. Thus while his career with the officer core of Space Marines had come to an early end, Aleksis was quickly being proposed as a diplomat to the nearby system of Agagir. While Agagir was a rather backwards system, it's scout base and strategic location made it into a system of increasing importance.
Basic Training: Persuade - 0
Skill Training: Diplomat - 1
Life Event: Birth and Death
Advancement Skill Roll: Steward - 1
Rolls
Term 3: Diplomat Survival (INT5+) - (2d6)
(61) = 7
Term 3: Diplomat Event - (2d6)
(16) = 7
Term 3: Diplomat Event: Life Event - (2d6)
(11) = 2
Term 3: Diplomat Skill Roll (Diplomat Table) - (1d6)
(5) = 5
Term 3: Diplomat Advancement (SOC7+) - (2d6+1)
(36) + 1 = 10
Term 3: Diplomat Advancement Skill Roll - (1d6)
(4) = 4
@JabBurrwalky: Your draft roll indicates that you will be drafted into the Army! You gain the following skills in basic training: Drive or Vacc Suit (your choice) 0, Athletics 0, Gun Combat 0, Recon 0, Melee 0, Heavy Weapons 0. If you already have one of these, it does not increase!
The chart from the Cepheus SRD you linked to for Careers said Marines, but army is fine too. Its a draft after all.
That said, I failed my survival check and rolled for injuries, etc, but the rules say its a GM choice as to whether the character is outright dead or not. Does he survive? Or is dead/uselessly crippled now?
That said, I failed my survival check and rolled for injuries, etc, but the rules say its a GM choice as to whether the character is outright dead or not. Does he survive? Or is dead/uselessly crippled now?
So maybe they are different, but this one has continuing after a failed survival roll as an optional rule. Wasn't sure if we were using that optional rule.
So maybe they are different, but this one has continuing after a failed survival roll as an optional rule. Wasn't sure if we were using that optional rule.
@luctius As we both ended up in hospital during our second term, do you want our characters to meet there? Maybe we shared a room or met during physical therapy
Sophia is sent off to the rocky moon in order to find resource deposits there.
She spends a lot of time not only scanning the moon but also monitoring the activity of the star and of the gas giant. Learning a lot about celstial bodies.
[Advanced Education Skill Roll: Science (Astronomy)
Event skill roll: You spend several years jumping from world to world: Gain Astrogation 1
The rocky moon itself isn't particularily ressource rich but she finds promising hints of potential deposits in the spectra of nearby stars.
Sophia jumps around the nearby systems and finds a lot of different worlds that should each yield a lot of resources for the "Surveyors of the Galaxy"
For her efforts she's promoted to "Senior scout". She also learned how to steer normal spacecrafts through the void.
She also signs another four years contract because being a space scout really fulfills her
Rolls
Advanced Education skill table roll - (1d6)
(5) = 5
Survival roll END 6+ - (2d6)
(62) = 8
Event roll - (2d6)
(15) = 6
Advancement roll (INT 8+) - (2d6+1)
(52) + 1 = 8
Current Stats: 4/4/4/8/A/4.
Background and Term 1 Skills:
Engineering 0
Mechanics 0
Zero-G 0
Drive 0
Athletics 0
Recon 0
Melee 0
Heavy Weapons 0
Gun Combat 0
Term 1 (18-22 y.o.)
Tereval "Rev" Parsiminus
Tereval or Rev, for short, was born and raised in a low-gravity asteroid mining colony. From his youth he watched the various mechanics and techs at their work, and helped his father and uncle with their work when he could. He knew no other life, and expected no other life for himself. However, when he applied to join the mining company's technician corps he choked. Tests always made him nervous and the watchful eyes of the aptitude test proctors made him sick to his stomach. He lost his nerve and failed to qualify.
Lost and directionless, he took the only other option available to him: enlist in the armed forces of the local system government. They sent him to the surface defense forces on Fureden. He began basic training and did alright. Not spectacular, but it was work and a few meals a day. After boot camp, things became routine, and he was settling in to the lifestyle alright. Most of the other sodliers came from similar, blue-collar backgrounds like himself, even if a lot of the officers weren't. During his second year, however, during a routine force recon exercise, he was in a serious accident, when his recon vehicle malfunctioned and flipped. The driver, his buddy Grant Lars, had been drinking, and lost control of the vehicle on a sharp turn. Everyone survived, but they were all seriously injured, and mustered out honorably. Except Grant, who's still in a Military penal colony.
Rev, for short, was nearly crippled. Fortunately the army's medical facility was able to restore most of his strength and mobility, but it was a long recovery, and at his enlistment level, he had to pay for some out of pocket. Due to his conditions, he couldn't continue to serve in the armed forces.
Term Two (22-26 y.o.)
After recovering as much as he probably ever would, Rev decided to try to use his skills to return to some semblance of his former life in space. He decided to try becoming a Belter. In his first couple of years, he suffered another horrendous accident that (nearly?) claimed his life.
Career Attempted: Belter (Success)
Survival Dex 7+: Failed - Seriously Injured
Reduce Dex by 1d6: Result 4-6= -2
Um... so I think he's dead now? Since he has no money with which to pay for 1d6x10,000 to keep him alive. What's the process here?
Rolls
Belter Qualification (Int 4+) - (2d6)
(42) = 6
Survival (Dex 7+) - (2d6-1)
(23) - 1 = 4
Survival Mishaps - (1d6)
(1) = 1
Dex reduced by 1d6 - (1d6)
(6) = 6
Draft is 1d6, so I'll just use the first die of your 2d6 roll. You are drafted as an Agent (law enforcement). You gain the following skills: Streetwise 0, Drive 0, Investigate 0, Flyer 0, Recon 0, Gun Combat 0. If you already have one of these skills, it does not increase. Next, you'll roll 2d6 and add (or subtract) your ENDurance modifier. You need a 6 or higher to stay in the career field. If you remain in, please roll 2d6 for your event. If not, roll 1d6 for your mishap.
Career Attempted: Belter (Success)
Survival Dex 7+: Failed - Seriously Injured
Reduce Dex by 1d6: Result 4-6= -2
Um... so I think he's dead now? Since he has no money with which to pay for 1d6x10,000 to keep him alive. What's the process here?
Term 4: 30-34 Years of age
After a few successful years, Agagir I, was becoming up-and-coming. Aleksis successfully charmed his way through the high society of this place to be, organising several business parties (Persuade - 1) for so that businesses and families from his home planet could invest and make good deals. This however slowly earned him the enmity of Princess Alaisa de Quadalinte (Enemy), because she didn't like that his parties were considered better than hers. On the other hand, his connections and swift organising various law-enforcement and private military forces earned him the gratitude of Navy Captain Lisa Green (Ally) for saving her daughter from a kidnapping attempt.
Skill Roll: Steward - 2
Advancement Skill Roll: Diplomat - 2
Aging: No Negative Effect
Rolls
Term 4: Diplomat Survival (INT5+) - (2d6)
(14) = 5
Term 4: Diplomat Skill Roll (Diplomat Table) - (1d6)
(4) = 4
Term 4: Diplomat Event - (2d6)
(55) = 10
Term 4: Diplomat Advancement (SOC7+) - (2d6+1)
(33) + 1 = 7
Term 4: Diplomat Advancement Skill Roll - (1d6)
(4) = 4
Term 4: Aging - (2d6-4)
(45) - 4 = 5
Medical debt to restore dex to 4 (15,000)
Amount paid by employer: 0%
Total medical debt: cr78,750
Mustered out with no benefits.
Rolls
Medical Treatment cost - (1d6)
(6) = 6
Employer medical coverage - (2d6)
(43) = 7
Background and Term 1 Skills:
Engineering 0
Mechanics 0
Zero-G 0
Drive 0
Athletics 0
Recon 0
Melee 0
Heavy Weapons 0
Gun Combat 0
Term 1 (18-22 y.o.)
Tereval "Rev" Parsiminus
Tereval or Rev, for short, was born and raised in a low-gravity asteroid mining colony. From his youth he watched the various mechanics and techs at their work, and helped his father and uncle with their work when he could. He knew no other life, and expected no other life for himself. However, when he applied to join the mining company's technician corps he choked. Tests always made him nervous and the watchful eyes of the aptitude test proctors made him sick to his stomach. He lost his nerve and failed to qualify.
Lost and directionless, he took the only other option available to him: enlist in the armed forces of the local system government. They sent him to the surface defense forces on Fureden. He began basic training and did alright. Not spectacular, but it was work and a few meals a day. After boot camp, things became routine, and he was settling in to the lifestyle alright. Most of the other sodliers came from similar, blue-collar backgrounds like himself, even if a lot of the officers weren't. During his second year, however, during a routine force recon exercise, he was in a serious accident, when his recon vehicle malfunctioned and flipped. The driver, his buddy Grant Lars, had been drinking, and lost control of the vehicle on a sharp turn. Everyone survived, but they were all seriously injured, and mustered out honorably. Except Grant, who's still in a Military penal colony.
Rev, for short, was nearly crippled. Fortunately the army's medical facility was able to restore most of his strength and mobility, but it was a long recovery, and at his enlistment level, he had to pay for some out of pocket. Due to his conditions, he couldn't continue to serve in the armed forces.
Term Two (22-26 y.o.)
After recovering as much as he probably ever would, Rev decided to try to use his skills to return to some semblance of his former life in space. He decided to try becoming a Belter. In his first couple of years, he suffered another horrendous accident that nearly claimed his life.
He couldn't complete hos employment contract with the Belters and so gained no benefits and is now jobless, and aimless, with a mountain of medical debt. Nevertheless, through his ordeals, Rev has learned to take whatever life throws at him and return it tenfold in smiles and upbeatness! He's learned the power of positivity through hardship, and seeks to encourage all of his teammates to do their best, no matter what they're given to work with!
He decided to become a motivational speaker!!
Term 3 (26-30 yo)
But nobody booked him for speaking engagements. So he tried for the military again. But they told him he couldn't come back again. So he decided to bum it for a few years as a wanderer. During his travels he learned a few things about surviving on the streets. He met quite a few interesting people, including a CONTACT. He grew accustomed to the life and just kept wandering, until one fine day he and bunch of other bums were rounded up and press-ganged into military service.
He gained the skill Streetwise 1.
Entertainer: Failed.
Draft:Nevermind. The draft is a one-time thing scratch that.
Drfiting.
Survival: Succeed (finally)
Advancement: Success. Rank 1 (Streetwise 1)
Event: Forcibly Drafted.
Rolls
Entertaining Qualification (soc 8+) - (2d6-1)
(23) - 1 = 4
Draft Roll - (1d6)
(5) = 5
Drfiter Term 3 Survivial (ENd 7+) - (2d6-1)
(55) - 1 = 9
Advancement - (2d6)
(34) = 7
Drifter Event (Term 3) - (2d6)
(65) = 11
Drifter PErsonal Development - (1d6)
(1) = 1
Term one 18-22
Current stats and skills:
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 8
Education - 11
Social Standing - 8
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Streetwise 0
Drive 0
Investigate 0
Flyer 0
Recon 0
Gun Combat 0.
Rolls
Roll to stay in - (2D6)
(36) = 9
Event - (2D6)
(32) = 5
Term 5: 34-38 Years of age
After 8 years on Agagir, Aleksis was reassigned to a negotiate a settlement between two noble houses, House Ordinos and House Ginaz, in conflict near the Kanoka system. During the negotiations, he was assisted by the Naval Destroyer Daring, captained by Captain Lisa Green, whom he met earlier when her daughter was kidnapped on Agagir.
After about a year of negotiations, the houses forces became impatient and aggressive, creating a stand-off. When Aleksis ordered Captain Green to standby on a safe distance, Captain Green however choose a side the side of one of the belligerents. Apparently Captain Green was on the books of House Ordinos and had to make a stand.
This betrayal jeopardised the whole negotiation mission, as the destroyer was a powerful new asset to House Ordinos force, thus emboldening them to take direct action.
With the mission was a failure, although outside of Aleksis' control, he was passed over for promotion when he returned. This, together with the sting of the betrayal, caused him to reconsider his career, and to seek the life of a Traveller.
Skill: Diplomat - 3
Benefits: 160K (+1 to each roll due to gambler) +1 Blade
Aging: No negative effect.
Dex: 7 | 0
End: 9 | +1
Edu: 6 | 0
Int: 7 | 0
Soc: 10 +1
Carouse - 0
Electronics - 0
Heavy Weapons - 0
Stealth - 0
Tactics - 0
Admin - 1
Gambler - 1
Gun Combat - 1
Leadership - 2
Persuade - 1
Vacc Suit - 1
Steward - 2
Diplomat - 3
Princess Alaisa de Quadalinte (Enemy)
Navy Captain Lisa Green (Enemy)
Rolls
Term 5: Skill Roll (Diplomat) - (1d6)
(5) = 5
Term 5: Diplomat Survival (INT5+) - (2d6)
(66) = 12
Term 5: Diplomat Event - (2d6)
(61) = 7
Term 5: Diplomat Event (Live Event Table) - (2d6)
(35) = 8
Term 5: Diplomat Advancement (SOC7+) - (2d6+1)
(14) + 1 = 6
Term 5 Diplomat Mustering Out Cash #1/4 - (1d6)
(3) = 3
Term 5 Diplomat Mustering Out Cash #2/4 - (1d6)
(4) = 4
Term 5 Diplomat Mustering Out Cash #3/4 - (1d6)
(2) = 2
Term 5 Diplomat Mustering Out Benefit #4/4 - (1d6)
(3) = 3
Term 5: Aging - (2d6-5)
(62) - 5 = 3
Sophia is promoted again and is assigned to lead a whole expedition squad on a four year long mission accross multiple worlds.
She has to work harder than anytime before and gains a lot of strength helping to lift crates out of and into cargop bays
[Personal development roll: 1 - Gain +1 STR]
[Survival roll too low - Mishap roll 4 - You inadvertently cause a conflict between the Imperium and a minor world or race. Gain a Rival and Diplomat 1.
]
Unfortunatly and unknown by her she orders a drilling rig to placed right into the sacred burying grounds of the Ysoky, a tribal alien race.
The Surveyors of the Galaxy are bombared by outraged mails and calls from alien rights organizations. The whole team is disbanded as a reaction to the outrage and she has to leave the company as well as her first officer Rias McGovern. Rias blames Sophia for the failure and wants her to recompense him for the failure. Sophia just followed orders relayed to her by the company and doesn't feel responsible for recompensing Riasm, which makes him swear revenge to her.
At least Sophia gained some experience especially in intellectual abilities, a combat rifle as well as experience in using it.
Her severance package also includes 70000CR in cash which also helped her a lot.
[Sophia gains the following mustering out benefits:
EDU +1
2x Weapons - One roll is used to get an advanced combat rifle, the other one to gain +1 in the gun (slug thrower) skill
50000CR + 20000CR in cash
Please ignore the premature event, life event and advancement roll
Rolls
Skill roll Personal Development table - (1d6)
(1) = 1
Survival roll END 6+ - (2d6)
(13) = 4
Mishap table roll - (1d6)
(4) = 4
Event roll - (2d6)
(52) = 7
Lif event table roll - (2d6)
(45) = 9
Advancement table roll (INT 8+) - (2d6+1)
(36) + 1 = 10
First benefit roll - cash - (1d6)
(6) = 6
Second benefit roll cash - (1d6)
(2) = 2
Third benefit roll Benefit - (1d6)
(4) = 4
Fourth benefit roll - Benefit - (1d6)
(5) = 5
Fifth benefit roll - Benefit - (1d6)
(3) = 3
We could tie it to my Term 1 event, "a mission goes disastrously wrong due to your commander's error", by saying Anton (that's me) consulted with Aleksis in the aftermath of the accident. Anton witnessed his commander giving a bad order during a "routine" training mission, resulting in the death of several other recruits, but was unsure what to do about it. Whether Anton heeded your advice or not, he appreciated having someone that he could confide in.
Bonus skill: Increasing Survival 0 to Survival 1
@WhtKnt - Does this sound okay?
Anton Perkins
Term 2: Marine (Ground Assault)
Skills and Training: Melee (Blade) 1
Survival (END 7+): Failed!
Mishap: (#2) A mission goes wrong; you and several others are captured and mistreated by the enemy. Due to your injuries, you are discharged early. Gain your jailer as an Enemy and reduce your STR and DEX by one because of your injuries.
Medical Care: 100% covered
Muster Out Benefit: Cr20000
Age: 26
Rolls
Skills and Training (Marine Ground Assault table) - (1d6)
(4) = 4
Survival (END 7+) - (2d6+1)
(22) + 1 = 5
Term 2 Mishap - (1d6)
(2) = 2
Medical Care (Marine Rank 0) - (2d6)
(26) = 8
Mustering Out #1 (Cash) - (1d6)
(5) = 5
Term 3: Drifter (Wanderer)
Qualification: Automatic
Basic Training: Streetwise 0
Survival (END 7+): Survived!
Event/Mishap: (#9) You are offered a chance to take part in a risky but rewarding adventure. If you accept (YES, I DO!), roll 1D
On a 5-6, you succeed. Gain DM+4 to one Benefit roll.
Advancement (INT 7+): Advanced!
Rank: 1; Skill or Bonus: Survival 1
Skills and Training: END +1
Age: 30
Rolls
Term 3 Survival (END 7+) - (2d6+1)
(52) + 1 = 8
Term 3 Event - (2d6)
(63) = 9
Drifter Event #9 Second Roll - (1d6)
(5) = 5
Term 3 Advancement - (2d6)
(26) = 8
Skills and Training for Advancement (Personal Development) - (1d6)
(2) = 2
https://gamersplane.com/forums/thread/21169/?p=977178#p977178
Term 1 (Marine/Ground Assault) Advancement (EDU 5+): Advanced!
Rank: 1 Lance Corporal; Skill or Bonus: Gun Combat (Energy) 1
Rolls
Term 1 Advancement (EDU 5+) - (2d6)
(64) = 10
Term 4: Drifter (Wanderer)
Skills and Training: Deception 1
Survival (END 7+): Whew! Just barely survived.
Event/Mishap: You manage to scavenge something of use. Gain DM+1 to an one Benefit roll.
Advancement (INT 7+): Advanced!
Rank: 2; Skill or Bonus: Melee (blade) 1
Skills and Training: Recon
Age: 34
Aging Roll (2D-4): 6 (No effect)
Having narrowly avoided a mishap as a Drifter, Anton decides to not push his luck any longer, and finally gets serious about pursuing his dream of exploring the stars - as a Traveller!
Benefit rolls: 3 (two terms + one for rank 2)
Benefits: Two Ship Shares, Cr1000, Weapon (Body Pistol)
**ENDING CHARACTER CREATION**
Rolls
Skills and Training (Wanderer table) - (2d6)
(53) = 8
Wrong dice! Reroll Skills and Training (Wanderer) - (1d6)
(2) = 2
Term 4 Survival (END 7+) - (2d6)
(16) = 7
Term 4 Event - (2d6)
(23) = 5
Term 4 Advancement (INT 7+) - (2d6)
(44) = 8
Skill and Training (Service Skills) - (1d6)
(3) = 3
Aging roll (2d-4) - (2d6-4)
(46) - 4 = 6
Mustering out #1 (DM+4) Benefit - (1d6+4)
(5) + 4 = 9
Mustering out #2 (DM+1) Cash - (1d6+1)
(2) + 1 = 3
Mustering out #3 Benefit - (1d6)
(2) = 2
Pirate-Pilot Astrogation Gunner Engineer Vacc Suit Melee
Roll for Survival 6+
Rolls
Survival Roll - (2d6+2)
(51) + 2 = 8
I get +1 to Piloting
Rolling on the Events Table
Rugnar spends months in the dangerous criminal underworlds. He gains Gun Combat 1.
Rolls
Skill Roll - (1d6)
(1) = 1
Events Table - (2d6)
(35) = 8
On a ship to ship boarding Rugnar stays outside on the hull while the rest of the crew climb inside through a hull breach. Ragnar remains a lowly space pirate lackey.
Rolls
Advancement - (2d6+1)
(22) + 1 = 5
Personal Development Roll
Rugnar practices intensely with his pirate cutlass. He gains +1 to Melee.
Survival Roll
Rugnar survives another term as a space pirate. Many of his packmates are blasted to into smithereens but not him.
Life Event
Rolls
Personal Development Roll - (1d6)
(5) = 5
Survival Roll - (2d6+2)
(62) + 2 = 10
Life Event - (2d6)
(11) = 2
1) In the book, the maximum one can spend on equipment in character creation is 2K, do you hold to that rule?
2) Is the Central Supply Catalogue allowed for buying equipment?
General Question: How do you guys handle character sheets for custom games like this? I tried making a text only sheet, but am getting frustrated by the (apparent) inability of making tables on this forum. Is there a way to make tables, do you use an off-site sheet, or just deal with the text only sheet?
Rugnar is severely injured by falling space debris. He loses 6 points of Strength.
Medical Care Costs
Rugnar incurs 15,000 CR of Medical Debt. He spends some time in a hospital planetside to recover his
strength.
Roll for Advancement
Rugnar finally advances from being a lowly space pirate lackey. He is now a space pirate henchman
and takes gunner 1.
Rolls
Mishap Table - (1d6)
(1) = 1
Characteristic Roll - (1d6)
(6) = 6
Medical Care - (2d6)
(25) = 7
Advancement - (2d6+1)
(26) + 1 = 9
Roll for Personal Development
Rugnar practices even more intensely with his pirate cutlass. He develops a new technique called No Kan Do.
+1 to Melee
Roll for Survival
Roll for Mishap Table
Injury. Roll on the Injury Table
Rugnar is lightly injured. His eyebrows are singed by laser fire as he sticks his head around a corridor too fast during
a boarding mission. He spends several weeks recovering.
Advancement Roll
For his role in the ship boarding Rugnar is promoted to a space pirate corporal. He assigns the new space pirate to polish his boots.
Rolls
Personal Development Roll - (1d6)
(5) = 5
Survival Roll - (2d6+2)
(12) + 2 = 5
Mishap Table - (1d6)
(6) = 6
Injury Table - (1d6)
(6) = 6
Advancement - (2d6+1)
(45) + 1 = 10
Having lost her job Sophia follows an offer to enter the merchant marine. Even though she is older than most of her colleagues she has no problem in keeping up them.
[Ageing roll: Successful]
[Qualification roll: Successful]
Service skills acquired:
Drive - 0
Broker - 0
Steward - 0
Persuade - 0
[Survival roll: Successful]
[Event skill advancment: Unsuccessful]
[Advancement roll: Unsuccessful]
[Benefit roll: Blade - Stunstick]
[Medical debt: 10000CR subtracted from 70000CR cash - resolved]
Even though she has a lot of experience she is only given the most basic tasks.
At least she gets the opportunity to participate in a training program but due to getting a nasty cold she doesn't finish it
At the end of her four year contract she is declined promotion because she "is not yet ready but they will look into it in a few years again"
Frustrated she quits and takes her benfits
Having no job she can either go to her brother's agricultural company or... call her old friend Agagir wether he knowns of a job for her, preferably one that involves space traveling
CHARACTER CREATION FINISHED
Rolls
Ageing roll -4 - (2d6-4)
(43) - 4 = 3
Qualification roll (INT 4+) - (2d6)
(63) = 9
Survival roll (EDU 6+) - (2d6+1)
(43) + 1 = 8
Event roll - (2d6)
(45) = 9
Event: Advance skill if you roll EDU8+ - (2d6+1)
(31) + 1 = 5
Advancement roll (INT 7+) - (2d6+1)
(11) + 1 = 3
Benefit roll - (1d6)
(1) = 1
1) In the book, the maximum one can spend on equipment in character creation is 2K, do you hold to that rule?
2) Is the Central Supply Catalogue allowed for buying equipment?
I haven't forgotten you, just been very busy.
During your first term, you develop a network of contacts and gain 1d3 contacts that you may define. Next, you need to roll for advancement; 2d6 plus your INT modifier, you need a 6 or higher. If you advance, you become a corporal and gain Streetwise 1 (unless you already have it at that level). You also need to roll another 1d on one of the following tables: Personal Development, Service skills, Law Enforcement skills, or Advanced Education (if your EDU attribute is 8 or higher).
After that, you can either continue in this career or try to get into a new one (that you haven't already tried). If you roll a 12 on your advancement roll, you must stay in (you are too valuable to lose and are strong-armed into staying). If you elect to leave the career field, you need to roll for benefits or cash. Decide which you will go for and roll 1d twice.
If you stay in the career, you will need to roll 1d for a skill (choose a table as above) and must then roll for survival (END 6+). If you survive, roll another 2d. If you fail, roll 1d.
Second term 22 - 26
Carlos decides to stay in the MP's for another term as it is the first place he has felt at home. He was in jo hurry for advancement as he enjoyed the street level work.
He had made a few good friends... Maria - a dispatcher for the MP's, Roald - a fellow officer, and Jarl - the guy in charge of the motor pool.
Current stats and skills
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 8
Education - 11
Social Standing - 8
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Streetwise 0
Drive 0
Investigate 0
Flyer 0
Recon 0
Gun Combat 0.
Rolls
Contacts - (1D3)
(2) = 2
Advancement - (2D6)
(31) = 4
Personal development - (1D6)
(4) = 4
Survival - (2D6)
(42) = 6
After survival roll - (2D6)
(63) = 9
After that, you can either continue in this career or try to get into a new one (that you haven't already tried). If you roll a 12 on your advancement roll, you must stay in (you are too valuable to lose and are strong-armed into staying). If you elect to leave the career field, you need to roll for benefits or cash. Decide which you will go for and roll 1d twice.
If you stay in the career, you will need to roll 1d for a skill (choose a table as above) and must then roll for survival (END 6+). If you survive, roll another 2d. If you fail, roll 1d.
Carlos has been enjoying his time in the MP's and has been promoted to corporal. He decided to do one more tour of duty before signing off.
Current stats and skills
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 8
Education - 11
Social Standing - 8
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Streetwise 0
Drive 0
Investigate 0
Flyer 0
Recon 0
Gun Combat 1
Melee 1
Rolls
Advancement - (2D6+2)
(41) + 2 = 7
Advanced education - (1D6)
(1) = 1
Service skills - (1D6)
(6) = 6
Survival - (2D6)
(51) = 6
After survival - (2D6)
(63) = 9
Roll for advancement; 2d6+2, you need a 6 or higher. If you advance, you become a sergeant. You also need to roll another 1d on the table of your choice if you advanced. Unless you roll a 12 on your advancement roll, you can get out now.
Once you have made these rolls, we will determine your cash and benefits. You get one benefit roll for every term you survived, plus an additional benefit roll because you made rank 2. For every benefit roll, choose either money or benefit and roll 1d. You may choose money a maximum of three times.
You may now begin play or try to get into another career.
Carlos finishes his career in the Military police and decides to see what the world holds store for him. He was promoted to sergeant
Current stats and skills
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 8
Education - 11
Social Standing - 8
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Streetwise - 1
Drive - 0
Investigate - 0
Flyer - 0
Recon - 0
Gun Combat - 2
Melee - 1
Advocate - 1
Rolls
Advancement - (2D6+2)
(55) + 2 = 12
Service skills - (1D6)
(6) = 6
Rolls
Cash - (2D6)
(35) = 8
Benefits - (3D6)
(213) = 6
Cr150 Mesh armour (+2 Protection, 2 kg)
Cr150 TL8 Mobile Comm
Cr100 Blade (Damage 2D, 2 kg)
Cr20 2x Magazines (Body Pistol)
Don't forget to add your extra level of Gun Combat for your service skill that came with the promotion. You get 15,000 credits cash, a piece of scientific equipment of your choosing (up to Cr2000 and TL12), +1 to your INT score, and one ship share (1 MCr [CR1000000] worth of a ship). The ship credit cannot be exchanged for cash. You may spend up to Cr2000 on equipment.
In order to ensure that you are adequately prepared for a life of adventure among the stars, each of you should choose one of the following skills. Remember that this gives you the skill at level 1, which is not beneficial if you already possess the skill at level 1 or higher. Discuss amongst yourselves how to best divide the skills. All eight skills should be chosen, so some of you may choose twice.
Pilot 1, Astrogation 1, Electronics 1, Survival 1, Recon 1, Gun Combat 1, Stealth 1, Medic 1
In order to ensure that you are adequately prepared for a life of adventure among the stars, each of you should choose one of the following skills. Remember that this gives you the skill at level 1, which is not beneficial if you already possess the skill at level 1 or higher. DIscuss amongst yourselves how to best divide the skills. All eight skills should be chosen, so some of you may choose twice.
Pilot 1, Astrogation 1, Electronics 1, Survival 1, Recon 1, Gun Combat 1, Stealth 1, Medic 1
Aleksis Dempster Scott Began life as a nobles son, and had average grades in school. He went on to the star marines where he served two term as an officer. He mostly learner Leadership and Administration skills. He then went on to server 3 terms as a Diplomat, gaining proficiency in Persuasion, Diplomatic situations and how to be a good Steward. Thus I see Aleksis mostly as someone who can take care of any passengers we may have, and negotiate, either formal deals or informally. Eventually I may want to learn to negotiate deals as a Broker, though I don't have any proficiency in that area as of yet.
In that context, the above list has no must-have candidates for me, but Medic 1 is being probably the most logical.
He has shooting at 3 and melee at 1. So good at combat.
He has medical, streetwise, and advocate at 1
The next 8 years, wandering the galaxy as a Drifter, taught him some of the "shadier" skills of Deception, Recon and Survival.
Secondary skills (those at rank 0) include: Athletics, Comms, Heavy Weapons, Stealth, Streetwise, Tactics, and Vacc Suit.
Anton is probably best suited in a combat role among the team, but can also help keep everyone alive in a planetside wilderness environment. As far as a role on a ship, if needed, he could maybe fill in as a Comms operator?
@WhtKnt - I just noticed that MgT2 moved "Comms" to a specialization under the Electronics skill. Do you want me to change my background skill of Comms 0 to Electronics 0? That would make me a little bit more useful for shipboard operations, giving me a basic understanding of both Comms and Sensors.
Language, Broker, Profession (merchant), Carouse, Drive, Investigate, Flyer, Recon.
Not sure what my ship role would be.
Plus, do I have to pick specialization for each of my skills, like shooting?
@Machiabelly: Some skills have specialties – specialized, more focused forms of that skill. A Traveller picks a specialty when he gains level 1 in a skill that has two or more specialties.
For example, a Traveller might have Engineer 0, allowing him to make Engineer skill checks without the unskilled penalty. He might then gain a level in Engineer, at which point he would need to choose a specialty. For Engineer, this is a choice between jump drive, maneuver drive, power plant, and electronics.
If he chooses jump drives, he would record this on his character sheet as Engineer (jump drive) 1. He would then make all Engineer checks involving jump drives at DM+1, but would still make all other Engineer checks at DM+0 (in other words, with no penalty). A Traveller can have multiple specialties in a skill – he might have Engineer (jump drive) 1 and Engineer (power plant) 2. He would therefore make checks related to jump drives with DM+1, checks related to power plants with DM+2, and all other Engineer checks with DM+0.
The only skills you have that require specialization are Melee and Gun Combat. Your choices for Gun Combat are Archaic (any primitive weapon that is not thrown), Energy (lasers and plasma rifles), or Slug (weapons that fire a solid projectile). For Melee, you may choose from Unarmed, Blade, Bludgeon, or Natural.
I took melee as blade. If I can't split the gun, I am going all in on slug.
Pilot 1, Astrogation 1, Electronics 1, Survival 1, Recon 1, Gun Combat 1, Stealth 1, Medic 1
How about if I take Electronics 1, and I can specialize in Sensors?
Stats:
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 9
Education - 11
Social Standing - 8
Skills:
Gun Combat - 2 (slug), 1 (energy)
Melee - 1 (blade)
Advocate - 1
Streetwise - 1
Medic - 1
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Drive - 0
Investigate - 0
Flyer - 0
Recon - 0
Oh, and I took a TL 10 medikit as my starting item.
Pilot 1
Astrogation 1
Electronics 1 - Steve
Survival 1 - !Steve
Recon 1 - !Steve
Gun Combat 1 - !Steve
Stealth 1
Medic 1 - Luctius
With ! denoting a preference to avoid those skills.
I have gun combat at 3.
Pilot 1
Astrogation 1
Electronics 1 - Steve
Survival 1 - !Steve
Recon 1 - !Steve
Gun Combat 1 - !Steve
Stealth 1
Medic 1 - Luctius
With ! denoting a preference to avoid those skills.
I will take Pilot. It is at 1?
I'm gonna take Stealth at Level 1
Pilot 1
Astrogation 1
Electronics 1 - Steve
Survival 1 - !Steve
Recon 1 - !Steve
Gun Combat 1 - !Steve
Stealth 1 - Sophia
Medic 1 - Luctius
If we need, I can change it for one of the untaken skills.
Sylvia handily survives her next term as a space pirate. Dodging space pirate lasers in her needleship, she prowls the edge of the Hegemony for easy prey.
Advancement Roll
Sylvia brings down a corporate frigate. She shoots out the engines and forces the crew to unload its valuable cargo onto her needleship. It is a proprietary brand of genetically engineered chicklizards being shipped to Tesalon-1 for testing. She is promoted
to space pirate sergeant and gains Gun Combat 1 (Ballistic)
Personal Development
Melee Combat +1 (Swords)
Event Table
You become involved in a feud with a rival criminal organisation. Roll Stealth or Gun Combat 8+.
Sylvia successfully infiltrates the head quarters of a rival space pirate organization. She gets the goods and blasts her way out, escaping by means of her daggership. Gain an extra Benefit roll.
Rolls
Survival Roll - (2d6+2)
(44) + 2 = 10
Advancement Roll - (2d6+1)
(62) + 1 = 9
Personal Development - (1d6)
(5) = 5
Event Table - (2d6)
(54) = 9
Feud Roll - (2d6+1)
(16) + 1 = 8
Sylvia spends more time piloting her ship, training dangerous manuevers in the scrap yard. She gains +1 to Piloting.
Survival Roll
She survives yet another term as a space pirate. She is now known as Sylvia 'Long' short for Long in the tooth. Of course her pirate compadres never mutter it to her face.
Event Table
You are involved in the planning of an impressive heist. Sylvia Gains Electronics +1
Sylvia is involved with a high crime caper in one of the Hegemony worlds. She disables the security system around the roof of a bank and bursts through the sky light, rappeling down to the surprise of the bank guards.
Advancement Roll
Sylvia finally makes it to Space Pirate Lieutenant. Deciding not to press her luck, she quietly cashes in her benefits and sets off for a life among the stars.
Rolls
Personal Development - (1d6)
(1) = 1
Survival Roll - (2d6+2)
(62) + 2 = 10
Event Roll - (2d6)
(13) = 4
Advancement Roll - (2d6+1)
(64) + 1 = 11
Ship Share
Weapon
Cr70000-15000 debt=55000
Int+1
Armour
1d Ship Shares
Ship Share Roll
3 Ship Shares Total
Rolls
Ship Shares - (1d6)
(2) = 2
Dexterity 12
Endurance 7
Intelligence 11+1
Education 5
Social Standing 3
Pilot 2
Astrogation 0
Gunner 1
Engineer 0
Vacc Suit 0
Melee (swords) 3
Gun Combat 2
Electronics 1
Stats:
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 9
Education - 11
Social Standing - 8
Skills:
Gun Combat - 2 (slug), 1 (energy)
Melee - 1 (blade)
Advocate - 1
Streetwise - 1
Medic - 1
Stealth - 1
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Drive - 0
Investigate - 0
Flyer - 0
Recon - 0
Also...how do ship shares work and do any of the rest of you have any?
A ship share is part ownership in a vessel, MCr1 worth. If anyone else has shares, we'll make them all part of the same ship for convenience. This is not actual money, but rather credit ratings, loan papers, bank statements, etc. Most ships cost on the order of Cr45000000 (MCr45) or more but are paid off in monthly installments. Normally, this is paid for through passenger service, cargo transport, or similar means. We'll be glossing over a large part of this, but you'll still want to pick up passengers or will be asked to carry cargo from time to time.
Any ship shares the group has will go towards a free trader. It is a small, unarmed vessel designed to carry up to 10 passengers (plus 20 in low berths (cryogenic suspension)) and up to 82 tons of cargo. It has no weapons or defenses, but can be modified to carry such.
I will permit the group to have a vessel with a slightly lower mortgage if desired, but the vessel will have certain quirks.
I'll take recon 1 and astrogation 1.
Pilot 1 - Machiabelly
Astrogation 1 - hannabarbera
Electronics 1 - StevetheNPC
Survival 1 -
Recon 1 - hannabarbera
Gun Combat 1 -
Stealth 1 - Scrol
Medic 1 - Luctius
JabBurrwalky -
Scrol - Stealth
Luctius - Medic
Machiabelly - Pilot
hannabarbera - Recon, Astrogation
StevetheNPC - Electronics
1) Am my missing/misunderstanding anything?
2) Is there anyone without Gun Combat 1?
3) JabBurrwalky: Are you still with us?
WhtKnt, thanks for setting up the game and putting up with my questions so far. GLHF everyone!
Pilot 1 - Machiabelly
Astrogation 1 - hannabarbera
Electronics 1 - StevetheNPC
Survival 1 -
Recon 1 - hannabarbera
Gun Combat 1 -
Stealth 1 - Scrol
Medic 1 - Luctius
JabBurrwalky -
Scrol - Stealth
Luctius - Medic
Machiabelly - Pilot
hannabarbera - Recon, Astrogation
StevetheNPC - Electronics
1) Am my missing/misunderstanding anything?
2) Is there anyone without Gun Combat 1?
3) JabBurrwalky: Are you still with us?
@WhtKnt I can still buy equipment for 2000Cr, right? I'm gonna do this tomorrow
Stats:
Strength - 7
Dexterity - 7
Endurance - 8
Intelligence - 9
Education - 11
Social Standing - 8
Skills:
Gun Combat - 2 (slug), 1 (energy)
Melee - 1 (blade)
Advocate - 1
Streetwise - 1
Medic - 1
Pilot - 1
Survival - 1
Language - 0
Broker - 0
Profession - 0 (merchant)
Carouse - 0
Drive - 0
Investigate - 0
Flyer - 0
Recon - 0
Astrogation 1 - hannabarbera
Electronics 1 - StevetheNPC
Survival 1 - Machiabelly
Recon 1 - hannabarbera
Gun Combat 1 -
Stealth 1 - Scrol
Medic 1 - Luctius
JabBurrwalky -
Scrol - Stealth
Luctius - Medic
Machiabelly - Pilot, Survival
hannabarbera - Recon, Astrogation
StevetheNPC - Electronics
I'm gonna buy an Electronics toolkit at exactly 2000Cr ;)
I'm gonna buy an Electronics toolkit at exactly 2000Cr ;)
STR 10 +1
DEX 4 -1
END 8 +0
INT 3 -1
EDU 6 +0
SOC 6 +0
Strong, but dumb and clumsy (unless I swap stats around). Is there any sort of crew position we are desperately missing?
Rolls
STR - (2d6)
(46) = 10
DEX - (2d6)
(22) = 4
END - (2d6)
(44) = 8
INT - (2d6)
(21) = 3
EDU - (2d6)
(51) = 6
SOC - (2d6)
(33) = 6
Term 1 Barbarian
Melee Combat-1
Mechanics-0
Gun Combat-0
Melee Combat-0
Recon-0
Survival-0
Animals-0
Dex +1
Melee Combat +1
Term 2
Gun Combat +1
Jack O Trades +1
Term 3
Dex +1
Animals +1
Term 4 (getting greedy)
Athletics +1
Melee Combat +1
Term 5 (gonna switch it up and go for Pirate, -2 for Career change, but my Dex penalty is gone at least)
(Failed as a Pirate, but didn't die, gonna try as a Drifter)
Term 5.1 Drifter (Forgot the -2, but still successful)
Gambling +1
Mechanics +1
*Retiring here, 20 years*
Mustering out
Cash - 5000
Material Benefits - Weapon, Low Passage, Mid Passage
Rolls
Barbarian Qualification (End 5+) - (2d6)
(45) = 9
Barbarian Survival (Str 6+) - (2d6+1)
(52) + 1 = 8
Personal Development - (1d6)
(2) = 2
Specialist Skill - (1d6)
(3) = 3
Barbarian Qualification (End 5+) - (2d6)
(36) = 9
Barbarian Survival (Str 6+) - (2d6+1)
(42) + 1 = 7
Personal Development - (1d6)
(6) = 6
Specialist Skill - (1d6)
(2) = 2
Barbarian Qualification (End 5+) - (2d6)
(42) = 6
Barbarian Survival (Str 6+) - (2d6+1)
(66) + 1 = 13
Personal Development - (1d6)
(2) = 2
Specialist Skill - (1d6)
(5) = 5
Barbarian Qualification (End 5+) - (2d6)
(54) = 9
Barbarian Survival (Str 6+) - (2d6+1)
(54) + 1 = 10
Personal Development - (1d6)
(5) = 5
Specialist Skill - (1d6)
(3) = 3
Pirate Qualification (Dex 5+) - (2d6-2)
(14) - 2 = 3
Pirate Survival - (2d6)
(51) = 6
Service Skills - (1d6)
(6) = 6
Specialist Skill - (1d6)
(1) = 1
Drifter Qualification (Dex 5+) - (2d6)
(53) = 8
Drifter Survival (End 5+) - (2d6)
(33) = 6
Personal Development - (1d6)
(6) = 6
Service Skill - (1d6)
(2) = 2
T1 Material Benefit - (1d6)
(3) = 3
T2 Cash - (1d6)
(5) = 5
T3 Material Benefit - (1d6)
(1) = 1
T4 Material Benefit - (1d6)
(6) = 6
T5 Cash - (1d6+1)
(6) + 1 = 7
Barbarian (4 terms), Drifter (1 term) Homeworld: Stygia (Low Law, Desert)
Skills
Melee Combat-2
Animals-1, Athletics-1, Gambling-1, Gun Combat-1, Jack of Trades-1, Recon-1, Survival-1, Mechanics-1
Possessions:
Weapon
Low passage
Medium passage
Cr 5,000
From the blasted wastes strode Korgath, His blade made him master of his world, but after an arrogant drunken boast, he was honor-bound to move on to new realms; He snuck aboard the metal ships of the sky men, and found himself among the stars. The experience was not one he was prepared for. The sky men did not act as he was used to men acting, and he barely escaped a dire fate among the pirate reavers. Surprisingly, it was his taste for games of chance that kept him alive, if only barely. He was not the greatest of gamesmen, but he was bold, and there were few that would dare cheat the imposing starbarian - until one slimy worm did so, and escaped with most of his wealth. Now Korgath finds himself selling his sword arm again to make his way across the universe.