This post from page 3 of this topic walks you through an example of picking your skills (and the post before it shows how to roll the character and career.)
Trader Joe
This post from page 3 of this topic walks you through an example of picking your skills (and the post before it shows how to roll the character and career.)
OK, a few points to clear up.sirravd wrote:And, using my 1500 (ouch) Credits:
Laborer's clothes (25)
Men's formal (34)
Carpenter's tool set (75)
Fob, key (20)
Standard-grade vierling shotgun (520)
12-ga shotgun shell, box of 100 (179)
Koncerz (130)
Hunting knife (25)
Cinqueda (100)
Remaining credits: 392
Gambling skill increases the starting CASH from mustering out from 60,000 to 150,000 credits.sirravd wrote:Apply d6 to Service Skills again
[1d6] = 2
Gambling
I'll forfeit the remaining credits.
Now you just need a nationality and a name. Check out the map under REFERENCE. You are in "New Britannia" which is sort of a conglomeration of all of the British Colonial Frontiers combined with a slight "Wild West" character to it.sirravd wrote:awesome
I aim for about 2 skill levels per term as a ballpark figure. When it gets over 3 (or 4) per term the character can either do everything or breaks the 2d6 roll with auto-success for anything. So your Skills are fine. I have never had them make or break a game.I think the skills list is fine without too much toothcombing of every roll and comparing char-gen differences. I just added the 'Joat' and Vehicle (rowboat) at 0 and the Sailboat skill ups from 1 to 2.
Let me know if he is dramatically overpowered or underwhelming.
Cr 90,000 in Britannia 200 credit Gold Coins (450 coins = about 13kg) in a wooden lockbox.I wanted to ask regarding the mustering out. A boarding axe weapon (broadsword) is understandable. I used the MgTrv which gave me 90k in 'credits' which I have recorded as gold gp in my inventory. How do you want me to receive that. As 90k gp or silver pieces.
I narrated he has no income or pension except what he generates so I think it makes sense for most of his wealth to be asset based in nuggets, pearls or tusk forms? What do you think?
My objections to the ship are 100% game play mechanics. The group has a steamship they just repaired and a “fleet” makes “adventure” harder. Let me think on it and I think we can make it work without disrupting play.Secondly, he mustered out with a 'scout ship'. Is that feasible in your campaign? Can he own or at least part own a small sloop?
OK smuggler … post in Day 6 and you are currently located in “the Landings”.I can start in Gwynnedd somewhere, most likely the Landing Docks.
I am currently reading through the Cycles to catch up to date with the story so far. Let me know where you want me to post.
That is fine. I can note has owns a 'ship share' in a vessel (perhaps 1/6th) and he hopes to eventually buy it fully and redeem it from its current requisition to the Britannia scout service. In the meantime he plys his trade in freelance enterprise.My objections to the ship are 100% game play mechanics. The group has a steamship they just repaired and a “fleet” makes “adventure” harder. Let me think on it and I think we can make it work without disrupting play.
If intended, nice lineup to meet Linkletter, if not, there you go for the connection...atpollard wrote: ↑Mon Jul 12, 2021 2:33 am You are here chasing a rumor that “magic dust” can be purchased on the black market in Gwynedd. This rare powdered horn is used by “Spiritualists” to boost latent mental abilities. You don’t really believe in that whole “World Spirit” ESPer pseudoscience. However, the large profits to be made from folks in the Floating Cities that do believe in it are real enough. If it is in Gwynedd, it will be found in the clan-like secret societies of the Landings.
Everything looks good (and I liked the "knighthood" part).
Yes to all.