Monday, January 4, 2021

A Character A Day: Classic Traveller redux

 Well, that was such a blast making a Classic Traveller character yesterday, I am going to do it again! Let's see what fate gives us this time.

I thought about trying to make an Aslan this time, but I think before I try that, we';ll take anohter run through making a human, and in one of my favoite Traveller classes... the scout. For this initial attempt, I am going to use the "vanilla" process provided in The Traveller Book. I looked through the Scout LBB, but I don't think back in the day we ever used this book to create scouts (although it IS very interesting, and once I read up on it a little more, I might try later this month to make a character using those rules).

All right, let's see what our rolls give us...

11, 8, 5, 5, 7, 6

Hmmm.... he's a strong one. And pretty smart, too. Well, let's get started on our scout.

Name: Alton Zyzyx

STR 11

DEX 8

END 5

INT 5

EDU 7

SOC 6

Fresh out of high school, with a desire to see new places and encounter new cultures, young Alton decide that the Scout Service is the way to go. Because of his high STR, he only need a 5 or better to enlist. And he gets... a 10. The Scout Service is SALIVATING at a specimen like Alton. He enters the field, eager to learn... and rolls a 4 for survival. o_O A freak accident in his first term cuts short another promising scout's life.

Rest in peace, Alton. 

Well... that was anti-climactic.

However, a few years after Alton's death, his younger brother, Beedo, decides to honor his brother's memory by enlisting in the Scouts, and carrying on his brother's legacy. 

Reroll ahoy!

Beedo ZYZYX

STR 9

DEX 7

END 4

INT 7

EDU 7

SOC 7

While not quite as strong as his older brother, Beedo is just as smart, and even more respected in social circles for his desire to uphold his brother's legacy. Like Alton, Beedo eagerly enlists in the Scout Service, needing only a 4+ to successfully enlist... which he does easily. However, carrying on his brother's legacy..... Beedo was tragically killed during another freak accident at Scout School.

Rest in peace, Beedo.

(at this point, I am wondering if perhaps the Zyzyx family should be looking at something.... less dangerous for their children).

Enter Quentin Zyzyx, the youngest of the Zyzyx clan. By now, his family has been ravaged by the loss of his two older brothers. The future of the family weighs on his shoulders.

STR 4

DEX 10

END 9

INT 8

EDU 7

SOC 6

The "runt of the litter", young Quentin is nowhere near as strong as his brothers were, but he makes up for that with his dexterity and tenacity. Unwilling to follow the doomed dreams of his brothers, Quentin instead decides to enlist in the Merchant Service... hopefully it will prove to be less deadly than the Scout Service has shown to be. His Intelligence means he only needs a 5 or better to enlist... and he FAILS! (author's note: UGH!)  Undeterred, Quentin enters the draft, hopeful that he will still be able to follow his dream... and instead, finds himself enlisted in the Imperial Marines! (author's note: why do I not see this going well...) Evidently, his impressive physical skills and high intellgence made him a prime candidate for Marine service. They aren't too worried about his low strength... the Marines will make a man out of him!

First tour of duty: a hardy lad, Quentin looks forward to the thrill of Marine training... and manages to successfully survive his first tour of duty. While he is a hard worker, his inital attempt at attaining a commission fails (rolled a 5). He acquires a skill in swordsmanship (cutlass-1), along with improving his cardiovascular endurance (+1 END) and learning how to handle a vacc suit (vacc suit-1). After a hard term, Quentin decides to try to push himself to further success, and applies to reenlist... JUST managing to successfully reapply (rolled a 6 dead on).

Second tour of duty: felling slightly better about surviving as a marine where his older brothers had both died, Quentin heads into his second term. He easily survives the gruelling training regimen. Quentin again attempts a commission, this time being recognized for his hard work and dedication, achieving the rank of Lieutenant (and the skill revolver-1). Quentin dedicates himself to phsical improvement, building his body through a regimen of fitness training (+1 STR), as well as demonstrating his proficiency in boarding actions with the auto-shotgun (shotgun-1). Enjoying life as a Marine, Quentin opts to reenlist for a third tour. After much discussion on the issue, his request is accepted (rolled a 7).

Third tour of duty: Now 26 years old, Quentin is still easily capable of meetin the requirements of the Marine Corps as he enters his third tour of duty. Now learning to navigate to web of political intrigue that is the officer corps, Quentin manages to impress enough of the right people to receive a promotion to the rank of Captain. Quentin continues to demonstrate his usefulness in boarding situation, gaining another level in shotgun (shotgun-2) as well as learning his way around automatic rifles (auto rifle-1). Now feeling a part of the fraternity of the Marine Corps, Quentin attempts re-enlistment, and succeeds easily.

Fourth tour of duty: now seen as a veteran of the forces, Quentin is still a specimen, easily able to handle the physical requirements of the job. Learning the ropes of the fine art of diplomacy, Quentin continues to move through the ranks, achieving the rank of Force Commander (rolled 10 for promotion). Quentin continues to improve in his abilities with the automatic rifle (auto rifle-2), as well as demonstrating his abilities in understanding and organizing tactical situations (tactics-1). By the end of his fourth term of service, time has yet to diminish Quentin's physical skills. Still enjoying life in the Corps, Quentin decides to re-enlist, and just manages to succeed in continuing his career (rolled a 6).

Fifth term: While Quentin again excels in the field, he is beginning to think about winding his career in the Marines down. Satisfied with his place in life, Quentin is not disappointed when he fails to attain another commission. He spends his last years in service aking it easy, letting the younger members of his group take the lead more and more, and instead spending his time on padding his golden years by fleecing the younger troops of their pay stipends at poker (gambling-1). Realizing his cardio isn't what it used to be (-1 END), Quentin decides it is time to call it a career. Quentin leaves the service with a yearly retirement salary in addition to all the other skills and accolades he has received. (+2 INT, +1 EDU, membership in Traveller's Society, Cutlass, 40,000 cr cash, 4000 cr/year pension)

Force Commander Quentin ZYZYX, Marine Corps (ret.)

age: 38

STR 5

DEX 10

END 9

INT 10

EDU 7

SOC 6

Skills: Cutlass-1, Vacc Suit-1, Revolver-1, Shotgun-2, Auto Rifle-2, Tactics-1, Gambling-1

Benefits: member of Traveller's Aid Society, 40,000 cr cash, Marine Cutlass, 4000cr/year pension

Quentin Zyzyx lived up to his brothers' memories. While not succeeding in entering the Scout Service, he instead carved for himself a long, illustrious career in the Marine Corps, succeeding and excelling where many others thought he would fail. He leaves the service with a wealth of contacts, a cushy pension, and in good health. Content to live out his days travelling the galaxy playing poker, Quentin is still a fomidable force to reckon with, and is not not above out "the little guy" when he feels someone is being treated unfairly.

Sunday, January 3, 2021

A Character A Day: Classic Traveller

 Ah, Traveller.... got a character whose stats you don't like? Become a belter.... odds are you will die in chargen. I'll never forget the day my belter survived. He had the most useless set of skills ever, because I didn't really care what I picked, I was just trying to get him killed.

It's been a LONG time since I have made a Traveller character, so this should be fun.

Alright, let's start out with the rolls.

8, 4, 6, 9, 2, 2

Ugh..... maybe he WILL be a belter.

Hmmm.... 2s in Education and Social Standing. I can work with that! I am already picturing some kind of farm-world boy. A big, strong kid who is pretty smart, but never went to school. Sadly, not very graceful. Sounds like a perfect example of an army grunt. Be all you can be!

All right, let's give him a name. I think I like the sounds of Vance Billeck.

Vance BILLECK

STR 8 

DEX 4

END 6

INT 9

EDU 2

SOC 2

Let's generate!

Young Vance has just turned 18. He never finished high school... never really got very much past about grade 6. He's not dumb, just didn't see much need for reading and writing when he was working on a farm. Deciding he wants to see the universe, Vance decides to enroll in the Army. A 6 END gives us a +2 on the roll, so we only need a 3 or better. And we get.... a 10. Success! Let's see if Vance survives his first term or service. No bonuses, so he rolls... a 7. He needed 5+, so he has survived his first tour of duty. That gives him at least Rifle-1. Vance uses this first tour to engage in some personal development, rolling up Brawling-1 (apparently, everybody wants to test the farmboy), and also picks up a service skill of ATV-1 (driving all those tractors back home comes in handy). Vance's hard work does not go unnoticed as he receives a commission to the rank of lieutenant, receiving the skill of Tactics-1 (all those years of paint balling finally paid off), as well as SMG-1. Having enjoyed his first term of service, Vance reenlists, and is easily accepted.

Second tour of duty. Vance easily makes his survival roll. He agains takes an opportunity to develop personally, and gains a +1 to Dexterity, now making it 5. Enjoying the idea of leadership, Vance attempts a promotion, but narrowly misses out, rolling a 5. Only slightly discouraged, Vance reenlists, and succeeds with a roll of 8.

Third tour. After the disappointment of failing to be promoted last term, Vance just succeeds in reenlisting, rolling a 5 exactly. Hoping to improvement his chances with his superior officers for promotion, Vance commits himself to improving his service skills this tour, coming out with Forward Observer-1. However, Vance's efforts are for naught, as he is once again looked over for promotion (everyone just sees him as the same uneducated farm he was when he first enlisted). Not willing to give up yet, Vance reenlists. Unfortunately, his superiors see him as having reached his potential, and his request to re-enlist is denied. Vance musters out with a +2 EDU and a +1 INT (from catching up on his years of missed schooling while part of the forces), one Low Passage (enough to get him back home, or to begin to see the universe) and 10,000 cr.

So, here is Vance Billeck, at age 30, fresh out of the Army.

Lieutenant Vance BILLECK

STR 8

DEX 5

END 6

INT 10

EDU 4

SOC 2

Skills:

Rifle-1, Brawling-1, ATV-1, SMG-1, Tactics-1, Forward Observer-1

Muster: 1 Low Passage, 10,000cr

He wanted to see the galaxy. "Be all you can be!" It's all a lie. It should be, "Be all everyone else will let you be". Vance left the Army disillusioned, bitter and without prospects. They gave him a one-way sleeper ticket back to his homeworld, to be the same farmer they all believe is all he can ever be. But Vance isn't dumb. He's still young, and he know has skills. He's going to take that low passage, and go somewhere where a mercenary can ply his skills. And every chance he gets, he's going to show those "superior officers" that looked down their noses at the "backwater farmboy" just how much trouble he can cause when you put him behind the wheel of a vehicle with a gun in his hand and a chip on his shoulder.



Saturday, January 2, 2021

A Character a Day: 1st Edition AD&D

 Right now, my choices are being influenced by the fact that I am rewatching the extended edition of THE HOBBIT and THE LORD OF THE RINGS. I will branch out a bit into other systems in a few days, but for now,....

First edition AD&D. 4d6, drop the lowest, put in any order. That's how we used to do it.

12, 15, 16, 4 (yes, I legitimately rolled three 1s and a 2), 15, 13

Well..... how am I going to work around that 4? My usual go to's for an incredibly long score is either Charisma, or, surprisingly, Intelligence. I am a long history of playing incredibly dumb characters. I can use it as justification for the stupid things I sometimes enjoy doing as a player. 8) Everything else is decent. And for reference, I used to Google online dice roller for all my rolls.

Looking at the rules, I discover two things I did not remember.... if your INT is less than 5, you can ONLY be a fighter, and if your CHA is less than 5, you can ONLY be an assassin. Interesting. Well, I've never played an assassin EVER, and that is certain to be a controversial pick, so.... LET'S BE A KILLER.

Name: John Doe

Class: 1st level assassin    Alignment: Lawful Evil    Experience: 0

hp: 7 

STR 13 (Open Doors on 1-2, 4% bend bars, +100 encumbrance)

INT 15 (4 additional languages)

WIS 12

DEX 16 (+1 attacking, -2 defensive)

CON 15 (+1 hp,  91% system shock, 94% resurrection)

CHR 4 (1 henchman, -25% loyalty, -20% reaction)

Special abilities: backstab for x2 damage, +4 to hit when striking from behind with surprise, other thief abilities as two levels below), can use poison

Languages: common, dwarven, elvish, orcish, goblin

AC: 6 (padded armour + AC bonus)

Weapons: short sword, 2 daggers, sling

Equipment: padded armor, short sword and scabbard, 2 daggers, 1 sling with 12 bullets, backpack, change of clothes, , two large belt pouches,  1 black cloak, 1 pair high, soft boots, tinder box, 50' rope, waterskin, 1 week iron rations, bedroll, journal of research, quill and ink

Treasure: 42 gp

Story: John Doe isn't really a bad guy. As a child, he was a prodigy, and at the top of his class. He excelled in languages, quickly learning how to speak not only the languages of dwarves and elves, but even the low tongues of orcs and goblins. He would amuse his friends and family as a child by demonstrating his extensive vocabulary of humanoid profanity at parties. However, his other love was chemistry. Some say he should have been an alchemist... except his area of interest was in poisons. He learned all he could of common poisons in school, but soon found his calling would require some extra-curricular activities. Although he knew that many would look down on what he did as wrong and evil, he was scrupulous in making suure that he only practiced his art on the evil and unfortunate - those who deserved their fate, or would not be missed. He considered this a necessary "evil", since society would not indulge in his passion openly. As further research required more and more esoteric ingredients, John realized that he would have to make his own fortune to pay for his research. Using what knowledge he already possessed, he mourned the "accidental" death of his parents as a result of a rare "allergic reaction" from some bad fish before changing his name, and taking his meagre inheritance to continue his studies by practicing his art as necessary on the evil and unlamented. John doesn't worry too much about his victims.... he thinks of them only as "research subjects".

Friday, January 1, 2021

New Year 2021: A Character A Day - B/X D&D

 It's been a long, LONG time since I have done anything with this page. Guess I should clean up some of the cobwebs and get down to business.


I read somewhere about some kind of New Character a Day challenge for the start of 2021. Basically, create a new character every day for January for an RPG of your choice. You could make 31 characters for one game system, or 1 character for thirty-one game systems... whatever turns your crank. So, let's give it a try. Maybe I can stick with it for a whole month.

B/X D&D, 3d6 straight up

7, 12, 14, 11, 7, 6

Hmmmmmm..... those scores say either magic-user or cleric. But, those STR and CON scores are too low for a cleric, so M-U it is. Which is okay, because I love playing M-Us. He won't be a *great* M-U, but let's knock down that WIS score a little to boost his INT.

Glaerad the Game, 1st level Magic User

Alignment: Lawful

AC: 9

hp: 2

xp: 0 (+5% to experience)

STR 7

INT 14

WIS 10

DEX 11

CON 7

CHR 6

Spells (I am going to be merciful, and assume that a magic-user automatically knows Read Magic in his spellbook, so this next spell is in addition to that): Protection from Evil

Languages : Common, Dragon

Equipment: Backpack, two sets of clothes, tinder box, waterskin, 50' rope, bedroll, 1 week iron rations, spellbook, quill and ink

Weapons: dagger

Money: 70 gp

Story: Glaerad was always a sickly young lad. He was always suffering some malady, and was routinely beaten up by the other children of his village, as he was an easy target. However, he was intensely devoted to his mother, he did her best to look out for her youngest child. Although he excelled in school, his pale frame, scarred and misshapen by various poxes and other injuries of youth, meant no one took the young boy seriously. The only other person who ever showed kindness to the lad was a travelling wizard, who would sometimes traavel through the village. He would always stay at the Glaerad's home while in the village. Rumours circulated that the wizard was in some sort of relationship with Glaerad's mother, but the truth is, he was a distant relative, simply checking up on his relations. As Glaerad grew older, he discovered the boy had a slight ability in using magic. Feeling pity for the boy, he taught him the ways of sorcery, and as his first spell, gave him a simple forula which he could use to help protect himself from the many bullies he encountered every day. The boy planned to one day apprentice himself to this wizard, but unfortunately, he was slain by a dragon whilst adventuring. His death inspired Glaerad to dedicate himself to avenging his adopted guardian. As such, Glaerad dedicated himself to learning the draconic language, in hopes it would help him achieve his goal. Sadly, the black cloud of misfortune hung heavy over Glaerad's head. During one particularly cold winter, his home burned down when an untended fire caught the thatch roof of his dwelling on fire, killing his mother. Rumours immediately began to spread that the fire was caused by Glaerad's dabbling in the mystical arts, and soon the entire village turned on the boy, chasing him away to die in the wilderness. However, Galerad's intelligence allowed him to survive the cold winter, and ever since, he has travelled the lands, carrying little more than a spellbook and some clothes, searching for a new master, and hoping to one day avenge himself on the dragon who took his former master from him.

Saturday, January 4, 2014

Happy new year!

Boy... I really need to update this more often. Well, another year begins. Last year had some highlights, like attending my first con with PrairieCon in Brandon, going to GenCon, and generally enjoying gaming (not necessarily RPGing) more. This year, I want to run a D&D game... either a one-shot at a con, or maybe try to start a campaign with some of my students. To that end... I've been reading "The World of Titan", a gaming supplement produced about the world where the old Fighting Fantasy games takes place. I like it. Kinda like Warhammer Fantasy, without all the Warhammery bits. Maybe I'll use this as my world. My campaign will be house-ruled LL/BX.

Friday, May 31, 2013

Knocking one off the bucket list

I got a message the other day from a friend of a friend. I used to play Magic with him regularly when I was going to university, but had falen out of touch until recently, when we started to play Magic again. Anyway, he's getting married in the fall. He has decided to hold his bachelor party at.... GenCon. Did I mention he's an unabashed gamer?

So, looks like I get to strike one of my bucket list. I'm going to GenCon this year. 8)

Sunday, January 13, 2013

Playing in my sandbox

So, I've been promising this for a while. Here's the map I developed for my sandbox campaign, but I'm not sure if I want to use it. I'm still learning how to use Hexographer, so it's not as purty as it could be, but.....

 
Right now, I'm not sure if this is too big, or too sparsely populated, or what. I bought a copy of the Blackmarsh campaign setting, so I'm reading over how that was done to determine if I am going to overhaul this. To go along with the map, here is my current key, with some notes...
 
1.       Fort Castellan (starting point - I'm using the Keep on the Borderlands, but modifying the characters who populate the Fort a little, and maybe adding a forgotten minor dungeon underneath it, a la the Hackmaster version)
2.       The Caves of Chaos (from Keep on the Borderlands)
3.       The Cave of the Unknown (I am going to use this as my "tentpole" megadungeon, and actually have different ways of accessing it, leading to different areas that may not be available from different areas... for instance, in addition to the surface egress, there will be an entrance from the Caves of Chaos)
4.       The Fane of St. Toad (I am throwing this dungeon in, that I stole from the excellent Michael Curtis)
5.       Elven Temple (I am going to use Rahasia for this, with some modifications, and also have it accessing the Cave of the Unknown)
6.       Quasqueton (using In Search of the Unknown.... this used to be the limits of civilzed society, but not anymore)
7.       Eaglespire Tower (Wizard's tower)
8.       Town of Airdrie
9.       Village of Harrowdown Hills (werewolves!)
10.   Village of Hardscrabble / Lost Lode Mine (I have a few lost mines/goblin warrne modules I've cribbed from the net for this area)
11.   Scaly Mound (lizard men and bullywugs)
12.   Wrathrun Rapids (some sort of watery adventure)
13.   Druid’s Circle
14.   The Mad Hermit of the Castellan Hills (modified from B2, with access to Cave of the Unknown)
15.   Burial mounds
16.   Blue Lake (some sort of big water beastie)
17.   Orc scouting camp
18.   Abandoned elvish town ruins
19.   Dowton Abbey (abandoned) (UNDEAD!)
20.   Abandoned town (weirdness)
21.   Old Marsh bridge
22.   Abandoned mining town / abandoned mine
23.   Sign of the Gutted Goblin roadhouse
24.   Ruins of Blue Lake Bridge
25.   Ruins of Rolling River bridge / haunted battle site (weirdness and undead)
26.   Wrathrun village (inbred rednecks!)
Obviously, I still have a lot of gaps to fill in. That's where I'm stuck.... just how many "extras" should I put in?