Character Generation

atpollard
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atpollard
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Re: Character Generation

#201 Post by atpollard »

sirravd wrote:Mm, actually I'll go with Underworld.
[2d6] = 7
so I enlist successfully
First term: [2d6] = 7
Re-enlist: [2d6] = 3

I'll choose Blade Combat-0 and Bribery-0. Is there anything else I should choose (like Personal Development)?
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
"welcoming humbly His light and proudly His darkness" - e.e. cummings

sirravd

Re: Character Generation

#202 Post by sirravd »

I'll apply my d6 roll to Service Skills.
[1d6] = 1
Vehicle (Rowboat).

sirravd

Re: Character Generation

#203 Post by sirravd »

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

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atpollard
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Re: Character Generation

#204 Post by atpollard »

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
OK, a few points to clear up.

SKILLS:
You have all of the following skills at skill-0 ...
  • Blade Combat-0
  • Brawling-0
  • Bribery-0
  • Forgery-0
  • Gambling-0
  • Mechanical (cloth)-0
  • Mechanical (locksmith)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Streetwise-0
  • Vehicle (Rowboat)-0
Since you served 1 Term, you should add two levels of skill (either make TWO of the above ‘skill-1’ or ONE of the above ‘skill-2’). So far I only see you choosing to increase Vehicle (Rowboat)-1, so you have another skill level to choose or roll.

MONEY
You are doing great with the 1500 credits of stuff. You will need to spend the other 392 credits on stuff or just forfeit it. Do not sweat over every exact credit, it was just intended to separate those that started out owning a steamship with those that travelled with all of their possessions in a backpack.

When you “mustered out” (retired) from your former profession of underworld, you left with your 1500 credits worth of STUFF and 60,000 credits in cash on your person (probably in Gold Coins, but it could be as a Bank Draft). Who says that crime does not pay?
"welcoming humbly His light and proudly His darkness" - e.e. cummings

sirravd

Re: Character Generation

#205 Post by sirravd »

Apply d6 to Service Skills again
[1d6] = 2
Gambling

I'll forfeit the remaining credits.

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Re: Character Generation

#206 Post by atpollard »

sirravd wrote:Apply d6 to Service Skills again
[1d6] = 2
Gambling

I'll forfeit the remaining credits.
Gambling skill increases the starting CASH from mustering out from 60,000 to 150,000 credits.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

sirravd

Re: Character Generation

#207 Post by sirravd »

awesome

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atpollard
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Re: Character Generation

#208 Post by atpollard »

sirravd wrote:awesome
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.

To the East is Britannia (English)
To the South are the "Spanish"
To the West are the "French"
To the North are the "Germans" with the "Dutch" northeast of them.
There is a small colony of 'New England Yankee' Separatists North of Britannia and New Amsterdam.

From your INT and EDU, your character will only speak his/her native language.

Language Rules Post
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sirravd

Re: Character Generation

#209 Post by sirravd »

Cool. Sorry for the delay, I've been super busy

sirravd

Re: Character Generation

#210 Post by sirravd »

I think I'll be an Englishman. Philip Ancalagon by name.

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Re: Character Generation

#211 Post by atpollard »

So here is a summary of the newest character (for my quick reference):

[sirravd]
Philip Ancalagon [M] (age 22) - [868543] - (Other-1 term): Gambling-1, Vehicle (Rowboat)-1, Blade Combat-0, Brawling-0, Bribery-0, Forgery-0, Gambling-0, Mechanical (cloth)-0, Mechanical (locksmith)-0, Mechanical (metal)-0, Mechanical (stone)-0, Mechanical (wood)-0, Pistol Combat-0, Rifle Combat-0, Streetwise-0
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Nathaniel (scout)

#212 Post by atpollard »

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.
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 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?
Cr 90,000 in Britannia 200 credit Gold Coins (450 coins = about 13kg) in a wooden lockbox.

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?
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.

Does MgT assign a dollar value to “ship shares” as a muster benefit?
(It has been a while since I used those particular rules).
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.
OK smuggler … post in Day 6 and you are currently located in “the Landings”.

Very quick run down of Gwynedd. “Company Town” is the newest part of town and is dominated by various accented seamen that came here to take advantage of this transfer station at the end of a Trade network that reaches back into Civilization (serving as the jumping off point for the wilderness to the west of here). Industry Park was settled by well funded and proper British Society with ties to the East as an industrial facility to allow Steamships to be repaired and maintained. Old Town represents the original settlers that are being marginalized by all of the new money from the East. Swept out of the way, is the Landings where Gaelic brogues echo from the cottages of poor landless fishermen in the “undesirable” part of town.

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

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Re: Character Generation

#213 Post by Bluetongue »

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.
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.

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Re: Nathaniel (scout)

#214 Post by ffilz »

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.
If intended, nice lineup to meet Linkletter, if not, there you go for the connection...
Dr. Samuel Linkletter 6AAB83, Age 30, Doctor, 3 Terms. Medical-3, Blade Cbt-1, Streetwise-1, Mechanical (Cloth)-1, Scholar-2, Mechanical (Metal)-0, Mechanical (Wood)-0, Mechanical (Stone)-0, Mechanical (Machinery)-0, Admin-0, Pistol-0
Matsumoto Senichi Iuichi Unicorn Shugenja, Rank 1, Glory: 2;0, Honor: 3;6, XP: 5, FIRE 3 // Agility 3 / Intelligence 3, AIR 2 // Reflexes 2 / Aware 3, WATER 3 // Strength 3 / Perc 3, EARTH 2 // Stamina 2 / Will 2, VOID 2,
Calligraphy (Per) 1, Defense (Agil) 1, Herbalism (Int) 1, Horsemanship (Awar/Agil) 1, Hunting (Per) 1, Meditation (Void) 1, Kenjitsu (Agil) 1
Giotto Lombardi 856994 Age 26 (2 Terms) Electonics-1, Vacc Suit-0, Computer-1, Bribery-1, Shotgun-0, Cr 1000, Shotgun

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Re: Character Generation

#215 Post by shaidar »

Here is my first go at my character:

Sir Arthur Benjamin Grayling
Navy/Ensign

Stats:[_2d6]=(3+5)=8;[_2d6]=(2+2)=4;[_2d6]=(5+1)=6;[_2d6]=(6+2)=8;[_2d6]=(4+5)=9;[_2d6]=(6+1)=7;

STR: 7
DEX: 4
END: 6
INT: 8+1 = 9
EDU: 8
SOC: 9 + 2 = 11

Enlistment: [_2d6+1]=(2+5)=7+1=8

TERM 1

Term 1 commission: [2d6+1]=6+1=7
Term 1 survival: [_2d6+2]=(3+2)=5+2=7

Engineering
Pilot (Steam)

TERM 2

Term 2 reenlist: [_2d6]=(4+3)=7
Term 2 commission: [2d6+1]=11+1=12 Ensign
Term 2 promotion: [2d6+1]=3+1=4 - failed
Term 2 survival: [_2d6+2]=(6+4)=10+2=12

Navigation
Engineering
Pistol Combat

TERM 3

Term 3 reinlist: [_2d6]=(3+3)=6
Term 3 promotion: [2d6+1]=4+1=5 - failed
Term 3 survival: [_2d6+2]=(6+3)=9+2=11

Engineering
Scholar


SKILLS

Administration-0
Blade Combat-0
Engineering-3
Forward Observer-0
Gunnery (Cannon)-0
Jack-o-Trade-0
Mechanical (cloth)-0
Mechanical (metal)-0
Mechanical (wood)-0
Navigation -1
Pistol Combat-1
Pilot (Steam)-1
Rifle Combat-0
Scholar-1
Ship’s Boat (Sail)-0
Vacc Suit (Diving Suit)-0


Mustering out

1 [benefit] +1 INT (Navy mustering 1: [1d7]=2)
2 [cash] 50,000 Cr (Navy mustering 2: [1d7]=6)
3 [benefit] +2 SOC (Navy mustering 3: [1d7]=7)
4 [benefit] Low Passage (Navy mustering 4: [1d7]=1)

Money for gear: 11 x 500 = 5500 Cr

Background

Arthur Benjamin Grayling is the fourth, and youngest, son of Jacob Grayling, a respected civil servant. As the youngest son he was given a little leeway in his career and while his brothers also entered the civil service he joined the navy. Initially he worked as a pilot and engineer, but it was in his second term that he was noticed and commissioned when his quick thinking restored the ships engines and enabled the vessel to win a battle with pirates. He was transferred to the Navies special research group and spent the rest of his career there. Being more interested in the engineering than his career he never got promoted, but he did get assigned to more and more important research, resulting in him being knighted (+2 SOC rolled on mustering out). His previous successes resulted in him being assigned as the chief engineer on an extremely important new high-pressure boiler system . Unfortunately there was an accident, resulting in a boiler exploding, causing severe damage to the ship and one death. Arthur himself was injured (which is why his dex is low). Needing to recuperate he left the navy in disgrace and decided to leave Brittania until the situation had cooled and to bring no further hurt to his families reputation.

Equipment

cane (premium quality, inlaid) 300
- secret coin holder 30 (currently holds 2x200 Cr, 2x100 Cr and 1x50Cr coins)
- sword-stick 75
mechanics tool set, professional 1000
gentlemen’s normal clothing x5 305
gentlemen’s business clothing x3 180
gentlemen’s formal clothing x2 172
slide rule 20
measuring stick 20
spyglass, x33 205
sextant 50
journal (leather with waterproof case) 40
writing kit (with inlaid waterproof case) 150
clockwork shaver 70
double barreled derringer (12mm short), premium quality, 120 Cr
Large frame revolver (12mm short), premium quality, 870 Cr
1 box of 100 12mm short ammo, 71 Cr
Oiled Great Coat 6
Premium luggage 500
Mens premium shaving/toilet set 50 Cr

total: 4234 Cr

Description

Sir Arthur is 30 years old, 5'10" and of average build. He has a slightly tanned complexion, short curly dark brown hair, brown eyes and is clean shaven apart from a moustache. He usually wears a gentlemen's day suit and a great coat to protect himself from the elements. The observant will notice that he has slightly stiff movement in his upper torso and his hands show signs of some burns and scars.
arthur_small.jpg
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Last edited by shaidar on Mon Sep 06, 2021 7:05 pm, edited 7 times in total.

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atpollard
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Re: Character Generation

#216 Post by atpollard »

shaidar wrote: Wed Sep 01, 2021 9:32 am Here is my first go at my character:

Sir Arthur Benjamin Grayling
Navy/Ensign
Everything looks good (and I liked the "knighthood" part).
You still have roughly another Cr 3000 worth of "stuff" and a 'Gentleman' heading into the Frontier probably needs a sidearm. Is Sir Arthur more of a newfangled .45 Revolver type, or more of a traditional double-barrel 12 Ga. Howdah Pistol type?

Would he carry a Pocket Derringer?
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#217 Post by shaidar »

I think a revolver, and the pocket derringer, premium grade of course. There seem to a number of options to choose for the weapons.

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Re: Character Generation

#218 Post by shaidar »

Would the following be OK:

double barreled derringer (12mm short), premium quality, 120 Cr

Large frame revolver (12mm short), premium quality, 870 Cr

1 box of 100 12mm short ammo, 71 Cr

Additionally, could I swap 'mechanical - metal' for Pistol Combat?

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Re: Character Generation

#219 Post by atpollard »

shaidar wrote: Wed Sep 01, 2021 3:17 pm Would the following be OK:

double barreled derringer (12mm short), premium quality, 120 Cr

Large frame revolver (12mm short), premium quality, 870 Cr

1 box of 100 12mm short ammo, 71 Cr

Additionally, could I swap 'mechanical - metal' for Pistol Combat?
Yes to all.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: Character Generation

#220 Post by shaidar »

Cool, I've updated my character sheet further up.

Now I've just got to find something to spend 1500 credits on.

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