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Post by Magman on Dec 14, 2019 11:50:20 GMT -6
Thanks
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Post by Rigil Kent on Dec 17, 2019 10:58:53 GMT -6
Your random "Consider this..." for the week. Traveller has a number of "Careers" that are chosen during character creation. You will need to select a career during the process but due to the randomness of character generation, you might not last long in that career ... and you might even be forced into the Prisoner career! Of course, the dice might be agreeable to you as well and let you do twenty years without a hiccup. Time will tell. Each career has three "assignments." When you enter a career (or re-enlist), you select the assignment that you wish to be a part of. Note that all of the careers have qualifications to enter that I have not touched on here; these are generally die rolls but can be automatic (depending.) Since we're not using the default Traveller 3rd Imperium setting, I figured I should at least go over them briefly. AGENT Law enforcement agencies, corporate operatives, spies, and others who work in the shadows. (All Factions fit this) Assignments - Law Enforcement: You are a police officer or detective.
- Intelligence: You work as a spy or saboteur.
- Corporate: You work for a corporation, spying on rival organisations.
ARMY Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles and campaigns. Such individuals may also be mercenaries for hire. (Primarily House Asquith-Orlov and PKF factions fit this) Assignments - Support: You are an engineer, cook or in some other role behind the front lines.
- Infantry: You are one of the Poor Bloody Infantry on the ground.
- Cavalry: You are one of the crew of a gunship or tank.
CITIZEN Individuals serving in a corporation, bureaucracy or industry, or who a making a new life on an untamed planet. (All factions but the PKF fit this. Corporate & Worker assignments are especially appropriate for SpaceFarer's Collective.) Assignments - Corporate: You are an executive or manager in a large corporation.
- Worker: You are a blue collar worker on an industrial world.
- Colonist: You are building a new life on a recently settled world that still needs taming.
DRIFTER Wanderers, hitchhikers and travellers, drifters are those who roam the stars without obvious purpose or direction. (Most appropriate for Independent and Twelve Families; House Asquith-Orlov also fits but not as well. PKF does not fit at all.) Assignments - Barbarian: You live on a primitive world without the benefits of technology. (This is probably not valid in this campaign.)
- Wanderer: You are a space bum, living hand-to-mouth in slums and spaceports across the galaxy.
- Scavenger: You work as a belter (asteroid miner) or on a salvage crew.
ENTERTAINER Individuals who are involved with the media, whether as reporters, artists or celebrities. (Appropriate for all but PKF) Assignments - Artist: You are a writer, holographer or other creative.
- Journalist: You report on local or galactic events for a news feed, the TAS or other organisation.
- Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.
MARINE Members of the armed fighting forces carried aboard starships, marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army. (Fits best with House Asquith-Orlov and PKF.) Assignments - Support: You are a quartermaster, engineer or battlefield medic in the marines.
- Star Marine: You are trained to fight boarding actions and capture enemy vessels.
- Ground Assault: You are kicked out of a spacecraft in high orbit and told to ‘capture that planet’.
MERCHANT Members of commercial enterprise. Merchants may crew the ships of the huge trading corporations, or they may work for independent free traders who carry chance cargoes and passengers between worlds. (Fits best with Independents & SpaceFarer's Collective; does not fit PKF at all.) Assignments - Merchant Marine: You work on one of the massive cargo haulers run by the CHW or the megacorporations.
- Free Trader: You are part of the crew of a tramp trader.
- Broker: You work in a planetside brokerage or starport.
NAVY Members of the interstellar navy which patrols space between the stars. The navy has the responsibility for the protection of society from foreign powers and lawless elements in the interstellar trade channels. (Fits best with PKF & House Asquith-Orlov. Twelve Families have independent forces that could sort of fit in this. Doesn't fit Independent at all.) Assignments - Line/Crew: You serve as a general crewman or officer on a ship of the line.
- Engineer/Gunner: You serve as a specialist technician on a starship.
- Flight: You are a pilot of a shuttle, fighter or other light craft.
NOBLE Individuals of the upper class who perform little consistent function, but often have large amounts of ready money. (Fits House Asquith-Orlov perfectly. Can also fit Twelve Families, but less effectively. Only very senior leadership of PKF fits this. Doesn't fit Independents at all outside of administrator assignment.) Assignments - Administrator: You serve in the planetary government or even ruled over a fiefdom or other domain.
- Diplomat: You are a diplomat or other state official.
- Dilettante: You are known for being known and have absolutely no useful function in society.
ROGUE Criminal elements familiar with the rougher or more illegal methods of attaining goals. (Fits Independents & Twelve Families best. Doesn't fit PKF at all ... unless they're ex PKF...) Assignments - Thief: You steal from the rich and give to…well, yourself, actually.
- Enforcer: You are a leg breaker, thug or assassin for a criminal group.
- Pirate: You are a space-going corsair.
SCHOLAR Individuals trained in technological or research sciences who conduct scientific investigations into materials, situations and phenomena, or who practise medicine. (Fits all factions, TBH.) Assignments - Field Researcher: You are an explorer or field researcher, equally at home in the laboratory or wilderness.
- Scientist: You are a researcher in some corporation or research institution, or a mad scientist in an orbiting laboratory.
- Physician: You are a doctor, healer or medical researcher.
SCOUT Members of the exploratory service. Scouts explore new areas, map and survey known or newly discovered areas, and maintain communication ships which carry information and messages between the worlds of the galaxy. (Fits all factions) Assignments - Courier: You are responsible for shuttling messages and high value packages around the galaxy.
- Surveyor: You visit border worlds and assess their worth.
- Explorer: You go wherever the map is blank, exploring unknown worlds and uncharted space.
PRISONER Every society has its bad apples and even in the far future punishments usually take place within faceless institutions where criminals can be conveniently forgotten. This is a special career that you can only enter if the dice are especially unforgiving... Assignments - Inmate: You just try to get through your time in prison without getting into trouble.
- Thug: You are part of a gang in prison, terrorising the other inmates.
- Fixer: You can arrange anything – for the right price.
PSION A career for Travellers who choose to focus on their psionic potential instead of more conventional lifestyles. This is a special career that you can only enter if the dice are especially nice. Assignments - Wild Talent: You developed your powers without formal training.
- Adept: You are a scholar of the psionic disciplines.
- Psi-Warrior: You combine combat training with psionic warfare.
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Post by CommJunkee on Dec 17, 2019 18:54:07 GMT -6
So, based on an early draft of my character, how does one qualify for Psion? Based on my aspirations for my character, I am thinking he is likely psion: wild-talent, noble: dilettante, and rogue: thief; prisoner: fixer. Or some mix or progression. Or, Entertainer: Preformer (professional gambler).
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Post by Rigil Kent on Dec 17, 2019 20:33:35 GMT -6
Normally, you can only enter the career if it comes up during character creation. We'll have to discuss during Session Zero.
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Post by Gigermann on Dec 17, 2019 22:59:08 GMT -6
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Post by Magman on Dec 20, 2019 16:32:20 GMT -6
When is session 1 to start?
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Post by Rigil Kent on Dec 20, 2019 16:52:38 GMT -6
After session 0. Second or third week of January, I think. Depends on when Mark's NBA run completes after the 1st of the year...
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Post by Rigil Kent on Dec 23, 2019 11:08:18 GMT -6
The Traveller Companion adds a couple of additional pre-career options in addition to the University and Military Academy that are in the core rulebook. I am going to make these available to everyone. They are: - Colonial Upbringing - "Those who grow up in the outback of a developed world or on a new colony do not always have the option to follow a normal career path. A youngster with dreams of joining the navy or becoming an interstellar entertainer may instead find themselves stuck on the farm for another couple of years, and even then it may not be easy to get into a prestigious service. A colonial upbringing provides slightly more than the usual set of skills, as learning starts early. On the downside, education tends to be lacking and transition into a career can be difficult. A Traveller who had a colonial upbringing may find it a little easier to get into certain careers as their specialist skills may be in demand, but suffers DM-2 on all attempts to get into any career not listed for a recruitment bonus. In addition, a Traveller from a colonial background suffers DM-1 on all checks to achieve commission or promotion throughout his entire career."
- Merchant Academy - "Those intending to embark upon a career aboard merchant starships or as a portside broker can enroll on a suitable training programme. Some courses are run like a university degree, whilst others are much more vocational. Some large merchant lines have training ships or cadet berths aboard their larger vessels, where a prospective employee can learn on the job. The end result is much the same, with graduates being prepared for a fast-track career in interstellar commerce. Not all graduates find employment with a major shipping line or port operator. Some are snapped up by smaller lines; others decide to take a different path and embark upon another career. Many businesses value mercantile graduates even though they are not active in the shipping sector, making the Merchant Academy a good starting point for a career in management or diplomacy. Upon entry to the academy, a Traveller must choose whether to follow the Business or Shipboard curriculum."
- Psionic Community - "Some Travellers are lucky enough to be born into a community where psionics are used, and will receive testing and training as a matter of course. Such communities tend to be either physically or socially isolated from the wider universe, which can often leave a Traveller without necessary skills when venturing out to begin a career. It is unlikely that a psionic community will be among the upper echelons of society. Many will live simple lives without the distractions of high technology; others blend in among ordinary citizens and are too focused on their psionic studies to achieve great things in the world of
business or the military. On the other hand, growing up among psions means a Traveller will automatically be tested for potential and talents, and will receive at least some training. Graduates of a psionic community will have completed whatever training the combinate can offer, whilst honours graduates are among their most promising young members. A community might not be keen to see such an individual leave." - School of Hard Knocks - "Some Travellers grow up on the fringes of society and are denied the usual opportunities to enter a career or enlist in a service. Not all of these people are criminals but many come into contact with crime one way or another. Those that get out of that world fall into two categories: some leave it as far behind as possible and others take it with them wherever they go. Streetwise recruits from slums and alleys of big cities are sometimes desirable for their special knowledge and skills, but are rarely promoted and often mistrusted; a graduate of the school of hard knocks can expect to spend a career on the bottom rungs. Some are proud to serve and glad to make a better life. Others are less satisfied and become a problem for their employers. Either way, careers tend to be short."
- Spacer Community - Most who grow up on an orbital habitat or asteroid belt community live a life much like anyone else in a high-tech city. For these people, their homes might as well be planetside, other than the slim chance of a life-support failure or similar disaster. However, not all space habitats are like this. Some are collections of small settlements in a planetoid field, with shuttles plying between them. For the inhabitants of such a community, formal education is likely to take second place to rule-of-thumb instruction in how to survive and get a day’s work done in a spacer environment. Some Travellers leave the community and seek a normal career elsewhere, but many hang around for a few years, picking up skills that might make them invaluable to a small merchant ship or similar employer where competence is more important than documentation. ‘Graduates’ of a spacer community have had instruction from skilled people, whilst ‘honours graduates’ come out with additional skills which may have been gained at the cost of harrowing experiences."
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Post by WxMAN on Jan 11, 2020 16:55:59 GMT -6
Thank goodness for Amazon Prime!
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Post by Rigil Kent on Jan 17, 2020 9:58:21 GMT -6
Your random "Consider this..." for the week. Traveller has a number of "Careers" that are chosen during character creation. You will need to select a career during the process but due to the randomness of character generation, you might not last long in that career ... and you might even be forced into the Prisoner career! Of course, the dice might be agreeable to you as well and let you do twenty years without a hiccup. Time will tell. Each career has three "assignments." When you enter a career (or re-enlist), you select the assignment that you wish to be a part of. Note that all of the careers have qualifications to enter that I have not touched on here; these are generally die rolls but can be automatic (depending.) Since we're not using the default Traveller 3rd Imperium setting, I figured I should at least go over them briefly. AGENT Law enforcement agencies, corporate operatives, spies, and others who work in the shadows. (All Factions fit this) Assignments - Law Enforcement: You are a police officer or detective.
- Intelligence: You work as a spy or saboteur.
- Corporate: You work for a corporation, spying on rival organisations.
ARMY Members of the planetary armed fighting forces. Soldiers deal with planetary surface actions, battles and campaigns. Such individuals may also be mercenaries for hire. (Primarily House Asquith-Orlov and PKF factions fit this) Assignments - Support: You are an engineer, cook or in some other role behind the front lines.
- Infantry: You are one of the Poor Bloody Infantry on the ground.
- Cavalry: You are one of the crew of a gunship or tank.
CITIZEN Individuals serving in a corporation, bureaucracy or industry, or who a making a new life on an untamed planet. (All factions but the PKF fit this. Corporate & Worker assignments are especially appropriate for SpaceFarer's Collective.) Assignments - Corporate: You are an executive or manager in a large corporation.
- Worker: You are a blue collar worker on an industrial world.
- Colonist: You are building a new life on a recently settled world that still needs taming.
DRIFTER Wanderers, hitchhikers and travellers, drifters are those who roam the stars without obvious purpose or direction. (Most appropriate for Independent and Twelve Families; House Asquith-Orlov also fits but not as well. PKF does not fit at all.) Assignments - Barbarian: You live on a primitive world without the benefits of technology. (This is probably not valid in this campaign.)
- Wanderer: You are a space bum, living hand-to-mouth in slums and spaceports across the galaxy.
- Scavenger: You work as a belter (asteroid miner) or on a salvage crew.
ENTERTAINER Individuals who are involved with the media, whether as reporters, artists or celebrities. (Appropriate for all but PKF) Assignments - Artist: You are a writer, holographer or other creative.
- Journalist: You report on local or galactic events for a news feed, the TAS or other organisation.
- Performer: You are an actor, dancer, acrobat, professional athlete or other public performer.
MARINE Members of the armed fighting forces carried aboard starships, marines deal with piracy and boarding actions in space, defend the starports and bases belonging to the navy and supplement ground forces such as the army. (Fits best with House Asquith-Orlov and PKF.) Assignments - Support: You are a quartermaster, engineer or battlefield medic in the marines.
- Star Marine: You are trained to fight boarding actions and capture enemy vessels.
- Ground Assault: You are kicked out of a spacecraft in high orbit and told to ‘capture that planet’.
MERCHANT Members of commercial enterprise. Merchants may crew the ships of the huge trading corporations, or they may work for independent free traders who carry chance cargoes and passengers between worlds. (Fits best with Independents & SpaceFarer's Collective; does not fit PKF at all.) Assignments - Merchant Marine: You work on one of the massive cargo haulers run by the CHW or the megacorporations.
- Free Trader: You are part of the crew of a tramp trader.
- Broker: You work in a planetside brokerage or starport.
NAVY Members of the interstellar navy which patrols space between the stars. The navy has the responsibility for the protection of society from foreign powers and lawless elements in the interstellar trade channels. (Fits best with PKF & House Asquith-Orlov. Twelve Families have independent forces that could sort of fit in this. Doesn't fit Independent at all.) Assignments - Line/Crew: You serve as a general crewman or officer on a ship of the line.
- Engineer/Gunner: You serve as a specialist technician on a starship.
- Flight: You are a pilot of a shuttle, fighter or other light craft.
NOBLE Individuals of the upper class who perform little consistent function, but often have large amounts of ready money. (Fits House Asquith-Orlov perfectly. Can also fit Twelve Families, but less effectively. Only very senior leadership of PKF fits this. Doesn't fit Independents at all outside of administrator assignment.) Assignments - Administrator: You serve in the planetary government or even ruled over a fiefdom or other domain.
- Diplomat: You are a diplomat or other state official.
- Dilettante: You are known for being known and have absolutely no useful function in society.
ROGUE Criminal elements familiar with the rougher or more illegal methods of attaining goals. (Fits Independents & Twelve Families best. Doesn't fit PKF at all ... unless they're ex PKF...) Assignments - Thief: You steal from the rich and give to…well, yourself, actually.
- Enforcer: You are a leg breaker, thug or assassin for a criminal group.
- Pirate: You are a space-going corsair.
SCHOLAR Individuals trained in technological or research sciences who conduct scientific investigations into materials, situations and phenomena, or who practise medicine. (Fits all factions, TBH.) Assignments - Field Researcher: You are an explorer or field researcher, equally at home in the laboratory or wilderness.
- Scientist: You are a researcher in some corporation or research institution, or a mad scientist in an orbiting laboratory.
- Physician: You are a doctor, healer or medical researcher.
SCOUT Members of the exploratory service. Scouts explore new areas, map and survey known or newly discovered areas, and maintain communication ships which carry information and messages between the worlds of the galaxy. (Fits all factions) Assignments - Courier: You are responsible for shuttling messages and high value packages around the galaxy.
- Surveyor: You visit border worlds and assess their worth.
- Explorer: You go wherever the map is blank, exploring unknown worlds and uncharted space.
PRISONER Every society has its bad apples and even in the far future punishments usually take place within faceless institutions where criminals can be conveniently forgotten. This is a special career that you can only enter if the dice are especially unforgiving... Assignments - Inmate: You just try to get through your time in prison without getting into trouble.
- Thug: You are part of a gang in prison, terrorising the other inmates.
- Fixer: You can arrange anything – for the right price.
PSION A career for Travellers who choose to focus on their psionic potential instead of more conventional lifestyles. This is a special career that you can only enter if the dice are especially nice. Assignments - Wild Talent: You developed your powers without formal training.
- Adept: You are a scholar of the psionic disciplines.
- Psi-Warrior: You combine combat training with psionic warfare.
I missed two that were added in the Traveller Companion: TRUTHER (Unfortunate name aside) A truther is someone who seeks (or knows, or claims to know) the truth about some fringe subject. In the Third Imperium the most universal truthers are those who seek knowledge of the Ancients or who say they know secrets about them. There are many other kinds of truther, however, from fringe scientists working on far-out psionic phenomena to paranormal investigators or conspiracy theorists. Truthers do not have a conventional rank system but instead have an additional characteristic, called Following (FOL). This starts at 0 and can be increased by events during their career or later in play. FOL indicates how many people believe the truther’s message, though this in no way influences whether or not any of it is the actual truth BELIEVER A believer may be part of a formal religious order or a much looser one based upon personal belief. They may also be part of a belief system that is not a religion, such as a self-improvement scheme or fitness programme. It may be that a Believer might not actually believe the tenets of his professed faith, but advocates them to others for his own gain. - Mainstream Believer: You belong to a widespread church, and are sure of your place in the universe.
- Missionary/Humanitarian: You spread the word of your faith across the stars, to anyone willing to listen to the good message.
- Holy Warrior: There are too many unbelievers in the universe. You will make them believe.
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Post by LabRat on Jan 22, 2020 12:44:03 GMT -6
Also, side question but how does advancement work in Traveller? If after four years of hard work per term I may walk away with a extra rank in scout maybe an extra skill, how does one improve skills and the like during gameplay?
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Post by Rigil Kent on Jan 22, 2020 13:06:03 GMT -6
Also, side question but how does advancement work in Traveller? If after four years of hard work per term I may walk away with a extra rank in scout maybe an extra skill, how does one improve skills and the like during gameplay? On the character sheet, there is a section for Study Period. There are some additional rules in the Traveller Companion, but they turn advancement into mostly D&D "Experience Points" stuff from my reading. Attachments:
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Post by LabRat on Jan 22, 2020 13:18:12 GMT -6
Awesome! Also sugary puff sandwiches? that sounds horrible
edit: Are donuts sugary puff sandwiches if they have a filling in them?
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Post by Magman on Jan 24, 2020 16:26:18 GMT -6
When purchasing equipment, what is in the ships locker? Do we need to purchase our own Vacc suit etc.? What about the legality of guns and armor and other equipment?
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Post by Rigil Kent on Jan 24, 2020 16:41:44 GMT -6
When purchasing equipment, what is in the ships locker? Do we need to purchase our own Vacc suit etc.? Purchasing your own vacc suit is highly recommended. Any that are easily available as part of a "ship's locker" that are free are going to be 'you get what you pay for.' You can purchase anything you can afford. However, "law level" varies according to where you're going. If you look at the system map, you'll note that each location has a UWP (e.g. Blears is B2227A7-9). The law level is the number in front of the dash (so 7 in this case) and the UWP is identified as such.
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