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Old Jan 23rd, 2025, 12:35 AM
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Bounty Hunter - The Guild

Bounty Hunter - The Guild

Join in Bounty Hunter - The Guild

Game System: Traveller MgT2 (Mongoose 2nd Edition)
Skill Level: Experienced gamers preferred but open to all
Max # Players: 4-6 (CLOSED)
Post Frequency: Moderate/Fast-Paced - 2 post per week-ish
Recruiting Period: 15 FEB 2025 or until positions are filled

In the depths of Behind the Claw, the Guild reigns supreme—a shadowy organization of elite bounty hunters bound by an unbreakable code and a ruthless efficiency. Here, contracts are currency, loyalty is measured in credits, and survival hinges on cunning, skill, and the strength of your allies.

From the sleek megacities of Imperial worlds to the lawless outposts on the fringes of known space, the Guild’s reach knows no bounds. But in a galaxy riddled with betrayal, political intrigue, and dangerous secrets, even the hunters can become the hunted.

As a member of the Guild, you’ll take on high-stakes contracts that test your resolve, pit your wits against dangerous marks, and force you to navigate the shadowy corridors of power. Forge alliances—or rivalries—with fellow hunters, and uncover the secrets of an organization as mysterious as the stars themselves.


Whether you’re a sharpshooter with a grudge, a cunning tracker with a past, or a tech-savvy infiltrator with a flair for the dramatic, Bounty Hunter - The Guild is your stage for intense, character-driven action.

5 Second VersionInspired by the grit of John Wick, Mission Impossible and the vastness of the Traveller universe, this game blends high-octane missions with deep storytelling and rich world-building.


Do you have what it takes to thrive in the Guild—or will you become just another name on someone else’s contract?

Apply now and take your shot at glory, survival, and a piece of the galaxy’s most dangerous game. The hunt begins here.

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Game Theme

In the shadows Behind the Claw, where Imperial authority weakens and lawless sectors thrive, the Guild is a force unto itself. Bound by an strict code, its bounty hunters walk the razor's edge between order and chaos, taking on contracts that others wouldn’t dare.

For them, every mission is a gamble, every target a test, and every step an opportunity—or a trap.

Operating out of dimly lit cantinas, hidden safehouses, and high-tech command centers, Guild members balance loyalty to one another with the ruthless competition of the trade.

They are warriors, spies, and survivalists, navigating a galaxy riddled with corruption, betrayal, and secrets that even the Imperium fears to uncover.

In Bounty Hunter - The Guild, players will embrace this high-stakes lifestyle, stepping into the boots of elite hunters who must forge alliances, outwit rivals, and claim their prize—all while walking a thin line between survival and honor.

Game Summary

The Character Creation Mini-Game
 

Universe Information - The Setting

A Galaxy on the Brink

Behind the Claw sectors are a volatile, sprawling expanse where power is fractured and the struggle for dominance plays out in every corner. Feudal noble houses maneuver like chessmasters, controlling vast planetary systems with bloodlines steeped in intrigue and tradition. Their influence stretches through secret alliances, mercantile monopolies, and the iron grip of private fleets, shaping the ebb and flow of the sector’s economy and politics.

Intertwined with this aristocracy are the galactic mega-corporations, their sleek logos concealing labyrinthine hierarchies of profit-driven ambition. They extract, exploit, and expand with ruthless efficiency, wielding resources that rival the power of Imperial fleets. For these corporations, hunters are often tools of convenience—disposable assets hired to eliminate competition, recover stolen secrets, or protect lucrative investments from raiders.

Yet amidst this towering structure of wealth and influence, independence thrives in the shadowed cracks. Free traders, smugglers, and bounty hunters navigate the chaos with cunning and grit, carving out livelihoods between Imperial law and the opportunities left by its neglect. These individuals embrace freedom with ferocity, knowing that out here, survival often means standing apart from the crushing weight of authority.

The galaxy teeters on the edge of war. Rumors of a Fifth Frontier War between the Imperium and the Zhodani Consulate sweep through spacers' cantinas and high-tech boardrooms alike. The whispers grow louder with every sudden military movement, every unscheduled fleet patrol, every mysterious disappearance near the frontier.

For hunters, this backdrop offers a grim kind of promise—war always brings bounties.

Adding to the chaos are threats from beyond the Imperium’s reach. Aslan slavers prowl the fringes, their ships shadowing trade routes, preying on the vulnerable to fuel their Hierate’s insatiable appetite for labor and power. Meanwhile, the Vargr packs, unpredictable and united only by opportunistic greed, raid the outer colonies with devastating precision. Their incursions leave planets in turmoil, sparking desperation and lucrative contracts for those skilled enough to strike back.

Here, the Guild thrives.

Bounty hunters are the secret weapons of power struggles both grand and small, hired to settle disputes, eliminate obstacles, and recover prized assets. To be a hunter is to walk the line between opportunity and danger, to claim glory and credits in equal measure while navigating a galaxy defined by its fractured alliances and looming threats.

The game is simple: take the contract, get paid, and stay alive.

But in a galaxy rife with betrayal, intrigue, and war, even the most skilled hunters may find themselves asking — who is the predator, and who is the prey?

The Guild

The Guild Halls
Neutral, high-tech sanctuaries where hunters can resupply, network, and negotiate contracts. Found in key systems Behind the Claw, these facilities are protected by the Guild’s ironclad rules: no violence, no bounty hunting, and no exceptions while on Hall grounds.

Each Guild Hall is unique, reflecting the culture and architecture of its system, but all feature essentials like encrypted contract terminals, repair bays for ships and equipment, private meeting rooms, and well-stocked cantinas for quiet (or not-so-quiet) negotiations. Their neutrality is sacrosanct, enforced by automated defenses and loyal enforcers.

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The Guild Council
The Guild Council is a governing body of influential hunters and allied factions that oversees the Guild’s operations. Each council seat is held by a representative of a major faction: noble houses, megacorporations, planetary leaders, and powerful hunter clans.

The Council establishes and enforces the Guild’s strict code of conduct, ensures contracts are honored, and maintains the Guild’s reputation as a neutral but formidable force in galactic affairs. Defying the Council is rare and often fatal, as their influence reaches into even the most lawless corners of the galaxy.

Guild Credits
The Guild uses Guild Credits, a sophisticated digital currency that functions outside Imperial or corporate control. These credits are encoded with blockchain-like security and can only be exchanged for services and goods tied to Guild operations.

Guild Credits can buy fuel, weapons, starship repairs, information, or even safe passage through dangerous territory. Their value isn’t just monetary—it’s symbolic of trust within the Guild. Hunters earn them through successful contracts and lose them for breaking the code.

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Guild Marks
Guild Marks are physical, high-tech tokens representing a binding agreement or debt between hunters.

Each Guild Mark is a unique metallic disk or chip encoded with a hunter’s biometric signature and contract details. Once activated, it cannot be refused or revoked without facing severe consequences. Guild Marks represent loyalty, obligation, and, at times, betrayal. A hunter returning a completed Guild Mark is both an act of closure and a signal that a debt has been paid in full—often with blood.

The Guild Code
The Guild operates under a rigid set of rules that preserve order within its chaotic and dangerous profession. These rules are enforced ruthlessly by the Guild Council and its agents. Key tenets include:

No hunting on Guild grounds.
Contracts are sacred. Once accepted, they must be fulfilled.
Breaking a Guild Mark is punishable by exile—or death.
Neutrality is mandatory during declared ceasefires or negotiations.
Violating the Guild Code can result in suspension of Guild privileges, a bounty placed on the offender’s head, or even termination by other hunters.

Haven Systems
While Guild Halls are physical sanctuaries, certain star systems are designated Haven Systems, zones where the Guild guarantees safety and neutrality. These systems are often independent of Imperial or corporate control, maintained by treaties and agreements.

Hunters can rest, refuel, and recover in Haven Systems without fear of retaliation from rivals. However, the moment a hunter crosses the system’s borders, all bets are off. These havens are rare and highly valued, offering a brief respite in the chaos of Behind the Claw.

Guild Enforcers
Guild Enforcers are elite bounty hunters tasked with maintaining order within the Guild. They ensure the rules are followed, resolve disputes, and eliminate threats to the organization’s reputation. They operate with near-total autonomy and answer only to the Guild Council.

Hunters often fear Guild Enforcers, as their presence signals that someone has broken the code—or is about to. Enforcers are relentless and operate with the precision of assassins, ensuring the Guild’s authority is respected throughout Behind the Claw.

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The Shifting Frontiers
The ongoing war with the Zhodani Consulate, raids by Vargr packs, and Aslan slaver incursions provide endless opportunities for bounty hunters. The chaos creates a galaxy-wide market for Guild contracts, with bounties ranging from high-ranking deserters to stolen technologies. Hunters operating in these volatile regions risk everything but stand to gain immense rewards, earning fame—or infamy—within the Guild.


Key setting concepts include:

The Guild - You reputation within the guild is a measure of your competency in their profession.
Bounty - The reward for completing a contract.
Mark - The person or object the hunter seeks when they accept a contract. NOT to be confused with a Guild Marker (see above).
Contract - A job offered to a bounty hunter. May by a formal contract with the weight of Imperial (or other) law behind it, a dossier containing all information an employers thinks a hunter will need to capture a mark, or simply a set of verbal instructions. A Guild contract will lay out what a hunter is expected to accomplish and how they will be rewarded for its successful completion.

Referee and Player Expectations

Shared Storytelling
This campaign will rely heavily on collaboration. As your Referee, I’ll guide the narrative and handle cinematic moments, but the unfolding story is shaped by you. You'll live and die by your contracts, warrants and bounties.

The Foundational Principle - read it here and if you can’t live by it, please don’t apply.

Acts and Interludes
The game will alternate between Acts (focused specific contacts) and Interludes (longer periods of time spent alone or in your guild headquarters).

Yes, we are going to be playing Traveller but in the same spirit, I follow simple maxim of Gold, Silver and Bronze Rules in all my games. Please read them and again, if you can’t live with these, don’t apply to my games.

 


Application Info and Selection

For now... Your application only needs to have these four parts. Full character creation will happen once you have been SELECTED and the game has started.

1. Commit to a long-term game: Write a few sentences about why this concept excites you and your experience with Traveller. (No prior experience is required.)

2. Name & Core Personality: Describe the kind of bounty hunterJust generally speaking... character creation may change the way you think and the personality. That's OK. This is just a starting point. personality you’d like to play. Are you a cold, calculating professional who views every contract as a puzzle to solve? Or perhaps a roguish charmer who uses wit and charisma to stay one step ahead of rivals?

3. Alias and Sigil: This is both a call sign and an identity by which you'll market and brand your special set of skills.

4. The Road Less Taken: Share a brief narrative or vignette of your life. What about your lifepath is leading to this type of life as a young adult? (Characters begin the creation mini-game at age 18.)
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Traveller: The Third Imperium, Bounty Hunter - The Guild
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Last edited by savoylen; Feb 1st, 2025 at 10:41 AM.
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Old Jan 23rd, 2025, 12:37 AM
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Place Character (Alias) Progress STATUS
A7ice Astra (Spectra) COMPLETED ACCEPTED
Europa Jana (Angel) COMPLETED ACCEPTED
ogamodyna Bjorn (Thunar) COMPLETED ACCEPTED
epelj1 Jonus (Bulldog) COMPLETED ACCEPTED
RossN TBA WIP TBA
Vex Morray (Morary) COMPLETED ACCEPTED
Sir Swindle Sone (Catspaw) COMPLETED ACCEPTED
97mg Cyrella Vincero (Coda) COMPLETED ACCEPTED
MrD Subject 9 (Ghost) COMPLETED ACCEPTED
Hopsnbaer Larian (The Rook) COMPLETED HOLDING

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Traveller: The Third Imperium, Bounty Hunter - The Guild
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Last edited by savoylen; Feb 1st, 2025 at 10:50 AM.
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Old Jan 23rd, 2025, 08:24 AM
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Astra "Spectra" Wraith - Application - DONE
COMPLETE

Commit to a long-term game:
John Wick is one of the best movies and franchises to emerge recently, so I'm definitely interested in anything related to it. On a more serious note, I am committed to each game I participate in, always ready for a long-term engagement. This is why I carefully choose which games to apply for.
Regarding Traveller, your other game, savoylen, is quickly becoming my most significant experience. In the past, I had the opportunity to create a character for a Traveller play-by-email game, but unfortunately, that game fizzled out quickly. While I may not have extensive experience with Traveller, I do have a broad background in playing pbem and play-by-post games, some of which have been quite lengthy and lasting years. Most recently, I went through the Stars Without Numbers manual, as my friend and I are planning to try a one-on-one pbem in it, and that game seems to draw a lot from Traveller.

Core Personality:
Known for her sharp wit, unshakable poise, and dangerous allure, Astra Wraith is a consummate professional who thrives on precision and adaptability. A former intelligence operative, she excels at reading people, exploiting opportunities, and navigating any battlefield—physical or digital—with elegance and efficiency.

Her charm is disarming, masking instincts honed to razor-sharp precision. Agile and elusive, she moves like a shadow, mastering both close-quarters combat and long-range precision. A skilled hacker and saboteur, she thrives in complex situations, turning obstacles into opportunities with a mix of ingenuity and intuition.

Guided by a simple code—a contract is a contract—Astra is fiercely loyal to the job and the team, trusting her instincts and sometimes giving in to whimsy to guide her path. While pragmatic, she understands the value of allies and thrives in collaboration, blending her skills seamlessly with others. For Astra, the Guild is a proving ground where loyalty, craft, and the thrill of the hunt define her life and legacy.

Alias:
Spectra

Sigil:
A shadowy female wraith figure intertwined with sleek circuitry.

The Road Less Taken:

They say everyone has a beginning. Mine? A cracked, unlit corner of the galaxy where kindness was a commodity no one could afford. I don’t remember much of my parents—just fleeting impressions, like faded holograms. They were gone before I was old enough to know what safety felt like. After that, life was simple: survive. I learned quickly that softness only got you broken.

The streets taught me to be sharp, and the people who "took me in" made sure I stayed that way. I was useful to them—not for what I could do, but for what I could become. They shaped me, molded me, used me. It’s not something I dwell on. What matters is that even back then, I refused to be just another piece on someone else’s board. I watched, I listened, I learned. And when the opportunity came to escape the gutter, I seized it with both hands.

He was one of them, a man with power and a quiet hunger for control. He wasn’t the first to see potential in me, but he was the first to see more than a pawn. “You’re wasted here,” he said. “With the right training, you could be unstoppable.” I still don’t know if it was chance or manipulation that put him in my path. What I do know is that he delivered on his promise—and then some.

The school wasn’t a school in any normal sense. It was a crucible, designed to strip you down and remake you into something sharp and unbreakable. For years, my life was a cycle of grueling tests, brutal fights, and lessons in how to deceive, seduce, and kill. They taught me to wield my body like a weapon, my mind like a scalpel, and my emotions like a mask. By the end of it, there wasn’t much left of the girl I’d been.

As an operative, I became whoever I needed to be. A lover. A friend. A ghost. I’ve slipped through high-security facilities, whispered secrets from behind enemy lines, and left marks in places no one thought I could reach. It was exhilarating, in a way. But after a while, even the sharpest edge dulls if you don’t give it a purpose beyond cutting.

That’s when I started setting rules for myself. Little things, at first—lines I wouldn’t cross, deals I wouldn’t break. They weren’t for anyone else’s benefit. They were for me, a way to remind myself that I still had a choice. “A contract is a contract,” I’d say, and I meant it. The work could be dirty, but my word stayed clean.

Somewhere along the way, I learned to laugh again—dry, quiet humor that cuts through the tension when it gets too thick. I started trusting my instincts, following my whims. It’s not always about the mission anymore; sometimes, it’s about the people. I’ve worked alongside enough professionals to know that no one survives this life alone. I still have my sharp edges, but I’ve learned when to soften them.

The Guild is where I belong now. It’s not about loyalty or ideology—it’s about the hunt, the challenge, the thrill of being three moves ahead. I’ve made a name for myself, a reputation I’m proud of. They call me Spectra—a shadow with a pulse, a ghost in the machine. And if you ask me whether I’d trade this life for anything else, I’ll give you the same answer every time:

Never.

Last edited by A7ice; Jan 25th, 2025 at 04:31 AM.
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Old Jan 23rd, 2025, 10:53 AM
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Quote:
Originally Posted by A7ice View Post
Question: Do I need to provide the full character sheet for the application? Or the elements from "Application Info and Selection" is enough?
Nope... No characters yet. Just what's asked for under application and selection. Character creation is actually going to be part of the game... It's own mini game at the beginning.

I hope that helps!
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Traveller: The Third Imperium, Bounty Hunter - The Guild
New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller.
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Old Jan 23rd, 2025, 11:48 AM
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Oh wow... I've always wanted to try Traveller and this looks like an amazing opportunity!

I'll start thinking on a character idea.

Yes, this would be my first game on here and no, I don't have Traveller experience, but I have a lot of PBP experience and I am 100% on board with the principles you've outlined here. Love collaboration and communication in a PBP game.
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Old Jan 23rd, 2025, 01:13 PM
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Let me preface my application with a brief but very cogent statement.

Damn you Savvy. Damn you to Hel for sucking me in with another irresistible gaming concept.

Now that that is out of the way. Wow, great mix of themes. I've discovered that I can post more than I used to be able to manage. There's probably a reason for that somewhere that doesn't have to do with my retirement. LOL. So, here goes.

Commit to a long-term game: Sci-fi has been one of my passions since childhood. It started with Heinlein's "Starbeast" and went through the gamut of his material, especially the young adult stuff, then Starship Troopers and The Moon is a Harsh Mistress. By the eighties I was playing Battletech and Traveller as well as all of the TSR portfolio. Gamma World, Top Secret, Boot Hill and more. For decades the Traveller game was no more than a fond memory until I joined one on RPGX. That one was amazing fun, but I had to bow out to other commitments. Since then, I've stuck my withered old pinky toe into a couple more Traveller pools. As an avid gamer and writer I can commit to something like this.

Core Personality: I'm looking at the beef hopefully. A skilled brawler and combatant with most weapons,(hint, the bigger the gun and the louder the bang, the happier the Bounty Hunter) he can also scrap with belligerents in the bar if necessary. Punching isn't his favorite thing, but it works, especially if you can enhance that strength through a suit or some type of mech. He's not going to be the brightest tool in the deck, but he knows where to apply pressure when the time comes.

Alias and Sigil: Bjorn Ullers. or Thunar, The Thunder Bear.

 
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Old Jan 23rd, 2025, 03:07 PM
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Posting interest! I'll get this filled out over the next couple of days.

Commit to a long-term game: I've been on and off the site several times over the years, and what I've learned is that connections with people on the site is what ultimately keeps me coming back day to day. A committed, long-term game, will provide those relationships, instead of trying to piece them together from one short lived game to another. As far as Traveller, I've always wanted to try a game on this system since seeing it in the RPGCrossing game listing. Sci-fi is my jam, but I've never done any of the Star Wars, Star Trek, Starfinder games. I've had experience with DND 3.5e and 5e, as well as Pathfinder 1e.

Core Personality: Initially, i was thinking of filling out a slightly depressed, angry, throw-caution-to-the-wind type of soldier, as that most closely aligns with my current real life mood, but it looks like Bjorn the Thunder Bear has the market covered there. However, there's lots of precedence for those types of characters coming in duos!

In my mind, Jonus was the sole survivor of a small squad sent out to a distant planet. Losing his 'family' sent him into depression until a mysterious bounty hunter recognized him and left him a token in Jonus' drunken stupor. Jonus' struggle will be managing his anger and lack of self-preservation, while also or attempting toadhering to the strict rules of the order.

Alias and Sigil:
Alias - Bulldog
Sigil - The front view of an angry bulldog.

The Road Less Taken:
The faint squeak of his boots fills the room as his knee shook up and down with nervous energy. The recruitment office was quiet for a Saturday morning, with just Jonus and one other guy sitting in the room. Jonus had already filled out the required forms, and was just waiting as the recruitment officer did whatever recruitment officers do.

Jonus was a beast of a man. A lot of people hear that and expect a 6'-5" tall guy with muscles on muscles. Take that image, and squish it down to 5'-9", and you'd get Jonus. His foster dad had called him a bulldog before, apparently that's a dog from years ago. Jonus had looked it up, he wasn't wrong.

"I'm Jonus," he nods at the man across the room. The other guy was about the same age as Jonus, taller, probably actually 6'-5", but leaner than Jonus. "Jonus Anival."

The man reciprocates the nod, "Paul Stalker." Jonus gives him a deadpan look. "No, seriously," he looks around the room. "I get that it sounds made up, but it's not."

----------

Jonus is a product of the system. In foster care as an infant, he bounced back and forth from his foster family to his bio mom. It was rough, different parenting styles, different ways of life altogether. Both lives were 'not bad', but in the end, these two particular halves don't make a whole. He never felt like a true member of either family. He'd see large families out and about on holidays and wonder what it'd be like. It was just a snapshot of happiness for the families he'd watch, but in his mind, that's how they always were. He wanted that. He wanted a family of his own.

And that's what the recruiter had promised him. A family of likeminded individuals, coming together for the greater good. He'd make a difference, he'd be an integral part of a huge family.

He couldn't sleep last night in anticipation of hearing the results of his application and physical, and here he is now, his first brother, Paul.
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Last edited by epelj1; Jan 28th, 2025 at 10:54 AM.
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Old Jan 23rd, 2025, 06:46 PM
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Oh very interesting!

I'm running a Traveller game but I'd like a chance to play a PC for once. I'll have to give this some thought!

Last edited by RossN; Jan 23rd, 2025 at 06:47 PM.
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Old Jan 24th, 2025, 02:04 AM
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@A7ice
I'm looking forward to see more of Astra!!

@Europa
Perfect. I have a short "quick start" video for you... but regardless, I'm looking forward to have your experience in story-telling! I'll help with the simple mechanics as we go along.

@ogamodyna
Quote:
Let me preface my application with a brief but very cogent statement.
Damn you Savvy. Damn you to Hel for sucking me in with another irresistible gaming concept.
Now that that is out of the way.
LOL... you crack me up! and thanks!!
I'm loving what you're laying down so far. Bjorn looks like they're a force to be dealt with!

@epelj1
Great to have you on board... please let me know if you have any questions along the way.

@RossN
Nice to see you here - The Guild has its eyes on you!!
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GM of: Dark*Matter: The Hoffmann Institute (2007 HOF),
Traveller: The Third Imperium, Bounty Hunter - The Guild
New here? Try a New Player Solo Game for 13th age, CoC, DnD, FATE, Pathfinder, Traveller.

Last edited by savoylen; Jan 24th, 2025 at 02:05 AM.
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Old Jan 24th, 2025, 11:01 AM
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I had some time so Astra is done. If I miss anything let me know savoylen.
I purposefully left it without any picture as with Traveller you might get what you want at late 20s but as well mid 30s in terms of age and that makes a difference when comes to visualization

I guess I can't be a gynoid? Right?

Last edited by A7ice; Jan 24th, 2025 at 11:02 AM.
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Old Jan 24th, 2025, 12:40 PM
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@savoy Is that quickstart vid regarding the site or Traveller? If Traveller, I'd like to see it too, if you don't mind.
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Old Jan 24th, 2025, 06:33 PM
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Here you go!

or here at, Savoy's Video Traveller Guides


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Last edited by savoylen; Jan 25th, 2025 at 12:52 AM.
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  #13  
Old Jan 24th, 2025, 10:46 PM
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Sweet, thanks!
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Old Jan 25th, 2025, 12:19 AM
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Quote:
Originally Posted by epelj1 View Post
Sweet, thanks!
No problem!

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Last edited by savoylen; Jan 25th, 2025 at 12:52 AM.
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Old Jan 25th, 2025, 12:22 AM
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@ogamodyna

I've got you marked "COMPLETE" - thanks, your app looks great!!
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