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Edited 1449461691
What would be the steps by which I can create the character.. any guidelines? point-based? career-rolling based with a preset # of terms? etc... I was thinking of an ex-fighter pilot. :)
The game is currently in the Darrian Confederation, so you can use any of the races that you would expect to be there. You can be a representative of the Imperium Navy, if you like, since that gives you a clever in; if you go that route, you would be joining with a member of our group in order to take notes on Darrian Naval Tactics during a Red Flag style Naval Exercise at Laberv. We could certainly use someone flying the Cutters and doing close-air-support, in general. Another route you could go is, we need a "Former JAG Lawyer" type with some ground combat experience; but another player has earned the right to pass on that particular role on account of retiring a character from the game. When I started, it was career term rolling. Maybe 4 to 5 terms? I forget the exact number. I'm sure one of the GMs will chime in sometime about that. Jim, Lloyd, Pakkrat, this sort of thing should actually be posted in the LFG post; just saying.
Hello and welcome to Mongoose Traveller:  The Fifth Frontier War.  The Artemis Group (newly re-named) is currently docked at Darrian in the Darrian Confederation.  This rag-tag group of various races has weathered war, adventure, intrigue, political and social winds in the Spinward Marches .  I, Pakkrat am both the current and cycling GM for the the years of 1107 to 1110, the duration of the Fifth Frontier War.  Then I will cycle out and another GM will take my place.  The Artemis Group flies around in an 800dT Mercenary Cruiser furnished by a retired Star Marine Colonel Lloyd Robertson.  The company is privately owned with the retired Colonel holding a majority of the shares.  Such shares are up for purchase but will only feed the Colonel's retirement fund. Character creation should welcome someone who is not so specialized and can cover a broad band of tasks so as to minimize game boredom.  Shipboard, planetside, social and technical skills are all welcome.  Characters who muster out with Contacts, Allies are especially welcome as such brings in more mission-tickets to Artemis.  Currently the ship's roster includes: Captain Jacob Crow, Imperium Naval Gunner and Engineer Dr. Simone, Imperium Ship's Medic Senior Scout Gevaudan "Gev" Cannagrrh, ethnic and Equal Vargr Pilot-Astrogator on the Ares Former Agent Larzamonte Charoux, Darrian tech-hunter Hane Meson, a street-level, grass-roots Jack-of-All-Trades and company lawyer 8 Turret Robots armed with shotguns Ship's long-term passengers include: Dame Qithka Cannagrrh, Equal Vargr, Gevaudan's Knighted elder sister, magazine reporter Uthka Varzeekh, Unequal Vargr, the Dame's eccentric attache Witness, a TL14 magazine drone robot recording everything the Dame experiences for the magazine Kfan Uzangou <White Fangs> Cybernetics and Psionics are present in the game but are on a Don't-Ask-Don't-Tell basis.  Yet the ship and personnel have suffered enough experiences to take precautions against mental intrusion. Missions come in the form of mercenary tickets negotiated by Larzamonte Charoux, Hane Meson and Captain Crow.  Random Encounters are included in daily activities and can be a source of adventure individually.  Then there is the overarching metaplot blanketed by the Fifth Frontier War lasting from 1107 to 1110 with some events immediately following.  Finally, the Ares conducts mercantile runs utilizing ship's cargo, extra staterooms, and clout to make spending cash on the side. Applicants are encouraged to approach the Ares  docking terminal and contact the Artemis Group.  Currently undergoing ship repairs, the drydock is the current home to the Artemis Group and their home office while in orbit above Darrian ( Spinward Marches 0627). The game makes use of the Mumble VoIP program so players can speak to each other and interact both in-character and out-of-character or to the GM.  Players should be aware that some character interactions take place in the game's chat-box.  Stay alert.  The game is laid-back and a character can conceivably survive a session without ever rolling dice or taking an action other than to follow fellow shipmates around. There is an extensive art gallery available in the Drawing Thread that gives a pictorial log of this long-running campaign.  Feel free to add an in-character journal if the player is a writer of any means. Enjoy The Fifth Frontier War.
Isis, a teleporting Psionic and former Crew Member, was officially titled our "Non-Euclidean Transportation Specialist". :) An edited version of this should probably go in the LFG post too, by the way.
Thanks for the info - who is the Referee/GM/Storyteller that I may discuss, and vet my character with?
The interim GM is Pakkrat; but there will be other GMs later, so it's more of a group approval thing. Expect Bob and Jim to voice an opinion, if they have one.
This campaign features a GMs meeting on Wednesday nights at around 7pm Eastern US.  It is then that we talk game from the metagaming point of view, handling crunch details so prevalent in Traveller, the usual gearheadedness, character creation, character improvement, mercenary ticket negotiations, and any other topics that arise.  This is done so as to not bog down the Sunday night game and continues the flow of story enjoyed by all.  It is at the metagame meeting you will be able to look behind the curtains of Mongoose Traveller:  The Fifth Frontier War and experience the numbers and mercantile rolls and skills useage that would normally take place between games.  This is also a metagame night to make judicious use of your character's well-earned credits, suffer solo play with the GM, ( my preciousssss). To present this campaign in the spirit of Traveller we have grown up with through the 3+ decades, the Wednesday night GM meeting allows the cycling GMs to compare and contrast notes so as to allow smooth transition from one GM to another when the time comes to hand the reins over.   As to character creation:  We have had characters who halted their Careers at 4 terms.  On the long end, we have had long-lived characters who mustered out at more than ten terms.  While going out that far due to racial tendency, some might feel that there is little to no room for growth based on what is needed by the company.  If your character is an ancient sage, chock full of skills, there is not much room for enjoyment of growth.  A nice, round number of terms should be 5-7 terms, modified by race selected.  There are, of course, exceptions to this rule of thumb, but playing the average of rolled terms lends to more enjoyment in the long term. In the end, it is imperitive that enjoyment of character development as well as immersion into the character and interacting with the story of The Fifth Frontier War over trying to Win at Mongoose Traveller be undertaken.  In this case, it is better to see How a character is played than whether the mission was a success or a failure.  Characters in this campaign have the opportunity to be a part, directly or tangentially, of a major historical event in the game's timeline. After the Fifth Frontier War, it can be assumed that the Rebellion of 1116 will come next as Emperor Strephon is assassinated by Archduke Dulinor and the factional war for the Iridium Throne begins.  Immediately following the Rebellion is the Hard Times era, a period where war and strife erodes the Third Imperium and Tech Levels and Starport ratings drop.  Piracy and scarcity of needed equipment, gear, starship systems becomes a mainstay. Artemis intend to survive this tumultuous time of their lives and become one of the diehard small-time companies to weather these chapters of Traveller history.
Definitely not going to be winning at much as an ex-fighter pilot.  Very much more of a displaced hero. I mean .. the opportunities to be in a fight cockpit again will be sparse if not non-existent :)  I will be aiming for 4-5 terms.  Thanks for the background - I'll be around Wednesday night so that I may be in touch if youre available Pakkrat.
A fighter of the right size might fit down the 50 dTon Cutter launch tube, or one of the spare 30 dTon module bays, but that would be more of a per-mission requirements sort of thing.
Now would be a good time to join us on the Mumble for character stuff.
Hey I'm also new to the group and I'm a bit confused with character creation rules.