Monday, January 31, 2022

2022 Character Creation Challenge - Day 31

This is it, the last entry for this year's Character Creation Challenge.  It's even on time!

I had considered writing up a full wizard's guild or magicians academy (The School of the Unseen, with a focus on Enchantment and Illusion magics), but my ambition has left me.

7, 9, 8, 8, 5, 15 - s/he convinces people to die in their name.  No.

15, 6, 7, 7, 10, 11 - another likeable fool. No

5, 13, 11, 11, 11, 8 - an irascible man, who rages incessantly at the injustice of the cruel dice of fate and the games that the gods play with mortals, using us as mere pawns. Yes, yes, indeed.

Not my tattoo (I opted for Tom Servo instead of a wizard), but this is how I picture Mephedrone.


Mephedrone the Apoplectic, C Magic-User 1

S 5 - -2 to hit, damage, open doors

I 13 - reads and writes native language, plus one more

W 11 - none

D 11 - none

C 11 - none

Ch 8 - 3 retainers max, retainer morale 6, -1 adjustment to reactions, 

Current XP: 0       XP required (+5%): 2,501

HP 2

AC 10

Languages Known: Common, Goblin, Orc

Spells Known: 1st- Sleep

Equipment: dagger, light adventurers kit, robe, sandals, a shawl, a permanent snarl and a readiness to rant about anything, hands stained green with the poisons he uses to torture captured clerics.

History and Goals: Mephedrone wants justice against the gods.  He isn't sure how to get it, but that is his goal - determining their games and actively thwarting the gods' plans.  For all his anger and bombast, Mephedrone works well with gangs of humanoids, ambushing other adventurers and taking their things.

Except clerics. Clerics die ... exquisitely.

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No headgear for Mephedrone - he is too weak to wear headgear.  He might make a decent villain or villain's henchman, though.  Opening up an ambush with a sleep spell against a party of 1st and 2nd level B/X PCs kills them just as dead as when those same PCs sleep a band of goblins or orcs.  Turnabout is fair play and all that.

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2022 Character Creation Challenge - Day 25

GURPS Dungeon Fantasy.

I used the system before this month, for a Swashbuckler sort, but today it is a .... wizard! Shocking, I know.

Arguably the most important book for a would-be Magic-using player.

Abercrombie the Fitch

Attributes: ST 10 (0); DX 12 (40); IQ 15 (100); HT 11 (10)
Secondary Characteristics: Damage 1d-2/1d; BL 20lbs; HP 10 (0); Will 15 (0); Per 12 (-15); FP 11 (0); Basic Speed 6.00 (5); Basic Move 6 (0)
Advantages: Energy Reserve 3 (Magical) (9) and Magery 3 (35) and 30 points - Intuition (15), Language (3); Energy Reserve 7 (Magical) (12)
Disadvantages: -15 points - Weirdness Magnet (-15), -20 points Curious (-5); Oblivious (-5); Overconfidence (-5); Stubborness (-5)
Skills:
Staff-14 (8)
Innate Attack (any) -14 (4)
Alchemy-15 (8)
Hazardous Materials-14 (1)
Hidden Lore (Spirits)-15 (2)
Meditation-14 (2)
Occultism-15 (2)
Research-14 (1)
Speed-Reading-14 (1)
Teaching-14 (1)
Thaumatology-15 (1)
Writing-14 (1)
Cartography-14 (1)
Climbing-11 (1)
Diplomacy-13 (1)
Fast Draw (Scroll)-12 (1)
First Aid-15 (1)
Hidden Lore (Magical Items)-14 (1)
Hiking-10 (1)
Scrounging-12 (1)
Stealth-11 (1)


Spells (30 spells 1 point each)
  1. Apportation-16
  2. Counterspell-16
  3. Create Air-16
  4. Create Fire-16
  5. Create Water-16
  6. Deflect Missile-16
  7. Detect Magic-16
  8. Dispel Magic-16
  9. Fear-16
  10. Fireball-16
  11. Haste-16
  12. Heat-16
  13. Identify-16
  14. Ignite Fire-16
  15. Keen Vision-16
  16. Light-16
  17. Magelock-16
  18. See Invisible-16
  19. Seek Earth-16
  20. Sense Life-16
  21. Sense Spirit-16
  22. Shape Air-16
  23. Shape Earth-16
  24. Shape Fire-16
  25. Simple Illusion-16
  26. Stone Missile-16
  27. Turn Spirit-16
  28. Walk on Air-16
  29. Walk on Water-16
  30. Wizard Eye-16
Background and Goals: Abercrombie has always experienced wierdness, which is how he discovered he could work magic.  Since that time, he has functioned mostly as a ghostbuster, and has come out on top so many times that he automatically presumes his luck will hold.  His goal is to become a known and respect pyromancer, but he has a long way to go before that happens.

He is also smart enough to realize that fireballs won't solve every problem.

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As before, I didn't read the descriptions of the various advantages, disadvantages, or skills, I just went with what sounded interesting.  I applied the same logic to spell choice.  Fortunately, there is a master spell table in the back of the Spells book, so page flipping was minimal.  

I do like how GURPS uses prerequisite spells to learn more advanced spells, and how that table in the back of the book spells out the prereqs. These prerequisite spells quickly filled out my starting 30 list, so further reading will dictate how useful this wizard actually is.  If in play, I would learn the hard way, but having this master table is a fine way to customize a wizard, as it provides immediate goals to work towards, spell-learning-wise. A better organized character write up would include the various schools of magic for the spells.

All that said, my understanding is that not all GURPS spells are in Dungeon Fantasy, merely most of them.  This knowledge comes from reading the blog Dungeon Fantastic.

If I were actually planning to play this PC, I would put more thought into spells and such chosen.
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MekHQ and MegaMek: State of the Regiment

MegaMek and MekHQ is still my go-to computer game, despite not having played it in several months.  Basically, I am a victim of my own success, so each game day and week takes forever.  

From SpOoKy777 on DeviantArt - MekHQ opening screen

The Day 13 character creation challenge put the game back in my mind and so I ended up finishing out the current game week. For the record, the game date is Monday, May 17, 3030.  The Blackhearts current contract is to Garrison the planet Pleione under the Federated Suns, fighting off the Capellan Confederation.  They've been on planet since October 14, 3029, and aren't scheduled to leave until September 14, 3031.  That's 23 long months on a desert planet.

What allies I have are Green, and the Enemies are Regulars.  The Heartbreakers are rated as Veteran.

We currently have two subcontracts on the planet: Relief Duty and Recon Raid. A third subcontract, Cadre Duty, is completed. These subcontracts pay handsomely for comparatively easy work.  

Overall, the MegaMek fights seem to be more exciting when Sabaton is playing in the background.  Go figure.

Organization

The humble mercenary Heartbreakers 'mech company now sits fat at four Battlemech Regiments, backed by an understrength Armor Regiment and Artillery Regiments.  Those 'mech units are in turn supported by Aerospace fighters, although not quite enough to go around - yet.

I've kept to a consistent pattern of one medium company and two heavy or assault companies to each 'mech battalion.  My oldest pilots are grizzled experts - particularly 'the Inevitables', a heavy lance consisting of a standard Guillotine, a standard Grasshopper, and a pair of Wolverine-Ms.  They don't lose.  Each pilot is a 0/0 with 6 or 7 bonus abilities.  It's ridiculous.

It is also the result of turning off the option for Mechwarriors to leave at the end of a contract.  In my mind, if a unit makes payroll regularly while also having a bit of action, Mechwarriors would stay, especially in light of the rather liberal hiring policies of the Heartbreakers, namely recruiting the Elite and Veteran prisoners that are interested in turning coats - given that it is Capellans and Kuritans that are mostly swelling the Heartbreakers' ranks this way, I suppose regular meals are why they do so.

Balancing lances is the next step, and can be a tedious one, but is key to making the most of the hard rules on lance weights.  Medium lances should be between 180-200 tons total, heavy lances 260-280 tons.  Weight advantage boils down to more guns and armor, but really, better damage when meleeing, which is the best way to salvage 'mechs.  My in-game battlefields are scattered with one-legged and headless 'mechs, which often end up in my hangar.  Apart from weight is trying to match up movement speeds: I prefer pairs that move the same rate: 4/6/4, 5/8/5, 6/9/6.  The assaults are 3/5 and rarely jump, but it is what it is.

I can say that I certainly have preferred 'mechs, as seen when I alphabetize the hangar contents by 'mech name.  Nearly 80 Wolverine-Ms, between 20-30 each Awesome, Warhammer, Thunderbolt, Stalker, Vindicator, Quickdraw, Griffin, Grasshopper, Ostsol, and Guillotine 'mechs.  I've found myself duplicating 'mech lances, varying only by pilots, especially among the lighter companies: Phoenix Hawk, Firestarter, Vulcan-5T, and Javelin.  There are others, but these are my mainstays.

All that said, I am close to starting up a Fifth Regiment, and already have a battalion-plus in Mechwarriors ready to be issued 'mechs and proper spots on the MTOE, if only to better earn their keep.  The 'mechs are there in the hangar, awaiting pilots and unit designations.  This time, I am thinking a two-medium companies, one-heavy company per battalion might be best.  I already have a name: Bottled Lightning. 

Another loadscreen from MekHQ.  I'm fairly certain that's a Highlander followed by a Crab.

Preferred Tactics

Close and melee, particularly with kicks - one-legged 'mechs are regularly salvaged from the battlefields, and then repaired.  City fights see me damaging buildings so the 'mechs standing atop them fall.  

In addition to dropping buildings, I have figured out how to set forests and buildings alight, which is terribly useful when battling infantry. I've also learned how to change modes on LRM launchers for true indirect fire, with and without a spotter, so I have this in my kit box now.  

My favorite skills among pilots are jumping jack, melee master, and sniper.  Not everyone gets all three, and I do use others, but I would guess three-quarters of my veteran pilots have one or more of these skills.  

I'll admit that I have chases turned off, because they always take so long to complete - if only because it is one of my nonjumping heavy lances in terrible weather or terrain (or both).  Before finding that toggle switch, my preferred method for the 'chase' was to stand and fight, smashing everything, then typing /victory to end it.

As an aside, before I discovered /victory, I lost so much salvage as I waited for the game to end naturally, which means no viable targets.  In MegaMek, a one-legged, prone 'mech with an unconscious pilot is considered viable, at least to the AI, so I followed that rule, as well, kicking downed 'mechs into scrap.

Maintenance and Supply

While the goal is one tech per 'mech, I am only about halfway there.  Aerospace fighters are better staffed with techs, but honestly, those aerotechs mostly just perform maintenance and repair broken weapons in the warehouse. 

The unit POW camp is massive, as is the hospital.  I have more than enough doctors for my own troops (1 doctor per regiment), but have hired several others for prisoner overflow.  So I have 14 doctors on staff, and when fighting is constant, their sick bays fill up fast.  That same POW camp has supplied about half of my regiments' berths, but those Veteran and Elite prisoners serve well as the seeds for a new regiment.

More than half of my 'mechs joined the Heartbreakers as salvage, particularly the Wolverines.  While I am biased, it is a sweet mix of speed, armor, maneuverability, and punch - especially, the WVR-6M model.  The hangars contain probably another regiment's worth of Battlemechs, and once this game month is over, I will likely begin standing up that Fifth Regiment.

Individual parts are ordered in bulk when needed (so the needed 60-ton arm actuator sees me order 5 or 6), and those random spares go towards filling instant needs.  Armor is an issue, to the point where I prioritize salvaging wrecked 'mechs and vees especially for the armor plating.  

Similar to this is ammo. Given the opportunity, I take all the LRM and SRM launchers I can, primarily to keep from buying missiles. 

For the most part, this strategy works out for me.  That said, in a pinch, I can start activating mothballed units to either replace badly damaged 'mechs or merely to strip of armor. 

Monthly marketplace updates keep the ranks growing, not so much with replacements as with additional troops.  Self-training Astechs into other things takes a looooooooong time.

Combined Arms

I mentioned earlier that the Heartbreakers have understrength Armor and Artillery Regiments.  My mainstay battle tank is the Manticore, and the Artillery is a mix of Thumpers and LRM launchers, backed by a lance of Forward Observing 'mechs.  

Manticore mini.  Not mine.

Armor is sweet because you can fire everything and not worry about heat, but the downside is mobility kills and a lack of jump jets.  When my tracks are mobility kills, I tend to keep the crew inside and fighting, and they mostly survive.   I've gone against mixed 'mech and Vees and they work well enough that I've taken to doing so, and it can be brutal, as the 'mech's can often save the mobility-killed tanks when the computer circles round them to play kickball.

Artillery is neat, though I prefer using the LRM-based versions, because it hits now, and not later, and watching an opposing 'mech melt in the face of 60 missiles is almost as funny as when they're hit with 120 damage from an SRM Launcher's full salvo.  Thumpers work, but the delay and tendency to miss is frustrating.

Aerospace support exists, but I have to use the computer to control the fighters (and VTOLs, for that matter), so I tend to not use what I have.  In the past, I have used them for bombing runs, and those can be quite satisfying to watch.

Infantry, well, I have them.  They are a pain to use for too little impact, so they stay in the TOE and provide in-game security for my in-game regiments.

Future Challenges

From experience, I need to watch how fast and large I grow my units, or else I run out of memory and the whole game goes kaput.  Which is a shame, as there are three regiments' worth of short-fiction bios I can no longer access.  It's not that they were great fiction, but they added flavor for me.

In addition, MegaMek and MekHQ lets me toggle all sorts of options off and on, and currently, many of the combat options are off.  Flipping sympathetic explosions on would alter my playstyle, because my 'mechs like to kick the shit out of things, and when those things explode, it tends to take my 'mechs with them, and I am not a fan of that.

Then again, that would make MegaMek almost new again.

Another toggle that I may switch on is the hidden opponents toggle.  Perhaps my current mode of being able to see the whole map is easy mode, but it's what I know.  Not being able to see everything until it's in line of sight could be fun.  If nothing else, it lets me make use of the variety of sensor arrays each 'mech carries.

Of course, the most immediate challenge is finishing the current contract.  I'm hoping that the Cappies Rout after this month's steady losses to the Heartbreakers, but I suspect it will run through Low and Very Low, first.

Such is life.

Sunday, January 30, 2022

2022 Character Creation Challenge - Summary

It is finished.  31 PCs of various sorts, mostly wizards and their ilk.  The astute among my two regular readers will see that some of them (near the beginning and the end) did not fall on their actual dates, with the 25th being a particular victim of procrastination.


Lessons Learned

My favorite PCs to roll up are magic-users of the AD&D nature, at least partially because I enjoy rolling the random starter spells.  That said, the B/X Headgear chart is fun in a more general sense.

Magic cards and Scryfall.com are an excellent source of art.  Even if I rarely play Magic anymore, it is still an influence on my game time - which is something I consider this blog.

This month solidifies my view that faster (shorter) character generation games are better than games with long ones, although familiarity with systems may leave me biased.  My plans to explore some other games (Chill!, Gangbusters, Dark Conspiracies, Ars Magica) were scuttled due to the time it takes to even craft a PC, let alone write up all the details on the character sheet. 

I have zero qualms regarding joke names or allusions to reality - in the end, the G in RPG is Game, a game for players in the real world.  The only simple methods I didn't use were my name spelled backwards or an anagram of my first and last names.

Dice-rolling apps are a godsend - for mass-PC production, at least. Discord's Avrae does Method I rolling even better than my dice app.  If you use Discord for your gaming, give Avrae a try and thank me later.  

If only for the insult generator (which reminds me of this insult generator).

Despite all of this technology making life better, I prefer the clatter of actual dice, though.

All things considered, I won't be participating in this challenge again.  The impetus to write every day was grand, but things fell apart near the end (at least partially because all my coworkers ended up with COVID, leaving me the sole person in the office), resulting in a rushed series of B/X PCs.  Not that there is anything wrong with such PCs or the B/X ruleset, mind you. Still, all this PC-making leaves me jonesing for a game, either as a player or DM.

So I reckon that after today, I'll be back to my more sporadic posting schedule.

2022 Character Creation Challenge - Day 30

More B/X - this challenge is rough these last few days, but I will persevere!


Dramamine the Steady, N Magic-User 1

S 12 - none

I 14 - reads and writes native language, +1 additional language

W 12 - none 

D 8 - +1 AC, -1 initiative, -1 to hit with missiles

C 11 - none

Ch 10 - 4 retainers max, retainer morale 7

Current XP: 0       XP needed (+5%): 

HP 2

AC 11

Languages Known: Common, Goblin, Elf

Spells Known: Sleep

Equipment: traveling clothes and boots, adventuring gear, stout staff, dagger, sky blue head scarf (a gift from mother), big dreams, naive trust

Goals: to see the world and try to make it a better place.  Ironguard Keep is where she plans to start.

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Blackrazor Headgear is in use, as is the medicine-based naming.  The dice know my habits, though.



 

2022 Character Creation Challenge - Day 29

I can feel that time crunch!  More B/X.


Joe Average, Veteran, L Fighter 1

S 11 - none

I 8 - can write simple common words

W 9 - none

D 11 - none

C 9 - none

Ch 11 - none

Current XP: 0    XP needed: 2,001

HP 7

AC 7

Languages known: Common

Equipment: leather armor, spear, sword (technically a falcata), dagger, adventuring gear

Background: Joe was conscripted to fight in the never-ending border wars against the goblinoids and their allies.  His tour of duty over, Joe found he was good with a sword and spear, and preferred travelling and fighting over dirt-farming at home.  So he invested his final pay in some adventuring gear and followed rumors to Ironguard Keep, hoping to fall in with like-minded sorts and win back lost treasures from Chaos. As a tribute of sorts, Joe still wears his hair like they did in his unit - long, but tied off in the back.

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Blackrazor's Headgear was not forgotten for Joe.  B/X will let this guy survive, or at least die usefully.  At this point, I can generate a B/X PC without much consultation of the actual ruleboook.  That is what I call a good character generation system!



2022 Character Creation Challenge - Day 28

Wizards!

I suspect that I'm addicted to rolling up the random starter spells for AD&D magic-users.


Anyhow, Method I should net me a magic-user: 9, 15, 14, 12, 11, 12.  

This works, but let's try again: 11, 13, 15, 10, 12, 10

Hellfire.  The PHB recommendation haunts me.  A third try: 12, 10, 11, 12, 15, 8

14, 14, 15, 14, 9, 16. The fourth set meets the PHB admonition of 2 scores above 15, so I'm keeping it.  


Verdurian the Envious, NE Human Magic-User 3

S 9 - open doors 1-2, bend bars/lift gates 1%

I 16 - 5 additional languages, 8th level spells max, chance to know spell 65%, 7/11 min/max spells/lvl

W 14 - none

D 15 - -1 defensive adjustment

C 14 - system shock survival 88%, resurrection survival 92%

Ch 14 - 6 henchmen max, +5% loyalty base, +10% reaction adjustment

Current XP: 7,500       XP needed: 10,001

HP 10

AC 9

Languages Known: Common, Dragon, Elf, Giant

Spell Known: 

1st- Friends, Protection from Evil, Message, Read Magic, Unseen Servant, Charm Person

2nd- Web, ESP

Equipment: letter of introduction from master; dagger, mustache cream (to keep mustache properly twirlable), adventuring gear, wand of magic missiles, potion of gaseous form

History and Goals: A student of history, Verdurian is fascinated by the wizard Bargle the Infamous, a fascination that has led to Verdurian mimicking many of Bargle's odious habits of selfish evil and wicked displays of power for its own sake.  Verdurian's main goal is to live with no responsibilities beyond his own whims and plans.  If people die along the way, so be it.

Being a student of history, Verdurian is also a traditionalist, with a mustache he twirls and the adoption of slightly ridiculous attire to signify how he, as a magic-user, is above the common people and their fashions and such.

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Kind DM strikes, once again, providing a miscellaneous spell to her favored apprentice.  It occurs to me that having players create (in part) their magic-user's master would provide more player buy-in, as well as build my world for me.  Kind of like using the I know a guy houserule preemptively.