Tuesday, March 09, 2021

Terror Bird!

 
or perhaps just a really angry, large chicken

Now to put that into an adventure - either as someone's mount or an attacking creature. Or both...I did do a little bit of basing there - there are a couple of bushes! I may add a bit of sand as well - not sure. 

Think this is the Fantasy Trip stats for you from the Decks of Destiny:

And despite my not wanting to do more Kickstarters, I did do the one for the Old School Monsters that was part of the Hexagram (which I really wish was made into a subscription - I miss getting a monthly or quarterly game magazine in the mail. And Steve Jackson Games keeps piling more on the Hexagram KS projects, though I think they are listening to those of us who don't want ALL THE STUFF ALL THE TIME. Though I usually do get most if not all the stuff, but that's my own fault! Now we just need to get back into face to face games to use all our fun toys.

Anyway - there will be more of these really nice creature cards. Currently in a box, but I was thinking a notebook with those card holders. If I could get holders large enough for these cards (tarot sized?) to make it easier to look through and find; I could sort them alphabetically or by area they can be encountered in. And all the other adversary cards are great for random encounters and such. I just have to use them!

And one of the Journals had an amber zone about hunting, which was really an plot to kill the local dignitary. Journal 12: Royal Hunt. Could always use this mini for something they are hunting. Which reminds me - there is an Amber Zone contest on at the Zhodani Base - maybe I should finally try and enter it. Just have to come up with a good plot.

Saturday, March 06, 2021

Solo: 256-1106 - Tryonas

I've added a spreadsheet to track the places and credits, though I may end up printing it out. And in going back to the beginning realize I've been doing this for 2 years now. Without a lot of progress apparently as I've only visited 4 planets so far and covered a bare two months. Months that include a week of jump space! Seems like I have a lot going on yet getting nothing actually done.

Regardless, back in play again.

After a brief ship inspection and Dr Teag conveying the pratique, the Captain, Eow and Malik go through the zero-G connector to the elevator lobby. While the captain and Eow gracefully manage the transition, Malik managed to tumble and bang an elbow getting onto the elevator. 

from Vanguard Station, 0-Hr

As the circular elevator moved to the main part of the station, gravity slowly came on and Malik, nursing his bruised elbow, ignored Laux and Eow. Coming to the administration section, the elevator flagged that they were entering Red Level, Section Two, Administrative Offices. Getting out of the elevator, they walked through security and past what looked to be a shop of some sort. A left turn down a hall with windows to the darkness outside, and another left. Entering the the main administration annex, there were a couple of people apparently waiting as Laux went to the counter. Eow held Malik back as the captain spoke to the administrator behind the desk. A few minutes later, a well dressed woman came in through another door and led the captain out. "Where is..." Malik started, but Eow pulled him back and into a seat. "The Captain will return in a bit. In the meantime, we wait." Malik did notice that her tail was twitching, a sign of some agitation from the normally calm Aslan. 

What seemed like hours later but was far less, the Captain returned alone. "All good" he said the Malik and Eow. "We'll get our passports validated and head on down to the Tryonas. We're actually fueling up here - we've an agreement with the Feelanders Council." Heading back to the elevators, they made their way back to the No Refund, Malik's head full of questions, but from the glances from the Captain and Eow, kept quiet. 


Vanguard Station Admin Complex, Red Level, Section 2

Okay, injecting a bit of mystery here. As mentioned, this ship cannot succeed on trade alone. So there needs to be another reason that they can keep flying, with trade as the cover. Knowing that the No Refunds is an Imperial ship, yet goes freely into the League of Independent Planets may be part of this background: while the Imperium and the League co-exist, there are some secrets for both governments. The League has substantially higher tech level development at least in the medical field. While a private company, it is part of the League. And there may be other secrets as well. I am not a good person for secrets (so don't tell me any!) so often have a difficult time generating political level ones. But: is the No Refunds working for the Imperium, the League, both? It is a trader and part of the Antares Ship Builders and Trade Speculators group, are there trade wars and secrets? Only the Shadow knows!

This could possibly play out better with a referee and players: I tend to modulate my adventures to fit the players sense of direction. Though the last few games of Traveller I've run, the players, not familiar with the game and especially not the entire Third Imperium or my Traveller Universe, tended to be a bit more hesitant about exploring the universe. Regardless, as I am playing solo, it is a bit harder for some things, and a bit easier for others. I am adding some additional backstory.

The Feelanders Council deals with the fees and taxes for landed people, as well as ships coming to the ports. The good Captain's deal is an information-based one: nothing illegal in either the Imperium or the League: he collects information on the taxes, fees and other information that the Imperium levies against its citizens and traders. Sometimes there is a bit more information than that, possibly proprietary and concerning ship movements. One can track an awful lot by following the credits trail!

Okay, so we at least go docked at the station and will get to the planet next post! Sell those cars, look for cargo, all the fun things. And maybe more - perhaps a ski trip in the Shadows!

And January made blog posting simple: just had to do a character a day. But I do want to continue this game and explore my old college worlds a bit more.

And I need to continue the solo Fantasy Trip game - I actually cleaned up the basement a bit as I managed to give my old console TV to a friend (where it now does duty playing WII games for his kids, in glorious 55" HD!) I managed to move the furniture a bit, including moving one of the shelf things to my office space to get a few more games off the floor. In preparation for getting a new TV, one that has HDMI and WiFi. That last one, even though an HD TV, was before HDMI was out. Component only! I also gave him the barely functioning DVD player as I need to get a BluRay player at some point. At the rate I am going it will be weeks if not months before that happens. But as noted in the blog, apparently I am not in a rush about things! 

Cool thing is, my friend made me these massive metal dice! No way I can roll them without breaking furniture as they are really, really heavy! I've told him he needs to open an Etsy shop - pretty sure people would buy these. I use them mostly as paper weights and hefty fidgeting things!


And there is a giant scorpion in the Lamia's Labyrinth. So I got one and painted it!


Sunday, February 28, 2021

Cowboys and Dinosaurs - A Bit of Progress

Using the Microlite rules for Tumbleweed, I've added a new stat, a new class and a new skill:

New Stat: Dinosaur Empathy This stat is how well you can control dinosaurs. You use your stat bonus as a DM for tasks (which I really need to figure out as well). Like the others, you roll 4d6, subtract the lowest for your score. Your stat bonus is (score - 10)/2, rounding down.

New Class: DinoWrangler Wranglers are more attuned to the world of the dinosaurs than most people. While everyone does have the ability to bond with the dinos, it is always a single dinosaur raised from the egg. Dino Wranglers have the unique ability to bond with more than one dinosaur, up to their actual dinosaur empathy roll. They also get a +1 per level for controlling their own dinos, and a +1/2 levels for controlling non-bonded dinosaurs, and a +1/4 levels for controlling other dinosaurs that are bonded to someone else.

New Skill: DinoWrangling Handling a dinosaur is different than handling a horse. And a carnivorous dino will try to eat a horse if you are not controlling it! Dinosaurs come in all the traditional dinosaur types, from a pack of archaeopteryx attacking the herd, to the brontosaurus hauling the family cabin on the prairie.

Basic tasks are riding, hauling and carrying. Riding a dino requires you to be bonded to that dinosaur and is normally an easy task. Though if you are riding a hungry dinosaur it is more difficult when there are other animals or even people around.

I've a brief overview of things to do with your dinosaur. Controlling your dinosaur. Dinosaurs are not horses, and in this universe, are a bit smarter than dogs. Control is based on your stat bonus:

0 – you can ride your dinosaur like a horse, and make it haul things as long as you are in contact with it. Your connection to your dinosaur is barely there, and only allows for the most basic activity.

1 – you can call for your dinosaur and it will come running if in auditory range (Hi Ho Silver). You have a vague sense of what your dinosaur is feeling (fear, hunger) and it will have the same reciprocal sense.

2 – you can silently call for your dinosaur. Range is your dinosaur empathy stat x 100 yards. You have a much better sense of what your dinosaur is feeling, and can feel its pain. You can also get vague inklings of its senses (sight, smell, taste).

3 – there is an intense bond between you & your dinosaur, it is almost as if you can talk to it. Not only can you call to your dinosaur but you can give it simple commands.

4 – you and your dinosaur are like 1. It is almost an extension of your thoughts. You can give complex commands to the dinosaur.

These are really all ideas, what I call my spaghetti on the wall: I throw a lot of things out there and we'll see what sticks. 

There is some backstory for this universe: dinosaurs still exist! And in the Old West, are used similar to horse, oxen and guard dogs. The difference is that some people are more attuned to dinosaurs than others, and you can bond with a dinosaur. The bonding happens when the dino hatches so the cowboy needs to be present within the first few hours to be able to bond. A bond is for life, and depending on the strength of the bond, you & your dinosaur may be able to feel each other's pain. I'm putting that aspect in there to prevent people from using dinosaurs as just weapons. Not sure how well that will go over but hey, I'm doing the basic design work so I can put in the ideas I want :)

Still working on the actual dinosaur part in terms of AC, HP and all those stats that I am just horrible at. Going from a list of dinosaurs I found, and already there are some ideas out there. The archaeoptyrix attack herds of sheep and things, and there could be velociraptors that hunt cows and horses. Cowboys & their dinos are hired out to prevent that sort of thing. I think there could be a version of Blue from one of those Jurassic Park movies, that sort of thing.

On the bright side, it will be months before we get around to this game, so I've time.



Tuesday, February 23, 2021

Fate: Vigilante Game

Playing in a FATE game, which thematically is a bit different than most RPGs. The FATE chips allow us a bit of an ability to redo things to better fit the narrative. We've managed to get all together, and the mechanic behind that is similar to the way Mongoose introduced connections (though as FATE probably came first, Mongoose may have adopted that).  Regardless, we have to tell a story about first meeting other players. With four players, you have to meet at least two of the others. You tell a joint story and have some common phrasing that may be used later to help or hinder a scene. 

I think the Schlock Mercenary RPG uses their RiPP (Role Playing Points I think) in the same manner: you can use them to change an outcome, and be given more from the game master. And our last d20 game had action points that worked in the same manner.

So what do I think about the ability to re-roll? If you view an RPG session as a shared story, which I do, I think it can be a good tool to have. And it also depends on the style of game being run. For Traveller, I would not use this, though the Mongoose v2 Boon/Bane mechanic could useful and can be a similar though not identical idea. I see this as more a less-used mechanic to help the game go forward. However: I think that it should not be depended on. The game should have repercussions if you make a choice that ends badly. In the vigilante game we're currently in, the GM has said that should we surrender, it could be that we're taken to the "big bad" per older, vigilante style stories. Yet we cruised on and managed to kill a number of Tong fighters, badly outnumbered. Of course, the biggest bruiser we had managed to take down part of a house that took out a good portion of them, yet the Grey Cat managed to kill of several and not even take a scratch. Part of that is the way combat is handled: she has a great athletics, so I tend to roll higher than the attacker and thus manage to avoid getting hit. I wish we were at a table so I could see the rolls and get a better feel for how the combat is actually working.

Grey Cat on the roof top

The other good/bad thing about the remote gaming is that sessions can be a lot longer as we are not getting kicked out of the store where we played. Bad news is I get up about 4:30 to get to the gym, so like to be in bed by 9 or so. But - I can stay up late at least 1 night a week for the fun and discussions. But I do get sleepy!

And speaking of discussions: we do get into some interesting and frankly vehement non-game related discussions. So far no hurt feelings as we're all adults, but we do have some quite different views. Which I am glad for as it also makes me question my assumptions. Sometimes. And that is another good thing about RPGs: they can ask interesting questions and pose moral dilemmas. My Paladin was seriously questioning his choice of adventuring party, pious person that he at least wanted to be. Grey Cat is a bit more flexible but I've yet to get into her skin, so to speak. 

Here is her original write-up, but there are a few changes I think to her skills ladder. And she has a few stunts. Her athletics is great, meaning I add 4 to the 4 fate dice we roll. So she will never go negative and may get as high as 8 for most athletic checks. But I also have the acrobats bump and safe fall, meaning I tend to fall on my feet and take a lot less damage:

The character can skip effortlessly down sheer surfaces without harm, allowing him to safely fall great distances.When the character falls, but is near a solid surface, such as the wall of a shaft, or has sufficient other things like ropes to offset his fall, all falls are treated as two categories shorter (and may be reduced another step with Athletics as normal).
And now I am wondering if by picking that I needed to add another +1 to my rolls for athletic checks - I will have to verify that.



Wednesday, February 17, 2021

Traveller Solo: On Tryonas 256-1106

We came out of jump further away from Tryonus: tidally locked in orbit 0, it was within the sun's jump shadow.  So instead of the 3 or so hours it normally takes us to get to port, there was almost a 12 hour delay. Coming in, the planet on visuals was just a black dot, then a circle as we approached the dark red sun. At the comms, I got the query from Ridley Station, the high port hiding behind Tryonas to avoid the red glare from the small sun. I responded, "This is the No Refunds. Requesting passage to Bowden Down. Purpose is trade and passengers."  A woman's voice replied after a moment, "Please dock at High Port, Dock 12, for inspection and pratique certification."  For some reason, this was the first time I had been requested for a pratique, and made a quick check to Dr. Teag.

"I'm filling out the paperwork now, Malik. Tryonas is sometimes pretty insistent on following all the rules. I'll have the e-copy ready well before we make port."

As we were closing in, a mining cutter was accelerating away from the planet, going to the belt I assumed. They were well outside our path, but I hailed them to see if there was anything we needed to know.

"Hailing mining cutter, this is the No Refund. Just checking to see how the Tryonas system is doing." There was a brief pause, and a fairly noncommittal response of "Just heading out to Holla Point on a resupply run" as they continued outward.

As we approached the small port, sensors and visually I could see it was a Argos class station, spinning to provide free gravity. Apparently docking bay 12 was a connector on the lower docking ring.  Captain Laux brought us to station keeping with deft control over the ship. Automatics connected our ship to the station with a shudder I felt through the hull, and then the green connection lights lit up a few minutes later as the airlock systems engaged. 

The captain walked back, nodding to Ewo and myself. "Now the paperwork begins" he said, and headed down the stairs to the port air lock, where the umbilical connection was linking us to the station.


Tyronas

Ridley Station, Argos Class Station (from 0-Hr)

Ok, finally got back to this, though not far. Tryonas is orbiting a small red giant, and it is in orbit 0 and tidally locked. I am thinking, and I need to really figure that out, the main planet is within the jump shadow of the sun, so we exited jump space further out. Classic Traveller had no such rule: you jumped out 100 diameters or so from the world. Later editions, and I want to say it was GURPS, added the jump shadow, so you had to take into account all the gravity sources, including the suns. I need to find where I read that, and see what the distances are per stellar type. I even started my first Wiki entry discussion on that. 

Anyway, I rolled for space encounter, and somehow got a mining cutter. And their response was short and respectful, neither happy nor angry. So not much happening there. I decided to use one of the larger station maps I have (no posters!) for the high port, I think I got this one from one of Ryan Wolf's earlier Kickstarters where he was overly generous in giving out his earlier PDFs as part of the deal. Now that he knows he has a pretty consistent response, he has learned he does not have to give a lot away to make the project a success.  So I'll poke around those maps a bit to see if there is something there interesting, but we'll probably handle the inspection, then go down the gravity well to sell those cars, disembark our passengers, and seek out new cargo.

Also go to use the word pratique, which I picked up on the character challenge from Traveller Adventure. See - RPGs are a learning experience!

Sunday, February 14, 2021

Cowboys and Dinosaurs

While playing the microlite Tumbleweed game a while ago, we found a lot of cowboy and dinosaur pictures. And we joked about running a cowboys and dinosaurs game.

I started looking for an existing RPG game, and GDW actually had one based on the comic. It was not highly rated and the mechanics made the fun more complicated than it should be. There is at least one game on Drivethru but that is Cowboys vs Dinosaurs. And there have been some attempts at crafting such a game, though more of a skirmish game than an RPG. 

So I will try and roll my own. I'll tag these posts with Cowboys and Dinosaurs so I can track them down, but eventually I will have a microlite PDF of the game, and we'll start playtesting sometime...

I've a few ideas for the central premise, though not yet how dinos still exist. I am thinking of making the dinosaurs needing to impress on a cowboy or cowgirl. Perhaps a bit sentient, but I want the bond to exist between the two so it is not just a vehicle or killing machine, but a companion. How smart is a good question and there will be some discussion I am sure over that. But I want the player to feel the loss should the dinosaur get killed or hurt. Essentially the players will have a joint player character of the cowboy and the dinosaur, effectively getting to play 2 characters at once. If not so smart, there may be a roll to see if the dino listens to what the player wants or not. Sort of like the old Lone Ranger when a whistle would bring Silver galloping along (though the original horse was Dusty. Amazing what you can find in web searches!)

The basis will be the microlite game of Tumbleweed. It is included in one of the collections here. The dinos will be scaled up from the horses I think, though I will be looking to review some of the dinosaur games to see how they do that. I have at least printed out the Tumbleweed rules, and will start making notes sometime in the near future.

Suggestions are welcome - I'll be checking with my gaming group to see what sort of game they want to play, and factor that in. Perhaps the bonding it too much, and they just want big, dumb fighting machines. But I see advantages to playing as a duo and disadvantages when not. 


Saturday, February 13, 2021

Tryonas

Orbiting a red dwarf, Tryonas is tidally locked. In trying to map how that would look on the "traditional" Scout map, there will be 3 types of environment: the hot side always facing the sun, the cold side always in the dark, and the twilight band between those extremes. The map below is my attempt at this, with the orange being sunward, the purple the dark, frozen tundra, and the green bands where humans can survive. 

What would be interesting would be the weather: I imagine it is often quite turbulent but there will always be a constant wind from the extremes. The sun side will be a series of constant storms with boiling seas. The dark side a cold, dark calm as the cooling air sinks to the ground.

Previous links: Overview and Ski Resort which honestly I had forgotten I had written!

Anyway, lets look at the UWP to see about the system in terms of politics, population and trade codes.
B563648-A 
Starport B: good quality, no starship production, refined and unrefined fuel
Size 5 details:
  • Basic World Type: Planet
  • Planet Diameter: 5,000 miles (8,000 km) 
  • Planet Density: Molten Core, 1.12 terra
  • World Mass: 0.273 terra
  • World Gravity: 0.7 terra
  • Planet Orbit Period: 
    • Stellar Mass: 0.43 sol
    • Orbital Distance: 0.2 AU
    • Orbital Period: 49.82 standard days
    • Rotation Period: 7.15 standard hours
    • Axial Tilt: 38 degrees
    • Orbital Eccentricity: 0.15
    • Seismic Stress Factor: 1.15
Atmosphere 6 details:
  • Atmospheric Composition: Standard oxygen-nitrogen mix
  • Surface Atmospheric Pressure: 1.2 atm
Hydrographics 3 details:
  • Hydrographic Percentage: 27% 
  • Hydrographic Composition: Liquid water in twilight zones; frozen dark side, near boiling sunside
Population 6 details:
  • Total World Population: 7,000,000
  • Cities: 
    • Medium-Large Cities (UWP Pop-2): Cities=140, Population/City=50,000
    • Primary Cities: 10 
    • Starports and Spaceports: B/F/B/B/D/B/B/B/B/B
    • Orbital Cities: Present
    • Social Outlook:
      • Progressiveness: Conservative, Indifferent
      • Aggressiveness: Passive, Neutral
      • Extensiveness: Discordant, Aloof
    • Number of Customs: 3
      • Local Customs/Practicing Group: Live with children's family/Certain sex. 
      • Very long marriages prohibited/Political figures. 
      • Unusual hair colour/All population.
Government 4 details:
  • The 7 million inhabitants have a representative democracy. From the old yet still working Heaven and Earth:
  • Representative Authority Guide: Representative Democracy 
  • Representative Authority: Several Councils. 
  • Division of Authority: 2-way division
  • 2-Way Division: Representative Authority=Executive & Legislative, Other Authorities=Judicial
  • Organization of Other Authorities: Ruler
Law Level 8 details pretty much standard: no weapons at all. 

Most Travellers, especially Imperial Travellers, will deal with the Bureau of Tourism if they are just visiting. There is a well-maintained complex at the Bowden Down for processing. With its high law level of 8, weapons are strictly prohibited, and random stops by the law is expected by most of the population. Proper IDs must be made available and upon request. There is a significant amount of paperwork to get beyond the port (though Admin, Legal related skills will make that less arduous: roll 2d6x20 minutes for how long it takes to fill it out, using appropriate DMs to reduce the time). 

Temporary visas with 3D photos will be given with the specific dates it needs to be renewed. Being a non-Imperial world, this applies to inside the port as well as the rest of the planet.

As a tidally locked world, the hot side is rarely visited. Between the storms and boiling oceans, it is not a pleasant place to be! The twilight band is well populated, with spas and beaches towards sunside, and a few hours drive you can be in the subsector-famous ski resorts! If you don't like the weather, simply drive a couple of hours and there will be dramatic changes! There is a trans-dark tubeway being worked on, though most people simply drive north or south to get to the other side of the planet. Grave vehicles are not quite as common as on other systems of a similar tech level: half the world is too rough for any but the most heavily armored vehicles. 

I'll try and get back to my solo game here soon, and flesh out some of the people you may meet (I think I rolled up a couple of bureaucrats during my challenge, so if one fits they will get plopped down here as we try & get planetside!)





 

Thursday, February 11, 2021

Dungeon Crafting - floors and a bridge

I decided to try to make a floor and a rickety bridge. The craft sticks are too wide, as I've yet to be able to find skinnier ones like coffee stirrers. 

I've also repurposed a sliced cheese container: not exactly sure what it will end up being as I've just put on a base primer coat. I have a bunch of 3D printed science fiction doors I got from a Kickstarter several years back, and may finally use them! Nice part is that it can also be used to hold stuff. Such as that atomic power cell the Orc zombie is about to smash...

Now if only we could get back face to face to actually use these!






Tuesday, February 02, 2021

My first blogging challenge: success!

Though I may have cheated a bit by stocking up on the weekends, I did post a character a day. Below is the index. Mostly Traveller, and a few T5 characters so I am getting into that. I do need to read more of the T5 mechanics as I think I do like certain parts of them at any rate. And as per my signature over on COTI, I do likeT5 as a tool box. There are a lot of things that can be used in almost any Traveller game, and even other RPGs. I do seem to be a collector of game things...

And Zine Quest 3 has started on Kickstarter and already I've backed a couple. I'd do more but until my finances get back to where they were, I am already pushing things a bit (working at a 30% pay cut, and no idea when I'll get back to "normal" and if they will make up for a the lost wages. I am not complaining - I am a lot luckier than most people as I can work from home. And it has helped me trim my Kickstarter habit a bit. Not enough though!)

I'm going to try & get back to some map making: one of the blogs I looked at in this challenge had a really nice way of putting some of his graphics together that have inspired me to try a few new things.

My plans are to see about continuing my solo play and expanding on my Traveller universe (MTU), and work on my map making and adventure works. All the stuff I put on hold this month while concentrating on getting the characters done. I did paint a giant scorpion, so will have to bring that into my play test for the labyrinth I am working on! And more crafting.

Made a floor from craft sticks.

Sunday, January 31, 2021

Character 31 of 31: T5 Marine

Shera Tinnent

6B5C6A Marine Reserve 1st Lieutenant, 5 terms, age 38, Disability Mustered

2 Purple Hearts, 4 Exemplary Service Medals
Leader-5, Fighter-2  (Slug Thrower-1, Beam-1, Blade-1, Battle Dress-2, Unarmed Combat-2), Driver (Grav-2), Survival-2, Pilot (Small Craft-2), Tactics-1, Explosives-1, Author-1.
Cr90,000, hand gun

Growing up on the desert planet of Yori, Shera often took long weekends out in the desert, blogging about her experiences. At 18, she joined the Imperial Marines, having seen them guarding the Ancient site. The news sometimes posted stories on Imperial Research Station Beta, which also had Marine squads out and about. She was impressed by those battle-dressed enforcers guarding both sites. And she just thought the uniforms were cool.

Her first term of service gave her plenty of combat. Wounded a bit, she received both a Purple Heart and a Medal for Exemplary Service for leading her small squad when the sergeant was wounded. Her next tour of duty saw yet more combat, yet she survived unscathed, as well as passing her commission testing as her leadership qualities expanded along with her social network. Her third term she spent three years in school, though it took the first year for her to get into the groove of learning versus fighting. She picked up her coveted Battledress as well as learning to pilot the grav APCs the Marines use to haul equipment and soldiers. She was got promoted to 1st Lieutenant. Her fourth term saw a return to school but more combat; schooling taught her to pilot the Marine dropships and shuttles she saw back on her days on Yori in the newscasts, and combat honed her leadership skills. Her 5th and final term she was severely wounded, and was forced to muster out. There was some rehab, but not enough to get her back to her full strength. 

Through the years she became a feared fighter and a respected leader, in the battlefield as well as the military bars. Quick to use fists when she started the Marines, she has learned to think more tactically about the situation. A leader through natural ability and 20 years of fighting, people are quick to follow her lead. She is still a fighter, though she favors her right side a great deal as well as wearing an eye patch, and there is some extensive scaring that she hides with tall collars and often wears gloves.
  • Strength: 11 (5)
  • Dexterity: 10 (5)
  • Endurance: 5 (2)
  • Intelligence: 7 (1)
  • Education: 5
  • Social: 7
  • gender 2, female
Started off with some nice high rolls, but then it went down hill a bit. Looking over the Traveller 5 careers, I can almost guarantee getting into the Marines, and hopefully play off the risk/reward so see if I can get some decorations. Or hurt badly...Though the commission roll is against my endurance so we'll see what happens there. 

Home world 3,3 = Yori, a rich, desert planet. Picking up Survival-1, and an art. As there are 6, a 3 gives me Author-1. 

Enlistment, Branch selection

Rolling a 7, we're in the Imperial Marines. Boo-ya! I'll roll for the branch, and with my education there is no DM.  A 6 = Commando. There is a note for DM of 2 for this branch, which I think is just used as the base DM for the risk/reward roll. The Marine Operations table (aka, branch assignment) table has a set of DMs by branch. Also, the highest mod from the operations is what we use as a DM for the risk/reward roll: apparently no choice? 

Term 1 (18-22) Lance Corporal

4 assignments: 4, 4, 3, 3 gives me Missionx2 and Peace Keeperx2. Highest mod is 2. So I'll take the -2 for the risk making it riskier for this term as it goes against my strength of an 11. However, rolling an 11 + 2 gives me 13, so I get a wound badge, and have to roll a flux roll and add that to the 2 for how much I am hurt. I could get really lucky...rolling a 3-2 for +1, I only have to subtract 1 from my strength. Rolling a 5 and subtracting 2 I have a 3 for the reward roll, Looking over at the table, I get a medal for Exemplary service. To get the big ones you have to roll really high...I also get 4 skill rolls. Rolling a 9 I do not make a commission, and a 4 I do get promoted
  • M1 Rank, Private: Fighter (Slug Thrower-1)
  • M2 Rank, Lance Corporal
  • Wounded, strength -1, UPP AA5757
  • Personal: 6 = +1 social. UPP AA5758
  • Peace Keeper: 2 Fighter (Slug Thrower-1, Beams-1)
  • Mission: 5 Leader-1
  • Personal: 6 = +1 social. UPP AA5759
Rolling a 4, which is less than the 10/strength I need to continue, I'll continue to term 2.

Term 2 (22-24) 2nd Lieutenant

This term my risk/reward is against my intelligence...depending on the mods I may take a less risky approach. My tour of duty this term is 6, 2, 3, 2 for Combat (DM 3!), Combat (2), Peace Keeper (1) and Combat (2). So there is a 3 DM against the risk/reward. I'll take the cautious route this time: 7 - 3 = 4, so I succeed in the risk, getting an Exemplary Service badge to go with the medal. A 12 on the reward is nothing, especially as I need to add 3 to it. With my social getting bumped, I may get a commission this term: a 5 vs the 9 means yes, I am now a 2nd Lieutenant! I don't know that I can roll for a promotion as well - the order of events in the list would indicate I can't unlike classic Book 1.
  • 01 Rank 2nd Lieutenant - Leader-2
  • Combat: 5 = Leader-3
  • Peace Keeper: 2 = Fighter-1 (Slug Thrower-1, Beam-1)
  • Combat: 5 = Leader-4
  • Personal: 6 = social +1, UPP AA575A
She is definitely a leader, both in the skills and the social climb she is on. Rolling an 8, our gung-ho Marine can continue.

Term 3 (24-28) 1st Lieutenant

At least we're back to the strength for risk/reward. So depending on the max DM we may make it a bit riskier. 5, 4, 5, 5 gives 3 years of ANM school and a mission. The ANM (Army, Navy, Marines) school info is in the education sections, and for each year she succeeds she gets a knowledge-2 from any of the Marine schools. I can roll under C2 or C3, and obviously will be picking C2 for that 10 or less! A 6 vs my 7 intelligence and I also get promoted. I am also going to assume I get 1 skill roll for that 1 year of the mission though it is not solidly stated. 
  • Rank 02: 1st Lieutenant
  • Mission: 2 = Survival-2
  • ANM School: (12, did not learn a damn thing; failed)
  • ANM School: 7; Fighter-1 (Slug Thrower-1, Beams-1, Battledress-2)
  • ANM School: 7; Driver (Grav-2)
So we lived, got promoted, and spent 3 years in school though we failed the first year. So they sent us back. Rolling a 6, we can continue our career in the Marines.

Term 4 (28-32) 1st Lieutenant

And with the intelligence as the characteristic we roll against this term, I will be using the DM as a note of caution. 5, 6, 1, 2 means ANM School (0), Combat (3), Combat (2) and Combat (2). Having the 3 DM means a 10 or less to avoid wounded, and a 9 squeaks by, so another XS badge for me. Another 9 fails the success so no medals. A 9 means I failed to get promoted this term.
  • ANM School; 6: Pilot (Small Craft-2)
  • Combat: 4, Soldier Skill: Fighter-2 (Slug Thrower-1, Beam-1, Battledress-2, Unarmed Combat-2)
  • Personal: 4, intelligence +1; UPP AA585A
  • Combat: 5, Leader-5
She is a bit smarter and one heck of a leader! A 9 allows her to go one more term, and I think we'll do that so we can use the strength of 10 as the controlling characteristic. We may get hurt but we could get lucky.

Term 5 (32-36)

1, 1, 6, 2 for Combat (2)x2, Combat (3) and Combat (2). A 12 means I horribly fail at a promotion, though I do have a +1 from the medal. I have no idea what the WB Mods are. So, risk 10 - 3 = 7, and I roll an 8, failing by 1. And worse, my flux roll is -5 so I lose 6 strength! On the bright side, I do still get 4 rolls which I am supposed to do before the risk/reward roll. So I'll go the way I usually do regardless, and perhaps I'll gain 1 strength back. Regardless, by losing 4 or more points I am discharged from the Marines. Sadly my reward roll of 2 means I really succeed there but only get another XS medal. Had only those rolls been switched (had I been helping a player roll for my game I may have allowed that as that 2 is just that bad!). But I did see 4 years of constant combat this term.
  • injured! UPP 4A585A
  • Combat: Tactics-1
  • Personal: 4, intelligence +1; UPP 4A595A
  • Combat: Fighter, Fighter-2 (Slug Thrower-1, Beam-1, Blade-1, Battle Dress-2, Unarmed Combat-2)
  • Personal: education +1; UPP 4A596A
Okay, sadly did not get any of my strength back. And no promotion.

Mustering out

Nice thing is that there are some automatic mustering out benefits. Being a fighter-2, I can keep a personal weapon, and choose a hand gun of some sort. And perhaps, with any luck I may be able to regain strength. Note that as I was disabled during my final term so get double benefits: twice as many rolls so I get 10 rolls, assuming I am interpreting that correctly. I am bound to pick up some strength! I am also going to make the +2 from the officer rank 02 optional as the +1 strength is 2 and with a +2, I will never roll that! And we add the number of terms to the cash table...
  • Benefit: 5 intelligence +1: UPP 4A5A5A
  • Benefit: 4 education +1: UPP 4A5A6A
  • Benefit: 2 strength +1: UPP 5A5A6A
  • Cash: 1 + 5 = Cr40,000
  • Cash:  6 + 5 = Cr50,000
  • Benefit: 1, Forbidden Knowledge; 4 = Explosives-1
  • Benefit: 5, intelligence +1: UPP 5A5B6A
  • Benefit: 2, strength +1, UPP: 6A5B6A
  • Benefit: 4 + 2,  dexterity +1, UPP 6B5B6A
  • Benefit: 5, intelligence +1, UPP 6B5C6A
okay, getting double benefits I think the goal may have been to allow for rehab and hope you can regain some of your physical stats. Our marine mostly got a lot smarter and a bit more educated. And only gained a third of her lost strength. And I did not even do the aging rolls...I think we'll just assume her post-mustering out physical therapy was helping that along.

Challenge Recap

Managed to get through 31 characters, though there was a bit of caching some over the weekends...And the ratio of males and females evened out though I've not counted. Going through the T5 rules a bit more, and getting a little bit better about generating the characters and reading how the skill rolls works lets me think I could possibly run a T5 game. For instance, in a bar fighter, it is a a difficult roll, so 3D < Str + unarmed, or 3d < 6 + 2 or 8. Had she kept her 11 strength, she would have been hard to beat in a brawl. Now it is not nearly as certain - the skill and stats are weighted equally. I am not so sure I agree with that as as well-trained person should be able to take out a stronger one in general. However, T5 does give you some really high skills, sadly her best skill is Leadership. And in most games, that won't come into play, though I'd allow it for intimidation rolls I think, so it could be twisted into something useful in a non-combat scenario.



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Saturday, January 30, 2021

Character 30 of 31: T5 Scout

Katha Rookson

977765    Scouts 1 term, age 22
Hostile Environment-2, Grav-1, Trader-1, Comms-1, Survey-1, Teacher-1, Trader-1, Gravatics-1
Growing up off the hostile world of Boughene, Katha learned early on the dangers of it's methane atmosphere, and using the station's grav shuttles learned to get to and from the station. Her attempt to get into the station's only college failed. Wanting off the station, she somehow ended up in the Scouts, in even smaller ships. She lasted all of a single term, the Scouts feeling she was not quite the fit they wanted. Despite that, she still has a love of the ISS and exploring new worlds and meeting new people.

She is patient with others, and listens well. Observant about cultures, Katha is quick to be able to evaluate goods in the context of that world, and enjoys helping others learn new things as she loves to learn new things. She does have a bit of hostility to college graduates, never having been able to get in herself. Out in the universe on her own, she is trying to figure out the next chapter of her young life.
Katha prefers comfortable clothes when on her ship

Falling on a Saturday and having a bit more time, we'll see if I can muddle through the T5 character generation process. And unfortunately she only lasted a single term, failing the intelligence roll for re-enlistment. It was a shorter process than expected but I think I am finally figuring out the mechanics a bit.

Initial stats, with the genetics (1st die) in parenthesis

  • Strength: 7 (2) 
  • Dexterity: 7 (1)
  • Endurance: 7 (2)
  • Intelligence: 7 (3)
  • Education: 5
  • Social: 5
  • gender 6, female
And that was a series of 7s which was really boring. So nothing outstanding for this character in terms of stats, nothing to help figure out just who she is. Other than her education and social status are below average. Perhaps the birthworld will give us some info. A d66 table is give, and a 1,2 gives us Boughene, a fluid, non-industrial world. 
  • Hostile Environment-1
  • Driver-1 (Driver (Grav-1)
Hostile environment is a new skill for me, and gives her the ability to recognize and better prepare for hostile environmental issues. Bad news is the example skill check is less then her education, which as noted is not good. So we would need to boost her education to make that hostile environment useful other than as chrome for the character. There was a slim chance, 2 on 2d6, that the character was born in space. A 4 means that did not happen (and I noticed this after reading through the birthworld options).

Note that the dice mechanics are a dice pool - the difficulty is tied to the number of dice and you have to roll under. The example given for hostile environment is: Difficult (3D) < Edu + Hostile. So if something domes up, she would need to roll 6 or less on 3d6. So on the one hand, I actually like the idea of more dice = more difficult. On the other hand, it is just not Traveller for me. Note that by the end of her single term, she picked up both another Hostile Environment skill and a +1 on her education. So she has to roll 3D vs 6 + 2, or 8. So still not quite a 50/50 chance but a lot better than 3d vs 6 per her original generation!

So, looking over the education section, Katha really only has college as an option: the pre-requisites for any of the higher education are all education 5+: college at 5+ is her only option as the more prestigious schools require an even higher basic education to apply to. Now, there is an option to get the GED equivalent if your education is 4 or less, just roll 2d6 under your intelligence and get an instant education of 5. So that is also a nice touch. So Katha applies to the Winsanch College, and fails the roll of getting in: 2d6 vs intelligence, and a 9. Trying for a waiver, meaning I need to roll a 5 or less against my social ranking. Katha has no strings to pull. Rolling an 8, and there is no college for young Katha. So off to find a career, perhaps angry that she never got to go to college.

T5 presents 13 careers: it bridges the classic Book 1 and Supplement 4 careers. While some are pretty safe (hard to die as a craftsman, but you can create a masterpiece), others vary in lethality. Though T5 does not have the kill your character in generation except as an option. Looking over the careers, with her stats Katha has a 50/50 chance of most of the careers. Seeing how Boughene has a corrosive atmosphere, she was raised on the station according to the Wiki article, she may want to explore other worlds. So I can see Scouts, Spacer or Soldier to get out of this system. 1 die roll of 1 for a d3 roll and Scouts it is. To get in I have to roll 2d6 against any 1 of my physical stats. They are all 7 so it makes no difference. Interestingly, there is a retry roll should I fail against my education. So it is even less likely. Rolling a 7, Katha gets into the Imperial Scout Service!

Term 1 (18-22)

Risk and Reward. All 4 characteristics Katha uses for this roll are 7. I'll just go through them sequentially. Now we can do the same mechanic as per classic Book 5 and make an adjustment on the risk roll that has the opposite affect on the reward roll. Exactly the same as the survival and decoration rolls I finally figured out. Being exactly a 50/50 chance, I'll not use any mods for either for at least this term. So, using strength of 7:
  • Risk roll: 6 (< 7 so nothing happened)
  • Reward roll: 9 ( >7 so nothing good happened either)
Scouts have no ranks, so looking at the Scout table, and as Katha did the risk/reward process and so is an explorer this term, gets 8 rolls. We'll just go sequentially through the tables, skipping the Academic table as she did not go to college, and the courier table as she was exploration.
  • Personal: 1 = strength +1; UPP 877755
  • Exploration: 3 = Hostile Environment-2
  • Business: 3: Trader-1
  • Vocation: 6 = Comms-1
  • Avocation: 1 trade (okay, no idea where those are listed, we'll defer figuring that out. And they are listed at the end of the skills chapter): Gravatics-1
  • Personal: 1 = +1 strength again! UPP 977755
  • Exploration: 1 = Survey-1
  • Business: 4 = Teacher-1
So Katha's 1st term out among the stars she had to learn to trade with various others for resupplying on the fly, increased her hostile environment skill so must have visited some hostile worlds, learned the ins and outs of using the comm equipment and how to survey new worlds, and started getting buffed up. Too bad we picked strength as this term's controlling characteristic. And we can't use that until we cycle through the others. We also need to roll a 7 or less (intelligence) to continue in the Scouts, and rolling an 8, she is mustered out after a single term! She also picked up gravatics, learning to work on the air/raft that she flies about in on occasion still.

Mustering out

Having a single roll, I'll use the benefits table - perhaps she picked up some forbidden knowledge! With no fame from discovering anything, there are no DMs. A roll of 5 means is C5 +1, or education. So we've had a bit of education.
  • Benefit: 5 = +1 education, UPP 977765
Okay, I think I am getting better at generating T5 characters. I'll do another for the final character challenge tomorrow, and hopefully will get better stats and something a bit more complicated. The fame stuff has had some serious questions over on COTI and I'd like to see how that plays out.


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Friday, January 29, 2021

Character 29 of 31: Hunter

 Janie "JJ" Jackson

A94A45 Hunter 5 terms, age 38
Hunting-2, Electronic-1, Mechanical-1. Shotgun-1, Rifle-1, Laser Rifle-1, Body Pistol-1
Cr0, High Passage, body pistol, hunting rifle, hunting laser rifle, shotgun

Growing up on Dalia in District 268, Janie, known as JJ to everyone, Janie and her parents hunted in the game preserves, learning to hunt most animals before she graduated high school. Shipping with her uncle in his Safari Class Hunters Dream, she picked up some basic skills for maintaining the ship and handling the  inevitable paperwork involved with getting hunting licenses on various worlds. She is an excellent shot with a variety of weapons and has extensively customized her personal guns. She has had a few close scrapes, including one time hunting the very elusive kobrai of Avastan: not from the hunt itself but crossing too close into a setter's land. Some of those people are very intense about property rights.

Younger looking than her 38 years, she is quiet until you get her started on hunting. Then she will have tall tales, expert advice, and a yearning you can hear to get on her next hunt. Eternally calm, she knows how to wait and has a great deal of patience. She also has a complete lack of understanding about animal rights people. She also rarely eats her greens but is a vigorous carnivore and gets along very well with Aslan and Vargr. She is looking to follow in her uncle's footsteps and wanting to get her own hunting ship and crew.
Toting her custom LasTek 15H Laser Rifle
Kobrai of Avaston

  • Strength 11
  • Dexterity 7
  • Endurance 5
  • Intelligence 10
  • Education 4
  • Social 5
  • gender 4, female
Going for a hunter this time around as the strength gives a +2 to the survival roll. And she may end up with a safari ship!

Enlistment is hard with a 9+ to get in and lacking any of the DMs to help. But we do manage it on a 10 (okay, so it took 3 times, but I really wanted a hunter, but no more faking rolls now!)

Term 1 18-22
Survival: 10 + 2. No ranks, so she gets 2 skill rolls a year. Though in re-reading book 1, all classic characters get 2 skills for the 1st term, and up to 4 if they get both a position and promotion if I am reading that correctly. And I've had a string of characters unable to use the advanced education table it seems. Though my gender rolls have evened out.
  • Personal 2 = +1 dexterity UPP B85A45
  • Service 1 = Gun: Rifle-1
  • Career = Hunter-1
Re-enlist on a 5+, and 9 is good to go.
Term 2 22-26
Survive on an 11 (okay, so now I am rolling high again!)
  • Education 2 = Electronic-1
  • Personal 5 = Gun: Shotgun-1
Re-enlist on 10
Term 3 26-30
Survive on an 8.
  • Education 1 = Mechanical-1
  • Personal 2 = +1 dexterity UPP B95A45 (she now gets a +1 DM on shooting things)
Re-enlist on a 12
Term 4 30-34
Survive with 5 + 2 for 7, so it was a close call this term!
  • Service 1 = Gun, Laser Rifle-1
  • Education 6 = Admin-1
Re-enlist on a 7, probably last term
Term 5 34-38
Survive with a 7
  • Personal 5 = Gun, Body Pistol-1
  • Service 4= Hunting-2
I did not roll a 12 (and not sure that really applies), so I can get out. Aging rolls of 7, 9, 7 means I lose a strength & endurance. UPP A94A45. Time to leave!
Mustering Out
5 Rolls, and I really want a safari ship since they are cool. So we'll roll on the material benefits a bit to see if we can roll a 6.
  • Benefit 5 = Weapon, her custom hunting rifle
  • Benefit 2 = High Passage
  • Benefit 3 = Weapon, her custom laser rifle
  • Benefit 3 = Weapon, her custom body pistol
  • Benefit 2 = Weapon, her custom shotgun
Well, dang, never a 6 though she has a crapload of guns. And a high passage ticket...

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Thursday, January 28, 2021

Character 28 of 31: Classic Bureaucrat

Czee O'onian

966885 5 Manager, 5 terms Bureaucrat, age 42
Admin-2, Carousing-2, Blade-1, Cutlass-1, Wheeled-1, Recruiting-1
Cr80,000, High Passage, retirement  Cr6,000/year
Growing up on Anther, Czee was an avid follower of the Swashbuckling Tales, and anthology series glamorizing the pirate life among the stars. She went straight from school to clerking at the starport, and spent her nights cosplaying as pirates and drinking an inordinate amount of alcohol. After a few years, she realized that her bleary eyes and constantly being late in the morning was affecting her job prospects. Buckling down, she started taking actual fencing and sword fighting lessons instead of the cosplay. But as the years seemed to drag inexorably on, she felt a loss of who she was. Finally retiring at 42, she decided to get back to her early cosplay days and head to the fringes of society.

A capable administrator who has a good eye for people and getting them to join her endeavors, Czee would make a good comptroller for larger ships. She is also ever moving outwards in the Imperium, so may be found anyplace. Hopefully at some point she will have found a good cutlass!

And I accidently bought a 2nd copy of Piracy And Privateering (Stellagama Publishing but it is the 4th vs 1st edition so there must be some updates in there; need to find a friend who wants the earlier copy) and realize, with her years of working at a port and her admin skills, she would be the ideal information-gathering source: see what is going out so that pirates can go after the more valuable cargos. Between admin, carousing and possibly even recruiting, she could cover this ground easily:
"The second and more effective way of conducting piracy operations is to gather as much intelligence about the merchant traffic going in and out of a given system and combine this intelligence with social engineering techniques to maximize chances of successful piracy."
I need to dig back to see if I have my old college notes for the "everything" watch. This was a smart watch that could record audio, video, holographic recording and display, health tracking and pretty much all the things modern cell phones do, including interfacing with the local comm systems or acting as a node on a local, private network. Probably even basic computer processing. At least this bureaucrat ended up with a watch!

  • Strength: 10
  • Dexterity: 6
  • Endurance: 8
  • Intelligence: 7
  • Education: 8
  • Social: 5
  • gender: 4, female
  • race: 2, major; 7: human, 5 regular Imperial
  • Book 1 (even) supp 4 (odd): book 4; 1d12: 8 = Bureaucrat
Yeah, not a lot of time today, so going old school. And what an interesting career - a bureaucrat! A roll of 9 with the +1 DM for our education and we get in. Interestingly you get a +2 DM if your strength is 8-. They want pencil pushers here, not body builders! And oddly - this is the 2nd bureaucrat I rolled up: when this sort of seemed familiar I went back over my list. I should have re-rolled for another career. Maybe I'll try a 2nd one today depending on how much time I have.

Term 1 18-22
Survive: 5
Position: 10, yes: Rank 1: Clerk  (going with an extra skill roll for this)
Promotion: 5, no
Skill: Education: 1 = Recruiting
Skill: Personal: 6 = +1 dexterity  UPP A78785 
Re-enlist: 9, yes
Term 2 22-26
Survive: 7
Promotion: 7, no
Skill: Bureaucrat: 2 = Vehicle - wheeled
Re-enlist: 5, yes
Term 3 26-30
Survive: 8
Promotion: 7, yes Rank 2, Supervisor
Skill: Personal 5 = Carousing
Skill: Service 3 = Blade
Re-enlist: 12, no choice!
Term 4 30-34
Survive: 6
Promotion: 6, no
Skill: Education 6 = Admin
Re-enlist: 10
Term 5 34-38
Survive: 4
Promotion: 10, Rank 3 = Assistant Manager
Skills: Personal 3 = +1 intelligence UPP A78885
Skills: Service 3 = Blade, Cutlass-1
Aging: 6, 9, 5 UPP 977885
Re-enlist: 7 (last term!)
Term 6 38-42
Survive: 4
Promotion: 11, Rank 4 Manager
Skill: Education 5 Admin-2
Skill: Personal 5 Carousing-2
Aging: 10, 6, 5 UPP 966885
Mustering Out
8 rolls, 3 on each, as she is retiring she can add 1 to the cash, and has 2 extra rolls for the Rank 4:
  • Cash: 4 +1: Cr40,000
  • Cash: 1 + 1: 0
  • Cash: 4 + 1: Cr40,000 (Cr80,000)
  • Benefit: 5 High Passage
  • Benefit: 3 nothing
  • Benefit: 4 watch
  • Benefit: 4 second watch (may work as short range comms)
  • Benefit: 5 nothing

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