It's Time to Make Characters!

Discuss the Traveller RPG and its many settings
SableWyvern
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It's Time to Make Characters!

Postby SableWyvern » Fri Apr 25, 2008 10:23 am

Well, not quite yet, but nearly.

Tomorrow night, .my group is interrupting it's regularly scheduled game to get characters done for Traveller. There hasn't been much chat about the chargen system here for a while, so I thought I'd post the complete set once they're done, including whatever notes and thoughts I can put together.

We'll be using the playtest system, with a few modifications/houserules as follows:

- The Citizen career posted on these boards a while back will be available.
- All characters get two skills per term, regardless of promotion.
- I've adapted the higher education system from one of the T5 preview docs to MGT, and will be making tertiary education available.
- Ranks for most careers have been expanded, although the promotion/commission structure is otherwise pretty much identical.
- A few minor tweaks to the skill tables (swapping a skill here and there).
- Six term maximum (extra terms allowed for natural 12s on promotion rolls).
- Background skill list has been expanded and modified to cover a wider range of homeworlds

I'll post the results later this weekend.
Golan2072
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Re: It's Time to Make Characters!

Postby Golan2072 » Fri Apr 25, 2008 10:45 am

SableWyvern wrote:- The Citizen career posted on these boards a while back will be available.
Glad you liked it :)

The only thing it's missing is a muster-out benefit table; feel free to make one up.
SableWyvern
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Postby SableWyvern » Fri Apr 25, 2008 12:01 pm

Did you post the details of your career here on the forums, or just a link? If the former, and that's the one I stole, it included mustering out.

Edit: Hmmm ... no, I just checked. It's your Citizen I'm using, but there are no mustering out benefits listed in the original post. I must have added those myself.

Further Edit: For reference, I went with the following:

Code: Select all

      Material Benefits   Cash Benefits
1.    Contact             None
2.    Contact             Cr1,000
3.    Ally                Cr1,000
4.    Computer            Cr2,000
5.    Edu +1              Cr3,000
6.    Ship Share          Cr4,000
7.    Ship Share          Cr6,000
broken serenity
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Postby broken serenity » Fri Apr 25, 2008 2:51 pm

any chance of a linky for the citizen class? my search fu isnt upto much atm
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Postby Jame Rowe » Fri Apr 25, 2008 3:04 pm

Well, I hope you tell us about it!

Semi-off-topic, what are the chances of creating a play-by-post Traveller game (using the MGT rules naturally) here on the Mongoose Publishing forums?
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SableWyvern
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Postby SableWyvern » Fri Apr 25, 2008 3:36 pm

broken serenity wrote:any chance of a linky for the citizen class? my search fu isnt upto much atm
http://www.mongoosepublishing.com/phpBB ... ht=citizen
Semi-off-topic, what are the chances of creating a play-by-post Traveller game (using the MGT rules naturally) here on the Mongoose Publishing forums?
If that question is directed at me personally, the chance is nil. If it isn't, you'd probably garner a better response starting an appropriately titled thread, thereby gaining the attention of people that are interested.
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Postby broken serenity » Fri Apr 25, 2008 3:55 pm

thanks alot for that :) im gonna add it to the list of character class options once i start my campaign.
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Postby Eris » Fri Apr 25, 2008 6:55 pm

Jame Rowe wrote:Well, I hope you tell us about it!

Semi-off-topic, what are the chances of creating a play-by-post Traveller game (using the MGT rules naturally) here on the Mongoose Publishing forums?
I'd be interested if someone would like to run one.

Eris
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Postby Rikki Tikki Traveller » Fri Apr 25, 2008 8:24 pm

Me three!
My friends call me Richard.
You can call me Sir.
SableWyvern
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Postby SableWyvern » Sun Apr 27, 2008 6:13 am

Ok, here's the first character.

The Unnamed Marine
UPP: 8B9874
Homeworld UWP: D6C1232-7

Tactics (Military) 3
Recon 2
Battle Dress 2
Gun Combat (Slug Rifle) 2
Vac Suit 1
Medic 1
Gunnery (Turrets) 1
Melee (Brawling) 1
Melee (Blade) 1
Heavy Weapon (Grenade Launcher) 1
Leadership 1
Zero-G 1
Stealth 1
Athletics 0
Sensors 0
Pilot 0
Gambling 0

Background Skills
Medic, Gambling, Vac Suit, Galanglic 3 (I'm using slightly altered rules on languages)

First Term
Rejected by the Marines, applied for the Draft and sent into the army (infantry).

Basic Training
Vac Suit, Athletics, Gun Combat, Recon, Melee, Heavy Weapons

Skill Rolls
Str +1, Melee (Brawling), [Gun Combat (Slug Rifle) for rank]

Assigned to a peacekeeping mission (Recon 1), transport by navy freighter leads to meeting a young Apprentice Spacehand Farthak; promoted to corporal and gains Leadership 1)

Second Term
Transferred to Marines as ground asssault, carrying over rank to enter as Sergeant.

Dex +1, Zero-G

Passed survival, undergoes specialist training (fails to gain extra skill), promoted to Cadre Sergeant.

Third Term
Remains in Marines

Recon, Gun Combat

A dalliance with a local woman on a backwater world leads to a child.

Fourth Term
Applies for internal transfer to Star Marines, rejected and remains in ground assault.

Stealth, Tactics.

Is deployed as part of a Marine spec-ops team to conduct a surgical strike on the Imperial periphery. Gross incompetence by the patrol commander leads to the accidental deaths of large numbers of civilians, sparking a massive war. However, a favourable report from patrol 2ic Force Lieutenant Surpdeh helps him gain a promotion to First Sergeant.

Fifth Term
Applies for internal transfer to Star Marines, rejected and remains in ground assault.

Melee (Blade), Battle Dress

Earns an Orb of Gallantry on a black ops mission of indeterminant nature.

Growing a little long in the tooth, leaves the Marines.

Mustering Out Benefits
Cr35,000
+1 Edu
+1 End
Armour x2 (Combat Armour-13, +1 Battle Dress Skill)
TAS Membership
Cr10,000 pension

Sixth Term
In discussion with Surpdeh and Rombert, who have also left military service, elects to join the IISS, and becomes an XBoat pilot.

Basic Training
Pilot

Skill Rolls
Dex +1
Int +1

In a chance meeting with the now Vice Admiral Viscount Farthak, is tasked with a critical courier run, leading to promotion and Vac Suit 1

Retires at age 42

Mustering Out Benefits
Int +1
Scout Ship (converted to 5 ship shares)

Bonus Skills For Connections
Medic +1
Heavy Weapon (Grenade Launcher) +1

Party Skill Package Skill
Gunnery (Turrets) 1
SableWyvern
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Postby SableWyvern » Sun Apr 27, 2008 7:02 am

Surpdeh
UPP: 3859B6
Homeworld UWP: C210467-A

Explosives 3
Gun Combat (Slug Rifle) 2
Gunnery (Turrets) 1
Flyer (Personal Grav Device) 1
Melee (Blade) 1
Medic 1
Engineering (M-Drive) 1
Athletics (Coordination) 1
Battle Dress 1
Tactics (Military) 1
Heavy Weapon (MPA) 1
Comms 1
Astrogation 1
Sensors 1
Mechanic 0
Computers 0
Life Sciences 0
Space Sciences 0
Physical Sciences 0
Survival 0
Vac Suit 0
Pilot 0


Background Skills
Survivla, Vac Suit, Flyer, Mechanic, Vilani 2, Galanglic 1

First Term
Enters uni to gain a BSc.

Basic Coursework
Computers, Medic, Life Sciences, Physical Sciences, Engineering, Space Sciences.

Failed to graduate -- kicked out near the end of third year due to accusations of cheating; in fact he was set up by a fellow student (Enemy). Gained Engineering (M-Drive) 1 before expulsion.

Second Term
Joins the Marines (Support), in the hope of becoming a field medic.

Basic Training
Athletics, Battle Dress, Tactics, Heavy Weapons, Gun Combat, Melee

Skill Rolls
Flyer (Personal Grav Device), Athletics (Coordination) [Gun Combat (Slug Rifle) for rank]

Despite an excellent record in his first term, and the efforts of his CO, Surpdeh's humble origins (Soc2) stood in the way of his attempts to earn a commission, and it would seem his impertinence served to see him overlooked even for promotion.

Third Term
Remains in Marines.

Explosives, Explosives

It would seem that Surpdeh's talents lay not in medicine, but in demolitions. Putting his new-found skills to best use, he displayed amazing heroism in battle, earning a Mention in Despatches, and the commission he sought, rising to the rank of Force Lieutenant (and gaining Melee (Blades) 1. Lieutenant Commander Farthak was a senior officer on one of Surpdeh's unit Marine auxillary cruisers during this period.

Fourth Term
Applies for transfer to Star Marines, rejected and remains in support.

Explosives, Medic

Deployed as 2ic and primary demolitions trooper on the Unnamed Marine's strike mission, his scathing report of his patrol commander helped both he and the Unnamed Marine to further promotions. Promoted to Force Captain, gains Tactics (Military) 1.

Fifth Term
Accepted for transfer to Star Marines.

Battle Dress, Gunnery

Again reports his CO for gross incompetence. This time, the brass does not look so kindly on his actions; he not only fails to prosper from his actions, but is quietly shepherded out of the Marines.

Mustering Out Benefits
Edu +2
Int +1
End +1
Armour (Combat Armour-13)
Cr12,000

Sixth Term
In conjunction with the Unnamed Marine and Rombert, heads to the IISS, joining the Exploration Service.

Basic Training
Pilot

Skill Rolls
Comms, Gun Combat

Spends his time in the Scouts constantly on the move, and learns Astrogation 1. Aging kicks in and drops all physical characteristics by 1. It must be time to retire.

Mustering Out Benefits
1 Ship Share

Bonus Skills For Connections
Gun Combat (Slug Rifle) +1
Heavy Weapons (MPA) +1

Group Pack Skill
Sensors 1
SableWyvern
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Postby SableWyvern » Sun Apr 27, 2008 2:01 pm

Three more to go after this one. I might get one more done tonight, then I need to wait for a couple of players to email their worksheets.

Rombert
UPP: 666A86
Homeworld UWP: B325732-B

Computers 3
Engineering (J-Drive) 2
Investigate 2
Leadership 1
Flyer (Grav) 1
Comms 1
Pilot (Spacecraft) 1
Mechanic 1
Gun Combat (Slug Rifle) 1
Recon 1
Sensors 1
Gambling 1
Deception 1
Streetwise 0
Advocate 0
Melee 0
Trade (Software) 0
Athletics 0
Trade (Electronics) 0
Physical Sciences 0

Background Skills
Vilani 2, Galanglic 2, Athletics, Trade (Electronics)

First Term
Technical Institute

Basic Coursework
Physical Sciences
Engineering
Mechanic
Trade (Software)
Sensors
Computers

Skill Rolls
Gambling, Deception

Participated on the periphery of a secretive project. Met "Eggy" while at the institute, and enlisted his help with some of the research. Graduated with honours, improving Edu to 8 and gaining Computers 1.

Second Term
Agent - Imperial Intelligence.

Basic Training
Streetwise, Advocate, Investigate, Computers, Recon, Gun Combat

Skill Rolls
Computers, Recon

Provided advanced training, but failed to make effective use of the opportunity. A benign term that did not result in promotion.

Third Term
Remain in Intelligence.

Gun Combat, Investigate

Participated in a major sting operation, but failed to wait for back up during the final raid and ended up losing an eye when he went after the targets alone. Accrued a Cr5,000 medical debt and left the service.

Mustering Out Benefits
Soc +1

Fourth Term
Attempted to get work as a journalist, but ended up applying for the Draft and going to the army (support)

Basic Training
Melee

Skill Rolls
Sensors, Mechanic

First military term saw him deployed into a brutal groundwar kicked off by a Marine operation that went very, very bad. Participated in the rescue of several Marines trapped behind enemy lines, and met Surpdeh and the Unnamed Marine. Developed Leadership 1. No promotion.

Fifth Term
Remained in the army.

Engineering, Flyer

Assisted his CO running contraband, then mustered when it appeared he might actually get caught.

Mustering Out Benefits
Armour (Subdermal I)
Int +1

Sixth Term
Having stayed in touch with Surpdeh and the UNM, decided to head to the IISS with them, going into Survey.

Basic Training
Comms

Skill Rolls
Navigation, Engineering

As it turned out, life as a scout did not suit Rombert. Yime spent so far from civilisation, trapped in confined quarters with eccentric companions served to leave him a little unhinged, and he mustered out with Soc -1.

Bonus Skills for Connections
Computers +1
Comms +1

Group Package Skill
Pilot 1
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Postby msprange » Sun Apr 27, 2008 4:18 pm

Excellent stuff - you have really got into the spirit of it!
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http://www.mongoosepublishing.com
SableWyvern
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Postby SableWyvern » Wed Apr 30, 2008 9:35 am

msprange wrote:Excellent stuff - you have really got into the spirit of it!
Cheers. The session was enjoyed by all. The game's a couple months away yet, but everyone is pretty excited.

So, to continue:

Zavier Scottson ("Eggy")
UPP: 496FC7
UWP: D64267-1

Computers 2
Engineering (All) 2
Gun Combat (Slug Rifles) 2
Mechanic 2
Deception 1
Gambling 1
Gunnery (Turrets) 1
Leadership 1
Medic 1
Sensors 1
Tactics (Naval) 1
Vac Suit 1
Drive 0
Pilot 0
Physical Sciences 0
Trade (Armourer) 0
Trade (Naval Architect) 0
Zero G 0

Background Skills
Medic, Drive, Trade (Armourer), Gambling, Vilani 2, Galanglic 1

Note on background/homeworld: Zavier was born on an interdicted, developing world, to an illicit relationship between a native and a member of the local Imperial Survey team. His father pulled some strings to have Zavier and his mother surrepticiously removed from the planet and relocated.

First Term
Technical Institute.

Basic Coursework
Physical Sciences, Engineering, Mechanic, Trade (Naval Architecture), Sensors, Computers

Skill Rolls
Int +1, Computers

Graduated with honurs, gaining Eng (Life Support). Met Rombert at the institute, and assisted him with peripheral research on his secret project. Became good friends with a librarian in the process (Contact).

Second Term
Entered the navy as an engineer.

Basic Training
Pilot, Vac Suit (1, due to rank), Zero G, Gunnery

Skill Rolls
Gambling, Engineering

Paricipated in a notable engagment during the 5th Frontier War, recieved a Meritorious Service Medal and learned Engineering (M-Drive) 1. Was promoted to Petty Officer 2nd Class and gained Mechanic 1

Third Term
Remained in the navy.

Engineering, Gunnery

Joined a gambling circle where he met Farthax and picked up Deception 1. Promoted to PO1 and gained Leadership 1.

Fourth Term
Remained in the navy.

Engineering, Computers

Deployed on a diplomatic mission, where he met Wolfgang. The noble had a problem with the electronics in his private suite; Eggy fixed what was supposedly a major problem with ease, and the two got chatting about Wolfgang's time in the navy. Also befriended a trader dealing with engineering supplies (Contact). Promoted to Chief Petty Officer.

Fifth Term
Still in the navy.

Engineering, Engineering

Pulled some strings to get a position on a Marine small-arms course, and learned Gun Combat (Slug Rifles) 1. Promoted to Senior Chief Petty Officer. -1 Dex due to aging.

Sixth Term
Definitely a career Navy NCO.

Engineering, Mechanic

Had an opportunity to abuse his rank and position for profit, but chose not to (although very, very tempted). Promoted to Master Chief Petty Officer with box-cars, and stays in for seventh term.

Seventh Term
Grizzled navy veteran.

Engineering, Sensors

Musters out at age 46.

Mustering Out Benefits
Cr100,000
Int +2
6 Ship Shars
Weapon (Gauss Sniper)
Weapon (Slug Rifles +1)

Bonus Skills For Connections
Engineering (Electronics) +1
Medic +1
SableWyvern
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Postby SableWyvern » Wed Apr 30, 2008 9:58 am

This player's worksheet is pretty threadbare (and riddled with mistakes), so there's not a lot of depth in this description.

Farthax
UPP: 8A9A8E
Homeworld UWP: B46664-B

Astrogation 2
Pilot (Spacecraft) 2
Pilot (Atmospheric Operations) 2
Pilot (Small Craft) 1
Leadership 2
Vac Suit 1
Steward 1
Tactics (Naval) 1
Gunnery (Turrets) 1
Admin 1
Melee (Blades) 1
Flyer (Grav) 1
Broker 1
Gun Combat (Slug Rifles) 1
Diplomacy 1
Mechanic 0
Engineering 0
Zero G 0
Medic 0
Computers 0

Background Skills
Medic, Gun Combat, Computers, Vilani 1, Galanaglic 2

First Term
Entered the navy.

Basic Training
Pilot, Zero G, Gunnery, Mechanic, Engineering, Vac Suit 1 (from rank)

Skill Rolls
Pilot, Pilot

Stops a smuggling ring on board his vessel and gains an Enemy. Is commisioned as a Sublieutenant.

Second Term
Remains in the navy.

Tactics, Admin

Foils a second smuggling ring, this one run by the brother of his existing enemy. Promoted to Lieutenant.

Third Term
Remains in the navy.

Pilot, Pilot

Serves as a personal aide to a flag officer and gains a bonus to a benefit roll. Promoted to Lt Commander.

Fourth Term
Still in the navy.

Gunnery, Astrogation

Involved in a diplomat mission, gains Steward-1. Promoted to Commander.

Fifth Term
Navy.

Leadership, Melee

As XO of a light cruiser, his actions save the ship during an unexpected battle with a Zhodani patrol. Earns a Meritorious Service Award and promotion to Captain.

Sixth Term
Navy.

Pilot, Flyer

Learns Diplomacy 1 on a diplomatic mission, promoted to Vice Admiral. Retires.

Mustering Out Benefits
Cr65,000
Soc +2
Weapon
4 Ship Shares
TAS Membership
SableWyvern
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Postby SableWyvern » Wed Apr 30, 2008 10:09 am

Thoughts on Character Generation

Well, contrary to some people's expectations, there aren't lots of really high skills on any of these characters, even with two automatic skill rolls on every term. Farthax could have gone crazy with all his Pilot ranks into one specialisation, and Eggy the same with Engineering, but that would have been sub-optimal anyway.

Two skill-3s and a handful of skill-2s between the five of them seems more than reasonable. They are certainly widely skilled, but that's what I'd expect from a bunch of 40 year old professionals.

Eggy is the only one with particularly exceptional characteristics, but he also has a fairly narrow primary skillset. And, the player in question really, really likes to be good at what he does best, so it should work out fine.

The biggest issue will be working out what a Vice Admiral Earl and another Earl (sixth character, not yet posted) are doing hanging with this lot in a tramp freighter. But, that's an issue for the players to work out.

The sixth character will be posted whenever the player in question sends me his worksheet; there are also three other players that haven't yet done characters.
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Postby Rikki Tikki Traveller » Wed Apr 30, 2008 1:51 pm

So it's not a tramp freighter, it's a yacht.

The Earl's are on special missions for the local Duke (hiding out as playboy retirees) and the others form their crew.

The crew is actually part of the team, so the normal "I'm an Earl/Vice Admiral and you are only an enlisted scum" won't apply.

They can pretend to do trading, but they really work for the Imperium.
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