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

Dec 20, 2022 1:16 pm
RogertheShrubber says:
@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.
@RogertheShrubber - Walking through it, the things I saw were that failing University/Military academy doesn't force the Draft. You should have just rolled for your career of choice and then Draft if you didn't get in. INT+1 does mean that your INT characteristic does go up. The cap is 15, for Humans. For the Survival/Event roll. I'd just Roll for the event and then replace the result with whichever event comes up.

Also, Did you muster out of Scouts because you were ready for a change? And are you going to continue into a different career?
Dec 20, 2022 5:14 pm
Abraham 'Avi' Vila, 295896, Merchant Marine 4th Officer, Age 30
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, Athletics(Dex) 1, Astrogator 2
Term 1: University student; homeworld; got a hobby; failed to graduate.
Term 2: Merchant Marine crew; ship and starports; gained a contact; promoted.
Term 3: Merchant Marine crew; ship and starports; made a good deal; promoted.
To-be-resolved: 1 new contact; DM+1 to one benefit roll
Most of Avi's life is spent in space now: in jump, on orbit, or travelling between the two. He works some shifts on the astrogation team, checking and re-checking the work done by the more experienced crew, looking for small improvements that will save a bit of fuel or increase the already generous margin of safety.

The ships he serves on are big, calling only at major starports or at those that lie on the shortest route between them. But in some of those ports he meets crew from smaller merchant ships serving places off the main routes, from free traders that travel further out still, and the stories they tell are of quite a different life.

Avi signs on for another term:
OOC:
Edit: Added the following to update for rolls
During the term Avi undertakes advanced training in astrogation and is promoted to 4th Officer. The promotion relieves him of some maintenence duties that would normally consume much of his time during jump, time he now devotes to some of the more atheletic shipboard recreations to keep his fitness up.
OOC:
Astrogation 2 from the first roll, Athletics(Dex) 1 from the extra roll due to advancement.
The ship has had an exceptionally good run recently, the crew are expecting a bonus.
OOC:
Event: A good deal ensures you are living the high life for a few years. Gain DM+1 to any one Benefit roll
Last edited December 20, 2022 7:02 pm

Rolls

Term 3, Merchant skill, advanced education table - (1d6)

(2) = 2

Term 3, Merchant Marine survival (EDU 5+) - (2d6+1)

(25) + 1 = 8

Term 3, Merchant event - (2d6)

(64) = 10

Term 3, Merchant Marine advancement (INT 7+) - (2d6)

(52) = 7

Merchant skill, Merchane Marine table - (1d6)

(3) = 3

Dec 20, 2022 7:52 pm
Cassia ‘Cas’ Green - age 30
Home world:Verdant ####: B9685612 AG WA
Physical Characteristics:
(STR: 6) 0
(DEX: 8) 0
(END: 9 10) +1
Mental Characteristics:
(INT: 9 11) +1
(EDU: 3 4) -1
(SOC: 5 4) -1

Skills: Astrogation: 0, Drive: 0, Electronics (sensors): +1, Gun Combat: 0, Jack-of-all-Trades: 0, Mechanic: +1, Pilot (space craft): 0, Survival 0, Vacc Suit: +1

Connections:
Gained Enemy Term 1, Gained Imperium Ally Term 2
[ +- ] Term Breakdown
[ +- ] Life path

OOC:
Okay, I added the missing Term 2 career event which changed things slightly - basically Cas gains an Ally from the Imperium instead of an Alien.

I wonder if Cas and Avi, could have crossed paths in one of the spaceports? Maybe, they just started a conversation in a bar for spacers, swapping stories of things they’ve seen in the black. These are the two characters from water worlds so that could be a way to start a conversation.

@Jomsviking Sycorax is a badass.

I’d like Cas to be pretty young when she joins up with this crew. It might be a nice contrast between her and some of the older more seasoned characters. That being said, I do want her to be a useful character so maybe she should go for a Third Term to improve some more skills. I haven’t decided.
Decided to go for a third term - didn't go well.
Last edited December 21, 2022 4:22 am

Rolls

Term 2 -career event (retcon) - (2d6)

(53) = 8

Scout - Term 3 skill (personal) - (d6)

(3) = 3

Scout -Term 3 survival (INT 8+) - (2d8+1)

(21) + 1 = 4

Scout - Term 3 mishap - (d6)

(2) = 2

3rd (final) mustering out benefit - (D6)

(6) = 6

Dec 21, 2022 9:27 am
@rogertheshrubber

It's my first ever traveller game. Continuing a long trend of beginners luck that started way back in 7th grade for my first ad&d game I just got really lucky.

Bet he dies the first combat we get in.
Dec 21, 2022 11:07 am
Is it going to be a problem if Avi ends up with no combat skills at all? I have an idea for ending his career that might get him some, but the odds of it working out the way I hope are not very high.
RogertheShrubber says:
I wonder if Cas and Avi, could have crossed paths in one of the spaceports? Maybe, they just started a conversation in a bar for spacers, swapping stories of things they’ve seen in the black. These are the two characters from water worlds so that could be a way to start a conversation.
@RogertheShrubber That could have happened. Another possibility might be to try to link Cas's departure from her homeworld with Avi's "good deal" event, to take advantage of the connections rule. Perhaps the good deal was on a cargo from Verdant, and so the Captian of Avi's ship was in a better than usual mood when Cas showed up at the starport, and she was able to talk her way into a working passage to her destination. Avi could have been involved in brokering the deal somehow and improves his broker skill, Cas might have picked up a skill from her time on the ship or from her attempts to talk her way on to the ship.
Last edited December 21, 2022 11:13 am
Dec 21, 2022 11:39 am
Most of the crew of Serenity had no combat skills. Only Zoe, Mal, Jayne, and Book had any training. Wash wasn't a combat pilot. Kaylee faints at the sight of blood. Simon has that hippocratic oath so far up his ass it's a miracle he can walk straight. Inara had lots of things that made her deadly, fighting wasn't in companion training. And all of River's abilities are plot devices. We don't have to be a perfect representation of the crew obviously.

Jobs that get us shot at are the type we should avoid unless we really need the money.
Dec 21, 2022 12:29 pm
Jomsviking is correct, there is always an opportunity for violence. But the amount of it and how you handled it are up to you guys. :) I always try and make sure there are several ways past an obstacle.

Also, at the end of the creation process is the 'Skill Packages', gives you a chance to pick up skills you might have missed.
Dec 21, 2022 1:00 pm
Okay then, I won't worry about combat skills, but aim for a slightly gentler ending to his career instead.
Dec 21, 2022 1:21 pm
We will all chip in on it. But the Traveller skill package will give you Gun Combat and Gunner at 1 if that's what the group decides to take. Heck we could decide to be a Mercenary outfit and cover all of that. Looks like a lot of circumstances arise that can kill/maim/break us that have nothing to do with Combat though. Good to have a well rounded group.

From what I'm reading the skill package we choose influences our world state quite a bit, as the book tells us that Esidrix will be using that as the plot for our adventures in space. Combat skills are flashy and cool, but so is being able to control the area of operation. Flipping a table for cover or activating a fire suppression system may be far more valuable and have further reaching impact in our story.
Last edited December 21, 2022 1:24 pm
Dec 21, 2022 3:11 pm
Abraham 'Avi' Vila, 395896, Merchant Marine 3rd Officer, Age 34
Homeworld: Keramewa E8AA878-C Fl Ht
Skills: Electronics 0, Streetwise 0, Engineering 0, Drive 0, Broker 0, Steward 0, Persuade 0, Science(Chemistry) 1, Mechanic 1, Athletics(Dex) 1, Vacc Suit 1, Admin 1, Astrogator 2
[ +- ] Timeline

Avi's employer also owns a number of smaller ships working subsidised routes serving more remote worlds. Less comfortable shipboard and starport conditions are compensated for by increased port freedoms that would give time to see more of the world beyond the starport.

Avi begins the new term as astrogator aboard one of these ships.

He explores as much as he can of each world on the subsidised route whenever he has port leave. Some of the worlds are airless, some have a higher surface gravity than he us used to, he gets plenty of experience using his vacc suit and his strength increases with the unacustomed exertion.
OOC:
Gained Vacc Suit 1, STR+1
During one stopover he is arrested for overstaying and spends all of his shore leave in gaol, eventually working his way through the bureaucractic process needed to establish that the record of his last departure had been misfiled, that he really had departed with the ship on its previous visit.

Avi becomes aware that the captain is involved in some shady dealings. He naively goes along with it, but when the ship comes under suspicion by starport authorities he finds himself the target of their investigations. He manages to escape charges by arguing a bureaucratic technicality, but the reports of the incident that reach the company officers don't read well for Avi and he is not invited to renew his contract at the end of the term.
OOC:
Event 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.

Gained Admin-1. Avi might have got into other legal trouble too, in case anyone wants to connect with this event in some way.

(I mistyped the dice for the event consequences roll, so added a new roll to correct it)
In time Avi comes to experience each exit from jump as returning to a familiar place, and for one special world on the route, almost like returning home.
Last edited December 27, 2022 12:25 am

Rolls

Term 4, Merchant skill, Merchant Marine table - (1d6)

(2) = 2

Term 4, Merchant Marine survival (EDU 5+) - (2d6+1)

(63) + 1 = 10

Merchant event - (2d6)

(44) = 8

Event consequences: avoid prison (3+) - (2d)

() + 2 = 2

Event consequences: avoid prison (3+) - (2d6)

(33) = 6

Term 4, Merchant Marine advancement (INT 7+) - (2d6)

(45) = 9

Term 4, advancement skill, Personal Development table - (1d6)

(1) = 1

Term 4, aging effect - (2d6-4)

(14) - 4 = 1

Dec 21, 2022 8:03 pm
@geoffenzed I really like the idea of that life event linking our two characters. Meshing the timelines might be tough. It happened during Avi’s third term and Cas’s first. She did two additional terms (mustered out term three) so I think Avi would need to do five total terms? I think you’re on term four so maybe that’s okay?

I think Sycorax has the shooting covered. Hopefully he’ll kill anything before it gets to us.

I think we definitely need a pilot. Technically Cassia should’ve had this covered but I sort of nerfed her during character creation because I only rolled on the personal development table because I didn’t know what I was doing and apparently I’m bad at this.

Also, everyone has negative SOC which might be a problem if we want to talk ourselves out of a fight.
Dec 21, 2022 8:36 pm
@RogertheShrubber If the timeline doesn't work (and if the GM doesn't allow us to fudge it a bit) then it could still have been Avi's ship that Cas travelled on, a good way for them to have met even if it doesn't count as a connection.
Dec 21, 2022 8:59 pm
Would posit that a our pilot might be an NPC
Dec 21, 2022 9:01 pm
Abraham 'Avi' Vila, 295996, ex-Merchant Marine 3rd Officer, Age 38
Homeworld: Keramewa E8AA878-C Fl Ht
Skills: Electronics 0, Streetwise 0, Engineering 0, Drive 0, Broker 0, Steward 0, Persuade 0, Gunner 0, Science(Chemistry) 1, Mechanic 1, Athletics(Dex) 1, Vacc Suit 1, Admin 1, Flyer(Grav) 1, Astrogator 2
Posessions: Cr7000, Gun, 3 ship shares
[ +- ] Timeline

As his term ends and Avi ponders life outside the Merchant Marines, he gets news that Aga Lua, the world he has come to see as a second home over the last four years, has been red-zoned. There is conflict in the system, too dangerous for commercial trade, his ship will not be calling there this run.

The ship jumps; by the time it returns to n-space Avi has decided to volunteer for the Aga Luan Navy.
OOC:
Navy qualification has DM-2 for age 34 and DM-1 for second career.
Summary or Avi's short Navy career:

Enlisted in Aga Lua Foreign Legion and completed Navy basic training on a friendly world outside red zone. [Gained Gunner 0 skill]

Shipped out to Aga Lua system aboard a converted merchant ship. Somehow foiled an attempt to sabotage the jump. Made an enemy (the saboteur) who was released after the war.
OOC:
Event 9: You foil an attempted crime on board, such as mutiny, sabotage, smuggling or conspiracy. Gain an Enemy but also gain DM+2 to your next advancement roll in the Navy.
Placed in frozen watch for first mission aboard an in-system defence boat, by the time he was revived the conflict was over. A hard revival due to damaged cold storage casket resulted in muscle wastage. [STR-1]
(In the future Avi will sometimes use this event to explain his low strength, not mentioning that it was already very low before the accident.)

Promoted and served the remainder of the term operating a grav lifter as part of the rebuilding effort. [Gained Flyer(Grav) 1 skill]

Aga Lua orbits one star in a binary system. The conflict was with a world orbitng the far companion star. He still doesn't really understand the reason for the war, and while Aga Lua prevailed, the community and the places Avi knew best are gone.

He musters out and leaves Aga Lua to seek a new life as a Traveller.
Last edited December 27, 2022 12:27 am

Rolls

Term 5, Navy qualification (INT 6+) - (2d6-3)

(56) - 3 = 8

Term 5, Navy Engineer/Gunner survival (INT 6+) - (2d6)

(12) = 3

Term 5, Navy mishap - (1d6)

(2) = 2

Term 5, Navy event - (2d6)

(63) = 9

Term 5, Navy Engineer/Gunner advancement (EDU 6+), DM+2 from event - (2d6+3)

(46) + 3 = 13

Term 5, Navy advancement skill, Engineer/Gunner table - (1d6)

(6) = 6

Term 5, aging effect - (2d6-5)

(56) - 5 = 6

Mustering out, Merchant cash table x3 - (1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (1) = 1

1d6 : (1) = 1

Mustering out, Merchant benefits table x2, one DM+1 from term 3 event - (1d6+1, 1d6)

1d6+1 : (3) + 1 = 4

1d6 : (2) = 2

Mustering out, Navy benefits table x2 - (1d6, 1d6)

1d6 : (1) = 1

1d6 : (6) = 6

Dec 21, 2022 11:14 pm
As far as the timeline goes, you don't all have to be the same age. :)
Dec 22, 2022 12:18 am
I think the timelines mesh now. 18year old Cassia meets 30year old Avi during their first and third terms. About a decade later (a few years more for Cass a few less for Avi) they reunite after completing their third and fifth terms.

Now how do we meet this dangerous agent guru guy? Cassia suffered psychological trauma in deep space and Sycorax saw something weird out their so maybe she’d sought him out?
Dec 22, 2022 12:28 am
Sy is a budding self help guru. After leaving his clandestine field I envision him joining a monastery he may have been giving counsel on the side as a sort of self help guru. His nature as an agent in the intelligence community is likely, secret, but during that time he loved as an ascetic and probably had lots of clients calling in for guided meditation or an attentive ear.

Take your pick. Sy would attempt to help as he was able.
Dec 22, 2022 5:12 am
Attribute. DM
STR: 5. -1
DEX: 8
END: 7
INT: 8
EDU: 7
SOC: 5. -1

Background Skills: Electronics 0, Mechanics 0, Seafarer 0

Pre-Career: School of Hard Knocks (Traveller 2E Companion, pg 32)
Entry - Automatic (due to SOC 6-)

Skills: Streetwise 1, Melee 0, Athletics 0
Pre-Career Event: Major Partying - Carouse 1
Graduation (INT 7+)? No.
Last edited December 22, 2022 11:46 pm

Rolls

Attributes - (2d6)

(35) = 8

Attributes - (2d6)

(32) = 5

Attributes - (2d6)

(16) = 7

Attributes - (2d6)

(43) = 7

Attributes - (2d6)

(14) = 5

Attributes - (2d6)

(35) = 8

Secret Roll - (2d6)

(32) = 5

Previous was Event, this is graduation - (2d6)

(33) = 6

Dec 22, 2022 11:22 am
@rogertheshrubber

It occurs to me that having gone through medical school and studying advocacy Sy could have been the Therapist she was issued to help her with her feelings of isolation.

An attentive ear and someone who can guide through meditation can do wonders for a person with PTSD. Sy is an incredibly patient individual.
Dec 22, 2022 2:59 pm
Knighthawke's Homeworld

Because it might be important at some point, I'm generating my character's homeworld.

Name: Devros
Size: 5 (bit bigger than Mars with a Low Gravity (.45))
Atmosphere: 5 (thin)
Hydrographics: A (Waterworld)
World Temp.: 5 (Temperate)
Population: 2 (Hundreds )
Government: 3 (Self-Perpetuating Oligarchy)
* Rivals, Factions, Connections, Colonies: Notable Participating Democratic
Cultural Differences: 13 (Artistic – art and culture are highly prized. Aesthetic design is important in all artefacts produced on world.)
Law Level: 0 (No restrictions)
Starport: 4 (Class E - Frontier)
Tech Level: 9

Profile: Devros XXXX E55A230-9
Last edited December 22, 2022 10:01 pm

Rolls

Size - (2d6-2)

(25) - 2 = 5

Atmosphere ((2d6-7) + 5) - (2d6-2)

(43) - 2 = 5

Hydro (2d6-7)+5 - (2d6-2)

(66) - 2 = 10

Temp (2d6 -1 (atmos 5) - (2d6-1)

(15) - 1 = 5

Population - (2d6-2)

(31) - 2 = 2

Gov - (2d6-5)

(35) - 5 = 3

Rivals, Factions, etc... - (1d3)

(1) = 1

Faction Gov. - (2d6-5)

(34) - 5 = 2

Faction Strength - (2d6)

(35) = 8

Cultural (d66) - (1d6)

(1) = 1

Cultural - (1d6)

(3) = 3

Law Level - (2D-4)

() - 2 = -2

Starport (2d6 -2) - (2d6-2)

(33) - 2 = 4

Corsair Base 10+ - (2d6)

(16) = 7

Tech Level (1d +2 +1) - (1d6+3)

(6) + 3 = 9

Dec 22, 2022 7:36 pm
Jomsviking says:
@rogertheshrubber

It occurs to me that having gone through medical school and studying advocacy Sy could have been the Therapist she was issued to help her with her feelings of isolation.

An attentive ear and someone who can guide through meditation can do wonders for a person with PTSD. Sy is an incredibly patient individual.
This is perfect. Great idea. I wonder if Avi would seek out a therapist after the war at Aga Lua (I know I would if I got stuck in deep freeze and lost some strength due to it). I’m excited to see who @knighthawke rolls up.

I managed to roll a 6 on one of my muster out rolls which means Cas has a scout ship. Looking at the ship interior layout on page 191 of the core rule book it seems to indicate there are four berths which would accommodate our whole crew. I don’t think there is much space for cargo (unless it’s small and valuable) . But, the ship might be something to consider when we decide on a skill package/what sort of adventure we want to have. Something that pop to mind are smuggling, blockade running, etc.
Dec 22, 2022 9:01 pm
@esidrix

With my 3 ship shares I wonder if I should own a 5%share in a luxury ship or a 10% share in a mining ship.

Do you have any suggestions for profit?
Dec 22, 2022 10:09 pm
Avi received 7000 credits and a gun for mustering out after 12 years in the Merchant Marines. He doesn't even know how to use a gun. He suspects he made an enemy of someone in the company.

Right now he would jump at the offer of a berth on a scout ship. Any ship really, so long as it is not a low berth. Never again.
Dec 22, 2022 10:47 pm
I think it says under the weapon entry you get training in the skill for having a weapon.
Dec 22, 2022 10:59 pm
The second time a weapon is rolled the skill to use it can be taken instead, but I only rolled gun once so I just get the gun.

The Navy was more generous though, they offered a personal vehicle and a ship's boat, with the option to exchange them both for ship shares. I don't think we will have tbe room to carry a vehicle around, let alone a boat, so I chose the shares.
Dec 22, 2022 11:13 pm
It could be useful to have an air/raft in the cargo hold though, it occupues 4 ton of a Scout's 26 ton hold, so maybe I should reconsider that.
Dec 22, 2022 11:39 pm
With gun combat 2 Sy is a qualified marksman. He doesn't work for free but he would train his crewmates Vacc Suit as well. Everyone needs to know both those things. Since it's Avi's ship he'd trade firearms training for something.
Dec 22, 2022 11:56 pm
TBD -

Term 1 - Marines? (END 6+) - Entered!
Age: 22
Assignment: Ground Assault
Skills: Athletics 0, Vacc Suit 0, Tactics 0, Heavy Weapons 0, Gun Combat 0, Stealth 0
Rank - Marine (Skill - Melee (Blade) 1
Commission SOC 8+? Yes, Rank - Lieutenant (Skill: Leadership 1)
Survival END 7+ ? Yes, Event: Front line of planetary assault/occupation (Skill: Recon 1)

Term 2 - Marines
Age: 26
Assignment: Ground Assault
Personal Development Skill: Melee (Unarmed) 1
Survival END 7+ ? Yes, Event: Trapped behind enemy lines (Skill: Deception 1)
Advancement EDU 5+ ? No

Term 3 - Marines
Age: 30
Assignment: Ground Assault
Personal Development Skill: Gun Combat 1
Survival END 7+ ? No, Mishap: Mission goes wrong, trapped behind enemy lines - Survival 1
Discharged from Marines
Last edited December 23, 2022 12:46 am

Rolls

Entry? - (2d6)

(56) = 11

Commission (SOC 8+) - (2d6-1)

(63) - 1 = 8

Survival - (2d6)

(25) = 7

Event - (2d6)

(26) = 8

Term 2 Skill - (1d6)

(5) = 5

Term 2 Survival - (2d6)

(55) = 10

Term 2 - Event - (2d6)

(21) = 3

Term 2 - Advancement - (2d6)

(12) = 3

Term 3 - Skill - (1d6)

(6) = 6

Term 3 - Survival - (2d6)

(12) = 3

Term 3 - Mishap - (1d6)

(3) = 3

Dec 23, 2022 12:49 am
TBD - Term 4: Qualify for Noble SOC 10+? Yes! (Was hoping no to get drafted back to Marines… lol)

Term 4 - Noble
Age: 34
Assignment: Diplomat
Basic Skill: Advocate 0
Survival INT 5+? Yes, Event: Conspiracy of nobles attempt to recruit. Declined and they become an Enemy
Advancement SOC 7+? No
Aging: No Effect

Term 5 - Noble
Age: 38
Diplomat Skill: Electronics 1
Survival INT 5+? Yes, Event: Life Event - New Contact
Advancement SOC 7+? No
Aging: No Effect

Term 6 - Noble
Age: 42
Service Skill: Electronics 2
Survival INT 5+? Yes, Event: Conspiracy of nobles attempt to recruit. Declined and they become an Enemy
Advancement SOC 7+? Yes, Rank: Third Secretary (Skill: Admin 1, Personal Development Skill: Melee (Unarmed) 2)
Aging: Yes, DEX -1, END -1

Mustering Out!
Last edited December 23, 2022 2:04 am

Rolls

Secret Roll - (2d6)

(56) = 11

Term 4 - Survival - (2d6)

(63) = 9

Event - (2d6)

(53) = 8

Advancement - (2d6)

(52) = 7

Aging 4 terms - (2d6-4)

(46) - 4 = 6

Term 5 Skill - (1d6)

(3) = 3

Term 5 Survival - (2d6)

(41) = 5

Term 5 - Event - (2d6)

(43) = 7

Term 5 - Advancement - (2d6)

(61) = 7

Life event - (2d6)

(16) = 7

Aging Term 5 - (2d6-5)

(46) - 5 = 5

Term 6 Skill - (1d6)

(3) = 3

Term 6 Survival - (2d6)

(34) = 7

Term 6 Event - (2d6)

(53) = 8

Term 6 Advancement - (2d6)

(35) = 8

Aging term 6 - (2d6-6)

(41) - 6 = -1

Term 6 Advancement Skill - (1d6)

(5) = 5

Dec 23, 2022 2:17 am
Zephrim Ezekiel "Zeke" Dillon, Fmr. Marine Lieutenant, Fmr. 3rd Secretary

Attribute DM
STR: 5 -1
DEX: 7
END: 7
INT: 8
EDU: 7
SOC: 5 -1

Skills:
Admin 1, Advocate 0, Athletics 0, Carouse 1, Deception 1, Electronics 2, Gun Combat 1, Heavy Weapons 0, Leadership 1, Mechanics 0, Melee (Blade) 1, Melee (Unarmed) 2, Recon 1, Seafarer 0, Stealth 0, Streetwise 1, Survival 1, Tactics 0, Vacc Suit 0

Pre-Career:
School of Hard Knocks (Traveller 2E Companion, pg 32)
Term 1, 2, 3: Marines (Ground Assault)
Term 4, 5, 6: Noble (Diplomat)

Enemy x2 (Noble Conspiracy)
Contact

Mustering Out!
Marines - Armor (25000cr, TL 12), END +1
Noble - 50,000; 10,000; 10,000; Blade (1000cr, TL 12)

Gear (Credits: 6850):
Rapier (TL 3, Damage: 2D)
Snub Pistol (TL 8, Range: 5m, Damage: 3D-3)
Combat Armor (TL 12, +17, Rad: 145, 16 Kg.; Vacc Suit (6 hrs))
Last edited December 25, 2022 12:36 am

Rolls

Noble - Cash, Cash, Cash, Benefit - (1d6, 1d6, 1d6, 1d6)

1d6 : (4) = 4

1d6 : (1) = 1

1d6 : (1) = 1

1d6 : (3) = 3

Marine - Benefit, Benefit, Benefit - (1d6, 1d6, 1d6)

1d6 : (1) = 1

1d6 : (6) = 6

1d6 : (6) = 6

Dec 23, 2022 3:20 pm
Ok, Zeke I think is ready for just building up connections, etc. :)

ANy thoughts? The last 12 years he's been a diplomatic intern, only recently promoted. For the 12 years before that, he was a Ground-pounding marine, caught behind enemy lines a few times, the last cost him his career. :)

@Esidrix - With Armor as a benefit, can I spend cash to upgrade the base suit and make additions to that armor?
Dec 23, 2022 5:00 pm
Somewhere between four and eight years before this campaign starts Cassia made an ally in the Imperium by providing information about an alien species. Maybe, that ally was the person Zeke was interning for. Or maybe this information could have helped Zeke get promoted?
Dec 23, 2022 5:02 pm
What about this as a way to connect the events in Zeke's and Avi's final terms:

* Corrupt Nobles conspire to incite conflict between the independent worlds of Aga Lua and Vanu Yawa, perhaps as a way to force the two worlds into the Imperium as vassals of the conspirators.
* Zeke is on the diplomatic team trying to negotiate a truce, involving visits to both worlds.
* Avi is finishing up basic training for the Aga Luan navy on a nearby world.
* Zeke is approached to join the conspiracy but resists, gaining the Nobles as an enemy.
* Coincidentally, Zeke and Avi travel to Aga Lua aboard the same jumpship.
* The Nobles employ Agent X to sabotage the jumpship, targeting Zeke.
* Avi discovers the sabotage which Zeke traces back to X. X becomes Avi's enemy.
* A truce is negotiated that leaves both worlds with their independence, frustrating the conspiracy.
* Avi and Zeke meet again on Aga Lua after the fighting ends, where they get to know each other.
Last edited December 23, 2022 6:03 pm
Dec 23, 2022 11:24 pm
Sy's Agent career being secret seems to have made those Agent events unavailable for forming connections, so I think the most likely way for Avi and Sy to connect would be through Avi's second term event "You make an unexpected connection outside your normal circles.", or Sy's final term event "You go on a tour of the sector, visiting several worlds."
Dec 23, 2022 11:26 pm
geoffenzed says:
What about this as a way to connect the events in Zeke's and Avi's final terms:

* Corrupt Nobles conspire to incite conflict between the independent worlds of Aga Lua and Vanu Yawa, perhaps as a way to force the two worlds into the Imperium as vassals of the conspirators.
* Zeke is on the diplomatic team trying to negotiate a truce, involving visits to both worlds.
* Avi is finishing up basic training for the Aga Luan navy on a nearby world.
* Zeke is approached to join the conspiracy but resists, gaining the Nobles as an enemy.
* Coincidentally, Zeke and Avi travel to Aga Lua aboard the same jumpship.
* The Nobles employ Agent X to sabotage the jumpship, targeting Zeke.
* Avi discovers the sabotage which Zeke traces back to X. X becomes Avi's enemy.
* A truce is negotiated that leaves both worlds with their independence, frustrating the conspiracy.
* Avi and Zeke meet again on Aga Lua after the fighting ends, where they get to know each other.
I like. :)
Dec 24, 2022 1:01 am
@geoffenzed that is a brilliant connection story!

Does anyone have thoughts on which skills package to take? Honestly, the general "traveller " list seems pretty good to me. Is this something that should wait until we know more about the campaign?
Dec 24, 2022 3:17 am
@Knighthawke - if you have Armor from a benefit and cash left over, you can do some pre-game upgrades.
Dec 24, 2022 7:31 am
geoffenzed says:
Sy's Agent career being secret seems to have made those Agent events unavailable for forming connections, so I think the most likely way for Avi and Sy to connect would be through Avi's second term event "You make an unexpected connection outside your normal circles.", or Sy's final term event "You go on a tour of the sector, visiting several worlds."
Either of these needn't be dependent on the career being secret. Sy was a person outside of his career. He also runs similar enough circles given that he lives in all but the most impoverished conditions.

Might be that Sy was in a soup kitchen that Avi volunteered at, or the other way around. Also Avi might have been on the tour. If Sy is anything like me, when he's on vacati9n he talks to as many people as possible.

Perhaps both. It would be quite a shock to have met a guy in a soup kitchen only to meet him years later on high passage footed by the Traveller's Aid Society.
Dec 24, 2022 7:44 am
@knighthawke

Zeke may have been behind enemy lines and rescued Sy. Or Sy might have been an Intel Operator who directly got Zeke into the shit which had him trapped behind enemy lines. Or perhaps as a result of saving Sy he gets trapped behind enemy lines?
Dec 24, 2022 7:43 pm
Jomsviking says:
@knighthawke

Zeke may have been behind enemy lines and rescued Sy. Or Sy might have been an Intel Operator who directly got Zeke into the shit which had him trapped behind enemy lines. Or perhaps as a result of saving Sy he gets trapped behind enemy lines?
I like the idea that Zeke was part of the Op and in the process of saving Sy, he basically stayed behind to ensure Sy's escape. And because of the whole covert nature, the Marines had to let him go. But, because of that, is why he was able to get the posting to the Diplomatic Corp...
Dec 24, 2022 8:50 pm
That makes for a good story. One thing to note is that there was very little interval between getting Sy out of his sensory deprivation tank, and Sy being fully combat capable. That may stick out it may not.
Dec 24, 2022 11:33 pm
Would/could the frontline extraction and the foiled sabotage plot both be episodes in the same conflict? Cassia’a Term 1 event was escaping an enemy ambush which I always imagined as hostile Aliens but now I wonder if it could have been part of the Aga Lua hostilities.
Dec 25, 2022 12:38 am
That would be the same term so it could work.

As for aliens, are there aliens?

I know Weyland-Yutani corporation is represented in Firefly, but I thought the events of firefly were centuries before the discovery if the Xenomorph by the crew of the Nostromo.
Dec 26, 2022 3:42 pm
Traveller is its own timeline from earth, but yes. There are several Aliens species that have 'empires' bordering the Third Imperium, the primary human empire. There are also a number of human sub-species, Genetic variants that have evolved over the millennia, some have their own areas of space. Most Traveller adventures take place on the fringe between or along the borders of these governments.
Dec 27, 2022 12:08 am
I'd like to redo Avi's term 4 event to make the legal troubles a bit more serious, which could provide a reason why Avi ends up shortchanged in mustering out of this career:

Event 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.

After signing on to the new ship Avi becomes aware that the captain is involved in some shady dealings. He naively goes along with it, but when the ship comes under suspicion by starport authorities he finds himself the target of their investigations. He manages to escape charges by arguing a bureaucratic technicality, gaining Admin 1 in the process, but the reports of the incident that reach the company officers don't read well for Avi and he is not invited to renew his contract at the end of the term.
Dec 27, 2022 1:34 am
Jomsviking says:

Either of these needn't be dependent on the career being secret. Sy was a person outside of his career. He also runs similar enough circles given that he lives in all but the most impoverished conditions.

Might be that Sy was in a soup kitchen that Avi volunteered at, or the other way around. Also Avi might have been on the tour. If Sy is anything like me, when he's on vacati9n he talks to as many people as possible.

Perhaps both. It would be quite a shock to have met a guy in a soup kitchen only to meet him years later on high passage footed by the Traveller's Aid Society.
The soup kitchen idea could fit quite well.

After mustering out of the Navy, Avi has some ship shares but little in the way of liquid assets. He would make use of itinerant travellers' hostels and soup kitchens where they exist to stretch out his dwindling funds between odd jobs and working passages.

After meeting Sy at one of these places, they could talk and learn enough about each other to realise they have some mutual friends in Zeke and Cas.

Edit: It won't maatter if this doesn't connect any of their particular events, I think they both have the maximum two connections already.
Last edited December 27, 2022 1:38 am
Dec 28, 2022 8:49 pm
For purposes of the connections rule, the two skills I'd like Avi to pick up are:

Broker 1 from connecting with Cas in Avi's Merchant event 10 "A good deal". Avi could have helped broker the deal when the ship called at Cas's homeworld.

Engineer(Life support) 1 from connecting Zeke's Noble event 8: "A conspiracy of nobles" with Avi's Navy event 9: "You foil an attempted crime". I'm thinking Avi's part in it was discovering sabotage of the ship's life support systems in time to abort the jump
Dec 29, 2022 12:32 am
The excitement got me to play X4 again. My character is a Terran Secret Agent that goes around to different sectors selling medical supplies.
Dec 29, 2022 12:19 pm
Below is a character sheet, it's very homemade and simple. But it should help us get everyone's character where you can submit them. You can hit Quote and then copy the sheet and paste in the Character box when you go to create a new character.
Dec 29, 2022 12:19 pm
Name:
Age:
Species:
Species Traits:
Homeworld:

Characteristics
Strength: DM: 0
Dexterity: DM: 0
Endurance: DM: 0
Intellect: DM: 0
Education: DM: 0
Social: DM: 0
Psi: DM: 0

Skills
Skill name:     Skill name:     Skill name:
Skill name:     Skill name:     Skill name:
Skill name:     Skill name:     Skill name:
Skill name:     Skill name:     Skill name:
Skill name:     Skill name:     Skill name:


Study Period
Training in Skill:
Weeks: /
Study Periods Complete:
Allies, Contacts, Rivals
*
*
*
*
*
Finances
Pension: Cr
Debt: Cr
Cash on hand: Cr
Monthly Ship Payments: Cr
Living Cost: Cr
Armour



Weapons


Augments
Type: TL: Improvement:
Type: TL: Improvement:
Type: TL: Improvement:
Type: TL: Improvement:

Equipment - Mass

*
*
*
*
Total Carried Mass:
Dec 29, 2022 8:16 pm
Name: 
Age: 
Species: 
Species Traits: 
Homeworld: 

[u]Characteristics[/u]
Strength:     DM: 0
Dexterity:    DM: 0
Endurance:    DM: 0
Intellect:    DM: 0
Education:    DM: 0
Social:       DM: 0
Psi:          DM: 0

[u]Skills[/u] 
Skill name:     Skill name:     Skill name: 
Skill name:     Skill name:     Skill name: 
Skill name:     Skill name:     Skill name: 
Skill name:     Skill name:     Skill name: 
Skill name:     Skill name:     Skill name: 


Study Period
Training in Skill:
Weeks: /
Study Periods Complete:
Allies, Contacts, Rivals
*
*
*
*
*
Finances
Pension: Cr
Debt: Cr
Cash on hand: Cr
Monthly Ship Payments: Cr
Living Cost: Cr
[u]Armour[/u]



[u]Weapons[/u]


[u]Augments[/u]
Type: TL: Improvement:
Type: TL: Improvement:
Type: TL: Improvement:
Type: TL: Improvement:

Equipment - Mass

*
*
*
*
Total Carried Mass:
Dec 30, 2022 3:36 pm
Or if geoffenzed will post his template. It's pretty clean and easy to read.
Dec 30, 2022 6:28 pm
That would be really awesome.
Dec 30, 2022 10:30 pm
Here is the formatted part of my character sheet if anyone wants to make use of it.

I don't really have a template, I have just used a monospace font and non-breaking spaces to make some of the list items line up neatly. Maybe it would be better to use bbcode tables to do this instead. It is possible the non-breaking spaces could get lost when you try to quote this post, I guess I will find out myself once I have posted it.

Also I have left out some things that don't apply yet to my character, such as a list of augments, so you may need to add some things for your character.

In the full character sheet I have spoiler blocks added to the end with more free-form details of contacts, homeworld / background, education / career, and connections.
[ +- ] Avi sheet partial
Dec 31, 2022 12:24 am
[ +- ] Avi sheet Format
Dec 31, 2022 1:59 am
I figured out how to avoid the need for the non-breaking spaces in the character sheet I posted above, so here is a version that only has normal spaces.
[ +- ] Avi sheet partial, white-space preserved
Dec 31, 2022 9:08 pm
I am going to drop Streetwise 0 from Avi's skill set, the way he turned out I don't think he is really the streetwise type.
Jan 1, 2023 2:22 am
Thanks for the template @geoffenzed. It was very helpful.
Cassia basically has a gun, a ship, PTSD, and that’s it. I’m not sure how @Esidrix feels about her having access to a scout ship - I can see how that would be something a DM might not want a player to have from the jump. I’m totally cool with re-rolling that benefit.
[ +- ] Cassia Green Character Sheet
Jan 1, 2023 5:48 am
@RogertheShrubber Cassia and Avi don't have to both take the same skill from their connetion event, in case that is why you chose Broker as well. No problem if that is the skill you wanted for her though, she and Avi could work together on brokering tasks using the task chain rules.

I think Cas deserves a ship after what the Scout service put her through. It might be an old ship with some things that need fixing, or it might not be available right away, we'll have to see what our situation turns out to be by the time we all meet,

If she was looking for crew or passengers, or both, to make some desperately needed cash, say to pay docking charges or for repairs, then that might be the reason we all end up travelling together.
Last edited January 1, 2023 5:49 am
Jan 1, 2023 6:31 pm
Oh, I thought we had to take the same skill for the connection. If we each can take different ones then I think I’d go with the related skill Admin which is described as "… tracking inventories, and ship manifests…" Maybe, Cassia learned the admin skill while filling out/amending Avi’s ship’s manifest to account for (or hide) her presence on the merchant ship?

In regards to the scout ship, I imagine it’s got to be an old well traveled model. The scout service saved on paying the removal and disposal fee by signing it over to Cassia - not to mention part of the agreement is that they can still call on its use for future Scout related endeavors.
The ship systems are probably in a state of near constant disrepair. I wouldn’t be surprised if Cassia and Avi reunited at a soup kitchen and she offered him a free bunk in exchange for help maintaining the life support and assisting her with any number of mechanical issues. She still has the very pressing problem of affording docking fees and paying to run the ship. Maybe, she’s sought out Zeke to see if any of his connections from his time as a diplomat need any transport services? They could all discuss their time in the Aga Lua conflict while wrenching in scout ship.
Jan 1, 2023 10:05 pm
I think I've got Zeke squared away, except for whatever we get from the Post-creation skill package....

Let me know if I'm missing anything...
[ +- ] Zeke
[ +- ] Homeworld Info
Jan 2, 2023 2:00 am
Avi would welcome the offer of work and a bunk on the ship, and meeting up with Cas again would put his own financial worries into perspective. If she needed a few thousand credits for some basic equipment then Avi could cover it.

@Knighthawke I think you still have skills to choose from up to two connection events? You also have a choice to make on speciality for your Gun Combat 1 and Electronics 2 skills. For Electronics you could choose one speciality at level 2, or two specialities at level 1 each.

I think the connection skills can be anything you want, but if you want to work it into the story then it should be possible to change the details of the events enough to fit pretty much any skill.

@RogertheShrubber if Admin or Broker is the skill you want for Cas then that is fine. Don't feel that your choice is constrained too much by needing to fit in with the existing story of the event though. If the skills I chose for Avi appeared to fit easily into the event, that is only because I suggested the story with an idea of the skills I wanted already in mind.

Does anyone have the Central Supply Catalog? I don't, but the free preview on DriveThruRPG showed most of the armor section which was quite useful.
Jan 2, 2023 3:13 am
geoffenzed says:

@Knighthawke I think you still have skills to choose from up to two connection events? You also have a choice to make on speciality for your Gun Combat 1 and Electronics 2 skills. For Electronics you could choose one speciality at level 2, or two specialities at level 1 each.

I think the connection skills can be anything you want, but if you want to work it into the story then it should be possible to change the details of the events enough to fit pretty much any skill.




Does anyone have the Central Supply Catalog? I don't, but the free preview on DriveThruRPG showed most of the armor section which was quite useful.
Do the connection skills at 0 or 1?

I do have it, and it has a bunch of options for about everything. :)
Jan 2, 2023 3:53 pm
For the Connection skills, If you don't have it, you gain it at 0. You can choose to use the free skill to increase one you already have by +1 with a max of level 3.

The scout ship is perfectly acceptable. It's part of the expected setup for players to end up with a ship or to get one pretty early on.
Jan 2, 2023 6:57 pm
Thanks for all info about the connection skills. I thought I had a pretty good grasp of character creation but this has been a learning experience.
Before I lock in my final choices I have some questions:

When your character has a 1 in a specific skill (i.e. Electronics - sensors 1) does that mean you have a 0 in the rest of Electronics as well?

I rolled Jack of all Trades giving Cassia 0 in that skill but, JoaT doesn’t have any mechanical effects until you have 1 rank in it. You also can’t train it, so does that mean that skill has no use at this point?

Lastly, I would really like Pilot (spacecraft 1) which I can pick up from a few of the skill packages. But, if our group wants to choose one without that skill then I will use a connection skill for that.
Jan 2, 2023 8:54 pm
@RogertheShrubber - can you point out where you rolled the Jack-of-all Trades? (rather than me trying to read your creation posts :) ) I have a suspicion your were supposed to get it at 1, not 0. But the rules seem to go back and forth on that.
Jan 2, 2023 10:49 pm
I took new skills gained by rolling on one of the career tables to start at level 1, based on page 18 of the 2022 core book. Only the ones that specified level 0 such as background skills, basic training,skills.did I take as starting at level 0. If they all start at level 0 then I will need to downgrade some of Avi's career skills.
Jan 2, 2023 11:48 pm
@geoffenzed and @esidrix you are right. I guess the next paragraph on page 18 about Vacc suit confused me b/c the example included Vacc suit 0.

I’ll go ahead and take Admin 0 from the Avi connection and Carouse 0 from the therapy sessions (I envision Sy working with Cassia to reintegrate back into society by helping her improve her interpersonal skills)
Jan 3, 2023 12:16 pm
Actually, the connection skills should be gained at 1 or +1 if you already have it:

Skills can be listed with or without an associated level.
If no specific level is listed, then you gain that skill at
level 1 if you do not have it already, or increase its level
by +1 if you are already trained in that field. If a level is
listed, then you gain the skill at that level so long as it is
higher than your current level in the skill.

@geoffenzed and @RogertheShrubber - The only skills you should have at 0 are the background skills. Most of the skills listed on the Career pages are "Skill Name" which equals learn it at level 1 or gain +1 level.

The exception are the skills on the Ranks and Bonus or some of the event Tables, "Skill 1" which means if you don't have it, you get it at 1. If you already have it, it does nothing for you.
Jan 3, 2023 11:10 pm
@Esidrix the basic training skills should also be level zero I think, going by the section on page 18:
Quote:
For your first career only, instead of rolling for a skill,
you get all the skills listed on the Service Skills table at
level 0 as your basic training. For subsequent careers,
you may pick any one skill listed in the Service Skills
table at level 0 as your basic training.
As a group we have quite a wide range of skills really, the Mongoose system seems to be a lot more generous in that regard than the classic rules were. Although Cas did miss out a bit due to her hard time in the Scouts.

I don't have any strong preference for choice of skill package, I am happy with the skills Avi has already. I agree it would be good if Cas could get Pilot 1 though.
Jan 4, 2023 3:57 am
Your right about Basic training, but once your past that, when you roll on any table if it just says "skill" then if it's new its Level 1 or it's +1 to an existing.
Jan 4, 2023 6:47 am
So the question now is what skill package do we want? Now firefly seems pretty well represented by the Traveller package, which is the theme I think Esidrix was going for.

But there are other things we could do.
Jan 4, 2023 12:55 pm
Absolutely pick what you want to. I think "get a ship, get a job, keep flying" can be embodied in many different story types. As it is, you have the scout ship, so I'd pick a skill package that leans towards the type jobs you like to find. But expect all sorts of opportunities to arise. :)
Jan 4, 2023 1:22 pm
https://i.imgur.com/EnVH37G.jpg

"Get a ship, get a job, keep flying"
Jan 4, 2023 3:11 pm
Another skill package which seems interesting is the Explorer.You get Astrogation, Survival, and Recon with the explorer package instead of Deception, Gunner, and Persuade with the traveller package (the rest of the skills are all the same.) Of those six skills the only one no characters have is Recon which might be useful depending on our plans. On the other hand, it might be more useful to have one character with a Persuade above 0. Here's a list of all the skills we have as a group so far:
[ +- ] Group Skill list
Jan 5, 2023 3:35 am
Trader or explorer packages are both fine with me. We don't have every skill in the book, but we have the basics needed to crew the ship, and I don't think we have any major gaps otherwise. For some of the skills we are will depend on just one character, but that is normal and all good I think.
Jan 5, 2023 9:59 pm
Since we have a Scout ship, and not a merchant, it seems going Explorer or Traveller might be best. :) Although, we could take Trader and specialize in small shipments. :)
Esidrix says:
Actually, the connection skills should be gained at 1 or +1 if you already have it:

Skills can be listed with or without an associated level.
If no specific level is listed, then you gain that skill at
level 1 if you do not have it already, or increase its level
by +1 if you are already trained in that field. If a level is
listed, then you gain the skill at that level so long as it is
higher than your current level in the skill.

@geoffenzed and @RogertheShrubber - The only skills you should have at 0 are the background skills. Most of the skills listed on the Career pages are "Skill Name" which equals learn it at level 1 or gain +1 level.

The exception are the skills on the Ranks and Bonus or some of the event Tables, "Skill 1" which means if you don't have it, you get it at 1. If you already have it, it does nothing for you.
Ok, I need to go back through and double-check my build then. I think I started a few at 0, not at 1. And the COnnection skill at +1 will definitely help then too.

Also, @Esidrix - If we have access to the Central Supply Catalog, can we use it?
Last edited January 5, 2023 10:01 pm
Jan 5, 2023 10:31 pm
I was going to say whatever skill package gives our group social skills because we are all woefully weak at that.
Jan 6, 2023 12:17 am
We don't have any Language skills either. Hopefully translator software will be enough for most situations.
Jan 6, 2023 2:22 am
Here’s the break down of the Traveller and Explorer skill packages and how they relate to skills our group already has. In both cases Zeke already has 4 of the 8 so I’m not sure if there is one that has 2 skills Zeke could use? I’m fine with either package.

Traveller Skill Package
Deception: Sy 1, Zeke 1
Electronics: Zeke 2, Avi 0, Cas(sensors 1)
Gun Combat: Sy 2, Zeke 1, Cas 0
Gunner: Avi 0
Medic: Sy 3
Persuade: Avi 0
Pilot: Cas 0
Stealth: Zeke 0

Explorer Skill Package
Astrogation: Avi 2, Cas 0
Electronics: Zeke 2, Avi 0, Cas(sensors 1)
Gun Combat: Sy 2, Zeke 1, Cas 0
Medic: Sy 3
Pilot: Cas 0
Recon: Zeke 1, Sy 0
Stealth: Zeke 0
Survival: Zeke 1
OOC:
Edited to add Zeke and Sy Recon
Last edited January 6, 2023 12:15 pm
Jan 6, 2023 4:15 am
Looks like we get the most out of explorer.
Jan 6, 2023 9:38 am
RogertheShrubber says:
Explorer Skill Package
Astrogation: Avi 2, Cas 0
Electronics: Zeke 2, Avi 0, Cas(sensors 1)
Gun Combat: Sy 2, Zeke 1, Cas 0
Medic: Sy 3
Pilot: Cas 0
Recon:
Stealth: Zeke 0
Survival: Zeke 1
Don't Zeke and Sy have Recon?
Jan 6, 2023 10:34 am
Sy has Recon at 0
Jan 6, 2023 2:18 pm
@Knighthawke - totally use the CSC.

Also, here's the core rulebook 2022 and CSC -

https://www.dropbox.com/sh/ry0y3tw48okxdzu/AABOSp_CGcQlDxaZzqfwVTe9a?dl=0
Jan 6, 2023 9:05 pm
Thanks!

I've got a copy myself, so all good. :)
Jan 9, 2023 5:50 am
We could toss a coin if we can't decide between Traveller or Explorer skill packs.
Jan 9, 2023 10:26 am
I'll flip the coin if no one else will
Jan 9, 2023 12:30 pm
Seems like an appropriate way to decide :)
Jan 9, 2023 3:13 pm
Cas doesn't have a single Cr to spare so she doesn't have a coin to flip. I'm good with @Jomsviking making the call.
Jan 9, 2023 6:12 pm
1 = Traveller
2 = Explorers

And that's that.

Rolls

Coinflip - (1d2)

(1) = 1

Jan 9, 2023 11:53 pm
Traveller skills it is. What does everyone want for their characters. I’ll take Pilot and then whatever is left after y’all pick your two - if that seems good to everyone.
Last edited January 9, 2023 11:53 pm
Jan 10, 2023 1:08 am
Deception Gun Combat and Medic seem to be the best choices for Sy. With a +6 to medicine you might even Survive if he needs to do surgery.
Jan 10, 2023 8:00 am
@Esidrix could you clarify? This is how I think the package skill levels work:

The skills are listed at level 1, so we only get them at level 1, i.e. no benefit from choosing a skill you already have at level 1 or higher.

But for skills like Gun Combat or Electronics which have specialities, we can take a new speciality at level 1 even if we already have the skill in another speciality at a higher level?
Jan 10, 2023 12:58 pm
If that was the case Explorer was the clearly superior option and I regret nothing. But I'm surprised there was any deliberation
Jan 10, 2023 1:09 pm
@geoffenzed - Correct on all counts. They are listed as "Skill 1" - so if you have it, then taking the skill doesn't help. Specialties count as different skills - You'll only ever have Pilot 0 and when you earn a 1, it becomes Small Craft 1 or Spacecraft 1, etc. :)

The Skill packages are intended to round out the party's missing skills, not to level up stuff. That's why they are listed with the 1.

So, pick an order and start picking skills.

@Knighthawke - have you had a chance to fill in a character sheet. Can you submit it when it's done?
Jan 10, 2023 3:41 pm
Roll to determine order (2d6 highest total goes first)?
BTW it might be more useful to the party if we have two characters with Pilot skill. So, if someone wants to take that skill before me that’s fine.

Rolls

Skill selection order - (2d6)

(32) = 5

Jan 10, 2023 8:52 pm
As Sy is already well rounded I'll pick last.
Jan 10, 2023 11:15 pm
Gun Combat would fill a gap in Avi's skill set, but I'm happy to play him without any combat skills too.

Rolls

Skill selection order - (2d6)

(26) = 8

Jan 11, 2023 5:45 am
This is Avi's contact from his Term 2 life event "New contact". She might not ever come into play, but I figure it can't hurt to know an expert:

During his career Avi happened to meet Dr. Mareesha Ramprasad, a scholar working at a university school of archaeology. Avi has agreed to let her know of any local news or rumors of archaeological interest that he comes across in his travels. (She probably has a whole network of travellers like Avi gathering information for her.)

Dr. Ramprasad has been known to travel (or more often, to send a student or two) to some quite out-of-the-way places to investigate sites of potential archaeological interest, the type of journey an ex-scout ship could be well suited for. She might also be willing to help identify or authenticate any unusual items we find ourselves in posession of, Avi would trust her to give honest advice on such things.
Jan 11, 2023 6:54 am
Wait do we define contacts I thought those were for Esidrix if we do I have a lot of work to do
Jan 11, 2023 9:36 am
Contacts gained during character creating are something new in the Mongoose rules, I sort of assumed the player would create them but I don't really know. Maybe it would be better to leave them undefined until they are needed in the game?
Jan 11, 2023 12:06 pm
There's a blue Sidebar box on page 20. But to sum up: you can either make a note that you gained one or do a full write up or anywhere in between. My opinion is less detail leaves more openings in the future.
Jan 11, 2023 10:15 pm
Esidrix says:
@Knighthawke - have you had a chance to fill in a character sheet. Can you submit it when it's done?
SOrry, been tied up with work...

Will see if can get a sheet together ASAP
Jan 11, 2023 10:17 pm
Skill Selection Order

Rolls

2d6

(22) = 4

Jan 11, 2023 10:40 pm
No rush, was just checking in. :)
Jan 12, 2023 1:37 am
So assuming highest first, I will choose Gun Combat(Energy) 1 from the skill package, something Avi might have learned during his time in Navy.training.
Jan 12, 2023 2:22 am
I'll take Pilot (spacecraft) 1 .

Quick question about the firearms. I chose the Laser Pistol as a reward for mustering out ( weapon worth 3000Cr). I basically just went with the weapon that cost 3000Cr because it doesn't seem like you can use the surplus fund on other items but is there something I'm missing that would make energy weapons much more valuable then something like a Gauss pistol which is much cheaper, has auto-fire 2, and AP 3 but slightly less range and no =3 on damage?
Jan 12, 2023 3:43 am
I'll take Persuade, Electronics, and Gunner for Sy
Jan 12, 2023 5:42 am
The laser pistol has no recoil, and it can be recharged. It might be quieter, might leave behind less forensic evidence, I'm not sure. The gauss pistol is higher tech level though, and higher tech equipment can be both cheaper and more effective than lower tech, with perhaps the only balancing factor being that it is harder to find, or get repaired, or buy ammunition for on lower tech worlds.

I went for a stunner for Avi mainly because it seems more likely to be permitted on higher law level worlds, but on a lawless world he might want to carry something bigger.
Jan 12, 2023 6:56 am
Something important to remember when considered directed energy weapons is that they require a power pack on your person. A laser can be traced back to the operator because it is a beam weapon. I also think the book said they are quite loud but I can't find that.

Having used cutting lasers before they are indeed quite loud. Much louder than a coilgun
Jan 12, 2023 1:07 pm
I think the biggest thing with the Energy weapons are the zero-g trait and, as long as you have power, unlimited free ammo.
Jan 12, 2023 3:58 pm
Esidrix says:
I think the biggest thing with the Energy weapons are the zero-g trait and, as long as you have power, unlimited free ammo.
I didn't consider the ammo situation. Cas has the higher TL laser pistol with an integrated power pack so I think is should be relatively compact but it probably does make a loud pew, pew noise when fired as all lasers will. If we're in a situation where she has to use it things have gone terribly awry.

@jomsviking I think we get only get to select two skills from the skills package and Zeke/Knighthawke hasn't gotten their first one yet. If we want to select skills using a "snake" draft the order would be:
1. Geoffenzed/Avi (Gun Combat)
2. Rogertheshrubber/Cas (Pilot)
3. Knighthawke/Zeke (Stealth)
4-5. Jomsviking/Sy (Gunner)(Deception)
6. Knighthawke/Zeke (Persuade)
7. Rogertheshrubber/Cas(Electronics - Computers)
8. Geoffenzed/Avi (Medic)
Last edited January 19, 2023 2:05 pm
Jan 13, 2023 5:28 pm
It'd be Stealth 1 for Zeke....
Jan 18, 2023 8:15 am
Are we all still on the same page? @Jomsviking has the next two choices, from Deception 1, Electronics 1, Gunner 1, Medic 1 Persuade 1.
Jan 18, 2023 9:41 am
Deception 1 would be my first choice.
Jan 18, 2023 2:31 pm
@jomsviking you can choose one more skill then it’s @knighthawke gets their second choice.
Jan 18, 2023 6:41 pm
Gunner 1
Jan 18, 2023 7:24 pm
Persuade 1 for Zeke
Jan 18, 2023 9:06 pm
Cas will take electronics (computers) 1. It seems to make sense with her background and familiarity with ship systems.
Jan 19, 2023 4:41 am
So Medic 1 for Avi.
Jan 20, 2023 7:23 pm
So, did we complete Traveller’s legendary character creation? Do we need to do anything with the ship?
Jan 20, 2023 7:48 pm
It does appear that everyone survived it. :) I'll take a last read through on everyone's characters and I'll get the Adventure thread spun up. I'll take care of you guys getting the ship in the opening thread. The weather where I'm at looks decent for the weekend, so I'm not going to promise a time, other than to say no later than Monday morning EST time.

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