Sunday, January 23, 2022

Character Challenge 2022 23: Lance Corporal Jery Russon

 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.

Lance Corporal Jery Russon, formerly of the Imperial Marines

A6A7A5 age 22, 1 term Marines, cross-trained in Calvary, 1xMCUF

Combat Rifleman-1, Pistol-1, Grav-1, Ship's Boat-1, Cutlass-0

Growing up, Jery always played toy soldiers with his action figures. As soon as he could, he enlisted in the Imperial Marines. After basic training, he cross-trained with the Calvary and was licensed grav pilot. His next term took him to deep space, where he was part of the ship's troops. Mostly he piloted the shuttle. Hitting dirtside the next assignment, he was part of an anti-insurgency team, and earned his MCUF while carrying a teammate back under heavy fire conditions. Despite his decent career, he was discharged much to his dismay. His platoon was being disbanded for political reasons as well as practical reasons. He was left at the high port, and currently works as a shuttle pilot for Delgado Trading and has talked quite a bit with Ralphy as they are roommates. Ralphy is feeling out Jery to see if he would join his crusade. Yes - there are political aspects going on at our port!
Lance Corporal Jery Russon during the counter insurgency operation. Staff image (c) Imperial Marines 
[okay, copyright whoever drew this!]

Side note: looking for science fiction marines is mostly Halo or Warhammer. Shows what an impact those games have had.

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