My Sunday game is on a bit of a hiatus as the kids don't want to play for a bit. I may be re-arranging Sunday to be more 1 on 1 or some Death Test style games where we can both play against the "choose your own adventure" game. We'll see what we shall see.
After spending a bit of time cleaning the kitchen and starting some tax stuff (while Traveller is often accountants in space, at least they don't have taxes to also calculate!) going back to a Traveller character. First, our initial rolls: A5A7A5. An odd roll, so a well-educated bruiser who is a bit clumsy. Thinking about a high port (and in further ruminations I am also thinking this may be an independent commercial high port and not necessarily an Imperium-owned port. Something to think about at any rate) and other needs. We already have several possible employees, from ex-security agents to workers in various on-board business ventures. As well as a couple of vagabonds. What I don't have are longshoremen who load and unload cargo, even though that may be watching the machines do a lot of the work. Though I like the idea of Ripley's cargo loader exo-suit from Aliens. And I've not done a Marine in some time. My father was a Marine for 4 years, ended up a drill sergeant, which explains his ability to yell at us growing up! Regardless, looking at the stats from Classic the marines give him a good chance of getting in, surviving and gaining a commission. Not so good for a promotion as that DM is based on social level. Though looking at LBB4, his education also pays off. We'll use LBB4 as that is a more detailed background generating system.
Term 1
Year 1 He does get in! First year is basic/advanced training. Basic gives him the gun skill of Combat Rifleman-1 (basic training in LBB4 is always combat rifleman). Advanced training, rolling on the Marine MOS table, gives him another gun skill, and I take Pistol-1 (note that pistol now covers auto-pistol and revolver, as well as other handguns).
Year 2 Command. I noted that with my A (10) education I have an optional +1 Interestingly, the text block says intelligence 8+. I found some errata! However, both 1 & 2 are command for the general assignment. Reading through the rules (and how many times have I read this book? There are even some penciled home rules, such as allowing a 6 on the specialist table to be battle dress instead of electronics). Though as I am still enlisted, the command/staff differentiation does not mean anything. I also rolled a 6, for special. I manage to get cross-trained in the calvary and gain a vehicle skill. I usually take Grav-1 as I want my flying car!
Survival, commission and advancement don't apply when in specialist school. So still a grunt E1 private after 2 years.
Year 3: Another command position (unless I roll a 5 or 6, this first roll does not really matter that much). Ship's Troops. I easily survive, receive no decorations, and get promoted to E2, Lance Corporal. I pick up a skill, and being shipboard will use that table and pick up Ships Boat-1. I was a shuttle pilot for my squad.
Year 4: Another command roll, then a stint at counter insurgency! I survive readily, get a MCUF for bravery under fire, though a 3 horribly fails any chance of a promotion. I do pick up a skill and decide the Marine life and gain a +1 dexterity. Not quite so clumsy! My UWP is now A6A7A5.
I horribly fail my re-enlistment with snake eyes! Even though I could use the +2 DM and switch to the calvary as I was cross trained, it is still not enough. This 22-year-old apparently is not cut out to be a Maring. Second time I've been kicked out of the service. Which is one of the reasons when rolling up characters to actually play, sometimes it takes a few times to get something close. Which for me is a good thing. Though as I've also pointed out probably too many times over the years, the reason some people just dislike Traveller character generation.
With all of 1 mustering out roll, I am going to go with a benefit instead of cash and give him some sort of job at the port as a private contractor or employee.
Mustering Out
1 benefit roll, and he manages to get an Imperial Marine Cutlass. Which he can't really use well, so it is simply a reminder of a career that did not pan out as he expected. Though classic Traveller will give him a Cutlass-0 basically, so I'll be kind and allow that.
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