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Adventurers Tell us your Traveller character stats, skills, and details.

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  #1  
Old June 20th, 2013, 10:15 PM
Sir Brad Sir Brad is offline
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Default Space Barbarians!!

Due to our GM of alternative weekend games being a MT fan who gets anal sometimes about stuff like Homeworld Generation, we are currently stuck with some Space Barbarians, myself and one other player generated Homeworlds in the same descriptor range (medium size, standard atmo, wet, mid law, E class starport, Pre-Industrial tech) five of us where hitting verious books (Sup 3, Keepers of the Flame, Imperial Encyclopedia, Imperial Atlas ect) looking for a world that fit that discriptor and not for lack of trying the only one we could find at the time was Rorre, now we are meant to be Imperials but we couldn't find a world that had a two thirds or better match so we ended up as being Impies in Exile. Pre-Industrial kind of limits your Career Choices (Other, Sailor, Barbarian, Hunter or if you have the Soc Noble) I got lucky and rolled ACAA8C so I skipped the whole Enlistment thing and opted for Noble after Rocking the 1st term I failed to reenlist and ended up ACAA8D and with a Skill list that kind of looks like Book 1 Space Navy (just ignore the Leader and Hunting Skills).

the other player with a Rorre homeworlded character got her wish to play a Barbarian, she also rocked the first term and failed to reenlist.

the other two players went through five characters in the first adventure so I'll refer to them but am unlikely to post the full stats of the deceased.



Lord Dorian Blane, 8th Marquis Patlore, Major Rore Militia, Lt Commander Rore Naval Militia, Colonel Patlore Huscarl

UPP: ACAA8D

Skills: Cbt Rifleman - 1, Large Blade - 1, Pilot - 1, Hunting - 1, Leader - 1

Personal Development: Brawling (1), Handgun (1), Liaison (1), Persuasion (1)

CR 200,000
"Yacht" Phoenix 400 Dton luxury appointed "warship"
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  #2  
Old June 21st, 2013, 01:43 AM
Carlobrand Carlobrand is offline
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Originally Posted by Sir Brad View Post
Due to our GM of alternative weekend games being a MT fan who gets anal sometimes about stuff like Homeworld Generation, we are currently stuck with some Space Barbarians, myself and one other player generated Homeworlds in the same descriptor range (medium size, standard atmo, wet, mid law, E class starport, Pre-Industrial tech) five of us where hitting verious books (Sup 3, Keepers of the Flame, Imperial Encyclopedia, Imperial Atlas ect) looking for a world that fit that discriptor and not for lack of trying the only one we could find at the time was Rorre, now we are meant to be Imperials but we couldn't find a world that had a two thirds or better match so we ended up as being Impies in Exile. Pre-Industrial kind of limits your Career Choices (Other, Sailor, Barbarian, Hunter or if you have the Soc Noble) I got lucky and rolled ACAA8C so I skipped the whole Enlistment thing and opted for Noble after Rocking the 1st term I failed to reenlist and ended up ACAA8D and with a Skill list that kind of looks like Book 1 Space Navy (just ignore the Leader and Hunting Skills).

the other player with a Rorre homeworlded character got her wish to play a Barbarian, she also rocked the first term and failed to reenlist.

the other two players went through five characters in the first adventure so I'll refer to them but am unlikely to post the full stats of the deceased.



Lord Dorian Blane, 8th Marquis Patlore, Major Rore Militia, Lt Commander Rore Naval Militia, Colonel Patlore Huscarl

UPP: ACAA8D

Skills: Cbt Rifleman - 1, Large Blade - 1, Pilot - 1, Hunting - 1, Leader - 1

Personal Development: Brawling (1), Handgun (1), Liaison (1), Persuasion (1)

CR 200,000
"Yacht" Phoenix 400 Dton luxury appointed "warship"
Noble combat rifleman/hunter from a black powder world! That one's going to be interesting. You're used to handling gunpowder, opens up some options that wouldn't be available to folk accustomed to dealing with it safely closed away in metal cartridges.
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Comments made are for the purpose of offering alternative campaign settings for consideration. The writer acknowledges that Traveller is intended to emulate certain common science fiction tropes and that, in the course of emulating those tropes and providing a better playing experience, some liberties must be taken with science. No statement by the writer should be interpreted as constituting a criticism of the game on that basis ... except for that bit about Virus. Dude, really?!
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  #3  
Old June 21st, 2013, 02:12 AM
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Noble combat rifleman/hunter from a black powder world! That one's going to be interesting. You're used to handling gunpowder, opens up some options that wouldn't be available to folk accustomed to dealing with it safely closed away in metal cartridges.
"What's that doohicky for?"

"It's for reloading spent cartirdges with new powder and bullets."

"No seriously, what's it for?"



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Old June 21st, 2013, 03:30 AM
Sir Brad Sir Brad is offline
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as I pointed out to the GM If I can access and buy a Starship I should be able to get my hands on Modern Firearms, best he's let me do is a TL-4 Bolt Action Rifle, a TL-4 Bolt Action Big Game Rifle and a TL-4 Revolver.

the Joe Commandos that we tangled with in the first adventure found that Ballistic Cloth is only little better than being nude against 0.460 Magnum Rifles, the three round Magazine was a bit of a drawback until we looted some Joes for their ACR's and where able to go full Rock N' Roll with the 9mm Slug. although we where able to salvage a few hundred rounds each from the Joes CP we are going to have to be careful with using the ACR's, I've still got close to a thousand 0.460 Mag and a even thousand .303.
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Old June 21st, 2013, 07:53 AM
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Fritz_Brown Fritz_Brown is offline
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You definitely want to stick with the big old bad black powder rifles. Those suckers will drop an elephant.
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Old June 21st, 2013, 11:28 AM
Sir Brad Sir Brad is offline
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Why would I want to use a Musket that "Fires as a Carbine" when I can get a gun that fires as a Rifle +2 on the Armor Matrix and +1 at medium or longer on the Range Matrix and dose 4D damage?
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