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Post by Mighty Darci on Nov 2, 2016 14:59:31 GMT -5
On the mustering out, is it 1 per term plus 1,2 or 3 added to the total for rank or is is 1 per term for rank 1-2, 2 per term for rank 3-4, and 3 perm term for ranks 5-6? Never mind I located the answer!
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Post by erisred on Nov 2, 2016 16:10:20 GMT -5
In order of preference...
Scout Bronson Han 589B96 Age 46 7 terms
Money: Cr150,000
Skills: Air/Raft-2, AutoPistol-1, Cutlass-1, Electronics-2, Jack-o-T-1,
Mechanical-5, Medical-3, Navigation-1, Pilot-1
Benefits: 8,000/yr Retirement Pay, Low Passage, Scout Ship <-- if we have multiple ships can we do a ship upgrade?
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Merchant 2nd Officer Adam Wagner B54968 Age 34 4 terms
Money: Cr66,000
Skills: Bribery-2, Electronics-1, Jack-o-T-1, Pilot-1,
Revolver-3, Vacc Suit-1
Benefits: Low Passage
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Merchant 3rd Officer Leo Lee 847964 Age 38 5 terms
Money: Cr110,000
Skills: Bribery-3, Electronics-1, Pilot-1, Vacc Suit-2
Benefits: 4,000/yr Retirement Pay, Low Passage
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Marine Captain Gabriel Smith 95588A Age 30 3 terms
Money: Cr50,000
Skills: Cutlass-3, Electronics-1, Revolver-2, Tactics-2
Benefits: Travellers' Aid Society
--------------------------------------------------------
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Post by makofan on Nov 2, 2016 16:18:37 GMT -5
Since those Scout ships are only on loan, I think I should decline about upgrading scout ships. That being said, I may change my mind and let you do something fun and awesome
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Post by Mighty Darci on Nov 3, 2016 10:01:44 GMT -5
Since those Scout ships are only on loan, I think I should decline about upgrading scout ships. That being said, I may change my mind and let you do something fun and awesome Only on loan, then how long do we get to use it before we have to give it back?
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Post by makofan on Nov 3, 2016 10:33:14 GMT -5
Indefinite. The idea is your scout ships could be needed by the government in a crisis and back you go into active service
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Post by Mighty Darci on Nov 3, 2016 11:49:15 GMT -5
Indefinite. The idea is your scout ships could be needed by the government in a crisis and back you go into active service OK, I was under the impression that I owned the scout ship. So it is more like a reward for being a good scout (pun intended), and both I and the scout ship could be called back to active duty for an additional term or more. Are there any beacons in the scout ship so that any other naval vessel in the same system would be aware of my presence and vice- versa?
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Post by makofan on Nov 3, 2016 12:25:35 GMT -5
I've never thought about it and have no clue I assume all ships have a Friend-or-Foe signal, like jetfighters
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Post by ffilz on Nov 3, 2016 13:16:00 GMT -5
I've never thought about it and have no clue I assume all ships have a Friend-or-Foe signal, like jetfighters Yea, I've always assumed Traveller ships have transponders. Although I don't think it's ever been played, I also assume there are various hacks that could be done to give false transponder signals... And yea, again, never played it, but the Scout ship recall to active duty is always something in the GM's back pocket. As to multiple ships, we have multiple options. One would be multiple "parties", another would be a fleet of ships, and the last would be combining the multiple ship grants into getting something nicer. As a prospective GM, I have directed some thought in that direction, but never reached any conclusions. Now that we have an actual case, I think we need to just start getting the players together with the PCs they want to play and see what we can hash out, then we can either make a request to Makofan, or he may offer some ideas. Frank
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Post by Mighty Darci on Nov 3, 2016 13:20:34 GMT -5
Being able to put out false transponder signals could be very handle in a number of different situations.
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Post by erisred on Nov 3, 2016 13:22:04 GMT -5
Indefinite. The idea is your scout ships could be needed by the government in a crisis and back you go into active service OK, I was under the impression that I owned the scout ship. So it is more like a reward for being a good scout (pun intended), and both I and the scout ship could be called back to active duty for an additional term or more. Are there any beacons in the scout ship so that any other naval vessel in the same system would be aware of my presence and vice- versa? Traveller ships typically have "transponders" aboard that broadcast their call sign, type and other information. Not turning on the ship's transponder is a red flag that you are either a wreaked...or ethically challenged vessel. The unethical merchant can sometimes get, highly illegal, specially rigged transponders that can send out fake data...think false flags on pirate ships.
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Post by erisred on Nov 3, 2016 13:36:28 GMT -5
I've never thought about it and have no clue I assume all ships have a Friend-or-Foe signal, like jetfighters Yea, I've always assumed Traveller ships have transponders. Although I don't think it's ever been played, I also assume there are various hacks that could be done to give false transponder signals... And yea, again, never played it, but the Scout ship recall to active duty is always something in the GM's back pocket. As to multiple ships, we have multiple options. One would be multiple "parties", another would be a fleet of ships, and the last would be combining the multiple ship grants into getting something nicer. As a prospective GM, I have directed some thought in that direction, but never reached any conclusions. Now that we have an actual case, I think we need to just start getting the players together with the PCs they want to play and see what we can hash out, then we can either make a request to Makofan, or he may offer some ideas. Frank Frank, in games I run I *always* do the transponder thing. PC's don't forget, so I remind players if they do. In my Akus Moby game the PC's inherited a merchant ship with smuggler holes (one containing a 20 kg package of a very, very, illegal drug), a stolen jump drive from a restricted system that has been given a false front so it looks like a normal J2 (but it can do a J3 with greater risk of misjump), a transponder with a dozen "tapes" each containing false Names, Numbers, and records...and the papers that go with each tape. Was it a pirate ship? They don't Uncle Akus was a pirate, but he certainly did smuggling and went into systems where flying the wrong flag would get it a LOT of unwanted attention. Then there are those drugs, they are medicinal to Aslan, but deadly addictive to humans. Was he running them to an Aslan system to sell, or was he running them to a human system? IAC, after a big debate they went to an system with Aslan and are quietly and quickly selling them for about 1% of what they could get on the black market, and are being very, very, lawful at the moment. As for one or multiple ships, if we're one party. A 100 ton Scout ship doesn't have enough room for all of us, seeing as it looks like there are going to be 7 or 8 players. Maybe Makofan would let us trade in a couple of Scout ship benefits for a larger "Exploratory Ship."
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Post by ffilz on Nov 3, 2016 16:24:38 GMT -5
I'm impressed by the number of high term Scouts... How many PCs did you folks roll up?
I have a few I didn't post (a Scout who died in term 1, a set of stats I didn't even proceed with because while there was nothing wrong with them, they pointed to another Army character), and a Marine that was less interesting than Major Jensen.
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Post by Mighty Darci on Nov 3, 2016 17:09:04 GMT -5
I'm impressed by the number of high term Scouts... How many PCs did you folks roll up? I have a few I didn't post (a Scout who died in term 1, a set of stats I didn't even proceed with because while there was nothing wrong with them, they pointed to another Army character), and a Marine that was less interesting than Major Jensen. Re-Enlistment is easy for Scouts you only need 3+, but for Survival you need 7+, so you are only (for me at least) seeing the ones that did not die during chargen. I rolled up about 8-10 for every one that survived. I could post them all if you like.
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Post by ffilz on Nov 3, 2016 17:21:59 GMT -5
And here's an NPC for Makofan (4 term Scout, died in 5th term):
3698A9 Pilot-1, Navigation-2, Engineering-2, Computer-1, Shotgun-1
He lucked out and survived 1st term and got +1 End that term, but failed in term 5 with a 4+1...
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Post by The Red Baron on Nov 3, 2016 17:50:30 GMT -5
I can't seem to get a character to survive past 30, so here's a young'un
Miro Hetzel, Galactic effectuator
Age 22
6A9A77
1 Term Other
Body Pistol 1, Streetwise 1
10000 credits
Should I keep rolling for one with a bit more experience under his belt?
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Post by makofan on Nov 4, 2016 10:22:31 GMT -5
Not necessary, but I like you to have a choice between two characters.
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Post by Mighty Darci on Nov 4, 2016 11:00:51 GMT -5
Hey makofan, I have three posted over in the Finished Character thread.
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Post by makofan on Nov 4, 2016 12:06:43 GMT -5
OK that's good
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Post by ffilz on Nov 8, 2016 1:04:34 GMT -5
Just in case Brumbar wanted to try another Dwarf in one of Makfan's games sometime, I rolled up a Dwarf using Roger Moore's Dragon article and added it to my finished characters list...
Along the way I rolled an A25979 that didn't qualify as a dwarf I might have to roll up as something.
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Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
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Post by Ronin84 on Nov 14, 2016 14:13:33 GMT -5
Captain Shelby Lockwood Str 9 Dex A End 6 Int 8 Edu 9/B SoS A/C
Navy 4 Terms Auto Pistol-1 Engineering-3 Gunnery-2 Vacc Suit-2 Jack o Trades-1 Navigation-2 Cutlass-1 Forward Observer-1
Benefits TAS Marine Cutlass 105,000 Cr
The stat numbers after the slash were because of mustering out...I am working on her history but she was a real up an comer during her last command her ship was giving ground support to Marines. Comms were cut to the planet she went down in violation of orders and helped pull the Marines out before orbital bombardment would have taken them out. She was quietly asked to resign BUT there were enough in the know who helped her with a rise in station....
IT's rough but a working idea for now....I will put my second character up...
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Post by makofan on Mar 16, 2018 14:41:07 GMT -5
@ebonheartedsoul
Traveller characters are those who have finished some career, and want more out of life than the dull masses. So we generate stats and a previous career, then set you loose in the world. It is important to know that skills are not prescriptive. Just because you don't have a skill, doesn't mean you can't do anything
If I was a traveler character, I would probably be something like 786988 Computer-2 Steward-1 Admin-1 This doesn't mean I can't drive; it just means I can't make a living at it This doesn't mean I can't use weapons (I have fired shotguns, rifles and handguns); it just means I am not a marksman
So, if you would like to create a character, here is your UPP (Universal Personality Profile), 7 being average 6 6 6 B 8 2 You are 6 Strength, 6 Dexterity, 6 Endurance, 11 Intelligence, 8 education and 2 social status
You can attempt to join one of these seventeen professions. If you don't make it, you get drafted into a branch, usually the military of some sort.
Navy (space) Army Marines Scouts (space) Merchants Pirates Belters Navy (wet) Diplomats Doctors Flyers (air force) Barbarians Bureaucrats Rogues Nobles Scientists Hunters
Which one whets your appetite?
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Post by Hexenritter Verlag on Mar 16, 2018 15:31:13 GMT -5
@ebonheartedsoul Traveller characters are those who have finished some career, and want more out of life than the dull masses. So we generate stats and a previous career, then set you loose in the world. It is important to know that skills are not prescriptive. Just because you don't have a skill, doesn't mean you can't do anything If I was a traveler character, I would probably be something like 786988 Computer-2 Steward-1 Admin-1 This doesn't mean I can't drive; it just means I can't make a living at it This doesn't mean I can't use weapons (I have fired shotguns, rifles and handguns); it just means I am not a marksman So, if you would like to create a character, here is your UPP (Universal Personality Profile), 7 being average 6 6 6 B 8 2You are 6 Strength, 6 Dexterity, 6 Endurance, 11 Intelligence, 8 education and 2 social status You can attempt to join one of these seventeen professions. If you don't make it, you get drafted into a branch, usually the military of some sort. Navy (space) Army Marines Scouts (space) Merchants Pirates Belters Navy (wet) Diplomats Doctors Flyers (air force) Barbarians Bureaucrats Rogues Nobles Scientists Hunters Which one whets your appetite? So far the Marines as I only I've only read through character creation & haven't checked out the expanded options yet.Which supplement has the Pirate & rogues in it, so i can check it out to get a feel for them. Though looking at the stats, I am thinking more towards Maybe Scouts, Merchants or Pirates over a Marine...I'll need to go through my resources tonight & let you know asap makofan.
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Post by makofan on Mar 16, 2018 15:46:42 GMT -5
Book 1 - Characters and Combat has Army, Navy, Marines, Merchants, Scouts and Other Supplement 4 - Citizens of the Imperium has Pirates through Hunters
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Post by Hexenritter Verlag on Mar 16, 2018 16:04:54 GMT -5
Cool I'll go through my resources asap makofan tonight, that makes my job easier. I'll likely post tonight my choice, thanks.
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Post by makofan on Mar 16, 2018 16:09:35 GMT -5
In Scouts you have a 42% chance of dying each term, just so you know. Only worse odds are Belters
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Post by makofan on Mar 16, 2018 16:17:59 GMT -5
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Post by Hexenritter Verlag on Mar 17, 2018 1:53:55 GMT -5
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Post by makofan on Mar 17, 2018 12:51:39 GMT -5
Not great rolling, but let's see how you do on the skills tables
666B82 Age 18
Pirates enlist 7+, DM +1 for Soc 7-, rolls 9+1=10 success Gains Brawling-1 Survival 6+, DM +2 for Intel 8+, rolls 6+2=8 success Position 9+, rolls 6 failure Re-enlist 7+, rolls 4 failure
Gets 2 skill rolls for first turn; can roll on any of the four tables, then gets one muster out roll
What would you like to choose?
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Post by Hexenritter Verlag on Mar 17, 2018 21:34:57 GMT -5
Personal Development Table & Service Skills Table, material benefits teen.
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Post by makofan on Mar 18, 2018 15:37:31 GMT -5
He gained Gambling and Gun Combat. Please choose a gun. With Gambling +1, do you want to switch to the Cash Table, or stay on Material Benefits Table?
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