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atpollard October 26th, 2015 11:16 AM

OOC Thread: [Leitz PbP at Wardn]
 
Benjamin Webb [797874-4] (age 30) (ex-Army Major, ex-Pirate)
Rifle-3, Blade-2, Heavy Weapons-1, Jack-o-T-1, Recon-1, SMG-1, Tactics-1, Air Raft-0, Brawling-0, Electronics-0, Gambling-0, Gunnery-0, Mechanical-0

APPEARANCE: Tan skin, green eyes, short dirty blond hair. Average height (175 cm/5'10") with a slender build. His facial features make him appear a little younger than he actually is, but most people find him slightly unattractive.

EQUIPMENT: A break-down Sniper Rifle with Electronic Scope, 9mm PDW, Blade

BACKGROUND:
There was a war on and the Navy had decided to draft him, so unless Ben did something, he was looking at 4 years of Navy scut work in his future. He inquired about OCS or some sort of Technical Specialty, but the Navy was not interested, however, both the Merchant Marine and the Army would be glad to accept him. Ben hated starships, the closed confined spaces reminded him of the small one-room schoolhouse and countless rules and rulers across the knuckles, so he chose the Army.
  • TERM 1: The Army treated Ben well, training him as a sniper (Rifle-2, Recon-1). They decided that he had potential and sent him off to OCS to become a Lieutenant and learn SMG-1 and Tactics-1. He served on the staff at a Heavy Weapons Garrison where he helped train recruits in marksmanship (Heavy Weapons-1), earning him a promotion to Captain and command of a Recon Training Program. Throughout his time at the garrison, Ben discovered that there were methods of learning that didn't involve classrooms and rulers, and he spent his spare time devouring all of the Army Education Tapes that he could acquire ... especially those that dealt with History, Tactics, Strategy or anything else that Ben thought might actually be useful (+2 EDU).
  • TERM 2: Ben was doing well in the Army and the need for skilled soldiers was desperate, so he signed up for a second term with the Army to continue to train warriors at the Heavy Weapons Garrison. The war was going badly and the General initiated a new and harsher program intended create better soldiers. Increased physical conditioning helped Ben to improve his skill with all weapons (+1 DEX). His positive attitude was rewarded with a promotion to Major and additional training in hand to hand combat (Blade-1). By the fourth year of his second term, the battle front had reached his Garrison. The commanding officer was killed in an air strike and Major Westfield was placed in command and briefly became "acting Lt. Colonel Westfield". Sometimes, even your best efforts are not enough, and, unfortunately, the victors get to write the history books. One morning word came through the comm that the capital had been destroyed by orbital bombardment, the government was destroyed, the nation that Ben had fought to serve and protect no longer existed. The final message from HQ was brief and to the point: "Good luck. You’re on your own." Ben issued final instructions to his troops, equipped them to the best of his ability explained their few, poor options, and sent them out with instructions to trust their training and the man next to them. For seven months, Ben operated a resistance cell behind what was now occupied territory, but eventually, only he and an old Sergeant remained. The cause was lost. It was time to yield the field of battle. Major Benjamin Howard Westfield had been tried and convicted of war crimes (in absentia), so he buried his ID tags near the base of a tree, burned all identification from his uniform, and dismantled his sniper rifle and scope. Benjamin Webb had no possessions except what fit in an old backpack (a disassembled Rifle, a scope, a PDW, a combat blade). His only ID was Cr 30,000 in petty cash from his last official command. The ship accepted his no questions asked 'payment' for passage off the world and welcomed Ben Webb to the crew. Ben was now a 'Merchant' - they laughed.
  • TERM 3: Ben quickly discovered that the price for his 'freedom' was 4 years of indentured service aboard the ship. The ship started out giving all appearances of being a legitimate Free Trader drawn to shady business deals with violent individuals. Ben provided often needed additional security. Life was not particularly dangerous, but profits proved elusive. Ben proved reliable during the first year, so the tracking device was removed from his ankle and he became a regular member of the crew by the end of the second year. A violent change of captain brought an equally violent change of mission, and the third year saw the ship engaged in outright piracy. Ben was nearly killed several times and was never able to really get the hang of zero-G combat, however he did learn a new school of street fighting with an edged weapon (Blade-2). The entire 'Free Trader' experience had taught Ben how to make due with what was at hand (J-o-T-1) and improved his marksmanship (Rifle-3). As the end of his term of indenture approached, the crew started pressuring Ben to stay aboard because they liked having a security officer who could handle a rifle, SMG or blade, but Ben was eager to be off the ship and out of that career. Following a big score in Piracy, the crew decided to go legit and slowly lost a fortune in speculative trade. Following one of the rare successful sales, the crew was celebrating when Ben saw (and seized) an opportunity to escape. He boarded an old but legitimate Free Trader with a group of tourists and spent every last credit on the two J2 low passages that would land him on someplace called Wardn. A chance for Ben to start over. To finally escape his past and make a new life for himself.
Spoiler:

[787854-8] (age 18)

Term 1 (age 18-21): Army
[free Rifle-1]
Survival: (2d6)[5][4](9) ... [+6]
Commission: (2d6)[5][2](7) = LIEUTENANT [free SMG-1]
(Lt) Commission Skill: (1d6)[4](4) - Tactics
Promotion: (2d6)[5][1](6) = CAPTAIN
(Capt) Promotion Skill: (1d6)[6](6) - Gun Cbt
Reenlist: (2d6)[5][2](7)
Skill: (1d6)[4](4) - Fwd Obs [Recon]
Skill: (1d6)[6](6) - Gun Cbt
Muster: (1d6)[3](3) - [+2 EDU]

Army Rank 1-2 Muster: (1d6)[4](4) - Gun
yr 2 General Assignment: (1d6)[4] Staff
yr 2 Unit Assignment: (2d6)[8] Garrison
Survive [reference only]: (2d6)[6] - auto
Decoration: (2d6)[8] - none possible
Promotion [reference only]: (2d6)[11]
Skill [reference only]: (1d6)[3] - (Heavy Weapons)
yr 3 General Assignment: (1d6)[6] Staff
yr 3 Unit Assignment: (2d6)[7] Garrison
Survive [reference only]: (2d6)[7] - auto
Decoration: (2d6)[8] - none possible
Promotion [reference only]: (2d6)[8]
Skill [reference only]: (1d6)[4] - (Heavy Weapons)
yr 4 General Assignment: (1d6)[1] Command
yr 4 Unit Assignment: (2d6)[6] Garrison
Survive [reference only]: (2d6)[4] - auto
Decoration: (2d6)[8] - none possible
Promotion [reference only]: (2d6)[8]
Skill [reference only]: (1d6)[6] - (Recon)

Term 2 (age 22-25)
Survival: (2d6)[3][4](7) ... [+4]
Promotion: (2d6)[1][6](7) = MAJOR
(Major) Promotion Skill: (1d6)[5](5) - Blade Cbt
Reenlist: (2d6)[1][2](3) = FAIL
Skill: (1d6)[2](2) - [+1 Dex]
Muster: (1d6)[5](5) - [Cr 10,000]
Army Rank 3-4 Muster: (1d6)[6](6) - [Cr 20,000]

yr 5 General Assignment: (1d6)[4] Staff
yr 5 Unit Assignment: (2d6)[8] Garrison
Survive [reference only]: (2d6)[12] - auto
Decoration: (2d6)[5] - none possible
Promotion [reference only]: (2d6)[9]
Skill [reference only]: (1d6)[3] - (Heavy Weapons)
yr 6 General Assignment: (1d6)[5] Staff
yr 6 Unit Assignment: (2d6)[7] Garrison
Survive [reference only]: (2d6)[3] - auto
Decoration: (2d6)[7] - none possible
Promotion [reference only]: (2d6)[7]
Skill [reference only]: (1d6)[4] - (Heavy Weapons)
yr 7 General Assignment: (1d6)[5] Staff
yr 7 Unit Assignment: (2d6)[6] Garrison
Survive [reference only]: (2d6)[7] - auto
Decoration: (2d6)[9] - none possible
Promotion [reference only]: (2d6)[8]
Skill [reference only]: (1d6)[4] - (Heavy Weapons)
yr 8 General Assignment: (1d6)[3] Command
yr 8 Unit Assignment: (2d6)[9] Training
Survive [reference only]: (2d6)[4] - auto
Decoration: (2d6)[8] - none possible
Promotion [reference only]: (2d6)[6]
Skill [reference only]: (1d6)[2] - (Gun Combat)

Term 3 (age 26-29) ... Merchant/Pirate
Survival: (2d6)[5][6](11) ... [+8]
Commission: (2d6)[4][1](5) = 4th Officer
(4th Officer) Commission Skill: (1d6)[5](5) - Blade Cbt
Reenlist: (2d6)[6][5](11)
Skill: (1d6)[3](3) = Jack-o-T
Muster: (1d6)[1](1) = Low Passage
Merchant Rank 1-2 Muster: (1d6)[3](3) - GunCbt

yr 9 Specific Assignment: (1d6+7)[11] - Exploratory Trade
Survive [reference only]: (2d6)[6] - yes (+1)
Skill [reference only]: (1d6)[1] - (blade/streetwise)
Bonus [reference only]: (2d6)[6] - no (-2)
yr 10 Specific Assignment: (1d6+7)[9] - Charter
Survive [reference only]: (2d6)[8] - auto
Skill [reference only]: (1d6)[1] - (blade/streetwise)
Bonus [reference only]: (2d6)[10] - yes (+0)
yr 11 Specific Assignment: (1d6+7)[13] - Piracy
Survive [reference only]: (2d6)[2] - no (-5)
Skill [reference only]: (1d6)[1] - (blade/streetwise)
Bonus [reference only]: (2d6)[9] - yes (+4)
yr 12 Specific Assignment: (1d6+7)[10] - Speculative Trade
Survive [reference only]: (2d6)[6] - yes (+1)
Skill [reference only]: (1d6)[5] - (tactics/zero-G Cbt)
Bonus [reference only]: (2d6)[3] - no (-4)

atpollard October 26th, 2015 11:18 AM

I guess that would be an epic fail for the auto roller ... note to self: doesn't work on OP.

atpollard October 26th, 2015 11:20 AM

Chargen
Attributes: [Str Dex End Int Edu Soc]
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Psi (if needed) = [roll6]

Career Options:
Navy Enlistment: [roll7]
Marines Enlistment: [roll8]
Army Enlistment: [roll9]
Scouts Enlistment: [roll10]
Merchants Enlistment: [roll11]
Other Enlistment: [roll12]
Draft: [roll13]

Term 1 (age 18-21)
Survival: [roll14]
Commission: [roll15]
Promotion: [roll16]
Reenlist: [roll17]
Skill: [roll18]
Skill: [roll19]
Muster: [roll20]

Term 2 (age 22-25)
Survival: [roll21]
Commission: [roll22]
Promotion: [roll23]
Reenlist: [roll24]
Skill: [roll25]
Muster: [roll26]

Term 3 (age 26-29)
Survival: [roll27]
Commission: [roll28]
Promotion: [roll29]
Reenlist: [roll30]
Skill: [roll31]
Muster: [roll32]

If Needed:
Comission Skill: [roll33]
Promotion Skill: [roll34]
Promotion Skill: [roll35]
Promotion Skill: [roll36]
Rank 1-2 Muster: [roll37]
Rank 3-4 Muster: [roll38]
Rank 5-6 Muster: [roll39]

Adam Dray October 26th, 2015 11:41 AM

Given a specific random number generator (RNG) algorithm and a numeric seed, you can always produce the same sequence of random* numbers.

This is pretty interesting (to me). A character can then be described entirely by that seed number and the sequence of player choices (usually limited to careers, but some rules have lifepath choices).

Like: 185883, Marines ("No" to commission), Marines ("Yes" to commission), Marines ("No" to lifepath choice), Merchant.


* fine, pseudo-random

atpollard October 26th, 2015 12:35 PM

Turning the rolls into data:

[787854-8] (age 18)

Term 1 (age 18-21): Army
[free Rifle-1]
Survival: (2d6)[5][4](9) ... [+6]
Commission: (2d6)[5][2](7) = LIEUTENANT [free SMG-1]
Promotion: (2d6)[5][1](6) = CAPTAIN
Reenlist: (2d6)[5][2](7)
Skill: (1d6)[4](4) - Fwd Obs [Recon]
Skill: (1d6)[6](6) - Gun Cbt
Muster: (1d6)[3](3) - [+2 EDU]

Term 2 (age 22-25)
Survival: (2d6)[3][4](7) ... [+4]
Promotion: (2d6)[1][6](7) = MAJOR
Reenlist: (2d6)[1][2](3) = FAIL
Skill: (1d6)[2](2) - [+1 Dex]
Muster: (1d6)[5](5) - [Cr 10,000]


Term 3 (age 26-29) ... Merchant/Pirate
Survival: (2d6)[5][6](11) ... [+8]
Commission: (2d6)[4][1](5) = 4th Officer
Reenlist: (2d6)[6][5](11)
Skill: (1d6)[3](3) = Jack-o-T
Muster: (1d6)[1](1) = Low Passage

If Needed:
(Lt) Commission Skill: (1d6)[4](4) - Tactics
(Capt) Promotion Skill: (1d6)[6](6) - Gun Cbt
(Major) Promotion Skill: (1d6)[5](5) - Blade Cbt
(4th Officer) Commission Skill: (1d6)[5](5) - Blade Cbt
Army Rank 1-2 Muster: (1d6)[4](4) - Gun
Army Rank 3-4 Muster: (1d6)[6](6) - [Cr 20,000]
Merchant Rank 1-2 Muster: (1d6)[3](3) - GunCbt



Eventually, I need to turn the data into a character and background paragraph:

There was a war on. The Navy had decided to draft him, but his lack of education meant both OCS and technical specialties were off the table. Unless he did something, there was 4 years of navy scut work in his future. While most careers wanted nothing to do with him, both the Merchant Marine and the Army would be glad to accept him. He hated starships, the closed confined spaces reminded him of the small one-room schoolhouse and countless rules and rulers across the knuckles. He enlisted in the Army.

Leitz October 26th, 2015 12:39 PM

Use or hold your mustering out benefits to best suit the character. For example, the +2 Edu will open up skills early on, where a higher rank will provide dice mods later.

atpollard October 26th, 2015 12:48 PM

Quote:

Originally Posted by Leitz (Post 520302)
Use or hold your mustering out benefits to best suit the character. For example, the +2 Edu will open up skills early on, where a higher rank will provide dice mods later.

That's what I thought too ... but only really high ranks impact the muster out.

From our PM and these rolls ... two terms in Army ends in collapse of Government ... on his own with Cr 30,00 cash and a desperate need to find a new location and vocation (like Twilight 2000). Bribe buys one term (involuntary) service with a pirate, nearly forced second term, escape in low berth (last muster out benefit).


arrive penniless at Wardn downport with gun, knife, skill and nothing else.
Chance to start over ... new identity ... new life ... new place.

... and trouble seems to find him.

Leitz October 26th, 2015 02:37 PM

Quote:

Originally Posted by Adam Dray (Post 520296)
Given a specific random number generator (RNG) algorithm and a numeric seed, you can always produce the same sequence of random* numbers.

This is pretty interesting (to me). A character can then be described entirely by that seed number and the sequence of player choices (usually limited to careers, but some rules have lifepath choices).

* fine, pseudo-random

Doesn't that assume the same OS as well? I'm not sure where the seeds come from all the time, aren't some based off the epoch? Others seem to pull in CPU activity as an entropy pool.

I try to keep my coding as random as possible but haven't spent enough time on in yet to be really good.

Leitz October 26th, 2015 02:49 PM

Quote:

Originally Posted by atpollard (Post 520303)
arrive penniless at Wardn downport with gun, knife, skill and nothing else.
Chance to start over ... new identity ... new life ... new place.

... and trouble seems to find him.

Paper's checking done, you're stamped in for Wardn. The guard gives your docs a quizzical look for a moment then lazily shrugs and "ka-thunk" you're officially on planet. Wardn's tech level seems to permeate everything. Hopefully they will release your baggage, though these places sometimes like to hold on longer just to feel like they are doing stuff.

As you head to the quarantine area to get your gear your radar goes off. Guy in civvies scanning everyone lightly, his gaze stops on you. It moves up and down, then he smiles and walks your way.

Clean clothes, sharp walk. Obviously a Marine. He's probably armed but not acting hostile. Tanned.

"Let me guess." He stopped a meter away. "Ex-Army. Saw action. Nothing happening now. Close?" He carefully extended a hand with a business card. "Our new OIC mandates quotas. If you're willing to sign a pointless form saying I told you all the great things about my unit I'll spring for a good meal and answer questions as best I can. Wardn's not a bad place, so you can probably find some options depending on your MOS."

atpollard October 26th, 2015 07:32 PM

Boy are you easy.

Last time I had a character arrive penniless, I spent the night huddled around a burning trash can, defending my corner against another homeless guy with a knife (that I had to disarm, gut and hide the body) ... while searching for someone with enough clout to get my rifle through customs and back into my possession.

Wardn is a much kinder and gentler port. :)


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