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  #1  
Old February 13th, 2014, 01:21 AM
SpaceBadger SpaceBadger is offline
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Default T51:1889 Player Characters

Submitted for approval, my Detective/Scientist:

################################################## ############

Jeremy Brownell
Detective(Pinkerton) undercover as Scientist

Stats: 4-5-3-5-3-3

Strength: 4
_ Fisticuffs: 3
_ Throwing: 2
_ Close Combat: +1 (Bash)
_ Trimsman:

Agility: 5
_ Stealth: 4 +1 =5
_ Riding (American): 4
_ Marksman:
_ _ Rifle/Shotgun: =2
_ _ Pistol: +2 +2 =4
_ _ Bow: =2
_ Crime:
_ _ Lockpick: =2
_ _ Pickpocket: +2 +2 =4
_ _ Forger: =2
_ Mechanics:
_ _ Machinist:
_ _ Steam:
_ _ Electricity:

Endurance: 3
_ Wilderness Travel:
_ _ Foraging:
_ _ Mapping:
_ _ Mountaineering:
_ Fieldcraft:
_ Swimming:
_ Tracking: +2 =2

Intellect: 5
_ Observation: 4 +1 =5
_ Engineering:
_ _ Naval Architecture:
_ _ Structural:
_ _ Fortification:
_ _ Explosives:
_ Science:
_ _ Physics: =2
_ _ Chemistry: +1 +2 =3
_ _ Biology: +4 =4
_ _ Geology: =2
_ _ Archeaology: =2
_ Gunnery:

Charisma: 3
_ Eloquence: 2
_ Theatrics: +1 +1 =2
_ Bargaining:
_ Linguistics:

Social Level: 3
_ Riding(European):
_ Piloting:
_ Leadership:
_ Medicine:

Default skills from Stats: Fist 3, Throw 2, Stealth 4, Obsrv 4, Eloquence 2, Riding 4

Career Skills: Detective: CloseCbt(Bash) 1, Science(Chemistry) 1, Crime(Pickpocket) 2, Theatrics 1, Tracking 2, Mks(Pistol) 2

General Skill Points (6): Science(Biology) 4 (2 pts), Theatrics 1 (1 pt), Obsvn 1 (0.5 pt), Mks(Pistol) 2 (1 pt), Crime(Pickpocket) 2 (1 pt), Stealth 1 (0.5 pt)

Derived Cascade Skills: Marksman, Crime, Science, Riding

Areas for Desired Improvement In-Game: Fisticuffs, CloseCbt, Eloquence, Theatrics, Rifle, Pistol, Crime

Appearance:

Jeremy Brownell is fairly plain-featured, of medium height, with medium brown hair. His non-descript features have been of help to him when he is occasionally required to use disguise when going undercover or playing a role. He always keeps his disguises as simple as possible to lessen the chance of discovery: plain glasses or a monocle, facial warts or scars, fake mustaches or sideburns, shoe lifts, etc. For this current mission he has had time to grow out his own thin mustache, and is wearing wire-rimmed glasses with round lenses of plain glass. He will be wearing either a nice suit of moderate expense, or else rough work clothes, depending on whether in civilization or in the field.

Weaponry:

If in civilization he favors a light revolver in shoulder holster, plus a derringer in his pocket (if he believes that he is likely to be searched, he will leave off the revolver). If he has a place to conceal it, he may also carry a blackjack.

In the field, he favors two heavy revolvers on separate belts, one worn on his right hip, one worn for a cross-draw from the left side (he does not wear these for such fancy tricks as using two guns at once; the second revolver is to allow more shots without having to stop and reload the first). He will also prefer to carry on one of his belts a bowie knife and a police baton. He may carry a rifle or shotgun as circumstances warrant.

Personal Background:

Jeremy Brownell was born in 1863 to a middle-class family in Macomb, Illinois. His father was a branch manager of a local bank, subsidiary to a larger bank of Chicago. Jeremy's keen intellect was nurtured by his parents, who kept him in school through graduation from the local high school, then sent him to college in Chicago. In school, Jeremy's primary interest was science, and his hobbies were theater and stage-magic. Unfortunately, Jeremy was forced to leave college after his sophomore year, as his father became ill and had to retire. The family savings would suffice for his parents, but there was nothing left over for further education or even support of Jeremy.

His father's banking connections did help Jeremy in landing a job with the Pinkerton Detective Agency. He was not deemed sturdy enough for patrols in the Chicago railyards, but was assigned to the Agency's Chicago office where his scientific skills could be put to work. Jeremy finally convinced one of the senior agents to let him work undercover on a bank fraud case based on his familiarity with banking office practices and his experience in amateur theatrical productions. His success led to further undercover work, and to training to improve his skills with weapons.

The Mercantile interests that are cooperating with the Navy on this expedition to Mars are interested in seeing what other trading prospects might exist for other material, and needed someone with a Scientific background who could also take care of himself in the field, and hired the Pinkerton Agency to provide such a man. Jeremy's role on the expedition is double; he is a legitimate Scientist and is also an undercover agent on the lookout for trouble. (Jeremy's undercover assignment is an integral part of the expedition.)



*
__________________
--
GM Maxim #2: If the Players have any kind of Ship, deckplans are mandatory. Otherwise, the Players will wander around with vague and contradictory notions of where things are, and Chaos results.

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Last edited by SpaceBadger; February 23rd, 2014 at 09:18 PM.. Reason: updating Jeremy's story per discussion w Timerover
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  #2  
Old February 23rd, 2014, 10:49 PM
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Here is James Laclede with expanded backstory and money in his pocket, ready to address the Secretary of the Navy in Washington, DC, on Earth:

################################################## ############

James Laclede
Merchant
(one career American Merchant plus 6 skill points)

Stats: 3-3-4-4-4-3

Strength: 3
_ Fisticuffs: 2
_ Throwing: 1
_ Close Combat:
_ Trimsman:

Agility: 3
_ Stealth: 2
_ Riding (American): 2 (Gashant)
_ Marksman:
_ _ Rifle/Shotgun: =1
_ _ Pistol: +2 =2
_ _ Bow: =1
_ Crime:
_ Mechanics:
_ _ Machinist:
_ _ Steam:
_ _ Electricity:

Endurance: 4
_ Wilderness Travel:
_ _ Foraging: =2
_ _ Mapping: =2
_ _ Mountaineering: 3 +1 =4
_ Fieldcraft:
_ Swimming: 2
_ Tracking:

Intellect: 4
_ Observation: 3 +2 =5
_ Engineering:
_ _ Naval Architecture:
_ _ Structural:
_ _ Fortification:
_ _ Explosives:
_ Science:
_ Gunnery:

Charisma: 4
_ Eloquence: 3 +1 =4
_ Theatrics:
_ Bargaining: +3 +1 =4
_ Linguistics: +2 +2 =4
_ _ English (Native)
_ _ Martian (Garyaani) 4
_ _ _ Martian (Koline) =2
_ _ French =2
_ _ Martian (Merovangian) =2
_ _ Martian (reserved for quick learning?) =2

Social Level: 3
_ Riding (European):
_ Piloting:
_ Leadership: +1
_ Medicine:

Default skills from Stats: Fist 2, Throw 1, Stealth 2, Riding 2, WT(Mts) 3, Swim 2, Obsrv 3, Eloquence 3

Career Skills: American Merchant: Bargaining 3, Eloquence 1, Linguistics 2, Leadership 1, Observation 2

General Skill Points (6): Bargaining 1 (1 pt), Linguistics 2 (2 pt), Marksmanship 2 (Pistol) (2 pts), WT(Mts) 1 (1 pt)

Derived Cascade Skills: WT, Linguistics, Marksman

Areas for Desired Improvement In-Game: Koline, local language, Fisticuffs, Rifle, CloseCbt, Fieldcraft

Description:

James Laclede is a man of medium height and weight, with somewhat handsome features and a strong personal magnetism that is apparent whenever he enters a room. He has black hair, blue eyes, a fashionable black mustache, and a somewhat heavy beard that requires him to shave twice each day when wishing to appear civilized to Humans; when on caravan among the Martians he often just lets it grow, shaving every week or two as the mood strikes him. His Mediterranean heritage and years in the sun have left his skin a light brown.

He will be dressed appropriately for any situation, from formal wear for British society functions, to rough work clothes when out in the field. He has a number of items of clothing and jewelry from Canal Martians and Hill Martians (the Merovangians that he travelled with) that he will occasionally wear on a whim or to impress someone or make a subtle point. The pendant that he got from the High Martians is never off his person; if the situation is not appropriate for it to be on a cord around his neck, then it will be in his pocket.

Customary Weapons:

He will never willingly be without his Merovangian Fighting Knife, as it has sentimental value although he has no skill with it and it possesses no special properties. When he was travelling with the Merovangian Wagon Masters, he gave one of the war leaders a pair of good American steel Bowie knives (he also sold more to the tribe as a whole). This war leader had his new steel knives made over with hilts and blade inscriptions as was customary for fighting knives of the tribe, and then gave one of them back to James (a princely gift, considering the value of metals among the Martians!). Depending on circumstances, James will carry the knife tucked into a sash (as the Hill Martians do), or sheathed on his equipment belt, or when dressed formally, in a special sheath that he has had made that rides high enough on this belt to hold the knife in the small of his back and prevent the tip from showing below the hem of his jacket.

When in formal or civilized dress, he may carry a heavy revolver, light revolver, or Derringer, depending on what he thinks he can get away with carrying concealed.

When in the field, he will carry a heavy revolver on his belt, and will usually have either a rifle or shotgun ready at hand (favoring a shotgun if in possible High Martian territory).

Personal History:

James Laclede was born in St. Louis, Missouri, in 1859. His family claimed descent from the famous Pierre Laclede, founder of the City, but had no legal claim to the name as Pierre's children were all born out of wedlock and christened by their mother's name, which was Chouteau. His father, Jean Laclede, had a brokerage, trading, and shipping business, moving cargoes from the east side of the Mississippi River to the west, then buying or shipping the goods to diverse destinations all over Missouri, Kansas, Iowa, and even into Nebraska. James's paternal uncle, Auguste Chouteau Laclede, had his own business involved primarily in buying goods that had been shipped to St. Louis, then re-selling them further down the railroad to Rolla, Lebanon, Marshfield, Springfield, or Joplin.

James began an apprenticeship with his Uncle Auguste at the age of sixteen. He learned quite a bit about the business of buying and selling goods, the value of information in determining what to bid, and the use of bluffing when necessary to get the best price. However, he soon grew bored with living in St. Louis and only occasionally travelling out the railroads. He contemplated asking to join his father's business, which might let him see more of the settlement of the American West, but before he took any action his Uncle Auguste died unexpectedly of a fever, and it turned out that his will left everything he owned, including the business and a small amount of investments, to James.

James seized the opportunity to escape from the City, but wanted an opportunity to put his hard-learned skills to use. After investigating his options, he liquidated his Uncle's investments, sold the house and all of the business assets, and bought himself a ticket to the truly wide open frontiers of Mars. He arrived on Mars in 1879, before there was any true American settlement anywhere, but found fellow American merchants throughout the British territory on Mars and venturing into many places beyond. Recognizing that he needed to learn his way around, he took rooms in the British de-facto capital at Syrtis Major, banked and invested most of his nest egg, and apprenticed himself out again, this time to the famous British trader and explorer Col. Richard Baslim-Smythe. Working with Baslim, James learned how Martian caravans were run, from the caste-like arrangement of the Canal Martian gang-bosses, laborers, and drivers of wagons and pack animals, to the Hill Martians barbarians who were often paid protection money to act as guards while passing through their territory. He learned to speak the Martian diplomatic and trade languages, ride a Gashant, to live off the land and map where he'd travelled, even picked up a hobby in mountaineering.

This hobby was to lead him into one of his closest encounters with death, as he and a party of fellow climbers were accosted one day by a small group of High Martians. Fortunately, James and his friends were too well-armed to be easy pickings, and one of the High Martians had enough of the Koline trade language to let James negotiate a small exchange of gifts that defused the situation and let James and his friends escape with their lives. One souvenir that James retains from the encounter is a small pendant carved from native stone, with a few engravings that might be heiroglyphs, except that the High Martians are not known to use such writing.

It wasn't long after that incident that James said farewell to Col. Baslim-Smythe and set out on his own to meet and travel with a group of Merovangian Hill Martian Wagon Masters for a season, learning their ways and also taking note of goods they might buy and the best ways to negotiate with them. Finally he was ready, and liquidated his nest egg to buy a stake in saleable goods, and a share in a caravan to travel with to sell his wares. That first caravan trip on his own was quite successful, and led to many more, satisfying James's wanderlust by setting out from Syrtis Major in different directions so that he learned his way around all of the British territory and the Martian territories surrounding it.

Then, in late 1888, James was contacted by an acquaintance in the United States Navy on Mars. Would James be interested in returning to Earth at Navy expense, to address the Secretary of the Navy and other high government officials regarding establishing a shipping trade through the Martian City of Thymiamata, with the goal of obtaining for the Navy greater supplies of liftwood, and preferably at a better price? James had just had one of his poorest caravans ever, reducing his assets to a mere $2500. He agreed at once, and set about spending every minute until the voyage to Earth in finding travellers familiar with Thymiamata and the situation there, so that he could make an educated report to the Secretary. He also found several volumes of the experiences of traders and explorers in that area, some in English and some in Gaaryani, to study during the trip. Then he was off, to return to the world of his birth for the first time in ten years.

################################################## ############


EDIT: Aw, I still forgot his already-owned equipment and habitually carried weaponry (one item is a fighting knife that was a gift from the Merovangian Hill Martians that he travelled with for awhile).

Getting sleepy, will probably edit that in tomorrow, or later tonight if I wake up again and can't sleep.
__________________
--
GM Maxim #2: If the Players have any kind of Ship, deckplans are mandatory. Otherwise, the Players will wander around with vague and contradictory notions of where things are, and Chaos results.

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Last edited by SpaceBadger; February 24th, 2014 at 12:17 PM.. Reason: added preferred weapons
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  #3  
Old February 25th, 2014, 06:09 AM
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Latest Version of Vladika's Riverboat/Shootist PC

Another night not sleeping well, so decided to work on your guy again.

This is potentially a completed PC; I added in the bonuses that Timerover gave you, dropped Strength and Endurance to max out Agility to 6, spent one skill point to raise Pistol to 6 (cascading Rifle/shotgun to 3), then spent the last skill point to raise Rifle/Shotgun to 5. This guy is one heck of a Shootist!!!

(Or if you want him to be better at Pilot(Steamship) (not really necessary given Timerover's ruling about the straight and easy Martian canals) or Mechanic(Steam) or something, we can back off a little bit on the Shooting mojo to do that instead.)

But if you like him as is, he just needs a name and a backstory!

################################################## ############

Captain Pierson
Riverboat Captain + Shootist careers, (2 general skill points yet unused)

Stats: 3-6-2-4-4-3

Strength: 3
_ Fisticuffs: 2
_ Throwing: 1
_ Close Combat: +1 (bash)
_ Trimsman:

Agility: 6
_ Stealth: 5
_ Riding (American): 5
_ Marksman:
_ _ Rifle/Shotgun: =3 +2 =5
_ _ Pistol: +1 +3 +2 =6
_ _ Bow: =3
_ Crime:
_ Mechanics:
_ _ Machinist:
_ _ Steam: +1
_ _ Electricity:

Endurance: 2
_ Wilderness Travel:
_ _ Foraging: 1 +1 =2
_ _ Mapping: =1
_ _ Mountaineering: =1
_ Fieldcraft: +2
_ Swimming: 1
_ Tracking: +1

Intellect: 4
_ Observation: 3 +1 =4
_ Engineering:
_ _ Naval Architecture:
_ _ Structural:
_ _ Fortification:
_ _ Explosives:
_ Science:
_ Gunnery:

Charisma: 4
_ Eloquence: 3 +2 =5
_ Theatrics:
_ Bargaining: +2
_ Linguistics:

Social Level: 3
_ Riding (European):
_ Piloting: +2 (steam)
_ _ Piloting (Steamboat, Martian canals): =4
_ Leadership: +1
_ Medicine:

Default skills from Stats: Fist 2, Throw 1, Stealth 5, Riding 5, WT(Forage) 1, Swim 1, Obsrv 3, Eloquence 3

Career Skills:
Riverboat: Pilot 2 (steam), Leader 1, CloseCbt 1 (bash), Mech 1 (steam), Obsvn 1, Bargain 2, Mks 1 (pistol), Eloquence 2
Shootist: WT(Forage) 1, Fieldcraft 2, Tracking 1, Mks 3 (pistol)

General Skill Points (2): Mks 2 (Pistol) (1 pt), Mks 2 (Rifle/Shotgun) (1 pt)

Derived Cascade Skills: Marksman, Mechanic, Pilot, Wilderness

Areas for Desired Improvement In-Game:

Notes:
Riverboat Captain requires Soc 3-5 and Int 4+.
Shootist requires Agility 4+.
Piloting Skill good for Steam Vessel, with cascade to Aerial Flyer, and Interplanetary Ether Flyer if Intellect is 6. Does not include Sailing Vessel, Cloudship, Zeppelin, and Submarine.
As a special bonus, the Shootist may fire two pistols in the same action, thus getting off up to six shots per action instead of the normal three. Marksmanship is one less for both pistols.

################################################## ############
__________________
--
GM Maxim #2: If the Players have any kind of Ship, deckplans are mandatory. Otherwise, the Players will wander around with vague and contradictory notions of where things are, and Chaos results.

SBRD Campaign Quick Reference
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Last edited by SpaceBadger; May 27th, 2014 at 03:56 AM.. Reason: added name Captain Pierson
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Old February 26th, 2014, 02:48 AM
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Quote:
Originally Posted by timerover51 View Post
Make him a US Navy engineer officer who, tired of the slow advancement and lack of appreciation for steam operations, left the Navy to work on the riverboats, advancing quickly to the position of Chief Engineer. Figure one career as an Engineering Officer, plus picking up the 3 of the additional skills for Ordinary Seaman, along with 6 skill points, and I will give you 1 Skill Level in Muzzle-loading Cannon as well. I need to think about a skill level in Exotic Weaponry, as one of the standard procedures of the US Navy during the Civil War and for a while afterward was preparing to repel boarders by using hot water from the boilers projected through fire hoses. That is what I call nasty, but also would give an Engineer ideas for thinking outside of the box.
Vladika, I want to help but not step on your toes in making your PC. I know you are still having some difficulty concentrating from the concussion. How about I will post two character sheets: first one will be just a template from what Timerover outlined above, with variables left for you to choose and fill in; second will be a completed character based on the first template, but with options filled in as I would recommend, but of course you could choose to switch things around from that base as well.


################################################## ############

First Template:

[Possible PC for Vladika]
US Navy Engineer Officer, plus 6 general skill points

Stats: 3-5-3-4-3-3

Strength: 3
_ Fisticuffs: 2
_ Throwing: 1
_ Close Combat:
_ Trimsman:

Agility: 5
_ Stealth: 4
_ Riding (American): 4
_ Marksman:
_ _ Rifle/Shotgun:
_ _ Pistol:
_ _ Bow:
_ Crime:
_ Mechanics:
_ _ Machinist: =1
_ _ Steam: +2
_ _ Electricity: =1

Endurance: 3
_ Wilderness Travel:
_ _ Foraging: 2
_ _ Mapping: =1
_ _ Mountaineering: =1
_ Fieldcraft:
_ Swimming: 1
_ Tracking:

Intellect: 4
_ Observation: 3
_ Engineering:
_ _ Naval Architecture:
_ _ Structural:
_ _ Fortification:
_ _ Explosives:
_ Science:
_ _ Physics: +1
_ Gunnery:
_ _ Muzzle-loading Cannon: 1
_ _ Exotic Weapons: 1

Charisma: 3
_ Eloquence: 2
_ Theatrics:
_ Bargaining:
_ Linguistics:

Social Level: 3
_ Riding (European):
_ Piloting:
_ Leadership: +1
_ Medicine:

Default skills from Stats: Fist 2, Throw 1, Stealth 4, WT(Forage) 2, Swim 1, Obsrv 3, Eloquence 2

Career Skills: US Navy Engineer Officer: Leadership 1, Mech(Steam) 2, Science(Physics) 1,
(choose three out of Linguistics, Observation, CloseCbt, Marksman, Trimsman, Pilot, Medic)
Bonus: Muzzle-loading Cannon: 1, Exotic Weapons: 1

General Skill Points (6):

Derived Cascade Skills: Wilderness, Mechanic,

Areas for Desired Improvement In-Game:

Appearance:

Personal History:

Notes:

US Navy Engineer Officer, required Soc 3 or 4.
Stats: Most important skills for this PC are under Agility and Intellect. Therefore putting 3 points into all other stats, 5 into Agility (for cheaper general skills), 4 into Intellect (could raise Intellect also to 5 for better Observation, by lowering either Str, End, or Cha).

################################################## ############


Completed Character, ready for a Name, Appearance, and Personal History
(see Notes at end for choices I made in finishing him out, and possible things you may want to switch around)


[Possible PC for Vladika]
US Navy Engineer Officer, plus 6 general skill points

Stats: 3-5-3-5-2-3

Strength: 3
_ Fisticuffs: 2 +1 =3
_ Throwing: 1
_ Close Combat: +1 +1 =2 (edged)
_ Trimsman:

Agility: 5
_ Stealth: 4
_ Riding (American): 4
_ Marksman:
_ _ Rifle/Shotgun: +1 +1 =2
_ _ Pistol: =1
_ _ Bow: =1
_ Crime:
_ Mechanics:
_ _ Machinist: =2 +2 =4
_ _ Steam: +2 +3 =5
_ _ Electricity: =2

Endurance: 3
_ Wilderness Travel:
_ _ Foraging: 2
_ _ Mapping: =1
_ _ Mountaineering: =1
_ Fieldcraft:
_ Swimming: 1
_ Tracking:

Intellect: 5
_ Observation: 4 +1 =5
_ Engineering:
_ _ Naval Architecture:
_ _ Structural:
_ _ Fortification:
_ _ Explosives:
_ Science:
_ _ Physics: +1 +1 =2
_ _ (other sciences by cascade): =1
_ Gunnery:
_ _ Muzzle-loading Cannon: 1 +1 =2
_ _ Exotic Weapons: 1
_ _ (other gunnery weapons by cascade): =1

Charisma: 2
_ Eloquence: 1
_ Theatrics:
_ Bargaining:
_ Linguistics:

Social Level: 3
_ Riding (European):
_ Piloting:
_ Leadership: +1
_ Medicine:

Default skills from Stats: Fist 2, Throw 1, Stealth 4, WT(Forage) 2, Swim 1, Obsrv 3, Eloquence 2

Career Skills: US Navy Engineer Officer: Leadership 1, Mech(Steam) 2, Science(Physics) 1, Observation 1, CloseCbt(Edged) 1, Marksman(Rifle) 1
Bonus: Muzzle-loading Cannon: 1, Exotic Weapons: 1

General Skill Points (6): Mechanic(Steam) 3 (1.5 points), Mechanic(Machinist) 2 (1 pt), Science(Physics) 1 (.5 pt), Muzzle-loading Cannon 1 (.5 pt), Mks(Rifle) 1 (.5 pt), Fisticuffs 1 (1 pt), CloseCbt 1 (1 pt)

Derived Cascade Skills: Wilderness, Mechanic, Gunnery, Science, Marksman, Close Cbt

Areas for Desired Improvement In-Game:

Appearance:

Personal History:

Notes:
US Navy Engineer Officer, required Soc 3 or 4.
Stats: Most important skills for this PC are under Agility and Intellect. Therefore putting 3 points into all other stats, 5 into Agility (for cheaper general skills), 4 into Intellect (could raise Intellect also to 5 for better Observation, by lowering either Str, End, or Cha).

SpaceBadger Finishing Notes:
- I chose to bump Intellect up to 5 for the improved Observation and also to make it cheaper to improve Gunnery and Science with general skill points. Had to drop something; seems to me this guy should be at least average Strength and Endurance, so I dropped Charisma. If you want him more charming, something else will have to drop instead (maybe Timerover would let you drop 1 Soc, since we are Americans?).
- Choosing three crew skills, I picked Observation, CloseCbt, Marksman.
- Timerover hinted he should be a really good Steam Mechanic, so I spent 1.5 skill points to boost that all the way to 5. That gave him 2 in Machinist by default, so I put another point into boosting that up to 4.
- With Intellect 5, it seemed reasonable to put .5 point each into Physics and Muzzle-loading Cannon, raising them each to 2 so that he has cascade defaults of 1 with related skills.
- With Agility 5, only .5 point can raise Rifle to 2, giving him cascade default 1 with Pistol and Bow.
- 4 points spent, 2 left. I put 1 into Fisticuffs, then the last 1 point into CloseCbt(Edged). These last two are pretty random, could easily be changed to something else if you see him having different interests. For example, if you want him to be a better Gunner, moving one of these points to Muzzle-loading Cannon would give him a 4 there (.5 points per skill level) and default 2 with other Gunnery skills. Or you could move both of these 2 points to Explosives, giving him a 4 in that and cascade 2 in other Engineering skills (I have found that if you are going to mess with Explosives at all as a game PC, it is best to be really REALLY good at it. )

################################################## ############
__________________
--
GM Maxim #2: If the Players have any kind of Ship, deckplans are mandatory. Otherwise, the Players will wander around with vague and contradictory notions of where things are, and Chaos results.

SBRD Campaign Quick Reference
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Last edited by SpaceBadger; February 26th, 2014 at 04:02 AM..
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Old March 6th, 2014, 01:47 AM
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Vladika, what do you think of the proposals (above) for your second character, the Chief Engineer? Any changes you want made?
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Old March 6th, 2014, 04:01 AM
Vladika Vladika is offline
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Second PC looks good! I doubt that charisma is going to be greatly needed by an irascible "boiler tender" anyway. His engineering skills should be good and if possible explosives could be handy.

Thanks!
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Old March 6th, 2014, 05:43 AM
SpaceBadger SpaceBadger is offline
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Originally Posted by Vladika View Post
Second PC looks good! I doubt that charisma is going to be greatly needed by an irascible "boiler tender" anyway. His engineering skills should be good and if possible explosives could be handy.

Thanks!
OK, so we drop Fisticuffs back to 2, CloseCbt to 1, and then pile those two points all into Explosives to raise it to 4?

Then you just need to name him and make up a background and he's good to go.
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Old May 27th, 2014, 03:52 AM
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I'm putting discussion posts about PCs still in progress (such as Vladika's two guys) in this thread for ease of reference; when the PCs are "complete" I'll move the discussion bits back to OOC so that this thread has only completed PCs.

Baron Sarthuuran and PatG, I did not find any character sheets for your PCs in the OOC thread (although there was one reference to a Captain Stewart PC of the Baron in the IC thread, there was no character sheet).
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Old July 7th, 2014, 03:32 AM
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We are still missing several PCs here.

Vladika needs to make some decisions and finish up details on the guys I roughed out for him, and we don't have any PCs at all for any other players, either the Baron or PatG.
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Old July 7th, 2014, 04:34 AM
Vladika Vladika is offline
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We are still missing several PCs here.

Vladika needs to make some decisions and finish up details on the guys I roughed out for him, and we don't have any PCs at all for any other players, either the Baron or PatG.
Hmmmm thought I'd made them ... Remind me? Thanks
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:oo: “The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.” - George Orwell, Animal Farm :devil:

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