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11:31, 29th March 2024 (GMT+0)

OOC.

Posted by Deviant CodeFor group 0
Deviant Code
GM, 1 post
Sun 8 Dec 2019
at 06:29
  • msg #1

Character Creation

Hello.  Let's use this thread for the game set up and character creation.

Thanks.
Bad Code
GM, 2 posts
Sun 8 Dec 2019
at 20:30
  • msg #2

Character Creation

In reply to Deviant Code (msg # 1):

Hey.

Added you as Captain for now.

Let's do use the Mongoose version.

https://www.drivethrurpg.com/b.../161_24851/Traveller

They don't do a great job of differentiating the editions, so it will be the one with the swoop across the lettering in the logo.

You will need the core rulebook.  The companion does have some interesting creation options, but it's optional.  I picked it up and can feed you the relevant bits if you're interested but don't want to drop another $30.

A couple of things related to the way I prefer character creation.  They aren't biggies.

First, starting age.  The way it's structured, everyone in the party ends up starting the game roughly around the same age.  Which has always seemed kinda wonky to me.  Also, I think it can create a tendency for people to muster out of the career paths around the same time.  Something I also don't find realistic.

So here is what I usually do:

-If you're going in to University for your first term action, start at age 18.
-If you want to enroll in Military Academy for your first term action, you can start at ages 16-18. Your choice
-If you go for the draft as a first term option, you may start at age 16-18.  Your choice.
-If you simply go for career as your first term action, you may start at age 16-18.  Your call.

The Companion I mentioned does have some packages which bundle your background and first term together.  Things like being raised in a Belter colony, being a street urchin, and some others.  Selecting one gives you a set skill list and starts you off at the second term with your first career choice.

There are also some alternatives to the University/Military Academy model.

Anyway, like I said, if you want to know more about that and don't want to pick up the book, let me know and I can give you the info.
Bad Code
GM, 4 posts
Sun 8 Dec 2019
at 20:39
  • msg #3

Character Creation

Second, the Connection Rule.

All I ask is that you keep the connections logical.  Don't sweat it if you can't make them either.  I've run campaigns where the first game was actually getting all the players together and I think it makes for a tighter, more cohesive group.  But that's just me.

How many PCs were you considering starting with?

Don't worry about trying to create a full starship crew.  I can add NPCs as needed.  My recommendation is to shoot for 3-5 PCs to start with.  Your call though.
Bad Code
GM, 5 posts
Sun 8 Dec 2019
at 20:40
  • msg #4

Character Creation

I will be offline the rest of today.  In general, I'll be offline Sundays and Wednesdays.  But  that probably won't kick back in until January.

Anyway, I'll check the board tomorrow evening.  Let me know if you have any questions or concerns.  Thanks.
Captain
player, 1 post
Sun 8 Dec 2019
at 23:29
  • msg #5

Character #1 - Term 1

So rolling in order:

Character #1:
STR: 7
DEX: 8
END: 8
INT: 8
EDU: 5
SOC: 3

So he's a bit average. Jack of all but definitely has a lack of education and very low social standing. I think regular university is out. He strikes me as a hard luck kid who would have succeeded just fine if he hadn't been born into absolute poverty. He has a lot of willpower and drive but he could only develop so much with the resources at hand.

Background Skills: Flyer 0, Streetwise 0, Athletics 0, Carouse 0, Drive 0, Mechanic 0, Survival 0, Medic 0

I'm thinking he's going to try and be a pilot in the navy. He was born into a pit and so flying across the stars is the ultimate rejection of his past and conquest of his future.

So applying for Military Academy - Navy.

Aaaannd he doesn't make it. So he's going to apply for it as a regular enlisted. And he makes it!

Basic Training adds: Pilot 0, Vacc Suit 0, Athletics 0, Gunner 0, Mechanic 0, Gun Combat 0

Let's see if he can make officer...AND HE MAKES IT. All that hard work and dedication is really paying off! He is now a junior officer in the navy. Focusing on being a pilot so I think he's a fighter jock.

So let's see if he survives...He does! Also his ship serves in a notable engagement so he'll pick up Pilot 1. And he advances. He is now a Sublieutenant.

Pausing here to start on with the next character but so far this is their stats:


STR: 7
DEX: 8
END: 8
INT: 8
EDU: 5
SOC: 3

Athletics 0
Carouse 0
Drive 0
Flyer 0
Gun Combat 0
Gunner 0
Mechanic 0
Medic 0
Pilot 1
Streetwise 0
Survival 0
Vacc Suit 0

Naval Officer: Rank 2
Career Path: Navy (1 term)
Age: 22
This message was last updated by the player at 23:30, Sun 08 Dec 2019.
Captain
player, 2 posts
Mon 9 Dec 2019
at 00:01
  • msg #6

Character #2 - Term 1

STR: 7
DEX: 8
END: 4
INT: 7
EDU: 4
SOC: 5

For this one, with your permission, I'd like to make a straight up mercenary/pirate. Born on the fringe, criminal through and through. Malnutrition factors into their low END.

Picking up Athletics 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Streetwise 0, Vacc Suit 0

Not bothering for pre-term and just going straight Rogue -> Pirate. Passed.

Gains Deception 0, Recon 0, Gun Combat 0, Stealth 0.

Survival? NOPE! Rolled a 3-> Betrayed. He doesn't end up as a prisoner but has been kicked out of the pirate gang. I'll have to think about the rival or enemy.

STR: 7
DEX: 8
END: 4
INT: 7
EDU: 4
SOC: 5

Athletics 0
Deception 0
Electronics 0
Flyer 0
Gun Combat 0
Language 0
Mechanic 0
Recon 0
Stealth 0
Streetwise 0
Vacc Suit
This message was last edited by the player at 00:26, Mon 09 Dec 2019.
Captain
player, 3 posts
Mon 9 Dec 2019
at 00:10
  • msg #7

Character #3 - Term 1

18:01, Today: Captain rolled 39 using 12d6 ((3,3,3,4,5,2)).

STR: 6
DEX: 7
END: 6
INT: 6
EDU: 7
EDU: 7

Oh great, another average potato. At least this one has decent education and social. I could look at gearing him towards either a science roll or a noble roll.

Skills: Art 0, Athletics 0, Carouse 0, Drive 0, Electronics 0, Flyer 0, Language 0, Profession 0, Science 0, Streetwise 0

First off, rolling for Uni...oohhh just missed it. I'll try for Entertainer. We'll go for Performer. He'll be a dancer!

Picking up Deception 0, Persuade 0, Steward 0.

Rolling for survival: Pass. Event: Oooh Life Event. New Relationship! Gain one ally.

Rolling for advancement: Nope.


So

STR: 6
DEX: 7
END: 6
INT: 6
EDU: 7
EDU: 7

Art 0
Athletics 0
Carouse 0
Deception 0
Drive 0
Electronics 0
Flyer 0
Language 0
Persuade 0
Profession 0
Science 0
Steward 0
Streetwise 0

+1 Ally.

I think this is going towards the face or, if some lucky rolls happen, the money of the group. Could go a lot of ways but I think I'll stick to entertainer for another term.
Captain
player, 4 posts
Mon 9 Dec 2019
at 00:24
  • msg #8

Character #4 - Term 1

18:10, Today: Captain rolled 40 using 12d6 ((1,6,3,3,1,6,1,5,5,3,5,1)).

STR: 7
DEX: 6
END: 7
INT: 6
EDU: 8
SOC: 6

Another bundle of average. Oh well, I guess that's why they call it average. High education though, might try a mechanic or scholar on this one. I'm thinking middle class urbworlder. Not the brightest but has good focus and can study hard.

Admin 0, Animals 0, Art 0, Athletics 0, Electronics 0, Flyer 0, Language 0, Mechanic 0, Medic 0, Profession 0, Science 0

Trying for University. We'll do University. HEY finally someone gets into higher education! They'll go mechanics so I'll pick Engineering (TBD) 1, Astrogation 0. They pick up EDU+1. Now to see if they graduate... NOPE. They picked a very demanding path and just couldn't cut it. I'd say they graduate with a "general studies" degree but nothing of note. They'll try and get a career in technical spot anyway and apply for the Navy. Might be an easy way to tie in to Char #1: Pass. Going Engineering

Getting basic training: Pilot 0, Vacc Suit 0, Gunner 0, Gun Combat 0

Survival? Nope! Cryo mishap. I'll lower STR -1 and elect to continue in the career. I don't think I get an advancement option.


STR: 7
DEX: 6
END: 6
INT: 6
EDU: 9
SOC: 6

Admin 0
Animals 0
Art 0
Athletics 0
Electronics 0
Flyer 0
Gun Combat 0
Gunner 0
Language 0
Mechanic 0
Medic 0
Pilot 0
Profession 0
Science 0
Vacc Suit 0
This message was last edited by the player at 00:25, Mon 09 Dec 2019.
Captain
player, 5 posts
Mon 9 Dec 2019
at 00:33
  • msg #9

Character #1 - Term 2

Another round in the navy for our Pilot/possible Captain.

We'll do Personal development hoping to turn an 8 into a 9...

+1 END...alright. Was hoping for help with the Dex survival check.

Survival? Pass
Event: Abuse your position for profit. Yep! He is poor and from lower class and is hungry for credits. +1 benefit roll.

Advancement: Yep. He is now a Lieutenant.


STR: 7
DEX: 8
END: 9
INT: 8
EDU: 5
SOC: 3

Athletics 0
Carouse 0
Drive 0
Flyer 0
Gun Combat 0
Gunner 0
Leadership 1
Mechanic 0
Melee (Blade) 1
Medic 0
Pilot 1
Streetwise 0
Survival 0
Vacc Suit 0

Naval Officer: Rank 3 (Lieutenant)
Career Path: Navy (2 terms) (+1 benefit roll)
Age: 26
Captain
player, 6 posts
Mon 9 Dec 2019
at 00:41
  • msg #10

Character #2 - Term 2

So having just been betrayed and narrowly escaping capture he'll try going the other side of things and signing up for law enforcement. What better place to lie low then the belly of the beast? Pass! For basic training he'll pick up Investigate

Survival? Nope! Severely injured. Uh oh. Reducing Strength by 1D: 2. I'll pay that off with medical so taking on 100k of medical to avoid the reduction.

STR: 7
DEX: 8
END: 4
INT: 7
EDU: 4
SOC: 5

Athletics 0
Deception 0
Electronics 0
Flyer 0
Investigate 0
Gun Combat 0
Language 0
Mechanic 0
Recon 0
Stealth 0
Streetwise 0
Vacc Suit 0

All in all a wash of 4 years. Back to being a criminal!

Age: 26
Career: Rogue (1 term), Law Enforcement (1 term). (0 benefits rolls)
Captain
player, 7 posts
Mon 9 Dec 2019
at 00:50
  • msg #11

Character #3 - Term 2

Let's check in on our dancer.

Term 2: Performer Skills. Deception. Nice.

Survival? Pass
Event: Ooo criticize a politician. Totally doing that. ANnnd it's a fail. So +1 to a skill (persuade) and roll on mishap. Public opinion turns. -1 SOC

STR: 6
DEX: 7
END: 6
INT: 6
EDU: 7
SOC: 6

Art 0
Athletics 0
Carouse 0
Deception 1
Drive 0
Electronics 0
Flyer 0
Language 0
Persuade 1
Profession 0
Science 0
Steward 0
Streetwise 0

+1 Ally.

Age: 26
Career: Entertainer (2 terms) (1 benefit roll)
Captain
player, 8 posts
Mon 9 Dec 2019
at 01:25
  • msg #12

Character #4 - Term 2

Now our engineer. Another round in the Navy.

Engineering/Gunnery Skill: +1 Engineer...yawn
Survival: Nope!
Mishap: Death of fellow crew! I'll say he was guilty. Again just hard focus only pays off so much. Gains +1 Flyer though

STR: 7
DEX: 6
END: 6
INT: 6
EDU: 9
SOC: 6

Admin 0
Animals 0
Art 0
Athletics 0
Electronics 0
Engineer 1
Flyer 1
Gun Combat 0
Gunner 0
Language 0
Mechanic 0
Medic 0
Pilot 0
Profession 0
Science 0
Vacc Suit 0

Age: 26
Rank: Ex-Crewman (Navy 2) (1 benefit roll)
Captain
player, 9 posts
Mon 9 Dec 2019
at 01:30
  • msg #13

Character #1 - Term 3

So the only success of the bunch goes for term 3 in the Navy:

Personal Development: +1 STR. He spends a lot of time working out apparently. Wish he spent more time in the simulators or studying...

Survival: Pass
Event: Joins a gambling ring. +1 Gambling and I'll risk it. Someone has to make some money around here. Oooh...failed. Oh well.
Advancement: Yep. He is now a Commander!

STR: 8
DEX: 8
END: 9
INT: 8
EDU: 5
SOC: 3

Athletics 0
Carouse 0
Drive 0
Flyer 0
Gambling 1
Gun Combat 0
Gunner 0
Leadership 1
Mechanic 0
Melee (Blade) 1
Medic 0
Pilot 1
Streetwise 0
Survival 0
Tactics (Naval) 1
Vacc Suit 0

Naval Officer: Rank 4 (Commander)
Career Path: Navy (3 terms)
Age: 30
This message was last updated by the player at 01:30, Mon 09 Dec 2019.
Captain
player, 10 posts
Mon 9 Dec 2019
at 01:37
  • msg #14

Character #2 - Term 3

Back to being a criminal! Arrrr!

Qualification: Pass
Personal Development: +1 DEX
Survival: Nope.
Mishap: Betrayed again! He escapes capture though

STR: 7
DEX: 9
END: 4
INT: 7
EDU: 4
SOC: 5

Athletics 0
Deception 0
Electronics 0
Flyer 0
Investigate 0
Gun Combat 0
Language 0
Mechanic 0
Recon 0
Stealth 0
Streetwise 0
Vacc Suit 0

+1 Enemy
+1 Rival

Age: 30
Benefits: None
Captain
player, 11 posts
Mon 9 Dec 2019
at 01:46
  • msg #15

Character #3 - Term 3

Alright new career: Merchant (Broker). Shifting from creating performances to being a manager of sorts instead.

Qualification: Pass
Basic Training: Broker
Survival: Pass
Event: Life Event
Life Event: Travel: +2 to next Qualification event
Advancement: Nope

STR: 6
DEX: 7
END: 6
INT: 6
EDU: 7
SOC: 6

Art 0
Athletics 0
Broker 0
Carouse 0
Deception 1
Drive 0
Electronics 0
Flyer 0
Language 0
Persuade 1
Profession 0
Science 0
Steward 0
Streetwise 0

+1 Ally.

Age: 30
Career: Entertainer (2 terms) (1 benefit roll), Broker (1 term)

And I'm mustering out. Rolling 2 benefits:

Exits with 40,000credits and a gun (worth 10,000cr or less).
This message was last edited by the player at 01:46, Mon 09 Dec 2019.
Captain
player, 12 posts
Mon 9 Dec 2019
at 01:54
  • msg #16

Character #4 - Term 3

Alright so drummed out of the Navy he'll sign up as a merchant marine.

Qualification: Pass
Basic Training: Drive 0
Survival: Pass
Event: Useful Ally! I'll take DM+4 to next advancement check
Advancement: Pass! He is now a Senior Crewman

STR: 7
DEX: 6
END: 6
INT: 6
EDU: 9
SOC: 6

Admin 0
Animals 0
Art 0
Athletics 0
Drive 0
Electronics 0
Engineer 1
Flyer 1
Gun Combat 0
Gunner 0
Language 0
Mechanic 1
Medic 0
Pilot 0
Profession 0
Science 0
Vacc Suit 0

+1 Ally
Age: 30
Rank: Ex-Crewman (Navy 2) (1 benefit roll), Merchant Marine Rank 1
Captain
player, 13 posts
Mon 9 Dec 2019
at 01:59
  • msg #17

Character #1 - Term 4

Char #1 might actually become a captain!

Personal Development: +1 End. Man he just keeps working out!
Survival: Pass
Event: Notable Engagement. +1 Gunner
Advancement: Pass. He is now a Captain and gets instant social status.
Aging: -1 STR, -1 END


STR: 7
DEX: 8
END: 9
INT: 8
EDU: 5
SOC: 10

Athletics 0
Carouse 0
Drive 0
Flyer 0
Gambling 1
Gun Combat 0
Gunner 1
Leadership 1
Mechanic 0
Melee (Blade) 1
Medic 0
Pilot 1
Streetwise 0
Survival 0
Tactics (Naval) 1
Vacc Suit 0

Naval Officer: Rank 5 (Captain)
Career Path: Navy (4 terms)
Age: 34
Captain
player, 14 posts
Mon 9 Dec 2019
at 02:05
  • msg #18

Character #2 - Term 4

Ugh this mess. He'll try and become a Scout this time.

Qualification: Failed -> Drifter (Scavenger)
Basic Training: Melee (Unarmed) 0
Survival: Pass
Event: Life on the Edge. +1 Gun Combat
Advancement: Nope
Aging: Pass

STR: 7
DEX: 9
END: 4
INT: 7
EDU: 4
SOC: 5

Athletics 0
Deception 0
Electronics 0
Flyer 0
Investigate 0
Gun Combat 1
Language 0
Mechanic 0
Melee (Unarmed) 0
Recon 0
Stealth 0
Streetwise 0
Vacc Suit 0

+1 Enemy
+1 Rival

Age: 34
Career: Rogue (Pirate) - 1, Agent (LEO) - 1, Rogue (Pirate) - 1, Drifter - Scavenger - 1
Benefits: 1 driter
Captain
player, 15 posts
Mon 9 Dec 2019
at 02:09
  • msg #19

Character #4 - Term 4

Alright now lets check on our engineer.

Survival: Pass
Event: Gain Electronics 1
Advancement: Nope and discharged w/ benefits.
Aging: -1 Physical

STR: 6
DEX: 6
END: 6
INT: 6
EDU: 9
SOC: 6

Admin 0
Animals 0
Art 0
Athletics 0
Drive 0
Electronics 1
Engineer 1
Flyer 1
Gun Combat 0
Gunner 0
Language 0
Mechanic 1
Medic 0
Pilot 0
Profession 0
Science 0
Vacc Suit 0

+1 Ally
Age: 34
Career: Navy 2, Merchant Marine 2
Benefits: Navy 1, Merchant Marine 2
Captain
player, 16 posts
Mon 9 Dec 2019
at 02:16
  • msg #20

Character #1 - Term 5

Having reached the high point of a career he has decided to retire and enjoy the perks of his social status for awhile becoming a socialite/dilettante coasting on his success as a decorated veteran. Secretly he's not sure he can last longer in the Navy with his declining skills.

Qualifications: Automatic (yay)
Basic Training: Diplomat 0
Survival: Pass
Event: Conspiracy of nobles tries to recruit him. Refuse to make them an enemy.
Advancement: Nope
Aging: Pass

STR: 7
DEX: 8
END: 9
INT: 8
EDU: 5
SOC: 10

Athletics 0
Carouse 0
Diplomat 0
Drive 0
Flyer 0
Gambling 1
Gun Combat 0
Gunner 1
Leadership 1
Mechanic 0
Melee (Blade) 1
Medic 0
Pilot 1
Streetwise 0
Survival 0
Tactics (Naval) 1
Vacc Suit 0

+1 Enemy - Conspiracy of Nobles

Naval Officer: Rank 5 (Captain)
Career Path: Navy (4 terms), Noble 1
Benefits: Navy 4, Noble 1
Age: 38
This message was last updated by the player at 02:19, Mon 09 Dec 2019.
Captain
player, 17 posts
Mon 9 Dec 2019
at 02:19
  • msg #21

Character #2 - Term 5

Another round of Drifter before mustering out.

Skill: Astrogation
Survival: Pass
Event: Forcibly Drafted. DOH!
Advancement: Pass!
Aging: Pass

STR: 7
DEX: 9
END: 4
INT: 7
EDU: 4
SOC: 5

Astrogation 1
Athletics 0
Deception 0
Electronics 0
Flyer 0
Investigate 0
Gun Combat 1
Language 0
Mechanic 0
Melee (Unarmed) 0
Recon 0
Stealth 0
Streetwise 0
Vacc Suit 1

+1 Enemy
+1 Rival

Age: 38
Career: Rogue (Pirate) - 1, Agent (LEO) - 1, Rogue (Pirate) - 1, Drifter (Scavenger) - 2
Benefits: 2+1 drifter
This message was last edited by the player at 02:25, Mon 09 Dec 2019.
Captain
player, 18 posts
Mon 9 Dec 2019
at 02:24
  • msg #22

Character #4 - Term 5

Alright. Engineer time.

Advanced Education Skill: Astrogation 1
Survival: Pass
Event: Legal Trouble. Gaining Advocate 1. No Prison
Advancement: Yes. He is now a 4th officer.
Aging: Pass

STR: 6
DEX: 6
END: 6
INT: 6
EDU: 9
SOC: 6

Admin 0
Advocate 1
Animals 0
Art 0
Astrogation 1
Athletics 0
Drive 0
Electronics 1
Engineer 1
Flyer 1
Gun Combat 0
Gunner 0
Language 0
Mechanic 1
Medic 0
Pilot 0
Profession 0
Science 0
Vacc Suit 0

+1 Ally
Age: 34
Career: Navy 2, Merchant Marine 3
Benefits: Navy 1, Merchant Marine 3+1
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