Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Wednesday, August 27, 2025

Marvel Multiverse RPG Random Character Generation


After spending the last couple of months exploring deeply through the Palladium Wilderness, our main protagonist side-trekked once again to the Marvel Multiverse Role-Playing Game where he was found pondering random character generation...


... I hate "building" characters, so much so, that I'll spend hours/days creating a system that lets me generate them randomly.

Such is what I've done for the Marvel Multiverse game.

The tables are a mix of all the classic dice, though primarily percentiles and 3d6 -- the game's core mechanic.

First you roll your rank. There are different tables for how varied you want your power levels to be.

Then you roll your origin and occupation -- these give you your "tags" and "traits" as per the rules.

Then you roll your core stats depending on your rank. For example rank 2 looks like this:

    3-4:  0

    5-8:  1

  9-12:  2

13-15:  3

17-18:  4

The bell curve favors a number equal to your rank and these results tend to give you slightly higher abilities than your starting ability points would normally allow. Example, rank 2 gives you 10 ability points to spend with a ability cap of 5 (so you could have four abilities at 0 and two at 5, extreme but allowed). With 6 abilities (Melee, Agility, Resilience, Vigilance, Ego, and Logic) rolling on the above table would average you a total of 12 (6 2s) not 10.

NOTE: Abilities in this game range from -3 to 9. Negative scores are very rare though. The "typical" person has 0 in all abilities (the game considers the average civilian to be rank 1, but they're really more akin to a rank 0). The way I figure, Marvel Multiverse abilities translate to the old FASERIP system as follows:

-3 -- Shift 0

-2 -- Feeble (2)

-1 -- Poor (4)

 0 -- Typical (6)

 1 -- Good (10)

 2 -- Excellent (20)

 3 -- Remarkable (30)

 4 -- Incredible (40)

 5 -- Amazing (50)

 6 -- Monstrous (75)

 7 -- Unearthly (100)

 8 -- Shift X (150)

 9 -- Shift Y (200)

Rank 2s are given 8 powers. 1 power equals 1 ability point and as per the rules you can mix and match these. Rank 2s total points are 18 (10 ability points + 8 powers). So if you spent 12 points rolling above, now you're only going to have 6 powers. I favor stronger abilities and fewer powers (this game gives A LOT of powers and this can be cumbersome for play -- not remembering what they all do (similar sounding names) and trying to decide which one you should use, although some are never "used" they are simply built in; permanent buffers, such as mighty 1-4 (super-strength that increases your damage multiplier).

NOTE: Not all powers are actual powers, many are basically just maneuvers; feats if you will.

In my random system, when rolling a power, you first roll to see which power set table to roll on, then you go to that table and roll for a power. If you roll a power that has prerequisites, you must take all of them. The one prerequisite I ignore is "rank". So, if you had 6 powers and the first one you roll has 2 prereqs, you must take all 3 and now you only have 3 powers left to roll for. If you don't have enough powers left to cover all of the prereqs, you work backwards to a lesser power that you can afford. Or, you can sacrifice some ability points to make room for more power slots.

You may continue rolling in that power set or roll randomly for a new power set table.

Here's a sample character I rolled up (and a character sheet I made; still tweaking...):

Whyspurr is rank 1.

Origin: Unknown (as opposed to hi-tech, mutant, alien, special training, etc.)

Occupation: Outsider (conveniently, this goes great with her origin)

Tags:

  • Mysterious: The character has no idea why or how they have their powers.
Traits:
  • Connections--Outsiders: Connections basically allow you to occasionally call in a favor. This one requires a clever explanation as she doesn't know how she has her powers, so who is she calling for favors???
  • Fresh Eyes: You have an edge on logic checks when trying something for the first time.
  • Stranger: You have "trouble" on checks trying to fit in locally.
  • Sneaky: Others have "trouble" trying to spot you if you're hiding.

As a rank 1 character she gets 5 ability points and 4 powers; total value: 9. With my creation tables her abilities add up to 7 so she only gets 2 powers which is MINISCULE for this rpg's intentions, however having a 2 in both resilience and vigilance make her a very durable rank 1, in that her health and focus are both 60 (focus fuels some powers).

I rolled telepathy for her first power set and then cloak for the power. Cloak requires that you have telepathic link (basic telepathy) and that you are rank 2, but, I ignore rank prereqs. So those are her 2 powers. Cloak allows you to hide your presence from someone, but being rank 1 it's not that strong because of her low logic defense (target number: 10 on 3d6 + vigilance score) -- however, she has sneaky as trait which gives people "trouble" (disadvantage) trying to spot her, quite convenient!

So, she's a durable, sneaky telepathic in the most basic sense. Not a scrapper. The most damage she can hope to do is marvel die (d6) x1 +1, so 2-7, or double that on a "fantastic" success. That's... not a lot, but, that's rank 1 for you.

Now, with "building" in mind, would she be better off knocking a couple points off her abilities and grabbing 2 more powers? Maybe, because as she is, she can't do much except sneak around and communicate telepathically -- she'd make a great spy. However, she can sustain a decent amount of damage. 

When "building" heroes for this game, I would always put the most points into resilience and then vigilance. A rank 1 hero could, by-the-book, have the following build: 0,0,0,0,1,4, with the 4 in resilience that would give you 120 health, better than half the Marvel Universe! A clever selection of 4 powers and you've got quite a bad-ass rank 1 hero (except for damage, rank 1 damage is highly limited). Why wouldn't you do this every time? This is why I don't like "point-buy". 

But, let's roll up one more power for her just to see what would happen. Sticking with the telepathy power set, I rolled Mental Punch*, which lets you do focus damage on a melee attack instead of health damage. For this to be worth it, she needs a better melee score, so now I have to take away 2 points from her other stats, one for the power and one to add a point to melee. So I would drop vigilance and agility each down to 1. Now her melee attacks have a x2 multiplier (according to MY HOUSE RULE, not official rules; see below) and can affect health or focus.

*Psylocke's psi-blade is sort of like mental punch. Psylocke also has "telekinetic attack" which stuns as well as damages and can be done from a distance, so this one might in fact be her psi-blade. She also has flight (?). Seems Psylocke's powers have changed somewhat. Traditionally, her psi-blade severely stuns anyone she hits with it; it's a finishing move. These days she can manifest this as a bow and arrow, apparently.

*Another point -- all of the character profiles use these generic power descriptions, e.g., mental punch, telekinetic attack. The term psi-blade is not used anywhere on Psylocke's sheet.

Tying health to one stat might be a system flaw. You could go the FASERIP route and tie health to Melee, Agility, & Resilience, and tie focus to Vigilance, Ego, & Logic. (then x this total by 10). So, Whyspurr would have 50 health instead of 60 and 20 focus instead of 60. Minimum health and focus for anyone would be 10. Spiderman's health would grow from 90 to 150 and his focus would fall from 90 to 70. Flipping through the hero profiles shows that this method would have results that are surprisingly close to the way they are (Spiderman's health jump being one of the more extreme changes).

Another critique...

Damage.

Damage is based on your rank. There are 6 ranks (1-6). Rank 1 is pretty much normal human level hero, rank 6 is cosmic level hero. You have 4 types of attacks: Melee, Agility, Ego, and Logic, all do damage according to your overall rank, not your ability score. So Sue Storm (Invisible Woman) who is rank 4 (with Melee 2, Agility 2) has a baseline of rank 4 damage with all attacks, so her regular punch is as mighty as her telekinesis, and, mightier than most of the Marvel Universe (actually her telekinesis is mightier still because of power boosts). So if she uses a gun she does rank 4 damage. Punisher is only rank 2... see where this is going? 

NOTE: How damage works: All rolls are 3d6. One of those d6 is the Marvel Die. If your attack succeeds, your damage is your Marvel Die x rank + ability score. Damage possibilities. Note: Marvel Die 6 is a Fantastic Success which means double damage or added effect or sometimes both.

  • Rank 1: 1-6 + 1    (2-7)
  • Rank 2: 2-12 + 2  (4-14)
  • Rank 3: 3-18 + 3  (6-21)
  • Rank 4: 4-24 + 4  (8-28)
  • Rank 5: 5-30 + 5  (10-35)
  • Rank 6: 6-36 + 6  (12-42)

My change: Damage multiplier is your individual stat not your overall rank. So, Melee 3 equals a x3 multiplier. Agility 4 equals a x4, Logic 2 equals a x2, and so on. In some cases, some high ranked characters will have up to a x13 multiplier with this ruling, e.g., a 9 melee with mighty: 4, and that's fine. No more Clea (rank 6) or the Invisible Woman (rank 4) kicking the ass of the likes of Daredevil, Elektra, Punisher, etc. (all rank 2) without even using their powers! So the above progression continues as follows:

  • (Stat) Rank 7: 7-42 + 7  (14-49)
  • (Stat) Rank 8: 8-48 + 8  (16-56)
  • (Stat) Rank 9: 9-54 + 9  (18-63)
  • Minimum multiplier would be 1, even for stats of 0 or less.

    Fights in this game can last awhile, so more damage is not a bad thing.

    This wouldn't affect Whyspurr really, unless she picked up a gun, then her agility of 2 would give her a x2 multiplier.

    So rank still matters the way I do it because lower ranked characters still have lower stats and fewer powers and traits. It doesn't change the game too much, just makes things more logical to my brain.

    Of course, you could ignore every mention of the word "rank" all together and roll up your stats simply by rolling a d6 for each, giving results 1 through 6, equivalent to "good" through "monstrous" in the old FASERIP system (by my calculation). Roll for origin and occupation and then roll 1d3 extra traits and 2d6 powers for a true random old-school experience! (Then again, Champions is old-school too and that's as point-buy as it gets... ugh!)

    All for now, ideas for XP and advancement, another time.

    Meanwhile, my thoughts drift back to Traveller and a certain fantasy offshoot I occasionally work on...


    Monday, March 25, 2024

    Unnamed Traveller Girl


    As rolled up with the Mongoose Traveller RPG 2nd Edition 2022 Update, a book I was at first skeptical about...

    Initial stats:

    • Strength: 4 (-1)
    • Dexterity: 4 (-1)
    • Endurance: 8
    • Intellect: 5 (-1)
    • Education: 4 (-1)
    • Social: 5 (-1)
    • Psi: 6 (just for the hell of it, she is not psionic)

    The universe was not kind to this one. 

    What kind of back-water planet slum produced these results?

    The cruelty would continue...

    Her dreams of joining the Scouts, well... it would not be. 

    Entered the draft. Swooped up by an Intelligence Agency. Her stats say she is not cut out for this line of work... probably used as some sort of patsy. Subsequently...

    Nearly killed. CR25,000 in medical debt just to restore her body to its prior self. (5 points were lost among her already low physical stats.)

    Spends the next few years drifting. Works in the belting industry. 

    Somehow she gets caught up in a failed, illegal, side venture. Gullible? Incompetent? Or just plain unlucky? The rolls were so bad I actually switched dice. 

    Arrested.

    Incarcerated...

    Joins a gang and learns how to fight. Paroled. Ironically, prison is where she found the most success.

    Drifts once more as a scavenger. Runs into members of her former prison gang. They betray her. A former contact, now a rival.

    Wanders some more. 

    Meets a new contact...

    And this is where we stand: 
    • Strength: 4 (-1)
    • Dexterity: 4 (-1)
    • Endurance: 9 (+1)
    • Intellect: 5 (-1)
    • Education: 4 (-1)
    • Social: 5 (-1)
    • Psi: 6 

    Good Lord.

    Skills:
    • Athletics:0
    • Drive: 0
    • Flyer: 0
    • Gun Combat: 0
    • Investigate: 0
    • Melee -- Unarmed: 1
    • Profession -- Belter: 0
    • Recon: 0
    • Stealth: 0
    • Streetwise: 1
    • Survival: 0

    CR: 4,000
    Debt: 25,000
    Contacts: 1
    Rivals: 1
    Age: 38

    Or perhaps these are just memory implants and she's nothing more than a discarded replicant...


     

    Tuesday, February 28, 2023

    Strontium Dog

    We'll call her Petal.

    Strontium Dog, the 2000 A.D. comic series set in the near future of the Judge Dredd universe. A world poisoned by three nuclear exchanges. A world of oppressed mutants. Dog eat dog in every sense. Space travel is a thing. Dimensional and time travel are things. Sorcery is a thing.  Aliens exist and every single one of them is every bit as bad as we are. It's violent, it's gritty and there's a touch of dark humor. A post-apocalyptic spaghetti-western where the only way a mutant can get ahead, or rather, just keep up, is by bounty hunting the worst of the worst.

    Beautiful.

    Mongoose tackled Strontium Dog along with Judge Dredd as part of it's Traveller line of books. Now called 1st Edition Mongoose Traveller as they've moved on to the 2nd Edition of their version of the game.

    Speaking of this...

    The Mongoose Traveller 1st Edition Core Rulebook is one of the most perfect RPG rulebooks in existence. That's the black book in the picture below. 


    The Mongoose Traveller 2nd Edition is also a nice book with some nice, but not altogether necessary, rules additions like -- boosts and banes, destructive damage, consolidated skills -- no more battle-dress as vacc-suit handles it all, and a new prisoner career.


    An older, incomplete character sheet of mine.

    The mutants in this game are supposed to be weird. Funny how stories about mutants who are supposed to be grotesque and deformed always have good-looking main characters, human looking mutants with only subtle mutations like Johnny Alpha, Durham Red, Cyclops, Jean Grey, etc. It's the surrounding cast that aren't so lucky. In this game, there's a very strong chance that your mutant will be quite bizarre. Petal, the one I just rolled up, has feathery stalks for eyes. The tables didn't exactly give me this, but as is often the case with tables, you improvise. With her eye-stalks, she can see into your soul, hypnotize you, and see dimensional rifts. Her stats ended up being average and she has no melee skills, but, she did manage to acquire the coveted jack-of-all-trades. I originally also rolled that her right leg below the knee was backwards, but when drawing, I forgot about it, so, never mind.

    The mutants of Strontium Dog are discriminated against mercilessly. They are the garbage of society, forced to live in gutters and ghettos. They pay more and get less. Many have such severe mutations that they won't make it very long. Either way, short miserable lives, discrimination, and genocide are their lots in life. A few, with a modicum of skill and toughness are lucky enough to eek out a living as Strontium Dogs -- Mutant Bounty Hunters working for the Search and Destroy Department, scouring the galaxy for criminals wanted dead or alive...

    A certain, ultra-woke gaming company would call this setting "problematic." 

    I call it awesome.

     

    Wednesday, December 29, 2021

    Marvel FASERIP And Random Character Generation


    Nothing beats RANDOM character generation.

    Marvel Super Heroes (FASERIP) is the all time king of random character generation (Traveller is up there, and Heroes Unlimited too.) Often in Marvel, you have to make sense of truly odd power combinations, and many times back yonder, we would just reroll. Screw that. Random generation allows you to create characters that you would never otherwise think of. 

    It is the path to true originality.

    I rolled up this character in all of 10 minutes, 100% random, no fudging, no rerolls.

    A Mutant...

    Improve their Endurance by 1 rank (nice, since I only rolled Typical(6)), one extra power, and zero popularity.

    Stats are decent, Health is on par with a lot of street level heroes. 

    Talents are Military (plenty of sub-plots here, experimented on? Spy?) and Martial Arts E (+1 to initiative, actually makes sense as her two highest stats are Agility and Intuition at Incredible(40) each.)

    Powers:

    • Extra Attacks
    • Probability Manipulation* -- counts as two powers (I rolled 4, +1 for being a Mutant)
    • Earth Control
    • Computer Links

    What a group!

    Looking for patterns...

    She can change outcomes, Probability Manipulation (reverses % die rolls), for better and for worse, but only for non-living things -- like making a gun jam. She can manipulate the earth itself, Earth Control (that's earth in an elemental way, as in... dirt) and she has an immensely powerful (Monstrous (75)) connection with computers. Almost sounds like she's from a simulation, a virtual reality, or that's the way she sees reality. She's an architect, a creator, a shaper of the world.

    I named her Mint (thought of Warp, Architect, Shaper, etc.)

    Extra Attacks, according to the rules, simply gives her a better shot at rolling to see if she can make an extra attack. I prefer to see this power as a minor form of Super Speed, or Super Multi-Tasking. I would allow her to use two powers in one round (makes sense too with her Agility/Intuition.) Perhaps she appears somewhat pixelated when she moves or her Earth Control manifests in a pixilated way like in Minecraft (which I've never played.) Could have called her Pixi...  

    Earth Control, at the beginning stage only allows you to use clumps of earth to bash and block. There are several other useful things you can develop as power stunts, tunneling, traveling on waves of earth, grappling, earthquakes, sculpting golems, etc.

    She can block and bash, bash twice, bash two separate foes, manipulate and bash, manipulate twice, block block, etc.

    Combat with this character would never be dull.

    Perhaps she looks like this...


    Or this...

    FASERIP -- Best Super-Hero system ever!

    It's not even close.


    Saturday, September 1, 2018

    Traveller: Evolution of a Character Sheet and.....Fantasy Traveller?



    What got me interested in Traveller was the cover art for Alien Module 3: Darrians.  Art sells, that's a fact.  If I ever publish an RPG I will fork out whatever money necessary to acquire a beautiful cover.

    Of course I only ever flipped through Darrians a few times when I bought it, it was the Mongoose Traveller Core Rulebook that I fell in love with.  It's a slim, solid black, well constructed book that encapsulates all you need to run any sci-fi game. And I mean any.  I love the simplicity and elegance of this system.  If it has one flaw, I'd say that flaw is a character advancement system that seems like an after-thought and also that Education and Intellect are too closely related.  Character creation is all based on random rolls and I think advancement should be as well.  Perhaps after so many XP or so many sessions, a player could roll on one of the career tables in their career path.  Just a simple house-rule waiting to happen and something that I have incorporated in a somewhat related project of mine...

    Anyhow over time I collected almost every book in the Mongoose Traveller 1st Edition Line and over the past several years designed and redesigned the character sheet.  The official sheets for this game look nice and work just fine, but I'm all about space maximization and printer friendliness.   



    ***Traveler players are a technical bunch.  But, if character sheet evolution bores you, then skip to the bottom of the page for the final sheets and some thoughts on Fantasy Traveller.*** 







    These early designs aren't too dissimilar to the official sheet.  Here I was mainly concerned with how to present the skill ranks (to the left of the skill, as opposed to the right, as on the official sheet.)  I also switched back and forth between lines and boxes for the bottom info.  Ultimately, I would settle on lines.














    At this point I became interested with cramming all the skills into 1 or 2 columns.  The first sheet below doesn't even list the skills, and I quickly determined that just didn't feel like Traveller. 

    And here I flirted with the notion of splitting the skills into different categories, but that gets tricky in Traveller because skills can be used in different ways.  I would use this idea later...




    With my designs for Judge Dredd and Strontium Dog, the appearance for what would be my final format becomes apparent.  Here I added in hit-point boxes, though I've never known any one who tracks hit-points on their actual character sheet.  Psi has also been added as a Stat and more slots are created for the career terms.










    At this point, the character sheet is formatted for Mongoose Traveller 2nd Edition and it feels complete to me.  The rules for 2nd Edition are basically a cleaned up, streamlined version of 1st.  I love the addition of boons and banes and the Prisoner career.  The layout is nice, but I have to say I prefer the 1st Edition solid black cover with black and white interior art.  Just because art is in color doesn't mean it's better, or modern for that matter.  

    Of the two sheets below, the Redline version is my go to.  I feel that the red boxes allow your stats to stand out more, where as too much black can drown out pencils.  Plus, the black and red color pattern matches the Traveller theme.





    And then there's this...

    For years people have been craving a Fantasy version of Traveller.  There is even a photo-shopped image of a box set called Wanderer floating around the web.  What a tease that is.  So, on and off for a few years now, I have been designing my own.  I used to call it Dungeoneer, which was the default name I tended to give any fantasy system that I worked on.  Now I call it Rynath. The gold sheets below are samples of my first design done a few years ago.  Magic works similar to psionics in that each school has a subset of spells that can be cast at varying difficulty.  Dabbler means you've learned just one of those spells.  I made 12 or 13 career charts, each with the standard 3 sub-career specializations.  The one thing I never did is write up all of the events and mishaps per career.

    The black sheets below are a recent refinement of the project.  I streamlined character creation from the usual Traveller style and changed up the skills a bit, including how armor works.  There are no events or mishaps, just a benefit roll after every term and I envisioned 5 terms of 2 years to be the standard with a starting age of 15 + 1d6. 























    Currently, this project has evolved away from simply being Fantasy Traveller to a Traveller/OSR hybrid (Old School Renaissance for those who don't know.)  Instead of having careers, I have basic OSR style classes with their own charts (and fewer of them) to roll on with a rare occasion for a multi-class.  The game mechanic is basically Traveller's 2d6 with some modifications.

    I'm considering making an ongoing series of posts discussing these Fantasy Traveller and OSR projects.  Until then...






    Sunday, July 1, 2018

    First Post: D&D 5th Edition Character Sheets

    I've spent years designing character sheets for various RPG's that only a handful of people have ever seen or used.  It is time to share them.  I also love drawing character sketches and have drawn HUNDREDS and HUNDREDS.  It's time to share some of them too.  This is an experiment, as I have never blogged before, so please bare with...

    Nothing is more fundamental to a Role-Playing Game than the character sheet.  Very rarely, if ever, do I see a character sheet for a published game and not want to tweak or completely redesign it.  I know hard work was put into many of them, and some are beautiful, but how many are practical and user friendly?  Subjective I suppose.  For me a character sheet must be eye-catching, practical, and atmospheric.

    Over the course of time I will be posting Character Sheets for the following games:  D&D 5E, Pathfinder 1E, Dark Heresy, Mongoose Traveller 1E and 2E, Cyberpunk 2020, Symbaroum, Numemera, Savage Worlds, Palladium Games, Mutants & Masterminds, Anima, Iron Kingdoms, Lamentations of the Flame Princess,  and others.  Many of these have multiple versions (especially Traveller -- at least a dozen.)

    Let's start with the most popular game out there...

    This is my standard version for Dungeons & Dragons 5th Edition.






    Below is the Spell Sheet.







    Here is a link to both files combined.




    And here's one of my character sketches.




    That does it for now.









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