Character Generation Discussions

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Demilich
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Re: Character Generation Discussions

#21 Post by Demilich »

Birthday
[1d365]=265

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Re: Character Generation Discussions

#22 Post by BackworldTraveller »

OK - Next step is to pick 3 childhood skills and pick a career


Also, you can't change career for 1st 3 terms (you can change branch)
Options are:-
n.b. you get +6 to enlist!
  • Spacer (Engineer or Crew)
  • Space Officer (Shipmaster or Navigator)
  • Military (Support)
  • Military Officer (Executive)
  • Management (Corporate, Clan Aide or Governess)
  • Ceremonial (Clan Agent or Priestess)
Or (at no bonus)
  • Outlaw
  • Scientist
  • Outcast
  • Drifter

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Re: Character Generation Discussions

#23 Post by Demilich »

Spacer Engineer

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Re: Character Generation Discussions

#24 Post by BackworldTraveller »

Demilich wrote: Fri Sep 30, 2022 5:09 pm Spacer Engineer
OK - For term 1 Survival on [2d6], Event [2d6] (or mishap on [1d6] if survival isn't made) and Advancement [2d6]

Still need your 3 childhood skills!

You get all the below at level 0
Steward
Pilot
mechanic
Athletics
Electronics
Engineering

I'd assume your Service skill would be in the Engineering specialism table [1d6]

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Re: Character Generation Discussions

#25 Post by BackworldTraveller »

p.s. Yeenau includes an N...not a Trokh letter. Could you be Yeelau instead?

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Re: Character Generation Discussions

#26 Post by Demilich »

Background Skills Animals, Computers, Streetwise

Name Yeelau is fine

Survival
[2d6]=8

Event
[2d6]=6

Mishap If needed
[1d6]=2

Advancement
[2d6]=7

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Re: Character Generation Discussions

#27 Post by Demilich »

Second Term
Survival
[_2d6]=(4+3)=7

Event
[_2d6]=(3+6)=9

Mishap If needed
[1d6]=1

Advancement
[_2d6]=(5+2)=7

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Re: Character Generation Discussions

#28 Post by Demilich »

Third term (Assuming I have not died)

Survival
[_2d6]=(1+6)=7

Event
[_2d6]=(6+3)=9

Mishap if needed
[1d6]=2

Advancement
[_2d6]=(5+1)=6

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Re: Character Generation Discussions

#29 Post by BackworldTraveller »

OK - Definitely need skill choices for

Childhood (3 skills at nil)
Term One term Skill
Term 1 Event Skill (Survival, Streetwise, one of the life sciences or Psychology or Language(Any))
Term 1 Promotion Skill
Term 2 term Skill
Term 2 Promotion Skill
Term 3 term Skill
Term 3 Promotion Skill

You are now a Veteran Space Hand and better educated than you were
You have survived two major combats (what and where will be determined by the final date - but probably the Ihatei invasion of the Imperium)
Need to choose Brave or Cowardly. If brave, 10+ to avoid injury; if cowardly, 11+ to avoid losing SOC.

With your SOC, hiding out in the ranks is an odd choice. There would be clan pressure for you to step into a proper job (i.e. Marriage)...Maybe the time to go "Drifter" or "Merchant" or "Dilettante" in imperial space?

If so, you get 5 benefit rolls from your 3 terms

n.b. I'd recommend you do no more than 2 more terms in imperial roles lest you fall into the Aslan's nasty aging cycle.

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Re: Character Generation Discussions

#30 Post by Demilich »

Childhood Skills are Animals 0 Computers 0 Streetwise 0

Term 1 Skill Engineering (Warp Engines)
Term 1 Event Skill Streetwise 1
Term 1 Promotion Skill Astrogation 0
Term 2 Skill Streetwise 1
Term 2 Promotion Skill Computers 1
Term 3 Skill Animals 1
Term 3 Promotion Skill Astrogation 1

Leave the service and become a Broker?

I will to act Bravely so +10 to avoid Injury

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Re: Character Generation Discussions

#31 Post by Demilich »

Benefit Rolls
[1d7]=3 [1d7]=1 [1d7]=7 [1d7]=7 [1d7]=4

Benefit 1 Edu +1 Cr 5ooo
Benefit 2 Cr 1000 Personal Vehicle
Benefit 3 Cr 50000 SOC +2
Benefit 4 Cr 50000 SOC +2
Benefit 5 Cr 10000 Weapon

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Re: Character Generation Discussions

#32 Post by BackworldTraveller »

Demilich wrote: Fri Sep 30, 2022 11:22 pm Childhood Skills are Animals 0 Computers 0 Streetwise 0

Term 1 Skill Engineering (Warp Engines)
Term 1 Event Skill Streetwise 1
Term 1 Promotion Skill Astrogation 0
Term 2 Skill Streetwise 1
Term 2 Promotion Skill Computers 1
Term 3 Skill Animals 1
Term 3 Promotion Skill Astrogation 1

Leave the service and become a Broker?

I will to act Bravely so +10 to avoid Injury
Ah.

Animals is good. Electronics is one of the skills that you get at level 0 as part of basic training as a spacer. That would be wasted. Streetwise is good. Childhood skills (indeed all skills) are listed here

"Skill" choices each +1 level and are actually based on rolls on one of 3 tables...

Development:
  1. +1 DEX
  2. Science (Psychology)
  3. Broker
  4. +1 INT
  5. Jack-of-all-trades
  6. Vacc Suit
Spacer Service:
  1. Steward
  2. Pilot
  3. Mechanic
  4. Athletics(DEX)
  5. Electronics
  6. Engineering
Specialist: Engineer:
  1. Electronics
  2. Engineering
  3. Engineering
  4. Engineering
  5. Mechanic
  6. +1 EDU
With EDU of 7, the below (4th) table is unattainable...but should Yeelau's education rise to 8+ it can be used...
Advanced Education:
  1. Astrogation
  2. Broker
  3. Electronics(Computers)
  4. Electronics(Sensors)
  5. Admin
  6. Tactics (Naval)
Retirement options are rolled on:
  1. Cr1000 or +1 INT
  2. Cr1000 or +1 EDU
  3. Cr5000 or Weapon
  4. Cr 5000 or 2 Clan Shares
  5. Cr 10000 or Membership of an Aslan Spacers Brotherhood
  6. Cr 20000 or +1 SOC

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Re: Character Generation Discussions

#33 Post by cybersavant »

since we have an Aslan ( and a Vargr pilot ) already, i'll make the group truly strange and go with the kidnapped Zhodani, making him the speech writer of the expedition ( entertainer ) - it'll make for some interesting encounters along the way - plus that PSI roll!
Zhodani (as you probably know) are complex - but this one would be a noble and something of a witch...and very out of place. I'd recommend ANTS as a homeworld. Everyone will be seeking to ransom you back to the consulate or hand you back
Your penultimate term must include a career ending Mishap: Kidnapped. Roll 8+ on Melee, Gun Combat or Stealth to avoid Injury. It must be a zhodani career that would plausibly get you to an embassy.
Your final term will be: Kidnap Victim. Training: one skill from Service Skill list at 0. Service Skill: Roll 1d6 for Deception or Science(Psychology) or Athletics(Any) or Art(Performance) or Melee(Unarmed) or Stealth. Event: Escaped. Gain a Contact and an Enemy. Roll 8+ on Deception to avoid rolling on the injury table.
You get Melee(Unarmed) as a rank-skill and may roll for promotion (END:5+) for a prison skill from Inmate, Personal or Service per page 54
Neither of the last two terms gets a term or promotion benefit, but both count for ageing.
: : do you want me to roll on ALL the psi abilities? if so, here's the order i'll go with - telepathy +6, machine symbiosis 0, clairvoyance +3, awareness 0, telekinesis 0, mimic -5, blocking -6, teleprojection -8, teleportation -6, psychic transfer -8, empathic healing -9, healing -11


term 1 - entertainer
St8 Dx10 +1 En5 -1 In6 Ed9 +1 So10 +1 Ps12 +2 / / San7 Lck9 +1

qualified, didn't survive - The character is tormented by or quarrels with another Entertainer. If Soc 10+, the character is forced out of the career
and gains that Entertainer as a Rival. If Soc 9−, roll on the Re-education Event table (page 7). event - The character becomes a part of the celebrity circles on his world of residence. Gain one level of Carouse, Persuade, or Steward.


Term2 Psionic Games
Telepathy (13), Clairvoyance (8), Telekinesis (9)
preliminary 2 successes
final fail by 1
gaming since 1980
cybersavant.proboards.com
- = - = - = - = - = - = - = - = - = - = - = - = -
Andreas Larson; Law of the Gun <Boot Hill 3e>
Nah Olos; Earthquakes in the Jotens <AD&D 1e>
Rorexsth; Wayfarers <Doctor Who>

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Re: Character Generation Discussions

#34 Post by cybersavant »

Term 3 - Agent- Tozjabr
q int6 sur int7 adv int5




background skills : :

ANTS As Hi Ht In Na Va [ asteroid, ??, high tech, industrial, ??, ?? ] Hi=high pop ??,

- zeroG 0
- computers 0
- vacc suit 0
-
gaming since 1980
cybersavant.proboards.com
- = - = - = - = - = - = - = - = - = - = - = - = -
Andreas Larson; Law of the Gun <Boot Hill 3e>
Nah Olos; Earthquakes in the Jotens <AD&D 1e>
Rorexsth; Wayfarers <Doctor Who>

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Re: Character Generation Discussions

#35 Post by Demilich »

Development:
+1 DEX
Science (Psychology)
Broker
+1 INT
Jack-of-all-trades
Vacc Suit
Spacer Service:
Steward
Pilot
Mechanic
Athletics(DEX)
Electronics
Engineering
Specialist: Engineer:
Electronics
Engineering
Engineering
Engineering
Mechanic
+1 EDU
With EDU of 7, the below (4th) table is unattainable...but should Yeelau's education rise to 8+ it can be used...
Advanced Education:
Astrogation
Broker
Electronics(Computers)
Electronics(Sensors)
Admin
Tactics (Naval)
Retirement options are rolled on:
Cr1000 or +1 INT
Cr1000 or +1 EDU
Cr5000 or Weapon
Cr 5000 or 2 Clan Shares
Cr 10000 or Membership of an Aslan Spacers Brotherhood
Cr 20000 or +1 SOC

[1d6]=4
+1 Int

[1d6]=3
Mechanic

[1d6]=1
Steward

[1d6]=6
Engineering

[1d6]=3
Specialist Engineering: Engineering

Retirement
+1 SOC
+1 INT
Cr 1000
Cr 1000
Cr 20000
Cr 1000

ZHope I did those correctly

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Re: Character Generation Discussions

#36 Post by The Bindoner »

Here's a pass at the Vargr:


Name:
Race/Sex: Vargr
Age: 42
Homeworld:


[_3d6c1]=(5+5)=10, [_3d6c1]=(3+5)=8, [_3d6c1]=(1+6)=7, [2d6]=9, [2d6]=11

[1d6]=5

Str 7/6
Dex 9/A
End A/9
Int B
Edu 8
Cha 7/8/9/A


Background Skills: Carouse 0, Drive/Wheel 0, Profession/Chef 0



Term 1

Enlist: [_2d6]=(6+3)=9

Navy/Pilot

Basic Trng: Athletics/Dex 0, Gun Cbt/Slug 0, Gunnery/Turret 0, Mechanic 0, Pilot 0, Vacc Suit 0

Skill: [1d6]=6

Pilot/Spacecraft 1

Survival: [_2d6]=(2+5)=7

Event: [_2d6]=(2+1)=3

You are given a special assignment onboard ship. Gain DM+1 to any Benefit roll for this career.


Advancement: [_2d6]=(1+6)=7

Rank 1: Vacc Suit 1

Skill: [1d6]=6

Cha +1



Term 2

Re-Enlist:

Skill: [1d6]=4

Pilot/Spacecraft +1

Survival: [_2d6]=(6+3)=9

Event: [_2d6]=(3+2)=5

Your time aboard spacecraft has made you proficient in the space environment. Gain one level in Athletics (dexterity).

Advancement: [_2d6]=(2+6)=8

Rank 2

Skill: [1d6]=2

Gunnery/Turret 1


>>>>>>>>>>>>>>>>>>>>>>>>>>

Term 3

Enlist:

Skill: [1d6]=5

Electronics/Comms 1

Survival: [_2d6]=(6+3)=9


Event:[_2d6]=(4+2)=6

You are given advanced training. Roll EDU 8+ to gain one level in any skill you are eligible for in this career.

[_2d6]=(4+6)=10

Medic 1

Advancement: [_2d6]=(5+3)=8

Rank 3 : Pilot/Small Craft 1

Skill: [1d6]=3

Advocate 1


Term 4

Enlist:

Skill: [1d6]=1

Gun Cbt/Energy 1

Survival: [_2d6]=(1+5)=6 +1 Dx =7

Event: [_2d6]=(6+6)=12

Your quick thinking and actions save your ship from destruction. You are automatically promoted and gain CHA +1.

Advancement: Rank 4 : Leadership 1

Skill: [1d6]=1

Admin 1


Ageing: [_2d6]=(4+2)=6 -4 =2 Pass

Term 5

Enlist: [_2d6]=(5+3)=8

Corsair/Reaver

Bsc Trng: Stealth 0

Skill: [1d6]=6

Leadership +1

Survival: [_2d6]=(1+6)=7

Event: [_2d6]=(6+3)=9

You become involved in a territorial war with a rival corsair band. Roll Gun Combat (any) or Melee (any) 8+ to
help defeat them. Gain CHA +1 if you succeed or roll on the Injury table if you fail.

[_2d6]=(6+3)=9 +1 skill =10 Success

Advancement: [_2d6]=(3+2)=5 +1 Cha =6

Rank 1: Engineer/Power 1

Skill: [1d6]=4

Recon 1

Ageing: [_2d6]=(3+5)=8 -5 =3 Pass


Term 6

Enlist: [_2d6]=(6+3)=9

Corsair/Pilot

Skill: [1d6]=1

Pilot/Spacecraft +1

Survival: [_2d6]=(1+4)=5 +1 Cha =6

Event: [_2d6]=(3+1)=4

You are forced into hiding on a hostile world. Gain Survival 1.

Advancement: [_2d6]=(5+6)=11

Rank 2 : Astrogation 1

Skill: [1d6]=3

Gambler 1


Ageing: [_2d6]=(4+3)=7 -6 =1 Pass



Term 7

Enlist:

Skill:

Event:

Advancement:

Skill:



Mustering Out:

Navy:

[1d6]=1

Blade

[1d6]=5

Cr10000 Weapon

[1d6]=5

Cr10000 Weapon (Skill)

[1d6]=4

Cr7500 / Ally

[1d6]=5

Cr10000 Weapon / +1 =6 Cr25000 CHA +1

[1d6]=2

Armour


Corsair:

[1d6]=5

Cr50000 Two Ship Shares

[1d6]=4

Cr25000 Armour

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Re: Character Generation Discussions

#37 Post by BackworldTraveller »

Been gaming all day (Traveller would you believe!)...Will disentangle asap.
P.S. May have a 4th player!

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Re: Character Generation Discussions

#38 Post by BackworldTraveller »

Demilich wrote: Sat Oct 01, 2022 7:08 pm [1d6]=4
+1 Int

[1d6]=3
Mechanic

[1d6]=1
Steward

[1d6]=6
Engineering

[1d6]=3
Specialist Engineering: Engineering

Retirement
+1 SOC
+1 INT
Cr 1000
Cr 1000
Cr 20000
Cr 1000

ZHope I did those correctly
OK - Taken the above and updated the char sheet as far as I can.
Engineering skill can be taken as Power, Manoeuvre-Drive (i.e. Gravitics), Jump Drive or Life Support.
You can allocate as a speciality in one or have a spread across two specialities, Please pick one (or two)

Cash can be taken 3 times only, so Cr22,0000 and I've given you a Weapon benefit instead. A Gauss Rifle captured from a dishonourable Imperial Marine that tried to shoot you?

Still missing one promotion skill roll at level 1 and one (childhood one) at level 0.

Term 1 Event Skill (Survival, Streetwise, one of the life sciences or Psychology or Language(Any)) not yet selected

I rolled for the potential injuries from your battles. No injury (11 rolled) from the first. There was an injury from the second and you escaped lightly with a minor laser burn (see char sheer characteristics) and no permanent disfigurement.

n.b. During your period in the Navy, your Sire has been promoted to govern clan holdings across a whole subsector!

Have you made a decision on what you want to do for your next career? You are still in Aslan space, or at best the rimward Spinward-Marches.

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Re: Character Generation Discussions

#39 Post by Demilich »

[1d6]=2

science (Psycology) 0

[1d6]=6

Promotion Skill Computers 1

I would like to become a Wanderer after my term is over

Engineering Specialties Power and Life Support

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Re: Character Generation Discussions

#40 Post by BackworldTraveller »

AndyS_66 will be making up the team...

...Probably Human.


And he's working on a character who may be Vargr or Human.

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