Dramasailor character gen

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Nov 13, 2016 5:08 pm
What are the specializations for Engi/Mech in the game? I've got the Traveller Mongoose rules, but not sure all of them fit.

Rolls

Survival - (2d6+3)

(13) + 3 = 7

Development - (1d6)

(1) = 1

Event - (2d6)

(26) = 8

Nov 13, 2016 5:17 pm
Dramasailor says:
What are the specializations for Engi/Mech in the game? I've got the Traveller Mongoose rules, but not sure all of them fit.
Good question, I'll need to look into that. I've seen reference to Robotics and Electronics, so there must be definitions somewhere.
Nov 13, 2016 5:20 pm
Term Three

Choice of
+1 Int
Skill:Computers
Technique:Rapid Assessment

Event

You are selected for additional training. Take another 1d6 rolls on the skill/techniques table
Nov 13, 2016 5:42 pm
I'll take Rapid Assessment.

Rolls

Skills/Technique Roll - (1d6)

(1) = 1

Nov 13, 2016 7:41 pm
Additional training

Skill Computers
or
Rapid Assessment !

I think two of the same technique has no benefit, so suspect another level of Computers would work.
Nov 13, 2016 7:45 pm
Hot Dog Run

2d6 +2 (as you survived this term)
Nov 13, 2016 7:49 pm
Yup, I will go ahead and take Computers and rolling away!

Rolls

2d6+2

(31) + 2 = 6

Nov 13, 2016 7:57 pm
Your group is faced with extreme conditions that take every ounce of skill and technique to deal with. Roll 9+ on
2d6, using your highest skill as a DM. If you succeed, you may increase your lowest skill by 1 level or gain +1 to
any of your characteristics.
Nov 13, 2016 8:02 pm
Let's see if this works...

ETA:
Increasing Endurance by 1.
Last edited November 13, 2016 8:02 pm

Rolls

Hot Dog Results - (2d6+2)

(46) + 2 = 12

Nov 13, 2016 8:22 pm
Term Four

Basic Training

Combat Engineering 1
Jack of All Trades 1
Science (any Physical or Space Science) 1

3x 1d6 for additional skills/training
Nov 13, 2016 8:26 pm
Taking Physics as my science. Engineering would go Electrical. And Mechanic Lawmaster? Is that a thing? Like maintaining the bikes?

Rolls

additional skills/training - (1d6)

(1) = 1

additional skills/training - (1d6)

(6) = 6

additional skills/training - (1d6)

(2) = 2

Nov 13, 2016 8:32 pm
Seem Mechanic doesn't have specialisation at all, as per Traveller skills so it would cover repairs of the Lawmasters and the like.

Mechanic
The Mechanic skill allows the character to maintain and repair most
equipment – some advanced equipment and spacecraft components
may require the Engineer skill (see page 19). Unlike the narrower but
more useful Engineer or Science skills, Mechanic does not allow a
character to build new devices or alter existing ones – it is purely for
repairs and maintenance but covers nearly everything.
Repairing a damaged system in battle: Intelligence or Education,
1–6 minutes, Average (+0)
Nov 13, 2016 8:34 pm
So would Lawmaster engineering be a field here?
Nov 13, 2016 8:40 pm
Term Four

Gain all...

Personal Development +1 Int
Skill Flyer (any)
Special Technique Steady Hand

Survival (7+)

2d6 + highest DM + either Mechanics or Engineer

2d6 event
Nov 13, 2016 8:43 pm
Dramasailor says:
So would Lawmaster engineering be a field here?
I would guess not, though Electronics would help with the Lawmasters computerised system, whereas Mechanics covers the rest.
Nov 13, 2016 8:51 pm
And away we go....

ETA:
D'oh, forgot the +1 From Engineering. That'd add one more to the survival, so 13,
Last edited November 13, 2016 8:53 pm

Rolls

Survival - (2d6+2)

(55) + 2 = 12

Event - (2d6)

(63) = 9

Nov 13, 2016 10:19 pm
You make a study of those who suffer from Future Shock and other psychological disorders associated with the pace of life of 22nd Century mega cities. When dealing with such people you may add your Int or Inf DM to any DMs for the skill you are using.
Nov 13, 2016 10:23 pm
Full Eagle Day

After fifteen years of the toughest, most rigorous training on earth, this is what it all comes down to; the culmination of the hard work and effort, injuries, set-backs and triumphs: Full Eagle Day.
Wearing the white helmet and half-eagle badge of a rookie Judge, the cadet goes onto the streets to spend a working day with a seasoned Judge who then decides if the cadet is suitable for graduation. The assessing Judge has considerable leeway in passing or failing cadets but his decision is final; there is no appeal and no second chance. If the assessing Judge fails the rookie then that is it – he must find something else to do with his life.

First up roll 2d6 to establish your assessors attitude.
Nov 13, 2016 10:24 pm
Attitude!

Rolls

Attitude - (2d6)

(11) = 2

Nov 13, 2016 10:27 pm
Lucky! You are being assessed by a very lenient Judge giving you a +2 to your survival roll

Survival (12+)

2d6 + Int DM + computers + eng or mech + highest skill not already mentioned +2 (attitude)

Good luck!
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