Character Generation

atpollard
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atpollard
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Re: Character Generation

#141 Post by atpollard »

Tuteo Genna of the Clan Second Guardians - Male - 38yo

6 terms Belters

Str - 11
Dex - 12
End - 12
Int - 8
Edu - 9
Ss -9

Pistol - 1
Brawling - 0
Computer - 2
Pilot - 2
Navigation - 1
Eng - 1
Medic - 1
Liaison - 1
Vacc Suit - 1
Prospecting - 1
Gambling - 1
JOT - 1

Credits: 78995

Starting equipment:
Gauss Pistol
2 sets tradesman clothing
Gentlemans clothing
Business casual
Field Medkit TL8
Vacc Suit repair kit
TL8 Filter Mask and 10 refils

Purchased equipment:
TL10 waterproof CWC
TL11 Adventures backpack
TL11 Artic Travel Pack
TL11 Tailored Vacc Suit
Snub Pistol
Ammo - 5 clips
Cloth armor
Brass Knuckles
Hand Computer
Flare gun with 3 shots
Li/IR Goggles
Cold Light Lantern
Pepper spray
Protecting tool kit
Handcuffs
No complaints or issues, just some observations:
Liaison skill is the same as Streetwise Skill, so you just might want to note the extra versatility.
[from Maps and References] "Streetwise (incl. Liaison, Interrogation): familiar with subcultures; able to deal with strangers without alienating them : deal with others with different views : intelligence gathering through reading non-verbal communication"

I don't remember where you are from, but if you are a native of Beau (I think you were) then you get a FREE Vehicle (wheeled/tracked)-1 skill.

You are certainly welcome to all the Arctic Equipment, but you are currently in the tropics and the world is generally earth-like. It is just on the list because the group just returned from an adventure to the Arctic Circle ... so they needed it for that.

You listed "Protecting tool kit" ... I think you meant "Prospecting" ... just a small typo.

GAUSS PISTOL is TL 13 and the highest TL in this region (Blue Cluster) is TL 11. You can have it if you want [it just came from further away], however I just wanted you to be aware that obtaining AMMO will be an issue for you. It is not an item found in stores, it is an item one adventures to locate.

Something unrelated: any idea who the "Clan Second Guardians" are? Plot fodder is always welcome. ;)
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#142 Post by ateno »

atpollard wrote: Tue Sep 10, 2024 8:54 pm
No complaints or issues, just some observations:
Liaison skill is the same as Streetwise Skill, so you just might want to note the extra versatility.
[from Maps and References] "Streetwise (incl. Liaison, Interrogation): familiar with subcultures; able to deal with strangers without alienating them : deal with others with different views : intelligence gathering through reading non-verbal communication"
I have made a addition as you suggest.
I don't remember where you are from, but if you are a native of Beau (I think you were) then you get a FREE Vehicle (wheeled/tracked)-1 skill.
I did say Beau, so I just added the vehicle skill.
You are certainly welcome to all the Arctic Equipment, but you are currently in the tropics and the world is generally earth-like. It is just on the list because the group just returned from an adventure to the Arctic Circle ... so they needed it for that.
Hey better to be prepared, but I'll keep it, not to expensive.
You listed "Protecting tool kit" ... I think you meant "Prospecting" ... just a small typo.
It was, fixed, thanks.
GAUSS PISTOL is TL 13 and the highest TL in this region (Blue Cluster) is TL 11. You can have it if you want [it just came from further away], however I just wanted you to be aware that obtaining AMMO will be an issue for you. It is not an item found in stores, it is an item one adventures to locate.
Thank you, I added ammo and took off the price.
Something unrelated: any idea who the "Clan Second Guardians" are? Plot fodder is always welcome. ;)
The clan is my group of extended families that have formed into a collective for asteroid mining. they all support each other and share gains and losses. I figure about 500 people or so ,perhaps bigger, thats your dept. :)
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Re: Character Generation

#143 Post by Kenjosephus »

Hey, so i'm looking at everyone here and seems like they got themself a lot of skills on -0, while i only get Blade Combat-1 and Gun Combat-0. This is because i failed to reenlist after the first term. Not get commisioned either but got into the marine. So, what do i miss? Can i enlist in other occupations? Here is my current status after first time random rolling a character RAW.

Chester Flint, Age 22
Stats: STR [2d6]=9 DEX [2d6]=6 END [2d6]=8 INT [2d6]=8 EDU [2d6]=4 SOC [2d6]=6
Term 1:
Enlist: Marine (Success)
Survival: Survived
Commision: Not commissioned
Reenlistment: failed
Personal Development Skill get: Blade Combat-1
Service Skill: Gun Combat-0
SWAG: 1 benefit (first term enlistment)
Cash: 30,000
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Re: Character Generation

#144 Post by atpollard »

Kenjosephus wrote: Wed Sep 25, 2024 9:36 pm So, what do i miss?
What you mostly missed are the HOUSE RULES for this game.
[First a comment on the big picture, and then I can talk about details. BIG PICTURE: This is a game and the goal is to have fun, so create a character that YOU want to play. Traveller Characters are quick to generate and there are even online generators that will roll one at the push of a button, so you have the option to just create characters until you like the one you get.]

So let’s start with some basic RAW for the character as a Marine.
Book 1 BASIC SKILL ELIGIBILITY: is 2 skills for the initial term of service (so Chester should get 2 skills from the skill tables for term 1 even without a commission or promotion) plus all Marines gain a free “Cutlass-1” skill. That gives him 3 skill-1 to start.

HOUSE RULES: I like the choice of a starting career to be about personal preference rather than game rule mechanics, so I changed the RAW to a uniform 2 skills (skill-1) picks per term. Then as a bonus, I gave EVERY SKILL on the Marine skill lists (for a Marine) at skill-0. The idea is you were exposed to all of those skills and every 2 years, you increased one of those skills by skill-1. That would give Chester a lot more basic skills that he is familiar with.

Here is the list for a Marine:
Admin-0, Blade-0, Brawling-0, Computer-0, Electronic-0, Gambling-0, GunCbt (Pistol)-0, GunCbt (Rifle)-0, GunCbt (SMG)-0, GunCbt (Heavy/Demo)-0, Leader-0, Mechanical-0, Medical-0, VaccSuit-0, Vehicle (air/Grav)-0, Vehicle (water)-0, Vehicle (wheel/track)-0


If you look at post #18 and post #19 on character generation, you will find two additional HOUSE RULE opportunities to gain a bonus skill. They are awarded for having a character with ties to these local worlds and for knowing another character in the group.
Can i enlist in other occupations?
Nope. That is not how Traveller rolls. You would typically just create a new character.

I find rolling a character is sort of fun … a game in and of itself.
If you want something faster, here is an online generator (just pick verbose report):

https://www.batintheattic.com/traveller/
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#145 Post by gurusql »

Hol is a one-termer also. :lol:
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Re: Character Generation

#146 Post by ybn1197 »

Journaling my character as I go.

[2d6]=7 [2d6]=6 [2d6]=7 [2d6]=10 [2d6]=10 [2d6]=10

Term 1 (18-21 yrs old)
Navy Enlistment 8+ [2d6+3]=3+3=6
Draft: [1d6]=5
Survival 5+ [2d6+2]=9+2=11
Commission - Not eligible this term

Skills: option 3
Medical-1
Medical-1 (2)

Reenlist 4+ [2d6]=7


Term 2 (22-25 yrs old)
Survival 5+ [2d6+2]=10+2=12
Commission 4+ [2d6+2]=7+2=9
4th Officer
Promotion 10+ [2d6+1]=6+1=7


Skills: option 3
Medical-1 (3)
+1 Endur (8)

Reenlist 4+ [2d6]=8

Term 3 (26-29 yrs old)
Survival 5+ [2d6+2]=3+2=5
Promotion 10+ [2d6+1]=6+1=7

Skills: option 1
Service Skills [1d6]=1 Vehicle-1
Adv. Ed (8+) [1d6]=4 Computer-1

Reenlist 4+ [2d6]=4

Term 4 (30-33 yrs old)
Survival 5+ [2d6+2]=7+2=9
Promotion 10+ [2d6+1]=6+1=7

Skills: option 1
Personal Dvlt [1d6]=6 Bribery-1
Adv. Ed (8+) [1d6]=4 Computer-1 (2)

Reenlist 4+ [2d6]=9
Aging Strength 8+ [2d6]=9
Aging Dexterity 7+ [2d6]=6 (9)
Aging Endurance 8+ [2d6]=12


Term 5 (34-37 yrs old)
Survival 5+ [2d6+2]=3+2=5
Promotion 10+ [2d6+1]=10+1=11
3rd Officer

Skills: option 1
Personal Dvlt [1d6]=1 +1 Stren (7)
Adv. Ed (8+) [1d6]=3 Engineering (1)

Reenlist 4+ [2d6]=7
Aging Strength 8+ [2d6]=7 (6)
Aging Dexterity 7+ [2d6]=8
Aging Endurance 8+ [2d6]=7 (7)

Term 6 (38-41 yrs old)
Survival 5+ [2d6+2]=6+2=8
Promotion 10+ [2d6+1]=6+1=7

Skills: option 1
Personal Dvlt [1d6]=1 +1 Stren (7)
Adv. Ed (8+) [1d6]=5 Pilot-1

Aging Strength 8+ [2d6]=5 (6)
Aging Dexterity 7+ [2d6]=10
Aging Endurance 8+ [2d6]=6 (6)

Muster Out (42 yrs old): 6 terms + 1 for rank
Cash: [1d6]=6 [1d6]=2 [1d6]=5 40,000 + 5,000 + 20,000 credits
Benefits [1d6]=4 [1d6]=1 [1d6]=2 [1d6]=3 Gun + Low Psg + 1 Intel + 1 Educ
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atpollard
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Re: Character Generation

#147 Post by atpollard »

ybn1197 wrote: Wed Oct 02, 2024 6:04 pm Journaling my character as I go.

[2d6]=7 [2d6]=6 [2d6]=7 [2d6]=10 [2d6]=10 [2d6]=10[/url]

Term 1 (18-21 yrs old)
Navy Enlistment 8+ [2d6+3]=3+3=6
Draft: [1d6]=5
Survival 5+ [2d6+2]=9+2=11[/url]
Medical-1
Medical-1 (2)

Term 2 (22-25 yrs old)
Survival 5+ [2d6+2]=10+2=12
Commission 4+ [2d6+2]=7+2=9
4th Officer
Promotion 10+ [2d6+1]=6+1=7
Medical-1 (3)

Term 3 (26-29 yrs old)
Survival 5+ [2d6+2]=3+2=5
Promotion 10+ [2d6+1]=6+1=7
Vehicle-1
Computer-1

Term 4 (30-33 yrs old)
Survival 5+ [2d6+2]=7+2=9[/url]
Promotion 10+ [2d6+1]=6+1=7
Bribery-1
Computer-1 (2)

Term 5 (34-37 yrs old)
Survival 5+ [2d6+2]=3+2=5
Promotion 10+ [2d6+1]=10+1=11
3rd Officer
Engineering (1)

Term 6 (38-41 yrs old)
Survival 5+ [2d6+2]=6+2=8
Promotion 10+ [2d6+1]=6+1=7
Pilot-1

Muster Out (42 yrs old): 6 terms + 1 for rank
65,000 credits
Gun + Low Psg
Interesting rolls ... without a doubt the most "stock" [RAW/By-the-book] character generation that I have ever seen.
It reminded me how much I hated those AGING rolls. [ :lol: ]

Anyway, you have a world to pick (which gains a free VEHICLE-1 skill) ... wheeled/tracked for Beau and Oxford or watercraft for Cobalt and Turquoise [waterworlds].

You should make a connection with one of the other Characters and get a free skill [You pick it].

As a Merchant, assuming EDU 8+ [you didn't post your stats in order anywhere], you get these skills at Level 0 if you do not already have them at a higher level: Admin-0, Blade-0, Bribery-0, Computer-0, Electronic-0, Engineering-0, GunCbt (Pistol)-0, GunCbt (Rifle)-0, GunCbt (SMG)-0, Gunnery-0, JoT-0, Mechanical-0, Medical-0, Navigation-0, Pilot-0, Steward/Carousing-0, Streetwise/Liaison-0, VaccSuit-0, Vehicle (air/Grav)-0, Vehicle (water)-0, Vehicle (wheel/track)-0

Note that you also have Cr 500 x SOC to spend on STUFF that you can carry with you out of the Starport [so it needs to fit in duffels so you can carry it].

MOSTLY, we really need a name so he can start posting. Most details can be filled in as you go, but a name is sort of needed.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#148 Post by Ythgar »

LOKING FOR CONNECTION . . .

Guillaume (Guy) Dubois, from Beau, has served as a Diplomat for 28 years, well educated, starting SS of 9.

Guy was hoping someone he knew from his past was in the group?

Thanks in advance!
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Guillaume (Guy) Dubois

#149 Post by atpollard »

Guillaume (Guy) Dubois [Ythgar]
[ex-Diplomat] Guillaume (Guy) Dubois (Age 46):
Below average (2-5) none; Average (6-8) STR, INT; Above average (9-C) DEX, END, EDU, SOC.
Skills: Computer, Streetwise/Liaison, BladeCbt, Forgery, GunCbt (SMG), JoT, Vehicle (wheel/track), Admin, Gambling, GunCbt (Pistol), VaccSuit, Vehicle (air/grav), Vehicle (water)

Just something to get y'all started.

This might help create ideas ... for the last 28 years, "Guy" has been a fixture at the Beau Highport and Downport with a well earned reputation as a Diplomatic "fixer". When you have a package that was supposed to be one thing and upon inspection turned out to be full of something else ... suddenly COACC is talking about SEIZING YOUR SHIP! Guy is the person who shows up and makes a few phone calls and suddenly, you owe a Cr 500 fine and are free to unload and go about your business.

On the other hand, there are times when you are being paid to deliver a crate "no questions asked" and it has no papers and is listed on no manifest. Guy is the person that meets the ship just as the port inspectors start to ask questions. makes a phone call. Then somebody you never met before from a planet you never heard of slaps a big red "DIPLOMATIC" label across the box and NOBODY has the right to inspect it. Then the strangers ignore the protests of the Port Officer and escort the package away under armed guard. Guy pays you a bonus for not seeing anything.

So whether you are in trouble and need to get out, or desperate for cash and willing to look the other way, Gus is the Diplomat that shows up to act as middle man. For the last 28 years.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#150 Post by shaidar »

DJ was based at the downport for around 6 years, so there is a potential for a link there.
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Re: Character Generation

#151 Post by atpollard »

shaidar wrote: Fri Nov 08, 2024 12:18 pm DJ was based at the downport for around 6 years, so there is a potential for a link there.
That works well.
Just for Guy's (Ythgar) benefit:

[ex-Merchant 3rd Officer] Dwight James "DJ" Dawson [shaidar] (Age 30):
Below average (2-5) SOC; Average (6-8) STR, DEX, EDU; Above average (9-C) END, INT.
Skills: Electronics, GunCBt (Pistol), Medical, Navigation, Vacc Suit, Vehicle (Grav/Air), Vehicle (Wheeled/Tracked)

So how about THIS:

DJ is always looking for opportunities to put his skill to use making a little extra money. Guy was a stickler for his COMM connection and was always more than happy to pay a few Credits any time DJ was in port to fine-tune it for absolute peak performance. DJ has no idea why the DIPLOMAT needed State of the Art COMM and Computer equipment (personal, not the mainframes like Mark) running encrypted at peak performance, but he was always friendly to you and good for a quick payday. Plus knowing a Diplomat was a "get out of Jail Free" card if you didn't over play it ... not a bad thing on Beau.

For Guy, DJ had two equally valuable traits that made him valuable: He was competent (not to be underestimated as a virtue) and he could be trusted to keep a secret (essential in your line of work). His 'maintenance' of your equipment kept your 'PRIVATE' conversation, private.
"welcoming humbly His light and proudly His darkness" - e.e. cummings
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Re: Character Generation

#152 Post by shaidar »

Works for me.

He was working in and out of the downport for his entire 3 terms, the first 6 years he would have been working ground-side far more often.
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Re: Character Generation

#153 Post by Ythgar »

Works for me as well.

It's great to see the reliable outside source for tuning COMMs and being quiet about it, available once again!
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Re: Character Generation

#154 Post by Ythgar »




“Guy” - Sir Guillaume Dubois, Minister (ret.),7B97DB, Diplomat, 7 terms, Age 46
Skills: Computer-4, Streetwise-3, Blade-2, Carousing-2, JoT-1, Forgery-1, VaccSuit-1, Wheeled-1,
Pistol-0, Rifle-0, SMG-0, Admin-0, Gambling-0, Air/Grav-0, Watercraft-0
Preferred Firearm: Auto-Pistol. Preferred Blade: Straight Razor.
Assets: Cr12,340, TAS “Gold”, Partnership, Vacation Home, Investment Property, Pension
Connections: DJ, Nyota



"Guy" - Ret. Minister Sir Guillaume Dubois
BEAU CONCEALED CARRY PERMIT HOLDER
UPP
7B97DB
NOBLE
Sir
SERVICE
Diplomat
TERMS
Seven
MIL. RANK
None
AGE
46
DOB
2010.3.15
BIRTH WORLD
Beau
AGE MODS
Str -2 | Dex -1
FINAL RANK
Minister
DISCHARGE PLANET
Beau
RETIRED?
Yes
TAS
"Gold"
Income / mo.
Cr16,400
Height
1.8 m
Weight
90 kg

SKILLS

PRIMARY
Computer-4

SECONDARY
Streetwise/Liaison/Interrogation-3

COMBAT
Blade-2; Pistol-0; Rifle-0; SMG-0

VEHICLE
Wheeled-1; Air/Grav-0; Water-0

OTHER
Carousing/Stew-2; JoT-1
Forgery-1; VaccSuit-1
Admin-0; Gambling-0
Portrait
man-with-goatee-resize-25.jpg
man-with-goatee-resize-25.jpg (57.91 KiB) Viewed 196 times

HISTORY
Background


For the last 28 years, "Guy" has been a fixture at the Beau Highport and Downport with a well earned reputation as a Diplomatic "fixer". When you have a package that was supposed to be one thing and upon inspection turned out to be full of something else ... suddenly COACC is talking about SEIZING YOUR SHIP! Guy is the person who shows up and makes a few phone calls and suddenly, you owe a Cr 500 fine and are free to unload and go about your business.

On the other hand, there are times when you are being paid to deliver a crate "no questions asked" and it has no papers and is listed on no manifest. Guy is the person that meets the ship just as the port inspectors start to ask questions. makes a phone call. Then somebody you never met before from a planet you never heard of slaps a big red "DIPLOMATIC" label across the box and NOBODY has the right to inspect it. Then the strangers ignore the protests of the Port Officer and escort the package away under armed guard. Guy pays you a bonus for not seeing anything.

So whether you are in trouble and need to get out, or desperate for cash and willing to look the other way, Gus is the Diplomat that shows up to act as middle man. For the last 28 years.
Connection:
”DJ” Dawson


DJ is always looking for opportunities to put his skill to use making a little extra money. Guy was a stickler for his COMM connection and was always more than happy to pay a few Credits any time DJ was in port to fine-tune it for absolute peak performance. DJ has no idea why the DIPLOMAT needed State of the Art COMM and Computer equipment (personal, not the mainframes like Mark) running encrypted at peak performance, but he was always friendly to you and good for a quick payday. Plus knowing a Diplomat was a "get out of Jail Free" card if you didn't over play it ... not a bad thing on Beau.

For Guy, DJ had two equally valuable traits that made him valuable: He was competent (not to be underestimated as a virtue) and he could be trusted to keep a secret (essential in your line of work). His 'maintenance' of your equipment kept your 'PRIVATE' conversation, private.
Connection:
Dr. Nyota Seren


Add info about how Guy knows the Dr.

ASSETS
MUSTERING OUT AND NOBILITY BENEFITS


CONCEALED CARRY PERMIT

Knighthood Stipend
value Cr50k, Cr250 /mo. div.
Travelers Aid Society “Gold” Membership
Cr10,000 /mo.
Autopistol
w/ hidden burst switch, 20 rd mag, 3 rd burst
(1,000 grams loaded) fires 9mm bullets (each approximately 10 grams) at velocities from 400 to 500 meters per second.
Vacation Home on Beau
Cr 45,000 Fair Market Value: 500 sq.m. house; 1000 sq.m. lot;
Cr 22,500 mortgage = 60 months x Cr 750/mo.
Lake home where Social Elite of Beau Summer vacation.
Business Partnership
value Cr1MM, Cr5,000 /mo. div.
Investment property
value Cr100k, Cr500 /mo. div..
Diplomat Pension, Cr700 /mo.

BALANCE SHEET
Monthly
Finances
TAS "GOLD" Partnership Property Pension Knight Mortgage
Cr10,000 Cr5000 Cr500 Cr700 Cr250 (Cr750)
LEDGER
starting funds:
2156
11.1 15,700
15,700
starting gear(6360)
9,340
anon comms #1(9300)
40
Monthly 12.1 15,700
15,740
anon comms #2 12.1(3600)
12,140
—-(—-)
——
——(—-)
—-

I T E M S

Mustering
Out Gear
TL10, non-military, Cr5,500 value
goggles, non-rigid helmet, filter mask w/ ten weeks cartridges (TL8), first aid kit (TL10), handcuffs, lockpicks (TL10), wristwatch, flashlight, multitool, cloth armor
Cr1280 (20,150,35,500,25,100,100,50,50,250)
Body Pistol, holster, silencer, magazine (300 g loaded)
It fires 5.0 gram projectiles at a velocity of 500 to 600 meters per second. A magazine containing six cartridges is inserted into the pistol handle; one cartridge is fired for each pull of the trigger. Pre-loaded magazines may be inserted into the pistol when it is empty, taking a small amount of time to do so. Body pistol ammunition is generally not interchangeable with the ammunition for any other types of guns. A body pistol can be fitted with a silencer.
CR500+50+200+20
15mm, triple-barrel shotgun
Shotgun: (2.9 kilograms; Cr 340; TL 7; Length 980 mm; Recoil 9.1): A 3-barrel (triangle) break-open shotgun that fires 22 g loads from a 60 cm barrel at 490 m/s. Each barrel is individually loaded.
#1 shot: 8 x 1D6+1; Short range of 20 m
00 shot: 6 x 1D6+1; Short range of 23 m
000 shot: 4 x 2D6-1; Short range of 28 m
slug/DS: 3D6+1; Short range of 56 m
HE/HEAP slug: 8D6+1; Short range of 56 m
Cr340
15mm, quad-barrel howdah
(2.6 kilograms; Cr 410; TL 7; Length 430 mm; Recoil 8.5): A 4-barrel (diamond or square) break-open smoothbore pistol that fires 22 g loads from a 30 cm barrel at 400 m/s. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 3 m
00 shot: 6 x 1D6; Short range of 3 m
000 shot: 4 x 1D6+1; Short range of 4 m
slug/DS: 3D6-1; Short range of 8 m
HE/HEAP slug: 8D6-1; Short range of 8
Cr410
21 mm, single-barrel shotgun
(3.9 kilograms; Cr 150; TL 7; Length 1060 mm; Recoil 12.7): A 1-barrel break-open shotgun that fires 59 g loads from a 60 cm barrel at 440 m/s. The barrel is reloaded after each shot.
#1 shot: 22 x 1D6; Short range of 14 m
00 shot: 16 x 1D6+1; Short range of 16 m
000 shot: 13 x 1D6+1; Short range of 18 m
slug/DS: 5D6; Short range of 63 m
HE/HEAP slug: 13D6-1; Short range of 63 m
Cr150
Premium Straight Razor. 8/8 w/ Spanish Notch.
As hunting knife (200 mm), 0.15 kg; 1D6+1 dmg; Min STR 4 (-2), Bonus 8 (+2)
Cr100
quality Bowie Knife & sheath
0.75 kg; 2D6+1 dmg; min STR 6 (-2), Bonus 10 (+2)
Cr90x2
Premium Epee & scabbard (1100 mm)
0.8 kg; 4D6-1 dmg, min STR 6 (-2), Bonus 10 (+2)
Cr90x3
AMMO:
9mm for autopistol: std (9 mags), HEAP (3 mags) (Cr15x12)
15 mm shells, HEAP (12) (2xCr10), slug (12)(2xCr10), #1 (24)(4xCr10)
21 mm shells, HEAP(12)(2xCr10), slug(12)(2xCr10), #1 (12)(2xCr10)
Body Pistol magazines (6 rds ea): standard (6), tranq (2), gas (2) (Cr20x10)
Cr520
DRUGS
  • Killalc x 2 TL9 Cr100x2
  • Sober Drugx10 TL7 Cr20x10
  • Medical Slow (30 to 1) TL9 Cr100
  • Slow Antidote TL10 Cr600
  • Fast Drug TL9 Cr200
  • Stim Injector (12). A single-use auto-injector - about the size of an EpiPen - that instantly heals +2d6 HP, but the effects (hp) only lasts for 1d6 x 10 minutes. Multiple injections will provide multiple hp boosts. Cr10x12
    Cr1420

Purchased
Gear
Silencer for autopistol
Cr200
"Gentleman" Clothing
Everyday Cr120
Business Casual Cr240
Formal Cr360
waterproof clothing Cr240
Adventure Backpack (TL11)
(12 kg) Includes Multi-Spectrum Binoculars, Grapnel Gun, Inertial Locator, Piton Gun, and Atmospheric Water Distillation System.
Cr3000
filtration noseplugs (TL11) (10)
Cr100
TL11 Distant “Smartphone” Comm [Cr 250; 300 g; 0.6 Liters; 50 km range]
CrFree
TL9 Mil-Spec Laptop (Model M0) [Cr 10,000; 2 kg; 4 Liters]
A 40cm Laptop Portable Computer designed for Military use with the equivalent of a Model/0 Starship Computer with 1/2 (CPU/Memory) as a “no bonus” basic technology to allow the use of the Computer skill. The “military” versions are rugged; any damage requires a 6+ on 2d6 for the unit to continue to function.
CrFree
TL11 Personal CompDot P0 (2) ~ANONYMOUS~ [Cr 100; 125 g; 0.25 Liters]
Massively Parallel CPUs and Optical Data Storage technology improves. A wearable Computer consisting of a belt clip, ear bud, and contact lens designed for personal use with the equivalent of a Model/0 Starship Computer with 1/0 (CPU/Memory) as a “no bonus” basic technology to allow the use of the Computer skill. The “personal” versions are fragile; any damage requires a 10+ on 2d6 for the unit to continue to function.
Cr120x2
TL11 Urban "Wearable" Comm ~ANONYMOUS~ [Cr 50; 80 g; 0.2 Liters; 1 km range]
Wireless communications incorporates Video, Data and Voice, with direct unit to unit communication (no network needed within LOS, automated satellite relay over the horizon). Auto-translation incorporated into the Communicators (roll 8+ to understand).
Cr60
TL11 Regional Walkie-Talkie ~ANONYMOUS~ [Cr 500; 655 g; 1.3 Liters; 500 km range]
Wireless communications incorporates Video, Data and Voice, with direct unit to unit communication (no network needed within LOS, automated satellite relay over the horizon). Auto-translation incorporated into the Communicators (roll 8+ to understand).
Cr600
TL11 Personal HandComp P1 ~ANONYMOUS~ [Cr 1,000; 500 g; 1 Liters]
Massively Parallel CPUs and Optical Data Storage technology improves. A 20cm MiniTablet Handheld Computer designed for personal use with the equivalent of a Model/1 Starship Computer with 1/0 (CPU/Memory) and able to offset 1 point of penalty to any Computer Skill Check. The “personal” versions are fragile; any damage requires a 10+ on 2d6 for the unit to continue to function.
Cr1200

Grey
Goods
Anonymous Devices: # Cost Future Sale
TL11 ANON Personal Compdot 43 120 150x43=6450
TL11 ANON Regional Walkie-Talkie 1 600 750
TL11 ANON Urban "Wearable" Comm 44 60 75x44=3300
TL11 ANON Personal HandComp (Model P1) 2 1200 1500x2=3000
Vehicles
LEASED
Wheeled Pickup. Two-seat vehicle with a 1 square meter pickup bed and all-wheel drive
I think this one: [Cr 1300, TL 8, 517 kg, 1000 GVWR]
132 kph (top speed) / 66 kph (dirt road = 1056 km range) / 40 kph (off-road = 634 km
range); 483 kg riders & cargo capacity; 16 hour range. [LH2 Fuel = 136 L; Cr 4.8] Rent
for Cr 26 per week.
Survival Rolls
3+ needed for survivalTerm 1Term 2Term 3Term 4Term 5Term 6Term 7
raw scores: w/o +1 Educ 9+ 1165463 7
Weapons and Combat Stuff
FIREARM Base WgtAmmo WgtMag. SizeLength
RECOIL
NoneJackMeshClothCloseShortMedLongVery
Autopistol750333201758.12 @ 500 m/s
7.0 @ 400 m/s
+1 +1 -1 -3 +1 +2 -4 -6 no
~~~~3 rd burst—-—-—-2.33xLN(((GRxMPS)
+GR)^2/(KGx770000)
? ? ? ? ? ? ?? ?
Body Pistol2505061005.74 @ 600 m/s
4.88 @ 500 m/s
0 0 -2 -4 +2 +1 -6 nono
15mm Shotgun2900753980
9.1
+5 +5 -1 -3 -8 +1 +3 -6 no
15mm Howdah26001004430
8.5
no
21mm Shotgun39002511060
12.7
+5 +5 -1 -3 -8 +1 +3 -6 no
MELEE WEAPONMIN / BONUS STRNoneJackMeshClothCloseShort
Straight Razor150200
5 / 8
0 -1 -4 -4+1 -1 no no no
Bowie Knife750700
6 / 10
+1 0 -4 -4+1 +1 no no no
Epee8001100
6 / 10
+2 0 -4 -3-1 0 no no no
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