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atpollard September 19th, 2014 04:33 PM

[CT Only] atpollard's PbP Traveller (Out Of Character)
Since I want to play Classic Traveller and, darn it, I just can't seem to get anyone else to play around here ... I am just going to play with myself. :oo:
[I don't think that came out the way that I intended.] :nonono:

On a serious note, I have been playing a fair bit of PbP lately and remembering just how much fun it can be. :D
On another board, I came across a blog of a solo AD&D Adventure created from all of the random tables in the DMG and Judges Guild products.
Inspired, I want to play Classic Traveller and am willing to be both Player and Referee if that is what it takes to have some CT fun around here.

If you know me, then you know that I like to try things that are a little different.
So, this will NOT be a typical Free Trader Merchant crew adventure.
The rules used will be based on The Traveller Book (or LBB 1-3), so no advanced chargen and no skill bloat.

This topic is an open invitation for anyone who wants to play in a Classic Traveller PbP game.
Just post below or PM me and you are in.

There is no deadline to join, new players are always welcome.

[Until someone else signs up, I intend to forge ahead using "Travelling Alone" by Dave Cooper]

Spinward Scout September 19th, 2014 08:54 PM

Sounds like a cool idea! I'll only post once a day probably.

EDIT: Didn't know if you needed to respond before I posted.

atpollard September 19th, 2014 09:54 PM

Since I am getting actual posts and PMs of interest, here are some ...


Rule 1 is to have fun.
Rule 2 is to not break the 2D6 system.

Use Book 1 or The Traveller Book.

Option 1 = roll whatever abilities you want on 2d6.
Option 2 = use 48 points to create 6 abilities.

Roll for enlistment, draft, promotion, survival, whatever and record the results ... but ignore them.
(we will use them to color the story, only).

You are a 1 term character on active duty for your second term as the game starts.
The Pilot/Hero is a Scout.
For any other character = pick whatever career you want.

ROLL FOR RE-ENLISTMENT and tell me if it is a 12 (forced re-enlistment) [Special rules in that case].

Start with all skills listed under your career at skill-0.
Pick or roll (your choice) 2 skills for your first term.
Add any free skills for rank or career.

(pick 1 stat/skill from Personal Development and 1 skill from any of the lists for your career to temporarily raise by 1 point - you are attempting to learn this in your second term. Identify these temporary skills.)

Muster Out:
Roll on the muster out tables and take whatever you deserve for the first term right now. You have it with you.

Go hog wild and spend up to 100,000 credits on any equipment that you want ... as long as it can fit in a scout ship.

PM this to me, or post the results and we will talk more about some special stuff.

Enoff September 20th, 2014 12:54 PM

Sounds like fun atpollard, I might participate erratically.

atpollard September 20th, 2014 05:36 PM

Welcome aboard.

Spinward Scout September 20th, 2014 09:18 PM

Jozu Goro
Merchant 4th Officer
1 Term Age 22 Cr20,000

Admin-0, Blade Cbt*-0(1), Bribery-0, Computer-0, Electronics-0, Engineering-0, Gun Cbt (Shotgun)-0, Gunnery-1, J-o-T-0, Mechanical-0, Medical-0, Navigation-0, Pilot*-1(2), Steward-0, Streetwise-0, Vacc Suit-0, Vehicle (air/raft)-0
Awareness-3, Clairvoyance-3, Telekenisis-3, Telepathy-3
*-skills to work on this Term


On Person:
Merchant Uniform, Personal DataLog/Image and Voice Recorder-TL13 (Cr100), Hand Comp-TL11 (Cr1,000), Data Display HUD-TL13 (Cr5,000), Wrist Watch (Cr25), Electric Torch (Cr10), Pocket Medical Scanner-TL12 (Cr10,500), Language Translator-TL12 (Cr2,000)

In Stateroom:
Casual Clothing, Desert Clothing (Cr95), Cold Weather Clothing-TL10 (Cr800), Swim Wear, Mesh Armor (Cr 150), Blade (Cr50), Shotgun (Cr150), Backpack (Cr45)

In Backpack:
Combination Respirator and Filter Mask (Cr150), Magnetic Compass (Cr10), Tent-TL11 (Cr200), Long range Video Comm-TL14 (Cr500), Rope-TL10 (Cr10), Emergency Beacon (Cr750), Binoculars, PRIS-TL12 (Cr3,500), Smoke Flare (Cr12), Grapnel (Cr15), Cold Light Lantern (Cr20), Electronic Map (Cr 2,500), First Aid Kit (Cr, Signal Mirror (Cr10), Inertial Navigator-TL10 (Cr 750), "Amaze the Natives" Kit (Cr200), Atmosphere Tester (Cr1,000), MultiScanner-TL10 (Cr3,000), Individual Survival Kit (Cr4,000), Desert Survival Kit (Cr450), Rad Counter (Cr250), Goggles (Cr15), Swim Fins (Cr15), Powered Gill-TL13 (Cr7,500)

In Locker:
Vacc Suit-TL14 (Cr7,000) + Self-Seal Option (Cr5000) + Magnetic Grips (Cr20), Long-Range Thruster Pack-TL12 (Cr14,000), Transparent Helmet (Cr30)

Total Cr: 70832

Enlistment: 7 +1 for Str +2 for Int = 10
Survival: 12 +2 for Int = 14
Commission: 9 +1 for Int = 10
Promotion: 6 +1 for Int = 7 (no promotion)
Reenlist: 9

EDIT: Ability scores added.
EDIT: Psi scores added

atpollard September 20th, 2014 11:01 PM

Jozo Goro:

Need ability scores.
Roll for psionics using the board's [rollv]2d6[/rollv]

Trust me, roll high or roll low ... Either way you win.
PM me if you want it kept secret.

Concerning equipment, two important pieces of information ...
1. Up to TL 14, but no TL 15
2. Feel free to use equipment from any source ... LBB 4-8, JTAS articles, use MT or TNE equipment ... as long as it can be used under the LBB/TTB rules

atpollard September 20th, 2014 11:04 PM

Testing the system ...

Spinward Scout September 20th, 2014 11:27 PM

Rolling for Psionics:


Spinward Scout September 20th, 2014 11:29 PM

Dang! I'm a Psionics powerhouse!

Ability scores added/edited.

What kind of ship are we in? What are the ship's weapons?

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