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Post by erisred on Apr 20, 2017 15:31:32 GMT -5
Methods:- Use Classic Traveller Book 1 (either edition), Starter Traveller, Traveller Book, and Supplement 4 (Citizens of the Imperium for more careers).
- Use Mongoose Traveller version 1 (not my preference, but we'll make it work).
- Use devilghost.com/software/travellercharacter/ (I think there are a few bugs, but it's pretty close to straight CT) I won't object if you hit F5, or Ctrl+R a few times to get a character you like.
- If you want ME to roll you a character answer these questions and I'll roll up a character for you:
- Name: (Your option, but don't make real tongue twisters, please)
- Career: (pick one from Army, Marines, Merchants, Navy, or Scouts)
- Terms: (1 to 4)
- Homeworld: (one of Low Tech, Medium Tech, or High Tech plus one of Desert, Water, Vacuum, Normal)
- Preferred Skills: (list 3 or 4 skills you'd prefer your PC to have, and/or a short description for the sort of PC you want to play)
- Description: (Keep it short here, hot-shot pilot, disgraced noble, shrew trader, jack of all trades scout, gun-monkey, something like that)
...we'll go over the PC I create for you together and make it one you want to play.
[/pre][/li][/ol] House Rule I'm thinking about:I'm going to borrow a rule from Mongoose Traveller and introduce Package Skills. After we've created characters I'll make a list of skills available and the players can take turns picking from the list to round out their PC's. That way we won't have any glaring holes in skills for the party.[/li][/ol]
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Post by Mighty Darci on Apr 20, 2017 19:57:17 GMT -5
Are you running this as Jack-o-T -1 is max or can you have higher ratings in J-o-T?
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Post by erisred on Apr 20, 2017 23:41:02 GMT -5
Are you running this as Jack-o-T -1 is max or can you have higher ratings in J-o-T? Here's what we'll do... When you try a task using a skill you don't have you can roll for success as if you had skill-0. You get 1 attempt with JOT-1, 2 attempts with JOT-2, and so on. So, if you have JOT-3, you can take three shots at fixing that grav module...in role playing terms you are trying it three different ways hoping one works. None of the attempts is better than, in this case, Gravitics-0, but you get 3 of them. How does that sound? Eris
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Post by Mighty Darci on Apr 21, 2017 7:02:54 GMT -5
Are you running this as Jack-o-T -1 is max or can you have higher ratings in J-o-T? Here's what we'll do... When you try a task using a skill you don't have you can roll for success as if you had skill-0. You get 1 attempt with JOT-1, 2 attempts with JOT-2, and so on. So, if you have JOT-3, you can take three shots at fixing that grav module...in role playing terms you are trying it three different ways hoping one works. None of the attempts is better than, in this case, Gravitics-0, but you get 3 of them. How does that sound? Eris I think that is a pretty rad way to run it!
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Post by carlos on Apr 23, 2017 11:48:39 GMT -5
I am thinking about a Medical Dr. / Scientist. Each ship needs one, right?
Eris, question: Seems the MgT characters can reenlist and have two careers, which is quite cool. Can I also do that if I use Supplement 4: Citizens of the Imperium? Start a career and voluntarily switch to another, provided I pass all relevant rolls?
Second question: Which "science" skills are relevant / in use in your game? I was considering the Scientist career in Supplement 4, but since CT had not developed those skills much, there are no science skills there at all. It looks more like a technician career to me.
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Post by erisred on Apr 23, 2017 12:59:25 GMT -5
I am thinking about a Medical Dr. / Scientist. Each ship needs one, right? Eris, question: Seems the MgT characters can reenlist and have two careers, which is quite cool. Can I also do that if I use Supplement 4: Citizens of the Imperium? Start a career and voluntarily switch to another, provided I pass all relevant rolls? Second question: Which "science" skills are relevant / in use in your game? I was considering the Scientist career in Supplement 4, but since CT had not developed those skills much, there are no science skills there at all. It looks more like a technician career to me. Carlos, I don't have a problem with switching careers. I think we have a Barbarian/Army hybrid coming as well, so MD/Scientist should be okay. As for as skills, I'd like to keep things very broad so I don't want to create a lot of new skills. Let's say we do this: When you take the Scientist career you have to "Name the PC's scientific discipline" (ie: Astronomy, Biology, Chemistry, Physics, Planetology, etc.) in which the PC is trained. Let's keep the disciplines very broad, I'm tempted to say Life Science, Physical Science, Social Science...but that's probably a little too broad. Then when the Scientist attempts any task relating to his discipline he can use the number of terms as a Scientist as a skill level. Example: You have 4 terms as a Scientist, specializing in Chemistry, so you have Chem-4 on your skill list and can apply a +4 DM to any scientific research or investigation roll related to Chemistry. For all scientific tasks not related to the Scientist's specialty, he will use Edu/5 for knowledge or research of existing data/hypotheses/theory, and Int/5 for gathering new data, developing and testing new hypotheses. What do you think of this idea?
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Post by carlos on Apr 23, 2017 13:09:39 GMT -5
That sounds good! Any scientific discipline that would fit the game better than others?
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Post by erisred on Apr 23, 2017 14:34:12 GMT -5
That sounds good! Any scientific discipline that would fit the game better than others? Well, for your character, if you're coming from medicine, biology might fit best. I'm sure there will be opportunities to use biology in its many forms: allergies that affect the PC's, new species to discover, new compounds to analyse, etc. Keep in mind, though, that any sort of science can come in handy and I can send different problems at y'all depending upon what y'all seem to be interested in doing, seeing, exploring.
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Post by Mighty Darci on Apr 23, 2017 18:12:08 GMT -5
Can you have one that starts as "Other"and then enlists in one of the other careers?
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Post by erisred on Apr 23, 2017 21:35:25 GMT -5
Can you have one that starts as "Other"and then enlists in one of the other careers? Other in CT doesn't mean criminal only, so if you met the enlistment requirements for the second career I'd say yes.
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Post by Mighty Darci on Apr 23, 2017 22:30:21 GMT -5
I will work on rolling some more characters up. Maybe you can use some of them as NPCs.
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Post by ffilz on Apr 23, 2017 23:50:58 GMT -5
How do you plan on doing level-0 skills? The Mongoose Traveller characters get a bunch, on the other hand, Classic Traveller characters do get level-0 with all Book 1 weapons...
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Post by erisred on Apr 24, 2017 0:16:00 GMT -5
How do you plan on doing level-0 skills? The Mongoose Traveller characters get a bunch, on the other hand, Classic Traveller characters do get level-0 with all Book 1 weapons... Level-0 means you don't take a DM-4 when you try something. Everybody gets Level-0 for all Book 1 weapons. I'd like to keep everyone's list of skills fairly small and easy to work with. I know Mongoose, and some other versions hand out Level-0's like candy, but I really don't want to do that. I'll go along with 1 or 2 to start the game and you can "learn as we play." I've made that easier. I figure the longer you've been in a career the more likely you are to have enough general knowledge about it to get by. What I'll do is give everyone really broad Level-0's...off character sheet...based on their careers. Navy, Scouts, Merchants, in fact anyone with any ship skill will know something about Vacc Suits and Zero-G operations. If you've worked on a Bridge, you'll know about things that happen on a bridge, same with Engineering knowing about technical stuff, Merchants will know about Admin and Trade, Scouts will know about Sensors and Surveys even if they don't have skills listed, and so on, and so on. I'll want to mostly play this by ear, but I promise to be reasonable and fair in applying rulings.
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Post by ffilz on Apr 24, 2017 0:36:50 GMT -5
How do you plan on doing level-0 skills? The Mongoose Traveller characters get a bunch, on the other hand, Classic Traveller characters do get level-0 with all Book 1 weapons... Level-0 means you don't take a DM-4 when you try something. Everybody gets Level-0 for all Book 1 weapons. I'd like to keep everyone's list of skills fairly small and easy to work with. I know Mongoose, and some other versions hand out Level-0's like candy, but I really don't want to do that. I'll go along with 1 or 2 to start the game and you can "learn as we play." I've made that easier. I figure the longer you've been in a career the more likely you are to have enough general knowledge about it to get by. What I'll do is give everyone really broad Level-0's...off character sheet...based on their careers. Navy, Scouts, Merchants, in fact anyone with any ship skill will know something about Vacc Suits and Zero-G operations. If you've worked on a Bridge, you'll know about things that happen on a bridge, same with Engineering knowing about technical stuff, Merchants will know about Admin and Trade, Scouts will know about Sensors and Surveys even if they don't have skills listed, and so on, and so on. I'll want to mostly play this by ear, but I promise to be reasonable and fair in applying rulings. Cool, sounds good, and definitely puts Mongoose and Classic Traveller chargen on a more even footing.
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Post by raikenclw on Apr 27, 2017 21:26:38 GMT -5
. . . Merchants will know about Admin and Trade . . . It's a good thing Peng has JoT . . . because otherwise he would likely be that odd Merchant who didn't really know anything much about *being* a Merchant . . . considering his laziness.
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Post by Chuck on Apr 28, 2017 18:34:05 GMT -5
Hi Eris,
Perhaps it might be faster if you generated a character for me as I don't have immediate access to my CT books.
Name: Gilroy McGonagall
Career: Scouts
Terms: 4
Homeworld: High Tech, Desert
Preferred Skills: Pilot, Vacc Suit, Navigation, Gunnery, Engineering, Mechanical, Gun Combat, Streetwise
Description: Gilroy was asked to "retire" after his fourth term due to his tendency to run "side jobs" while on duty. While the side jobs didn't involve anything illegal (at least as far as could be proved), the Scouts service decided that he should "seek out other opportunities." However, the service will occasionally contact him with paid missions in remote areas when nobody else is available. While Gilroy was an excepational pilot and well-suited to Scout missions, his penchant for making an extra credit was never far from his mind. He tends to be very loyal to his mates and will take extraordinary risks to ensure their safety. Gilroy is just under 2 meters in height and 72 kilograms in weight, fair complected with dark hair, dark eyes and a full beard and mustache. In general, he has a very jovial nature and enjoys interacting with sophonts. He does have a strong dislike for the Vargr, having had several run-ins with them in remote areas but he will put profits ahead of that dislike if necessary. In addition to his pilot skills he is also able to establish contacts and will do so on every planet he visits (one of the reasons the Scout service occasionally employs him).
Let me know if you need anything else and thanks for hosting the game!
Chuck McKnight
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Post by Mighty Darci on Apr 28, 2017 22:26:34 GMT -5
Welcome Chuck, good to see you here!
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Post by erisred on Apr 28, 2017 23:50:17 GMT -5
Hi Eris, Perhaps it might be faster if you generated a character for me as I don't have immediate access to my CT books. Name: Gilroy McGonagall Career: Scouts Terms: 4 Homeworld: High Tech, Desert Preferred Skills: Pilot, Vacc Suit, Navigation, Gunnery, Engineering, Mechanical, Gun Combat, Streetwise Description: Gilroy was asked to "retire" after his fourth term due to his tendency to run "side jobs" while on duty. While the side jobs didn't involve anything illegal (at least as far as could be proved), the Scouts service decided that he should "seek out other opportunities." However, the service will occasionally contact him with paid missions in remote areas when nobody else is available. While Gilroy was an excepational pilot and well-suited to Scout missions, his penchant for making an extra credit was never far from his mind. He tends to be very loyal to his mates and will take extraordinary risks to ensure their safety. Gilroy is just under 2 meters in height and 72 kilograms in weight, fair complected with dark hair, dark eyes and a full beard and mustache. In general, he has a very jovial nature and enjoys interacting with sophonts. He does have a strong dislike for the Aslan, having had several run-ins with them in remote areas but he will put profits ahead of that dislike if necessary. In addition to his pilot skills he is also able to establish contacts and will do so on every planet he visits (one of the reasons the Scout service occasionally employs him). Let me know if you need anything else and thanks for hosting the game! Chuck McKnight Will do! I'll have something for you posted here ASAP!
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Post by Chuck on May 1, 2017 23:03:33 GMT -5
Welcome Chuck, good to see you here! Hi Darci, Nice to meet you!
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Post by Mighty Darci on May 2, 2017 6:52:05 GMT -5
Welcome Chuck, good to see you here! Hi Darci, Nice to meet you! Thank you, Chuck, nice to meet you to and glad to have you aboard.
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Post by raikenclw on May 2, 2017 20:50:25 GMT -5
Hi, Chuck! Welcome aboard the Clear Sails!
[NOTE: One must wonder if our ship's name is a pun. "Sails" = "Sales," perhaps?]
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Post by Chuck on May 3, 2017 15:06:25 GMT -5
Gilroy is all about "clear" sails (and sales). Anything else seems to constitute a wee bit o' trouble in his experience. ;-)
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Aarav
Traveler
Posts: 173
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Post by Aarav on Mar 4, 2021 21:46:59 GMT -5
Hello. Just adding this here (from Requests to Join).
Name: Javan Danix
Career: Scouts
Terms: 3
Homeworld: High Tech, Water
Preferred Skills: Computer, Mechanical, Air Raft, Jack-of-all-Trades
Description: disillusioned, jack of all trades scout
Thanks,
David
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