“Me, I’m a grease monkey. That’s why they call me “Monk” – I keep the Hum Vee purring and the LAV-25 limping along (so far). I guess I’ve always loved engines, which is why I’m so good at them…”
– T2k v1.0 Play Manual, page 7.Converting "Monk" to Free League / 4th edition
Basic nationality, rank, and other core aspects are easy enough to decide on. Monk is technically only capable of being a Specialist if we follow the Mechanic archetype guideline but is described as being a sergeant, which is likely just possible with lifepath development. I'm not fussed too much, rank also has very little bearing in the latest edition.
American, US Army Specialist
Moral Code: TBA, this isn't really called out in the original narrative
Buddy: TBA and/or pick one of the other "iconic" v1.0/2.2 characters (TBA)
Big Dream: Keep the Humvee and the LAV-25 running until we get back home
Attributes and skills are converted using the guidelines from the Referee's Manual pages 107-110.
This is his starting converted Attribute & Skill breakdown:
Attributes & Skills
Strength (STR) B 1d10CLOSE COMBAT D 1d6 Martial Arts
Agility (AGL) A 1d12
DRIVING D 1d6 RacerRANGED COMBAT D 1d6 RifleMOBILITY D 1d6 Diver, PitcherIntelligence (INT) C 1d8
TECH C 1d8 Computers, Mechanic
SURVIVAL D 1d6 Scrounger
Empathy (EMP) C 1d8
PERSUASION B 1d10 Linguist
My initial version of Monk converts across to a character with a lot of low-level skills and specialties compared to a character built with the Archetype method. Also, as the primary attribute for various skills shifts in Free League edition (notably STR and AGL swapping around for Ranged Combat and Mechanic moving from STR based to INT based), Monk's attribute spread doesn't make a lot of sense actually.
Compared to an Archetype build, the conversion translates into the same 1 A, 1 B, and 2 C level attributes. The suggested primary attribute for his closest Archetype is INT, however, not AGL or STR. Sure, AGL makes sense if he's more a driver than a mechanic (potentially a useful option as mechanic skill seems to be somewhat downplayed in this later edition - see later post), but I think STR and INT need to be swapped to align with the original concept - as the attributes stand, this initial attempt at conversion seems more of a brawler style of character who is less mechanic and more a traditional "Wheelman" however.
Monk seems to have one extra skill due to Language: English converting to PERSUASION B (Linguist) which doesn't really fit and is outside the Mechanic Archetype's suggested cores skills. In addition, he has only one level C skill which is TECH, although he does have two specialties for it and overall seems to have a lot of specialties - a total of 9 compared to a starting Archetype-based character's usual single specialty. Sure, I can see PERSUASION being useful for haggling but I'd suggest switching the B with the C of TECH at least, if not dropping it to D or losing it entirely and bumping up DRIVING or SURVIVAL (Scrounger) to C instead.
In terms of the specialties, if I had to choose only one I'd stick to Mechanic, but otherwise, it seems reasonable to drop to only 3: Mechanic, Racer, and Scrounger seem the most applicable. Of course, this is a converted character, so it's not unreasonable just to keep all the specialties if your Referee is not worried about balance.
So revised to fit the Archetype better this becomes:
Attributes & Skills
Strength (STR) C 1d8CLOSE COMBAT D 1d6
Agility (AGL) B 1d10
DRIVING C 1d8 RacerRANGED COMBAT D 1d6MOBILITY D 1d6Intelligence (INT) A 1d12
TECH B 1d10 Mechanic
SURVIVAL C 1d6 Scrounger
Empathy (EMP) C 1d8
So with the attributes reordered and skills added, it's easy enough to sort out the Hit and Stress Capacity. Given we're basing him on the Mechanic archetype, his CUF (Coolness Under Fire) is only a D (1d6). I'm not going to delve into this further now, maybe in a later post dealing with combat and/or survival.
Hit Capacity: 5
Stress Capacity: 5
Coolness Under Fire: D 1d6
So now equipment and gear, previously a big part of v2.2 and earlier editions. Like most other military characters, Monk starts with a standard helmet and flak armor so let's add those and then roll 1d6 for radiation or take the average rounded down. Again, let's leave Radiation for now and return to it in it's own post as compared to my previous article analysis it seems a lot simpler than in earlier editions.
Armor
Radiation
Gear
- Fatigues
- Backpack
- Thermal fatigues
- Personal medkit
- Vehicle tools
- Flashlight
- Protective mask (gas mask)
- Small tent
Weapons
- M4A1 Carbine with 6 reloads
- 6 frag grenades
- 2 smoke grenades
- Large wrench (as a club)
Group Equipment
- Case of 5.56N ammo (840 rounds in magazines) & 180 loose 5.56N rounds
- Dirtbike with half a tank of fuel
- AN/PRC-77 portable backpack radio
- Small alcohol still
First Thoughts on Free League / 4th edition Conversion
- Core Attributes don't necessarily correlate - the most obvious change from T2k v2.2 is that whereas in the earlier edition a lot of essential skills relied on STR, this has been evened out in the FL / v4.0.
- The LANGUAGE skill doesn't really covert across well and just seems to create a glut of patients with skill in PERSUASION for no real reason. I'd consider dropping this unless the patient is multilingual and or has more of an intelligence background or "Face" role.
- Specialties are differently geared in FL / v4.0 - their role is similar but they seemingly cost a lot more XP (equivalent to increasing a skill from D to C). It looks like v2.2 characters are likely to have a lot more Specialties because of how the long skill list translates across to the simpler FL / v4.0 equivalents. I've reduced this character's options a lot which streamlines things, but there's a significant drop in characterisation and to some extent capability.
- Not sure how the combat-relevant characteristics convert across so let's come back to that.
- v2.2 can seemingly have a *lot* more gear than their FL / v4.0 counterparts - as one poster on the Fria Ligan forum has noted, the standard character whether Archetype or Lifepath has very little in the way of "standard gear" although there are perhaps a few reasons for this. Added to this, the excess cash equivalent that can be pooled amongst the group to purchase additional soft-skinned vehicles and supplies is notably absent. I like the shift to small arms ammo as a barter currency, however.
"Monk" FL / v4.0 Conversion Complete
Suggested Variants
"Tank"
Strength (STR) A 1d12HEAVY WEAPONS C 1d8 Any one specialty other than Launcher Crew
STAMINA D 1d6
Agility (AGL) B 1d10
DRIVING B 1d10 TankerRANGED COMBAT C 1d8Intelligence (INT) C 1d8
RECON D 1d6 Forward Observer
TECH D 1d6
Empathy (EMP) C 1d8
Hit Capacity: 6
Stress Capacity: 4
Coolness Under Fire: C 1d8
"Abbot"
Strength (STR) D 1d6CLOSE COMBAT C 1d8 Martial Arts
Agility (AGL) B 1d10
DRIVING B 1d8 Biker, RacerRANGED COMBAT C 1d6 RiflemanMOBILITY C 1d6 PitcherIntelligence (INT) A 1d12
TECH A 1d12 Computer, Electrician, Mechanic
SURVIVAL B 1d6 Scrounger
Empathy (EMP) D 1d6
Hit Capacity: 4
Stress Capacity: 4
Coolness Under Fire: B 1d6
I'd leave his gear unchanged overall although perhaps replace the ammo crate with a collection of spare parts bartered or more likely scrounged from his travels across the ruined landscape. Easy enough to advance "Tank" above similarly accounting for age in terms of attributes and capacities but maybe more of a focus on a second Heavy Weapon specialty (probably Machinegun for use when dismounted) and then Blacksmith / Gunsmith than Computer / Electrician. Cook and Quartermaster might suit better than Scrounger.
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