[ooc]Traveller T20 - Full


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Maerdwyn said:
Seeing as the T20 handbook doesn't have a proper galactic map in it, I don't really know where the Vargr reaches are....soooo...SURE! :D

Right now, I'm solely working with the Gateway domain on my end, untiL I can accumulate more classic Traveller stuff for more background info.


Scout benefits:

Cr 30000, +2 EDU, Weapon(CR1000) (sorry - rolled twice on the material benefits table to try for that scout ship.)
Thanks,
Ian

No problem! Actually I didn't really want that ship: too small to house all of our characters and would kinda disturb the "Talent Search for a Cabin" opening.


Re: homeworld: I wanted to have some distance between his homeworld and our present location (for rather persoanl reasons :D), so I went for a far out of sector world. And, last but not least the Rosette was built by the ancient.

On other thing: I might have to take some time for my PC, because I'm completely rebuilding him from scratch (Stat-distribution- and classwise), as I found out to my eternal sorrow that the Scout class is actually the crappiest class to build an ace-pilot (not the PrC). Also some things took me by surprise, like WIS for Gunnery. (Go, Han Solo! :rolleyes: )

The concept and terms will stay, though. (No worry! :) )


Thanks,

Folkert
 
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Tailspinner said:
Yes. I am interested. I do not have the books, however.


Tailspinner,

unfortunately I also don't have the rulebook, so I can't give any actual help. But here are a few things to consider:

1. Maerdwyn initial post has a sort of questionaire what you would like to see in a campaign: Questionaire

2. A list of available classes: Classes

3. A few basics on character generation: Most PCs start with prior experience (and therefore with higher classlevels). Starting at age of 18 (usually), most terms of prior experience (tours) take 4 years each (Rolls will be made by Maerdwyn for the specifics like survival, extra XP bonus, Medals & promotions for the military, etc.). Standardly, most tours terms give 4000 XP.
So Maerdwayn would need a number of tours terms and in which classes they were taken, so he can calculate the actual events during those and the benefits from mustering out.

Note however, Actual class levels taken by the PC do not directly relate to number and nature of prior terms.* The XP can spent on any classes [if you fulfill possible requirements.] Though you seem to need to take at least one level in any class you've taen a prior term in.

* Example:

My Vargr Pilot: 4 prior terms / tours in the Scout Corps - classes: Scout2/Traveller5


Re. PC's, we seem to have at the moment:

Human Engineer/Demolitions Expert
Vargr noble "Leader"
Vargr Pilot
Aslan Medic
Human Marine
Human Merchant


Hope this helps somewhat!

Folkert
 

Do whatever you like to my planet, Maerdwyn . . . even use that nifty world-blower-upper I know you're hiding somewhere. :D I'll change my background to place me on D-whatever it is (the post is not on this page). :)
 


I am at a LARP tomorrow, so I'll probably be quiet for the next few days I'm afraid.

BTW, I'm not building him up as leader per se. It looks like I'll be building up his T/ engineering/sensors/communication skills and stick some leadership and tactics feats in there. He'll be at best a back up pilot and gunner.
 


Well, I think he's done apart from equipment (which I haven't even thought about) and background (which I have).

He looks capable, but his low physical stats, poor stamina and weak saving throws are a worry.

Will type him up when I get back.
 

Maerdwyn said:
Term 4
The Vargr on Qaarz are acting up again, and you are sent back to settle things down. You earn another medal (Meritorius Conduct Under Fire) for the successful, but drawn out, campaign. You are surprised by the fact that you are passed over for promotion, and decide to muster out.

You muster out with Cr30000, your service weapon, and +1 EDU (Assuming you want to muster out after 4 terms)

Maerdwyn: It just occurred to me that I don't have the XP for my 4th Term. Could you roll that for me when you get a chance? I'm right on the cusp of 9th without it, so it will definitely push me over, and almost certainly not push me all the way to 10, so it isn't an emergency, but still...

Also, for anyone who has the rulebook: I'm curious about a couple of the feats in the Marine bonus feats list that aren't explained in the Lite version of the rules. Namely: Command Presence, High Morale, and Second Wind. What the heck are those?

Aside from a few minor things, I'm nearly done. Oh, that reminds me. He'll probably want a Vacc suit... how much does a good one cost?

I'm going through his history and attempting to weave a more or less cohesive story out of it, and with all these freakin' promotions, he's starting to look less and less like Clint Eastwood in my mind, and more and more like George C. Scott. Dr. Strangelove, rather than Patton, but still...
 

I may swap out a feat or two, and may reallocate some skill points accordingly, but this is how he stands at the moment.

If someone with the book could figure my BAB and saves for me, I'd much appreciate it. Thanks.

I'll put a more condensed version of him in the Rogue's Gallery once I've finalized him.

Force Commander J.C. Quinn, Imperial Marine Corps (retired)
Human (Mixed), Marine 6 / Traveller 3

Str: 16 (+3) [+1 @ 4th lvl]
Dex: 14 (+2) [+1 @ 8th lvl]
Con: 18 (+4)
Int: 14 (+2) [+2 prior history]
Wis: 12 (+1)
Cha: 10 (+0)
Edu: 10 (+0)
Soc: 5 (-3)

BAB: +7

Fort: +6 base + 4 CON = +10
Refl: +4 base + 2 DEX = +6
Will: +5 base +1 WIS = +6

Stamina: 96
Lifeblood: 18

Credits: 46,550

XP: 39,000

Languages: Galanglic (r/w), Vargr (r/w)

Homeworld Skills (Tech 8, Agricultural, Desert, Resource Poor):
Driving 1 + Vessel/Wheeled
Intuit Direction 1
Gather Information 1

Skill Points: 63 total
16 [(2 Marine + 1 Human + 1 Int) * 4] 1st level Marine
20 [(2 Marine + 1 Human + 1 Int) * 5] 2nd-6th level Marine
27 [(6 Traveller + 1 Human + 2 Int) * 3] 1st-3rd level Traveller

Skills:
Driving, 1 HW + 4 ranks + 1 Dex: 6
Gather Information, 1 HW + 4 ranks + 0 Cha: 5
Gunnery, 4 ranks + 1 Wis: 5
Intimidate, 8 ranks + 3 Str: 11
Intuit Direction, 1 HW + 1 Wis: 2
K/Interstellar Law, 5 ranks + 0 Edu: 5
Leadership 8 ranks + 2 Int: 10
Pilot, 4 ranks + 1 Dex: 5
P/Administrator, 7 ranks + 1 Wis: 8
P/Cook, 1 ranks + 1 Wis: 2
Sense Motive, 6 ranks + 1 Wis: 7
Spot, 4 ranks + 1 Wis: 5
Survival, 6 ranks + 1 Wis: 7
T/Medical 2 ranks + 0 Edu: 2

Feats: 18 total
1 Homeworld (Vessel/Wheeled)
1 Human
7 Starting Marine
3 Marine bonus (1,2,5)
2 Traveller bonus (1,2)
4 Normal (1,3,6,9)

Feats:
AP Light, Medium, Vacc Suit
Brawling
Connections (Military)
Improved Unarmed Strike
Point Blank Shot
Rapid Shot
Tactics
Vessels/Grav
Vessels/Wheeled (HW)
WP Marksman, Combat Rifleman, Swordsman, Cutlass, Ship's Weapons
Zero G Combat
Zero G/Low Gravity Adaptation

Equipment:
MW Imperial Marine Cutlass: Damage1d8 (18) (Slashing) Size: M
Gauss Pistol: Cost Cr 2500 Range 80m Damage 1d12 (X3) (Piercing) Size: S
w/ Laser Dot Pointer: Cost: Cr 250. (+2 to hit at close range)
Ammo, Gauss, 4mm, 200 rounds, Cr 250
3 Gauss Pistol Magazines, Cr 150/magazine

Description:

5'8", 215lbs, 42 yo, White, Male, Human, Hair: Blonde (short), Eyes: Blue (steely).

If you'd never heard the expression "barrel-chested", you'd have no choice but to invent it on seeing Quinn for the first time. If he were a dog, he'd be a pit bull, and in fact, there's a good resemblance there that only gets stronger as he ages. His scarred knuckles and Marine Corps tattoos might give you the impression that he had a personality to match - and, in truth, you wouldn't be far off.

Details: Quinn has a large Marine Corps tattoo on the inside of his left forearm, and another tattoo of the face of a woman whose name he can't remember ("It was a long time ago, kid. Now shut up.") on his right sholder. He is missing the terminal digit from each of the last two fingers on his left hand. They were bitten off in a bar fight and never recovered ("Little **** swallowed 'em. I shoulda killed him just for that.") He has a wide variety of other scars too numerous to mention.
 
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