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Rolling Old School |
Returning to Classic Traveller, I present to you former Chief Steward Zlatan Coughlan, MD.
Chief Steward Zlatan Coughlan, MD 5696D9 Age 34
College, Medical School, 3 Terms Cr27500
Admin-2, Broker-1, Grav-Vehicle-1, Jack of All Trades-1, Liason-2, Medic-3, Steward-2
Two High Passages
A native of Thengin/Sabine (Deneb 0518), he attended a local university and medical school before getting hired on to Tukera as a junior medic. His initial training consisted of taking care of passengers aboard one of Tukera's Long Liners, as well as interfacing with planetary customs authorites to grant free pratique and ensuring the ship was following customs regulations. His other early term included was also involved in standard, boring runs through Rhylanor and Sabine Subectors, where he studied to pass the exam for ship's medic. Finding shipboard life suited him, he had a chance to be loaned to Akerut for a year as a junior medic, but studying passenger services again. He then found himself as the medic aboard a charter, running some noble families to Vlad for a year and back. Uneventfully back to liner duty, he passed his exam for Chief Purser. He then was assigned to an exploratory mission, into the Extents. Hitting his stride, he was up for another hitch despite feeling some of the effects of age. An unprofitable time in Speculative Trade was followed by time at a surface station, and a year at the Rhylanor Tukera College of Business. As a final tour, he managed to get an assignment to a speculative venture, where he managed to make some money out of it. Thoroughly tired of the Tukera life, he's now ready to start on his own.
From other blogs participating:
Complete rolls are below the fold as usual.
Name: Zlatan Coughlan
System: Classic Traveller
Homeworld: Thengin/Sabine B567998-C
Stren 5 6
Dext 6 7
Endur 9 10
Intel 6
Educ 13 10
Social 9
Age 18
College?
Admission?
6+2 Admitted
Success?
9 Pass
Education?
4-2=2
Honors?
9+1=10
Age 22
Medical School
Admission?
8+2 Admitted
Success?
10 Pass
Honors?
6+1 Not
Age 26
Merchant Purser's Department
Rank O2, Sector wide line
Apprenticeship
5+2 Purser Dept
1+2 Purser Dept
Assignment?
8+1 In rank
7 Route
Survival? Auto
Bonus None
Skills? 6
6+4 Shipboard Life
Assignment?
10+1 In rank
7 Route
Survival? Auto
Bonus None
Skills? 6
Promotion?
7+3 Medic O3
Reenlist?
7 Allowed
Age 30
Assignment?
5+1 Not in rank
10 Exploratory Trade
Survival?
8 Pass
Bonus?
4+1 No Bonus
Skills? 12
1+2 Purser Dept
Assignment?
7+1 In rank
6 Charter
Survival? Auto
Bonus None
Skills? None
Assignment?
12+1 In rank
7 Route
Survival? Auto
Bonus None
Skills? 6
Promotion?
7+3 Chief Purser O4
Assignment?
7+1 In rank
10 Exploratory Trade
Survival? 9
Bonus? 9+2, fail
Skills? 9
2+4 Trader's Life
Reenlist? 8
Age 34
Stren 7 -1
Dext 9
Endur 7 -1
Assignment?
7+1 In rank
2 Speculative Trade
Survival? Auto
Bonus 9+2
Skills? 4
Assignment?
9+1 In rank
11 Special Duty
3+2 Trading Station
Admin? 5
Broker? 5
Assignment?
5+1 Not in rank
11 Special Duty
5+1 Business School
Admin? 3
Liason? 2
Computer? 2
Legal? 1
Assignment?
7+1 In rank
2 Speculative Trade
Survival? Auto
Bonus? 8+2
Skills? 3
Reenlist? 4
Age 38
Stren 9
Dext 2 -1
Endur 9
Skills
Medic 3
Admin 2
Liaison 2
Steward 2
Jack of All Trades 1
Grav-Vehicle 1
Broker 1
Benefits
Total Rolls 5+1
Cash
Bonus 2 2500
5 5000
3 10000
4 10000
Material
High Passage 6
High Passage 6
Quite interesting,I have been creating characters for a soloing campaign I want to start. I'll check merchant prince later tonight, I have it but have never read.
ReplyDeleteThank you. The important thing is to have fun.
Deleteand I learned a new word today: pratique. I'll have to use that sometime: I've sporadically wondered about contagions and going to strange new worlds to breath in strange new microbes, and exhale your strange to this world microbes. Other than a brief notice that Scouts get a bonus I vaguely recall reading, think they use the Star Wars model: no worries about biomes unless needed for the plot.
ReplyDeleteI actually first understood it in GT Far Trader. I'd seen mentions of the idea in the International Code of Signals, but it got explained there.
Deletenow to read that book: I don't play the GURPS Traveller version, but really love their supplements and books. So I have a few of those, and Far Trader had some cool economics rules (though it does postulate the big ship universe, I just cut things down to 1/10th or so for the volume. But the relationships and trade routes are cool to mess with).
Delete