BackworldTraveller Character Generation

atpollard
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BackworldTraveller
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Re: BackworldTraveller Character Generation

#21 Post by BackworldTraveller »

atpollard wrote: Tue Dec 03, 2024 4:16 pm
I'm not really a gun-geek but I'm looking for something that isn't going to knock my character flat and is non-lethal.
The best I can see are dart-guns used for tranquilising at a distance or low-powered shotguns firing taser or bean-bag rounds.
The former are (in some cases - per wikipedia) just the latter!
the M26 taser has a range of about 10m (again per wikipedia) and is single-shot only. Other versions seem available and don't always even look like a "gun".
I have 2 guns in my mustering out. My character is a surgeon and likely to be somewhat with Shepherd Book regarding the killing/kneecap controversy. I'm also got a -1 STR bonus so a 4-bore seems unlikely, as it will probably land her on her arse every time she shot!
What you want is called a SNUB REVOLVER loaded with TRANQ Rounds.

"Snub Pistol:" The snub pistol is a low velocity firearm designed for use on shipboard and in a Zero-G environment. It fires 10mm, 7.0 gram bullets (depending on load) at velocities of 100 to 150 meters per second. In revolver variants, no magazine is used, six individual cartridges being inserted into the revolver separately. Reloading takes less than a minute, and around a minute if the firer is evading; automatic versions use a 10-round magazine, although extended magazines are available. Standard rounds include a tranquilizer round, gas round, high explosive round, and a high explosive shaped charge round to defeat personal armor. The snub pistol is a standard shipboard security weapon generally loaded with five tranquilizers and one gas round. More expensive pure combat versions of the snub pistol are available, generally in the automatic pistol configuration with extended magazines holding up to twenty rounds. A regular ball round is sometimes used, but its performance is only approximate to a TL 5 5mm autopistol round.
[TL 8] Length: 100.0 mm. Weight, unloaded: 250.0 grams (weight of six cartridges, regardless of type, is 30.0 grams). Base price for revolver: Cr150 (six cartridges, regardless of type, cost Cr10).

Note that with MUSTER, the first "GUN" is typically a service/ceremonial object and the second "GUN" is a +1 skill with the weapon.

As to her Blade, is there a stun-stick alternative? As a surgeon, wielding a knife is one thing to fix someone...but less attractive in reverse.
African (Zulu) culture had a weapon called a Iklwa - a very short spear used in close quarter combat. What if we gave her a blunt version of an Iklwa that functioned more like a "Cattle Prod" ... then her "Blade Cbt" skill could be a traditional African Martial Arts from her OTHER culture and the weapon is a non-lethal training version (that looks like a walking stick to casual observation).
My first question would be regarding whether the Snub Pistol is counted (in Beau law) as a shotgun or any other form of handgun.

Given the way skills were allocated, I wasn't sure the skill upgrade option was available from "Gun" benefit. I'll go for that and update the notes accordingly.
Do I have ammo, gun-maintenance-kit and carry-case with the gun or do I have to hunt for those before heading off?

For the "Blade" a Rungu works better with the background being Kenyan rather than South-African.

I've downgraded the equipment list to 4500Cr, but my first task once off the shuttle will be to order/collect a Medical Kit so I can be prepared for work. My second will be to look up good TL-11 bespoke Vacc-Suit makers, and my third will be to check out whether I can find a source for a mechanic's toolkit.

How much does a set of powered (mid-passage compatible) luggage cost?
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Re: BackworldTraveller Character Generation

#22 Post by atpollard »

My first question would be regarding whether the Snub Pistol is counted (in Beau law) as a shotgun or any other form of handgun.
We have dealt with THAT question before. Muster Firearms are "Presentation Grade" items with gift boxes. It is assumed that you have all the correct paperwork at discharge. The weapon becomes a "Collector Item". Loading it with ammo (typically lethal bullets) transforms it from LEGAL to ILLEGAL.

SNUB WEAPONS are a bit of a special case. Let's call TRANQ illegal at LL7, but subject to a Cr 10 fine if caught with a loaded weapon. All Other rounds are strictly ILLEGAL at LL 7 (just like any other firearm).

Just a quick note of explanation: The LL7 is enforced within Arcologies (where it is enforceable), but in the vast wilderness between Arcologies there is NO LAW to enforce a LL. Within smaller communities, a more "practical" LL5 is enforced since dangerous game is a real threat in the country.
Given the way skills were allocated, I wasn't sure the skill upgrade option was available from "Gun" benefit. I'll go for that and update the notes accordingly. Do I have ammo, gun-maintenance-kit and carry-case with the gun or do I have to hunt for those before heading off?
Yup. As a general rule of thumb a character has the minimal tools needed to perform any skill they have. That means if you have Gun Skill and a Gun, then you have what you need to operate and maintain that weapon. That does not change the fact that your AMMO may be illegal to remove from the Starport [LL 3 iirc], but there are storage lockers at the Starport in Montsoliel where items can be stored cheaply.
For the "Blade" a Rungu works better with the background being Kenyan rather than South-African.
I like it. So a thrown club that stuns on contact (electric charge like a Tazer).
I've downgraded the equipment list to 4500Cr, but my first task once off the shuttle will be to order/collect a Medical Kit so I can be prepared for work. My second will be to look up good TL-11 bespoke Vacc-Suit makers, and my third will be to check out whether I can find a source for a mechanic's toolkit. How much does a set of powered (mid-passage compatible) luggage cost?
1. the Cr 4500 is stuff you select. The FREE stuff (Comp and COMM) are FREE. Upgrades to tool kits beyond basic (which are easily portable) you pay for, but basic skill-0 kits are covered with cheap basic kits or a universal tool.
2. the stuff to hold your stuff (duffel bag, luggage, travel chest) are free. I hate to nickel and dime everything. The Cr 500 x SOC was to just give some clout to SOC for free SWAG.
3. Bespoke Vacc-Suit ... [LOL] ... I love it.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: BackworldTraveller Character Generation

#23 Post by atpollard »

Moving STUFF into the light:

atpollard:
... in our case, the goal is to integrate the character into the existing group ASAP.
So what overlapping interest would best thrust YOU and the OTHERS into a cooperative venture together? What do you have that they want and what might they have that you want? How will Nyota fit into the young Merchant/Adventure Company its quest to get a Starship Operational.

Just some general information to help inspire ideas:

1a. There are strange new Drugs rumored to come from the Beau Arctic region.
1b. This group of individuals are famous for a recent televised adventure to the Arctic to restore a COMM unit.

2. [Presently unknown to you] but ... these people could really use a skilled MEDIC to deal with a SECRET PROJECT they inherited.

3a. If you or your husband have experience with XENOBIOLOGY, you may be aware of (friends with?) a Doctor Eleanor ‘Ellie’ Morin.
3b. Doctor ‘Ellie’ was a brilliant researcher engaged in something SECRET that left her a bit paranoid.
3c. Doctor ‘Ellie’ suddenly stopped contacting you about her work.
3d. Doctor ‘Ellie’ was recently murdered and the Government is covering up the details.
3e. Your Husband's death and Dr Ellie's death may be related ... and related to her work.
3f. Doctor ‘Ellie’ was from THE COLONY and "Hol" is her nephew.

4a. This group of misfit ex-spacers has founded a new Merchant Company that seems to operate under different rules.
4b. A merchant Line serving the Refugee Colony could significantly improve opportunities for the LYUDI people.

So WHY you get to THE COLONY is less important than what you do to integrate with the group once you are there ... Does this give you any ideas?


BackworldTraveller:
Hi

I've been working on a Medic character (Nyota) and I'm working with Mr Pollard as to how she gets introduced to the group. Your two characters (Joe and Guy) are noted as people that I have known historically and have some loose contact with.
It has also been suggested (by Mr Pollard) that my (deceased/murdered) husband, Pierre, was a colleague of a (deceased) NPC called Maria [Ellie]. My character has an interest in finding the murderer(s) and seeing that justice prevails!

Between us, we should be able to work out some plausible intro!

Mr Pollard and I had previously discussed the possibility of my moving to the colony to perform some day-surgery at the local clinic. That may yet be a good cover for getting me to the Colony and gives the advantage of access to a legitimate clinic for drug and medical equipment orders.

Anyway - There's my stall.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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