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, welcome to Naval Adventure 1 : Shakedown Cruise

01:03, 25th April 2024 (GMT+0)

Game Rules.

Posted by NerullFor group 0
Nerull
GM, 3 posts
Sat 11 Jul 2020
at 18:42
  • msg #1

Game Rules

General Rules

POSTING:

1. Ideally, most of us would like to see a posting rate for this game as one post every other day, but that’s flexible.

2. If there are no posts from a player after a week with no explanation then your character will be NPC'ed.

3. If there are no posts after two weeks with no explanation, you will most likely be dropped from the game and your place offered to someone else.

4. Please talk to me if you can’t post for a period but still wish to be involved; i am willing to try to accommodate any player who wants to be involved.

5. Avoid one-liner posts, please. This seriously detracts from the enjoyment of everyone else. Two liners are better! ;-)
This message was last edited by the GM at 13:55, Mon 24 Aug 2020.
Nerull
GM, 5 posts
Mon 13 Jul 2020
at 16:37
  • msg #2

Game Rules

In reply to Nerull (msg # 1):


Mongoose Traveller 2E Character Sheet

----------------------------------------------------------------------------
     Name:                  | Species:            |     Height:
   Player:                  |  Gender:            |     Weight:
Homeworld:                  |     Age:            | Hair Color:
      UWP:                  | Careers:            |  Eye Color:
Subsector:                  |        :            | Skin Color:
   Sector:                  |        :            | Handedness:
----------------------------------------------------------------------------
  STR DEX END INT EDU SOC
UPP  
Mod

----------------------------------------------------------------------------
SKILLS
Skill Name   Level     Skill Name        Level     Skill Name   Level
Admin        (   )     Gambler           (   )     Science      (   )
Advocate     (   )     Gunner            (   )        Archaeolog(   )
Animals      (   )        Turret         (   )        Astronomy (   )
   Handling  (   )        Ortillery      (   )        Biology   (   )
   Training  (   )        Screen         (   )        Chemistry (   )
   Veterinary(   )        Capital        (   )        Cosmology (   )
Art          (   )     Gun Combat        (   )        Cybernetic(   )
   Performer (   )        Energy         (   )        Economics (   )
   Holography(   )        Slug           (   )        Genetics  (   )
   Instrument(   )        Archaic        (   )        History   (   )
   Visual Med(   )     Heavy Weapons     (   )        Linguistic(   )
   Write     (   )        Artillery      (   )        Philosophy(   )
Astrogation  (   )        Man-Portable   (   )        Physics   (   )
Athletics    (   )        Vehicle        (   )        Planetolog(   )
   Dexterity (   )     Investigate       (   )        Psionicolo(   )
   Endurance (   )     Jack-of-all-Trades(   )        Psychology(   )
   Strength  (   )     Language          (   )        Robotics  (   )
Broker       (   )        Anglic         (   )        Sophontolo(   )
Carouse      (   )        Vilani         (   )        Xenology  (   )
Deception    (   )        Zdetl [Zhodani](   )     Seafarer     (   )
Diplomat     (   )        Oynprith [Droyn(   )        Ocean Ship(   )
Drive        (   )        Gvegh [Vargr]  (   )        Personal  (   )
   Hovercraft(   )     Leadership        (   )        Sail      (   )
   Mole      (   )     Mechanic          (   )        Submarine (   )
   Track     (   )     Medic             (   )     Stealth      (   )
   Walker    (   )     Melee             (   )     Steward      (   )
   Wheel     (   )        Unarmed        (   )     Streetwise   (   )
Electronics  (   )        Blade          (   )     Survival     (   )
   Comms     (   )        Bludgeon       (   )     Tactics      (   )
   Computers (   )        Natural        (   )        Military  (   )
   Remote Ops(   )     Navigation        (   )        Naval     (   )
   Sensors   (   )     Persuade          (   )     Vacc Suit    (   )
Engineer     (   )     Pilot             (   )     Language     (   )
   M-Drive   (   )        Small Craft    (   )       Aslani     (   )
   J-Drive   (   )        Spacecraft     (   )       Germanic   (   )
   Life Suppo(   )        Capital Ships  (   )                  (   )
   Power     (   )     Profession        (   )                  (   )
Explosives   (   )        Belter         (   )                  (   )
Flyer        (   )        Biologicals    (   )                  (   )
   Airship   (   )        Civil Engineeri(   )                  (   )
   Grav      (   )        Construction   (   )                  (   )
   Ornithopte(   )        Hydroponics    (   )                  (   )
   Rotor     (   )        Polymers       (   )                  (   )
   Wing      (   )     Recon             (   )                  (   )


 Armor:

 Weapons:


 ASSETS/STIPENDS:


 DEBTS:


___________________________________________________________________________
Equipment Carried



___________________________________________________________________________
Equipment, Gear and Resources Not Carried



__________________________________________________________________________
Credits: | ON HAND | IN ACCOUNTS |
         |         |             |


___________________________________________________________________________
Special Benefits, Honours, Medals, and Titles




Contacts, Allies, Rivals, Enemies:


1st Term Summary:

2nd Term Summary:

3rd Term Summary:

4th Term Summary:

5th Term Summary:

6th Term Summary:

Muster out:


Personality/Quirks:


Character background:

Nerull
GM, 15 posts
Tue 14 Jul 2020
at 21:38
  • msg #3

Game Rules

And this is the table for terms/age/skills based on rank. Most get some automatic skills/stats and then make a number of picks from two or three of the skill tables (which is another post).


Captain
Terms 7
Age 46

Melee (blade) 1
Leadership 1
Tactics (naval) 1
SOC+1 or SOC 10

4 Specialist
4 Command


Commander
Terms 6
Age 42

Melee (blade) 1
Leadership 1
Tactics (naval) 1

4 Specialist
3 Command

Lieutenant-Commander
Terms 5
Age 38

Melee (blade) 1
Leadership 1

3 Specialist
3 Command

Lieutenant
Terms 4
Age 34

Melee (blade) 1
Leadership 1

3 Specialist
2 Command

Sublieutenant
Terms 2
Age 26

Melee (blade) 1
Leadership 1

2 Specialist
1 Command

Ensign
Terms 1
Age 22

Melee (blade) 1

1 Specialist
1 Command

Master Chief Petty Officer
Terms 8
Age 50

3 Navy
3 Specialist
2 Command

Chief Petty Officer
Terms 7
Age 46

2 Navy
3 Specialist
2 Command

Petty Officer 1st Class
Terms 5
Age 38

END+1

2 Navy
3 Specialist
1 Command

Nerull
GM, 16 posts
Tue 14 Jul 2020
at 21:39
  • msg #4

Game Rules

BASIC TRAINING

All enlisted navy personnel receive the following skills at level 0: Athletics, Gun Combat, Mechanic, Medic, Steward, Vacc Suit

All naval officers receive the following skills at level 0: Admin, Astrogation, Gun Combat, Leader, Melee, Tactics, Vacc Suit

Skills are selected from the Naval Service Skills table rather than rolled randomly. Each time a skill is chosen, add +1 to its level, to a maximum of 4.

Navy
+1 to any Characteristic
Athletics
Gun Combat
Mechanic
Melee
Steward
Vacc Suit

Specialist
Astrogation
Electronics
Engineer
Gunner
Pilot
Flyer
Medic
Explosives

Command
Admin
Advocate
Diplomat
Investigate
Leadership


Events are rolled as normal, one per completed term, but the Traveller obviously cannot have suffered a Mishap that would result in being forced out of the service. Instead, a Survival roll is made each term as normal, and Mishaps are applied if necessary. If the result requires the Traveller to leave the service, he is instead aged D3+3 years, representing a stalled career whilst recovering from injury or a late promotion due to controversy.

Finally, all Travellers receive two discretionary skill levels which can be added to any skill already possessed or which the Traveller could reasonably have gained. The Traveller is now ready to begin play.




Note that while it doesn't say so explicitly, you also have background skills based on your EDU and homeworld.
Nerull
GM, 20 posts
Wed 15 Jul 2020
at 13:15
  • msg #5

Game Rules



NAVAL SHIP ROLES
Tier  Position                     Minimum Rank                            Notes
0 Commanding Officer
(Captain)                       Lieutenant-Commander    ome small ships could be commanded
                                                        by a Lieutenant, while major
                                                        warships will have a Captain

1 Executive Officer                  Lieutenant         Usually one rank below the Captain

2 Gunnery Officer                    Lieutenant

2 Chief Engineer                     Lieutenant

2 Marine Commander                   Lieutenant

3 Bridge Engineering Officer         Lieutenant          An engineering specialist assigned
                                                         to the bridge crew as an advisor
                                                         and damage control expert

3 Astrogator                        Sublieutenant
3 Chief Pilot                       Sublieutenant        May be a Chief Petty Officer on
                                                         smaller ships

3 Medical Officer                   Sublieutenant

3 Small Craft Operations              Lieutenant
Commander

3 Master-At-Arms                  Chief Petty Officer


This message was last edited by the GM at 13:15, Wed 15 July 2020.
Nerull
GM, 21 posts
Wed 15 Jul 2020
at 15:46
  • msg #6

Game Rules





NAVAL TRAVELLER CREATION
Rank        Terms Completed      Age           Automatic Skills              Skills
Captain               7           46            Melee (blade) 1             4 Specialist,
                                                Leadership 1                4 Command
                                                Tactics (naval) 1
                                                SOC+1 or SOC 10

Commander             6            42           Melee (blade) 1             4 Specialist,
                                                Leadership 1                3 Command
                                                Tactics (naval) 1

Lt-Commander           5           38           Melee (blade) 1             3 Specialist,
                                                Leadership 1                3 Command

Lieutenant             4           34           Melee (blade) 1             3 Specialist,
                                                Leadership 1                2 Command

Sublieutenant          2           26           Melee (blade) 1             2 Specialist,
                                                Leadership 1                1 Command

Ensign                 1           22           Melee (blade) 1             1 Specialist,
                                                                            1 Command

Master Chief PO         8          50                                       3 Navy,
                                                                            3 Specialist,
                                                                            2 Command

CPO                     7          46                                       2 Navy,
                                                                            3 Specialist,
                                                                            2 Command

Petty Officer 1st Class 5           38           END+1                      2 Navy,
                                                                            3 Specialist,
                                                                            1 Command


This message was last edited by the GM at 15:46, Wed 15 July 2020.
Nerull
GM, 23 posts
Wed 15 Jul 2020
at 16:53
  • msg #7

Game Rules


BASIC TRAINING
All enlisted navy personnel receive the following skills at level 0: Athletics, Gun Combat, Mechanic, Medic, Steward, Vacc Suit

All naval officers receive the following skills at level 0: Admin, Astrogation, Gun Combat, Leader, Melee, Tactics, Vacc Suit

Skills are selected from the Naval Service Skills table rather than rolled randomly. Each time a skill is chosen, add +1 to its level, to a maximum of 4.

NAVAL SERVICE SKILLS
Navy Skills               Specialist Skills         Command Skills
+1 to any                    Astrogation                Admin
Characteristic               Electronics               Advocate
Athletics                     Engineer                 Diplomat
Gun Combat                     Gunner                 Investigate
Mechanic                        Pilot                  Leadership
Melee                           Flyer
Steward                         Medic
Vacc Suit                     Explosives


Events are rolled as normal, one per completed term, but the Traveller obviously cannot have suffered a Mishap that would result in being forced out of the service. Instead, a Survival roll is made each term as normal, and Mishaps are applied if necessary. If the result requires the Traveller to leave the service, he is instead aged D3+3 years, representing a stalled career whilst recovering from injury or a late promotion due to controversy.

Finally, all Travellers receive two discretionary skill levels which can be added to any skill already possessed or which the Traveller could reasonably have gained. The Traveller is now ready to begin play.


Nerull
GM, 55 posts
Wed 22 Jul 2020
at 11:47
  • msg #8

Game Rules


  1) Gain background skills (rank 0) based on Edu.

  2) Gain basic training (rank 0) as an enlisted or as an officer (not both):

  Enlisted: Athletics, Gun Combat, Mechanic, Medic, Steward, Vacc Suit

  Officer: Admin, Astrogation, Gun Combat, Leadership, Melee, Tactics, Vacc Suit

  3) Once you know your character's current rank, give them the automatic skills listed for it (if any) in the game rules thread.

  4) Roll for starting age according to the table in the game rules thread.

  5) Roll for survival and events based on the number of terms completed for the rank according to the game rules thread. The mishap and event tables from the core book are used for this, with the following changes:

  Advancement-related effects don't have any immediate impact; benefit-modifying ones don't either. If you'd get kicked out of the service for some reason (failed survival roll, or event outcome) then you add d3+3 years to starting age instead.

  If an event gives you a benefit roll, you CAN roll for that, although ship shares, ship's boat, and personal vehicle can't be claimed. Stat bonuses, TAS membership, and cash can be. A weapon can be as long as it's something an officer would be permitted to keep aboard ship. (Ceremonial/commemorative/display weapons are good. High-powered weapons are not.)

  6) Choose skills from the three lists in the game rules thread (these are not the same as the core book lists!) according to what you get for your rank in the game rules thread, and gain a level in each one chosen. You can choose the same skill more than once.

 7) Choose any two skills and gain a level in each. You can choose the same skill twice. Jack-of-All-Trades is a valid option.


  **


  You do not make advancement rolls, commission rolls, or other term-related rolls aside from survival and events.

  Likewise, there are no pre-career terms or terms in other careers applied to the character, although non-naval experience could be thematically used to explain your skill choices.

  You do not gain muster-out benefits of any sort.

  The usual limit of level 4 in a skill still applies.

  Contacts/Allies/Rivals/Enemies can still be gained.

  You have naval medical coverage for any damage resulting from an event/mishap.

  The "Navy Skills" table in the game rules thread is only used by non-commissioned officers. This is not an error; that table represents crew-level skills, not officer-level ones.


  **


  A generic Lieutenant character with Edu 7 would have...

  1) Three background skills at rank 0.

  2) Basic training skills for an officer at rank 0: Admin, Astrogation, Gun Combat, Leadership, Melee, Tactics, Vacc Suit.

  3) Automatic skills for a Lieutenant-rank character: Melee (Blade) 1, Leadership 1.

  4) Starting age of 34 + d3.

  5) Four survival rolls and four event rolls from the Navy career (a Lieutenant has completed four terms). Failed survival rolls and some events are handled differently, as noted above.

  6) Three skill-ups chosen from the specialist table: Astrogation, Electronics, Engineer, Gunner, Pilot, Flyer, Medic, Explosives

     Two skill-ups chosen from the command table: Admin, Advocate, Diplomat, Investigate, Leadership.

  7) Two skill-ups chosen from any skill in the game.
Gvoellaekh
GM, 77 posts
Commander/XO
C65699
Sun 2 Aug 2020
at 10:06
  • msg #9

Game Rules


MISSION SEGMENT RESOLUTION

2D      Outcome
0-      The task was a fiasco and was not completed. A Mishap occurs.

1-2     The task dissolved into chaos and was only partially completed. A Mishap occurs.

3-4     An obviously poor performance which embarrasses the ship and her officers. An Incident occurs.

5       A sloppy performance, but maybe nobody saw the mistakes. Roll 2D; on 10+ a Mishap occurs

6       The job got done but there was an Incident.

7       The job got done. Some captains will be satisfied with this level of performance; some would be relieved that it went off OK.

8       A decent job, with room for some lessons learned. However, an Opportunity occurs during the operation.

9-10    A solid performance, good enough to satisfy even a critical observer.

11-12   A textbook performance. Roll 2D: on 12+ the crew gains +1 Morale.

13-14   Near-perfect resolution, as good as anyone would expect in an exercise. Roll 2D; on 10+ the crew gains +1 Morale. An Opportunity occurs.

15+     Everything goes perfectly or even better than that. Newer crewmembers are given a chance to try out their skills in a ‘live’ situation and even they perform brilliantly. Anyone watching would think this was a staged propaganda film. Roll 2D; on 8+ the crew gains +1 Morale. An Opportunity occurs.

Gvoellaekh
GM, 79 posts
Commander/XO
C65699
Sun 2 Aug 2020
at 10:33
  • msg #10

Game Rules

I.N.S. Sharshana - Traits and Quirks:

Greyhound: This quirk is beneficial. As a result of her refit, INS Sharshana’s M-drive is unusually responsive. This manifests itself in a roleplaying context as a feeling of mild surprise at how quick she is on the throttle, so to speak. In game-mechanic terms, once in the mission the pilot can claim a +2 DM on any Pilot check, whether this is precise manoeuvring or a headlong charge at an enemy.

Smooth and Precise Fuel Flow: This is an example of the ‘unsupported reputation’ quirk. The ship’s engineers get the impression that the new fuel-feed system is really excellent, and that they have better and more precise control over feed and venting systems. There is no hard evidence that this is the case, but the engineers will soon be convinced that their systems are well above average. This has no direct game mechanic effect, but could lead to a range of complexities – perhaps the engineers object to outsiders messing with their system, or brag about it a bit too much and annoy personnel from other ships.

Redoubtable: INS Sharshana just plain refused to give up and die even when she was gutted by enemy fire. She got her crew home that time and she’ll do it again. All checks connected with emergency damage control (but not proper repairs) gain a +1 DM. There is no physical reason for this; it is a manifestation of the crew’s confidence in their ship’s ability to survive anything. Thus the crew will approach damage control with greater confidence and attempt tasks that might otherwise be given up as impossible.

User-Unfriendly: Several rounds of repairs have led to equipment being in odd places, floors gaining a curious ripple and a host of trip and snag hazards throughout the ship. In roleplaying terms this is simply annoying, but over time it can reduce efficiency. All checks to see if Crew Efficiency Index (CEI) is reduced suffer a -1 DM.

She Likes Us: It feels like Sharshana is glad to be back out among the stars. Although her refits and rebuild have resulted in some annoyances, the overall impression is that she wants to look after and please her crew. Systems are a bit wayward during the shakedown cruise, but some of the crew will soon swear that they can fix many problems by saying the ship’s name in the right tone. Phrases like ‘Come on, old girl, you don’t need to be so difficult’ can sometimes induce minor problems to just go away. Observers might conclude this is more likely the result of random glitches in rebuilt systems, but crews can be superstitious about their vessel. Despite the glitches and the uneven floors, the sticking doors and the weirdly positioned workstations, CEI is increased by +1 due to the special relationship the crew have with their battered old ship.

Unreliable: This trait can be fixed by more time in the dockyard with a clear defects list, which is exactly what the cruise is intended to produce. In the meantime, INS Sharshana is prone to intermittent equipment breakdowns and faults. At the start of each Mission Segment, the referee should roll 2D. On a score of 10+ the ship’s systems begin playing up… again. A series of random intermittent faults impose DM-1 on all tasks carried out by a random department. Roll 1D. 1: Flight, 2: Gunnery, 3: Engineering, 4-6: General crew and command officers. If the Travellers make a point of running down the fault and getting it fixed the penalty is removed for that segment, but others may emerge later.
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