Dramasailor

Feb 15, 2017 11:21 pm
You can make your character here.
Feb 15, 2017 11:28 pm
In terms of creation, am I free to just run through rolling as I'd like or do you want me to pause in between? I've got the 2e rules and such and have done a fair bit of creation in the past.
Feb 15, 2017 11:29 pm
Let's make each term it's own post, but you can go through the whole creation right away if you want.
Feb 15, 2017 11:30 pm
Excellent, that's my normal method anyway. Once I get home I'll start cranking. It's tough to do on a phone. :)
Feb 15, 2017 11:38 pm
Nice. Any thoughts on what you are going to try for?
Feb 16, 2017 12:07 am
Not sure yet, let's see what the dice say!

Not great, but not horrid either. Leaning towards being a Diplomat or Administrator. Probably an administrator I think.

STR = 2 (-2)
DEX = 5 (-1)
END = 5 (-1)
INT = 7 (+0)
EDU = 9 (+1)
SOC = 10 (+1)

Background Skills (3+1 EDU = 4)
Electronics 0
Science 0
Art 0
Drive 0
Last edited February 16, 2017 12:18 am

Rolls

Stats - (2d6, 2d6, 2d6, 2d6, 2d6, 2d6)

2d6 : (55) = 10

2d6 : (36) = 9

2d6 : (52) = 7

2d6 : (41) = 5

2d6 : (14) = 5

2d6 : (11) = 2

Feb 16, 2017 12:13 am
Term 1:
Attempting a University Education, accepted into university! Taking Advocate 0, Admin 1, gained EDU +1.
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. Taking Gambler 0.
Attempting Graduation. Failed to graduate, no further benefits from University.
Now ready for Term 2!
[ +- ] Character So Far
Last edited February 16, 2017 12:30 am

Rolls

University Entrance (EDU 7+, +1 from high SOC) - (2d6+2)

(15) + 2 = 8

Pre-Career Education Event - (2d6)

(63) = 9

Graduation (INT 7+, 11+ for Honours) - (2d6)

(32) = 5

Feb 16, 2017 12:24 am
Term 2:
Apply for position as a Noble (Administrator). SOC 10+ auto-qualifies. Gain: Diplomat, Investigate, and Persuade at 0.
Rolling for Skills and Training (1): Admin + 1
Rolling for Survival. Survived!
Rolling for Event (4). Your time as a ruler or playboy gives you a wide range of experiences. Gain one of Animals (riding) 1, Art 1, Carouse 1, or Streetwise 1. Taking Carouse 1
Rolling to Advance. Advanced!

Ready for Term 3!
[ +- ] Character So Far
Last edited February 16, 2017 12:30 am

Rolls

Skills and Training - (1d6)

(1) = 1

Survival (INT 4) - (2d6)

(22) = 4

Event - (2d6)

(13) = 4

Advancement (EDU 6+) - (2d6+1)

(62) + 1 = 9

Feb 16, 2017 12:29 am
Term 3:
Rolling for Skills and Training (4). Taking Gambler +1
Rolling for Survival. Survived!
Rolling for Event (5). You inherit a gift from a rich relative. Gain DM+1 to any one Benefit roll.
Rolling for Advancement. Advanced!
Read for Term 4!
[ +- ] Character So Far
Last edited February 16, 2017 12:33 am

Rolls

Skills and Training - (1d6)

(4) = 4

Survival (INT 4) - (2d6)

(13) = 4

Event - (2d6)

(14) = 5

Advancement (EDU 6+) - (2d6+1)

(43) + 1 = 8

Feb 16, 2017 12:34 am
Term 4:
Rolling for Skills and Training (5). Diplomat + 1
Rolling to Survive. Survived!
Rolling for Event (9). Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. Gain unhappy subject as Enemy.
Rolling to Advance with +2. Advanced! Gain Advocate 1.
Rolling Ageing. No Effects!
Ready for Term 5!
[ +- ] Character So Far
Last edited February 16, 2017 12:39 am

Rolls

Skills and Training - (1d6)

(5) = 5

Survival (INT 4) - (2d6)

(34) = 7

Event - (2d6)

(36) = 9

Advancement (EDU 6+ DM+2 from Event) - (2d6+3)

(33) + 3 = 9

Ageing - (2d6-4)

(14) - 4 = 1

Feb 16, 2017 12:38 am
Term 5:
Rolling for Skills and Training (2). Advocate +1
Rolling to Survive. Survived!
Rolling for Event (3). You are challenged to a duel for your honour and standing. If you refuse, reduce your SOC by 1. If you accept, roll Melee (blade) 8+. If you succeed, gain one SOC. If you fail, roll on the Injury Table and reduce your SOC by one. Either way, gain one level in Melee (blade), Leadership, Tactics (any) or Deception. Refuse, SOC - 1, Leadership 1
Rolling for Advancement. Advanced!
Rolling for Ageing. No Effects!

Ready for Term 6!
[ +- ] Character So Far
Last edited February 16, 2017 12:43 am

Rolls

Skills and Training - (1d6)

(2) = 2

Survival (INT 4) - (2d6)

(32) = 5

Event - (2d6)

(12) = 3

Advancement (EDU 6+) - (2d6+1)

(51) + 1 = 7

Ageing - (2d6-5)

(66) - 5 = 7

Feb 16, 2017 12:44 am
Term 6:
Rolling for Skills and Training (1). Admin +1
Rolling for Survival. Survived!
Rolling for Event (10). You manipulate and charm your way through high society. Gain one level of Carouse, Diplomat, Persuade or Steward, as well as a Rival and an Ally. Gain Rival, Ally, Diplomat +1.
Rolling for Advancement. Advanced!
Rolling for Ageing. No Effects!

Ready for Term 7!
[ +- ] Character So Far
Last edited February 16, 2017 12:47 am

Rolls

Skills and Training - (1d6)

(1) = 1

Survival (INT 4) - (2d6)

(14) = 5

Event - (2d6)

(55) = 10

Advancement (EDU 6+) - (2d6+1)

(16) + 1 = 8

Ageing - (2d6-6)

(56) - 6 = 5

Feb 16, 2017 12:48 am
Term 7:
Rolling for Skills and Training (4). Diplomat +1
Rolling for Survival. Survived!
Rolling for Event (9). Your reign is acclaimed by all as being fair and wise – or in the case of a dilettante, you sponge off your family’s wealth a while longer. Gain either a jealous relative or an unhappy subject as an Enemy. Gain DM+2 to your next Advancement check. Gain unhappy subject as Enemy.
Rolling for Advancement. Advanced!
Rolling for Ageing. Reduce 2 physical characteristics by 1. Dex/End -1.
Mustering Out (6 rolls from full terms, 3 rolls from rank = 10 rolls. 1 at +3 DM, all others at +2 DM)
Cash: Cr450,000
Benefits:
SOC +5
Yacht w/ no mortgage.
Blade (Rapier TL3, 2d6 Damage, KG 2, Cost Cr200)

Pension (6 Terms as a Noble, Cr12000/Year)

Cash Rolls (3 @ +2 DM) - (1d6+2, 1d6+2, 1d6+2)
1d6+2 - ( 6 ) + 2 = 8 (Cr200000)
1d6+2 - ( 1 ) + 2 = 3 (Cr50000)
1d6+2 - ( 6 ) + 2 = 8 (Cr200000)
Benefits Rolls (1 @ +3 DM, 5 @ +2 DM) - (1d6+3, 1d6+2, 1d6+2, 1d6+2, 1d6+2, 1d6+2)
1d6+3 - ( 5 ) + 3 = 8 (SOC +1 and Yacht)
1d6+2 - ( 6 ) + 2 = 8 (SOC +1 and Yacht)
1d6+2 - ( 2 ) + 2 = 4 (SOC +1)
1d6+2 - ( 5 ) + 2 = 7 (SOC +1 and Yacht)
1d6+2 - ( 1 ) + 2 = 3 (Blade)
1d6+2 - ( 6 ) + 2 = 8 (SOC +1 and Yacht)
[ +- ] Character So Far
Last edited February 16, 2017 1:00 am

Rolls

Skills and Training - (1d6)

(4) = 4

Survival (INT 4) - (2d6)

(31) = 4

Event - (2d6)

(54) = 9

Advancement (EDU 6+ DM+2 from Event) - (2d6+3)

(36) + 3 = 12

Ageing - (2d6-7)

(15) - 7 = -1

Cash Rolls (3 @ +2 DM) - (1d6+2, 1d6+2, 1d6+2)

1d6+2 : (6) + 2 = 8

1d6+2 : (1) + 2 = 3

1d6+2 : (6) + 2 = 8

Benefits Rolls (1 @ +3 DM, 5 @ +2 DM) - (1d6+3, 1d6+2, 1d6+2, 1d6+2, 1d6+2, 1d6+2)

1d6+3 : (5) + 3 = 8

1d6+2 : (6) + 2 = 8

1d6+2 : (2) + 2 = 4

1d6+2 : (5) + 2 = 7

1d6+2 : (1) + 2 = 3

1d6+2 : (6) + 2 = 8

Feb 16, 2017 1:37 am
Old Ship Roll (6) 31-40 years old, 4 rolls on quirks table.

4 = Library computer contains erroneous information
7 = DM-1 to all repair attempts
6 = Damaged Sensors (DM-1 to all Electronics (sensors) checks)
11 = Library computer contains secret or unusual information

SS Seraphim
35 year old yacht
Hull: 200 tons, Standard
Armour: Armour 0
M-Drive: Thrust 1 (2 tons)
J-Drive: Jump 1 (10 tons)
Power Plant: Fusion, Power 90 (6 tons)
Fuel Tanks: 4 weeks operation, J-1, plus Ship's Boat (22 tons)
Bridge: 10 tons
Computer: Computer 5
Sensors: Civilian Grade (DM-2) (1 ton)
Weapons: -
Systems:
4 Ton Docking Space (5 tons)
Air Raft
30 Ton Docking Space (33 tons)
Ship's Boat
ATV (10 tons)
Staterooms:
12x Standard (48 tons)
1x Luxury (10 tons)
Common Areas: 32 tons
Cargo Space: 11 tons
Fuel Consumption: Jump-1 (20 Tons)

Crew: Pilot, Astrogator, Engineer, Medic, Steward
Maintenance Cost: Cr5065/Month
Cost: MCr60.7824 (25% discount for age, MCr45.5868)
Power Requirements (81 total, 9 in reserve):
M-Drive 20
Ship Systems 40
Jump Drive 20
Sensors 1
Last edited February 16, 2017 1:47 am

Rolls

Outdated Ship - (1d6)

(6) = 6

Quirks - (2d6, 2d6, 2d6, 2d6)

2d6 : (13) = 4

2d6 : (61) = 7

2d6 : (51) = 6

2d6 : (56) = 11

Feb 16, 2017 2:40 am
And Avatar Check.
Feb 16, 2017 3:16 am
Just finished reading through your background and it looks great! Sometime after your retirement, you are approached by recruiters from the government, probably Estalle with the opportunity to join the expedition to the andromeda galaxy. The ship being used to get there is large enough to bring the yacht too.
Feb 16, 2017 3:17 am
Awesome. Sounds good!
Mar 1, 2017 2:49 am
Hey DramaSailor, would you consider taking the Safari ship instead of the Yacht? The core book states that you can take it as an alternative, and I feel like it might be more useful to us than a luxury liner.

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