Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
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Post by Ronin84 on Dec 9, 2016 23:25:13 GMT -5
1st Step Character Type:
Pure Strain Human: Defend but not attack in mental combat, can figure out artifacts easier, Robots tend to recognize them and might obey them. Some robotic, cybernetic creatures will not attack them or do them harm. Don't suffer mutations. Unarmed combat is not their strong suit.
Humanoid: Have mutations, resemble Pure Strain Humans on occasion, suffer mutations and are limited while fighting unarmed.
Mutated Animal: CANNOT command a robot, cybernetic installation or Think tank. Have one or more mutations. May suffer new mutations and grater ability to use natural abilities in combat.
(I am not using plants this go around...yet...)
2nd Step Abilities:
Everyone has the same six abilities, how we get their values is different.
Mental Strength Intelligence Dexterity Charisma Constitution Physical Strength
Everyone rolls 4d6-L (Means rolls 4d6 drop the lowest number) for Mental Strength
For Pure Strain Humans (PSH) roll 4d6 for Intelligence, Charisma, Constitution. Max is 18 for Constitution and 21 for Intelligence and Charisma. Dexterity and Physical Strength is 4d6-L.
Humanoids roll 4d6-L for the rest of their stats including Physical Strength.
Mutated Animals (House Rule Here) Have a base stat number for Dexterity, Constitution and Physical Strength based upon the stock of animal they come from. 4d6-L for Intelligence and Charisma.
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Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
|
Post by Ronin84 on Dec 12, 2016 8:37:29 GMT -5
3rd Step
Hit Points are rolled one die for every point of Constitution. (Humanoids and Mutated Animals roll d6 Pure Strain Humans roll a d8 instead.)
4th Step
Mutations for Humanoids and Mutated Animals: Roll a d4 once for Physical and once for Mental Mutations.
For each Physical Mutation roll d100 and add Constitution. For each Mental Mutation roll d100 and add Intelligence.
((I don't fee comfortable posting the entire table but I can of course interpret the rolls and let the player know what the mutations were.))
5th Step
Name and Equipment ((Now at my table I run Gamma World NOT to gonzo, the fun being the exploration and discovery of new items and twists on the world. One of my favorite characters from years ago was a mutated human named Ton-ka...had a blast with him.))
Money is 4d6 x 10 in gold...I will put together a list of what is available....
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