Private Game Recruitment Thread (Closed)


Recruitment

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Just a private recruitment thread to help me and my players get their meat world game together while I'm travelling the world over the next month or two.

To my players, please check in as you can and when everyone's here we'll get started. I can walk people through the character creation process.


Test Post.

I did purchase the pdf that you sent us the link to. I noticed in that PDF they said you rolled 9 attributes. I think the one you didn't mention was psionic.

Ken


Yep, you really don't want to roll Psionics until/unless you're going to pursue training in it. Whenever you roll it, it's fixed at that point, and it degrades every four years without training.

So if you want to do psionic training, you roll it and begin the training. If you don't, it's bad to 'fix' the value. Basically, being evaluated on psionics 'fixes' the stat and it degrades if not trained and used.

I'm a bit annoyed, as they left in all the references to Psionics, but didn't put the psionic rules in. LOL. I have them if someone wants to be psionic, and I can walk you through how it works and all.


Test post to the forum!


Howdy, sorry I'm late. Is there an option somewhere to get these messages sent to my email as well. I'm more likely to check that multiple times per day than the boards.


There's a phone app for Android and Apple that costs less than 5 bucks that can monitor it for you and keep you updated. Otherwise, no. And you don't need ot monitor it more than once a Day I don't think.


What's the app called?


Wayfinder


Soooo,

I guess I'll get this started. I'm assuming we're still waiting on Raff (not judging) but he may just have to catch up.

I'm looking at a standard human with the Army class. Focus on heavy weapons and explosives.

18, 14, 12, 12, 11, 11, 11, 9

Str 12
Dex 14
Con 18
Int 11
Edu 11
Wis 12
Cha 11
Soc 9
Psi N/A


Anyone called dibs on a combat medic / doctor yet? I'd be willing to trade whatever I need to from the stats for increased int / skill in surgery. If this means non-human, I'm okay with that.

If I have enough points left over, I'd like to pick up the xeno- medical skill set as well.

18, 14, 12, 12, 11, 11, 11, 9

Str 9
Dex 12
Con 11
Int 18
Edu 14
Wis 12
Cha 11
Soc 11
Psi N/A

Question: would it make more sense to switch the int and edu stats?

This implies our spaceship has a med bay with all the required equipment. And that we have a spaceship with a med bay. And a spaceship.

Follow up request: It would be awesome if someone else in the party
would name their character "Jim." ;-)


Background:

Humanity left the Sol system in 2113, when it discovered natural rosenberg-einstein bridges created by gravitic lensing between solar systems. Not all solar systems had these RE-Points, but Sol had 2, each of which led to other solar systems. It was discovered in 2085, and took several decades to develop a ship capable of traversing them and coming back.
Humans spread out rapidly in the next 200 years, and encountered other species. Some encounters led to war, others to just confusion. Science progressed apace, and a vast galactic empire was formed, ruled from Sol.

But that much power was hard to exercise over such great distances, and the Solamani empire eventually fractured. Some humanity had so far diverged from the root stock, from a combination of genetic modifications and adaptation, that they were all but a new race, such as the Vilani (the first successful extra-solar colony expedition) and the Zhodani (humans who have tinkered with their own genes to enhance their mental abilities), or the Luriani (genetically engineered for amphibiousness).

Other races, such as the Vargr, Aslan, Droyne, Hivers, and k'Kree were careful to avoid getting involved in the civil wars that followed. Yet others, such as the uplifted Ursa, Dolphi, and Orcan took the chance to break free of their corporate owners and found their own colonies on back water worlds.

The planet Telthani was simply too far away from the core worlds to matter in the civil war. The agricultural planet was actually relatively close to Sol, galactically speaking. But to get to it via jump point required going through 14 systems before reaching The Hub. The Hub was the name given to Gamma Velorum, a massive 5 star constellation of stars, all within a few light minutes of each other. The brightest, Gamma 2 Velorum, a massive wolf-rayet star and Gamma 1 Velorum, a blue-white type O supergiant. Along with their lesser brothers, the Hub represents a massive gravitational lense effect that resulted in the constellation having no fewer than 87 jump points. Telthani was 8 jump points from the Hub, making it a true backwater. Although even it had a backwater planet to look down on, the small colony of Milthana was on the other side of Telthani's only other jump point, and that system had only one jump point. The heavy metal planet was moderately habitable, but rich in heavy metals and transuranics.

Telthani is not rich in heavy metals. It is roughly 40 percent larger than Earth, but has only 94 percent of it's gravity. It's core is nickle iron, like earth's, but significantly less massive. However, the planet's spin is roughly 3 times that of earth, giving it a day only slightly longer than 14 standard hours long. The increased spin causes the core to generate a magnetic field slightly stronger than that of Earth's.

The Telthani (Solomani Mix descendents) usually have a 28 hour 'day' with 'noon' corresponding to 'second rise'. Telthani takes 428 local 'days' (two revolutions) to complete a single orbit. Each local year is approximately 1.38 years standard long.

Culture:

Telthani culture has become very laid back, and very much individualized. There is a strong code of honor amongst the colonists, born from having to survive having been cut off for so long. A man's word is his bond. Laws are simple and straightforward, don't cheat anyone, don't kill anyone unless they're trying to kill or steal from you. Even in the city, regulations like drivers licenses and such are unheard of. If you can't drive well, you don't drive, or you pay for the damages you incur.
The government is extremely decentralized, with each major 'Holding' (which can be up to 5000 square miles) having a council. That council (made up of land holders) is elected by the people living in the Holding. The council then assigns one of their number as leader, and another is voted to represent them at the Planetary Council, which meets in Tentatha. Tentatha itself has it's own council and is it's own Holding.

Holdings are usually named for either the family that founded them, or some bit of local color. Hanson's Holding or Red Mountain Holding, for example.

Holdings are usually, but not always, ruled by Clans. Clans are families that originally settled the planet and had vast land charters. There are 32 Clans, and 48 holdings. There are five recognized Clans who did not originate with the planet. These clans were founded at the Isolation, when the warp point collapsed, by those stuck in system. The most prominent is the Merchant's Clan. These were members of the merchant corporations left behind by the closing, both ship's crew and planetary visitor.

Those in the power structure of the Clans are known as Nobles.

Technology:

It's local population was a nice stable 120 million when the warp point vanished, 452 years ago. The planet was cut off, not just from the Empire (or what was remaining of it), but also from Milthana. Despite only being a single jump away, Milthana was 150 light years away, paradoxically closer to the core, in absolute terms, than Telthani was.
The colony had made it's money by selling off wood from the massive Mubara trees, each one hundreds of feet tall, and most dozens of feet thick at the base. The thick hard dense wood was a pleasing chocolate brown, with a high natural wax content that gave it a silky smooth feel when even lightly sanded. It also held up well to hard use.

But with the loss of trade, the colony was thrown back on it's own for the last 452 years. Since that time, the population has expanded to a little over 200 million in the intervening 450 years. The technology level has dropped to a solid 7, although Tentatha, the capital city, maintains a solid 8, and has managed to keep the old space station active as well. Mostly it's used for air traffic control over Pangea (the main continent), and for weather tracking. Tentatha has a population of just over 1,000,000 people, with the rest of the population spread out over the rest of Pangea. Tech levels in the less populated areas of Pangea can drop as low as 4.

Only Tentatha has managed to keep enough technology to maintain a University, which is simply called Telthani University, or more commonly, The University. Despite it's age and failing systems, it's still the largest and most advanced center of learning on the planet.

Character Creation:

Your characters will determine their level via the background creation system. They should have some reason to be in Telantha City, and at the old Space Port, and possibly even the space station (Telthani Station, or just Station). This could be as simple as they work there (proper skills required), or they are consulting (academic, or even a ranger from the wilds who's helping with a planetary survey the High Council authorized to update the planetary scan records).
Races : Only Solomani Mix, Vilani, or Zhodani is available at game start (Humans in other words).

Characters will need to go through the Terms to reach whatever level they end up. This may be one term, or multiple. The more terms they take, the older they will be. So age is a very valid consideration, the game may not proceed in uninterrupted time (IE: There may well be down time that takes months/years).

Classes Available : Academic, Army (Planetary Ranger), Barbarian (backwoods hick), Mercenary, Navy (there's a very small navy maintained to keep the station active, less than 1000 people), Noble, Professional, Rogue.

Equipment : Unrestricted for TL 8 and below if you are not barbarian (TL 6 and lower for Barbarian). You must have Army, Noble, or Navy to have TL 9 and must have Noble to have TL 10 tech (and not all TL9 and 10 is available).

Skills : Use Alien Device is not available at start. Technical Skills require an appropriate background (you can't bulid energy weapons if you're a barbarian). K/Interstellar Law is only available with University Training.

Since we're pathfinderizing this, humans get a floating +2 to put into any one stat, in addition to +1 skill point per level, and bonus feat at first level. You can also add in any of the alternate human racial traits from Pathfinder for humans (so, trading out the bonus feat for the 3 skill focus's for example), or eye for talent, etc.

Additional Class Skills : Due to the tech level of the planet, characters add 3 class skills : Driving*, Ride, Handle Animal. In addition, everyone has the Knowledge Skill K/Homeplanet with 0 ranks. Note, this is considered trained, even with 0 ranks. You may put ranks into it as you wish, and it's considered a class skill as well (which means you get the +3 trained bonus for it, even if you leave it at 0 ranks).

Traits : You may pick 2 traits (Refluff as needed to fit the theme of the game, but mechanics and category must remain the same). Drawbacks are allowed (maximum 1 drawback for 1 additional trait).

House Rules :

1) We will use Pathfinder Skill structures. That means you get the same amount of skill points per level, from 1st to 20th. However, class skills get a +3 trained bonus if you put a rank into the skill.
2) Instead of feats being granted every 3rd level, they are granted every other level.
3) Spot and Listen are merged into the skill Perception (if the class has either, you get it as a class skill).
4) Tumble, Balance, and Jump are merged into the skill 'Acrobatics'.
5) Gather Information, Liason, Trader and Broker are combined into Diplomacy.
6) Move Silent & Hide become Stealth.
7) Read/Write, Speak Language, and Forgery are merged into Linguistics.

Prior History & Terms : For those without the actual book, I will roll Terms in the Recruitment Thread.

Cyber/Bio-ware:

Cyberware/Bioware : If this ever comes up in game, the rules in the book for cyberware are woefully underdeveloped, and the biological mods are pretty much the same. And, most of them didn't make it into the SF20 books.

So here's how I intend to handle it.

Wis Mod + Con Mod = Evolution Points

Cyberware or Bioware will be Eidelon evolutions (with me being the final arbiter on what can be gotten).

TL 10 : 1 pt Evolutions (with restrictions on a case by case basis)
TL 11 : 2 pt Evolutions (with restrictions on a case by case basis)
TL 12 : 3 pt Evolutions (with restrictions on a case by case basis)
TL 13 : 4 pt Evolutions (with restrictions on a case by case basis)

For example, let's say you found a hidden TL 10 medical center hiding out on an asteroid for the last 450 years (yes I know, assume it had android doctors or something), and you want implants to give you low light vision.

Cyberware : Obvious but can be programmed to transmit to a datapad on your body for later review. Picked up on scanners 100% of time.

Bioware : Non-obvious, even to scanners, without DNA testing.

So let's say you have a Wisdom of 10, and a Con of 10. Your body and mind just can't handle the modifications, autofailure of implant.

Let's say you have a Wisdom of 14, and a Con of 8. Your body is weak, but through sheer will you can handle 1 pt of modification. So those new low-light eyes are yours.

Let's say you have a Con of 16 and a Wisdom of 16. Your body is healthy and hale, and you have a strong mind, so you can handle 6 pts worth of modifications.

Note, these would be very costly modifications. Ranging from 20,000 to 2,000,000 credits. One point mods cost 20,000 to 40,000 depending on complexity (adding extra pair of limbs is more complicated than adding claws to your hands or changing out your eyeballs). Giving you fast healing is incredibly complex and invasive (4 pts) and would cost 2,000,000 credits. Prices may be adjusted down the road.

Skill Pre-Requisites:

Remove 3 from prerequisites, minimum 2.

If you encounter something that is 'per 5 ranks' then just keep it at ranks. It does penalize people a tiny bit, but it makes the math easier to keep track of. Psionics follows this ruling, so teleport requires 5 actual ranks in your skill to be able to use it at minimum effectiveness.

Tech by Class/Level:

Some tech has special rules, allowing alternate availability than the default TL based.

Computers :
The TL 7 computers are readily available to all, even Barbarians.
The TL 9's are available if you have Academic Career.

Weapons :
TL 7 are readily available (Even to Barbarians).
TL 9 are available if you have any Military Career.

Vehicles :
TL 7 are readily available (Even to Barbarians).

Anything else, ask me about.

Naval Ranks:

Enlisted :
Recruit
Seaman
Petty Officer
Chief Petty Officer "Chief"
Senior Petty Officer "Senior Petty"
Master Chief Petty Officer "Master Chief"

Officer :
Ensign
Lieutenant, JG "Jag"
Lieutenant
Lieutenant Commander "LC"
Commander
Senior Commander
Commodore
Rear Admiral*
Admiral*

*Rank not currently used due to size of Navy

Titles

Midshipman - Ensign on their first assignment, usually their first year.

Bosun - Senior non-commissioned officer on a ship or station, usually a Master Chief Petty Officer, but not always. Despite not being an officer, Bosun's are generally given command rights over Midshipmen.

Captain - Senior officer on a ship, who's been given command of the ship. If Senior Officer holds the rank of Commodore or higher, then that rank takes precedence over the title of Captain.

Station Commander - Senior officer on a station, who's been given command of the station. If Senior Officer holds the rank of Commodore or higher, then that rank takes precedence over the title of Station Commander.

Brevet - Prepended to a rank. This prefix indicates the rank is either temporary or pending. This might be done by a Captain to temporarily place a junior officer in charge (usually to give someone rank of someone with more time in service at the same rank), or to indicate a temporary assignment (such as Brevet-Captain when someone is temporarily given command of a ship outside the normal chain of command).

Army/Marine Ranks:

NOTE : Marine ranks are presented for completeness, but there are no Marines, the Marines were disbanded 387 years ago.

Army/Marine Enlisted Ranks

E1 : Private
E2 : Private First Class "PFC"
E3 : Corporal
E4 : Sergeant
E5 : Master Sergeant/Gunnery Sergeant
E6 : Master Gunnery Sergeant
XX : Sergeant Major of the Army/Marine Corp*

There is only 1 Sergeant Major of the Corps at any time. This individual is considered the highest ranking NCO in the military. They are generally considered a specialist and assigned where needed. Legally, they are still an NCO. Realistically, they usually have rather broad authority often including authority to give orders to higher ranking officers.

Marine Warrant Officers*
WO1 : Chief Warrant Officer
W02 : Marine Gunner "Junior Gunny"
W03 : Marine Gunner "Gunny"
W04 : Marine Gunner "Senior Gunny"

A Master Gunnery Sergeant in the Marine corp who gains a promotion gains an officer's Warrant. They do not however, gain a Commission. Instead they become a Chief Warrant Officer. Further promotions gain them the title of Marine Gunner. Further promotions gain them Gunnery Stripes. Informally, these are referred to as Junior Gunny's, Gunny's, and Senior Gunny's. The army does not have a similar role. Marine Gunners are the special forces of the Marines, and are expected to excel even above normal Marine expectations. Warrant Officers are treated like Officers for purposes of muster out, promotion checks, and so on. A WO who gains a commission becomes a 1st Lieutenant if they are a W01, and a Lieutenant Major if they are W02 or higher.

Army/Marine Officer Ranks*
01 : 2nd Lieutenant "2nd"/"2nd Louie"
02 : 1st Lieutenant "Louie"/"Lieutenant"
03 : Lieutenant Major "LM"/"Louie Major"
04 : Major
05 : Lieutenant Colonel "LC"/"Louie Chuck"
06 : Colonel "The Bird"
XX : Brigadier General "BG"/"Brigadier"
XX : Lieutenant General "LG"/'Louie General"
XX : Major General "MG"
XX : General

*Note that the ranking of LG being junior to MG is correct.


Mongo Pawn in Game of Life wrote:

Soooo,

I guess I'll get this started. I'm assuming we're still waiting on Raff (not judging) but he may just have to catch up.

I'm looking at a standard human with the Army class. Focus on heavy weapons and explosives.

Yes, we were. I finally called his wife and got her to yell at him to get him to log in.

That sounds good, Heavy Weapons is usually, in the Planetary Rangers, used for wilderness control. While Pangea has been pretty well tamed, there are 3 other continents on the planet, and some of them have some nasty indigenous life forms.

Demolitions is usually Ranger Combat Engineering Corps. Having both would have placed your character in the Survey Force, the Ranger command in charge of survey and constructon on Hades. Hades is the southern most continent on the planet. It's a mix of ice and fire. The planet is relatively tectonically stable. However, Hades was created where a series of 3 major faults exist (3 separate plates in contact). It is dotted by volcanoes (active and non), and undergoes earthquakes of at least 4.0 several times a month. However, the continent is the major source of rare earths and metals on the metal poor planet.


Ed Nordmeyer 291 wrote:

Anyone called dibs on a combat medic / doctor yet? I'd be willing to trade whatever I need to from the stats for increased int / skill in surgery. If this means non-human, I'm okay with that.

No non-humans at the start of the game, sorry. Nobody has called dibs on Sawbones yet.

Ed Nordmeyer 291 wrote:


If I have enough points left over, I'd like to pick up the xeno- medical skill set as well.

You could get a theoretical knowledge, but there are no aliens to practice on (see background). Any aliens died off centuries ago.

Ed Nordmeyer 291 wrote:


Question: would it make more sense to switch the int and edu stats?

For a doctor, yes. EDU is your primary stat for all technical skills. On the other hand, a high INT gives you more skill points to spend, so it's a trade off. Note, a human get's a floating +2 to put into one stat. Your chances of getting a PHD are vastly increased if you have a high EDU though. A Navy Medic/Combat Medic would need to go to University and then into the OCT and get a Doctorate. That's minimum 7 years of training, plus minimum 4 years more (either as an Army Medic or a Navy Medic). So your minimum age is 29 to start, and you'll need to perform 4 tours minimum (University, University (Masters), University (Doctorate), Army or Navy).


Character Creation Example

Bob wants to create a Navy Ship Pilot, named Patty Pilot.

Patty has always been fascinated by the stars, even from a young age she's wanted to visit space. It may be only a sad echo of what it once was, but the space station is her only means of doing so. Competition for the Navy isn't high, there aren't a lot of people who want to be in it. But with 200 million other citizens, even a tiny fraction means the competition will still be fierce, even if it's not plentiful. Only the cream of the cream can make it in.

18, 14, 12, 12, 11, 11, 11, 9. Bob wants to make sure he can get into the university and complete OTC, so he puts his best stat, 18, into EDU. He wants to be a good pilot. Piloting is a multi-stat skill, meaning he can base it off Int or Dex. He decides that Patty is more naturally skilled than trained, so he makes Dex his second choice. Bob also decides that Patty grew up on the wrong side of the tracks, so her social status to start isn't all that high. However, she was a voracious reader and sought out knowledge like a hound dog sniffing brats at the picnic. She places her floating +2 into her Int, as she has to meet the requirements for the Navy. Her final stats are : Str : 11, Dex : 14, Con : 12, Int : 13, Wis : 11, Cha : 11, Edu : 18, Soc : 9

Entrance (Int) : Check vs DC of 22 - EDU = 22 - 18 = 4: 1d20 + 1 ⇒ (7) + 1 = 8

Patty struggles through the application process, it was harder than she thought, but her voracious appetite for knowledge held her in good stead. Patty's not very good at coming up with original solutions, but she's very good at learning things and remembering the right information at the right time.

Graduation (Int) : Same as Entrance DC (4): 1d20 + 1 ⇒ (13) + 1 = 14

Patty handily graduates, not even working up a sweat. Additionally, all her background self education means she can test out of quite a few classes, and she graduates in 3 years instead of 4.

Honors Check (Int) : DC = 28 - EDU = 10: 1d20 + 1 ⇒ (13) + 1 = 14

Patty even managed to graduate with Honors, despite testing out of so many classes.

OTC Application, Naval Pilot (Flyer) (DEX) : DC 12: 1d20 + 2 ⇒ (18) + 2 = 20

Patty aces her application to OTC, and graduates with flying colors, resulting in her immediate induction into the Navy as a Pilot upon graduation! She could have gone for a Masters or Doctorate first, but chose to become a pilot ASAP

Results : Graduated with Honors in 3 years. +3000 xp (graduating) + 1000xp (Honors) + 1000xp (OTC) + 1 EDU (Honors). Her final stats are : Str : 11, Dex : 14, Con : 12, Int : 13, Wis : 11, Cha : 11, Edu : 19, Soc : 9. Patty is now 3rd Level (5000xp) (And must take at least one of those levels as Academic)

Patty is now an Ensign in the Navy, and a Pilot Trainee! She now goes on to her first tour in the Navy.

Entrance Check : Dex & Int 12+ (Good). OTC Completed, Patty begins as an Ensign.

Duty Assignment: 1d20 ⇒ 19 Strike!

Patty's duty assignment was supposed to be a fairly routine assignment as a shuttle pilot. However, there was an outbreak of hostilities between Clan Red Dawn and Clan Colvant over a newly discovered uranium deposit in contested territory that broke down into open warfare between the two clans. The high council (sans those clans representatives) voted to suppress the war after a damaged missile came down in a neighboring clan's town and killed over 30 people.

Patty was assigned to the Council Fighter Wing along with several Army pilots, flying the sleek Wraith class Assault Fighters. These fighters were capable of extra-atmospheric flight, and she ended up fighting over Clan Red Dawn's territory.

Bob decides to risk survival for a chance at promotion and other bonuses. He adds 2 to his survival DC, in exchange for a -2 to his other DCs, which also ensures an automatic promotion if he survives.
Survival(Int) DC (6+2=8): 1d20 + 2 ⇒ (15) + 2 = 17

Patty survives her battle assignment, and gains a promotion to Ltn. JG. Promotion DC = 6, -2 for the survival risk, is 4. Patty's minimum Promotion (EDU) check is 5, so automatic success

Decoration Check DC (6-2=4): 1d20 ⇒ 4

Patty received a Meritorious Conduct Under Fire (MCUF) medal for her part in putting down the war.

XP Bonus (DC 4 - 2): 1d20 ⇒ 9
XP Bonus Amount: 1d4 ⇒ 4

Results : Promotion to O2 - Ltn JG (Jag), MCUF Decoration, +4000 XP (Survival) + 1000XP (Promotion) + 2000XP (Decoration) + 4000XP (Bonus XP). Total XP 16,000XP. Patty is now 6th Level. Bob puts her 4th level bonus stat point into Int. Her final stats are : Str : 11, Dex : 14, Con : 12, Int : 14, Wis : 11, Cha : 11, Edu : 19, Soc : 9. Patty is now 25 years old, and Bob decides this is a good stopping point.

Mustering out

Patty spent one term in the Navy (note University doesn't contribute to mustering out rolls, as the University takes money, not makes it. :) So she gains 1 mustering out roll from that term. She also gains 1 because she is an O2. So she has two muster out rolls. These must both be taken on the Navy muster out charts, as that is the only prior history path she completed. She may take up to 2 on the cash benefits, and any number on the material benefits. Because as a pilot Patty spent a lot of time gambling on down time with the other pilots, she's put 1 point into Gambling, and gains a +1 on the check

Cash Muster out: 1d6 + 1 ⇒ (2) + 1 = 3 5,000 credits
Material Muster Out: 1d6 + 1 ⇒ (5) + 1 = 6 High Passage

Since there are no interstellar flights, the High Passage ticket becomes cash instead, 9,000 credits

Bob then does his build of his 6th level character, noting he needs to put at least 1 level into Academic, and 1 skill rank into Gambling. Bob decides on 2 levels of Academic, and 4 levels of Navy. At the beginning of the game, Patty will still be a Navy pilot, assigned to the space station.


I've never done a creation process like this. So, it's possible that we'll be different levels when we start?


Yes, but it shouldn't matter much.

A few ranks in skills here and there, and that's about it.

Most weapons do life point damage, not stamina damage, so if you can die from 16 life point damage at level 1 or level 8, that's pretty much a leveler. More experienced people are more likely to hit, but that's about it. And given the system encourages multiclassing, that's not that big a deal. Any differences should be relatively small (3 or 4 level spread) and the XP will level itself out over time (due to how much you need to go up each level).


Another (but probably not near the last) question:

Are you doing the rolling for creation or do you trust us?


Do the rolling here in the thread, as I did for Patty.

There's a little box under your post box that says 'How to format your text'. One of those is Dice. Basic gist is you use []'s around Dice to roll dice. So {DICE=<Description>}#ofDice<D>SizeOfDice+Bonus or Penalty{/Dice}. Just replace the {}'s with []'s. Like below.

Example Roll: 5d6 + 4 ⇒ (4, 2, 6, 1, 1) + 4 = 18
Example Roll: 1d20 + 4 ⇒ (1) + 4 = 5

{dice=Example Roll]5d6+4[/dice]
{dice=Example Roll]1d20+4[/dice]

If a roll is dependent on another roll, use the Preview function. It will show you what your rolls will end up being. Just don't use it on the survival checks. :)


Well, the Army class can have several survival rolls depending upon how many terms I go for. Do you want me to do one long post or end a post whenever I get to a Survival roll?


Completely up to you. Might make it easier to do multiple posts. Plus less chance of it eating your post, the forum monster likes to do that on occasion. :)


Alright. Let's start this bad boy up and see how many times I can make a mistake.

Ranger Combat Engineer, maybe.

Starting Stats: Str 12 
Dex 14 
Con 18 
Int 13 (including +2 for human) 
Edu 11 
Wis 12 
Cha 11 
Soc 9 
Psi N/A

First Term:
He is enlisting so we start with Basic Training: +1,000 xp. Takes up first half of term.

2nd Half of Term:

Assignment: 1d20 + 0 ⇒ (18) + 0 = 18

Counter Insurgency, sounds like someone was making trouble and they're sending in the rookie. Survival DC for that is 4. EDU is +0.

Survival: 1d20 + 0 ⇒ (14) + 0 = 14

Woohoo. Was a little worried there. Looks like those rebels/rampaging Hades beasts didn't stand a chance. +4000 xp. Next comes the roll for Commission. DC is 12 with a +4 mod for Con but a -2 since this is his first term.

Commission: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13

And he got commissioned. Looks like he performed pretty darn well there. If I'm reading this right, he is now a 2nd Lieutenant and gets +2,000 xp. I don't believe that I roll for promotion since he just got commissioned, but correct me if I'm wrong. Next is Decoration which has a DC of 17 with no modifier.

Decoration: 1d20 + 0 ⇒ (18) + 0 = 18

Holy cow! He kicked ass. So looks like he got a Common Decoration of Meritorious Conduct Under Fire. This gives him an additional +2,000 xp. Since it's his first term he gets no XP bonus roll.

This ends the first term. Total of +9000 xp. I think I'm supposed to do earned benefits as well, but I'm not sure how to do that.

Please let me know if this looks okay and I'll see if I want to do more.


If I did that all correct, that puts me at 4th level which gives a +1 to an attribute. Would I add that in (assuming it makes a difference) before starting another term?


And it looks like I didn't roll for reenlistment. Didn't see it could be required, and not just a choice. DC is 9 with no modifier.

Reenlistment: 1d20 + 0 ⇒ (3) + 0 = 3

Thanks but no thanks. The action was successful and liked by the brass, but not politically popular. The civilian higher ups needed to distance themselves from those involved. Looks like I'll have some decisions to make.


Yep, looks good so far. Yes, you'd apply the +1 for the 4th level before your next term. Muster out rolls occur at the end of the prior history, not for each term. I'll walk you through those at the end.

You can stop here, or you can go another term in another prior history. Mercenary, Navy, Professional pop to mind. The other option is University.

Your character is now 22 years old. You cannot be more than 28 (unless you reached 28 during a term, for example, if Patty above had gone another term in Navy, she would have been 29 at the end).


I think I will keep him as he is. I like the idea that he had a short but distinguished career but is now thrown out for political reasons. He still loves the military but is disenchanted with the civilian leaders. He has some funds to keep him going but they won't last forever. He has no idea what to do with his life so he's taken to traveling and has found himself at the space port, basically as a tourist.

Does that work?

I'll start working on ideas for skills and feats and post them here. Speaking of which, since military have access to tech level 9, would this be considered a high tech game for the purpose of Army starting feats?


Below is my list of feats and skills. We'll need to coordinate on equipment as I am not sure what a mustered out Army Ranger (particularly with his particular skill set) would be allowed to have. I know what I want him to have, but I'm pretty sure they don't let you take your mortars and C-4 with you when you leave. As always, I'm open to suggestions and tweaks.

He's at 9,000 xp here. Just 1,000 until 5th level. His next level will probably be in Mercenary or Professional, depending upon what happens in game. Of course, given a chance to reenlist, he'd take Army again in a heartbeat.

Starting Feats (* if available):

WP (marksman)
WP (combat rifleman)
AP (light)
AP (medium)*
AP (vac suit)*

Feats:

1st level: Nerves of Steel
Human bonus: Gearhead
Army bonus 1st level: WP (heavy weapons)
Army bonus 2nd level: WP (artillery)
3rd level: Jury Rig

Skills (# of ranks):

Combat Engineering +9 (4)
Demolitions +9 (4)
D/Light Military Vehicles +6 (1)
Forward Observer +7 (2)
Gunnery +8 (4)
K/Homeworld +6 (1)
P/Administration +6 (1)
Perception +5 (1)
Sense Motive +5 (1)
Survival +5 (1)
T/Electrical +7 (4)
T/Mechanical +7 (4)


No vac suits, those are navy only and they don't have a ton of them.

Remember for vehicles, you need the driving/piloting skill, and the vehicle feat s well that governs that vehicle.


Ahhh, well so much for that. I'll probably move that skill rank to Perception. Don't want to spend a feat, just thought I'd throw in a skill point.


You get one free vehicle feat, if you read the character section in the book about 'world skills and feats', page 20.

WORLD FEATS
Characters may also start out with an automatic feat based
on the technology level and one or more for the environment of
their homeworld. Consult the chart below to see what feats your
character qualifies for:
World Tech Level or Environment | Automatic Feats
Very Low Tech | Tracker and Trapping
Low Tech | Weapon/Swordsman
Mid Tech | Vehicle/Wheeled*
High Tech | Vehicle/Grav**
Very High Tech | Vehicle/Grav**
Asteroid Belt or Vacuum World | Vac Suit and Zero-G/Low Gravity Adaptation
* Automatically gains the Driving skill (cross-class unless otherwise noted as a class skill) at skill rank 0.
** Automatically gains the Pilot skill (crossclass unless otherwise noted as a class skill) at skill rank 0.

WORLD SKILLS
TL 8 Agriculture (Handle Animal, Ride, Driving*)
* Automatically gains the Vehicle/Wheeled feat if the character does not already have it.


Oh, nice, I missed that. Thanks.

Now where are the rest of these lazy bastards? ;)


I'd say Raff is being Raff.

Ed is probably doing family stuff, same with Neal and Ken. I expect they'll trickle in tonight and tomorrow.

Dont' forget to work up your backgroud/name/etc.

For spending credits, you can get the tech based on the TLs. At the moment, the colony isn't all that security conscious. They are mostly 'wild west' in their view of weapons. Don't wear one unless you're ready to be called on to use it. Don't drive if you don't know how. Military grade weapons are out, but anything that's not anti-vehicle is likely to be fine.


...and there's my introduction!
Quick dice test:
Example Roll: 5d6 + 4 ⇒ (2, 3, 6, 1, 5) + 4 = 21
Example Roll: 1d20 + 4 ⇒ (6) + 4 = 10


So I found the earned benefits section. He completed 1 term and ended with a rank of O1. That would give him 2 benefits rolls which would entitle him to 5000 credits, +1 Int, or 3000 credits (2000 credits and a Low Passage worth 1000 credits), correct?

If he takes the +1 Int, would he be able to use the +1 ability point gained at 4th level for Edu instead?


Mark Koy has wanted to be a doctor since a young age, but realized that based on his family's modest income he'd have to find a way to pay for it. The Navy offered the education degree in return for a number of years of military service, provided he can make the cut and survive the training.

Str 9
Dex 12
Con 11
Int 14
Edu 18
Wis 12
Cha 11
Soc 11 +2 (13)

He enrolls in the university after signing a contract with the Navy. If he makes the cut, he'll be an ensign, but if he fails any classes, he's still on the hook for 4 years of service as an enlisted.

INT check vs. DC (22-EDU) to be admitted, so EDU = 22 - 18 = 4

Example Roll: 1d20 + 1 ⇒ (2) + 1 = 3


So... maybe that night of celebration BEFORE taking the entrance exams was a bad idea.

He is enlisting so we start with Basic Training: +1,000 xp. Takes up first half of term.

2nd Half of Term:
Assignment: 1d20 + 1 ⇒ (17) + 1 = 18


As a enlisted Medic, he's sent into battle with a Strike force. Let's see if he survives:

Survival(Int) DC (6):
Survival: 1d20 ⇒ 15


The bullets were flying, but by some miracle, he came through unscathed.

I don't know what the "Comm DC" is for, but it's set at a 10.

Comm: 1d20 ⇒ 5

Let's also see if this was worth a promotion (set at an 8:)

Rank Promo: 1d20 ⇒ 1

Did he perform gallantly, in front of someone that can nominate him for a medal? (set at an 8)

Decoration: 1d20 ⇒ 13

And finally, did he learn from this? (XP bonus DC 4)

XP bonus: 1d20 ⇒ 7


Alas, the Comm DC did not pass, and all of the officers that could have promoted hard working Mark were safely away from the front lines. (The virtual dice hate me today.)

He did well enough among the troops he helped that he was decorated with the MGC (5 over the required roll.)

I'm going to stop for now, pending feedback to see if I did this right, and see how we can get him back on track into the University with his medical career.


Ed, I don't think you get an XP bonus roll for the term in which you do basic training.


So what would a relatively simple class for me to play that we need in the group?

Test: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 2 ⇒ (6) + 2 = 8

Ken


Mongo Pawn in Game of Life wrote:

So I found the earned benefits section. He completed 1 term and ended with a rank of O1. That would give him 2 benefits rolls which would entitle him to 5000 credits, +1 Int, or 3000 credits (2000 credits and a Low Passage worth 1000 credits), correct?

If he takes the +1 Int, would he be able to use the +1 ability point gained at 4th level for Edu instead?

You have to actually roll on the muster out chart.

1d6 (+1 if you have at least 1 rank in gambling). See the example character creation for muster out.

If he did roll a +1 int, it's at the end of his career. And he could, but it would affect his rolls, so probably better to leave it where it is.


Ed Nordmeyer 291 wrote:

Mark Koy has wanted to be a doctor since a young age, but realized that based on his family's modest income he'd have to find a way to pay for it. The Navy offered the education degree in return for a number of years of military service, provided he can make the cut and survive the training.

Str 9
Dex 12
Con 11
Int 14
Edu 18
Wis 12
Cha 11
Soc 11 +2 (13)

He enrolls in the university after signing a contract with the Navy. If he makes the cut, he'll be an ensign, but if he fails any classes, he's still on the hook for 4 years of service as an enlisted.

INT check vs. DC (22-EDU) to be admitted, so EDU = 22 - 18 = 4

[dice=Example Roll]1d20+1

Str 9 (-1)

Dex 12 (+1)
Con 11 (+0)
Int 14 (+2)
Edu 18 (+4)
Wis 12 (+1)
Cha 11 (+0)
Soc 13 (+1)

So, note that your Int Bonus is +2, not +1. Which means that +2 you rolled for entrance into the university was a 4, with a DC 4, so you squeaked by.

For those who are watching, Comm = Commission. If the number has () around it, add +2 to the DC if you are an officer.

Note that you add the stat indicated under the column to the checks. In the example of Army : EDU Bonus is added to Survival Check, Con Bonus is added to Commission check, EDU Bonus to Promotion Check, And nothing to Decoration and XP bonus.

Ed, you want to redo your university time, since you actually got in, and didn't go to Basic Training. You want to probably check OTC if you're going Army or Navy. To be a full doctor you need BsC, MS, PhD. 7 years minimum. If going OTC, that will be another 4 years (11 years minimum) making you 29. To be a surgeon, you'll need the Surgery feat at some point.


Ken Poklitar wrote:

So what would a relatively simple class for me to play that we need in the group?

[dice=Test]1d20 + 3; 1d6 + 2

Ken

All of them are relatively simple. There are very few complicated classes, it's all skill rolls, feats, and a few small special abilities. Unlike Pathfinder, you could just as easily get along with a professional or academic as you could with a navy or army person. They're really just about the special class feats you get access to. The system really does promote multiclassing.

What you sort of need in the game :

Engineer (Tech person, MS or PHD)
Medical Person (Tech Person, PHD)
Naval Commander (Officer in Navy)
Combat type (Army or Navy, more likely army)
Pilot (Navy or Army, more likely Navy)
Psionicist (Any class, optional)


So I get 2 rolls since he ended up as O1. I'll follow along the lines of your example and roll one for each of cash and material benefits.

Cash Benefits: 1d6 + 0 ⇒ (5) + 0 = 5
Material Benefits: 1d6 + 0 ⇒ (5) + 0 = 5

Nice. 10,000 Credits plus Middle Passage which can be cashed in for 7,200, for a total starting credits of 17,200.

I'll have to work with you, Matt, on what is available and advisable. I see him as traveling around a lot now, so maybe he'd have a personal sidearm, but I'm not sure what else.


Yeah, I forgot you guys don't have the equipment section. We'll get equipment sorted out at the beginning of next week's game.


Just got around to thinking about this. Based on Matt's suggestions and it looks like Nate is covering combat and Ed Doctor.

I'm interested in the Pilot or Psion. I'll start reading the pdf tonight and hopefully have something in the next few days.


When you said next week's game, you meant this Friday, correct?


Yep, sorry, long weekend.


Note, overlap is ok (having someone to back you up on something when you're busy or down never hurts).

Also, psion would be mixed with something else, and be a mediocre whatever and a psion (due to spending feats on psionics).


Is there a specific character sheet you want us to use?

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