Citizens of the Imperium

Citizens of the Imperium (http://www.travellerrpg.com/CotI/Discuss/index.php)
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-   -   Gauging interest in New PBP (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=15684)

Jame April 30th, 2008 12:55 PM

Gauging interest in New PBP
 
The play-by-post sections of this forum seem dead, so I thought I'd just see if anyone is interested in making a new one.

And yes, I am interested myself; I'm up for just about anything.

atpollard April 30th, 2008 03:16 PM

I'd love to play in a PBP.

Jame April 30th, 2008 08:07 PM

I'm more interested in playing myself; if we get enough interested players I suppose I could kludge something together.

Plankowner May 1st, 2008 01:14 PM

I'd be interested. Willing to play just about any type of game.

Zowy May 2nd, 2008 10:06 PM

I would be interesting in playing in a CT / MGT type game.

MacTrom May 2nd, 2008 11:18 PM

I'm just finishing up a T20 campaign (or part of one) and my players are switching over to D&D, so I am definately interested in ANY kind of T game. Since I'm just completing GMing, I'd prefer to play in someone else's campaign.

Mactrom

The Hinterworlds Rambler May 3rd, 2008 06:44 PM

I'm in, for any system. Long as its Traveller. My brother (CGW) wanted to start a Star Trek one, but only two players so far for it.

The Hinterworlds Rambler May 4th, 2008 08:01 PM

As a player (forgot to add that)

Icosahedron May 5th, 2008 08:07 AM

I could be up for a game. It'd be a minor character for me, I'm afraid.

I'd love to GM, introduce you to my ATU and playtest my latest houserules but I don't have the time to run it long term. I could have to duck out of the game at short notice.

My preference is CT - and hard science.

The Hinterworlds Rambler May 5th, 2008 06:10 PM

So we need a GM that can commit, or should be committed?
What if we ran a "basic" set up, with defined adventures, and alternated GMing? Trav has enough standardized maps and such to pull it off, we just got to agree on where, when, (setting-wise) and rules (and house rules)

GMs could pick any adventure source (a Trav module, etc. ) or make up thier own.

Jame May 6th, 2008 10:26 AM

I myself was hoping for someone to GM.

Barring that, however, if someone was willing to start us off I could be talked into GM-alternating.

Gadrin May 6th, 2008 04:59 PM

I might be interested in GMing a One-Off to get you guys going.

I've got a basic outline in my head, give me a day or two to see if it holds
water or not. Then I'll post the intro write-up.

If you don't like it, you can veto it.

MacTrom May 6th, 2008 06:08 PM

sounds good. how does the pbp work?

Klaus May 6th, 2008 06:09 PM

I would be interested in GMing a game, using MGT/CT as it's core, but I could not possibly start for at least a month.

I have a scenario already half prepared and loads of background material as part of work done on the Spica Project that should run quite well over PBP. It would be a murder-mystery on the borders of the Hive Federation and the Solomani Confederation with players as a joint-team investigating on behalf of their respective governments.

However, I have a looming govt inspection at college and right now I'm having to write all the paperwork my predecessor neglected to do before I took over. So until that's done with and I can tell the college to feck off when it wants my free time I couldn't commit yet.

But anyone interested......? :)

The Hinterworlds Rambler May 6th, 2008 07:55 PM

Very!

Could we at least roll up characters while we wait?

Gadrin May 6th, 2008 09:32 PM

Well here's what I came up with so far, let me know if it's interesting...

ANTI-CRISIS

Feri/Regina (Spinward Marches 2005)
Classic Era (1108)


B384879-B
Starport B Good: Spacecraft Construction, Overhaul, Refined fuel
Size 3 Small (4,800 km)
Atmosphere 8 Dense
Hydrographics 4 Wet World 40%
Population 8 Moderate (00 million)
Government 7 Balkanization
Law 9 High Law (no weapons out of home)
Tech Level B Average Stellar (large starships)

Feri has been embroiled in a world-wide war since 1105. According to the
official story some of the nations want Feri to leave the Imperium and are
fighting the nations that want to stay, but there must be more to the story than
that, because the Imperium has only lent the friendly nations a few paltry army
divisions, and the war itself remains unresolved after more than a decade and
shows no sign of being resolved any time soon. If anything, the Imperium
-friendly nations seem to be losing. The whole planet is a battleground, with
areas of low-intensity guerrilla conflict and occasional hotspots of open
warfare.

It's a mystery why the Travellers' Aid Society has not awarded Feri Amber Zone
status long ago.

Feri, a balkanized world, harbored severe animosity towards the Third Imperium
long before the Rebellion. A world war erupted in 1105 between an Anti-Imperial
alliance of five nations, and the two most powerful loyalist nations. Despite
massive military aid, the Imperial factions were on the verge of collapse by the
time of the Rebellion. News of Strephon's assassination caused massive
celebrations, and the Domain of Deneb lost control of the world for a short
period of time. Unfortunately for the locals, Vargr corsair raids quickly
punctured the initial euphoria, and by 1122 they were begging for DoD
assistance. During the Final Adjustment period of the Quarantine, all seven of
Feri's nations signed a peace accord with the new Regency, and are either member
states or at least client states.


This article was copied or excerpted from the following copyrighted sources and
used under license from Far Future Enterprises and by permission of the author.
Peter Gray Journal of the Travellers' Aid Society Online Retrieved from
"http://traveller.wikia.com/wiki/Feri_%28world%29"


Type of Adventure: One-off. I'll GM one game, then pass the baton
onto the next GM.

Recommended Character Types: (minimum of 2; maximum of 6 players)

At least one starship or spacecraft pilot with normal space
piloting and navigation skills. Someone with sensory-ops & comm abilities is
nice too. No need for their own craft. Should also be able to handle
spacewalks and working on ships in space including cargo swapping.


Posting Frequency: 3 times per week, weekends are deemed "off"
unless you happen to find someone posting, which could happen. Or the group
prefers to game on weekends.

Current Situation: The players begin on Feri 229-1108. Right now
local hostilities are at a low-point with diplomacy being conducted and working
-- so far. The players are at the starport and enjoying a few days in-between
jumps, and in the long-term, headed to Regina.

Beginning Scene: bar on Feri's Zutril Downport. The bar is
on the 2nd floor of a building with an enormous view of the surrounding
area, including the western port Tarmac is situated here. The players are
having drinks talking over "old times" (at least the pilot and someone
who has spaceflight experience are; the rest may be elsewhere). During
the last exchange, a discussion about spacewalking, a vargr sitting alone
at a nearby table, perks up his ears just as the PCS finish their
sentence. He immediately retrieves a hand-communicator and whispers in
vargr into it. He continues on for about a minute, puts it away then
approaches the players.


"Excuse, I hear you schpeak of schpace crawl," he says in broken Galanglic. "Me
have friend need you," pointing to both characters. You have to give him this,
despite his poor accent, he dresses fairly well: a sport-jacket with a
dark turtleneck and nice, dark, vargr retrograde boots. "Friend on roof.
You come ?" He points up, retrieves a toothpick and begins working the teeth
of his wolf -like snout.

It's a 6-story elevator ride and he doesn't say anything more.

Up on the roof is an open-air restaurant that's not obvious to those on the
ground. The restaurant is called the Overlook; built to cater to an
outdoorsy atmosphere and gives a clear 2000+ meter view of the
western tarmac of the starport. Scores of ships are lined up, some
getting service from ground-crews, others just sitting. Nice view and
expensive cuisine.

The vargr leads you to the table of a rather fat, but equally well-tailored
human, in a conventional business suit, who smiles and stands when he spots
his wolfie friend.

"Greebly Farnham at your service gentlemen," he extends his hand and will whole
-heartedly pump yours like an old-lady at a casino in the middle of a
winning streak with a one-armed bandit. "Fuzzy -- my driver -- tells me you're
certified spacemen ?" He then offers empty chairs to you while Fuzzy
stands nearby, arms crossed, working his toothpick sans hands...


>

Klaus May 6th, 2008 11:14 PM

Quote:

Originally Posted by Baron Saarthuran (Post 260656)
Very!

Could we at least roll up characters while we wait?

Ideally half the players would be from the Hive Fed team (tho not necessarily hivers!), and the other half SolSec.

I'd like to use MGT style chargen tho Book 1 type's would also do as we could add/mod skills as needed. I will have to come up with some tailored 'Life Events' tables too.

One main difference: Sollie characters would replace SOC with PARTY STANDING, and HF ones with CULTURAL CREDIT, both rolled on 1D6. Every term served adds 1, as do promotions. Life Events will also add.

I also want to borrow something from the Burning Wheel: Each character will have 3 Beliefs, which will help define personality and setting goals, and 3 Instincts, which are like automatic on/off switches, like "Always have rope", or "Never put on a Vac Suit without checking the air supply".

In the meantime, Gadrin's scenario looks quite tasty. Wish I had time to play right now.

Jame May 7th, 2008 11:51 AM

I would like to play in Gadrin's game, but I must ask what form of character generation is acceptable.

As for Klaus's game, well, I think I'm most interested in an Imperial game.

Gadrin May 7th, 2008 01:41 PM

Quote:

Originally Posted by Jame (Post 260758)
I would like to play in Gadrin's game, but I must ask what form of character generation is acceptable.

As for Klaus's game, well, I think I'm most interested in an Imperial game.

It'll be a rules-lite type of game. I'm most familiar with GURPS Traveller but have the CT cd-rom. You can roll up a CT or MT character and I'll use the tables in GT to convert to my vision. So you can play your character in your system and basically I tell you what happens.

I'll be controlling the dice rolling, unless you feel violated, in which case I'll let you handle that.

Imperial and Imperial allies are probably best, but say you've got a fondness for the T20 Sybrites (? 4 armed giants which I don't have any stats for) I really don't see a problem, as long as you can tell me how they function in game-terms. Darrians are fine, or things like Droyne-Sport who's come to Imperial space to be the best man at an old trader-friend's wedding :oo::D

I tend to avoid nobles, since I feel they make better NPCs, but GURPS offers the "Remittance Man" template for the noble who's paid to stay away. No reason why that can't fit a CT or other type of game system PC.

It won't be a big production, more like standard Imperial adventure. No invasions by Imperial Marines or Zhodani commandos.

I've requested at least two spacer PCs but there's nothing preventing having more. I'd prefer no Rambo-types (always walking around in armor with an assault rifle handy), but having a military background is fine.

I'm doing this to help you guys kick-start a PBP. Hopefully you'll get into enough and be able to suggest in what direction the next one should head.



>

The Hinterworlds Rambler May 7th, 2008 03:32 PM

Should we all vote?

For:

Megatraveller or CT generation (or some other)

For general place of Character Origin. (Sols, Imperials, etc.)

?

Both Adventures look great. We could start with Gadrin, and then go on to Klaus' when ready, as long as we can agree on the preliminaries.


I vote for MT generation, with Imperial Characters.

I haven't run an MT character since 91 or so (?) and I think any other type of government, while interesting, might be too big a distraction for a game like this.

Jame May 7th, 2008 04:02 PM

I don't mind MT (unless you will accept MGT) for Imperials. That's my vote right there.

As soon as I get to it I'll either generate a couple of characters or look through the scads I've got already, but I hope you don't mind if I use basic chargen modified for a per-year instead of per-term survival and skill acquisition (promotions would still be per-term though).

Klaus May 7th, 2008 04:49 PM

Well all my material is set in Spica Sector, so that rules out Imperial, and I don't have MT. I'd vote for MGT, as chargen is nifty and all the rules are in one book, rather than scattered unindexed thru a dozen CT reprint collections.

Anyone who would wish to play in my game when I get time to set it up should understand that characters would be best made bespoke for it.

That said I'll monitor Gadrin's game to see if there is any potential for crossover. :)

Zowy May 7th, 2008 05:00 PM

Here is my 2nd try for a CT ( Traveller Book @1982 ) Character, the first one had to high of rolls for stats :confused:

----------------------------------------------

Str:6-1(5), Dex:9, End:8-2(6), Int:7, Edu:9+1(10), Soc:6

Fisrt Trem:
Haveing just turned 18 on the world of Efate/Regina, David Seaton gets offworld by joining the crew of a Long-Liner ...... {Enlistment in Merchants (8+2)pass}
Faceing no great danger {survival (4+2)pass} but working hard, he becomers a 4th Officer. {commission(11+1)pass, promotion(5) fail}
Feeling hopefull for the future he continues in service ... {reenlistment(7)pass}
While learning the details of his job and dealing with people, he learns shipboard security and passenger handleing {3 rolls on service skill table, Steward, Gun Cbt(shotgun), Steward}.

Second Term:
The endless humdrum of work presents no great danger {survival (8+2)pass}, but allso no chance for advancement {promotion (6) fail} and he signs on for a 3rd tem of service {reenlistment (5) pass}
He does manage to get his SpaceHand certification {1 roll on service skill table, Vacc Suit}

Third Term:
While work continues to be mostly uneventful {survival (10+2)pass}, David studies hard to earn an advancement to 3rd Officer {promotion (10)pass} but allmost does not reenlist {reenlistment (4)pass} due to an early midlife crissis.
He does fell good that he passed more certification tests {2 rolls on the advanced education table, Medical, Navigation(i.e.Astrogation)}

Fourth Term:
Still faceing little danger working as a Medic/Steward on Long-Liners {survival (8+2)pass}, David hits the glass ceiling as there are no openings for 2nd Officers {promotion (9)fail}.
Deciding to stick it out for one more term, in order to get a retirement pension he joins up for a 5th term {reenlistment (9)pass} While continueing his studies {1 roll on advanced education table, Medical}
While passing his reenlistment medical with little trouble, David is starting to feel his age {fails saving throw for endurance, (-1End)}

Fifth Term:
David's 5th term of service is much the same as his 4th {survival (8+2) pass}, {promtion (9)fail}, {reenlistment (5)pass}. The glass ceiling is firmly in place and after 20 years of Merchant service, mostly on Long-Liners. David Seaton retires as a 3rd Officer. However he does manage to upgrade his SpaceHand certification first { 1 roll on service skill table, Vacc Suit}
His pre-retirement physical allso shows that 20 years as a Steward / Medic, is starting to show it's effects on his body. {fails saveing throw for both strength and endurance, (-1End, -1Str)}

Mustering Out:
Having retired after 20 years in the Merchant Service, 3rd Officer David Seaton has a number of benefits comeing to him. { 6 rolls, 5 terms + his rank } {+1Edu, Blade(Dagger), 5,000cr, 20,000cr, Blade skill (Dagger/knife), Blade skill (Dagger/Knife)}
He is 38 years old, with a pension of 4,000cr per year. While he has a clean service record, his skill with a Dagger/Knife is interesting and somewhat troubleing :smirk:

Merchant 3rd Officer David Seaton, 5967A6
Age 38, 5 terms, Cr29,000
Dagger/Knife-2, Vacc Suit-2, Medic-2, Steward-2, Shotgun-1, Astrogation-1
Pension: Cr4,000 per year

---------------------------------------------
CT basic character generation is not skill heavy. If you feel something is lacking a few 0 level background skills from per-enlistment life on Efate/Regine can be added in.

Will want to spend most of the starting cash on a standard Spacemans kit, i.e. an upgraded Vacc Suit, a Medic kit, a small collection of Daggers and Knifes, shipboard shotgun and ammo, maybe a combat shotgun. Personal belongings, i.e. clothing, technical and enertainment data disks, ect.

--------------------------------------------
I have the playtest PDF for MGT, so could redo this under those rules. It would come out with more backbround and a few more skills. But would mostly end up the same.

Klaus May 7th, 2008 05:21 PM

Conversion from CT to MGT will be simple. Some skill definitions would change or the names would be different. Additional skills can be easily, and fairly, distributed by rolling on Life/Career Events tables, using Connections, and the skills packages.

Bear in mind I will be coming up with custom Career Tables for SolSec (Courier/Agent/Commando) and Sol Party (Government/Apparatchik/Corporate), and from the Hive Federation, the Consul (Embassy/Auditor/Technocrat). :)

The Hinterworlds Rambler May 7th, 2008 07:04 PM

I give. What is MGT? Mega Gurps Traveller?

The Hinterworlds Rambler May 7th, 2008 08:12 PM

Mongoose Traveller? I dl the how to make a scout file from the mongoose site. Seems pretty straightforward. Can we keep the 3 Instincts/3 Beliefs setup? that's interesting...

Klaus May 8th, 2008 02:51 PM

Quote:

Originally Posted by Baron Saarthuran (Post 260834)
Mongoose Traveller? I dl the how to make a scout file from the mongoose site. Seems pretty straightforward. Can we keep the 3 Instincts/3 Beliefs setup? that's interesting...

Yup, that's nicked from the Burning Wheel. That game is probably to fussy and fernickity for most people, but Beliefs and Instincts are a brilliant innovation.

Gadrin May 8th, 2008 07:54 PM

Quote:

Originally Posted by Baron Saarthuran (Post 260834)
Mongoose Traveller? I dl the how to make a scout file from the mongoose site. Seems pretty straightforward. Can we keep the 3 Instincts/3 Beliefs setup? that's interesting...


please post URL -- thanks! :D

The Hinterworlds Rambler May 8th, 2008 10:01 PM

http://www.mongoosepublishing.com/ho...ries=Traveller

erisred May 8th, 2008 10:47 PM

Hey, guys! Do you mind if I join you?

I'm Refereeing a couple of Traveller PBEM's and I'd love to get a chance to *play* in one for a change. :)

Eris

Jame May 9th, 2008 11:39 AM

Yep. Join in!

The Hinterworlds Rambler May 9th, 2008 12:40 PM

(Book 1 CT Generation, baseline for conversion to whatever final system selected. I used autosurvive. I lost a point of STR and a Point of DEX to age. I mustered out with no ship result.)

Mason Rafferty

Scout, Survey Arm

UPP: B77AD6

6 Terms, Age 42, Male Human.

Homeworld: Born on freighter "Arrowpath"

Skills

Pilot-2
Navigation-2
Vacc-2
Computer-2
Revolver-2
Engineering-1

Muster (6 Rolls)

+2 Int, +2 Edu, Revolver, Cr 50,000, Cr 30,000, Cr 30,000,

Instincts:
1. Always checks direction/location
2. Keeps Vacc Suit at close hand and ready.
3. Point A to Point B as fast as possible.

Beliefs:
1. Planetbound people don't know what they're missing.
2. Hivers need watching. The altruism and quirkiness is a front.
3. Treat ground support crew like gold.

<Backstory Pending>

<Gear Pending>

erisred May 9th, 2008 08:38 PM

Sean O'Malley
 
Here is my proposed character for the game.

Sean O'Malley

Tell me what you think?

Eris

The Hinterworlds Rambler May 10th, 2008 04:29 PM

That HTML sheet is fresh. This guy is a good "Face" man for sure. All that Streetwise and Liason will come in handy. Plus a good solid combat skill array and good shipboard skills as a backup. Good character!

The Hinterworlds Rambler May 10th, 2008 04:33 PM

BTW, I just got the Mongoose Traveller Core Rulebook today (three hours ago.) So far, it looks very interesting, and surprisingly close to CT. It is like CT with sensible refinements. It certainly has a CT feel, esp. the Deckplans.

The K'Kree are drawn a lot like Joe Camel, tho.

erisred May 10th, 2008 05:04 PM

Quote:

Originally Posted by Baron Saarthuran (Post 261207)
That HTML sheet is fresh. This guy is a good "Face" man for sure. All that Streetwise and Liason will come in handy. Plus a good solid combat skill array and good shipboard skills as a backup. Good character!

Thanks. I used the TravGen software for MT to "roll up" Sean and added his "backstory" based on his skills, characteristics and each year's randomly generated position. I like random generation! I sure wasn't looking for a anti-hero type, but that's what "appeared" from the random numbers. :)

Eris

erisred May 10th, 2008 05:07 PM

Quote:

Originally Posted by Baron Saarthuran (Post 261208)
BTW, I just got the Mongoose Traveller Core Rulebook today (three hours ago.) So far, it looks very interesting, and surprisingly close to CT. It is like CT with sensible refinements. It certainly has a CT feel, esp. the Deckplans.

Mine is "on order" with Amazon. They offered it at $19.95, and by golly, I'm going to wait them out at that price! I *think* I can wait. :)

Quote:

The K'Kree are drawn a lot like Joe Camel, tho.
LOL! Yeah, but if the K'Kree smell that burger on your breath they'll be smoking *you* rather than the other way around.

Eris

The Hinterworlds Rambler May 10th, 2008 05:38 PM

When you see the picture, remember the phrase "Go for the ankles!"

The Hinterworlds Rambler May 10th, 2008 05:55 PM

When you see the picture, remember the phrase "Go for the ankles!"

Klaus May 10th, 2008 09:18 PM

Quote:

Originally Posted by Baron Saarthuran (Post 261086)
Instincts:
1. Always checks direction/location
2. Keeps Vacc Suit at close hand and ready.
3. Point A to Point B as fast as possible.

Beliefs:
1. Planetbound people don't know what they're missing.
2. Hivers need watching. The altruism and quirkiness is a front.
3. Treat ground support crew like gold.

Great instincts, and a fantastic start on beliefs. They just need extending a bit with a long term intent and a short term goal, but that's best made specific to the setting/scenario at hand.

Example: "Hivers need watching. The altruism and quirkiness is a front. I will find out what they're up to. I must keep an eye on that shifty Ben and discover what he's after".

Beliefs are meant to change and evolve over a campaign, as goals are accomplished and the characters affected by their experiences. In BW it sorta drives the experience system, but it's a neat idea anyway. It allows the players to state to the GM: "This is what's important to my character, and this is how I want you to challenge him. This the direction I want the conflict to go."

For instance: "My family is the most important thing in the world to me. I will protect them with my life. I must stop Rudman from harrassing my sister", is basically asking the ref to have Rudman kidnap or elope with the character's sister.

I think they'll also be useful to a PBP as if someone can't post for any reason temporarily the ref can make reasonable assumptions as to their character's actions and keep the game flowing.

MacTrom May 10th, 2008 10:00 PM

Ok if I roll up a MGT character and join in?

MacTrom

The Hinterworlds Rambler May 10th, 2008 10:13 PM

Wouldn't so specific a belief as to have a named person involved be hard to subplot out in a large scope game? What would the chances be of running into Rudman on a regular basis? Or do you mean that they denote more interactive things with other members of the crew?

Klaus May 10th, 2008 10:31 PM

Quote:

Originally Posted by Baron Saarthuran (Post 261238)
Wouldn't so specific a belief as to have a named person involved be hard to subplot out in a large scope game? What would the chances be of running into Rudman on a regular basis? Or do you mean that they denote more interactive things with other members of the crew?

Rudman could be a ref NPC, or a rival or enemy as rolled on a Career/Life Event table. The player signals the ref that Rudman is important, so the ref then makes him part of the plot. Maybe he works for the villain, and is the conduit thru which the pc is involved in the evil scheme. Over time the belief could morph from protecting his family to foiling the villain's masterplan. It's a dynamic format that gives the player some influence over the ref's plotting, and it help's the ref make the game gritty and personal to the player's characters, giving them a stake in the story.

The ref would help the player hone his beliefs to better integrate them into the scenario.


And hey, the more, the merrier.... ;)

Icosahedron May 11th, 2008 08:09 AM

Ref permitting, here's my character. I used LBB4 with a dash of free rein. I figured I'd avoid the mainstream roles in case I have to duck out, but hopefully I won't.

I decided to take a leaf out of Jame's book and try a female character - not done that before! :eek:

Tamara Moon, 5C7B96, Age 26, Army Support 2 Terms, Rank Private, Spl Ass Commando School.
Brawling-3, Computer-2, Survival-1, Vacc Suit-1, Pistol-1, Grav Vehicle-1, Steward-0.
20,000 Cr. Pistol, Daggers, Staves, Hand Computer, work clothes and glam rags - including the Little Black Dress.


Pre-enlistment.
Tamara Moon was a pretty and intelligent child who avoided falling into the hands of bullies by learning martial arts from an early age. Military training was compulsory on her world and having left school with good grades, she enlisted in the Support arm of the army to maximise her survival chances.


Boot Camp.
Her basic training gave her competence in the use of a pistol (pistol 1), and in her advanced training, her aptitude for computers was developed (computer 1).


First Term.
Her superiors decided that her martial arts experience and her intellect would be useful for a strike operative and they enrolled her in Commando school as soon as she completed her training. Tamara used the opportunity to turn her martial arts into a useful skill (Brawling 1), and learned the basics of survival skills (survival 1) and vacc suit orientation (Vacc Suit 1). On completion of her schooling, however, she turned down an offer to join the commandos to prevent herself becoming gun fodder. After the cost of her training, this angered her superiors and she was quietly blackballed for promotion and honours.

She went for the quiet life, taking a training opportunity, but with the system against her, the only skill she gained was an increase in her unarmed combat prowess thanks to extracurricular sparring bouts with her colleagues (brawling +1).

She spent the rest of the term confined to garrison duty.


Second Term.
A temporary love interest persuaded her to enlist for a second term, and the powers that be decided that a taste of real action might kick Tamara into switching to the commandos, giving the army some payback on the training they'd invested in her, so they sent her on a raid mission. Although it gave her the opportunity to kick butt in real action, and improved her fighting skills further (brawling +1), she still avoided unnecessary danger.

The following year the army put her into a police action. Here she learned some tactical driving which raised her skills with grav vehicles above those of the average citizen (vehicle 1).

The brass then tried her out in a counter insurgency operation, but she was involved largely in intel gathering and improved her computer skills (computer +1).

Her final term was spent in garrison again and she chose to leave the service and do something useful with her life.


Mustering.
Having saved much of her pay and benefited from a small inheritance, Tamara left the service with some 22,000 credits in her account. She is now using her computer and vacc suit skills to earn a living in the spacelanes and has spent a little of her cash on buying a few essentials for her role.

Physical and Emotional.
Tamara is fit and attractive and, thanks to her training, is capable of looking after herself. In addition to unarmed combat, she has brawling skills with fighting staves and punch daggers. Although not formally qualified, her looks have been enough to gain positions as a Stewardess for a couple of tramp captains lately and she has picked up the basics at the deep end (Steward-0).

Instincts:
1. Always figure an escape route.
2. Always carry a survival kit, including brush and makeup.
3. Keep clean, keep neat, keep safe.

Beliefs:
1. Look after your mates, you might need them tomorrow. LT: Find a decent bunch you can work with. ST: Make sure this Greebly guy doesn't shaft anyone.
2. The Army robbed me of my chances, I should've gone to med school. LT: Gain medical proficiency. ST: See if the guys I work with can teach me more first aid than I learned at survival training.
3. Men are always too busy poking the fire to notice the graduation photo on the mantel. LT: Demonstrate there's more to Tamara Moon than a black belt and pert tits. ST: Look for the intelligent option.

MacTrom May 11th, 2008 02:48 PM

I recreated my favorite character from High Guard. Hope this passes muster.

Cirocco (Rocky) Jones: 6a8afd age 34, attractive, 5'10" athletic build, blue eyes, auburn hair (worn in braid or ponytail)
Naval Lt Cmdr Flight qualified.
Skills: Nav-3, Commo-2, Pilot-3, Grav-0, Comp-1, Leader-2, Vacc-1, Admin-2, ShipTact-3, Gun(laser carbine)-2

Background: Born on a high tech, high population world with a class B starport, Rocky's eye was always on the stars. Her family status was secure without being ostentatous. She has relations in the Navy and that should help her along the way. Having hung around the starport facilities, gaining skills in Navigation, Communications, Computer and spending some time handling the local trade shuttle as an intern (gaining pilot and grav skills), she also became somewhat of a leader in the final year of school.

Pre-enlistment: Enrolled in Naval Accademy and graduated with Honors. Received +3 education, Vacc and Navigation skills. Commisioned as Ensign. Followed up with Flight school and exceeded expectations, receiving additional Pilot and Navigation skills.

Basic/Adv training: With her previous skills in Commo, she gains additional training in coordinating and organizing (Commo and Admin). This comes in handy later as she builds proficiency in Ships Tactics. She also gains additional Navigation skill handling larger ships.

Remaining tour: With family background assistance, she is given the opportunity to serve as an Attache to the local base commander. This boosts her Social and she gains advancement to Lt JG.

During her last year in this term, she serves on a support Flight wing, acting as Flight Leader during a Strike against a small insurgent task force. She gains Ship Tactics and during one particular engagement, suffers minor wounds resulting in a Purple Heart and MCUF.

Second Tour: As she raises rapidly in the ranks, she is recognized as an up and coming combat pilot and tactician. She is awarded a slot in the Command College where she receives additional Ships Tactics, Leadership and Admin skills.

On her second year, she again is assigned to a light cruiser during a strike raid, and placed in command of the secondary bridge. During one of the more hazardous raids, her bridge suffers extensive damage. At extreme hazard to her own life, she manages to rescue her fellow crew by pulling them to safety and securing the air-tight doors just moments before decompression empties the damaged bridge. She is awarded the SEH for her heroism, and promoted to LT. She gains levels in Ship Tactics and Pilot.

Her third year is spent on a quiet patrol recouperating. But even so, there is action when her frigate intercepts a raider and has to trade gunnery with it. She receives a minor wound and is awarded an MCUF as well as skill in gun combat (laser carbine) when she is called on to repel boarders.

Then it's back on the front line with another strike mission. This one gains her an additional MCUF although there are no further promotions or skills as she considers her options for reenlistment.

Third Tour: As Rocky turns 30, she starts to look more at her personal life. She has spent all her energy in the Navy and although it has been a good career, she is becoming battle weary. She opts for one more tour in hopes of gaining that next rank and perhaps that final Bridge Command that makes it all worth while. She is not disappointed. During a patrol in the first year, she is given command of her own frigate. Her patrol comes across a pair of enemy lt cruisers and she manages to damage both before suffering injuries when her ship is crippled. She is awarded an MCG and her Lt CMDR promotion. She also gains more leadership skills.

Second year, it's back into a seige where once again she is called on to repel boarders and receives additional skill in her weapon as well as her final MCUF.

Third year, again she is commanding a frigate during patrol. But this is a quiet time and she hones her pilot skills even more.

Fourth year, she is called on to seige under command of her frigate. Although she is in action, there are no awards or promotions coming her way. She feels she is at the end of her career finally.

Mustering out:
Rocky musters out gaining an additional boost to INT, as well as membership in Travellers' Aide and a Hi Passage ticket. She has 26kcr in her account and is out shopping for new wardrobe to replace all those ship uniforms that she feels have been painted on her for the past 12 years.

Instincts
Always a vaccsuit at hand.
Lead by example and others will follow.
Fly by the seat of your pants.

Beliefs
Follow your dreams and things will come your way; but put forth the effort to make it so.
People are good except those who are not; be careful who you trust.
Family is helpful, but not crutches; I can make it on my own where ever I need to go.

Klaus May 11th, 2008 04:03 PM

I put my proposal into its own thread here

http://www.travellerrpg.com/CotI/Dis...297#post261297

so that it doesn't get mixed up in Gadrin's game. :)

erisred May 11th, 2008 05:09 PM

Gadrin's Game
 
Gadrin,

How many PC's do we have and how soon do you want to get started? Sean O'Malley is ready whenever you are. :)

Eris

Jame May 12th, 2008 11:55 AM

Hmmm, Icosahedron thinks I have a thing for female characters... Time to prove him wrong then!

Here is my character, generated using the Mongoose Traveller rules:

87A887 Fredrick Liisam, 3 term male Scout R2.
Pilot-2 Astrogate-2 Diplomat-2 Computer-1 Commo-1 Persuasion-1 Mechanic-1 Sensors-1 Streetwise-1 Engineer (Life Support)-1 Shotgun-1 Survival-0 Carousing-0 Grav Vehicle-0 Wheeled Vehicle-0
Possessions: Shotgun, 40000 Cr, Hand Computer
Ally (scout), Enemy (disaster survivors), Enemy (pirate), Contact (alien), 9 other Contacts, Rival (scout), Rival (merchant). Is a father.

Gadrin May 12th, 2008 01:19 PM

Quote:

Originally Posted by erisred (Post 261307)
Gadrin,

How many PC's do we have and how soon do you want to get started? Sean O'Malley is ready whenever you are. :)

Eris

I've been waiting to see how many people make PCs, as in most games ( the one's I've been involved with ) usually takes a while.

You guys are much faster ! < thumbs up >

I'll printout these characters today and do some reading, maybe formulate some questions and bring up some points then we can begin. Assuming everyone is interested.

In order to facilitate interest I tend not to be too secretive right off the bat, so I may discuss player's backgrounds or points or things I provide right out in the open -- Does anyone have a problem with that ?

I prefer to see people RP, and most players understand that; but also give them a glimpse of things behind the scenes without revealing too much.

Speak now if this bothers you.







>

Jame May 12th, 2008 03:25 PM

The only problems I forsee are those caused by misunderstanding while playing.


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