Difference between revisions of "Random Crew"
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+ | ===Procedure=== | ||
+ | When rolling up a random crewman for whatever reason, roll a [d20] to determine the "Archetype," and 3d6 (as for a Reaction) for "Quality." For an archetype result of "Special Case," some quality levels include suggestions (Spc:). For lower quality levels, as indicated, roll 1d6 to determine the "Bad Egg" archetype, which will supersede or modify the regular one. | ||
+ | |||
===Archetypes=== | ===Archetypes=== | ||
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | ||
Line 9: | Line 12: | ||
#The Rookie | #The Rookie | ||
#The Veteran | #The Veteran | ||
− | #The Joker | + | #The Joker/Entertainer |
− | #The Downer | + | #The Downer/Pessimist |
#The Saint | #The Saint | ||
#The Scoundrel | #The Scoundrel | ||
Line 16: | Line 19: | ||
#The Salesman | #The Salesman | ||
#The Know-It-All | #The Know-It-All | ||
− | #The | + | #The Sheep-Dog |
#The Outsider | #The Outsider | ||
− | #The | + | #The Organizer |
#[Special Case] | #[Special Case] | ||
#[Roll Twice] | #[Roll Twice] | ||
</div> | </div> | ||
+ | |||
===Quality=== | ===Quality=== | ||
{| width="100%" border="1" | {| width="100%" border="1" | ||
− | !style="text-align:left;background:# | + | !style="text-align:left;background:#999;"|Result |
− | !style="text-align:left;background:# | + | !style="text-align:left;background:#999;"|Skill Level |
− | !style="text-align:left;background:# | + | !style="text-align:left;background:#999;"|$/Mo |
+ | !style="text-align:left;background:#999;"|Extra | ||
|- | |- | ||
|Excellent | |Excellent | ||
|SK18+ | |SK18+ | ||
+ | | | ||
| | | | ||
|- | |- | ||
|Very Good | |Very Good | ||
− | |SK16 | + | |SK16 (Specialist) |
− | |Spc: The Specialist, The Savant | + | |$700 |
+ | |Spc: The [Specialist], The Savant | ||
|- | |- | ||
|Good | |Good | ||
− | |SK14 | + | |SK14 (Able Seaman) |
+ | |$425 | ||
| | | | ||
|- | |- | ||
|Neutral | |Neutral | ||
− | |SK12 | + | |SK12 (Ordinary Seaman) |
− | |Spc: The Whoopsie, The | + | |$350 |
+ | |Spc: The Whoopsie, The Woman-In-Disguise, The Heathen, The Weirdo | ||
|- | |- | ||
|Poor | |Poor | ||
− | |Min | + | |Min (Landsman) |
− | |1=The Screw-Up; 2=The Dreamer; 3=The Hothead; 4=The | + | |$275 |
+ | |1=The Screw-Up; 2=The Dreamer; 3=The Hothead; 4=The Coward; 5=The Contrarian; 6=The Half-Wit | ||
|- | |- | ||
|Bad | |Bad | ||
|SK12 | |SK12 | ||
− | |1=The Asshole; 2=The Addict; 3=The Slacker; 4=The Thief; 5=The | + | | |
+ | |1=The Asshole; 2=The Addict; 3=The Slacker; 4=The Thief; 5=The Geezer; 6=The Suicide | ||
|- | |- | ||
|Very Bad | |Very Bad | ||
|SK14 | |SK14 | ||
− | |1=The | + | | |
+ | |1=The Criminal; 2=The Belligerent; 3=The Madman; 4=The Burke; 5=The Instigator; 6=The Powder-Keg | ||
|- | |- | ||
|Disastrous | |Disastrous | ||
|SK16+ | |SK16+ | ||
− | |1=The Mutineer; 2=The Griefer; 3=The Silver; 4=The Plague | + | | |
+ | |1=The Mutineer; 2=The Griefer; 3=The Silver; 4=The Plague; 5=The Mole; 6=The Jinx | ||
|} | |} | ||
− | Poor=Annoying, but otherwise harmless. Bad=Could become a problem | + | Poor=Annoying, but otherwise harmless. Bad=Could eventually become a problem. Very Bad=Some sort of trouble is more-or-less inevitable. Disastrous=Worst-case scenario. |
+ | *"Burke" is an ''Aliens'' reference. Will be fine while things are going normally, but when things go bad, will screw everyone over to save himself. | ||
+ | *"Griefer" is meant in the online gaming sense, as someone who kicks over sandcastles for no reason other than they exist, and will likely screw over the crew for no "reason" at all. | ||
+ | *"Silver" is a reference to Long John Silver from ''Treasure Island,'' that is, one who enters service with a predetermined agenda to take over, for his own aims, as opposed to the "Mutineer," who takes an immediate dislike to the leadership and decides he would be better suited. | ||
− | [[Category:SeaDogs]][[Category:Rules (Sea Dogs)]] | + | [[Category:SeaDogs]][[Category:Campaign Information (Sea Dogs)]][[Category:Rules (Sea Dogs)]] |
Latest revision as of 09:04, 17 January 2020
Procedure
When rolling up a random crewman for whatever reason, roll a [d20] to determine the "Archetype," and 3d6 (as for a Reaction) for "Quality." For an archetype result of "Special Case," some quality levels include suggestions (Spc:). For lower quality levels, as indicated, roll 1d6 to determine the "Bad Egg" archetype, which will supersede or modify the regular one.
Archetypes
- The Big Guy
- The Little Guy
- The Family Man
- The Ladies' Man
- The Quiet One
- The Talker
- The Rookie
- The Veteran
- The Joker/Entertainer
- The Downer/Pessimist
- The Saint
- The Scoundrel
- The Gambler
- The Salesman
- The Know-It-All
- The Sheep-Dog
- The Outsider
- The Organizer
- [Special Case]
- [Roll Twice]
Quality
Result | Skill Level | $/Mo | Extra |
---|---|---|---|
Excellent | SK18+ | ||
Very Good | SK16 (Specialist) | $700 | Spc: The [Specialist], The Savant |
Good | SK14 (Able Seaman) | $425 | |
Neutral | SK12 (Ordinary Seaman) | $350 | Spc: The Whoopsie, The Woman-In-Disguise, The Heathen, The Weirdo |
Poor | Min (Landsman) | $275 | 1=The Screw-Up; 2=The Dreamer; 3=The Hothead; 4=The Coward; 5=The Contrarian; 6=The Half-Wit |
Bad | SK12 | 1=The Asshole; 2=The Addict; 3=The Slacker; 4=The Thief; 5=The Geezer; 6=The Suicide | |
Very Bad | SK14 | 1=The Criminal; 2=The Belligerent; 3=The Madman; 4=The Burke; 5=The Instigator; 6=The Powder-Keg | |
Disastrous | SK16+ | 1=The Mutineer; 2=The Griefer; 3=The Silver; 4=The Plague; 5=The Mole; 6=The Jinx |
Poor=Annoying, but otherwise harmless. Bad=Could eventually become a problem. Very Bad=Some sort of trouble is more-or-less inevitable. Disastrous=Worst-case scenario.
- "Burke" is an Aliens reference. Will be fine while things are going normally, but when things go bad, will screw everyone over to save himself.
- "Griefer" is meant in the online gaming sense, as someone who kicks over sandcastles for no reason other than they exist, and will likely screw over the crew for no "reason" at all.
- "Silver" is a reference to Long John Silver from Treasure Island, that is, one who enters service with a predetermined agenda to take over, for his own aims, as opposed to the "Mutineer," who takes an immediate dislike to the leadership and decides he would be better suited.