Character Creation

Dec 18, 2022 10:21 pm
Welcome to Traveller !

The Universe is big, and the options and hazards are limitless. Should you survive character creation... You'll have your pick of interesting ways to earn credits, make a name for yourself and perish.

Step 1: Roll 2d6 x 6 and arrange them into your 6 Characteristics.

PHYSICAL CHARACTERISTICS
Strength (STR): A Traveller’s physical strength,
fitness and forcefulness.

Dexterity (DEX): Physical co-ordination and
agility, reflexes.

Endurance (END): A Traveller’s stamina,
determination and ability to sustain damage.

MENTAL CHARACTERISTICS
Intellect (INT): A Traveller’s intelligence and
quickness of mind.

Education (EDU): A measure of a Traveller’s
learning and experience.

Social Standing (SOC): A Traveller’s place
in society.


BACKGROUND SKILLS
Before embarking on your careers, you receive a number of background skills equal to your EDU DM +3 (so, 0 to 6, depending on your EDU score), chosen from the list here. This represents the knowledge you have picked up during adolescence and will allow you to function at a basic level in a technological society.

Admin 0 :Electronics 0 :Science 0
Animals 0 :Flyer 0 :Seafarer 0
Art 0 :Language 0 :Streetwise 0
Athletics 0 :Mechanic 0 :Survival 0
Carouse 0 :Medic 0 :Vacc Suit 0
Drive 0 :Profession 0

At this point, you are 18 years old and ready to take on
the universe!
Dec 19, 2022 1:43 am
Name: Sycorax GONZALO
Bloodtype: A+
Age: 34
Hair: Brindle
Eyes: Green
Height: 6'1"
Weight: 238lbs

"Everything about him is wrong. From the very outset. Official records of him don't exist. Its like he came from a lab with a medical degree at 22 years of age and no one has questioned that. Planet of Origin Miranda, a blackrock void of life in reaver space. Hell his college transcripts and UPP code are the only verified credentials he has. Who is this guy?"

STR: 12
DEX: 10
END: 8
INT: 8
EDU: 12
SOC: 3

UPP: CA88C3
Homeworld: S/2038(Burnham)01 "Miranda"

Skills

Flyer 0 :Streetwise 1: Athletics 0 :Carouse 0 :Medic 3 :Vacc Suit 2: Advocate 1: Deception 1: Investigate 2: Gun Combat 2: Explosives 1: Stewardship 0: Drive 0: Recon 0

Combat Implant: Skill Augment Explosives 1

Medical Debt Term 1 50% -6000cr
Medical Debt Term 2 50% -27500cr
Medical Debt Term 3 75% -4375cr
Medical Debt Term 4 75% -2500cr

Total Debt: 40,375cr
Total Earnings: 94,500cr
Initial Allotment: 20,000cr
Networth: 114,500cr
Gross Networth: 74,125cr

14,425cr remaining

Protec Suit 350 Armor 4
Boarding Vacc Suit Armor 12 12,000cr

Possessions:
Gauss Pistol 2000cr
-Xray Laser Sight
-Suppressor
-Secure Password

Laser Sniper Rifle 4000cr
-Secure Retinal Scan

Stunner 250cr
-Laser Sight

TL 12 Medikit 2000cr
-+2 To First Aid Checks

TL 9 Light Intensifier Goggles 900cr
-See in all light conditions except Total darkness

TL 9 Forensics Kit 400cr
-For testing substances and general investigation +2 Investigation

Van 16 Spaces

-Dex -1 Speed 110 Range 400, Medium, ARMOR 2(ALL SIDES)
-Heavy Machine Gun Turret (2200cr)
4 Wheels
All Terrain
(5 Reloads 2000cr)
37800cr

Theme Song: Tonal Alchemy - Lama Tashi and Jonathan Goldman
[ +- ] Lifepath
Last edited January 31, 2023 1:29 am

Rolls

Attributes - (2d6)

(25) = 7

Attributes - (2d6)

(12) = 3

Attributes - (2d6)

(42) = 6

Attributes - (2d6)

(36) = 9

Attributes - (2d6)

(66) = 12

Attributes - (2d6)

(35) = 8

Graduation - (2d6)

(33) = 6

Precareer Event - (2d6)

(54) = 9

Qualification Agent - (2d6+1)

(65) + 1 = 12

Advanced Education Agent - (1d6+1)

(2) + 1 = 3

Muster Out - (1d6+1)

(4) + 1 = 5

Events Agent - (2d6)

(25) = 7

Life Event - (2d6)

(56) = 11

Weird things Happen - (1d6)

(1) = 1

Psistrength - (2d6+1)

(13) + 1 = 5

Survival Agent - (2d6+2)

(13) + 2 = 6

Advancement Agent - (2d6+2)

(61) + 2 = 9

Personal Development Term 2 Agen - (1d6)

(2) = 2

Events Agent - (2d6)

(65) = 11

Survival Term 2 Agent - (2d6+1)

(42) + 1 = 7

Advancement Agent term 2 - (2d6+1)

(52) + 1 = 8

Muster Out Term 2 - (1d6+1)

(6) + 1 = 7

Muster Out Term 2 - (1d6+1)

(2) + 1 = 3

Muster Out Term 1 Missed Roll - (1d6)

(2) = 2

Personal Development Agent 3 - (1d6)

(2) = 2

Events Agent term 3 - (2d6)

(51) = 6

Advanced Education - (2d6+3)

(62) + 3 = 11

Survival - (2d6+1)

(43) + 1 = 8

Advancement - (2d6+3)

(64) + 3 = 13

Personal Development - (1d6)

(2) = 2

Events - (2d6)

(14) = 5

Survival - (2d6+1)

(35) + 1 = 9

Advancement - (2d6+3)

(25) + 3 = 10

Muster Out - (1d6+1)

(3) + 1 = 4

Muster Out - (1d6+1)

(2) + 1 = 3

Muster Out - (1d6+1)

(3) + 1 = 4

Entertainment Qualifier - (2d6)

(61) = 7

Advanced Education - (1d6)

(5) = 5

Events - (2d6)

(45) = 9

Survival - (2d6+1)

(16) + 1 = 8

Advancement - (2d6+1)

(33) + 1 = 7

Muster Out - (1d6)

(1) = 1

Muster Out - (1d6)

(3) = 3

Contacts - (2d3+2)

(32) + 2 = 7

Ageing - (2d6-4)

(52) - 4 = 3

Dec 19, 2022 3:57 am
STR: 1
DEX: 4
END: 4
INT: 11
EDU: 7
SOC: 3

(Dice roller sucked… lol)
Growing up on a rim world I had a brittle bone disease that kept me from doing a lot of physical labor, but regardless I was an athletic sort and decent student. I didn’t get to spend a lot of time with folks, but I found out I had a knack for science and fixing things.

Background: Athletics 0, Mechanic 0, Science 0
Tour 1, 2 - Scout (Explorer): Pilot 0, Survival 0, Astrogation 0, Vacc Suit 0, Gun Combat 0
Term 3, 4 - Merchant (Free Trader): Electronics 0, Engineer 1, Persuade 1, Gun Combat 1
Term 5 - Drifter (Scavenger): Survival 0
Term 6, 7 - Drifter (Wanderer): Melee 0, Streetwise 1

Age: 18 +4+4+4+4+4+4+4

1) With my technical skills, I tried to apply to the Naval Academy but was rejected. As I pondered my future, I learned that one of the officers had sent my information over to the Scout Service. They contacted me and sent me through training for exploration duty. Some of the stuff was just a refresher to me, but I learned the new thrill with piloting a scout ship and the marksman training. We did have an incident at one of the scout bases and I was lucky enough to be in he right place to shut down a runaway reactor. I did find out later though that there had been several VIPs in the area, so I got a medal for just doing the right thing.

2) I don’t know exactly what happened, but something about the deep space and a near miss of a meteor while on exploration shook me. I was mustered out with a 30000 credit "Service Award" but I’m not sure what I’m going to do now….

3) I managed to get a posting with a free trader. My scouts service seems to have helped. Either that or hey really needed the help, I’m not sure yet. Whatever the reason, I quickly moved up to Senior Crewman in their engineering department and learned quite a bit about the ship systems and dealing with people.

4) Damn, everything's been turned upside down again. We were on what was supposed to be a "Milk Run" but it was anything but. The entire way to jump we were in a running battle with what we thought were some pirates. When we arrived at our destination, we found out that there was a war going on between the two systems over some kind of slight. Not only did we have a fight when we got boarded, but we got into one on the ground. The incident was so rough that the ship owner let everyone go. For serving for years, I came out with just 10000 credits.

5) It took me almost getting drug into a local gang for my "negotiation" skills with a gun, before I was able to get a ride of planet with a bunch of asteroid miners. They do seem to appreciate my skills, but that's about all I remember... I do know I have a few more credits in my account, but no idea where they came from.

6) I've just been drifting here and there lately... (Event: Alien Technology)
7) more drifting (Event: Contact with Government)


For some reason this just didn’t sit right with me, so I asked permission and our illustrious GM has allowed me a do-over, which will begin at the bottom of this thread and break out the terms, etc as others have done. I have an idea in mind, but it depends on the rolls. :)
Last edited December 22, 2022 5:05 am

Rolls

Attribute - (2d6)

(25) = 7

Attribute - (2d6)

(34) = 7

Attribute - (2d6)

(12) = 3

Attribute - (2d6)

(42) = 6

Attribute - (2d6)

(46) = 10

Attribute - (2d6)

(12) = 3

Naval Academy Entry (INT 8+) - (2d6+1)

(13) + 1 = 5

Draft - (1d6)

(5) = 5

Scouts - Survival (End 7+) - (2d6)

(52) = 7

Scouts Explorer - Advancement (INT 7+) - (2d6+1)

(22) + 1 = 5

Event 1 - (2d6)

(14) = 5

Scout 2 - personal development - (1d6)

(4) = 4

Scout 2 Explorer - Survival INT 7+ - (2d6+1)

(14) + 1 = 6

Mishap - (1d6)

(2) = 2

Muster (Scout) - Cash - (1d6)

(3) = 3

Enlist - Merchant (Free Trader) INT 4+ - (2d6+1-1)

(55) = 10

Survival DEX 6+ - (2d6)

(44) = 8

Advancement INT 6+ - (2d6+1)

(46) + 1 = 11

Event - (2d6)

(22) = 4

Merchant (Free Trader) - Survival Dex 6+ - (2d6)

(31) = 4

Mishap - (2d6)

(33) = 6

Muster Out - (1d6)

(3) = 3

Entry - Rogue DEX 6+ - (2d6)

(16) = 7

Drifter (Scav) - Survival Dex 7+ - (2d6)

(13) = 4

Mishap - (1d6)

(6) = 6

Muster out - (1d6)

(5) = 5

Survival - END 7+ - (2d6)

(34) = 7

Event - (2d6)

(51) = 6

Advancement INT 7+ - (2d6+1)

(16) + 1 = 8

Life Event - Unusual Event - (1d6)

(6) = 6

Survival END 7+ - (2d6)

(34) = 7

Event - (2d6)

(33) = 6

Advancement INT 7+ - (2d6+1)

(45) + 1 = 10

Life Event - Unusual Event - (1d6)

(5) = 5

Aging (Term 4) - (2d6-4)

(61) - 4 = 3

Aging (Term 5) - (2d6-5)

(51) - 5 = 1

Aging (Term 6) - (2d6-6)

(13) - 6 = -2

Aging (Term 7) - (2d6-7)

(31) - 7 = -3

Dec 19, 2022 8:19 am
OOC:
I'll start a new post for each step or term of the character creation process, beginning it with a sumary of the character so far and then adding rolls for the next step, if that is okay?

Rolls

Str - (2d6)

(11) = 2

Dex - (2d6)

(36) = 9

End - (2d6)

(32) = 5

Int - (2d6)

(35) = 8

Edu - (2d6)

(44) = 8

Soc - (2d6)

(24) = 6

Dec 19, 2022 10:10 am
Not-yet-named, 295886, Age 18.
OOC:
I'm rolling on the world creation tables from the core rulebook learn a bit about my character's homeworld, just the basics that form the world profile for now to get an idea of background skills. If it is important that we come from a known world in the setting then I can try to find one with a similar profile later.

Rolls

Homeworld starport class - (2d6)

(12) = 3

Homeworld size - (2d6-2)

(64) - 2 = 8

Homeworld atmosphere - (2d6-7)

(54) - 7 = 2

Homeworld hydrographics - (2d6-7)

(56) - 7 = 4

Homeworld population - (2d6-2)

(64) - 2 = 8

Homeworld government - (2d6-7)

(15) - 7 = -1

Homeworld law level - (2d6-7)

(26) - 7 = 1

Homeworld tech level - (1d6)

(6) = 6

Dec 19, 2022 12:09 pm
Not-yet-named, 295886, Age 18.
Homeworld E8AA878-C Fl Hi
OOC:
This homeworld is a bit if a puzzle, it has an unbreathable atmosphere and is covered entirely by non-water oceans, yet it has population in the hundreds of millions. I'm rolling to find the world's temperature, to decide whether the oceans are something like liquid ammonia or more like boiling magma.

But whatever the case it has a high tech society and whether they live on the surface or in an orbital colony, I assume knowing how to use some sort of hazardous environment suit is necessary, so I can choose my three background skills.
Background skills: Science 0, Electronics 0, Vacc Suit 0.

Rolls

Homeworld temperature - (2d6)

(15) = 6

Dec 19, 2022 1:28 pm
Just a quick note to all: Typically Traveller groups work though their careers in parallel, so everybody can see what happening and form 'Connections'. That's the reason I only posted notes up to the beginning of the process. Also, all Traveller's start with all skills 'Untrained'. Gaining a skill means getting 'Skill 0'. If you haven't learned a skill, it shouldn't be written down. When you pick your Background skills, it should just be your EDU dice modifier +3 skills at 0.
Dec 19, 2022 2:18 pm
Wow! This one is off to a fast start. I’ll go ahead and make the attribute rolls and edit this post with my characters background information as I get time today.

Rolls

Attributes - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6)

2d6 : (36) = 9

2d6 : (41) = 5

2d6 : (33) = 6

2d6 : (21) = 3

2d6 : (45) = 9

2d6 : (26) = 8

Dec 19, 2022 2:58 pm
Esidrix says:
Just a quick note to all: Typically Traveller groups work though their careers in parallel, so everybody can see what happening and form 'Connections'. That's the reason I only posted notes up to the beginning of the process. Also, all Traveller's start with all skills 'Untrained'. Gaining a skill means getting 'Skill 0'. If you haven't learned a skill, it shouldn't be written down. When you pick your Background skills, it should just be your EDU dice modifier +3 skills at 0.
Ah, thank you... I had misread. I thought all those were at 0 and you gained a level 1 in the specific Edu+3 skills, but you only have Edu+3 skills at level 0, Then whatever you pick up through the Careers. Got it. :)
Dec 19, 2022 3:45 pm
Abraham 'Avi' Vila, 295886, Age 18.
Homeworld E8AA878-C Fl Ht
Background skills: Science 0, Electronics 0, Streetwise 0
Avi was raised on a world of 100 million people living on a few small islands surrounded by an ocean of fluid mud. Although the air contains no free oxygen and the ocean no free water, they are rich in other compounds and most of the resources needed for human life and economy can be extracted from one or the other.

With the right processing, the mud becomes the basis of ceramic materials used in a range of technologies, an industry that pays for imports of resources not so easily found on this world.

Although the planet receives only a little energy from the star it orbits, the thick exotic atmosphere retains a high proportion of it, and active geothermal processes warm and stir the mud, replenish the atmosphere, and provide much of the electrical power used by industry.

There is no single planetary government, the TL 12 and Law level 8 ratings apply only to the area governed by the polity that controls the spaceport, whose citizens make up a fairly small minority of the total population. Citizens of other polities live with a somewhat lower level of technological and economic means, and enforce a variety of incompatible local laws.

Technology, machinery, and big engineering works are what make human life on Avi's homeworld possible at all, and he is interested in all of it. He is considering enrolling for an engineering degree at the polytechnic, or perhaps trying for a working apprenticeship at one of the big utilities.
OOC:
As the local environment is not as hazardous as I originally imagined I have replaced Avi's Vacc Suit background skill with Streetwise.
Last edited December 19, 2022 4:36 pm
Dec 19, 2022 4:37 pm
@Esidrix - Do Terms with Mishaps count full term length for Benefits/Aging?
Dec 19, 2022 5:03 pm
Cassia ‘Cas’ Green - age 18
Home world:Verdant ####: B9685612 AG WA
Background Skills: Mechanic 0, Drive 0
Basic Training Skills (Scouts): Pilot 0 (space craft) 0, Survival 0, Mechanic +1, Astrogation 0, Vaccine Suit 0, Gun Combat 0

Physical Characteristics:
(STR: 6) 0
(DEX: 8) 0
(END: 9) +1
Mental Characteristics:
(INT: 9) +1
(EDU: 3) -1
(SOC: 5) -1
Cassia Green was born into a community of algae farmers on the agricultural water world Verdant #### :B9685612 AG WA. Most of the planets inhabitants were organized into small familial units tasked with tending one of the many shallow growing pools spread across the planet’s equatorial region. These vast green pools were many hectares across but never more than a meter in depth and were filled with a thick soup of plant matter which was periodically harvest and processed into a nutritional powder used as the base material for all matter of foodstuff used by the Imperial military and other spacers across the universe.

The inhabitants of Verdant practiced collective child rearing and from a very young age Cassia could be found in company of one of her mothers or fathers working the growing pools. Cassia, more commonly referred to as Cas, had a quiet upbringing and was taught the how to become an algae farmer. She was fairly average in stature but was tough and could spend hours working out in the hot humid environs surrounding the algae pools. She had a knack for mechanics and learned how to drive and repair the various skimmers and algae harvesters needed on the farm. During the endless hours of operating the aeration crawlers that slowly crossed the pools, Cassia’s mind wandered and she imagined a more adventurous life for herself somewhere, anywhere, other than on Verdant ####.

So, when she turned 18 she decide to get off planet when the spring harvest was finished. After loading the last container of nutrient powder on the Imperium transport freighter she convinced the captain to allow her to stay on board. The trip through space was by far the most exciting thing that had ever happened to her. When she arrived a the ships destination she sought out the Military Academy to become a Marine.

Term 1) Cas failed her entrance examine to the military academy. Her life as an algae farmer on a backwater agricultural world did not adequately prepare her for the vigors of officer training. Despite flunking the test, her interview with the admissions officer went well. Evidently, they saw some potential in the young farmer and sent her information over to a friend in the Scout program. Somewhat surprisingly she was drafted to be a scout.

Basic Training was tough. Cas was far behind many of the other people drafted with her. Those long hours spent tending the algae pools of Verdant #### gave her grit, stamina, and drive. She worked longer hours and studied later into the night than almost anyone else she knew. All that hard work paid of and was given a mission to survey a remote corner of system thought to be empty of anything interesting. On this mission disaster struck and Cas was ambushed by a hostile enemy ships. Once again, she relied on her endurance as she pushed her body and ship to it’s limits to out run and evade pursuit. During her escape she put her ship through a variety of high G maneuvers and navigated through the center of a nebula to confuse the pursuers sensors. To stay alive she had to make any number of fixes to the ship’s electronics, mechanical systems, sensory array, and succeed problem solving any number of non-ship issues. When she eventually returned to port many weeks late, severely dehydrated, but otherwise no worse for wear (thank goodness for that container of powdered algae she always carries) she felt as though she could take on the universe single handed.

Term 2) Cas’s Rank 1 Scout uniform had was still at the tailors when she received a new assignment. Evidently, another scout exploring the fringes of charted space had discovered a variety of anomalies which indicated the presence of an unknown Alien species. In light of Cas’s last run in with Aliens, the service thought her experience would prove useful. Once again, the Scout Service’s faith in Cas’s abilities paid off. She spent years exploring this area of Uncharted Space and eventually managed to discover and establish a strong and lasting relationship with the new species.

The Scout Service rewarded her with another Rank. She was only twenty-six and a rising star in the service but already the toll of working on the outskirts of charted space with only her ship for companionship was taking a toll on her. She didn’t want to trade long hours of driving a harvester through an empty algae pool for long hours of piloting a ship in the emptiness of space. Both were boring and one was decidedly more dangerous than the other.

So, Cas mustered out and went searching for a crew to join. A crew that she hoped would have more interesting mission in mind.
OOC:
I took some liberties coming up with a home world that fit the character idea.

BTW considering how great @Jomsviking rolled and the fact their character was an agent perhaps they could be the captain/person who recruited the rest of crew especially if we all do less Terms/are younger?

Cas was drafted into the Scout Services, too! Maybe, Cas and @Knighthawke character were in the same draft class. Perhaps they could bond over coming from water worlds? Let’s see if Cas can survive her first term as a surveyor.

Okay, character creation is complete. Cas is young in comparison to two of the crew (she only did 2 Terms instead of 7!!). I think I messed up one survival roll (Term 2) and added a +2 INT bonus instead of +1 END but the roll pass w/o modifiers so it worked out. I left one benefit roll to do b/c I didn’t know if she should have cash. I sort of imagine her being broke and that is one of the reasons she’s joining up with this crew.

I can maybe see her and Knighthawke’s character having some connection through the Scouts (maybe they heard of her through some SCout network or something.)
Last edited December 19, 2022 7:52 pm

Rolls

Military Academy (Marines END: 8+) - (2d6+1)

(13) + 1 = 5

Military Draft - (D6)

(5) = 5

Term 1 (Scout - Surveyor) Survival END 6+ - (2d6+1)

(51) + 1 = 7

Scout Event - (2d6)

(21) = 3

Scout event 8+ (pilot + END) - (2d6+1)

(46) + 1 = 11

Scout Advancement (Surveyer INT 8+) - (2d6+1)

(64) + 1 = 11

Advancement skill (Personal) - (D6)

(6) = 6

Scout - Term 2 skill (Personal - (D6)

(4) = 4

Scout- term 2 survival (INT 8+) - (2d6+2)

(62) + 2 = 10

Scout T2- Event 8+ (pilot +INT) - (2d6+2)

(56) + 2 = 13

Scout Term 2 - Advancement (INT 8+) - (2d6+2)

(54) + 2 = 11

Advancement skill (Personal) - (D6)

(5) = 5

Muster out benefits (rank 2 = 3 rolls) - (D6)

(4) = 4

Muster out benefits (rank 2 = 3 rolls) - (D6)

(2) = 2

Dec 19, 2022 6:07 pm
Hah I missed the most important roll

Whew made it by the skin of my teeth
Last edited December 19, 2022 6:07 pm

Rolls

College Admission - (2d6+1)

(33) + 1 = 7

Dec 19, 2022 7:40 pm
@Knighthawke - They do. And ones are tough to play for long. That's why I'd hoped everyone would just do one term at a time, in sync, so we could talk through these things as they come up. My suggestion would be to back up to term 4 or 5 and Muster out.
Dec 19, 2022 8:02 pm
I rolled 4 terms myself. But I'm okay with fewer. Being a young man has its advantages. Though at 34 myself I consider 34 young. As for being the captain, solid pass on that. Leadership is not something that is assented to in reality. Leaders rise from circumstances consent of the governed is second to this and forcing it is a pathway to embittered and or disgruntled persons.

Think of my character as a spiritual advisor, not a leader. I intend to play him much like Book. Though not a pacifist.
Dec 19, 2022 8:22 pm
Abraham 'Avi' Vila, 295886, Age 18
Homeworld: Keramewa E8AA878-C Fl Ht
Background skills: Science 0, Electronics 0, Streetwise 0
Avi tries to enroll in the local polytechnic, hoping for a place in the Engineering(Life Support) and Science(Chemistry) courses.

Rolls

Term 1, university entry exam - (2d6)

(15) = 6

Term 1, pre-career event - (2d6)

(63) = 9

Term 1, university graduation - (2d6)

(32) = 5

Dec 19, 2022 9:14 pm
@Esidrix I just realized I might have messed something up in character creation. I got a +1 INT on two skill rolls. I assumed this means I added +1 to INT for each skill roll but now I think it should mean that my INT should top out at +1 total and those were basically wasted rolls.

This would change the career event for Cas’s second term as a scout.

Actually, the rolls were all so good they’d pass without modifiers BUT it looks like I used the survival roll as the career event roll. So, that’s an issue… I’m not sure how you’d like me to fix this mistake. Sorry!
Last edited December 19, 2022 9:39 pm
Dec 19, 2022 9:34 pm
Abraham 'Avi' Vila, 295896, Age 22
Homeworld: Keramewa E8AA878-C Fl Ht
Background skills: Science 0, Electronics 0, Streetwise 0
Education skills: Engineering 0, Science(Chemistry) 1
OOC:
University entrance required EDU 6+, rolled 6. Graduation required INT 6+, rolled 5.
Not a great result after four years of study. Avi barely passed the entrance exam, and just missed graduating. But some of the Engineering and Chemistry stuck, and he increased his general education a bit.
OOC:
Pre-career event 9: You develop a healthy interest in a hobby or other area of study. Gain any skill of your choice, with the exception of Jack-of-all-Trades, at level 0.
In some ways he found his astronomy hobby more intesting than his studies, and perhaps that contributed to his failure to graduate.

Avi's outlook has changed as a result of his time at the polytechnic, he is no longer so set on a career here on Keramewa, his horizons have expanded and for the first time he thinks about the possibility of leaving his homeworld.
OOC:
I don't think specialties count until level 1, so Avi's minor subject Engineering(Life Support) and hobby Science(Astronomy) reduce to Engineering 0 and Science 0. Net result for this term is a gain of Engineering 0, Science(Chemistry) 1, and EDU+1.
Dec 19, 2022 10:58 pm
Abraham 'Avi' Vila, 295896, Age 22
Homeworld: Keramewa E8AA878-C Fl Ht
Background skills: Science 0, Electronics 0, Streetwise 0
Education skills: Engineering 0, Science(Chemistry) 1
Not even the sun is clearly visible from the surface of this world, let alone the other stars. The idea of travelling offworld begins to fill Avi's thoughts, and eventually his various career plans resolve to enlisting in the Merchant Navy.
OOC:
Edited to add life event roll
Last edited December 19, 2022 11:08 pm

Rolls

Term 2, Merchant qualification (INT 4+) - (2d6)

(33) = 6

Term 2, Merchant Marine survival (EDU 5+) - (2d6+1)

(41) + 1 = 6

Term 2, Merchant Marine event - (2d6)

(25) = 7

Term 2, Merchant Marine advancement (INT 7+) - (2d6)

(43) = 7

Term 2, Live event - (2d6)

(61) = 7

Dec 20, 2022 12:40 am
Abraham 'Avi' Vila, 295896, Merchant Marine Senior Crewman, Age 26
Homeworld: Keramewa E8AA878-C Fl Ht
Background skills: Science 0, Electronics 0, Streetwise 0
Education skills: Engineering 0, Science(Chemistry) 1
Career skills: Drive 0, Vacc Suit 0, Broker 0, Steward 0, Persuade 0, Mechanic 1, Astrogation 1
To-be-resolved: 1 new contact from term 2
OOC:
Life event 7: You gain a new Contact. (I will think about this and resolve it later on.)
Avi begins basic training as a new Merchant marine Crewman and by the end of his first term of service has been promoted to Senior Crewman, gaining ualifications as a mechanic and astrogator.

Each new star, new world visited, each new ship, new crew member met, there is so much to see, to learn. Keramewa didn't prepare him for this at all.
OOC:
Net result for this term is gain of the zero-level Merchant service skills, Mechanic 1 and Astrogation 1 skills resulting from advancement, and 1 new contact. Edited to include results of extra skill roll gained from advancement.
Last edited December 20, 2022 12:42 am

Rolls

Term 2, Merchant Marine advancement, advanced education table - (1d6)

(2) = 2

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