Character Generation

atpollard
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atpollard
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Re: Character Generation

#61 Post by atpollard »

Gorethirster wrote: Tue Feb 06, 2024 6:23 pm Is equipment from Book 4 - Mercenary allowed? or are we doing core books only?
Equipment from the other books is OK ... strictly MILITARY items require a MILITARY background.
[a Merchant can adventure to find Hand Grenades, but cannot muster out of the Merchant Service with a case of them.]

RULE OF THUMB ... if it will be a problem walking down the street of modern London with it, then ASK.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#62 Post by Gorethirster »

I was thinking of the snub pistol. It seems like the kind of high-tech gizmo a rich guy with a shooting hobby would enjoy playing with.

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Re: Character Generation

#63 Post by atpollard »

Gorethirster wrote: Tue Feb 06, 2024 6:47 pm I was thinking of the snub pistol. It seems like the kind of high-tech gizmo a rich guy with a shooting hobby would enjoy playing with.
Snub weapons are fine. [HE Ammo is MILITARY / Law Enforcement]
Here is a bonus ... any firearm is available in a "snub" version (except "rifle" because you cannot have a short range, long-range weapon).

All snub are 10mm:
Derringer (2 barrel holdout)
Revolver, short barrel
Revolver, Long Barrel
Pistol, compact
Pistol, service
Pistol, long barrel
PDW/SMG
Pistol Grip Carbine
Single-barrel Break-open (Thompson Contender)
Double-barrel Howdah Pistol
Three-Barrel Howdah Pistol
Pistol/Knife Combination [PKP Powell Knife Pistol]

[Just find any real .38 or 9mm weapon and convert $5 to Cr 1]
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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shaidar
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Re: Character Generation

#64 Post by shaidar »

Here is how I'm thinking of spending my starting cash:

Everyday clothes (labourer) x3
Business casual (tradesman)
Filtermask x2
mask cartridge x5
wrist watch
Short range communicator (TL8)
Ballistic armour cloth jacket
Medical Kit (basic)
Electronics toolkit (basic)

Totals: 1995 credits

Is there anything of super importance I've missed. What about a suitcase or holdalls?

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Re: Character Generation

#65 Post by Eris »

Buying Stuff for Joe Black (3500 cr used)

1 sets of Clothing for his trade (Ship's Suit and boots) (40cr)
1 set of Business Casual Clothing (dress shoes, pants, shirt, jacket) (80cr)
1 set of Cold Weather Clothing (200cr)
1 Filter Masks (tl 8) (10cr)
1 Combination Mask (tl 5) (150cr)
5 Filter Cartridges (tl 8) (15cr)

Hand Computer (1,000cr)
Short Range Comm (75cr)
Electric Torch (10cr)

Blade (50cr)
Auto Pistol (200cr)
3 x AP mags (each 15 rounds) (30cr)
Shotgun (150cr)
2 x Shotgun mags (each 10 rounds) (20cr)

Body Pistol (500cr)
1 x 5mm mags (each 6 round) (20cr)


Cloth Armor (250cr)
Protective Suit (700cr)
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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atpollard
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Re: Character Generation

#66 Post by atpollard »

Eris wrote: Tue Feb 06, 2024 9:20 pm Auto Pistol (200cr)
3 x AP mags (each 15 rounds) (30cr)
Shotgun (150cr)
2 x Shotgun mags (each 10 rounds) (20cr)

Body Pistol (500cr)
1 x 5mm mags (each 6 round) (20cr)
You can have all that with my blessings ...
... I just wanted to make sure you were aware that the Law Level on BEAU is 7. That means you will be stopped and questioned by "authorities" every day on a roll of 2-7 on d12 [without doing anything wrong]. It also means that like New York or London, all firearms are illegal (except as collector pieces in a display cabinet with appropriate permits).

I just didn't want you walking around "loaded for bear" and not realize the situation.
The ammo can be safely stored in a 1.5m cube locker at the Starport [LL 3] if you want. [Cr 4 per month, first month free].
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#67 Post by atpollard »

TheMyth wrote: Wed Feb 07, 2024 2:37 am Atpollard, you mentioned sunscreen....in case that wasn't a joke, does 15cr worth sound good?

Also, if the body pistol is a problem, will it fit in storage at the starport?
SUNSCREEN first ... yes that was a joke.
... and Cr 15 x 5 = $75 worth of sunscreen [like 4-5 bottles of SPF 50] ... so that is plenty of sunscreen if you plan on a lot of "summer beach" activities.

BODY PISTOL next ... I am not at my books at the moment, but IIRC, aren't "Body Pistols" the ones that are "Plastic" to avoid detection? [SNUB were the Low G weapons, with Tranq rounds and BODY were the undetectable by scanner guns].
If that is the case, then "problem" is an interesting term. BODY PISTOLS exist to allow people to illegally carry a weapon and avoid detention. So you are safe from a scan, but not a frisk and search [or brandishing it]. The weapon is inherently "suspicious" but not necessarily illegal ... sort of like owning a sub-machine gun in New York. A collector with paperwork could own one legally, owning a sub-machine gun is suspicious, and carrying a loaded sub-machine gun into the subway for "self-defense" is illegal. On the other hand, a drug lord with a suitcase full of cash might STILL have a gun converted to full-auto in his oversized coat pocket.

At Law Level 7 ... All Firearms are prohibited ... but there is a LOT of wilderness between settlements.
[Characters will be assumed to have all the correct paperwork for OWNERSHIP, but not Concealed Carry].

So I ask you ... "Is your BODY PISTOL a problem?" ;)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#68 Post by atpollard »

P.S.
@TheMyth

Nice picture.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#69 Post by TheMyth »

So...with the proper papers, guns can be kept "at home."

Yes, the body pistol is plastic. So, Val would only take it out of "storage" when needed.

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Re: Character Generation

#70 Post by Eris »

TheMyth wrote: Wed Feb 07, 2024 6:42 pm So...with the proper papers, guns can be kept "at home."

Yes, the body pistol is plastic. So, Val would only take it out of "storage" when needed.
Yeah, Joe routinely takes a locker at any Starport when he plans to spend much time on-world. Locals can get picky about hardware, so he keeps any proscribed gear locked up and inside the Starport's property. However, a blade in the boot or body pistol in a pocket has been known to save his bacon from time to time. Oh, and the shotgun is just for hunting, that's all. I swear! ;)

On Beau, I don't expect Joe to be armed with anything, not even the blade. Unless the situation requires it, of course.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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Re: Character Generation

#71 Post by shaidar »

As atpollard mentioned to me, DJ can keep his gun with his gear (as it was a 'retirement' gift it is a 'presentation piece' in a case and has all the paperwork) as long as there are no bullets around. So I keep the bullets at the spaceport and if he really needed some he'd have to go looking on the black market.

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Re: Character Generation

#72 Post by Leitz »

Hey all, life has not slowed like I had hoped, and I need to focus elsewhere for a while. atpollard runs a great game; I look forward to seeing what the group accomplishes.

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Re: Character Generation

#73 Post by shaidar »

Sorry to hear it, Leitz.

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Re: Character Generation

#74 Post by TheMyth »

P.s. since sunscreen was a joke, I renamed it "cosmetics & toiletries."

Sound good?

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Re: Character Generation

#75 Post by atpollard »

TheMyth wrote: Thu Feb 08, 2024 7:20 pm P.s. since sunscreen was a joke, I renamed it "cosmetics & toiletries."

Sound good?
[THUMBS UP]
(there is no emoji)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#76 Post by Hvalreki »

TBD
Stats:
Strong, Stupid and Noble, excellent!


What Class , Other it is

And failed the enlistment so now actual draft


Drafted into the Regular Army-O


Rolled with the die roller but not recorded:
Start UPP 93B48A
End UPP 93C48A

Term 1
Survive 4+ [with EDU+ bonus] 2d6+1 rolled 4 barely survived
Basic Training, no Commission option, drafted
Basic Training Skill – Advanced Education Medical 1
Basic Training Skill – Personal Development +1 End
Service Skill Rifle 1
Reenlist? Yes
Roll 3 – mustered out

1 roll table 2 6, whew cr 20,000

Zero Level Skills
Gambling 0
Brawling 0
Tracked Vehicle 0
Air Raft 0
Forward Observer 0
Bayonet 0
Mechanical 0
Electronic 0
Tactics 0
Computer 0
Leader 0
Admin 0

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Re: Character Generation

#77 Post by Hvalreki »

atpollard, do you allow for Experience per the traveller book3?
Characters may choose to embark on a 4 year program of self improvement - Once per game year players may make a dedication throw (8+ 2d6) and choose one improvement program:

A) Improve EDU: If EDU is less than INT score - increase EDU through correspondence courses up to 2 per week at the end of 50 courses EDU increases by 1 (cost 50 per course). In a four year period it is possible to raise EDU a maximum of six levels. Education increases are permanent as they happen.

B) Weapons Training: Pick one Gun and One Blade weapon and increase their skill by 1 in each (increases are immediate) during the program. After 4 years you may engage in a second 4 year program to make the increases permanent (note that zero level skills raised to 1 by this method stay there permanently even if you don't continue for another 4 year program).

C) Skill Improvement: Increase a non-weapon skill you already know (includes Zero level skills) by 1 for 2 different skills. The increase is immediate and the permanence rules above apply here as well.

D) Fitness: Increase STR, DEX, and IND by 1 for the duration of the program (Note +2 to dedication throw if INT is 8 or less; +4 if INT is 4 or less).

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Re: Character Generation

#78 Post by atpollard »

Hvalreki wrote: Fri Feb 23, 2024 5:31 am atpollard, do you allow for Experience per the traveller book3?
Characters may choose to embark on a 4 year program of self improvement - Once per game year players may make a dedication throw (8+ 2d6) and choose one improvement program:

A) Improve EDU: If EDU is less than INT score - increase EDU through correspondence courses up to 2 per week at the end of 50 courses EDU increases by 1 (cost 50 per course). In a four year period it is possible to raise EDU a maximum of six levels. Education increases are permanent as they happen.

B) Weapons Training: Pick one Gun and One Blade weapon and increase their skill by 1 in each (increases are immediate) during the program. After 4 years you may engage in a second 4 year program to make the increases permanent (note that zero level skills raised to 1 by this method stay there permanently even if you don't continue for another 4 year program).

C) Skill Improvement: Increase a non-weapon skill you already know (includes Zero level skills) by 1 for 2 different skills. The increase is immediate and the permanence rules above apply here as well.

D) Fitness: Increase STR, DEX, and IND by 1 for the duration of the program (Note +2 to dedication throw if INT is 8 or less; +4 if INT is 4 or less).
Yes, as a concept, but not strictly R.A.W. (Rules As Written).

1. R.A.W.: The whole 4 years, roll, 4 more years ... permanent. SYSTEM is: TOO LONG (when was the last 8-year campaign that you were in?) ... TOO MANY ROLLS ... TOO FIDDLY!

2. Two-skills per Term: A cornerstone of the LBB1-3 rules is the average of 2 skills per term ... making 1 skill = 2 years of life!

I front-loaded the game with the SKILL-0 bonuses instead.

However, I am not opposed to ongoing Character development ... subject to the 1 skill = 2 years balance goal.
So what can a Character do ...

Let's put a pin in that for a moment, and deal with something else: You missed the "SHAMELESS REFEREE BRIBES". ;)
atpollard wrote: Fri Feb 02, 2024 2:40 pm Time for a shameless REFEREE BRIBE: :D

Any Character that just happens to originally come from "COBALT" or "TURQUOISE" gains a free VEHICLE (Watercraft)-1 skill that applies to sailboats, motorboats, hydrofoils, submarines ... anything that travels in, on or under the water.
Any Character that just happens to originally come from "BEAU" or "OXFORD" gains a free VEHICLE (wheeled/tracked)-1 skill that applies to wheeled and tracked vehicles ... anything that travels over the ground.

Just for the record, I lump AIR together as well, but you need to roll that skill for Vehicle (Grav/Air) that covers things that FLY (including Hovercraft which "Fly" really low).

The Characters will still start out on one of the worlds ([Brulantfort, BEAU] to avoid the initial complexity of a world with no land), I just wanted to give the characters ties to the region (a reason to return to this cluster of worlds).
atpollard wrote: Fri Feb 02, 2024 2:50 pm Let's borrow a concept from later versions of Traveller.
If two players can agree on a story for how their CHARACTERS already know one another from their past service histories ... each Character may gain (select) one additional SKILL-1 or CHARACTERISTIC+1 from their CharGen tables.
This benefit can only be received once ... you cannot know 5 people and gain 5 skills.

The purpose of this is to reward "group cohesion" by creating interlinked backstories. It makes the Characters and the adventures more interesting.
AFTER you have a name, head over to the Government Education Services Building in The Colony [#16] and learn about your "Continuing Education" options. 8-)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Herbie Brown

#79 Post by atpollard »

Hvalreki wrote: Fri Feb 23, 2024 5:03 am Herbie Brown

Stats: 93C48A
Term 1
Survive 4+ [with EDU+ bonus] 2d6+1 rolled 4 barely survived
Basic Training, no Commission option, drafted
Basic Training Skill – Advanced Education Medical 1
Basic Training Skill – Personal Development +1 End
Service Skill Rifle 1
Reenlist? Yes
Roll 3 – mustered out
cr 20,000
Since Herbie Brown is a one-term character ... let's flesh out his background with some "chrome" from more advanced rules:

From LBB4: Mercenary:
Drafted into the Army and assigned to the Infantry Arm where he completed Basic Training and Advanced Training with a [MOS] of Rifleman, ending year 1 at rank [E1] Private. For the second year, he was assigned to assist the Sergeant and the unit saw combat in an extended series of Raiding missions where he was awarded the [MCUF] decoration, a [Combat Service Ribbon] and promoted to [E2] Lance Corporal. For the third year, he drew a Special Assignment and was cross trained with the Support Arm and earned certification in [MOS] Medic [this would have permitted the option to transfer from the Infantry Arm to the Support Arm upon reenlistment]. Year four saw a return to his old unit as a Rifleman/Medic and more combat Raids, including one in which he was wounded. He was awarded another [MCUF] decoration, a second [Combat Service Ribbon], and a [Purple Heart]. He believes that the time spent recovering from the injury at the end of his term, cost him his Corporal [E3] stripe and reenlistment.
Abbreviations:
[MOS] = Military Occupation Specialty
[MCUF] = Meritorious Conduct Under Fire (medal for bravery)

STARTING THE GAME:
Herbie Brown walks the streets, freshly discharged, in his Dress Greens with his Ribbons [MCUF x2, Purple Heart, Combat Service x2, Rifleman MOS, Medic MOS] all on display and his Lance Corporal Stripes on his sleeves. A small pack slung over his shoulder contains [Cr 500] personal items and he has Cr 1500 cash from the Army to readjust to civilian life. Tucked safely away in a pocket was a Credit Card preloaded with Cr 4500 from his mother that was only valid for 30 days. You need basic supplies beyond toiletries, civilian clothes and a place to sleep tonight. You had Cr 20,000 that you had saved up in the bank.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Valencia Meridian and Herbie Brown

#80 Post by atpollard »

Valencia Meridian and Herbie Brown might make a logical "connection" ... same HOME and same SOC 9/A social circle.

Val is 8 years older, so when Herbie was 10, Val was that exciting 18 year old debutante that was getting into trouble.
When Herbie turned 18 and enlisted, Val was established as the 26 year old "bad-girl" of the social set.

Herbie has a learning disability (like dyslexia) that makes it harder for him to figure things out like other people [INT 4] ... Herbie is a Kinetic Learner (learns by DOING SOMETHING). School was not his thing (expensive tutors helped) but the Army's hands-on approach worked well.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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