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Pregenerated character bennie

rancke

Absent Friend
I'm making pre-generated characters for an introductory MgT adventure that I'm thinking of running for some friends and/or at a convention this Fall. They are all merchant types, so I'm varying them by giving them all a tour of duty in the Reginan defense forces (Army, Navy, or Marines) before switching to merchant service. When rolling mustering out benefits for a character leaving the army after one term, I rolled two combat implants, and now I can't make up my mind whether to give the character something like subdermal armor or substitute something less flamboyant, like a weapon and a weapon skill increase.

On the one hand, it's the sort of thing a player would really enjoy his character having, and player enjoyment is important. On the other hand, combat implants isn't really something I've ever associated with Traveller characters. On the third hand, perhaps it's time I did begin to associate that sort of thing with Traveller characters -- this is supposed to be Science Fiction, after all.

I also have a bit of trouble justifying the Army grabbing a random grunt, sticking 100,000 credits' worth of technology inside him, and then letting him muster out without getting much use out of the augmented version, but I daresay I could come up with something if I put my mind to it.

Finally, the character is already rather impressive, with a total of 51 in attributes. For the sake of party balance, do I really want to give him 3 points of extra armor (or some other augment)?


Hans
 
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I would think that the biggest issue would be party balance.
Since these characters will be used, basically, only once ...
... will 'superman' steal the thunder from the rest of the group?

If 'yes', then you probably want to dial 'superman' back a bit to give others a chance to contribute.

If 'no', then go for it.

Just my 2 cents.
 
How about a weapon interface implant so that electronic sights, battle computers, comm units, suit sensors and the like can feed data straight to his brain via the optic nerve implant - a bit of sci-fi fluff but practically useless unless he can get weapons or equipment with military grade electronics.
 
I also have a bit of trouble justifying the Army grabbing a random grunt, sticking 100,000 credits' worth of technology inside him, and then letting him muster out without getting much use out of the augmented version, but I daresay I could come up with something if I put my mind to it.

I guess he was altered as needed for one mission (a very important one, of course), and it would have even less sense to remove it after the mission is finished (if it can be removed at all).

How about a weapon interface implant so that electronic sights, battle computers, comm units, suit sensors and the like can feed data straight to his brain via the optic nerve implant - a bit of sci-fi fluff but practically useless unless he can get weapons or equipment with military grade electronics.

I agree in this. A combat implant might as well be something usless in normal live and given to him just for the specific misión, as told above. It can be dermal subarmor, as you told, or it may be artificial gills (the misión was an acuatic one), an alteration that make him inmune to toxic gases, increased resistence to radiation, IR vision, etc...

I'd choose one that will affect very little the adventure, but taht might be Handy depending on how the adventure goes (after all, if you give him some totally useless musterin out, the player might well feel cheated...

And remember that the combat implant was not choosen by the soldier receiving it, but by his superiors, that knew better (or so soldiers hope ;)) what could be needed in his mission.
 
It's a finite game with pregens? My suggestion:

Figure out your adventure then figure out your characters.
Use the Select Skills option

why?

It's important that the adventure be fun and not some contrived clusterfumble to match a few randomly created characters who may have competing skills (3 characters with pilot) or totally lacking skills.

Good reasons to do random chargen is because it's fun, lets you come up with something you may not have created yourself, and helps the creator get into character. This is all lost to the players if using pregens.

When the player looks at the character sheet they will have no idea if it was made randomly or via some other method.
I also have a bit of trouble justifying the Army grabbing a random grunt, sticking 100,000 credits' worth of technology inside him, and then letting him muster out without getting much use out of the augmented version, but I daresay I could come up with something if I put my mind to it.
- A Navy character has a very good chance of getting either a 275,000cd Air Raft or a 16MCr Ships Boat
- Everywhere you turn there must be a scout ship the way the scout service lets them go. 3 terms and 50% chance to get a scout ship. Yes, with a hook, but still that's how many ships in the hands of currently inactive scouts? Thousands, hundreds of thousand, millions?

In comparison, is 50,000Cr of subdermal armor such a big deal?

Regarding the "would the Army", They have to put the stuff in someone and it may be something you can't just pull out and give to someone else so this makes more sense to me than the marines giving away perfectly good 200,000cr combat armor or the other handouts I mentioned above.

They can't force a grunt to have their body cut up and augmented. Maybe the guy volunteered. For the rest of their life this could complicate medical procedures. (in the rules) The added grief of additional paperwork and checks as it sets off starport security sensors? (sounds plausible)

"Subdermal armour can be as obvious or subtle as the recipient desires." But maybe not in this case since it is from the army and not something the character bought. Maybe the character has a barcode on their cheek, their last name across their chest, army and unit insignia, or whatever else...

Something the book doesn't cover but the GM can is damage and repair to armor, augments and other equipment.

So having the stuff may not be all sunshine and rainbows.

Was the character injured at any point? This could be part of the treatment?

Any other events of interest?

If you can't personally justify it, it is optional. Both selecting it and taking it twice.

Here's an option.
Sort the different Combat Implants by cost. If you only served one term, only the first one is available. Two terms, the first two. And so on. If this benefit is rolled again, add one and you can get something that only someone that served longer would normally have.

Anyways, just a bunch of rambling thoughts.
 
I'd choose one that will affect very little the adventure, but taht might be Handy depending on how the adventure goes (after all, if you give him some totally useless musterin out, the player might well feel cheated...
I'd be inclined to make sure the adventure uses each characters strengths (characteristics, skills, and equipment) as well as provides challenges they are ill suited for and need the other characters for. Perhaps even situations they can't handle together. Retreating, hiring a specialists, going to a hospital because you don't have a doctor and so on are all realistic role playing situations and can be just as fun or even more fun than just making a roll and easily doing something.
 
I also have a bit of trouble justifying the Army grabbing a random grunt, sticking 100,000 credits' worth of technology inside him, and then letting him muster out without getting much use out of the augmented version, but I daresay I could come up with something if I put my mind to it.

Finally, the character is already rather impressive, with a total of 51 in attributes. For the sake of party balance, do I really want to give him 3 points of extra armor (or some other augment)?
Hans

One of my brother in laws plays a Feskal (big, large Floriani warrior type) with implants, who has run away from them, so I see no problem with it. Then again my sister plays a female Aslan (she likes cats) and the other brother in law a conniving Vargr rogue/merchant, so I'm pretty easy on what I allow.

Regards

David
 
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