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Post by raikenclw on Jul 11, 2017 20:07:03 GMT -5
As to the suggestions of cyberware for the barbarian, that may be something he desires to seek out. During play? Considering how slow PbP usually progresses, that would definitely be a long-term goal. Since Mighty Darci and Raikenclw both want to play their scouts who mustered out with a ship, I'll let you have a Scout that has not totally been stripped down. Apparently the ship still has a single turret with a pulse laser. That's certainly better than our initial situation, especially since it apparently isn't going to cost any of us part of our starting cash. While I'm on the topic of our vessel and spending cash upon same . . . before lifting off, I would like to install a couple of TL 7 Heavy Machine Guns (HMGs) on our air/raft (we do have an air/raft, I hope?), as well as a couple more of these on drop-down, remote-control pintle mounts on the underside of our ship. Remember that scene in Empire Strikes Back where some Imperial Stormtroopers set up a heavy blaster and take the Falcon under fire? In response, the Falcon - apparently automatically since Han and Chewie were both rather busy at that particular moment - popped out a heavy blaster mounted thusly and fired back, taking out the troopers and their gun. That's what I'm looking to install on our ship. On the other hand, the HMGs that I want to install on the air/raft can be fixed, forward-firing weapons, since the smaller craft is much better suited to strafing runs.
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Post by Admin Pete on Jul 11, 2017 22:22:36 GMT -5
Just wondering: Is it possible to join this site with two different IDs? I ask, because it occurs to me that having the same avatar and PC-stats quote in two different games is less that fully useful. I don't have any problem with it, as long as you 1. ask in a pm and 2. let me know the name and email and let me reply before you create the account. I can't guarantee the view of future management when it is no longer me, but for now for pbp games it is fine with me. Halenar Frosthelm
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Post by Jame Rowe on Jul 12, 2017 8:11:28 GMT -5
While I'm on the topic of our vessel and spending cash upon same . . . before lifting off, I would like to install a couple of TL 7 Heavy Machine Guns (HMGs) on our air/raft (we do have an air/raft, I hope?), as well as a couple more of these on drop-down, remote-control pintle mounts on the underside of our ship. Remember that scene in Empire Strikes Back where some Imperial Stormtroopers set up a heavy blaster and take the Falcon under fire? In response, the Falcon - apparently automatically since Han and Chewie were both rather busy at that particular moment - popped out a heavy blaster mounted thusly and fired back, taking out the troopers and their gun. That's what I'm looking to install on our ship. On the other hand, the HMGs that I want to install on the air/raft can be fixed, forward-firing weapons, since the smaller craft is much better suited to strafing runs. I agree but for one point ... Why make them be TL-7 machine guns? There are plenty of higher-tech planets we could buy them at, so why not TL-9 or 10 MGs? What's the difference, you ask? None but story factors. They're lighter and could use caseless ammunition. Since higher-tech worlds would make machine guns, but use higher tech methods.
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Post by ffilz on Jul 12, 2017 10:49:12 GMT -5
So I've reviewed the source code for the character generator, and I hate to say it, but due to the number of bugs in it, I'd really like to have another go at character generation with it after I make some changes. One thing is that it tilts towards more terms to get a ship because it uses the first 3 (+1 totally extra for 4 total) mustering out rolls on cash, where a scout would likely roll on the material benefits table until getting the scout ship, THEN make his 3 cash rolls, then go back to the material benefits table for any remaining rolls.
To make it a bit easier, I will also be adding a URL parameter to select preferred service which would allow you to roll mostly just for scouts until you get a ship.
I'll let you know when it's ready, actually, since it's just an automated thing, if you like, I will generate the characters for you.
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Post by raikenclw on Jul 12, 2017 18:57:43 GMT -5
Emphasis added below . . . While I'm on the topic of our vessel and spending cash upon same . . . before lifting off, I would like to install a couple of TL 7 Heavy Machine Guns (HMGs) on our air/raft (we do have an air/raft, I hope?), as well as a couple more of these on drop-down, remote-control pintle mounts on the underside of our ship. I agree but for one point ... Why make them be TL-7 machine guns? Short Answer: Because our Referee has informed us that our in-game starting point will be a TL-7 planet. Long Answer: Three reasons . . . 1) By using native-built guns, purchase and installation of these non-standard armaments can be handled through the local [albeit probably illicit] economy. Mounting higher TL guns would instead require involving the Scout base [per our Referee's post about having to acquire higher tech gear through that source]. 2) Buying local also avoids any need to clear this project with the inflexible pennypinchers who replaced our ship's original service armament of a triple turret (likely mounting a beam laser, a missile launcher and a sandcaster) with a single turret (mounting a lone pulse laser). It strikes me that bureaucrats so anally-retentive as to do this to a crew they expect to still work for them part-time would strongly object to our cutting through said ship's hull to mount non-standard, non-approved, barbarian-built weapons into what is - after all - a ship that is still Imperial property. 3) By installing these weapons before we lift off for the first time, we will have them on-hand and ready to use for the rest of our trip. Waiting to install such guns until we get to a higher tech source might not prove wise. It's better to have something that can do the job in hand immediately, rather than waiting to install something which can do the job slightly better down the road.
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Post by raikenclw on Jul 12, 2017 19:18:42 GMT -5
ADDITIONAL NOTE TO ABOVE: And besides, the "Browning Machine Gun, Caliber .50, Mark 2, Heavy Barrel, Flexible" (colloquially known as the "Ma Deuce") was first produced in the 1930s (e.g. TL 6) and - since it shoots through brick buildings and armored cars with equal facility - should do us quite nicely. By which I mean that if we run up against something which a couple of Ma Deuces can't deal with, then we need to have already vacated that locality.
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Post by raikenclw on Jul 12, 2017 19:58:54 GMT -5
. . . where a scout would likely roll on the material benefits table until getting the scout ship, THEN make his 3 cash rolls, then go back to the material benefits table for any remaining rolls . . . Hmmm It seems to me that your main problem with the roller is that those PCs who get ships also stay in for the maximum number of terms . . . and thus end up with a long list of skills and/or higher-than-average stats. Given the limited impact of either high skills or high stats upon actual play under CT rules, I think you're worrying over a problem that doesn't exist. Also - unless my college course on statistics lied to me - changing how benefit rolls are spent won't do all that much to lower the average career length of characters who get a ship. At least, not unless you also directly manipulate the average result rolled on the Material Benefits table. Absent such manipulation, it's just a statistical fact that [all other things being equal] only characters with a high number of mustering out rolls get a ship. And - obviously - a high number of such rolls are only granted those who stay in the maximum number of terms.
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Post by Richard on Jul 12, 2017 20:51:31 GMT -5
Okay! This is my alter ego, graciously allowed to me by PD, for the purpose of having a different avatar/stat sheet for this game. I will do my very best to remember to only post here under this ID from now on.
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Post by Mighty Darci on Jul 12, 2017 21:07:55 GMT -5
I like the ship and weaponry ideas!
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Post by ffilz on Jul 13, 2017 0:44:30 GMT -5
. . . where a scout would likely roll on the material benefits table until getting the scout ship, THEN make his 3 cash rolls, then go back to the material benefits table for any remaining rolls . . . Hmmm It seems to me that your main problem with the roller is that those PCs who get ships also stay in for the maximum number of terms . . . and thus end up with a long list of skills and/or higher-than-average stats. Given the limited impact of either high skills or high stats upon actual play under CT rules, I think you're worrying over a problem that doesn't exist. Also - unless my college course on statistics lied to me - changing how benefit rolls are spent won't do all that much to lower the average career length of characters who get a ship. At least, not unless you also directly manipulate the average result rolled on the Material Benefits table. Absent such manipulation, it's just a statistical fact that [all other things being equal] only characters with a high number of mustering out rolls get a ship. And - obviously - a high number of such rolls are only granted those who stay in the maximum number of terms. Well, a 3 term scout who takes all his rolls on the material benefits table actually has a 42% chance (1 - 5/6 * 5/6 * 5/6) of getting a ship versus this roller giving none... That's huge, this roller makes that a 6 term scout. It's no wonder that most of the scouts that get a ship are 6 or 7 terms, where my suggestion of how to roll a scout that is looking for a ship might well find a 3-4 term one before finding a 6-7 term one. And yea, on one hand, the skills aren't that big a deal, on the other hand, I dunno, I'm just bothered by it... Honestly I'd have been much happier with folks rolling by hand. Frank
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Post by ffilz on Jul 13, 2017 0:46:11 GMT -5
Incidentally, I'm getting close on fixing the character generator... Next step is to put in some mustering out strategy options...
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Post by Richard on Jul 13, 2017 2:02:06 GMT -5
. . . a 3 term scout who takes all his rolls on the material benefits table actually has a 42% chance (1 - 5/6 * 5/6 * 5/6) of getting a ship . . . The most important fact I took away from that college statistics course is that this type of calculation - while it certainly feels right - is a bit misleading. Each roll result stands alone, with no cumulative effect upon the next. Each time he rolls, the Scout has the same ~17% chance of getting a 6. The corollary of this is that on each of his rolls, the Scout has an ~83% chance of some other result. The typical Scout is thus going to be making quite a few rolls before he gets a ship.
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Post by ffilz on Jul 13, 2017 2:26:35 GMT -5
. . . a 3 term scout who takes all his rolls on the material benefits table actually has a 42% chance (1 - 5/6 * 5/6 * 5/6) of getting a ship . . . The most important fact I took away from that college statistics course is that this type of calculation - while it certainly feels right - is a bit misleading. Each roll result stands alone, with no cumulative effect upon the next. Each time he rolls, the Scout has the same ~17% chance of getting a 6. The corollary of this is that on each of his rolls, the Scout has an ~83% chance of some other result. The typical Scout is thus going to be making quite a few rolls before he gets a ship. Yes, the rolls are independent, but the chance of a scout NOT getting a ship out of three rolls is 5/6 * 5/6 * 5/6 NOT 5/6. And thus the chance of getting a scout ship in three rolls is (1 - 5/6 * 5/6 * 5/6). The independence of the rolls just means that for any given roll there is only a 1/6 chance of getting a scout. But the rolls do accumulate.
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Post by Richard on Jul 13, 2017 6:43:42 GMT -5
the chance of getting [result of 6] in three rolls is (1 - 5/6 * 5/6 * 5/6). Afraid not. The formula for calculating the probability of a specific number occurring on a d6 after three rolls makes for a much longer string of symbols, most of them strange to me: inclusion_exclusion in probability math[The case in question is the "n=3," since the number of rolls is three.]
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Post by Jame Rowe on Jul 13, 2017 7:56:48 GMT -5
Ahh. I think I assumed that we had armed the air/raft before we got there.
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Post by ffilz on Jul 13, 2017 8:37:45 GMT -5
the chance of getting [result of 6] in three rolls is (1 - 5/6 * 5/6 * 5/6). Afraid not. The formula for calculating the probability of a specific number occurring on a d6 after three rolls makes for a much longer string of symbols, most of them strange to me: inclusion_exclusion in probability math[The case in question is the "n=3," since the number of rolls is three.] So my formula comes up with the same result.... The inclusion/exclusion formula gives (numbers are number of results out of 216, so A has 36 out of 216 instances of 1: 36/216 + 36/216 + 36/216 - 6/216 - 6/216 - 6/216 + 1/216 = 91/216 5/6 * 5/6 * 5/6 = (5 * 5 * 5)/216 = 125/216, 216/216 - 125/216 = 1 - 125/216 = 91/216 The inclusion/exclusion formula is useful for general sets that are not so simply expressed, and also those sets that don't represent probabilities. I learned the 1 - !PA * !PB * !PC formula in a statistics class myself... Frank
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Post by Jame Rowe on Jul 13, 2017 9:04:48 GMT -5
ADDITIONAL NOTE TO ABOVE: And besides, the "Browning Machine Gun, Caliber .50, Mark 2, Heavy Barrel, Flexible" (colloquially known as the "Ma Deuce") was first produced in the 1930s (e.g. TL 6) and - since it shoots through brick buildings and armored cars with equal facility - should do us quite nicely. By which I mean that if we run up against something which a couple of Ma Deuces can't deal with, then we need to have already vacated that locality. I agree with getting one of these. I just suggest that we would have gotten a TL-10 version of it. Ffilz, what do you say?
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Post by ffilz on Jul 13, 2017 11:15:38 GMT -5
ADDITIONAL NOTE TO ABOVE: And besides, the "Browning Machine Gun, Caliber .50, Mark 2, Heavy Barrel, Flexible" (colloquially known as the "Ma Deuce") was first produced in the 1930s (e.g. TL 6) and - since it shoots through brick buildings and armored cars with equal facility - should do us quite nicely. By which I mean that if we run up against something which a couple of Ma Deuces can't deal with, then we need to have already vacated that locality. I agree with getting one of these. I just suggest that we would have gotten a TL-10 version of it. Ffilz, what do you say? Note this from the house rules: So there will be an adventure here to try and acquire those weapons...
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Post by Richard on Jul 15, 2017 17:07:18 GMT -5
I agree with getting one of these. I just suggest that we would have gotten a TL-10 version of it. See ffliz's response. Remember also that this Suliemann we are getting [unless I have completely misunderstood ffliz's posts] is NOT the service vessel which our characters were crewing prior to mustering out, but rather a surplus-to-requirements [e.g. worn the f**k out] vessel pulled out of the reserve fleet which we have never even seen before play begins. So our options are to attempt to secure four TL-7 HMGs on the local economy (where we will have an advantage against the local TL) . . . OR . . . attempt to secure four TL-10 HMGs from the local Scout base . . . whose officials have already downgraded our "new" ship's armament from service standard to the bare minimum. In which circumstances are we more likely to secure the weapons?
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Post by Jame Rowe on Jul 15, 2017 20:41:58 GMT -5
I agree with getting one of these. I just suggest that we would have gotten a TL-10 version of it. See ffliz's response. Remember also that this Suliemann we are getting [unless I have completely misunderstood ffliz's posts] is NOT the service vessel which our characters were crewing prior to mustering out, but rather a surplus-to-requirements [e.g. worn the f**k out] vessel pulled out of the reserve fleet which we have never even seen before play begins. So our options are to attempt to secure four TL-7 HMGs on the local economy (where we will have an advantage against the local TL) . . . OR . . . attempt to secure four TL-10 HMGs from the local Scout base . . . whose officials have already downgraded our "new" ship's armament from service standard to the bare minimum. In which circumstances are we more likely to secure the weapons? I suspect neither. But let's go for one TL-10 HMG from the scout base, and add it to the Suleiman if we can. Also do it by persuasion if we can. Mainly because I'm somewhat opposed to putting any sort of weapon on the air/raft - a mount, yes, but a weapon? No. Also, what should we name the ship? Have we had any suggestions?
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Post by Richard on Jul 16, 2017 0:16:07 GMT -5
I suspect neither. But let's go for one TL-10 HMG from the scout base, and add it to the Suleiman if we can. I think we should try to get extra weapons from the Scout Base only as a last resort. We already know they are reluctant to give us anything more than the barest essentials. Why alert them to something they are going to object to, when we don't have to? You said yourself than a TL 10 HMG is only slightly more capable than a TL 7 weapon. Why not try the local economy first - where our Imperial credits carry rather a bit more weight - and only go to the Scout Base quartermaster if that fails? Particularly because if we try the Base option first and fail, then we almost certainly WON'T get to try the local option (because we'll be under official suspicion). Also do it by persuasion if we can. Of course. In both cases. Helped along with Imperial currency. Did you think I was proposing Grand Theft Heavy Weaponry from somebody's arsenal? Mainly because I'm somewhat opposed to putting any sort of weapon on the air/raft - a mount, yes, but a weapon? No. We can always dismount the HMGs, if we want to use the air/raft in a totally-peaceful endeavor. But we can't mount on it weapons what we don't have, if we should have need to perform a straffing run. Also, what should we name the ship? Have we had any suggestions? Quite a ways back upthread I proposed "The One That Got Away" and IIRC Mighty Darci liked said post. In the absence of other suggestions, I have been assuming this was agreeable [see my sig block]. But I remain open to other names, if someone feels strongly about something else.
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Post by Mighty Darci on Jul 16, 2017 21:10:19 GMT -5
My agreement on all points, especially not dealing with the Scout Base unless we just have to.
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Post by Richard on Jul 17, 2017 1:41:23 GMT -5
Besides, this just occurred to me: why would a Scout Base have even one (1) HMG as part of it's TO&E (Table of Organization and Equipment)? It's Security Section would normally have no need for such a weapon and - in the rare case that it did need something with light-anti-armor capability - this would most likely be something like a PGMP (Plasma Gun, Man-Portable) since an energy weapon would need considerably less in the way of ammo supply.
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Post by Jame Rowe on Jul 17, 2017 6:30:01 GMT -5
Besides, this just occurred to me: why would a Scout Base have even one (1) HMG as part of it's TO&E (Table of Organization and Equipment)? It's Security Section would normally have no need for such a weapon and - in the rare case that it did need something with light-anti-armor capability - this would most likely be something like a PGMP (Plasma Gun, Man-Portable) since an energy weapon would need considerably less in the way of ammo supply. Good point. But wait - pulse laser comma emplacement/heavy! Also we are on a high law level world so we may not want to do it here in any case.
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Post by Richard on Jul 17, 2017 12:59:39 GMT -5
Good point. But wait - pulse laser comma emplacement/heavy! But sometimes you need something that can take out just a single room, rather than the whole building. Also we are on a high law level world so we may not want to do it here in any case. That just means we need to be creative. For example, rather than attempting to contact the local black market, we approach the local government as newly-mustered out Scouts who are investigating the possibility of exporting locally-produced armaments to worlds in the Winedark Rift. But we need to purchase samples to show our prospective customers. As long as the government is assured that the "samples" won't be used (or resold) on-planet, they should be quite willing to deal with us.
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Post by ffilz on Jul 17, 2017 19:00:42 GMT -5
Ok, I've done some work with the Classic Traveller Character Generator. The latest version I have modified is here: www.mindspring.com/~ffilz/Gaming/travellercharactergenerator.html?history=verboseThere are some URL options that can be used to tune and game the system if anyone really wants to play with using the generator (the history=verbose option I added as the first option above shows more of the generation history, which I like to see): &hunt=ship - will roll characters until it generates one with a ship &service=navy|marines|army|scouts|merchants|other - pick your preferred service &minscore=8888 - force preferred service (if your character fails to enlist, it will be drafted into the chosen service) &muster=split - split mustering out rolls between cash and material (gets a ship easier) &muster=ship - roll for material benefits until a ship has been acquired &maxcash=0|1|2 - make at most 0-2 cash rolls (the default mustering out algorithm takes the first 3 rolls as cash rolls) &personal=always - makes the personal development table available all the time (by default it's only used if Education is less than 8) &hunt=TAS - roll until you get Traveller's Aide Society &hunt=special - roll until you get a ship or Traveller's Aide Society &hunt=skill&skill=Computer&level=3 - roll until the character has Computer-3 (it won't work with skills with a space, this one is a bit buggy) Due to the number of bugs with the generator, I'd really prefer players either use the updated generator on their own, or to speed things up, I have generated a selection of PCs with two scouts with ships (so you can still start with a scout with turret as above). Scout Bartholomew Fujii 87A287 Age 30 3 terms Cr100,000 Skills: Air/Raft-1, Gunnery-1, Jack-o-T-1, Mechanical-2, Pilot-1, Vacc Suit-1 Benefits: Scout Ship Scout Gabriel Itō 65A56A Age 38 5 terms Cr140,000 Skills: Air/Raft-1, Electronics-1, Jack-o-T-1, Mechanical-1, Pilot-1, Rifle-1, Vacc Suit-1 Benefits: Scout Ship Merchant 4th Officer Noam Jones 763859 Age 46 7 terms Cr45,000 Skills: Auto Pistol-2, Bayonet-1, Bribery-1, Electronics-1, Jack-o-T-3, Steward-2 Benefits: 8,000/yr Retirement Pay, Auto Pistol, Low Passage, Low Passage Navy Starman Dame Zhen Li 483BDB Age 26 2 terms Cr10,000 Skills: Gunnery-1, Vacc Suit-2 Merchant 3rd Officer David Ota 89AA63 Age 26 2 terms Cr21,000 Skills: Dagger-1, Electronics-1, Jack-o-T-2, Vacc Suit-1 Benefits: Low Passage Navy Starman Nina Rodríguez 24AAC6 Age 22 1 term Cr20,000 Skills: Jack-o-T-1, Vacc Suit-1 Mehmet Smith A782A8 Age 30 3 terms Cr110,000 Skills: Gambling-2, Grav Vehicle-1, Streetwise-1 Benefits: High Passage Army Captain Martha Das BA65C5 Age 22 1 term Cr10,000 Skills: Air/Raft-1, Broadsword-2, Rifle-1, SMG-1, Tactics-1 Marine Dame Nadia Díaz 5A37AB Age 30 3 terms Cr7,000 Skills: Cutlass-2, Laser Carbine-1, Mechanical-2 Benefits: Low Passage Full service histories are available here: docs.google.com/document/d/1RjpuDj3cYJF6wqoslM85QbUd7cV7Mjd780X2-s48ugo/edit?usp=sharing
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Post by ffilz on Jul 17, 2017 19:06:44 GMT -5
I know I'm being a bit cranky here, but I'm really trying to play the game as originally presented, so the bugs in the generator really bug me, I also strongly dislike that it actually makes it really hard to get a ship (it's a lot easier if Scouts roll for material benefits until they get a ship - in fact, so easy that I did roll them with muster=split instead of muster=ship because otherwise we got a 1 term scout with a ship as one of our "owners"... Though if rolling by hand and you were really wanting to get a ship, you'd take your one roll on the material benefits table.
If none of the characters above really suit you, let me know what you were hoping for and I'll generate it for you...
BTW, I haven't done it, but we should probably change some weapon and vehicle skills. The characters should have weapon skills they have the attributes for (ok, the vehicle skills are all ok, read Grav Vehicle as Air/Raft). Though there aren't any ATV drivers in the above... (but also don't focus on making sure the group has every skill).
Frank
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Post by ffilz on Jul 17, 2017 23:19:32 GMT -5
OK, some weapon suggestions:
Scout Gabriel Itō - Carbine or Shotgun to avoid disadvantageous dexterity DM
Merchant 4th Officer Noam Jones - Carbine, Rifle, Shotgun, or SMG to avoid disadvantageous dexterity DM (though Auto Pistol is a pistol...), Bayonet doesn't make sense, he can use all melee weapons except broadsword without a disadvantageous strength DM.
Army Captain Martha Das might want to take any melee weapon other than broadsword (the only melee weapon he doesn't have advantageous strength with), rifle and SMG are service and rank automatic skills.
Merchant 3rd Officer David Ota gets advantageous strength with dagger
Marine Dame Nadia Díaz gets advantageous dexterity with laser carbine, cutlass-1 is a service automatic skill, she might want to consider taking the second blade level in dagger, blade, or foil since she gets a disadvantageous strength DM with cutlass.
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Post by Mighty Darci on Jul 17, 2017 23:58:28 GMT -5
Now I'd be happy to kick off with two players, I know the two of you are willing to be very active from your play in @eris's game. With two players, the best bet would actually be to shoot for a Scout ship. Ideally I'd like you to try rolling up PCs by hand, but if that doesn't work, what I'd suggest is you each use the generator and roll until you hit a Scout with a ship. THEN roll up to 4 characters that survive after that, whatever they are. Post all of those characters, and decide which Scout you will use. Then the other picks their favorite character (possibly from both players sets) and then each pick an "alternate" who will be nominally an NPC. That would give you a nice Scout crew and since a Scout ship has 4 staterooms, you technically could expand up to 8 characters, or hold a stateroom or two for passengers. OK I hand rolled until I got a Scout with a ship. (I tried the downloadable Java, but after 25 dead at 1st enlistment in a row for scouts I gave it up)Scout Rockie Kana 778882 Age 46Skills: Pilot-3, Gunnery-2, Jack-o-T-2, Vacc Suit-1, Navigation-2, Mechanical-1, Carbine-1, Computer-2, Shotgun-1 Benefits: CR8000/YR Retirement Pay, Carbine, Shotgun, Scout Ship, Low Psg, Low Psg Cash: CR100,000 Service History: Enlisted in Scouts Survived reenlisted for second term reenlisted for third term reenlisted for fourth term reenlisted for fifth term reenlisted for sixth term reenlisted for seventh term Mandatory retirement after seventh term I wish that the scouts gave you the option of a blade, but it doesn't. Now I roll up the first four that survive next with the generator.
NPC'sMarine Lieutenant Judas Wagner 8A8A83 Age 22
1 term Cr20,000 Skills: Cutlass-1, Brawling-2, Revolver-1, Gambling-1 Service History: Attempted to enlist in Marines. Enlistment accepted. Commissioned during first term of service. Denied reenlistment after first term. Merchant 4th Officer Ananya Yamazaki 656777 Age 26
2 terms Cr30,000 Skills: Vacc Suit-1, Blade-1, Pilot-1, Bribery-1 Service History: Attempted to enlist in Merchants. Enlistment accepted. Commissioned during first term of service. Voluntarily reenlisted for second term. Chose not to reenlist after second term. Army Captain Jack Fontana A79756 Age 30
3 terms Skills: Brawling-2, Fwd Obsvr-1, Gambling-1, Rifle-1, SMG-1, Broadsword-1, Admin-2 Benefits: High Passage, High Passage, High Passage, SMG Service History: Attempted to enlist in Army. Enlistment accepted. Commissioned during first term of service. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Promoted to Captain. Denied reenlistment after third term. Petra Ota 67A9B5 Age 30
3 terms Cr150,000 Skills: Brawling-1, Bribery-1, Forgery-1, Gambling-1 Benefits: High Passage Service History: Attempted to enlist in Navy. Enlistment denied. Drafted into other. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Denied reenlistment after third term. @ffliz I am cool with redoing any NPC's but is there a problem with Rockie Kana since as I noted I rolled her by hand?
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Post by Mighty Darci on Jul 18, 2017 0:02:43 GMT -5
Ok, I've done some work with the Classic Traveller Character Generator. The latest version I have modified is here: www.mindspring.com/~ffilz/Gaming/travellercharactergenerator.html?history=verboseThere are some URL options that can be used to tune and game the system if anyone really wants to play with using the generator (the history=verbose option I added as the first option above shows more of the generation history, which I like to see): &hunt=ship - will roll characters until it generates one with a ship &service=navy|marines|army|scouts|merchants|other - pick your preferred service &minscore=8888 - force preferred service (if your character fails to enlist, it will be drafted into the chosen service) &muster=split - split mustering out rolls between cash and material (gets a ship easier) &muster=ship - roll for material benefits until a ship has been acquired &maxcash=0|1|2 - make at most 0-2 cash rolls (the default mustering out algorithm takes the first 3 rolls as cash rolls) &personal=always - makes the personal development table available all the time (by default it's only used if Education is less than 8) &hunt=TAS - roll until you get Traveller's Aide Society &hunt=special - roll until you get a ship or Traveller's Aide Society &hunt=skill&skill=Computer&level=3 - roll until the character has Computer-3 (it won't work with skills with a space, this one is a bit buggy) This is awesome, I love being able to see the details.
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