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 Post subject: Chargen (OOC)
PostPosted: Wed Oct 25, 2017 7:59 am 
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Runner
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Some options that are available to Solomani and Confederation characters:

Roll characteristics:

Roll 2d6 6 times and assign the scores to STR, DEX, END, INT, EDU, SOC.

Be aware of the following that applies in the Confederation:

Party connections are vital for finding good jobs. Soc Characteristic modifiers act as a bonus to qualification rolls in addition to the usual modifiers.

If a commission or advancement roll fails but SOC is 10+ then you may still get the position via patronage, instead of rolling on the Skills and Training tables. However still fail if a natural 2 or if the character would be forced out of the career due to a roll lower than the number of terms served.

Racial background: If you wish to determine randomly, roll 2d6 and add SOC modifier. 5+ Solomani, 3-4 Mixed, 2 or less Non-Solomani (most likely Vilani). If non-Solomani, then may not qualify for Party, SolSec, Navy or Marine careers and suffers -2 modifier for any advancement rolls in any except Drifter, Rogue, or Citizen. Has +1 to qualify for Rogue. If Mixed, then -3 to qualify for Party career, and -1 to advancement rolls to all careers except Drifter, Rogue, Citizen, just like non-Solomani above, and +1 to qualify for Rogue.

If trying to fake it, it is a Soc 11 check for Non-Solomani, Soc 7 for Mixed. Success means you have successfully falsified your racial identity. Failure means there was never the opportunity to do so. (If faking, characters can choose to keep this secret and PM me with their status).

SolSec Monitor: Any one may choose to become a monitor, and this is in parallel to their career. Reward is +1 on all advancement rolls except Drifter. Any time there is promotion in career, Monitor Rank goes up by 1 (up to a max of 6). If monitor rank is 3 or above, 1 extra benefit roll from career or SolSec table. (Characters can choose to keep their monitor status secret and PM me if they choose to be a monitor)

Party Membership: Characters that qualify for Party careers automatically join. Any character that is racially Solomani or faking it, can still join. This means they participate in periodic Solomani Party meetings and events but do not make the Solomani Cause their career. If SOC is 9 or less, joining the party means giving up a term's rolls on the Skill and Training table but gains membership and +1 SOC, reflecting time spent on Party activities. If SOC is 10+, joining the Party is a formality as the character already likely has Party connections. No sacrifice of rolls is required but there is no additional SOC benefit.


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 Post subject: Re: Chargen (OOC)
PostPosted: Wed Oct 25, 2017 11:24 am 
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I just want to be clear here, roll 8 2d6 rolls for attributes and use 6 of them in any order?

Also want to clarify MgT 1e or 2e?

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Lieutenant Chandra Gupta 87BB47, Age 26, Navy, 2 Terms. Engineering-2, Dagger-1, Mechanic-1, Gunnery-1, Electronic-0, Gravitics-0, Vacc-Suit-0, Zero-G-Combat-0


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 Post subject: Re: Chargen (OOC)
PostPosted: Thu Oct 26, 2017 8:15 am 
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Runner
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Joined: Thu Nov 24, 2016 3:49 pm
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ffilz wrote:
I just want to be clear here, roll 8 2d6 rolls for attributes and use 6 of them in any order?

Also want to clarify MgT 1e or 2e?


Oops, my finger must have been on auto-pilot. I meant 6 rolls of 2d6 and assign them however you wish in any order to the 6 characteristics.

Technically 2nd ed. MgT, though if people want to use some of the expanded career options available from MgT (such as their Solomani module) I don't mind fudging a bit to make them work. If players do not have those supplement books, I do and am happy to do step by step through them if people are interested.

Then:
Characteristic Modiiers Characteristic score Dice Modifier
0 -3
1-2 -2
3-5 -1
6-8 +0
9-11 +1
12-14 +2
15+ +3

Background skills Before embarking on your careers, you receive a number of background skills equal to your Education DM +3 chosen from the list below. This represents the knowledge you have picked up during adolescence and will allow you to function at a basic level in a technological society. Knowing what homeworld you want to be from, or what kind of childhood you've had, may help guide you towards what skills you would have picked up.

Admin 0
Animals 0
Art 0
Athletics 0
Carouse 0
Drive 0
Electronics 0
Flyer 0
Language 0
Mechanic 0
Medic 0
Profession 0
Science 0
Seafarer 0
Streetwise 0
Survival 0
Vacc Suit 0

Note that some skills like Computer and Comms have now been folded into Electronics, as specialties. So you could have Electronics 0. Then later Electronics (Computer) 1, and also Electronics (Comms) 1, alongside the original Electronics 0.


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 Post subject: Re: Chargen (OOC)
PostPosted: Fri Oct 27, 2017 3:44 pm 
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Runner
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Joined: Thu Nov 24, 2016 3:49 pm
Posts: 19
Some Confederation careers from MgT Alien Module 5: Solomani. If someone wants to take these careers, we can do the event and Benefits rolls manually from the book. I won't be duplicating all the tables here.

Party
These are influential members of the Solomani Movement or its ruling Party

Qualification: Soc 6+. Must be of pure Solomani descent (or pass as one) with Social Standing 7+.

If Solomani descent and Social Standing is 10+ then qualify automatically.

If aged 34 or more: -1 DM
Per previous career: -1 DM

Assignments:
Official: You served in the ruling Solomani Party organisation, making you eligible for a government or civil service position or appointment to one of the many corporations or nongovernmental organisations run by the party
Intellectual: You were a philosopher or spokesperson for the Solomani Cause, working to promote and develop the views of your particular Party faction. You could be a rabble-rousing activist or work for Party-affiliated mass media, a think tank or an academic institution.
Militant: You were a front-line fighter for the Solomani Cause. You may have been a terrorist or rebel waging a guerrilla war to topple non-Solomani governments or a tough Party street fighter who can turn a noisy demonstration into a bloody riot or teach uppity non-Solomani to know their place.

Career Progress
Survival Advancement
Administrator Int 5+ Soc 7+
Intellectual Edu 6+ Int 6+
Militant End 7+ Int 6+
Skills and training
Roll 1d6 Personal Development Service Skills Advanced Education (minimum Edu 8)
1 Carouse Advocate Admin
2 +1 End Electronics(Comms) Advocate
3 Persuade Deception Electronics(Computer)
4 +1 Int Drive (any) Language
5 +1 Edu Flyer (any) Pilot (any)
6 +1 Soc Leadership Any Science

Roll Specialist: Administrator Specialist: Intellectual Specialist: Militant
1 Admin Art (writing) Deception
2 Advocate Advocate Explosives
3 Electronics(Computers) Life Sciences (Genetics) Gun Combat (any)
4 Diplomat Persuade Melee (any)
5 Persuade Art (holography or writing) Remote Operations
6 Admin Social Sciences (history, philosophy or psychology) Streetwise


Navy
The Confederation Navy patrol Solomani space and stand ready to resist Imperial, Aslan and Hiver aggression. They also perform exploration missions on the Rimward frontiers and engage in routine survey and message transmission activities.

Enlistment: Int 5+.
If aged 34 or more: -2 DM
Per previous career: -1 DM

Assignments:
Crew: You served as a general crewman, officer or political officer aboard a Solomani warship. An average naval career.
Technical: You served as a specialist technician, gunner, scientific or engineering officer on a Solomani warship. This will provide you with good technical skills but fewer opportunities for advancement.
Flight: You served as the pilot of a fighter, assault shuttle, system defence boat or other small vessel. This gives you excellent piloting skills and is a fast track to promotion but it is also the most dangerous.

Career Progress
Survival Advancement
Crew Int 5+ Edu 7+
Technical Int 6+ Edu 6+
Flight Dex 7+ Edu 5+

Skills and training
Roll 1d6 Personal Development Service Skills Advanced Education (minimum Edu 8) Officer Skills (Commissioned Only)
1 Language Electronics(Comms) Admin Admin
2 +1 Dex Gun Combat (any) Electronics(Computer) Astrogation
3 +1 Edu Gunner (any) Engineer (any) Diplomat
4 +1 Int Mechanic Medic (any) Leadership
5 +1 Edu Vacc Suit Pilot (any) Science (any)
6 Carouse Zero-G Tactics (Naval)

Roll Specialist: Crew Specialist: Eng/Gun Specialist: Flight
1 Electronics(Comms) Engineer (any) Pilot (any)
2 Gun Combat (any) Engineer (any) Flyer (any)
3 Mechanic Gunner (any) Gunner (any)
4 Melee (any) Mechanic Pilot (small craft)
5 Electronics (Sensors) Remote Operations Astrogation
6 Vacc Suit Electronics (Sensors) Zero-G

SolSec
Solomani Security is charged with ensuring the loyalty of the Confederation’s population and its adherence to the principles of the Solomani Cause.

Qualification: Int 6+.

If aged 34 or more: -2 DM
Per previous career: -1 DM

Assignments:
SolSec Field Agent: You were an open agent of SolSec. Field agents arrest or follow suspects, protect SolSec offices and engage in paramilitary operations.
SolSec Administrator: You were a desk officer, intelligence analyst, technician or administrator supporting SolSec’s field agents, monitors and secret agents.
Secret Agent: You were a sleeper agent in deep cover, usually assigned wherever trouble is expected. Choose any career other than SolSec; you automatically qualify for it. Proceed normally through that career but with a—1 DM on Survival rolls and a +1 DM on Advancement rolls. You may also change careers voluntarily as usual. If you are ever forced by a mishap or Advancement roll to leave that career or if you attempt to change careers but fail to qualify, it means your cover was blown. Your next career assignment, if you continue, must be as a SolSec Officer. You automatically qualify. You start at a SolSec rank equal to your sum of career ranks or Rank 4, whichever is lower.

Term Limits: Regulations limit agents to no more than four terms as field or secret agents. Agents who wish to remain in SolSec must either transfer to Administration or leave SolSec. Agents who leave are encouraged to become monitors.


Career Progress
Survival Advancement
Field Agent Int 7+ Int 5+
Administrator Edu 5+ Int 7+
Secret Agent Cover career -1 DM Cover career +1 DM
Skills and training
Roll 1d6 Personal Development Service Skills Advanced Education (minimum Edu 8)
1 Deception Electronics (Comms) Advocate
2 +1 Dex Drive (any) Engineer (Any)
3 +1 End Flyer (any) Medic (Any)
4 Persuad Gun Combat (any) Remote Operations
5 +1 Int Investigate Pilot (any)
6 Gun Combat (slug or energy pistol) Electronics (Computers) Social sciences (psychology)

Roll Specialist: Field Agent Specialist: Administration
1 Battle Dress Admin
2 Explosives Electronics (Comms)
3 Gun Combat (any) Electronics (Computers)
4 Recon Diplomat
5 Stealth Investigate
6 Zero-G Social sciences (psychology)


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 Post subject: Re: Chargen (OOC)
PostPosted: Mon Oct 30, 2017 5:46 pm 
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I found these conversion notes someone posted for 1.0 to 2.0:

Conversion Notes:
Animals [Riding] X —> Animals [Handling] X
Animals [Farming] X —> Animals [?] X
Art [?] X —> Art [?] X {something equivalent}
Athletics [Coordination] X {X>0} —> Athletics [Dex] X
Athletics [Flying] X—>Natural Flight Trait?
BattleDress X —> Vacc Suit X {if already has vacc suit Y, then +X}
Comms X —> Electronics [Comms] X
Computers X —> Electronics [Computers] X
Drive [?] X —> Can use expanded specialties, if desired
Engineer [Electronics] —> Electronics [{choice}] X
Flyer [?] X —> Can use expanded specialties, if desired
Gun Combat [Energy Pistol] X—> Gun Combat [Energy] X
Gun Combat [Energy Rifle] X—> Gun Combat [Energy] X
Gun Combat [Slug Pistol] X—> Gun Combat [Slug] X
Gun Combat [Slug Rifle] X—> Gun Combat [Slug] X
Gun Combat [Shotgun] X—> Gun Combat [Slug] X
Heavy Weapons [Launchers] X —> Heavy Weapons [Man Portable] X
Heavy Weapons [Field Artillery] X —> Heavy Weapons [Artillery] X
Life Science [?] X —> Science [{equivalent}] X
Remote Ops X —> Electronics [Remote Ops] X
Physical Science [?] X —> Science [{equivalent}] X
Seafarer [Motorboats] X —> Seafarer [{choice, recommend personal}] X
Sensors X —> Electronics [Sensors] X
Social Science [?] X —> Science [{equivalent}] X
Space Science [?] X —> Science [{equivalent}] X
Trade [?] X —> Profession [{equivalent}] X
Zero-G X —> Athletics [Dex] X {if already has Athletics [Dex] Y>0, then +X}
————————————————————
*** For each 1st Ed skill at level 0 before the 1st that fits into a 2nd ed speciality, increase a desired skill by +1.

Example 1:
1st ed:
Computers 0
Comms 0
Sensors 0
2nd Ed:
Electronics [X] 2
—or—
Electronics [X] 1
Electronics [Y] 1

Example 2:
1st Ed:
Gun Combat [Energy Pistol] 1
Gun Combat [Energy Rifle] 2
2nd Ed:
Gun Combat [Energy] 3

Example 3:
1st Ed:
Athletics [Coordination] 1
Zero-G 1
2nd Ed:
Athletics [Dex] 2

Example 3a:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 0
2nd Ed:
Athletics [Dex] 0

Example 3b:
1st Ed:
Athletics 0 [this is free in 1st ed]
Zero-G 1
2nd Ed:
Athletics [Dex] 1

If it's ok, I may do a MgT1e chargen, and then use these to fixup after (I will try and take skill choices where possible to avoid issues).

Otherwise, I may just do a MgT2e core chargen, but I'm intrigued by some of the Solomani chargen and some from Merchant Prince.

Will try something out sometime this week and see how it goes...

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Lieutenant Chandra Gupta 87BB47, Age 26, Navy, 2 Terms. Engineering-2, Dagger-1, Mechanic-1, Gunnery-1, Electronic-0, Gravitics-0, Vacc-Suit-0, Zero-G-Combat-0


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 Post subject: Re: Chargen (OOC)
PostPosted: Thu Nov 30, 2017 4:01 pm 
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Do we have more players for this than just myself?

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Lieutenant Chandra Gupta 87BB47, Age 26, Navy, 2 Terms. Engineering-2, Dagger-1, Mechanic-1, Gunnery-1, Electronic-0, Gravitics-0, Vacc-Suit-0, Zero-G-Combat-0


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