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Char Gen and Connections.

Posted by RefereeFor group 0
Player Five
player, 3 posts
Fri 28 Jan 2011
at 13:47
  • msg #27

Re: Char Gen and Connections

Hi all, sorry I'm late, here's my input (assuming the Ref doesn't pull me up for any FUBARed chargen calcs...

Thera Santorini.

Born on St Croix/Espiaux

Year Range: 5738-5741 (last term)
Career: Entertainer - Performing Arts
Event:  Tour of Sector, meets three contacts.
Skills: Steward, Street.
Advancement  Promoted to Rank-1.

Year Range: 5734-5737 (two terms ago)
Career: Drifter - Wanderer
Event:  Life Event - end of relationship - broke b*****d pimps her.
Skills: Stealth, Street
Advancement  Promoted to Rank 1

Year Range: 5730-5733 (three terms ago)
Career: Rogue - Pirate
Event: Betrayed by unknown and attempted turn by agency.
Skills: Gunnery
Advancement Muster

Curiouser and curiouser! Last term and three terms ago seem ideal. Thera was aboard the yacht providing entertainment and part-time steward duties for the crime boss and escaped with the others, her head still set on adventure.

Two terms ago was drifting around various startowns, could have met Bertrand in some seedy area, and could have required pharmacuticals or surgery of some description from the Doc at any time.

Three terms ago was a pirate betrayed by someone and an attempt was made to turn her into a double agent/mole, but she gave the agency and the pirates the slip, dropping into oblivion for half a decade.

How's that sound? Anyone spot any other possibilities?
Hayden Marks
player, 33 posts
Experienced Trader
Fri 28 Jan 2011
at 14:27
  • msg #28

Re: Char Gen and Connections

Welcome!  I think the last term connection is a great idea.  Hayden took Steward-1 as a connection skill that term and with your Steward-1 skill, it makes a lot of sense that you were on the yacht and we worked together to keep the clients happy and things running smoothly.  It should also make the Gypsy Moth quite attractive to the well-heeled crowd.  And it pairs nicely with Gunnery, so that’s a another boon for the group!
Danica Moreau
player, 31 posts
ex-Major, FRA
**** Classified ****
Fri 28 Jan 2011
at 15:36
  • msg #29

Re: Char Gen and Connections

Hi Thera!  Welcome aboard.

I agree with Hayden, your skill set and events look like a great fit for this group.  I think that the last term linkup can be managed with a little effort and very little problems.

Also, since you are from St. Croix, there could be a link with Danica there, if you want. St. Croix is a relatively small/new place.  Although Danica is 8 years older than Thera, they both would have had some time spend on St. Croix together.  Danica gained Vacc Suit/0, Computers/0 and Medic/0 there.  And she was part of the local Militia (more search and rescue/Red Cross, than actual soldiery).  Perhaps they served together or were schooled together.  Or their families are friends.

Also, three terms ago, any of the agents (Jack, Bertrand or Danica) in the group could have been part to the operation to 'turn' Thera...

Just let us know what appeals to you.
Jacques Keveloh
player, 27 posts
Fri 28 Jan 2011
at 17:36
  • msg #30

Re: Char Gen and Connections

Hey Thera -- welcome!

I'm liking the last term as entertainer on the yacht as well, gives the whole situation a lot more depth and color!

Jack and Bertrand connected three terms ago - Danica's right, wouldn't be hard to work you in to that also.
Player Five
player, 5 posts
Fri 28 Jan 2011
at 21:56
  • msg #31

Re: Char Gen and Connections

In reply to Danica Moreau (msg #29):

I like the idea that Thera and Danica met on St Croix, but 8 years is a huge gap for teenagers. Family friends seems the only rationale.

I was already thinking that Thera was orphaned in an industrial accident in her early teens, but Danica would have already left then - when Thera was 10.

However, perhaps Danica's family were friends, they took her in, and Danica got updates about her in family communiques.

Hearing that Thera had gone 'off the rails' and fallen in with a band of pirates, Danica may have decided to turn her away from the dark side. However, Thera was too young and headstrong to do anything sensible at that time and Danica let her disappear rather than turn her over to the authorities - at least she was no longer going to get herself executed as a pirate...

How's that sound?

I was thinking of upgrading Engineering or Gunnery for this connection (whichever is best for the group) - perhaps it was agency tuition in prep for a mole role?

Edit: Or maybe Thera was orphaned earlier, Danica was search & recue at the accident and Danica's parents took the kid in?
Maybe Thera never knew Danica was involved in the attempted turn?
This message was last edited by the player at 22:02, Fri 28 Jan 2011.
Dr. Jim D. Jones
player, 31 posts
Sat 29 Jan 2011
at 03:46
  • msg #32

Re: Char Gen and Connections

Welcome aboard Thera!

Awesome tie-ins and backstory - and excellent skill mesh. :)
Player Five
player, 7 posts
Sat 29 Jan 2011
at 07:22
  • msg #33

Re: Char Gen and Connections

Dr. Jim D. Jones:
Welcome aboard Thera!

Awesome tie-ins and backstory - and excellent skill mesh. :)


Thanks - mostly luck of the dice really.

And thanks for the other welcomes, BTW.
Danica Moreau
player, 32 posts
ex-Major, FRA
**** Classified ****
Sat 29 Jan 2011
at 09:27
  • msg #34

Re: Char Gen and Connections

Player Five:
I like the idea that Thera and Danica met on St Croix, but 8 years is a huge gap for teenagers. Family friends seems the only rationale.

I was already thinking that Thera was orphaned in an industrial accident in her early teens, but Danica would have already left then - when Thera was 10.

However, perhaps Danica's family were friends, they took her in, and Danica got updates about her in family communiques.

Hearing that Thera had gone 'off the rails' and fallen in with a band of pirates, Danica may have decided to turn her away from the dark side. However, Thera was too young and headstrong to do anything sensible at that time and Danica let her disappear rather than turn her over to the authorities - at least she was no longer going to get herself executed as a pirate...

How's that sound?

I was thinking of upgrading Engineering or Gunnery for this connection (whichever is best for the group) - perhaps it was agency tuition in prep for a mole role?

Edit: Or maybe Thera was orphaned earlier, Danica was search & recue at the accident and Danica's parents took the kid in?
Maybe Thera never knew Danica was involved in the attempted turn?

Thera, if you don't mind being orphaned earlier (age 8 or 9 perhaps?  Or earlier?!?), I think that Danica being in on the rescue and living with Thera for a couple of years would be a great connection.  Her family could definitely foster Thera.

As for the rest, it sounds great.  Danica's parents would likely have kept her informed about Thera (and, of course, she would be interested).  Danica would have tried to get Thera out of piracy.  She would definitely not have insisted on Thera joining her in ACID (no even sure she could offer), but she would try to keep tabs on her.

Perhaps she even pointed Hayden to you (or vice versa).  If Danica couldn't watch over Thera personally, perhaps getting a friend to do it would work just as well...:)

I'll try to draft something up in the next day or two for you to peruse.  How attached are you to the "industrial accident"?  Could they have been on a mining or surveying expedition?  Might you have been traveling with them (as a family) since they would be gone for months at a time.  Then you could be literally rescued.  As to why they were not rescued - did they sacrifice themselves so that you could live, perhaps?  Did you see them die?  *shrug* Just a thought...

As for skills, I suspect that Gunnery would be the better choice (unless your INT/EDU modifiers are much higher than your DEX), though we need a couple of Gunners as well as a Primary Engineer.  I believe that you already had Gunner(), so you might as well boost that.  Honestly, to be the primary engineer will take much more than just 3 connection skills.
Player Five
player, 9 posts
I prefer the term
'performing artiste'.
Sat 29 Jan 2011
at 13:10
  • msg #35

Re: Char Gen and Connections

In reply to Danica Moreau (msg #34):

Being orphaned was just a rationale for Thera to go off the rails, I really don't mind how or when it took place, except I think Thera and Danica shouldn't know each other too well - I was trying to avoid a 'sisters' aspect, so maybe the rescue was shortly before Danica left. I'm not expecting the story to have any bearing on the current plot.

Similarly, I'm not too sure about Danica keeping a permanant eye on Thera during her drifting phase, I think I prefer the idea of her dropping off the radar altogether. Having said that, I'm not opposed to Danica having tried, with intermittant success, so maybe Danica knew Thera was on that yacht? Or maybe it was coincidence. I'm thinking Thera's connection to the yacht was as an employee/subcontractor of the crime boss rather than of Hayden.

I'm just trying not to have Thera and Danica have an unfairly close connection. I don't think it should be markedly closer than other team members' connections. They will have an ongoing connection anyway as the only girls aboard.

Edit: I think you may be right about the Engineering thing. Maybe we should hire a couple? I'll go for Gunnery.
This message was last edited by the player at 13:14, Sat 29 Jan 2011.
Danica Moreau
player, 35 posts
ex-Major, FRA
**** Classified ****
Sat 29 Jan 2011
at 22:12
  • msg #36

Re: Char Gen and Connections

Player Five:
Being orphaned was just a rationale for Thera to go off the rails, I really don't mind how or when it took place, except I think Thera and Danica shouldn't know each other too well - I was trying to avoid a 'sisters' aspect, so maybe the rescue was shortly before Danica left. I'm not expecting the story to have any bearing on the current plot.

This is fine.  Let's make it one of the last rescues that Danica was in on before she left to join the FRA.  If you would prefer that Thera was not at risk that would be fine.  In fact, it might be better, then for a certain level of estrangement - Danica was present at the discovery of the bodies and had to bring the news to Thera.  That type of thing.

Player Five:
Similarly, I'm not too sure about Danica keeping a permanent eye on Thera during her drifting phase, I think I prefer the idea of her dropping off the radar altogether. Having said that, I'm not opposed to Danica having tried, with intermittent success, so maybe Danica knew Thera was on that yacht?

I was not clear - I only meant that Danica would likely continue to try to contact Thera during that period - it was purely from Danica's stand point.  If you would prefer to have all attempts (or only some attempts) be unsuccessful, that is fine.  As you noted, I am sure that Danica's parents would have tried to keep Danica appraised of what they knew - so, if Thera was troubled, and then disappeared - Danica would try to find her.  It's up to you though, Thera, as to how successful Danica could/would be.

Player Five:
...Or maybe it was coincidence. I'm thinking Thera's connection to the yacht was as an employee/subcontractor of the crime boss rather than of Hayden.

Well, I'll post to you what the (massive) five (now, six with you) person connection in the last term that is in the works.  But, just as a heads up - everyone but Doc was on the ship in different guises (and Doc shows up at the end - as the ripperdoc...er...medtechie... er ... doctor for Bertrand, who is gravely hurt and gets (or needs repaired?) a number of ... er... enhancements upon mustering from his FRECLE career).

Bertrand and Danica are undercover spooks for different agencies in a joint mission (to kill the crime boss and blow up as much of his stuff as possible).  Hayden is head of the subcontracted yacht crew (Osawa Lines is the supplier of the yacht), and Jack is a merc/bodyguard - muscle hired separately by the crime boss.  Danica and Bertrand's precarious cover is one of the reasons that I would prefer that you have a previous connection to one of the PCs - Danica and company blows up the yacht and if you are not with her/known to her or her associates - you are less likely to be part of the ...er... 'solution' (and therefore potentially a 'problem').  But, since you are known to Danica, as long as you don't blow her cover prematurely (which would mark you as enemy in her book, irrespective of previous connection)...  It's all good and you escape with the rest of us (otherwise, you can escape with some of Hayden's crew in the life pods - not nearly as stylish, nor do you get to see the super-secret hospital or Dr. Jones)!

However, Thera gets inserted into that web, we can work out, I'm sure.

Player Five:
I'm just trying not to have Thera and Danica have an unfairly close connection. I don't think it should be markedly closer than other team members' connections. They will have an ongoing connection anyway as the only girls aboard.

*shrug* I am not sure what you mean by 'unfairly close' as a connection, but I am fine with whatever level of connection you are comfortable with.  I think that you will see that various connections are of varying depth within this set of PCs and players.

Player Five:
Edit: I think you may be right about the Engineering thing. Maybe we should hire a couple? I'll go for Gunnery.

Ultimately, it is up to you, but I would think that if you have Gunner()/1 already, that bumping that even by two points still leaves you with one more skill to allocate freely (and whatever package skills you and that Ref work out).

As far as I am aware, we will be hiring one or more engineers and likely another gunner to fill the third turret (if you and Bertrand are filling the other two).  So, irrespective, we will be hiring crew - thus, pick the role you would prefer Gunner and Engineer and run with it.

My comment about being the engineer was merely that you will likely want a level/2 or /3 in (at least) one engineering specialty and probably a decent Mechanic skill as well (and good Int/Edu DMs).  To me that seems more than three skill points (more like five, six or more)... but with connection and package skills maybe Thera can get there, if she wants to.

So, play what you think you will have the most fun with.
Thera Santorini
player, 10 posts
I prefer the term
'performing artiste'.
Sat 29 Jan 2011
at 23:57
  • msg #37

Re: Char Gen and Connections

Danica Moreau:
*shrug* I am not sure what you mean by 'unfairly close' as a connection, but I am fine with whatever level of connection you are comfortable with.  I think that you will see that various connections are of varying depth within this set of PCs and players.


Not sure if you took any offence with my last post - none was intended and none still.

As I said, I was just trying to avoid Danica and Thera getting too sisterly from their 'family' connection, which none of the other PCs have, other than that I'm fine with anything. :)

The Ref is making some suggestions about Hayden by PM, so hopefully Thera would have at least two former connections with PCs by the time she boards the yacht, and she would just be the crime-boss's hired help like Jack, not part of his outfit.
As you said in a previous post, we're writing the backstory, so of course Thera didn't blow Danica's cover. :)

Yes, I'm in agreement about Thera not being able to get a decent engineer level.
I'm just playing catchup with the posts yet and trying to get a hang of who has what skills. It looked like we were short of Engineering skills so I wondered if I might help, that's all. You're right, it would take too many points. :)
Thera Santorini
player, 13 posts
I prefer the term
'performing artiste'.
Sun 30 Jan 2011
at 07:59
  • msg #38

Re: Char Gen and Connections

Guys, I'm making my final choices. Are any of the following better for the group than others?

Pilot-1, Survival-1, Flyer-1, Engineering-1 (bearing in mind I already have Eng-0).
Or are there any other shipboard skills we need an extra point in?

Ref, if I choose Flyer, which cascade type am I most likely to meet in this TU?
Danica Moreau
player, 38 posts
ex-Major, FRA
**** Classified ****
Sun 30 Jan 2011
at 09:02
  • msg #39

Re: Char Gen and Connections

Thera Santorini:
Or are there any other shipboard skills we need an extra point in?

How are you Mechanic and Vacc Suit levels?

Vacc Suit/1 (or higher) is likely to be required for the Vacc Suits we are going to get - TL-C Vacc Suits (which require Vacc Suit/0) are not going to be available, presumably.  TL-8 Suits require Vacc Suit/1.  HEV suits (at the tech level we are talking about) require Vacc Suit/1.

As for Mechanic, its always a good skill to have.  Makes you handy in general.

As the Gypsy Moth's pilot, both Pilot() and Flyer() are great cascades (and Danica has both) ... :)  The Ref has warned me that Flyer() (especially Flyer (grav)) are not as common since a) the Gypsy Moth doesn't have an air-raft (unless someone has mustered with one...) and b) the TL levels are low enough that they aren't that common, in general.  So, for Danica, it is more flavor.  As for Pilot(), Jack does have it as back up, and he intends to take the smallcraft specialty, I believe - so, Thera having it is not essential.  But if you want it - go for it.

EDIT:  Oh, and no offense was taken, Thera.  Far from it - feel free to tell me to shut up at any point.  I am sorry, if I came across as obtuse or offended; that was definitely not may intention.
This message was last edited by the player at 09:33, Sun 30 Jan 2011.
Thera Santorini
player, 14 posts
I prefer the term
'performing artiste'.
Sun 30 Jan 2011
at 13:12
  • msg #40

Re: Char Gen and Connections

In reply to Danica Moreau (msg #39):

Ah, I hadn't realised that about the vacc suit skills. Thera has Vacc-0 - sounds like an upgrade's a must, thanks!
Having said that, it's not in the package the Ref's offered. Maybe Vacc-0 being OK for our suits is a houserule he's omitted? (one can always drop a hint). ;)

Thera has no mechanic skills at all, but I know others have - how many wrench-benders do we need? I was wondering if we had any Survival skills in case we get marooned, or whether getting Eng-1 would allow me to help out with the ship since AFAIK Eng-1 in one cascade gives Eng-0 in all the other cascades, whereas my current Eng-0 represents basic competence in only one area.

I hadn't realised someone else was specialising in smallcraft. That's covered, then, Thera doesn't need Pilot for herself.

The Ref told me Flyer was under-represented, so I dunno??

Heh, I'm sure we can 'acquire' an air raft somewhere. >:)

Glad to hear I didn't upset you, I wasn't sure. :)
Hayden Marks
player, 37 posts
Experienced Trader
Sun 30 Jan 2011
at 13:24
  • msg #41

Re: Char Gen and Connections

Since there is no Security skill from Book 6 (per house rules), Mechanic is likely the skill that you would use for picking mechanical locks, hotwiring a car, safecracking, prying stuff open, etc.  So it probably has some of uses besides fixing starships...especially for spookish/roguish types.  Would be a shame for your whole op/robery to be defeated by a $20 deadbolt.  ;)
This message was last edited by the player at 13:45, Sun 30 Jan 2011.
Dr. Jim D. Jones
player, 36 posts
Sun 30 Jan 2011
at 13:46
  • msg #42

Re: Char Gen and Connections

Toss in another vote for Mechanic ;)

Flyer sounds like a good idea...

(Unless someone has used connection skills - sounds like we'll be red shirting the engineer(s) with crew acting as backup/damage control.)

RE: Vacc-0 - you can still use the suit (even with no skill), jsut get a -2 DM per missing level to all actions (see Core pg87).

Danica and Doc have Survival.
Dr. Jim D. Jones
player, 37 posts
Sun 30 Jan 2011
at 13:54
  • msg #43

Re: Char Gen and Connections

Thera Santorini:
... whereas my current Eng-0 represents basic competence in only one area.

Unless I missed a house rule - specialties are only picked at level 1, level 0 applies to all.

From Core pg52 - 'For example, a character might have Engineer 0, allowing him to make any Engineer skill checks without an unskilled penalty.'

So you have it covered :)

(Don't forget any stat DMs and computer expert DMs may apply as well...)
Thera Santorini
player, 15 posts
I prefer the term
'performing artiste'.
Sun 30 Jan 2011
at 14:05
  • msg #44

Re: Char Gen and Connections

In reply to Hayden Marks (msg #41):

Thanks for that, Hayden, If the Ref confirms that, then Mech is definitely on the list.

Checking the cast list, at least two PCs have Survival, so that's not needed. If I can't get, or don't need Vacc-1, I'm looking at Mech and Eng as most likely ATM for the above reasons, pending Ref input on lock picking, Eng cascades and vacc suit requirements.
Thera Santorini
player, 17 posts
I prefer the term
'performing artiste'.
Sun 30 Jan 2011
at 14:16
  • msg #45

Re: Char Gen and Connections

Dr. Jim D. Jones:
From Core pg52 - 'For example, a character might have Engineer 0, allowing him to make any Engineer skill checks without an unskilled penalty.'

So you have it covered :)


Ah, Thanks. I must have misread that somwhen, or I'm remembering an old houserule. That's good then, there's no point upgrading Eng.

quote:
(Don't forget any stat DMs and computer expert DMs may apply as well...)


Heh, don't worry, I'm looking forward to those. Float like a butterfly... :)
Referee
GM, 141 posts
Mon 31 Jan 2011
at 01:05
  • msg #46

Re: Char Gen and Connections

Thera Santorini:
Maybe Vacc-0 being OK for our suits is a houserule he's omitted? (one can always drop a hint). ;)


I don't know what OK means.  If a -2DM (-4 for HEV) is acceptable, then Vacc-0 is OK.  If a -5DM (-7 HEV) is acceptable, then no Vacc skill is needed.

Thera Santorini:
The Ref told me Flyer was under-represented, so I dunno??


I do think Flyer is under-represented on the chargen tables for most careers (shrug).  As to which cascade is most prevalent, it depends on the worlds in question.

Mechanical is the relevant skill for picking mechanical locks.
Electronics is the relevant skill for picking electronic locks.
Comms is the relevant skills for placing bugs and eavesdropping.
Computers is the relevant skill for hacking.
Sensors is the relevant skill for electronic surveillance.

I did away with the Security skill and its five cascades because it didn't seem to add asnything.  Rather it seemed to make characters lives harder.
Thera Santorini
player, 18 posts
I prefer the term
'performing artiste'.
Mon 31 Jan 2011
at 13:38
  • msg #47

Re: Char Gen and Connections

Referee:
I do think Flyer is under-represented on the chargen tables for most careers (shrug).  As to which cascade is most prevalent, it depends on the worlds in question.


Sorry, I misunderstood, I thought you meant it was under-represented amongst the PCs' skills, ie not enough of us had it.

I can't see it as part of Thera's skill set, really.

So I get a -2 DM for Vacc suit work. Ok, I'll make that a priority for my skill improvements (if we last that long).


BTW, I'm looking at equipment. I know we don't have an air raft, but do we have/need a ground car? (However, Thera strikes me more as a two-seat rag-top type than a pickup or SUV driver... I suppose I could go 4 seat BMW convertible equivalent if we really need wheels of our own).
Jacques Keveloh
player, 32 posts
Tue 1 Feb 2011
at 04:05
  • msg #48

Re: Char Gen and Connections

Regarding Vacc Suits, Jack has Vacc Suit-2 and IIRC Classic Traveller allowed a highly skilled character to assist less skilled ones at one level less. So Jack could conceivably help others suit up safely, but that's about it.

I'll try to check the MGT rules and see if they say anything about it... Ref, thoughts on this idea?
Dr. Jim D. Jones
player, 42 posts
Tue 1 Feb 2011
at 04:53
  • msg #49

Re: Char Gen and Connections

This is one of those grey areas that is a definite Ref call, IMHO.



Just for discussion purposes:

CT rule as I recall† required a high roll (10+?) to avoid mishap while using in unusual manner (running...), but a failure could be overcome with the help of another with DM = 2 x skill or -4 without if they didn't have vacc.  BD and combat armour required Vacc-1 to don, but others really didn't...

As to MgT, the Vacc definition as written states a '-2 DM to all skills while wearing a suit' when lacking the requisite skill - so my read would be the skill is not required to don the suit, only perform some task with it... BD is a separate skill in MgT, but it reads the same (i.e., no explicit requirement to don it, but -DMs while wearing.)

Personally, I would add a skill check for breathing/surviving in a vacuum while wearing a suit, myself ;)

BTW: MgT does have a mechanic for assisting others - Task chaining -  basically the effect of one's roll determines a DM (-3 to +2) for another's roll.  The rules talk about 'working as a group or performing a series of interlinked tasks', but the example is only for the latter. (Its on pg 50/51 of Core.)

[†Despite most of my RP being CT (only books 1-6, plus Animals and Forms), its been quite a few years and I made up a lot of stuffs...]
Referee
GM, 150 posts
Tue 1 Feb 2011
at 05:01
  • msg #50

Re: Char Gen and Connections

In reply to Dr. Jim D. Jones (msg #49):

Vacc-0 is sufficient to don and perform routine tasks in vacc suits without problems.  The penalties become a factor when fighting, trying to jump crevaces, jury-rig the suit to accomodate an alien, etc.
Thera Santorini
player, 21 posts
I prefer the term
'performing artiste'.
Tue 1 Feb 2011
at 05:41
  • msg #51

Re: Char Gen and Connections

Referee:
In reply to Dr. Jim D. Jones (msg #49):

Vacc-0 is sufficient to don and perform routine tasks in vacc suits without problems.  The penalties become a factor when fighting, trying to jump crevaces, jury-rig the suit to accomodate an alien, etc.


That's what I needed to know. I'll let the others do the ZGC. :)
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