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Recruiting for a T20 Game

If tony is ready, Baron and I could start getting the ship together. (between us, we would make a good flight crew, pilot, and navigator, plus we can handle both loading trucks.

Or we can wait untiil others are willing to join.

Is there a website, or a mail group. (never actually run imn a PBEM before so I will have to learn the mechanics.)

Mr Tek.
 
Me and the Baron are getting it together, art- wise, so it won't be long now. So far its Confirmed:

Peteyfrogboy = Andrew Lazenby
Baron Sarthuran = Jhon V. Cocker
Mr. TeK = Jason Starchaser

I have been churning out the Starting Starsystems with that Awesome Heaven and Earth Program, and they look pretty cool so far. Adventure 1 is forming up.

It might be a good idea to start sniffing around the web for an image for your guy. The Baron does some kickass portraits...
 
If you still have room, I'd like to join in.
Will this be via email or forum?

I've got a rogue/merchant character in mind.
I'll start putting him together.
 
Im interested as well, I will make up a character this evening and post it here in the morning if your still interested? Was thinkinh of a Medic.
 
Julian Kane m.d
Solmani Human
6th Level Professional

Str: 10
Dex: 15
Con: 12
Int: 16
Wis: 16
Cha: 11
Edu: 18
Soc: 10


Home world: Keliun A968A83-D


Skills

k/Interstellar Law : 11
K/ Medical : 13
K/ Alien Biology : 13
T/ Grav Vehicle : 5
T/ Communications : 14
T/ Computer : 13
T/ Electronics : 14
T/ Medical : 13
Trader : 8
Pilot : 4
Liason : 10
Survival (General) : 10
Gather Information (cross class) : 4


Feats:

Professional Specialty (T/Medical) (auto feat)
Armor Profciency (Light) (auto feat)
Armor Profciency (Vac suit)
Weapon Profciency (Marksman)
Connections (Medical Community)
Xeno-Med. (Aslan)
Xeno-Med. (Vargyr)
Vessel : Grav
Trustworthy

Snub Pistol (2 Clips)
Flak Jacket
Field Medical Kit
Drugs
Personal Communicator
Shoulder Satchel

18,170 CR

Writing the background as I type this. Anyone got some links for pictures?
 
As soon as you give us a place to post, I am ready to start getting the ship togtether.

I will put in for navigator. Looks like we have a pilot, a navigator, Medic/ backup pilot.

Jason

Jim Roker

Guess one more charactor is finishied that I have not seen yet. Soon as we have a place, I will introduce myself.
 
Oh ya, I really, really would prefer an PBEM format to a forum based format, and friends don't let friends top post. :rolleyes:
 
I am about to post additional background details... perhaps the time has come to Vote to do this game by email, or by forum.

My Email is tonycanopus@gmail.com (which is also on my profile, I think.) Me, I'm neutral. It could be cool to do a public game, but email is also cool by me. I'd hear cases for both, if anyone has got any insight into which is better.
 
Quick note on the Baron's character.
You only need to take Pilot skill.
Not Pilot(grav) and Pilot(ship's boat) seperately.

Your pilot skill applies to any vessel you get the feat for.

At least that is how the skill has been hashed out here before.
 
Ok....here is my character

Darius Steele
Solomani Human
Homeworld: Ness – Canopus 2024
B 88457A – A N Ag Lo Ni

Str 12 +1
Dex 14 +2
Con 14 +2
Int 18 +4
Wis 10 -
Chr 15 +2
Edu 12 +1
Soc 8 -1

Lifeblood: 15 Cr. 57,000
Stamina: 49

Feats:
Vessel (Grav)
Vessel (Ship’s Boat)
Connections (Underworld)
Gearhead
Armor Pro (light)
Armor Pro (Vac Suit)
Barter
Weapons Pro (Marksman)
Weapons Pro (Swordsman)
Weapons Pro (Lasers)
Narrow Escape
Crew Member
Carousing
EVA
Fast Talk
Toughness
Brawling
Point Blank Shot

Skills:
K/Homeworld – 0
T/Mechanical - 8
T/Communications - 4
T/Electronics – 10
T/Computer – 6
T/Engineering - 7
Pilot – 8
Trader – 9
K/Interstellar Law – 6
Bluff – 5
Gather Info – 4
P/Admin – 9
Gambling – 7
Broker – 6
Liaison – 5
Intimidate – 7
Bribery - 5

Prior History:
1st Level Merchant

1st Term Merchant
Speculative - Promotion to Crewman (02)
XP bonus 4000, Cash Bonus Cr 2500
XP 4000 + 1000 + 4000 = 9000 -> 4th Level

2nd Level Merchant
3rd Level Merchant
4th level 3rd Merchant/1st Rogue

2nd Term Merchant
Exploratory
XP Bonus 2000
XP 4000 + 2000 = 6000 + 9000 = 15000 -> 6th level

5th level 4th Merchant/1st Rogue
6th level 1st Corsair/4th Merchant/1st Rogue

3rd Term Merchant
Exploratory
XP Bonus 2000
XP 4000 + 2000 = 6000 + 15000 = 21000 – 7th Level

7th Level 2nd Corsair/4th Merchant/1st Rogue

Mustering out:
1: Cr 50,000
2: +2 Int
3: Weapon

Gear:
Masterwork Magnum Autopistol with integral Laser Dot Pointer. 12mm. 9 round magazine.

That's the mechanics. He's an...agressive merchant. His motto: "Good business is were you find it." Spent his career in small "Free Traders". Doesn't care much for the megacorps. Character details to follow.
Updated gear list once more game background is posted.
 
Well, I have never played PBEM, or by forum. Fourm seems a little easier to keep track of, but I don't have the experiance to really know which is better either way.

Tell me how y'all want to do this.

Jim Roker
 
CANOPUS SOUTH
A T20 Online Campaign

SUMMARY
The Edge of the Solomani Confederation is a place of great merchantile potential. In the Canopus Sector, Small trade companies compete to scratch a mark on the annals of commerce, amid alien cultures, popular culture, and the ever watchful eyes of SolSec...
------------------------------------------------

CAMPAIGN IN BRIEF
Canopus South opens on June 28th, 5618. On the fringes of the Solomani Confederation, the power of the Party is present, though not as prevalent as in most of the other Sectors. Here it is possible for smaller trade companies to garner a good share of profit, relatively free from the shadow of the larger companies, and with relative "freedom".
----------------------------------------------

POWER GROUPS
The Solomani Confederation
SolSec
Rival Trade Companies
The Aslan Hierate
Minor Races of the Frontier
Criminal Organizations
-----------------------------------------------

RULES SET
Canopus South uses Traveller t20 Rules, with d20 Modern Core rules. It by and large adheres to so-named "Canon", though players should not count on it, nor wast effort on specualtion about the setting. Rules are to be secondary to character action and reaction to events. The game will progress "Cinematically" in structure, with Game mechanics "Invisible". The GM will handle all Dice Rolls. Starship Combat will be a custom system. Experience is to be rewarded based on quailty of roleplaying.

Players start the game with the following skills and feats automatically:

Feats:
AP: Vacc Suit
Vessel: Grav

Skills:
T/Computer
Pilot/Grav Vehicle
---------------------------------------------

STT CREW ADVANCED CLASS
After initial Creation, the Characters in Canopus South will be considered to be in a Advanced Class, to be known as "ST&T Crew" This is a kind of merchant, more used to acting with limited autonomy in trade situations, and under the employ of the Sunrise Trade and Transport Company. ST&T Crew do not have a heirarchal structure aboard the ships. They must respond as best they can to a given situation and to the Orders of the Company.

Class Requirements:
ST&T Crew must meet the following criteria:
4 Terms in Prior Service
Employment with ST&T

Class Information:
The following pertains to the ST&T Advanced Class

Stamina Dice:
ST&T Crew gain =1d8 Stamina per level

Skill Points per Level:
6+Int modifier per level

Class Features:

Gear Loadout: At 1st Level, the STT Crewman recieves a Company Vacc Suit, 3 Sets of Company coveralls, A utility blade, an STT-Issue Automatic Snub Pistol, and Stateroom Occupancy aboard an St&T Trade Vessel. The Crewman also recieves CR 4000 per month.
 
CANOPUS SOUTH
A T20 Online Campaign

SUMMARY
The Edge of the Solomani Confederation is a place of great merchantile potential. In the Canopus Sector, Small trade companies compete to scratch a mark on the annals of commerce, amid alien cultures, popular culture, and the ever watchful eyes of SolSec...
------------------------------------------------

CAMPAIGN IN BRIEF
Canopus South opens on June 28th, 5618. On the fringes of the Solomani Confederation, the power of the Party is present, though not as prevalent as in most of the other Sectors. Here it is possible for smaller trade companies to garner a good share of profit, relatively free from the shadow of the larger companies, and with relative "freedom".
----------------------------------------------

POWER GROUPS
The Solomani Confederation
SolSec
Rival Trade Companies
The Aslan Hierate
Minor Races of the Frontier
Criminal Organizations
-----------------------------------------------

RULES SET
Canopus South uses Traveller t20 Rules, with d20 Modern Core rules. It by and large adheres to so-named "Canon", though players should not count on it, nor wast effort on specualtion about the setting. Rules are to be secondary to character action and reaction to events. The game will progress "Cinematically" in structure, with Game mechanics "Invisible". The GM will handle all Dice Rolls. Starship Combat will be a custom system. Experience is to be rewarded based on quailty of roleplaying.

Players start the game with the following skills and feats automatically:

Feats:
AP: Vacc Suit
Vessel: Grav

Skills:
T/Computer
Pilot/Grav Vehicle
---------------------------------------------

STT CREW ADVANCED CLASS
After initial Creation, the Characters in Canopus South will be considered to be in a Advanced Class, to be known as "ST&T Crew" This is a kind of merchant, more used to acting with limited autonomy in trade situations, and under the employ of the Sunrise Trade and Transport Company. ST&T Crew do not have a heirarchal structure aboard the ships. They must respond as best they can to a given situation and to the Orders of the Company.

Class Requirements:
ST&T Crew must meet the following criteria:
4 Terms in Prior Service
Employment with ST&T

Class Information:
The following pertains to the ST&T Advanced Class

Stamina Dice:
ST&T Crew gain =1d8 Stamina per level

Skill Points per Level:
6+Int modifier per level

Class Features:

Gear Loadout: At 1st Level, the STT Crewman recieves a Company Vacc Suit, 3 Sets of Company coveralls, A utility blade, an STT-Issue Automatic Snub Pistol, and Stateroom Occupancy aboard an St&T Trade Vessel. The Crewman also recieves CR 4000 per month.
 
CANOPUS SOUTH
A T20 Online Campaign

SUMMARY
The Edge of the Solomani Confederation is a place of great merchantile potential. In the Canopus Sector, Small trade companies compete to scratch a mark on the annals of commerce, amid alien cultures, popular culture, and the ever watchful eyes of SolSec...
------------------------------------------------

CAMPAIGN IN BRIEF
Canopus South opens on June 28th, 5618. On the fringes of the Solomani Confederation, the power of the Party is present, though not as prevalent as in most of the other Sectors. Here it is possible for smaller trade companies to garner a good share of profit, relatively free from the shadow of the larger companies, and with relative "freedom".
----------------------------------------------

POWER GROUPS
The Solomani Confederation
SolSec
Rival Trade Companies
The Aslan Hierate
Minor Races of the Frontier
Criminal Organizations
-----------------------------------------------

RULES SET
Canopus South uses Traveller t20 Rules, with d20 Modern Core rules. It by and large adheres to so-named "Canon", though players should not count on it, nor wast effort on specualtion about the setting. Rules are to be secondary to character action and reaction to events. The game will progress "Cinematically" in structure, with Game mechanics "Invisible". The GM will handle all Dice Rolls. Starship Combat will be a custom system. Experience is to be rewarded based on quailty of roleplaying.

Players start the game with the following skills and feats automatically:

Feats:
AP: Vacc Suit
Vessel: Grav

Skills:
T/Computer
Pilot/Grav Vehicle
---------------------------------------------

STT CREW ADVANCED CLASS
After initial Creation, the Characters in Canopus South will be considered to be in a Advanced Class, to be known as "ST&T Crew" This is a kind of merchant, more used to acting with limited autonomy in trade situations, and under the employ of the Sunrise Trade and Transport Company. ST&T Crew do not have a heirarchal structure aboard the ships. They must respond as best they can to a given situation and to the Orders of the Company.

Class Requirements:
ST&T Crew must meet the following criteria:
4 Terms in Prior Service
Employment with ST&T

Class Information:
The following pertains to the ST&T Advanced Class

Stamina Dice:
ST&T Crew gain =1d8 Stamina per level

Skill Points per Level:
6+Int modifier per level

Class Features:

Gear Loadout: At 1st Level, the STT Crewman recieves a Company Vacc Suit, 3 Sets of Company coveralls, A utility blade, an STT-Issue Automatic Snub Pistol, and Stateroom Occupancy aboard an St&T Trade Vessel. The Crewman also recieves CR 4000 per month.
 
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