Player Characters
Posted: Sat Jun 20, 2015 8:37 am
Please post your spiffy explorers here.
Players can choose their attributes rather than rolling, on the understanding that is so they can play interesting characters of their choosing rather than to min/max. One note is that for a gruelling expedition I would suggest that characters have at least average CON (10+). Overall this kind of expedition is going to need healthy and dynamic people, so having attributes that average out at higher than normal is entirely reasonable. The rest is your discretion.
As far as skills go, the normal principles apply. I will bring up a few points:
1. Library Use may be useful at the outset of the expedition but is likely to be worthless in the jungle!
2. Credit Rating skill is less important, as the expedition is well funded by the British Museum Etc. A high credit rating skill might indicate that the character has personally helped fund the expedition, which gives them some kind of implied authority.
3. Custom skill: Animal Handling (Base 10%) will be included, to manage beasts of burden, dogs, snake charming, and pet simians. It will include training, caring for, and non-verbal communication with animals.
4. Languages: There are hundreds of African Language. For reference sake the important ones will be: Arabic (in Egypt), Bantu (including Swahili, a cluster of languages in South and Central Africa), and to a lesser extent Nilo-Saharan (another cluster of languages in central Africa). Egyptian Heiroglphics may of course come into play, as might European languages and Latin. I hope this works for you all!
Equipment:
Note up to 5 personal items they will bring (e.g. Bible, Flute, Whisky, Deck of Cards, Revolver). It is assumed the expedition as a group will be well equipped with rifles (.30 Lever Action Carbine [1 Att per Round, Range 50, 6 Ammo, 2d6 damage]), spare ammunition, medical supplies, water bottles, rations, map, compass, firestarting equipment, tents, so on...
Players can choose their attributes rather than rolling, on the understanding that is so they can play interesting characters of their choosing rather than to min/max. One note is that for a gruelling expedition I would suggest that characters have at least average CON (10+). Overall this kind of expedition is going to need healthy and dynamic people, so having attributes that average out at higher than normal is entirely reasonable. The rest is your discretion.
As far as skills go, the normal principles apply. I will bring up a few points:
1. Library Use may be useful at the outset of the expedition but is likely to be worthless in the jungle!
2. Credit Rating skill is less important, as the expedition is well funded by the British Museum Etc. A high credit rating skill might indicate that the character has personally helped fund the expedition, which gives them some kind of implied authority.
3. Custom skill: Animal Handling (Base 10%) will be included, to manage beasts of burden, dogs, snake charming, and pet simians. It will include training, caring for, and non-verbal communication with animals.
4. Languages: There are hundreds of African Language. For reference sake the important ones will be: Arabic (in Egypt), Bantu (including Swahili, a cluster of languages in South and Central Africa), and to a lesser extent Nilo-Saharan (another cluster of languages in central Africa). Egyptian Heiroglphics may of course come into play, as might European languages and Latin. I hope this works for you all!
Equipment:
Note up to 5 personal items they will bring (e.g. Bible, Flute, Whisky, Deck of Cards, Revolver). It is assumed the expedition as a group will be well equipped with rifles (.30 Lever Action Carbine [1 Att per Round, Range 50, 6 Ammo, 2d6 damage]), spare ammunition, medical supplies, water bottles, rations, map, compass, firestarting equipment, tents, so on...