Harry McStubbins
A human male that is 5'10" tall and weighs 170 lbs. He has brown hair and blue eyes and appears to be left handed. He wears a brown leather bomber jacket over blue coveralls.
898AB7
Chief Petty Officer retired Harry McStubbin age 42
Gunnery 3, Computer 1, Gun Cbt 1 (laser rifle), Jack 'o Trades 1, Blade Cbt 1 (sword), Farming 0, Archery 0, Instrument 0, Comms 1, Vacc Suit 1, Mechanics 1, Pilot 0, Sensors 0, Swimming 0, Trade 3, Broker 3, Steward 0, Robotics 0, Astrogation 2, Electronics 1, Anglic 1, Aslani 1, Vargr 1, Zdetl 1, Vilani 1
+2 education, sword, Travellers', 70,000 credits
Harry was born on Lanth as a farm hand. Upon reaching his 18th birthday, he enlisted in the Imperial Navy where he served for 24 years. Since retiring, He has used his Travellers to move about the empire looking for adventure.
He plays the oboe, fair, not real good.
Mongoose Traveller Character Sheet
----------------------------------------------------------------------------
Name: Harry McStubbin | Species: Human | Height: 5'9"
Player: Zagyg the Mad | Gender: Male | Weight: 170 lbs.
Homeworld: Lanth | Age: 42 | Hair Color: Brown
UWP: A879533B 2 | Career: IN retired | Eye Color: Blue
Subsector: Lanth | : | Skin Color: White
Sector: Spinward Marches | Update: | Handedness: Left
Notes: 898AB7
----------------------------------------------------------------------------
----------------------------------------------------------------------------
TABLE NOTES
* Levels in this Skill beyond zero (0) must be assigned to Specializations.
SRC: A place to note where you acquired the skill.
! = Background Skill
@ = Education Skill
Letter + # = Career + Term Skill
& = Connection Skill
$ = Campaign Skill
PRIME CHARACTERISTIC: the most common Characteristic associated with the Skill. If more than one Characteristic is listed (Ex: STAT1/STAT2) they are shown in order of importance.
DM: Dice Modifier; a bonus added or subtracted from any relevant dice roll.
WST: Weeks Spent Training; this column is where you keep a record of how many weeks of your time you have given over to actual study or training, in order to advance the Level of a Skill(s) or Attribute.
Information in this column is presented thusly:
● "-:-" represents an Untrained Skill (no advancement at all);
● " 0:0 " represents a Zero Level ability; and " 1:0 " represents Levels greater than Zero, with the number to the left of the colon being the Current Level, and the number to the right of the colon being the record of how many weeks have been spent studying/training. In this instance, a "week" is not equal to 168 hours, or even 7 consecutive calendar days. A "week" is more representative of your personal dedication towards the learning process, and so represents various periods of long and intense study, combined with other periods of "squeezing in" a few hours of study, here and there, during a regular day, according to the following formulas:
> Time spent in Jump-Transit (a standard Jump) = 1 "week"; you're free to spend more time in intense study and training, regardless of how many hours you are actually in Jump Space.
> Every 14 Standard Days of "regular" activities--space travel, visiting planets, exploring, fighting Giant Space Squids, etc.-- will = 1 "week"; studying infrequently, when time allows.
> Non-Regular Time--laying abed in the Hospital, withdrawing to a Monastery, Electronically Augmented Training, etc. = Subject to GM assessment. Don't be afraid to ask!!
> GM may, on occasion, Award you 1 or 2 "weeks", in response to some action you've taken, or some object or artifact you've encountered.
For every "week" spent studying/training, you add 1 to the number to the right of the colon, in the WST column for that skill/attribute. When the number to the right of the colon is equal to the Current Skill Level +1, then increase the number to the left of the colon higher by +1, and reset the number to the right of the colon to 0. The Number To The LEFT Of The Colon Is ALWAYS Equal To Current Skill Level!
Therefore:
> Untrained (No Level) to Skill/0 requires 1 "week" (change WST from " -:- " to " 0:0 ")
> Skill/0 to Skill/1 requires 1 "week" (change WST from " 0:0 " to " 1:0 ")
> Skill/1 to Skill/2 requires 2 "weeks" (change WST from " 1:0 " to " 1:1 " to " 2:0 ")
> Skill/2 to Skill/3 requires 3 "weeks" (change WST from " 2:0 " to " 2:1 " to " 2:2 " to " 3:0 ")
> Etc., etc...
? :this column is used to indicate which skills are being Actively Trained. You can have a number of skills being Actively Trained equal to 1 plus your Education DM (1 + EDU DM)m This number can never be Zero (0) or less, and if it ever should be, then treat the result as if it were a One (1). You are not required to be Actively Training any skills, if you choose not to. To designate which skill(s) are Actively being Trained, just put an " X " in this column, on the row for the skill(s) that you are wanting to advance the level(s) of.
</quote>
Armor:
Weapons: Sword
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LANGUAGES: Anglic, Aslani, Vilani, Vargran, Zdetl
ASSETS/STIPENDS
6,000 Credits retirement
DEBTS
___________________________________________________________________________
Equipment Carried
Sword
___________________________________________________________________________
Other Equipment, Gear and Resources
TL14 Vacc Suit (protection 8, 4 kg) 24,000 Credits Smart Fabric and Medikit
Combat or Slow drugs and the Slow Drug antidote on command.
TL13 Laser Transceiver 500 credits
TL 10 Comms, Multiple forms of data, computer/1 Cr. 500
__________________________________________________________________________
Credits: | ON HAND | IN ACCOUNTS |
20,000 | | 1,290,210 |
15 Ship Shares = 2,558,640cr.
Contacts:
1st Term Summary: Enlisted Imp. Navy - 11, Spacehand Recruit
Survival - 12, Promoted - 10 to Spacehand Apprentice
Gunnery 1, Computer 1
2nd Term Summary: Reenlisted - 9
Survival - 5, Promoted to Able Spacehand
Gunnery 2
3rd Term Summary: Reenlisted - 11
Survival - 7, Promoted - 8 Petty Officer 3rd Class
Gunnery 3
4th Term Summary: Reenlisted - 9
Survive - 5, Promoted - 9 Petty Officer 2nd Class
Gun Cbt (Laser Rifle) 1
5th Term Summary: Reenlisted - 10
Survival - 6, Promoted - 10 Petty Officer 1st Class
Jack 'O Trades 1
6th Term Summary: Reenlisted - 12
Survival - 9, Promoted - 9 Chief Petty Officer
Blade Cbt (sword) 1
Never commissioned
Muster out:
+1 Intelligence, Sword, Travellers', 20,000 Credits total
Personality/Quirks:
Harry is a relatively quiet man, well schooled with ship's guns and self defense.
Character background:
Harry was born on Lanth as a farm hand. Upon reaching his 18th birthday, he
enlisted in the Imperial Navy where he served for 24 years. Since retiring,
he has used his Travellers to move about the empire looking for adventure.
---------------------------------------------------------------------------------
Game Migration Note: 3,848,850 recieved for the salvaged DARRIAN ENDEAVOR-CLASS FAR-TRADER Frumious Bandersnatch.
898AB7
Chief Petty Officer retired Harry McStubbin age 42
Gunnery 3, Computer 1, Gun Cbt 1 (laser rifle), Jack 'o Trades 1, Blade Cbt 1 (sword), Farming 0, Archery 0, Instrument 0, Comms 1, Vacc Suit 1, Mechanics 1, Pilot 0, Sensors 0, Swimming 0, Trade 3, Broker 3, Steward 0, Robotics 0, Astrogation 2, Electronics 1, Anglic 1, Aslani 1, Vargr 1, Zdetl 1, Vilani 1
+2 education, sword, Travellers', 70,000 credits
Harry was born on Lanth as a farm hand. Upon reaching his 18th birthday, he enlisted in the Imperial Navy where he served for 24 years. Since retiring, He has used his Travellers to move about the empire looking for adventure.
He plays the oboe, fair, not real good.
Mongoose Traveller Character Sheet
----------------------------------------------------------------------------
Name: Harry McStubbin | Species: Human | Height: 5'9"
Player: Zagyg the Mad | Gender: Male | Weight: 170 lbs.
Homeworld: Lanth | Age: 42 | Hair Color: Brown
UWP: A879533B 2 | Career: IN retired | Eye Color: Blue
Subsector: Lanth | : | Skin Color: White
Sector: Spinward Marches | Update: | Handedness: Left
Notes: 898AB7
----------------------------------------------------------------------------
----------------------------------------------------------------------------
TABLE NOTES
* Levels in this Skill beyond zero (0) must be assigned to Specializations.
SRC: A place to note where you acquired the skill.
! = Background Skill
@ = Education Skill
Letter + # = Career + Term Skill
& = Connection Skill
$ = Campaign Skill
PRIME CHARACTERISTIC: the most common Characteristic associated with the Skill. If more than one Characteristic is listed (Ex: STAT1/STAT2) they are shown in order of importance.
DM: Dice Modifier; a bonus added or subtracted from any relevant dice roll.
WST: Weeks Spent Training; this column is where you keep a record of how many weeks of your time you have given over to actual study or training, in order to advance the Level of a Skill(s) or Attribute.
Information in this column is presented thusly:
● "-:-" represents an Untrained Skill (no advancement at all);
● " 0:0 " represents a Zero Level ability; and " 1:0 " represents Levels greater than Zero, with the number to the left of the colon being the Current Level, and the number to the right of the colon being the record of how many weeks have been spent studying/training. In this instance, a "week" is not equal to 168 hours, or even 7 consecutive calendar days. A "week" is more representative of your personal dedication towards the learning process, and so represents various periods of long and intense study, combined with other periods of "squeezing in" a few hours of study, here and there, during a regular day, according to the following formulas:
> Time spent in Jump-Transit (a standard Jump) = 1 "week"; you're free to spend more time in intense study and training, regardless of how many hours you are actually in Jump Space.
> Every 14 Standard Days of "regular" activities--space travel, visiting planets, exploring, fighting Giant Space Squids, etc.-- will = 1 "week"; studying infrequently, when time allows.
> Non-Regular Time--laying abed in the Hospital, withdrawing to a Monastery, Electronically Augmented Training, etc. = Subject to GM assessment. Don't be afraid to ask!!
> GM may, on occasion, Award you 1 or 2 "weeks", in response to some action you've taken, or some object or artifact you've encountered.
For every "week" spent studying/training, you add 1 to the number to the right of the colon, in the WST column for that skill/attribute. When the number to the right of the colon is equal to the Current Skill Level +1, then increase the number to the left of the colon higher by +1, and reset the number to the right of the colon to 0. The Number To The LEFT Of The Colon Is ALWAYS Equal To Current Skill Level!
Therefore:
> Untrained (No Level) to Skill/0 requires 1 "week" (change WST from " -:- " to " 0:0 ")
> Skill/0 to Skill/1 requires 1 "week" (change WST from " 0:0 " to " 1:0 ")
> Skill/1 to Skill/2 requires 2 "weeks" (change WST from " 1:0 " to " 1:1 " to " 2:0 ")
> Skill/2 to Skill/3 requires 3 "weeks" (change WST from " 2:0 " to " 2:1 " to " 2:2 " to " 3:0 ")
> Etc., etc...
? :this column is used to indicate which skills are being Actively Trained. You can have a number of skills being Actively Trained equal to 1 plus your Education DM (1 + EDU DM)m This number can never be Zero (0) or less, and if it ever should be, then treat the result as if it were a One (1). You are not required to be Actively Training any skills, if you choose not to. To designate which skill(s) are Actively being Trained, just put an " X " in this column, on the row for the skill(s) that you are wanting to advance the level(s) of.
</quote>
Armor:
Weapons: Sword
---------------------------------------------------------------------------------
LANGUAGES: Anglic, Aslani, Vilani, Vargran, Zdetl
ASSETS/STIPENDS
6,000 Credits retirement
DEBTS
___________________________________________________________________________
Equipment Carried
Sword
___________________________________________________________________________
Other Equipment, Gear and Resources
TL14 Vacc Suit (protection 8, 4 kg) 24,000 Credits Smart Fabric and Medikit
Combat or Slow drugs and the Slow Drug antidote on command.
TL13 Laser Transceiver 500 credits
TL 10 Comms, Multiple forms of data, computer/1 Cr. 500
__________________________________________________________________________
Credits: | ON HAND | IN ACCOUNTS |
20,000 | | 1,290,210 |
15 Ship Shares = 2,558,640cr.
Contacts:
1st Term Summary: Enlisted Imp. Navy - 11, Spacehand Recruit
Survival - 12, Promoted - 10 to Spacehand Apprentice
Gunnery 1, Computer 1
2nd Term Summary: Reenlisted - 9
Survival - 5, Promoted to Able Spacehand
Gunnery 2
3rd Term Summary: Reenlisted - 11
Survival - 7, Promoted - 8 Petty Officer 3rd Class
Gunnery 3
4th Term Summary: Reenlisted - 9
Survive - 5, Promoted - 9 Petty Officer 2nd Class
Gun Cbt (Laser Rifle) 1
5th Term Summary: Reenlisted - 10
Survival - 6, Promoted - 10 Petty Officer 1st Class
Jack 'O Trades 1
6th Term Summary: Reenlisted - 12
Survival - 9, Promoted - 9 Chief Petty Officer
Blade Cbt (sword) 1
Never commissioned
Muster out:
+1 Intelligence, Sword, Travellers', 20,000 Credits total
Personality/Quirks:
Harry is a relatively quiet man, well schooled with ship's guns and self defense.
Character background:
Harry was born on Lanth as a farm hand. Upon reaching his 18th birthday, he
enlisted in the Imperial Navy where he served for 24 years. Since retiring,
he has used his Travellers to move about the empire looking for adventure.
---------------------------------------------------------------------------------
Game Migration Note: 3,848,850 recieved for the salvaged DARRIAN ENDEAVOR-CLASS FAR-TRADER Frumious Bandersnatch.