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Friday, December 23, 2011

Traveller [Mongoose] Dynasty Walkthrough part III


Now that we have our initial derived statistics for our Dynasty, its time for us to make a few decisions for the improvement of our Dynasty. First we get to chose three Characteristics we wish to improve and roll 2d6 plus said Characteristic's DM against each chosen Characteristic's current value. If we roll higher than the current value, the value is increased by 1; if a natural 2 or 12 is rolled, the value decreases by 1 or increases by 1 respectively. As indicated below, the Knights of Saiph failed all three of its rolls, but did not lose any values.

Next we have the option to deduct one point from a trait and apply it to another trait.  You may do this equal to the Cleverness DM + 1.  The Knights choose just to increase its Territorial Defence at the expense of its Fleet value.

Aptitude training follows, allowing the player to attempt to train up to five skills.  However, you do not recieve any Characteristic DMs to assist in this training.  The die roll is modified by the current Aptitude (Skill value) with untrained skill providing a -2 DM.  As with the Characteristic practice, the Knights failed to improve any Aptitudes.

The final step before delving into the dynasty's early history is the calculation of its Values.  These values represent the available resources for task resolution.  If any of these values are reduced to 0 at the beginning of a generation phase, the dynasty  has collapsed.

Name: Knights of Saiph

Archetype: Military Charter

Power Base: Starship/Flotilla

Management Asset: Command Staff



Subtotals Characteristic
practice
Trait
Management
Aptitude Training Final Value adjustment Initial History adjustments Dynasty Starting Characteristics, Traits, Aptitudes & Values
Characteristics













Cleverness 12 +2 fail







12 +2
Greed 11 +1









11 +1
Loyalty 12 +2









12 +2
Militarism 12 +2









12 +2
Popularity 10 +1 fail







10 +1
Scheming 11 +1 fail







11 +1
Tenacity 12 +2









12 +2
Tradition 13 +2









13 +2
















Traits













Culture 3







1 4
Fiscal Defence 3







1 4
Fleet 9

-1



1 9
Technology 5







1 6
Territorial Defence 2

1



1 4
















Aptitudes













Acquisition x



fail

1 0
Bureaucracy x









x
Conquest 2









2
Economics 0









0
Entertain x









x
Expression x



fail



x
Hostility x









x
Illicit 0









0
Intel 3









3
Maintenance 1









1
Politics 0









0
Posturing 0









0
Propaganda x









x
Public Relations x



fail



x
Recruit 1









1
Research 0



fail



0
Sabotage x









x
Security 0



fail



0
Tactical 3









3
Tutelage x









x
















Values













Morale







16

16
Populace







19 -1 18
Wealth







16 -1 15

The Knights of Saiph decided to take 5 rolls on the history/background table. The choice of 3, 4 or 5 rolls must be made prior to any dice are rolled.  I rolled the following:

  • 35 - War is commonplace and war is big business [-1 populace, +1 culture, +1 fiscal defence]
  • 63 - Things couldn't go better [+1 acquisition]
  • 34 - Historic event #8 - Colonists from distant place setting up a colony in dynasty's territory with dynasty's help - roll public relations [pass - +1 technology] 
  • 41 - Government contracts come up empty but commercial ones are booming - roll politics [pass]
  • 51 - Professional soldiers being recruited to bolster defence [-1 wealth, +1 fleet, +1 territorial defence]

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