Just rolling dice...
A66AA8, Vargr this time, and female. Another smart character. Though depending on the rule set I may need to adjust the physical stats. As I have the reprint of the Classic Alien Modules 1-4, which has the Vargr, we'll use that. And side note - I found that book in a bookstore years ago, and, having not looked at my Traveller books in years and years, I suddenly got nostalgic and bought that and it restarted my interest in my first RPG. Not long after that I found COTI. Life was good!
Anyhoo. We adjust the strength & endurance by -1, and dexterity +1, and social is 1d. So, our revised Vargr UWP is now 975AA5 (hey, I choose the 5 I rolled for charisma!) We have a smart, strong Vargr with pretty good charisma. Using the word generation for a name, her name will have 6 syllables. Another roll and 3 for first and 3 for last. Kueklluegz Khengarkang. And we'll need some sort of Anglic name as I cannot bark that out! Kookie. Well, it is a work in progress.
Looking over the careers, and choosing the extended versions, I'll choose Corsair - I mean, this is a Vargr! How will I integrate an ex-Corsair Vargr into the station? Ahh, that shall be interesting. If I even get in - I don't actually have any DMs, but a 5+ is pretty straightforward. And a 9, Kookie is a Corsair!
Term 1
Needing to pick space or troop, she is a spacer (well, okay, I need to roll as I'll always pick spacer. Hey, I like Traveller! So, even = spacer, odd = trooper. Odd). Okay, she decides to be a trooper.
Year 1 Basic/Advanced Training: Heavy Wpns (Auto-Cannon-1), Grav-1. I should look up the details for heavy weapons, but honestly, I think we can wait until she is actually in use and then pick what is appropriate? Nah. Opens LBB4 to find the list of heavy weapons. And back-fills the entry.
Year 2 Protection. I survive handily with a 10 but am not successful, but fortunately a 7 means no effect. I can gain a skill and choose Corsair life and pick up Gambling-1.
Year 3 Raid! Another easy survival with a 10, and no success with a 5, but again, an 8 yields no effects. No skills in this seemingly uneventful year of raiding.
Year 4 Protection, barely survive with a 5, and again, no success and this time I lose a charisma for UWP 975AA4. I do pick up a skill, and again choose Corsair and gain +1 dexterity for 975AA4.
Term 2
I just make reenlistment with a 7.
Year 1 Protection. I survive with a 6, finally succeed and yeah, no effect. And no skills. Sometimes, those dice really hate me.
Year 2 Protection. Maybe I need to become a spacer...and I am injured. A wounded Vargr who does not seem to be getting anywhere. However, having just said that I do succeed and gain a MCUF (Meritorious Conduct Under Fire) and gain a charisma back! UWP: 975AA5. Finally - some recognition!
Year 3 Garrison. While I survive, no success but no effect. And no skill. I am looking more like a Classic without expanded character generation!
Year 4 Training. And I must have really acted out. While survival is automatic, I failed, and actually get a -2 charisma and tossed out of the Corsairs!
Mustering out
Traditionally I believe if you get tossed out you do not get the benefits for that term. So Kookie only has the 1 roll. I'll gamble and do the benefits table and she nabs education +2. And no credits to her name.
No comments:
Post a Comment