Sunday, January 15, 2023

Character Challenge 15/31: OSE Mycelian

As I have a magical mushroom mini, and rules for a Mycelian in Carcass Crawler 3, figured I'd generate one of these creatures.

Strength: 13, Intelligence: 13,Wisdom, 14, Dexterity: 11, Constitution: 10, Charisma: 8

They can be assassins, clerics, druids, fighters, illusionists or thieves. I kinda like the idea of a Druid Mycelian. Lots of spore magic maybe!

At level 3, they can emit spores that will make everyone within 20' passive for 1 round/level. Unfortunately, he's a level 1 so not particularly useful in many ways! He does have infravision to 60' but suffers a -2 on attack rolls in bright light as well as a -1 to their AC. Definitely a dungeon crawling character. They don't eat or drink but do need 8 hours in moist earth to rejuvenate. Having no mouths, they also communicate telepathically. 

As a druid, he is neutral alignment. He is also cannot wear armor but can use a wooden shield. His staff will act as a stave. Their tough skin gives them a little benefit but not a whole lot. He will pray to nature to get his spells. There is also a +2 bonus to saving throws against electricity (lightening) and fire. He can identify all plants and animals and can discern pure water. There are some nice abilities he gains at higher levels, but he'll have to live long enough to learn those things!

An interesting thing is that if you play the Mycelian as a race/class (classic style), they get a d8 for their hit die. Druids, in the advanced rules, get a d6. We'll keep with the d6 as that is the rule set in use. Had a player chosen the race/class version, they would get the d8 and the other advantages that come with that particular rule set.

Franklin Fungoid, from the Deepest Caverns of Illuminositic Perils, has ventured forth on his walk-about. His tribe of Mycelians believe in order to learn, one must leave the mist caves and tunnels of their home. Then return home with new knowledge to add to the moss-books of learning. While his parent was a toadstool farmer, Franklin took that learning, and from wandering the caverns and tunnels, learned more of the underground animals. When he left the tunnels, he happened upon an elderly Druid who started to teach him things from above ground while Franklin shared his knowledge of the deep underground. The Druidic Order of the Fern has a language that Franklin is fluent in, as well as Gnome, Common and Deepcommon. Given a staff, Franklin has left the Druid and is seeking new things to learn. 

Young and impressionable, Franklin takes a wait and see approach to many encounters. While short, perhaps 3 and a half feet tall, he is also round with a bright red cap and yellow. His is silent, speaking telepathically when necessary, but preferring the quiet of the deep woods or underground. His current spell, learned from his Druidic master, is the ability to speak to animals.




exploring a well-built dungeon

Day 1: Classic Traveller Scientist                   Day 2: OSE Gnome Illusionist  

Day 3: Mongoose 2e Navy Commander         Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast                                       Day 6: Traveller Army Commando

Day 7: OSE 4th Level Cleric                           Day 8: Mongoose Traveller Journalist

Day 9: Delve Goblin                                        Day 10: Space Gits Military Intelligence

Day 11: Traveller 5.10 ex-student                   Day 12: Traveller Assassin Aslan

Day 13: TFT Elf Mage                                   Day 14: Classic Traveller Pirate

And I've been remiss and not linking to the Tardis Captain who started this whole thing!

Saturday, January 14, 2023

Character Challenge 2023: 14/31: Traveller Pirate

I have a LOT more fantasy minis than SF. Lots of reasons for this, though primarily fantasy is more generic than science fiction mostly. And the utter dominance of D&D, though with the recent OGL fiasco, that dominance may not last much longer. Killing the golden goose is rarely a good idea!

Regardless, I do have minis from games such as Zombicide:Invader and Sine Tempere (which I never played even though in theory it can be a solo game similar to Gloomhaven). And as it turned out, I had forgotten I had painted a few of these (not well, never well, but hey, at least painted!). One is a very pirate-looking dude, so today we'll see about a Rogue character. And yes, the idea of piracy in the Third Imperium has been fought over too many times, but I like the pulp ideas of SF mixed in with a more modern take.

Starting our dice rolls. we get an initial UPP A9597B. Big guy without a lot of endurance, but from the upper crust. Which interestingly does not help our prince charming turned bad boy get into the piracy career! Yet I manage with rolling a 9. Fortunately, he does get a +2 for survival with his intelligence. 

Term 1 (18-23) Henchmen to Corporal

Somehow Sir Reece Skyley, of the Skyley Clan, manages to get kidnapped by pirates on his "explore the Imperium" tour that a lot of third sons and daughters tend to take just to get away from the family. He becomes a henchman of the pirate gang. As a pirate, he automatically picks up Brawling-1, and gets 3 skills this term from gaining a position and getting his promotion. Going through the tables, he must be a fighter as he picks up Brawling-2 from the personal development table and picks up Revolver-1 as a skill (and gets a DM from his dexterity). He also picks up Ship Tactics which I suppose can be used as a DM for getting ships into a boarding position?

Barely making a reenlistment, he starts term 2 as a Corporal.

Term 2 (22-25) Corporal to Sergeant

Barely surviving this term, he also manages to get promoted to Sergeant. This term he picks up a blade skill, Cutlass-1 of course! He also picks up Laser Rifle-1 as a skill, as sometimes a weapon without recoil is easier to use in zero G! He is getting put in charge of various things now, parlaying his high-born background to better choose their targets. As well as aiding in the chase and setting up better ambushes using that ship tactics skill (ambush in space? well, sure, not really possible but we'll just pretend)

Again, he barely makes it back into a career of piracy! I am really hoping he will survive and get a corsair. I may have to fake that if it does not happen, but I need to get to rank 5 (there is no rank 6 for the pirates). So, at least 2 more terms, then fight aging as well.

Term 3 (26-29) Sergeant to Lieutenant

He survives readily, and squeeks by with a promotion to rank 4, Lieutenant. He picks up Streetwise-1 and a +1 strength for a UPP of B9597B. Sir Reece is bulking up - perhaps he's heard of this Aslan assassin that was hired to hunt him down?

Sadly, I do NOT make the reenlistment roll - our pirate will be out on his own now. Pirates are a fickle bunch! We get 5 rolls: 3 for 3 terms, and 2 more for the rank 4. No chance of a Corsair though.

Mustering Out

Somehow, 4 has nothing in the benefits table, and of course I roll that. Though I did roll a 6 on the cash, so he has Cr50,000. The next two rolls we reduce his social stat - he has finally been disowned by the Skyley Clan! He also picks up another Cr10,000. Last roll on the benefit table gives him a mid-passage to wherever he wants. Going to take that Cr10,000 and assume he has a revolver, his cutlass, and a laser rifle. Clothing and other expenses by the time he shows up.

Reece Skyley (formerly Sir Reece Skyley of the SKyley Clan) former pirate

B9597A age 29
Brawling-2, Revolver-1, Ship Tactics-1, Cutlass-1, Laser Rifle-1, Streetwise-1
Cr50,000

A tall and somewhat dashing man, his has a pet gorky that constantly sits on his shoulder. Dressing in what some say are a quite foppish style, he does manage to pull off the cape with the skull and crossbones. His ready grin and apparent over-abundance of self-confidence makes him both easy to approach and befriend. Thought the large gorky is a bit off-putting to many. He gets into fights easily, but often befriends those he fights. It seems to all be some sort of a game to him and one can't seem to help but like him despite misgivings.

Just how does a pirate board a passenger vessel?


Day 1: Classic Traveller Scientist                   Day 2: OSE Gnome Illusionist  

Day 3: Mongoose 2e Navy Commander         Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast                                       Day 6: Traveller Army Commando

Day 7: OSE 4th Level Cleric                           Day 8: Mongoose Traveller Journalist

Day 9: Delve Goblin                                        Day 10: Space Gits Military Intelligence

Day 11: Traveller 5.10 ex-student                   Day 12: Traveller Assassin Aslan

Day 13: TFT Elf Mage

And I've been remiss and not linking to the Tardis Captain who started this whole thing!

Friday, January 13, 2023

Character Challenge 2023: 13/31 TFT Mage

 

Isilynor Valrieth

An Elf Mage who is perhaps a bit older than you may think, Isilynor has been wandering the wilderness for more than a decade by herself. She tries to help people when she can, but she is in pursuit of her mother's killer. Quite capable of generally handling herself, she also enjoys time spent in towns where she can learn more. She sometimes can be found in a small house as a wizard for hire if there is another wizard or library so she can learn more spells before continuing her quest.

She is tall and quiet, but not afraid to get into a fight when it seems someone is getting taken advantage of or being attacked. She carries a typical adventuring pack, though there are more combs, brushes and makeup than one normally finds in these packs. With her meal spell, she never goes hungry either. 

Her sword glows when drawn, eldritch runes casting a golden light. While her staff has 13 manna points in it, she has had her sword endowed with a power crystal in the pommel that has a maximum of 5 strength points. 

She also has an amazing tolerance to alcohol. Isilynor has been known to drink Orcs under the table.




Finding a slime in the mines


Sometimes have a terror bird with you helps make your point!

Day 1: Classic Traveller Scientist                   Day 2: OSE Gnome Illusionist  

Day 3: Mongoose 2e Navy Commander         Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast                                       Day 6: Traveller Army Commando

Day 7: OSE 4th Level Cleric                           Day 8: Mongoose Traveller Journalist

Day 9: Delve Goblin                                        Day 10: Space Gits Military Intelligence

Day 11: Traveller 5.10 ex-student                   Day 12: Traveller Assassin Aslan

And I've been remiss and not linking to the Tardis Captain who started this whole thing!

Thursday, January 12, 2023

Character Challenge 2023: 12/31 Aslan Assassin Warrior

Another Aslan character, this one from Wildspire and is really a lion-person, but close enough for an Aslan performing a traditional dance. Using classic Traveller Aslan Character Module (oddly I never got the original, but found the reprint set (Vargr, Aslan, K'Kree & Zhodani) in a game store and realized how much I missed gaming. Then I found COTI, got back in touch with the Asheville Gaming Club after 20 years, and here I am!

Rolling as-is, we get C68866, a brutally strong Aslan for the most part. His rite of passage, Akuaeuhrekhyeh results in a score of 1 (I rolled high and only the ST was > 8). As to which career to apply to, with and whether to use the classic or extended rules, good question! With that strength, I think I want to try the Assault branch of the military. He only makes it in with that +1 DM from his rite of passage! 

Term 1

Year 1: Basic and Advanced Training

Combat Rifleman-1, Zero-G Weapons-1, Heavy Weapons-1. Have to use Mercenary Book 4 to pick a heavy weapon, and of course we'll pick Plasma Guns-1 as our weapon of choice. 

Year 2: Unit Training 

Automatic survival and no decoration, no promotion but he does gain a skill. Rolling on personal to see if we can boost those weaker physical traits: a 5 gives us +1 dexterity! He has been working out on getting more dexterous during these training sessions! UPP C78866

Year 3: Special: Assassin Training

Well, that's interesting! Picks up Dewclaw-1, Khaihte (Pistol) -1. And now he is an assassin! 

Year 4: Special: Protected Forces

Again, I seem to be rolling a lot of specials. This time Protected Forces. Picks up Zero-G Combat-1, Zero-G Weapons-2. And he succeeds in re-enlistment and has never been promoted. Lots of training though. 

Term 2

Year 1: Unit Training

I do seem to get characters that do a lot of training. Though you can die in assassin's training! He does not die, but does manage a promotion to E2-Veteran Soldier. Picks up the Akhaeh (throwing edge)-1

Year 2: Unit - Internal Security

He survives and is promoted to E3-Warrior. No skills are gained this year.

Year 3: Unit Training

Lots and lots of training. No promotion but gains Dewclaw-2 as he works on his assassin skills. 

Year 4: Special - Assassin Training

Yes, lots and lots of training. This guy is definitely a close-range fighter. Dewclaw-3, Akhaeh (throwing edge)-2, Laser Weapons-1. Deciding 1 more term may be good, he gets in.

Term 3

Year 1: Unit Assassin War

A war of assassins sounds awfully dangerous! He survives, does not get promoted, but does gain a skill. Finally being an NCO, he gains Independence-1 meaning he has a basic understanding of money now. 

Year 2: Unit Assassin War  

He is really into the action this term! He survives and gains a social level as a decoration. UPP C78867. Recon-1 from the MOS table.

Year 3: Special - Special Forces

He is getting a LOT of training is specialist groups! If I were a player this would be a fun one to play! Combat Rifleman-2, Demolitions-1, Survival-1. This is your go-to Aslan for guerilla warfare it seems.

Year 4: Unit Assassin War

While surviving this round of the War of Assassins, he is neither promoted nor decorated. He does pick up +1 strength giving him an impressive UPP of D78867. And, starting to get disgruntled at never getting promoted. and rolling snake eyes for re-enlistment, our Aslan retires from the military.

Mustering Out

He gets to keep his service Khaihte (3D damage), Cr500, and from all that training, +1 END for a final UPP of D79867. With only Cr500, he is in sore need of employment soon!

Uow Isiyhil 30 year old ex-military Aslan

Dewclaw-3, Akhaeh (throwing edge)-2, Combat Rifleman-2, Zero-G Weapons-2, Laser Weapons-1, Plasma Gun-1, Demolitions-1, Survival-1, Independence-1

Uow is a huge male Aslan, large even by Aslan standards. Quick to temper, he has the fighting skills to back up that temper. Well over 2m tall, and seemingly as broad especially in the tight confines of a ship's corridor, most people tend to get out of his way. After 12 years in the military, where his fighting skills were honed, he also learned a bit more patience and will often stand with a military bearing. He also enjoys the traditional eyoh'ehol, an ancient dance of the warrior. 

Performing the eyoh'ehol on family lands

Wednesday, January 11, 2023

Character Challenge 2023: 11/31 Traveller ex-student

One of the minis from the Zombicide:Invaders expansion packs was a kid I used for the Shadowrun game. He was a drone pilot, which was fun, but the latest edition of those rules is not a particularly well-edited game. And it is hard to play virtual combat and hacking and real stuff. It was also the only mini I painted in that set (so far) and we've yet to use this set. In fact, I've only managed to play this game maybe 4 times. 

For a Traveller game, probably a scientist of sorts would probably work for this mini. First, though, let's see what sort of rolls we get. 953C58. And yes - that 12/C was an actual roll for intelligence, so science it is. However - it is a kid or young adult, and his education is lacking. Thinking one of the pre-career educational rounds and have him just graduating, before actually hitting a career. Could be a contact or NPC the players will meet for information or research. Not all NPCs need to be grizzled ex-Marines. Interestingly, the T5 have what I think are the most detailed college rules. Most of the other versions tend to be fairly simple with varying degrees of increasing education. While T5's mechanics on skills is fairly different than Classic, Mongoose or Cepheus, we can always adjust the skills as necessary depending on the game getting played.

With his EDU 5, university is out but college is an option. Also, with that INT 12, it is pretty much automatic for him to pass each year. Unless he fails getting in to begin with!

Cain Chevok applies to the College of Madrico, a little-known college on his home planet that has an astounding VR department. He actually did not get in: this is a roll-under EDU and an 11 is not less than 5! Applying for a waiver, which uses his SOC 8, I do roll a 4 so get admitted. Year 1 he passes (with the waiver it is possible to not pass if I roll a 12 now - the waiver to get in acts as a negative DM). Rolling a 3 he easily passes, and declares Electronics as his major, gaining Electronics-1. Year 2, a natural success with a 5, gaining Electronic-2 and picking a minor in Programming (which is new in T5 - the old computer skill encompassed both operation and programming, T5 breaks them out. It is a much crunchier system). Year 3, and he actually rolls a 12! Needing a waiver, he fails that as well, and is forced out of college in his 3rd year!

Not what I was expecting or hoping, but our 20-year-old could be a low-level hacker now, making his own equipment and programming it. Or he simply played too many VR games and flunked out despite his high intelligence! Or dropped out to start a huge tech company to become the next Bill Gates or Mark Zukerberg. 

Cain Chevok, ex-student

953C58 age 20
Electronics-2, Programming-1

A college drop-out, Cain is working on creating his own tech company based on his unique version of a holographic VR system.  A tall, gangly man with an early receding hairline, Cain is generally clumsy both in his physical presence as well as socially. While smart, he also harbors a deep resentment to the "system" feeling it betrayed him.

Often found in game cafes, he is also working on a new version of a holographic VR helmet. This allows him to control drones or remote vehicles as if he were driving them directly, if they are configured for autopilot and have various dash cams. 
in the game cafe, wearing his prototype VR helmet

Tuesday, January 10, 2023

Character Challenge 2023: 10/31 - Space Gits Military Intelligence Voimad

 I decided I should really include the game and character type on the title to make it easier to search or at least see what the post is about. I'll be running a game sometime in the near future, either Traveller or Space Gits at a guess, though I am trying to push for a Traveller game! However, in the event we do Space Gits, I need to familiarize myself a bit more with the game mechanics and character creation. This is a purely human-based game - the very few aliens are not PCs, and it is near future, a bit grimdark, and you will be playing felons doing basically a Suicide Squad sort of thing: do good any maybe get paroled a bit earlier.

We start with 6 characteristics all beginning at 10. Strength, coordination, health, intelligence, will & personality. Anything above 10 is a DM (12 is +2), same for below (8 is -2) for the appropriate checks. Everyone goes through the military in 4-year terms where you can pick up skills, attributes and things familiar to all Traveller players. You can come from Earth, Mars or space (aka Belters!). I'll just roll and get Voimad, a spacer. As such, we get +1 coordination and intelligence, the hacking talent, and +1 on stealth, awareness and technology skills. 

There are 5 military branches, so a d10 roll/2 gives us the 1st branch: infantry. Going to be an interesting backstory as to how a Voimad ended up in the infantry! In fact, it seems too dubious, so switching to the military intelligence as he (hmm, die roll odd, yep, male) does have the 11-intelligence required to get in.

Starting out, we have Viktor Hemmel, a Voimad who joined military intelligence. 

Strength: 10 Coordination: 11 Health: 10 Intelligence: 11 Will: 10 Personality: 10

Coming from an extended spacer family, Viktor found his nimble fingers and nimble mind were constantly getting him into trouble. His family managed to get him into the military when a passing Naval ship stopped for resupply at the family's merchant vessel. It turned out to be a good fit, Viktor fitting in until his curiosity finally got the better of him.

Term 1 18-21

Viktor finds an item he decides to keep. Hmm - what sort of item? Something small and useful - a cracker, a small computer infiltration devise. You know those things shows have that can unlock any lock. It will give him a +1 on hacking (to stack with the hacking talent). Essentially a very specialized hand-held computer. Rolling on the attribute table he gets +1 personality 11. He gains Sabotage as a skill. He needs Will to be an 11 to pick a specialty, so he can't go that route.

Term 2 22-25

Injured in the line of duty - an arm injury and strength is reduced by 1: Strength 9. His attribute roll is Intelligence 12 and he gains Disguise as a skill. 

Term 3 26-29

Gains a contact to-be-determined. Gains Will 11 and Hacking 2 as a skill (and if he uses his comp, +1!) And now he can specialize for that 1 last term.

Term 4 30-33

He picks up a new talent from watching others, so going with his specialization will be Spy. He exercised and gained his Strength 10 back, gains Computers from his specialization, Psychology from his MOS, and picks up Martial Artist from watching others somehow (which also explains his strength gain - honing the body as a weapon and all that!)

Prison Term 1 34-37

He got caught trying to hack into a senior officer's personnel files and off to prison he goes. Rolling a d4 he will be serving 2 terms. He is Mr. Personality:  Personality 12 and picks up Deception. He also learns a secret.  

Prison Term 2 38-41

Getting too old for this shit. So he takes up exercising and gains Strength 11, and for his attribute roll Personality 13 (okay, this is getting ridiculous as I keep rolling personality on the attributes table!) He also picks up Brawling to go with his Martial Arts.

Now he is ready for action! Sent on a suicide mission. Perhaps an NPC if I run the game, or my PC if I play the game as he came out pretty interesting. In a lot of ways, he is like Face from the A-Team I think.


He has been injured in the line of duty, has a secret as well as a contact, was a spy for a few years in the Military Intelligence Delta Squad. He managed to break into the enemy's security system with the squad.  A bit of a lady's man, he is often suave and quite the talker. 
hacking the enemy's ship system
The secret is why he was sent to prison - he learned things about his commander he was not supposed to when hacking into the personnel computers. Not able to tell his side of the story under threat to his extended family, he accepted prison. He did confide in one of the commander's aides, so has a contact in the upper ranks he can access once in a while. He carries a MKII Hackomp, a nice key and password breaker for most security door and computer systems.

Monday, January 09, 2023

Character Challenge 2023: 9/31

 Fugh is my Goblin character in the current Delve game we're playing. As per the previous game, the GM started us out without knowing who we were. We awakened on a bloody battlefield, our characters and a couple NPCs (and 3 cats) the only survivors. As with Traveller, it was a random character generation as we played the character. We rolled for everything, and I ended up being a Goblin Scout. It has been a game of a bit of pathos: Fugh, the Goblin, lost his wife in the battle, but due to his lack of memory, did not even know she was his wife until later. Regardless, there was a funeral pyre for her as he knew she was important to him.

After getting off the island, and to some continent, he eventually gets more and more of his memories. And we're building the world this way. Unlike most of my characters, Fugh is grumpy and not trusting of anyone. Other than those cats, though Wrik still seems a bit on the fence. It also turns out he was the son of the Goblin King (not that Goblin King, but the king of the Goblins in the land he was from). He is the last of the royalty, making him the new king. His adventures so far have been discovering the lands and finding the elder that had gone missing. As per my normal die rolls, he is not particular adept at things. I keep picturing him as an angry 5-year-old, swinging away and rarely hitting anything! Though a boon from a short side-adventure the GM gave him expert at fighting. This game uses a percentage roll, and fighting is based on endurance, which Fugh does not have a lot of. The extra 15% gives him a 47% chance of hitting things. And with my rolls...the flailing 5-year-old in a tantrum comes to mind.

The Delve Goblins are not the traditional Fey Goblins, though I've been incorporating a bit of that from various sources. Fugh is a dour Goblin, born of blood and sorrow. Having Luhko, their companion since coming the land, get beheaded in the last fight, only makes it worse. Though Goblins have short, brutish lives, so unlike his companions who will outlive him, Fugh, while feeling remorse and working on the tale to tell of Luhko's sacrifice, is just a part of being a Goblin. And why it is important that he takes back these lands from the Hobgoblins. Yes, we're in a potentially very long game which is exciting. Lots of world building.

And the cats: I have three cats, so the GM tossed in 3 cats for Fugh. Having animal companions is hard to play for, especially with 3. Our current trek I just took the big black cat, and as I can use magic and see through his eyes, he has been a valuable scout. 

We've levelled up a couple times so far, so Fugh is at level 4. I've a feeling we'll probably level up next session after all the bloodshed in the last session.


I was losing track of who he met, so playing with a sort of flow chart to track places and people:


And finally, I have a few Goblin minis, but the only ones painted so far are not really looking like I see Fugh (who is also a green-skinned Goblin vs the more traditional orange-skinned ones). But this will work even though he has a cross bow and not s short bow. I think there may be a few Goblins in the FS1 box, maybe I should check!

hunting the gaunt in the Hessian Marches

Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast

Day 6: Traveller Army Commando

Day 7: OSE 4th Level Cleric

Day 8: Mongoose Traveller Journalist

And I've been remiss and not linking to the Tardis Captain who started this whole thing!

Sunday, January 08, 2023

Character Challenge 2023: 8/31

Rolling dice for a Traveller character, and I get 5A7926. Allowing myself the 1 re-roll or not? A 2 education is really interesting to me, so I think I'll leave that as it rolled. We have someone who is not particularly strong or educated, but dexterous and a bit above average intelligence. We've done military, which sadly is the majority of my 28mm scale minis. However - I do have a LOT of old 15mm Martian Metal minis from the 80s I somehow managed to hold on to. However - I am having a hard enough time taking pictures of the larger minis, so even tinier ones would be just little badly painted blurs! Though interestingly, I appeared to have purchased K'kree minis, and I've never really liked that alien race much. But there is one human mini carrying a camera, so perhaps I can do a journalist. Mongoose 2e has the journalist career.

Term 1 - Basic Training

Art (writing-0), Carouse-0, Carousing-0, Drive (wheeled-0), Persuade-0, Steward-0.  He does survive which, at 7+ then the -2 for his education, it seems he is doomed to be out of journalism pretty quickly! I won't be using the iron man rule as I would like a viable NPC, so we'll see. 

As an event, he has a chance to bring down a corrupt political leader! Hurray for the 4th estate! And yes, I pay for a paper, though it is electronic. I like "real" news. And back to the world of fantasy and science fiction. I gain an enemy (political figure), did not make my roll so get the skill Art (Writing-1) but roll on the mishap table. And oddly I am forced out because of controversy or censorship. Apparently that political figure still had friends in high places!

Cruz Gothworth, Journalist

5A7926, age 22, 1 political enemy, 1 contact
Art (writing-1), Carouse-0, Carousing-0, Drive (wheeled-0), Persuade-0, Steward-0

With what he thought would be a hard-hitting journalistic career, Cruz managed to make enemies in high places, and was fired from his first job. His editor, though, remains a contact for Cruz as he seeks out news as a freelance journalist, using his news blog to post about the political leaders of his system. He relies on various patrons who subscribe to his feed. With little education, he is mostly a self-taught man who has a heavy sense of skepticism and tends to some conspiracy theories which seem to always get more hits on his blog.
at the TAS Hotel landing area, where the K'Kree delegation is about to meet with the High Adjunct

Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast

Day 6: Traveller Army Commando

Day 7: OSE 4th Level Cleric


And I've been remiss and not linking to the Tardis Captain who started this whole thing!

And welcome Captain Fortier! My 21st follower. Hopefully I won't let all these followers go to my head! (Honestly, I do this mostly for myself, and if others get something out of it, it's a win for everyone. I'd like to think that sometimes I do post useful things).

Saturday, January 07, 2023

Character Challenge 2023: 7/36

I roll dice a lot, then sometimes a good combination comes up. I've a female cleric-looking mini I've been wanting to write up, and finally got something worthwhile for OSE. While her strength is pretty poor (5, -2 on strength checks, 1-6 chance of opening doors), her intelligence of 12 and wisdom of 15 fit in with the concept.  Rolling a d4 for her level, I get a 4.

I've a partial deity list for my fantasy worlds here. I've expanded a couple of them: Mim, God of Rains.  Tona, Goddess of the Lesser Creatures. Tionma, Goddess of All Living Things. Poking around my pantheon, which is in no way the complete set of gods, goddesses, devils and whatnot available. We have at the upper echelons Slamia, God of Might, and his wife, Blizria, Goddess of the Demons. They have two known child gods, Bizma, Goddess of Fire and the patron goddess for Ogres and Giants. Blizra is Goddess of Lightening, and the patron goddess of imps and devils. Normally, one thinks of clerics as being for the good guy (or at least I do) but there can also be clerics for the eviler religions - they all are following something. And, getting into philosophy a bit, is evil an actual thing, or is it all relative? That is, our ideals of good and bad stem from what we perceive and have been taught. These are all driven by society. Anyway, I digress from creating a character.

Picking Bizma, Goddess of Fire and patron of Ogres and Giants. Not that our Sister Gurec (born Cináed Gunner) is a giant or ogre by any stretch of the imagination. Though tall, she is not an imposing figure despite her red robes over the rose dress. Her armor is visible as plate, and she carries a large shield and carries a mace with an easy grip. Bizma's symbol, generated from the Lesser Key to the Celestial Legion, is a septagon with a valley crossed by a spear. At least for this particular sect, the Sisters of the Crossed Spear. They worship Bizma via a secret sign language, and their services are accompanied by a stringed conch shell instrument. Their sacred texts are carved into the skulls of sheep. Fortunately, the Sisters have a very small set of sacred writings! Fire is the central theme of the Sisters, and as such, they tend to burn brightly and jump into actions without as much thought as may sometimes warrant.  Bizma will often use fire elementals for her avatars. These avatars only use the sign language the clerics use. She is often a cross goddess, one might say hot tempered, and has little patience but is also very protective of her fold. Those who worship her will not attack Ogres or Giants else become unfavored. In fact, clerics of Bizma get a bonus in dealing with Ogres and Giants, adding their level to the reaction roll.  Well - maybe I need to make that not 1:1 but some sort of curve as higher level clerics will always be best buds with giants and ogres! And I need to clean this stream of thoughts into something a bit more useful. Eventually maybe I'll do a more formal pantheon booklet of sorts.

At level 4 she has 3 spells, 2 first level (cure light wounds, purify food and water) and a 2nd level spell, resist fire. Seeing as she is a cleric for a fire goddess. Her plate gives her a pretty good armor class. As befitting serving a fire goddess. she prays each night over roaring fire if available, else she uses one of her candles. Her prayers are silent as she uses sign language. She is literate and carries her spell book which is bound by skull bone pieces. She does not talk much but tends to be very aggressive in combat situations, swinging her +1 Mace of Bizma, a mace blessed by the goddess. At the abbey, she is also a glass blower, and will peruse markets in search of interesting glass baubles.



Leaving the Abby for another adventure

Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast


And I've been remiss and not linking to the Tardis Captain who started this whole thing!

Friday, January 06, 2023

Character Challenge 2023: 6/31

 Having a few Reaper boxes from a Kickstarter staring at me, I pulled out the Chronoscape box. A large variety of minis in there: post-apocalyptic, weird west, zombies, general science fiction and horror. The weird/SF western minis could be used in a western game, just re-imagine the laser pistols and all to be six shooters. But, as I am slowly prepping for a Traveller bounty-hunting game, I figure I can use a few NPCs. As there is a mix of male & female, we'll see what we shall see. Any NPC could have a bounty, so we can go through a character generation, then figure out from that what they did & why there is a bounty on their head.

68669A and odd for a male. Pretty average though from the upper middle class (depending of course how you interpret the social stat). These stats don't scream out anything to me honestly, and as we just did a Navy character, maybe we'll do the draft, then decide. And we get the Army! Classic Book 1, Book 4, or something else? Think I'll use book 4 - I've not rolled up an army character in that book in a long time I don't think (generally use Marines as my father was a Marine, though perhaps I did one last challenge).

As we have 6 possible arms in the military, rolling a 6 let's see if our future bounty can get into the Commandos. Using the book 1 entry roll, he is in. Though looks like he can't just join the commandos. he needs to get in there via rolls eventually. Re-rolling, he is now in the artillery. 

Term 1 (18-21) Artillery

Year 1: Basic/Advanced Training

Picks up Combat Rifleman-1, Forward Observer-1. Using forward observer in a game would be interesting: outside of military actions I really don't see it getting used. Sort of like Ship Architect for Book 6/Navy. Though there are some interesting ideas in the Jan/Feb 2023 edition of Freelance Traveller.

Year 2: Staff Position, Police Action

Surviving, he is also promoted from E1 to E2, Lance Corporal. Probably helps that he picked up a MCU (Medal for Conspicuous Gallantry). Rolling on the Army life table, he picks up +1 strength, so the UPP is now 78669A.

Year 3: Special, OCS (Officer Candidate School)

Sent to OCS, we roll 1 command, 1 staff and 1 MOS sill. Which is how Book 4 started skill bloat! For command, he actually picked up +1 endurance for UPP 78769A. Our man is buffing up! Staff gains Computer-1, and MOS gains another Forward-Observer-2. He is also now a 2nd Lieutenant, O1. 

Year 4: Command, Garrison

Yeah, promoted and put into a garrison with no hope of skills nor promotion, being an officer. A very boring last year of his first term. He decides to stay in the Army, and succeeds in starting a new term,

Term 2 (22-25) Artillery

Year 1: Command, Garrison

He must have done such a good job they let him stay in the garrison again!

Year 2: Special, Recruiting

Bored out of his mind, he spends a year in recruiting, gaining Recruiting-1. Now recruiting can be used to basically get hirelings, so sort of reflects some old-school charisma types of checks. 

Year 3: Staff, Training

Well, no promotion but a 50/50 chance of skills, and yes. As we're training recruits, we'll go with the MOS table, and pick up vehicle. Grav Vehicle-1 so at least we can fly an air/raft and other grav vehicles!

Year 4: Command, Special: Commando School

Well, oddly enough, where I wanted to go. Picks up Demolitions-1, Wilderness Survival, Vacc Suit-1, Instruction-1. So - the excitement (and higher chance of dying!) starts next term, as he did (barely!) make the re-enlistment roll.

Term 3 (26-30) Commando

Year 1: Special, Military Attache/Aide

First term, and he does become an O2, 1st Lieutenant and +1 social, for UPP 78769B, a knighthood! 

Year 2: Special, Recruiting

This guy has seen only 1 term of actual action - everything else has been training or something far away from anything even like combat. Gains Recruiting-2.

Year 3: Command, Counter Insurgency

Be careful what you wish for! He survives, no decoration, is promoted to 03, Captain, and picks up Demolitions-2. I think I see a crazy "I'm going to blow up the government building" sort of guy perhaps.

Year 4: Command, Police Action

He survives easily, no decorations, he has already been promoted this term, and picks up Survival-2

Term 4 (31-34) Commando

Year 1: Command, Garrison

This guy cannot catch a break - I can see why he breaks bad later! Bored to a life of crime! No chance of anything other than watching a building.

Year 2: Command, Garrison

Yep, he's slowly going crazy, wanting to do exciting things and...watching a building.

Year 3: Command, Training

Training, but hey, he did manage to get a skill. MOS Commando: Demolitions-3. This guy is an expert at blowing things up!

Year 4: Staff, Counter Insurgency

Finally, some real action! He survives, gains a second MCU, does not get promoted, picks up Mechanic-1, and decides enough is enough. Time for something outside the recruiting, training and garrison duties he has been doing for the last 16 years.

Mustering Out

Having 5 rolls (1 per term, and 1 for CT rank 2) we rolled a low passage, a high passage, +1 intelligence, Cr20K and Cr 10K.

Sir Captain Iain Jallister, retired, Knight of The Third Imperium

78779B, Army, 4 terms. Enlisted in the Army, transferred to Commandos in 3rd term. Final rank: captain.
Special Assignments: OCS, Commando School, Military Attache
Awards and Decorations: 3 combat service ribbons, 2 combat commands, 2 MCUF
Equipment Qualified On: ACR, Grav Vehicles, Demolitions
Skills: Demolitions-3, Forward Observer-2, Survival-2, Recruiting-1, ACR-1, Computer-1, Vacc Suit -1, Mechanic-1

After 16 years serving in the Imperial Army, 8 being a commando, Sir Jallister left the service feeling his talents were wasted as he rarely saw any combat. Since then, despite his knighthood, he has been pursuing a more illicit calling: blowing things up for hire. An expert at demolitions, he originally worked for a construction company after leaving the service. Getting paid to blow up buildings was what he thought he wanted to do. Except there were never enough, and eventually he did a bit of free-lancing. After destroying a building and killing 3 people, he was arrested after a lengthy investigation. Out on bail, he is now running from justice.

photo from his training days in an Imperial APC

Thursday, January 05, 2023

Character Challenge 2023: 5/31

 Back to Traveller. Rolled A65A83, even for female, and 6 for race so...never did redo my random race table. Going with Aslan (though I'll see about a random race picker table later in the post) I I sort of have a mini that could be Aslan if you squint.

Female Aslan, and now to decide which rules to use, and I sort of have a few. Going with Classic, so I also need to adjust the UPP. B56A83. Gain endurance and strength but lose dexterity. So a very strong if not particularly dexterous Aslan. Her right of passage, the Akhuaeuhrekhyeh,  gives her 2 points, which is a positive DM to get into some careers. As the mini is actually more of a cat person playing a lute, going to use either an Outcast or a Rogue, as Rogue you get a bonus for a low social level.  And in the description, they are pretty much the same thing, so will go with Outcast as that is more Aslan-specific.

Term 1 (18-22)

Barely surviving her first term (though she gets a +3 DM with her education). She picks up JOT-1, Gambling-1. Learns a bit about how to do everything, and apparently visits the gambling dens.

Term 2 (23-26)

Much better surviving this term, picks up Streetwise-1 and Independence-1, Gun Combat (Pistol-1), meaning she knows about money - handy with her gambling. Reading the rules, I find that independence is a male-only trait, so re-rolled and she learned to be handy with a pistol.

Term 3 (27-30)

She picks up Tolerance-1 and Steward-1. She was a steward on a non-Aslan ship, learning to tolerate the barbaric aliens and their strange ways.

Term 4 (31-34)

Still on that transport, she picks up Mechanical-1 and actually does get a + dexterity. UPP is now B66A83. And time to leave that and wander out into the universe, now that she can both deal with aliens and handle money well.

Mustering Out

Independence-2, Cr40,000, +1 EDU, Cr5,000. And ugh - independence is a male-only skill. Re-roll for benefits and get +1 INT, and the initial term we get a gun combat (Khaihte or pistol; even though she gets a -1 due to her dexterity, so no net gain but no net loss. Seemed to make more sense than rifles considering her lifestyle).

Coming up with a name I use this nice Traveller alien language generator, and we have Hkuiah Kearluaw Ei.

Aslan Outside Hkuiah Kearluaw Ei

A66B93 34 year old

Gun Combat (Khaihte/pistol)-1, Streetwise-1, Gambling-1, JOT-1, Tolerance-1, Steward-1, Mechanical-1.
Cr44,500, pistol

Living on the edges of traditional Aslan society, Ei (sounds like aye, or at least to me!) has ranged far and wide across sectors of space. Generally travelling aboard ships, she picked up enough skills to serve aboard ships after working for passage. Preferring those ships that have gambling, she has managed to pick up a good nest egg that she keeps securely on her at all times. As part of her steward skills, she plays the leautlosiy, an instrument simlar to a guitar. A quick wit, and well-educated, Ei speaks quietly in Trokh, and has a smattering of other langauges. Fortunately near-univeral translators help, but she is learning more languages as she travels about the universe.

Aboard the Fargaut passenger liner

Wednesday, January 04, 2023

Character Challange 2023: 4/31

Decided to work up a silly character for the Fantasy Trip. Wildspire makes some fun minis and tends to be an auto-back for me on Kickstarter. This is one from their first project. A spy requires dexterity and intelligence above most things, so starting with our 32-point beginning character, we'll do ST: 9, DX: 12, IQ: 11. Having 12 points to spend in talents & magic, we'll give him (well, it could be a woman, we can't see who is hiding!) Magic: Invisibility (IQ 11 skill, 3 ST to cast, 1 ST/turn). Talents will include Carousing, Knife, Sword, Literacy, Acute Hearing, Silent Movement, Detect Traps

Growing up at Fort Covenant, young Brady listened to all the bards' tales of derring-do. He would pretend to be a spy in a war-torn nation, his friends guards he had to pass. Taking up a job in the local militia, he picked up some mundane military skills, but his captain, seeing some promise in the young man, had him train with a wizard the corps employed. He picked up the invisibility spell, and with further training honed his senses and ability to move quietly. He has been on a few scouting missions and is eager to infiltrate the enemy's stronghold soon. He has been gifted with a power stone with 6 ST, allowing him to use his magic spell for 2 turns before either using his own ST or becoming visible again. It is a small stone pendent he wears about his neck on a silver chain, a gift from the wizard and the guard.

He may be encountered in a tavern, scouting, or just wandering the streets, gathering intelligence. 




Sneaking into the fortress

I'll need to revisit the Fort Covenant - all I really remember is that it is larger than Windemere Crossing and on the same trade route, just further east. The city books I've backed should show up in the next several months, and maybe I'll get back to them. I do like the idea of the towns changing over time, so really want to read up on that and take it along. It is a lot like the Cepheus and other game systems where you generate the character background, except your character is a town.

I also thought about languages, but Common is, well common. He is not going to be able to spy in a Goblin camp other than from a distance. I had to readjust a bit after my initial draft - ST 8 can't use anything other than a dagger, and I figured he may want something a bit better. A rapier seems like a good choice! I think I have 1 IQ point left so if so, I'd probably pick Orc or Goblin as a language. I think I need to expand on my town a bit and see if there are Orcs or Goblin bands out & about, attacking or plotting.

Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast

Day 6: Classic Traveller Army Captain

Tuesday, January 03, 2023

Character Challenge 2023: 3/31

I just published #2 but oddly it shows up as being published yesterday. Though I did generate that one yesterday (Sunday) so apparently, I cannot cheat. Of course, I don't think there are any rules really other than 1 character a day.

Anyway, back to a Traveller character, and the dice rolls are 6357BA. I've a mini that could be a ship pilot, so we'll use that one. Rolling even, we fortunately got a female as the mini is female.

We'll forego the college and head straight to Mongoose v2 Navy. We start with some background skills. She has 4 background skills (3 + the EDU mod), so I'll pick Language-0, Electronics-0, Vacc-Suit-0 and Drive-0 (Wheel-0). She comes from a world that inspires self-sufficiency. With that language 0, perhaps a balkanized world. Regardless., she is ready to see if she can join the Imperial Navy.

With an 8, she does get in. And I realize I wasted that Vacc-0!

Term 1: Basic Training, Flight (18-22)

Pilot-0, Vacc-0, Athletics (Dexterity-0), Gunner-0, Mechanic-0, Gun Combat (Slug-0)

She barely survives and trying for a commission she is actually commissioned to Ensign and picks up Melee (Blade 1). A life event occurs: betrayed by a friend! she gains an enemy.

Term 2 (23-26)

Again, she barely survives. Rolling on the flight table, she picks up Electronics-1, and only because of her high education she is promoted to Sublieutenant, and also gains Leadership-1. Another life event: she gets into a romantic relationship and gains an ally. Our Naval character must have some personality!

And I also realized by looking at the flow chart, I need to roll the event before checking for a promotion. And interestingly, for the Navy, you only get one shot at commission if your social status is 9+. I can see that for the Navy but not so sure I'd apply it to the Army and Marines. As the Navy tends to be a dumping ground for high social people. At least as I've interpreted it over the years, based on the promotion and commission modifiers.

Term 3 (27-30)

She rolls on the personal table (really hoping to beef up her abysmal dexterity) and I actually did roll that. UPP: 6457BA. She survives by a greater margin than previously. This term she had to choose between abusing her position for profit. I tend to prefer "honest" characters, so we'll choose the +2 for the promotion roll. Which we did not need, rolling 11. She is now a Lieutenant. 

We've one more term before having to check for aging effects. so off to term 4!

Term 4 (31-34)

Rolling on the advanced education she gains Astrogation-1 (though I prefer the traditional navigation name). Easily survives, and for an event, she participated in a noticeable Naval operation. She picks up Pilot-1 (which I really wanted her to have, but her chance of promotions was better in flight, and she can pick up the pilot skill in that branch). She does get promoted to Commander, gaining Tactics (Naval-1) as a skill (which unless you are playing Naval games may be a hard skill to utilize. But it sure looks impressive on a resume!)

Mustering Out

Having rank 4 (Commander) and 4 terms, she gets 6 rolls. She should have stayed 1 more term - that gives her a +1 on those rolls had she been promoted. Regardless, rolling she gets Cr20,000, ship share, Cr5,000, TAS Membership, Cr5,000, 2 ship shares (alternating cash & benefits)


Commander Asa Hurton

6457BA Imperial Navy, 4 terms

Pilot-1, Astorgation-1, Tactics (Fleet-1), Electronics-1, Leadership-1, Vacc Suit-1, Athletics (Dexterity-0), Gunner-0, Mechanic-0, Gun Combat (Slug-0), Language-0, Drive (Wheel-0)

Cr30,000, TAS, 3 ship shares

Hailing from a high technology world that prides itself on "going back to the basics", Asa grew up extremely well-educated but also with a basic ability to handle herself. Joining the Imperial Navy, she had an interesting career and rapidly was commissioned and promoted to her final rank of Commander. Along the way her former best friend and she got into a major fight over Imperial politics, and they've become enemies. She also had a serious affair with a fellow officer, almost resulting in marriage. Career for both came first, and in her final term she was part of the action in the G'Jarra Offensive. 

Resigning her commission, she is looking for a chance to pilot her own ship. She has yet to figure out exactly what she would do but has a friend who is a bounty hunter and has thoughts of pursuing that. She is often brash and speaks her mind and likes to command. 


Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast

Day 6: Classic Traveller Army Captain

Sunday, January 01, 2023

Character Challenge 2023: 2/31

I found a good mini that was actually painted and figured she could be a cleric in OSE. However, the stats I rolled were not good for that - her wisdom was too low to be effective. Where her intelligence of 16 makes the most sense in OSE is either an illusionist or magic user. There is a bit of difference between the two, mostly due to their spell lists. I'll also roll a d4 to see what level they are on. Meaning I'll have to save off this mini until I roll some good cleric stats (I do enjoy random character generation as it both scratches the itch to create and also takes me outside the things I may have thought of. Of course, I need to find a female magic user-looking mini)

Finding a suitable mini I've actually painted, we have a red-headed Gnome Illusionist, 2nd level. Some do say her red-hair is another of her illusions, but she always responds with a word about her red-capped cousins, and most people tend to change the subject. Her mannerisms reflect her hair: volatile and often very reactionary. Early on she needed to learn to control herself, and she has a constant desire to create magic items. Some of which are of varying degrees of being dangerous. She carries a bottle of rare ink she uses to write in her workbooks. While secretive about this, she is really trying to either find or create a powerful magic item to save one of her childhood friends back in her hometown. She is often found in the local taverns, and her size belies her ability to quaff a large amount of ale.

With her constitution and a Gnome's natural resistance to magic, wands and spells rarely affect her. Being smaller, anything larger than human-sized has a -2 to hit (which is good as she lacks any armor). She has a 2 in 6 chance of detecting new construction or slopes, and her infra-vision comes in handy in those darker tunnels. She can also speak with burrowing animals, though she has none herself.

She carries the normal adventurer's pack and is good for several days in the wilderness. She is happier in warrens and tunnels underground, but also enjoys magical libraries for her research.




Outside the Inn

Her background came from Delver 6 via random table rolls.


Day 1: Classic Traveller Scientist

Day 2: OSE Gnome Illusionist

Day 3: Mongoose 2e Navy Commander

Day 4: The Fantasy Trip Spy

Day 5: Aslan Outcast

Day 6: Classic Traveller Army Captain

Character Challange 2023: 1/31

 As in the last 2 years, I'll try & do this again. With the always caution that I'll probably do a few on the weekends to stock up as sadly work had gotten pretty intense lately (not a fan of deadlines for doing things we've never done before. Hard to predict things like that). Regardless, this year's twist I am adding will be to use a mini I have. While I'd love to do a double challenge, paint a mini and come up with a character for it, seeing as my average minis painted per year is not great, I don't see that as viable. So you will get some painted minis, some partially painted minis, and some that have no paint at all. Why? Because oddly enough Fantasy Series 1 actually showed up! More boxes of plastic shaming me! It would have helped has I managed to play face to face games, but the last three years have shredded that. Most of my previous group are also older and several have some serious health issues, and we've moved apart, so face to face is a real challenge. Even my sole Sunday player & I have not managed to meet up in over a month. Between our jobs and he and his family getting sick, we just have not managed to link up.

Anyway, we'll at least start with Traveller. I bought these minis a long time ago and have yet to actually do anything with them. I figured I would have an entire starport full of guards and civilians. Something to place on all those nice 0-Hr posters I have. 

Rolling up the stats, I have 874BC8, and rolling get an odd for a male. Going with human, a middling physical specimen who apparently spends way too much time reading, researching or whatever. With those very high intelligence and education stats, going with a scientist. Now, which scientist career to use?  Opening up Supplement 4 for the Classic Scientist career. With a +3 to get in, as long as I don't roll snake eyes, our scientist is in! He also gets an automatic skill of Computer-1.

Term 1: Easy enough to survive: as with getting in, as long as I don't roll snake eyes, he lives. Also, going with the rule that, as the scientist career has no ranks and promotions, 2 skills per term. I'll just go straight down the tables: personal he picks up Carousing 1, and service blade combat, choosing Dagger-1. Note that tis supplement indicates that all characters get a half-level skill in all the weapons, meaning they can use them with no penalty. I do prefer the 0-level skill vs a half. But they mean the same thing. Interesting combination of skills: our scientist has apparently been out partying in dangerous places, showing a lack of caution or perhaps he has friends in low places.

Term 2: easily survives again, and the advanced tables gives him Gravatics-1 and +1 intelligence, for a UPP of 874CC8. The man spent these 4 years honing his background in gravity manipulation. With that C education, he is finishing off his PhD and had little time to hit the bars of his youth.

Yet I failed his re-enlistment roll - snake-eyes! He has graduated with his doctorate and is now out and about in the real world.

I used this random name generator and learned a bit as well! As he has an Urdu name, using Google translate gravity in Urdu is saqal. Hence SaqalTech.

Dr. Jawad Bucha

874CC8 Scientist, 2 terms, age 26

Computer-1, Gravatics-1, Dagger-1, Carousing-1

Dr. Jawad Bucha graduated college at the age of 18 and finished a PhD after 8 years. His first few years, out of his family house, he tended to party a bit too much as he reveled in his freedom from all the schooling he had been in previously. Working for a scientific group, SaqalTech, he finished his doctoral thesis on gravitational muons, and then decided he had enjoyed the 1st few years a lot more than the last, he left SaqalTech with Cr20000 in savings, and a body pistol he can at least shoot though with little accuracy. 
Jawad on the operations deck on a research trip