Character Generation

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ffilz
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Re: Character Generation

#41 Post by ffilz »

atpollard wrote:
AsenRG wrote:Name: what kind of names would be appropriate?

He's 34 now, so before I roll for reenlistment or stop, can I ask something? How many terms before you get a pension, in this variant of the rules ;) ?
Name: Anything European ... think Colonial North America with an English territory, French Territory, Spanish Territory, plus ... Dutch Settlements, German Settlements, Scandinavian Settlements, Russian settlements, etc.

I don't think the 19th Century was big on pensions for enlisted men (or that fond of pensions for officers), sorry.
If anyone knows of a rule for pensions in Classic Traveller, I will think about it and probably use it (why not), but I am not searching for one. :)

Given your already low EDU and total points (37 vs 48 allowed), feel free to start out in the Navy at age 14 [very 19th Century] and assume your roll includes the -2 EDU penalty already.
Pensions are on p.21 of 1977, or p.23 of 1981. Cr 4000 annually for 5 terns, + Cr 2000 per additional term. Not available to Scout or Other. Supplement 4 has this sentence "rates of retirement pay are based on time of service and type of career." but then doesn't expand on that other than "Barbarians cannot retire."

History of Pension Plans. 1875 -- The American Express Company established the first private pension plan in the United States. Prior to the 1870s private-sector plans did not exist, primarily because most companies were small family-run enterprises.

When was the state pension first introduced (answer is from the BBC)?
1908 Old Age Pensions Act - introduced first general old age pension paying a non-contributory amount of between 10p and 25p a week, from age 70, on a means-tested basis from January 1 1909 - "Pensions Day". This was introduced during the Liberal government of David Lloyd-George.

Who invented retirement?
19th century. In 1883, the German chancellor, Otto Von Bismarck, in a maneuver against Marxists who were burgeoning in power and popularity, announced that anyone over 65 years old would be forced to retire and that he would pay a pension to them.

All the above from Google search for "when did pensions start"

one link is: https://en.wikipedia.org/wiki/History_of_retirement which has this:

In the mid-1800s certain United States municipal employees, including firefighters, police and teachers, started receiving public pensions. In 1875, the American Express Company began to offer private pensions. By the 1920s, a variety of American industries, from railroads to oil to banking, began offering pensions.

Sounds like it's a tossup.

On the subject of pensions and such, you mentioned purchasing stuff based on social standing, is that in addition to or instead of mustering out cash?
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

#42 Post by atpollard »

ffilz wrote:Sounds like it's a tossup.
On the subject of pensions and such, you mentioned purchasing stuff based on social standing, is that in addition to or instead of mustering out cash?
Thanks for the search effort.

PENSIONS: Sorry, but no pensions in the 19th Century Frontier before age 65.

MUSTERING OUT CASH: You get that as CASH! (obviously, that needs to be rolled rather than picked)

PURCHASING STUFF BASED ON SOC: That is in addition to anything from Mustering out and must be taken as stuff or forfeited. This is basically what you have on you at the start of the game. I still need to work up an equipment list for the 19th Century in Traveller Credits and figure out how large a Credit coin is in Gold or Silver or Copper. There is no Paper Money because there is no Central Government, so coins are standardized and valued by weight and minted by individual cities and towns (or noblemen).
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Re: Character Generation

#43 Post by ffilz »

atpollard wrote:
ffilz wrote:Sounds like it's a tossup.
On the subject of pensions and such, you mentioned purchasing stuff based on social standing, is that in addition to or instead of mustering out cash?
Thanks for the search effort.

PENSIONS: Sorry, but no pensions in the 19th Century Frontier before age 65.

MUSTERING OUT CASH: You get that as CASH! (obviously, that needs to be rolled rather than picked)

PURCHASING STUFF BASED ON SOC: That is in addition to anything from Mustering out and must be taken as stuff or forfeited. This is basically what you have on you at the start of the game. I still need to work up an equipment list for the 19th Century in Traveller Credits and figure out how large a Credit coin is in Gold or Silver or Copper. There is no Paper Money because there is no Central Government, so coins are standardized and valued by weight and minted by individual cities and towns (or noblemen).
A good point about the frontier. Yea, no pensions...

Cash and stuff, sounds good. I used to have a reproduction 1870 (or somewhere near there) Sears & Roebuck catalog, but I got rid of it (never actually used it, partly because I never really did much Wild West gaming...).

Sears & Roebuck 1898 catalog: https://archive.org/details/consumersgu ... ear/page/1

Index starts on p.641 (or 599? PDF pages are sometimes confusing...)

Obviously some of this stuff is NOT available in the frontier (unless there's an equivalent of Sears & Roebuck...).
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

#44 Post by atpollard »

Just a quick note that the Character Class notes have been moved to the Reference Material Topic to keep them together for future players to find.
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Re: Character Generation

#45 Post by AsenRG »

atpollard wrote:
AsenRG wrote:Name: what kind of names would be appropriate?

He's 34 now, so before I roll for reenlistment or stop, can I ask something? How many terms before you get a pension, in this variant of the rules ;) ?
Name: Anything European ... think Colonial North America with an English territory, French Territory, Spanish Territory, plus ... Dutch Settlements, German Settlements, Scandinavian Settlements, Russian settlements, etc.

I don't think the 19th Century was big on pensions for enlisted men (or that fond of pensions for officers), sorry.
If anyone knows of a rule for pensions in Classic Traveller, I will think about it and probably use it (why not), but I am not searching for one. :)

Given your already low EDU and total points (37 vs 48 allowed), feel free to start out in the Navy at age 14 [very 19th Century] and assume your roll includes the -2 EDU penalty already.
OK, thank you :)!
BTW, do I need to specify the kinf of Blade he's most proficient in, or is that houseruled to be a more general skill as well?

Now let's see...
AsenRG wrote:Name: what kind of names would be appropriate?
Sex: Male
UPP: 674A37 [2d6] = 4[2d6] = 7[2d6] = 10[2d6] = 7[2d6] = 6[2d6] = 3
(Not even close to 48 points, but where's the fun in just getting an UPP of 888888, even if it would serve me better?)

Navy enlistment
[2d6] = 7
Success, given the +1 DM from Int!
Survival [2d6] = 10
Blade Combat-2
Engineering-0
Forward Observer-0
Gunnery (Cannon)-1
Jack-o-Trade-0
Mechanical (cloth)-0
Mechanical (metal)-0
Mechanical (wood)-0
Pistol Combat-1
Pilot (Steam)-0
Rifle Combat-0
Ship’s Boat (Sail)-0
Vacc Suit (Diving Suit)-0


Personal Development [1d6] = 2 Service Skills [1d6] = 4
UPP684A37, Gunnery (Canon)-1
Commission 10+ [2d6] = 3 Promotion if available [2d6] = 7 Re-enlistment 6+ [2d6] = 10
Excellent! He joined the Navy - chicks dig uniforms, he'd heard, and at 18 that's a weighty argument - and due to his family not being dregs of society, got a place with artillery!
Never had a shot at being commissioned, but liked it well-enough to remain.


Survival [2d6+2] = 11+2 = 13
Time on board was generally peaceful, he made new friends. Some of them gave him friendly lessons which might help in case of a pitched battle. This, in turn, improved his endurance.
End+1, Blade Combat+1 and yes, I'm picking those.

Re-enlistment 6+ [2d6] = 11
Commission was still a fail, reenlistment was still a success.
Survival [2d6+2] = 8+2 = 10
I'm picking again...
UPP 686A47
And that's all I need.
Commission 10+ [2d6] = 3
And that's no commission again.
Re-enlistment 6+ [2d6] = 7 Still a success!

Survival [2d6+2] = 7+2 = 9
Commission 10+ [2d6] = 9
Had his best shot at promotion (seriously, this roll equals his three previous taken together :D), but still didn't make the cut.
Personal Development [1d6] = 5 Service Skills [1d6] = 6
UPP 686A57
Pistol Combat-1 (artillery guys need no rifles)
Reenlistment [2d6] = 5
Reenlistment denied either way;). But at least he's 30 now! "At the Midpoint on the Journey of Life..."

His name is Maurice Bianco, and he's got 4 rolls for benefits. Let's split them equally between cash and benefits!
Cash [1d6] = 1 [1d6] = 2
OK, he's going to need some more money.
Cash [1d6] = 3 Benefits [1d6] = 4
I don't know what I just got, but we'll see later.
Benefits for MB [1d6] = 4[1d6] = 5
Note: the 5 drops, being the die that I didn't have to roll (only four rolls, and I've rolled 3 already). But whatever number 4 is, Maurice gets it double!
He's got a total of 10 000 cash, though.
OTOH, the roll for '4' is Blade. So he gets a Blade and an extra Skill-1 with blades, making him actually a respectable Blade-2!

Now, can I also roll a Barbarian? At least for fun:D?
Last edited by AsenRG on Wed Dec 19, 2018 11:14 am, edited 3 times in total.
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Re: Character Generation

#46 Post by atpollard »

AsenRG wrote:BTW, do I need to specify the kinf of Blade he's most proficient in, or is that houseruled to be a more general skill as well?

Now, can I also roll a Barbarian? At least for fun:D?
Blade Combat is also a [houseruled] broad skill that includes any melee weapon with an edge or point from pocket knife to claymore; from hand axe to halberd; from spear to pike. It does NOT include any pre-gunpowder ranged weapons [which would fall under "Bow Combat"].


Sure you can roll a Barbarian for fun.
Just a note of interest that "Barbarians" are not ALWAYS like Conan. They can be if you want him to be, but a "Barbarian" is simply an individual from a "more primitive" society. That could describe someone living in an isolated wilderness community similar to a TL 1 Early Iron Age Hamlet of less than 100 people. It could also describe a TL 2 Frontier Village on rocky micro-islands like those off the north coast of Scotland, living in something closer to a Medieval Manor.
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Re: Character Generation

#47 Post by atpollard »

AsenRG wrote:His name is Maurice Bianco, and he's got 4 rolls for benefits. Let's split them equally between cash and benefits!
Cash [1d6] = 1 [1d6] = 2
OK, he's going to need some more money.
Cash [1d6] = 3 Benefits [1d6] = 4
I don't know what I just got, but we'll see later.
Cash [1d6] = 1 = Cr 1000
Cash [1d6] = 2 = Cr 5000
Cash [1d6] = 3 = Cr 5000
Benefits [1d6] = 4 = Blade ... (list a Dress Service "Blade" type of of your choice.)

Just to add some color to the background, you were promoted through the Enlisted ranks to Petty Officer Third Class before leaving the Navy.
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Re: Character Generation

#48 Post by Monsieur Rose »

Ok. I think this works.

Name: "Black" Jacques Bonnet

Stats:
Str: 3 (Not a large man, and has had some health problems of late)
Dex: 10 (His reflexes are as good as ever)
End: 4 (He was born with a silver spoon)
Int: 10 (His eyes shine with the spark of intelligence)
Edu: 8 (Eh. He went to school.)
Soc: 13 (And there's the silver spoon.)

Class: Noble

Skills:
Administration-2
Blade Combat-0
Brawling-0
Bribery-1
Engineering-0
Hunting-0
Jack-o-Trades-1
Leader-2
Medical-0
Navigation-0
Pilot (Steam)-2
Pistol Combat-0
Rifle Combat-1
Scholar-0
Ship’s Boat (Sail)-0
Streetwise-1
Vehicle (Rowboat)-0

Career:
495A8C Term 1 (Noble): [2d6] = 11[2d6] = 3[2d6] = 6[2d6] = 5
Jacques started his "career" learning to pilot the family ship. Feeling he didn't measure up to the crew, he spent quite a bit of time working out. (+1 Str, Pilot) Age:22

595A8C Term 2 (Noble): [2d6] = 7[2d6] = 7[2d6] = 7[2d6] = 7
Achieved Rank of Baron at age 25 when his father passed away from an apparent heart attack. Jacques had to learn quickly how to keep his household in order. (Leader, Pilot) Age:26

595A8C Term 3 (Noble): [2d6] = 3[2d6] = 7[2d6] = 9
Survives an assassination attempt from distant relative to the title. Jacques spends much of his time fixated on protecting himself in the future. He gets rather good with a rifle. (Gun, +1 Dex) Age: 30

5A5A8C Term 4 (Noble): [2d6] = 7[2d6] = 11[2d6] = 8
Promoted to Marquis as he learns to work the nobility, getting married at 30. (Streetwise, Leader) Age: 34
[2d6] = 3[2d6] = 7[2d6] = 9 The old wound from the assassination starts to give him problems. -Str

4A5A8D Term 5 (Noble): [2d6] = 11[2d6] = 3[2d6] = 6
Concerned about his deteriorating strength, Jacques tries anything. A few unorthodox treatments later, he is able to gain some of his strength back. (+1 Str, Jack of All) Age: 38
[2d6] = 7[2d6] = 9[2d6] = 11 Unfortunately, the gains aren't permanent. -Str

4A5A8D Term 6 (Noble): [2d6] = 9[2d6] = 7[2d6] = 4
The dull aspects of Nobility start to show up and Jacques starts to figure out how to manage his condition. (Admin, +1 Str) Age: 42
[2d6] = 5[2d6] = 9[2d6] = 9 It seems that he is only able to keep his condition from getting worse, never seeing any improvement. -Str

4A5A8D Term 7 (Noble): [2d6] = 11[2d6] = 3[2d6] = 6
More boring paperwork, the underlying corruption of the system, and the worsening of his condition cumulate in a decision to strike out for some adventure. (Admin, Bribery) Age: 46
[2d6] = 5[2d6] = 11[2d6] = 6 His condition starts to wear on him. -Str, -End

3A4A8D Age: 46

Muster: 9 rolls
[1d6] = 4[1d6] = 5[1d6] = 1 Cash Rolls
[1d6] = 5[1d6] = 6[1d6] = 2 Benefits
[1d6] = 4[1d6] = 5[1d6] = 1 Benefits

Born:[1d6] = 6 City


Description: A short man with a great presence. His dark features are lightened only by the brightness of his eyes. Quick to smile, and even quicker to dress you down, "Black" Jacques Bonnet wears all black since the attempt on his life, vowing to never again show that he has been bloodied. His clothes and manner are exquisite, but he seems to enjoy the rougher element, being seen recently in lower class areas.

Background: Born well off, Jacques has experienced the finer things in life. He was made a Baron in his twenties, allowing for plenty of wild oats and privileged hi-jinks. A nobles' life is full of surprises and intrigue, as a jealous rival showed one day. He was shot in the hip, surviving but with a lingering injury. Getting married helped raise his status, which just presented new challenges. Twenty years after being made nobility, Jacques yearns for freedom and what could have been.

Friends and Contacts: A veritable cornucopia of nobles, servants, staff, companions, and rivals. Jacques makes friends easily and is known to be quite generous in person.

Thanks to Inferno for the layout :D

Inspired by The Red Baron, Napoleon, and others
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Money

#49 Post by atpollard »

Just a heads up that I posted the data on Coins and Currency in the Reference section.
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Re: Character Generation

#50 Post by AsenRG »

atpollard wrote: Sure you can roll a Barbarian for fun.
Just a note of interest that "Barbarians" are not ALWAYS like Conan. They can be if you want him to be, but a "Barbarian" is simply an individual from a "more primitive" society. That could describe someone living in an isolated wilderness community similar to a TL 1 Early Iron Age Hamlet of less than 100 people. It could also describe a TL 2 Frontier Village on rocky micro-islands like those off the north coast of Scotland, living in something closer to a Medieval Manor.
I was thinking someone from the equivalents of Manilla city, or a NA reservation, actually. Conan is a different sub-set of literary influences in my book.
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Re: Character Generation

#51 Post by AsenRG »

OK, let's see what we can do.
Rolling again, because screw probability! No, I'm not likely to get an average of 8 with 6 rolls that average 7, but that's fine:)!
His name is
Remy Hernandez

[2d6] = 8[2d6] = 6[2d6] = 8[2d6] = 5[2d6] = 4[2d6] = 5
UPP: 885645
Hey, an illiterate Barbarian fits. (The guy that prompted my Manilla comment says in his biographic book that he couldn't read in his 20ies and learned later).
[2d6] = 11
Accepted with honours! Well, I guess it was the only available career... 8-)

Final UPP: 995645
Brawling-1
Blade Combat-5
Bow Combat-0
Forward Observer (Recon)-0
Hunting-0
Mechanical (bone)-0
Mechanical (cloth)-0
Mechanical (leather)-0
Mechanical (metal)-0
Mechanical (stone)-0
Mechanical (wood)-0
Pistol Combat-1
Rifle Combat-1
Streetwise-1
Also, I'm pretty sure these guys start at 14.

Survival [2d6] = 11 more than successful, too.
Position [2d6] = 5 NOPE!
Service Skills [1d6] = 3 Advanced [1d6] = 5 Re-enlistment [2d6] = 10

Blade Combat-1...but with the "free" Blade Combat-1 skill, I get Blade Combat-2, actually.
Streetwise-1
OK, this guy is shaping up like his prototype.

Reenlistment, we get a second term.
Survival [2d6+2] = 8+2 = 10 Position [2d6] = 9
Oh, this one got position!

Survival [2d6+2] = 5+2 = 7 Promotion [2d6+1] = 7+1 = 8
Promotion [2d6+1] = 5+1 = 6
No promotion, but it's something.
Service Skills [1d6] = 1 Personal [1d6] = 2 Re-enlistment [2d6] = 7
Brawling-1
Str-9 (which also gives me a +1 to attack with, say, daggers)
Reenlistment successful!

Survival [2d6+2] = 5+2 = 7 Promotion [2d6+1] = 7+1 = 8
He only survived due to his ability to hit hard!
An enemy had found him with his arms undrawn. The young guy headbutted him so hard, the enemy felt the need to lay low and take a nap.

Personal [1d6] = 5 Advanced [1d6] = 6 Re-enlistment [2d6] = 7
Dex+1
Gun Combat+1
Reenlistment successful
He's getting better and better with dodging and with using a gat, as they call'em. Any small thrower is a gat, whether it's a blowgun, or a cheap gun.
He prefers guns, though. If you can't reach an enemy to a honourable distance for bladework, do it cheap and dirty with a simple mechanism.
He's also being a very successful enforcer. Maybe he'd have more luck next time?


Survival [2d6+2] = 7+2 = 9 Promotion [2d6+1] = 9+1 = 10
OK, so he makes it easily this time - I guess he's just using that gat he got from the headbutted enemy - and finally achieves a measure of status and respect.
Service Skills [1d6] = 6 Advanced [1d6] = 1 Re-enlistment [2d6] = 5
Wait, I got Gun Combat from the Service list, which is weighted towards bows and blades, but Blade Combat from the Advanced list?
Ah well...the dice can be fickle, that's why we love them :mrgreen: !
Reenlistment unsuccessful, so he had to go for the life of a Traveller. He's 30 yo, and a veritable combat machine despite that.

Also, I've got 6 rolls for reenlistment...but are you kidding me? Odds are good he's going to be penniless!
So I put them all in Benefits. I can roll for money...I don't have to, and I think the odds of getting any sum that's worth it, are best described as "crap" :D !

Benefits [1d6] = 4[1d6] = 5[1d6] = 1[1d6] = 2[1d6] = 6[1d6] = 3
1, 2, 3, 4, 5, 6
I need to check what I've got when I get home, but no skill increases for him!
...OK, great :twisted: !
Getting everything from 1 to 6 means he gets a blade, 2 more levels of Blade skill, Low Passage and High Passage!
I couldn't have asked for a better roll. And Remy is a Blade-5 GrandMaster, no ifs and buts here 8-) !
And, of course, no money. Hey, does another PC want to employ me? I don't eat that much, as long as it's meat, but fish counts :twisted: !

(I'll leave it to atpollard which PC he'd want me to play, actually. I like them both).
Last edited by AsenRG on Wed Dec 19, 2018 11:19 am, edited 1 time in total.
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Re: Character Generation

#52 Post by Urson »

MAYDAY!!

I'm pretty sure I'm not doing the Chargen right- or at least not doing all I should be. Would one of you kind souls give me a hand, please?
FA FO
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Re: Character Generation

#53 Post by Leitz »

Urson wrote:MAYDAY!!

I'm pretty sure I'm not doing the Chargen right- or at least not doing all I should be. Would one of you kind souls give me a hand, please?

Sure, what do you have? What do you see as an issue?
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Re: Character Generation

#54 Post by Pulpatoon »

We're here for you, Urson! What do you need help with?
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Re: Character Generation

#55 Post by atpollard »

Urson wrote:MAYDAY!!
I'm pretty sure I'm not doing the Chargen right- or at least not doing all I should be. Would one of you kind souls give me a hand, please?
You started out looking to become a Merchant, so if that is still your goal then here is the data for the MERCHANT class ... from the Reference Material topic. [LINK]
atpollard wrote:Merchant
Sea trader

Career rolls
Enlistment: 7+ DM +1 if STR 7+, DM +2 if INT 6+
Survival: 5+, DM +2 if Int 7+
Commission: 4+ DM +1 if INT 6+
Promotion: 10+ DM +1 if INT 9+
Re-enlist: 4+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Str
  5. Blade Combat
  6. Bribery
Service Skills
  1. Vehicle (Rowboat)
  2. Vacc Suit (Diving Suit)
  3. Jack-o-Trades
  4. Steward
  5. Mechanical (choose cloth, metal, stone, or wood)]
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Streetwise
  2. Mechanical (choose cloth, metal, stone, or wood)
  3. Mechanical (choose cloth, metal, stone, or wood)
  4. Navigation
  5. Gunnery (Cannon)
  6. Medical
Advanced Education if Edu 8+
  1. Medical
  2. Navigation
  3. Engineering
  4. Scholar
  5. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  6. Administration

So the Skill-0 list for a Merchant is ...
  • Blade Combat-0
  • Bribery-0
  • Gunnery (Cannon)-0
  • Jack-o-Trades-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Medical-0
  • Navigation-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Steward-0
  • Streetwise-0
  • Vacc Suit (Diving Suit)-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Administration-0
  • Engineering-0
  • Pilot (Steam)-0
  • Scholar-0
  • Ship’s Boat (Sail)-0
As stated in post#1, the first step is creating 6 ability scored using 2d6 for each (values 2-12).

Let's use the optional houserule for this example and just assign 48 points since you never posted your ability scores ...

STR-ength = 8
DEX-terity = 8
END-urance = 8
INT-elligence = 8
EDU-cation = 8
SOC-ial = 8

For a Traveller shorthand, the ability scores are written as a hexidecimal string [that just means that letters replace some numbers, so 10=A, 11=B, 12=C ... up to F=15].
For this character, his abilities could be written as "888888" in the standard order of St-Dx-En-In-Ed-So
Let's call him Trader Joe. Trader Joe is 18 years old and trying to join the Merchants. The character looks like this:

Trader Joe (age 18) 888888

Now Joe needs to enlist.
Under Career rolls it says "Enlistment: 7+ DM +1 if STR 7+, DM +2 if INT 6+"

So the character rolls 2d6 and adds a +1 if the STR in 7 or higher and +2 of the INT is 6 or higher.
Trader Joe gains both bonuses so he rolls 2d6+3 to beat a target of 7.

Let's use your original rolls (11, 7, 11, 9, 3) ... so Trader Joe rolls 11+3 = 14 which is "7 or higher" (the target) so he enlists in the Merchant. If Joe had failed, he would simply have tried to enlist in a different career and made another roll, but Trader Joe is a Merchant.

Now look for a moment at the other Career rolls listed above:
  • Survival: 5+, DM +2 if Int 7+
  • Commission: 4+ DM +1 if INT 6+
  • Promotion: 10+ DM +1 if INT 9+
Every 4 year term, Trader Joe will roll for these three things. Let's take them one at a time:

Survival: 5+, DM +2 if Int 7+
Does Trader Joe survive his 4 years in the Merchant Service?
Roll 2d6 and add +2 if INT is 7 or higher against a target of 5 or higher to survive.
Joe has INT 8, so gains the bonus and rolls 2d6+2 for 5 or higher to survive.
From your original rolls (11, 7, 11, 9, 3) Joe rolls 7+2 = 9 and survives (9 >= 5).

Commission: 4+ DM +1 if INT 6+
Does Trader Joe become an Officer in the Merchant Service or stay a worker?
Roll 2d6 and add +1 if INT is 6 or higher against a target of 4 or higher to be commissioned as an officer.
Note that Joe can attempt to be commissioned (make a commission roll) EVERY 4 year term, but he only needs to succeed once. Once a character becomes an offocer, they do not need to roll for "commission" any more.
Joe has INT 8, so gains the bonus and rolls 2d6+1 for 4 or higher to get a commission as an officer.
From your original rolls (11 ,7,11, 9, 3) Joe rolls 11+1 = 12 and gets commissioned as an officer.

Promotion: 10+ DM +1 if INT 9+
Does Trader Joe get promoted in rank?
Roll 2d6 and add +1 if INT is 9 or higher against a target of 10 or higher to be promoted.
Note that promotions only matter for Officers ... the effect the stuff you get when you "muster out" and start the game as a traveller.
Joe has INT 8, so gains no bonus and rolls 2d6 for 11 or higher to get promotion.
From your original rolls (11 ,7, 11, 9, 3) Joe rolls 9, which is less than "11 or higher", so no promotion for Joe in Term 1.
Joe can try again for a promotion next term if he stays in the Merchant Service.

That concludes Term 1. If he wanted to leave, Trader Joe could muster out at the end of the term, collect his severance and start his new life.
Joe can now ROLL or PICK two skills from the tables provided for a Merchant.

(I will discuss skills in a new post).
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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atpollard
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Re: Character Generation

#56 Post by atpollard »

Urson wrote:MAYDAY!!
I'm pretty sure I'm not doing the Chargen right- or at least not doing all I should be. Would one of you kind souls give me a hand, please?
You started out looking to become a Merchant, so if that is still your goal then here is the data for the MERCHANT class ... from the Reference Material topic. [LINK]

So we left off with Trader Joe at the end of Term 1 and needing to select skills.

First, all merchant Characters get the following skills just for being a Merchant:
  • Blade Combat-0
  • Bribery-0
  • Gunnery (Cannon)-0
  • Jack-o-Trades-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Medical-0
  • Navigation-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Steward-0
  • Streetwise-0
  • Vacc Suit (Diving Suit)-0
  • Vehicle (Rowboat)-0
And because Trader Joe had an EDU of 8 or higher, he adds ...
  • Administration-0
  • Engineering-0
  • Pilot (Steam)-0
  • Scholar-0
  • Ship’s Boat (Sail)-0
Trader Joe survived one term (four years) in the Merchants and has earned two Merchant skills from one of the lists presented in the Reference link.
Note that the table "Advanced Education if Edu 8+" is only available to characters with an Education of 8 or higher.
There are THREE different options about how to handle skill selection, so I will present you with all three to choose from:

SKILL OPTION 1: (official rules as written)
  1. Select one of the tables ("Personal Development" or "Service Skills" or "Advanced Education" or "Advanced Education if Edu 8+")
  2. AFTER the table is selected, then roll 1d6 and gain the indicated skill from that table.
SKILL OPTION 2: (common houserule)
  1. Start by rolling 1d6.
  2. Then apply the roll to one of the tables ("Personal Development" or "Service Skills" or "Advanced Education" or "Advanced Education if Edu 8+") and record the skill gained.
SKILL OPTION 3: (another houserule)
Oh heck, just pick one of the skills from one of the tables. As long as you COULD have rolled the skill you wanted, let's just pretend that you did.

Joe Trader gets two skills for surviving the Term, so repeat the procedure for the second skill.

Some quick notes. Included on the tables are results like "+1 STR". So rather than gaining a level of skill, the character can improve that ability instead.

Just for our example, let's say that Trader Joe chooses Option 2, rolls a "4" on 1d6 and then goes to the tables.
The "4" on each table are "+1 Str" or "Steward" or "Navigation" or "Scholar", so Joe chooses one level of "Navigation" as his skill.
For his second skill, Joe really wants to be able to shoot a pistol, so he chooses Option 3 and just selects "Gun Combat [choose Pistol Combat or Rifle Combat]". Since "Gun Combat" is a cascade skill, Joe needs to select one of the multiple choices and adds one level of "Pistol Combat" as his skill.

So let's look at Joe at the end of Term 1:

Trader Joe (age 22) 888888
Administration-0
Ship’s Boat (Sail)-0
Blade Combat-0
Bribery-0
Engineering-0
Gunnery (Cannon)-0
Jack-o-Trades-0
Mechanical (cloth)-0
Mechanical (metal)-0
Mechanical (stone)-0
Mechanical (wood)-0
Medical-0
Navigation-1
Pilot (Steam)-0
Pistol Combat-1
Rifle Combat-0
Scholar-0
Steward-0
Streetwise-0
Vacc Suit (Diving Suit)-0
Vehicle (Rowboat)-0


Re-enlist: 4+
Now for that final 'career roll' from the reference document. At age 22, Joe is interested in signing up for another term in the Merchants. That requires a "re-enlistment" roll (sort of like the "enlistment" roll to join in the first place.)
There are no ability modifiers, so Joe must roll 2d6 against a target of 4 or higher.
From your Original rolls, the last number was a "3", so Joe rolls a 3 on 2d6 and fails to reenlist in the Merchant. Trader Joe is ready to begin his new life as an adventurer.

[If Joe had reenlisted, he would have started Term 2 and rolled "Survival" and "Promotion" followed by selection of 2 more skills ... then another reenlistment if Joe wanted a Term 3.]

If I didn't want to play Joe, I could simply start over and create another character ... Uncle Al ("The Duelist's Pal"). ;)
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Leitz
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Re: Character Generation

#57 Post by Leitz »

I was actually doing pretty good until you made the "Uncle Al, the deulist's pal" comment. A few things clicked.

Using 48 points as the target I rolled to get variety. If the rolls were too high I'd take some off, if too low I'd add up to the 48. Original UPP was 59936C rolled. That's 44 points, so the extra 4 into Int, ending up with 59976C. Since the generated character was female I went with that.

I wanted to play a gun fighter doing fast draw but also on the lines of Inspector Lynley, Diana Hayes is a noble by birth and a quiet, trusted confidant when someone in upper society needs something looked in to. She's average in brains but sticks with things and can deal with issues as needed. That she's a noble could put her in association with some of the others in the group. For the most part she wears men's style clothing for practicality but understands being a woman.

What career and skills would you recommend? I'm thinking 2-3 terms max.
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Re: Character Generation

#58 Post by Monsieur Rose »

For what it's worth, I thought that was an excellent job of explaining the process of character creation. I appreciate the time you put in. This bodes well for the adventure. :D
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Re: Character Generation

#59 Post by atpollard »

Monsieur Rose wrote:For what it's worth, I thought that was an excellent job of explaining the process of character creation. I appreciate the time you put in. This bodes well for the adventure. :D
Thank you.
I figured that any question that one person asks, others are probably thinking.
So it was worth the effort to explain to him and any lurkers how easy it is to roll a character.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#60 Post by atpollard »

Leitz wrote:I was actually doing pretty good until you made the "Uncle Al, the deulist's pal" comment. A few things clicked.

Using 48 points as the target I rolled to get variety. If the rolls were too high I'd take some off, if too low I'd add up to the 48. Original UPP was 59936C rolled. That's 44 points, so the extra 4 into Int, ending up with 59976C. Since the generated character was female I went with that.

I wanted to play a gun fighter doing fast draw but also on the lines of Inspector Lynley, Diana Hayes is a noble by birth and a quiet, trusted confidant when someone in upper society needs something looked in to. She's average in brains but sticks with things and can deal with issues as needed. That she's a noble could put her in association with some of the others in the group. For the most part she wears men's style clothing for practicality but understands being a woman.

What career and skills would you recommend? I'm thinking 2-3 terms max.
Looking at the SKILL LISTS, I actually think that “OTHER” (renamed ‘Underworld’) might give you a good set of skills to accomplish your Patron’s jobs. [LINK]
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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