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Post by Mutant Lord: William McAusland on Apr 17, 2013 15:48:05 GMT -8
Question on gear during chargen... by Xhaosdaemon » Fri Oct 21, 2011 2:06 am
So I noticed that if you a Moderately Equipped you have all the gear a Poorly Equipped person has plus the gear for Moderately Equipped. Does that mean you get the random starting weapons and armor for both Poorly Equipped and Moderately equipped? (that is how I ended up doing it and the person sold the armor and weapons she didn't want for a bit of extra cash, but it doesn't specifically say one way or another that you get both sets of arms and armor although it implies it)
Re: Question on gear during chargen... by WillMcAusland » Fri Oct 21, 2011 9:06 pm
That's a good question!
If I were the GM I'd say no to getting the starting arms and armor of less privileged PCs, but on the other hand, it makes sense....
A more affluent character would have had the means to acquire a collection of items. Perhaps you could rule that a wealthier character can only sell or share his surplus arms and armor if the adventure starts in the PC's home town, where the extra gear is stashed, hanging above the fireplace or hidden in a mattress, etc. If the game starts in mid action or the PCs meet for the first time in some remote location, then sharing surplus gear wouldn't be handy. If the surplus gear was complimentary to what the character already has, then of course he or she would bring it along on an adventure and in that case be able to share some of the lighter spare items.
Again, great question.
Will
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Post by providence13 on Apr 25, 2013 8:09:42 GMT -8
This topic is a little old but I think it's important to Chargen so I wanted to add what we have done. I do allow players to receive the extra gear. That's how I interpreted the book and as everything is generally random % anyway, it's still "fair". One of our guys starts with a laser, armor and plenty of money, another has a Slingblade(in lieu of a pitchfork) and black-eye. The third has Huge Mandibles but knows about Relic History. Before starting the MOD(!)I told them that they have traveled together for a week and learned safety in numbers.. On their own, the group quickly came up with a back story of how they met, leader, and how they feel about each other; who looks up to who and a mistrust of guys with mandibles.. They still decided to share equipment. I didn't force them. "Your riding dog can't carry everything."
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fw
New Member
Posts: 8
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Post by fw on Apr 25, 2013 9:49:00 GMT -8
Hi all, My interpretation of the Gear you get during Character Generation is as follows with ref. location: Caste (Pg 39 Hub Rules)"The outfitting codes, which include starting packs, are explained on table TME-1-64 on page 96; however, read the caste listing for each new character to see what other items this person may start game play with." Skills (Pg 11 Hub Rules)Example skill: Gun Slinger "The character will start game play with at least one pistol, unless starting game play as a slave" Race (Pg 84 Hub Rules)Example Race: Cyborg "Starting Cyborg characters roll d2 offensive, d2 defensive and d3 miscellaneous implants."Starting Packs (Pg 96 Hub Rules)"Each new character starts game play with a certain amount of goods, gear and wealth, possibly even a relic or two depending on his or her type and personal history; see table TME-1-5a on page 12 for caste based details and outfitting codes based on the PCs pre-game caste."Other Published MaterialExcavator Monthly Compendium "The Character Stereotypes Article " (Pg 106)Now this is all subject to change depending on what type of campaign the GM wishes to run. There are other factors but that goes back to the what the GM wishes to run and what material he/she wishes to uses as well. Hope this helps.
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Post by Mutant Lord: William McAusland on Apr 25, 2013 20:31:46 GMT -8
I like the idea of having characters share gear at character generation, especially stuff that a new PC can't use. I have players jot down any spare or trade items on the side of their character sheet in pencil. The most common unwanted items are shields for PCs who start with a two handed weapon that the character wants to employ regularly.
Of course, some campaigns start off with everybody equipped the same, either with nothing but rags and chains on, or similarly equipped while serving in an ill fated militia unit, etc.
Good, and very important discussion here.
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