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CHRIS (Walter Morgan)

atpollard

Super Moderator
Peer of the Realm
Feel free to ignore this, CosmicGamer asked about a character in the recently concluded Safari so Goodie PbP game, so I posted my notes here for easy reference.

Walter Morgan (renamed Chris in the adventure)
random abilities 2D6 in order rolled:
Str = 6
Dex = 5
End = 10
Int = 6
Edu = 3
Soc = 8

Class = Scout (CT Book 1)
Term-1: Pilot-1, JOT-1, Nav-1
Term-2: Medical-1, Nav-1

Muster Out: Pilot-2 (I rolled a pair of 6’s on the benefits table but a pair of scout ships won't fit this game, so they were changed to the Pilot Skill instead - like rolling multiple weapons.)

Final Character:
Walter Morgan, ret. Scout (65A638 – age 25)
Pilot-3, Nav-2, JOT-1, Med-1

An illiterate farm boy who learns by doing, he joined the scout service “to see the universe”. Being the start of a war, they accepted anyone who had a heartbeat for Pilot Training and Detached Duty scouting for the Navy. The rest is history.


So CosmicGamer, can you see why I can live with a new character?
Chris ain't nothin' to write home about.
 
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revised CHRIS

"CHRIS" (a.k.a. Walter Morgan)
ret. Scout (Two terms - age 26)

Str 6 (average)
Dex 6 (average) [was Dex 5 (below average)]
Con 10 (above average)
Int 6 (average)
Edu 3 (below average)
Soc 8 (average)

SKILLS:
Pilot-3, Nav-2, JOT-1, Med-1, Animal-0, Driver-0

EQUIPMENT:
6000 credits (hiring bonus)
Duffle bag, multi-purpose tool, NBC 'sniffer', vacc suit (pilot), 2 piece pool stick, box of chalk (half full), deck of cards, lucky crowbar

HISTORY:
An illiterate farm boy from a good family who learns by doing, Walter joined the scout service “to see the universe”. Being the start of a war, they accepted anyone who had a heartbeat for Pilot Training and Detached Duty scouting for the Navy.

Safari so Goodie:
Fresh out of the Scouts, Walter was stranded briefly at an orbital station when a 'perfect storm' of catastrophic events left him without his memory and struggling to survive. It was here that he was accidentially renamed 'Chris' and the name just stuck with him.

After narrowly escaping death by fiery re-entry, Chris ended up broke in a spaceport wondering what to do next. A smooth talking recruiter told him about the limitless opportunities for someone with his skills on "the Frontier". It sounded better than going home and busting sod on the family farm, so Chris signed a 1 year employment contract (for 6000 credits per month) and accepted a 1 month pay hiring bonus.

It is ironic that when I rolled Walter, I joined the scouts figuring to kill him off and try again. Instead he survived two terms and failed reenlistment for the third term. The skills and muster made him someone interesting. I can accept that he is uneducated and tough as nails - that works for a farmboy. His Soc seemed a little high, but I figured that maybe he came from a family of very successful farmers. His low end of average Str and Int didn't bother me either. But a clumsy pilot just annoys the heck out of me!
 
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Just to add chrome:

Walter's Homeworld is Early Interstellar (TL 9) and Agricultural - with the rural town that Walter is from, having a lower local Tech (say TL 7).

The Morgans were one of the founding families and arrived just after the long night. The original Morgan settlers had strong isolationist/survivalist traits and laid claim to a peninsula of over 6000 square kilometers (2000 square miles) of land. Over 40 percent of that land is currently used for active agricultural production. The family 'homestead' is actually a small self-sufficient town of about 1,000 people with its own class E spaceport, militia and an Imperial land grant - along with a 100 year (renewable) contract to supply the Scout Service with rations.
 
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