- Trak Davenport (lead character)
- ScoutShip Not at Home (on loan to Trak)
UPP: BCCCAA Age: 34
Pilot-3, Vacc Suit-2, Carousing-2, Engineering-1, Navigation-1, Communications-1, Grav Vehicle-1, Medical-1, Combat Rifleman-1, Streetwise-1, Gun Combat-0, Computer-0
Scout, 4 terms. Scout Ship (on loan), Cr80,000
Home planet: Easan is the Marlene Sub-sector: UWP A777967- C
For the UPP, I rolled 3 dice and picked the best two. I did not cheat, and got good rolls and a few improvements in mustering out.
I used the basic scout generation system from MegaTraveller with a minor change - Scouts can be commissioned and promoted - dice rolls to do so is the same as flyers. Scouts then only get 1 skill per term, not two. I also piked a skill table and rolled two dice and selected the skill from the two dice rolls. I wanted a little randomness, and a little control.
Jem Narvik ex-merchant (1001 characters merchant number 13):
Captain 7699A6 Age 38 5 terms Cr50,000
Pilot-1, Bribery-2, Medic-2, Mechanical-1, Navigation-1, Gunnery-2, Computer-0, Wheeled Vehicle-0, Gun-Combat-0, Vacc Suit-0
Hired by Trak in 1112.
Scoutship Not at Home
The Scoutship on loan to Trak as at 001-1112. It is an old one and will be subject to minor breakdowns all the time (forcing Trak to find money). I am using the Tech 11 version from The Dean Files. I remember Rob posting his designs way back when I subscribed to the TML.
Annual maintenance is due 001-1113. 1/1000th seems like very little for maintenance per year (on Cr20M this would be Cr20,000 per year. So I will make it higher, and also to account for the age of the ship: Cr120,000 per year, Cr240,000 with labor. I will also do, as per MgT, spread it out over 12 months so that is Cr10,000 per month or Cr2500 per week for the budget. And still a Cr20,000 annual maintenance! This will force Drak to keep looking for money. I will add an element of randomisation and make it Cr6,000 per 4 weeks +1d6x1,000 with a 6 being it doubles entirely. Regardless, I will check for breakdown each month. The chance of a breakdown of something in the ship is 1 in 36 per 4 weeks. I will roll for component (likely from the MT Starship Operations Manual table) and then for damage level.
Scoutship 100 tons, TL 11
1 dual turret with Missile and Sandcaster
30t fuel (1 jump-2 + 30 days), fuel scoop
1 TL 11 Air Raft
Ship's locker stuff (will detail it if I need it).