[ooc]Traveller T20 - Full




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  1. #1
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    [ooc]Traveller T20 - Full

    (Campaign Title Pending)
    I think that's about long enough for the poll - Traveller it is!

    I'm looking for up to six players. I'll do major postings 3 times per week, and players should respond within 24 hours of posting. In addition to the major posts, we can handle dialog and other individual actions as needed. I will try to make, and post, necessary maps, when relevant to the encounter, or when requested by players. I award XP for chracter background writeups, including bonuses for writeups than contain adventure hooks or DNPCs (Dependant NPCs) who might lead to adventures or just general mischief and trouble involving the group.

    Wait until you get a nod from me before you make and post your character. We will be using the T20 rules, but if there are skills or feats you want from other settings, like D20 Modern, etc, let me know. You will roll ability scores (4d6, drop lowest, arrange resulting scores as you like) and other character generation rolls. We'll use an online dice roller for in-game rolls. If you don't have a T20 book, you can still play, and I'll generate a character for you based on your concept.

    For those who didn't see the poll thread, I'm rather new to PbP and to Traveller, but I hoping to experience - and to provide you with - some great gaming.


    As to the general nature of the campaign, I like players to help me out with what they want. When you reply to say you want to play, Id like it if you could include your ratings of the following on a 1-10scale (where 1 means you don't want to see it at all in the campaign, and 10 means you want it to be the major focus of the campaign). Not necessary, but those who respond will have an impact on the way I'm writing up the campaign.

    Encounters with Aliens
    Find and/or Explore ancient ruins
    Trade with distant worlds
    Political intrigue
    All out space-based war
    One-on-one ship-to-ship combat
    Personal combat (melee, projectile weapons, etc.)
    Explore uncharted space
    Crime-based adventures (either perpetrating or solving)
    Romance
    Puzzles
    Humor
    Moral Dilemmas
    Other (please make your suggestions)
    Last edited by Maerdwyn; Saturday, 4th October, 2003 at 01:29 AM.

 

  • #2
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    Okay. I don't have the books (we played GURPS, and I've only the core book), and it's been a long, long time (4 or 5 years) since I've played Traveller. If that's a turn-off, just let me know and I'll step aside so others can join. This does sound like a good campaign (I like your ideas of how to GM, and from the list of things you gave, sounds like you're pretty well set up, which I also like), and I'm looking to diversify, so I am interested, I just may need a nudge or three.

    I would be willing to play a human, but if the party wants to play a different race (Vargr are interesting ) I'm all for that, too.

    Encounters with Aliens: 9
    Explore ancient ruins: 5
    Trade with distant worlds: 5
    Political intrigue: 6
    All out space-based war: 5
    One-on-one ship-to-ship combat: 7
    Personal combat (melee, projectile weapons, etc.): 5
    Explore uncharted space: 5
    Crime-based adventures (either perpetrating or solving): 6
    Romance: 5
    Puzzles: 8
    Humor: 7
    Moral Dilemmas: 7

    I think that encounters with aliens would depend on what aliens are. If they are the other races detailed in Traveller, I would rate it a 10. If they are races you make up, it would depend on the nature of the campaign and the nature of the characters. I rated most things as 5 because it would be interesting to have all these things, but I honestly don't care. As long as it's done well, all or none of the above are a 10. Ha, does that help? The campaign I was in before had political intrigue, encounters with aliens (type 1), one-on-one combat, personal combat (talk about hatches being blown and parts being torn into space), crime-based adventures, and humor (though whether that was intentional on the GM's part or not is debatable, hehee).

  • #3
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    Sounds great, Seonaid - you're in.

    You can get character generation basics for free from T20 Lite at: http://www.travellerrpg.com/T20/t20lite.html

    but it only has the Merchant character class. If you want to play something else, let me know as much concept as you want, and I'll help you out

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    Thanks; I'll take a look at it and get back to you.

  • #5
    I'm willing to play but like Seonaid I too don't have the T20 rules at hand (though I have downloaded the lite rules)

    Thinking something along the lines of a Technician/Scientist type (as long as I get to make things and break things) so Tech:Mechanical, Tech:Engineering maybe Tech:Gravitics too and Gearhead Feat?


    Encounters with Aliens: 7
    Explore ancient ruins: 7
    Trade with distant worlds: 5
    Political intrigue: 6
    All out space-based war: 6
    One-on-one ship-to-ship combat: 7
    Personal combat (melee, projectile weapons, etc.): 7
    Explore uncharted space: 6
    Crime-based adventures (either perpetrating or solving): 6
    Romance: 5
    Puzzles: 8
    Humor: 7
    Moral Dilemmas: 7
    Quote Originally Posted by IcyCool
    Man, given the average Int of an Otyugh, I can just see the boss monologue now...

    PCs: "Before we fight, why don't you tell us your master plan?"
    Otyugh: "I like poop."
    PCs: "Umm, what?"
    Otyugh: "Do you have poop?"

  • #6
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    Tonguez - Cool, welcome aboard.

    For the Benefit of your guys and anyone else w/o the book, Here is some info on the available classes. Not that because of "Prior History" you can often take more than one class and could start has high as 6th or 7th level (although don't worry if you end up starting at a higher or lower level than the rest of the party, as it make less difference in Traveller than in D&D:

    Academic - pretty self explanatory, but deals mostly with theory, rather than practice.

    Army (S) - Suited to personal survival, most Army vets served as infantry.

    Barbarian - not the raging hulks from D&D, but still equipped to deal with harsh environments, often from non starfaring worlds.

    Belter - Deep space miners and prospectors, who also specialize in jury rigging machines and equipment together, starship engineering, and blowing things up

    Marines (S) - Specialized Zero-G fighting force

    Mercenary - Encompasses a wide range of fighters

    Merchant - Traders, often of the deep space variety; also equipped to function as the group's "Faceman".

    Navy (S) - Starship pilots, technicians, and warriors

    Noble - Aristocrats, educated and privileged

    Professional - Encompassing anything from engineers to doctors to scientists working in the field. The difference between an Academic and a Professional is how "hands on" the person is.

    Rogue - as in D&D, a catch-all class that could inclue Thieves, smugglers, certain mercenaries, etc. In T20's words "...the classic adventurer."

    Scout (S) - Possesses a wide range of skils suited to piloting and exploration. "Highly motivated problem solvers with a cosmopolitan outlook."

    Traveller - Someone who makes a living away from home. Well suited to all things on a starship or an alien world.


    Classes marked with an (S) are service classes, which mean that while a member of that class, you serve full time in that group. These an only be taken during prior service (adventures would get prety dull if you were the only member of the group who owed full time service to the Army, and therefore couldn't adventure) and you must complete at least one term of your prior service before switching classes. OTOH, you must multiclass to another (non-service) class before beginning play. So, for example, you could tell me you wanted to start out asa barbarian, but join up with the marines after getting off your homeworld, and, after a long and almost distinguished career, you wish to muster out and look for work as a merc.

    I would say your group needs at least one person, or a few people pooling their skills, who can pilot a ship, astrogate through jumpspace, and/or handle ship-to-ship combat. Past military service is an easy way, but not the only way by any means, to acquire those skills.
    Last edited by Maerdwyn; Tuesday, 30th September, 2003 at 11:51 AM.

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    I think I'll just go ahead and open up the other major PC after all. There are others in the book, but they are considered minor races, and I haven't read about them much beyond their short blurbs in the core book. If there's something you really want beyond these, please let me know.

    For those without the book:

    All characters have a prior history, representing what they did with their lives before their active career. Each term of prior service represents 4 years of th character's life, and the number of terms allowed varies by race. Below are the allowable races in the campaign, with others approved case by case.



    Humans: - Speed=9 Meters, 4 extra skill points a 1st, then +1 per level, +1 Feat
    Vilani Humans (Max prior history terms = 10)- Humans of the First Imperium, of the mixed or pure blooded variety. Pure Blooded Vilani have longer lives, but encounter some prejudice in the Solomani-dominated Third Imperium.

    Solomani Humans (Max prior history terms = 7) - Humans from, or descended from humans from, the Sol system. Considered more violent and unstable than other humans, but this is largely prejudice, too.

    Mixed Race Humans (Max prior history terms = 8) The vast majority of humans are of mixed stock

    Zhodani Humans - Psionically advanced rulers of a large area of space Coreward and Spinward of the Imperium. Not available as a PC race, at present - this may change if the party visit Zhodani space.

    Others - Humans live all over the galaxy, and have for a long time. Some have adapted through natural evolution or direct genetic engineering to their environments. The Luriani humans, for example, are amphibious. Approved case by case - if you have an idea, let me know.

    Vargr: (Max prior history terms = 7) +2DEX, -2STR, -2CON, Speed=12 meters, +2 Search and Listen, +1 Spot. +1 to attack with claws or bite (1d4 and 1d6 damage respectively. 1 claw or bite as a standard action, 2 claws as a full attack)


    Wolflike humanoids with a pack mentality, a society based on status and prestige, and very "liberal attitude towards laws."

    Aslan: (Max prior history terms = 13) +2 STR, -2 Dex, (Males +1 attack with any weapon, but are -2 WIS. Some Class restictions) Speed=12 Meters, 18 Meters in personal combat, +1 Listen, Low Light vision, +1 to attack with dew claws (1d6 damage. 1 claw attack as a standard, 2 as a full action)
    Vaguely lionlike humanoids with a society based on honor, land ownership, and rigid gender roles. Males are Warriors and protetors, females the administrators and scientists. Alsan have some difficulty tolerating human society.
    Last edited by Maerdwyn; Tuesday, 30th September, 2003 at 04:02 PM.

  • #8
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    I'm looking at either an Aslan professional or Vargr pilot . . . But if you'd prefer humans, I'd like a Vilani noble.

    I'm having trouble with the PDF . . . I'll try again to download it (it seems to freeze my computer), as a PDF and zip, but if I can't get it, I'll need it emailed to me or something.

  • #9
    The last time I playered Traveller was with the little black books. I loved it. And I must have designed hundreds of ships, vehicles and robots.

    I really shouldn't as I am trying to streamline a rather cluttered life at the mo', but I just like the sound of this alot. I have access to the d20 Lite download. I will look at building a PC with that - probably a ship security orientated character. I'd like to mess around with the idea of a genetically engineered/modified individual. It would mostly be flavour rather than enhancement. If you have no objections I will get started on some initial ideas for your consideration asap.

    Ouh, choices, so many choices.

    Encounters with Aliens: 5
    Explore ancient ruins: 5
    Trade with distant worlds: 7
    Political intrigue: 7
    All out space-based war: 3
    One-on-one ship-to-ship combat: 3
    Personal combat (melee, projectile weapons, etc.): 7
    Explore uncharted space: 5
    Crime-based adventures (either perpetrating or solving): 7
    Romance: 6
    Puzzles: 7
    Humor: 5
    Moral Dilemmas: 6
    Other (please make your suggestions): A mission from god's dog.

    Notes: trying to track down some alien ruins would be more interesting than exploring them (dungeon crawl anyone? "Check for traps!", "I press the triangular symbol. What happens?"); trade, political intrigue, romance and moral dilemmas all offer lots of role-play potential; all out war could be an interesting backdrop; ship to ship is rather too impersonal; HTH isn't.

    I hope that that helps. They are just my initial gut response.
    (-_-)


    [LEW] Jaan Saaresar of Orsilia, servant of the Greenman, is currently in - Limbo -

  • #10
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    Quote Originally Posted by doghead

    I hope that that helps. They are just my initial gut response.
    Quite helpful, Thanks As I said, I'm new to Traveller, so it's nice to get an idea of what people like to do.

    Quote Originally Posted by Seonaid
    I'm looking at either an Aslan professional or Vargr pilot . . . But if you'd prefer humans, I'd like a Vilani noble.
    Any of those choices would be fine - just give me some stats and a little guidance on what direction you'd like prior history to take (and how much of your life you'd lke to spend in prior history - see edits to races, above.)and you're good to go.

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    Aslan professional (I'm thinking medic)

    I was hoping for 3 prior terms, all in academic (schooling through post-doc). If that doesn't work out through the prior history rolls (I only have the merchant), let me know. Obviously, that could be a big problem.
    current (4th): professional (hopefully)

    These are the stats I rolled, including racial mods. If they look too high, I can roll them again. I used the AOL chat room dice roller.

    Str: 11
    Dex:14
    Con:10
    Int:15
    Wis:11
    Cha:11
    Edu: 18
    Soc:13

    Let me know what happened in my prior history, and I'll do the rest of the character. I did get the lite rules. They're printing out as we speak.

  • #12
    Working on the outline now - the Lite book doesn't seem to give the XP required for level advancement. Am I missing something?
    (-_-)


    [LEW] Jaan Saaresar of Orsilia, servant of the Greenman, is currently in - Limbo -

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    Quote Originally Posted by Seonaid
    Aslan professional (I'm thinking medic)
    <snip>
    Let me know what happened in my prior history, and I'll do the rest of the character. I did get the lite rules. They're printing out as we speak.
    (Spelling all this out so everyone knows how it works)

    Term 1 Bachelors: Admit DC = 22-EDU = 4. Roll= 1d20+3 (+2 for INT, +1 for Academic class)=20. Success
    Graduation DC = 22-EDU = 4. Roll= 1d20+3=18. Success. +3000XP
    Honors DC = 28-EDU = 10. Roll= 1d20+3=21. Success. +1000XP +1EDU
    Time Elapsed is 3 years.

    Term 2 Masters: Admit DC = 26-EDU = 7. Result: 1+3=4= Unfortunately, Failure. You may reapply after another term of prior history, but must choose another option for this term. No time yet elapsed. (Sorry 'bout that...)
    Last edited by Maerdwyn; Tuesday, 30th September, 2003 at 04:47 PM.

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    Quote Originally Posted by doghead
    Working on the outline now - the Lite book doesn't seem to give the XP required for level advancement. Am I missing something?
    Its a d20 license thing. Same Xp tables as D&D, or Current Level*1000XP needed to reach the next level. (1000 to reach level 2, 3000 total to reach level, etc.)

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    Have to go out for a while - I'll check back later this afternoon.

    Thanks all!
    Ian

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    Quote Originally Posted by Maerdwyn
    Term 1 Bachelors: Admit DC = 22-EDU = 4. Roll= 1d20+3 (+2 for INT, +1 for Academic class)=20. Success
    Graduation DC = 22-EDU = 4. Roll= 1d20+3=18. Success. +3000XP
    Honors DC = 28-EDU = 10. Roll= 1d20+3=21. Success. +1000XP +1EDU
    Time Elapsed is 3 years.

    Term 2 Masters: Admit DC = 26-EDU = 7. Result: 1+3=4= Unfortunately, Failure. You may reapply after another term of prior history, but must choose another option for this term. No time yet elapsed. (Sorry 'bout that...)
    So after a decent first three years, I managed to not get into graduate school. Heh, my grades must have slipped, despite that "honors" bit.

    Okay, second term will be Traveller. After thinking school is not for me, I decide to ship out with a friend/relative and see some of the universe.

    Edit: NOTES TO SELF: +4000XP. +1EDU.
    Last edited by Seonaid; Tuesday, 30th September, 2003 at 05:09 PM.

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    Quote Originally Posted by Maerdwyn
    Have to go out for a while - I'll check back later this afternoon.
    Nooo, you must stay chained to your desk until this campaign is done (which, hopefully will be never). Hahahahaha . . . Where's the evil smiley?


  • #18

    Saanath Beta 0.3

    OK. This should be pretty close to the final thing. I will edit out all of the generation notes in the final copy. I decide just to pay for all of the equipment listed, clothes and stuff I will flesh out later.

    Saanath
    Link to rolls:
    http://www14.brinkster.com/nadaka/Ex...chFor=UserName

    Saanath; Human; Merchant.

    Str: 15 (+2)
    Dex: 16 (+3)
    Con: 13 (+1)
    Int: 15 (+2)
    Wis: 16 (+3)
    Cha: 10 (+0)
    Edu: 12 (+1) High School, Level 4 increase here.
    Soc: 10 (+0)

    Languages: Galanglic, ?, ?.

    Homeworld Skills:
    T/Computer 1
    T/Communication 1
    Pilot 1

    Starting Feats:
    ArmourP (Light).
    ArmourP (VacSuit).
    Barter.
    WeaponP (Marksman).

    PHT1 (Planetside) 4000XP
    Survives, No Promotion, XP or Cash Bonus.

    PHT2 (Routine) 7000XP
    Survives, XP Bonus (3000XP), No Promotion or Cash Bonus.

    Mustering Out.
    Cash (+1 for retiring): Cr20,000.
    Material: Low Passage.

    Total Experience: 11,000XP (4,000+7,000).
    2nd 1000xp (10,000)
    3rd 2000xp ( 8,000)
    4th 3000xp ( 4,000)
    5th 4000xp ( 0)

    Well, he bored himself silly for 8 years and got to 5th level doing it.

    Skills Points:
    Starting (7+2)x4)+4)=40
    Advancment (7+2+1)x4)=40
    Total 80

    Skills Rank/Effective
    Appraise 8/10 (+2 Int)
    Bluff 8/08 (+0 Cha)
    Broker 8/12 (+2 Int, +2 Barter)
    Gamble 8/12 (+2 Int, +2 Bluff Syn)
    Gather Info 8/10 (+2 Carousing Syn)
    Liason 8/10 (+2 Bluff Syn)
    Pilot 1+7/11 (+3 Dex)
    Prof (Programmer) 4/07 (+1 Edu, +2 T/Comp Syn)
    T/Communication 1+7/09 (+1 Edu)
    T/Computer 1+7/09 (+1 Edu)
    Trader 8/14 (+2 Int, +2 Barter)


    Feats: (Universal Starting, Human, Class Starting (4), 1st lvl, 1st Lvl Bonus, 2nd lvl Bonus, 3rd level, 5th level Bonus, Homeworld)

    Brawling; Improved Unarmed Strike; ArmourP (Light); ArmourP (VacSuit); Barter; WeaponP (Marksman); Hacker; Vessel (Ships Boat); Market Analyst; Vessel (Starship); Carousing; Vessel (Grav).

    The Story.

    Planetside. Not what Saanath had hoped for. 4 years of shuttling cargo and passengers, managing manifests and keeping tabs on in ships in-system. It did, however give him an insight into the mechanics of running a merchant enterprise. He proved to be a remarkably quick learner with a natural ability to read the market. The rather careless attitude towards security of many of Companies didn't hurt any, either. Bored out of his mind, Saanath was considering quitting at the end of his term when he was given training to upgrade his ShipsBoat familiarity to Starships. Offworld!

    1st -> 3rd level. Skills: Appraise; Broker; Pilot; T/Communication; T/Computer. Feats: Hacker, Market Analyst, Vessel (Ship's Boat), Vessel (Starship).

    When the company offered Route, he almost quit on the spot. It was however, a offworld assignment, so he took it. Fortunately. Also on the same Duty Assignment was a 5 term veteren who had been busted down to 02-Crewman again for insubordination. It was a much more productive year. Saanath's new companion introduced Saanath to the free wheeling and often seemy life of the spaceports. And like most crewmen, Saanath's companion also ran a small "Locker Merchant" enterprise, trading in goods utilising some of their personal space allocation.

    Saanath again learnt quickly, becoming remarkably adept at it. Within the first year he was in a position to Broker small bulk deals, but to do so he need to use some of the unallocated cargo space on the trader. Most Companies allow it. There were usually two options: a percentage of the profits or a fixed price. Saanath's Chief Purchasing Officer (CPO) insisted on a fixed price, despite the fact that in use of the space represented little in the way of a cost increase to the ship. Six months later, realising that Saanath had a knack trading, the CPO tried to insist on a percentage agreement. Saanath refused, explaining that he would wait until the new CPO arrived. The CPO, his performance record less than impressive, backed down.

    Over the next two years, they accrued a fairly substancial amount of money buying and selling on the various planets on the route. An amount that he learnt to add to at the gaming tables. However, their success, despite the fact that it helped him keep his job, earned them the displeasure of the CPO who was making significantly less return on the company investments.

    Near the end of his term, Saanath's partner was dishonourably discharged. Saanath was enraged. Although he couldn't prove any direct connection with the CPO, he was convinced that the CPO had had a hand in the matter. So he handed over his share of the earnings to his friend and, at the end of his term, promptly retired.

    3rd -> 5th level. Skills: Bluff, Gamble; Gather Info; Liason; Trader. Feats: Carousing.

    His last act before walking away was to pass on his Low Passage benefit to the Chief Purchasing Officer's rather striking daughter who had dreams of being discovered on Neuvo Los Angeles.

    Standing in Pioneer Park watching the shuttles and small starships lift of from the spaceport, Saanath, as he tries to work out his next step, finds himself wondering if he is interested in being a merchant any more. He has already made what many would consider a small fortune, then given it away. But if not a merchant, what else? He might have even considered the Navy had he not told his elder brother that it was for those who were too lazy to decide for themselves what to wear each day.

    So what now? It has to be the Mercantile Council on Dukh, Saanath decides. If there is anywhere ideally suited to finding out whether he still wants to be a Merchant Prince, its there. If he doesn't its a better place than many to find a new start. Securing a working passage as far as Daramm at least shouldn't be a problem. And after that?

    Equipment:

    Auto Pistol (cr200, .750kg); Shotgun (cr150, 3.750kg); FlakJacket (cr100, 1kg); Combination Mask (cr150, 1kg); Hand Computer "Oyster***" (cr2000, .5kg); WristWatch "Traveller"* (cr250, n/a); ColdLight Lantern (cr20, .25kg); MobilePhone** (cr100, n/a).

    * Includes multiple time, AtmospherePressure, AtmosphereMix and Gravity indicators.
    ** Includes GPS indicator.
    *** High end model.

    Homeword: Kansas (temp name)
    UPP: B-64735-11 Argricultural.

    It's primary industries have and probably always will be the ship repair yards that cluster around the smaller planetary bodies near Kansas, and grains. Kansas's climate is hot and fairly dry, with water covering only 47% of the planets surface. However, a fortunate geography and some basic terraforming ensure resonably reliable precipitation.

    The presence of the repair yards have made Kansas a slightly more cosmopolitan place than it could have been. But basically, it is an ordinary, slightly run-down planet populated by ordinary people doing ordinary things. It has its share of civic leaders consistantly dreaming up new campaigns so convince people that it is a "a great place to be" or "visit", its rich and its poor, its lawabiding and lawless, its generous and venal. Most things and most races can be found there, somewhere, mostly in the half dozen spaceport cities that can be found around the equator.
    Last edited by doghead; Saturday, 4th October, 2003 at 04:06 PM.
    (-_-)


    [LEW] Jaan Saaresar of Orsilia, servant of the Greenman, is currently in - Limbo -

  • #19
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    Nooo, you must stay chained to your desk until this campaign is done (which, hopefully will be never). Hahahahaha . . . Where's the evil smiley?
    *Sitting at my wife's office waiting for her to be ready for lunch, I feel inexorable pull towards ENWorld Boards* NOOOOOOOoooooo!

    [QUOTE=Seonaid]So after a decent first three years, I managed to not get into graduate school. Heh, my grades must have slipped, despite that "honors" bit.
    QUOTE]

    Nah, someone at your college forwarded the wrong GMAT scores But if you make a road trip up there this weekend, there might still be a chance! (Sorry - Bad reference to a bad movie - Ever see Orange County?)

    I'll leave the details of your four years as a traveller to yoo, since you rolled "Personal Business" for your Duty Assignment. You survived without mishap, but did not earn an XP bonus (Rolls ). 4 Years, +4000xp, +10000Cr, +High Passage to a world 1 Jump away.

    You may now reapply to a Masters degree program (perhaps on the new world you've arrived at). BTW, Class is separate from Profession. You need to have taken at least one level in a Class corresponding each Profession you advance in, but thereafter are free to advance your class as you choose. So, your first Class level was Academic, and one of your next levels was Traveller, but with your 8,000 current XP, you could be an Academic 1/Traveller 3, an Academic 3/Traveller 1, or Academic 2/Traveller2. You also get your +1 ability bonus now that you are 4th level.

  • #20
    Registered User
    Novice (Lvl 1)



    Join Date
    Jan 2002
    Location
    Gttingen, Germany
    Posts
    1,914

    Ignore Douane
    Curses on you! How dare you tempt me so?

    But I will resist the lure of the favorite game of my youth!


    .

    .

    .


    Whimper!

    Vargr Scout/Traveller, please?

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