tbeard1999
SOC-14 1K
Heavily Revised 1-16-08
While many Traveller fans consider its random character generation system a strength, I do not care to force my players to play characters they don’t want to play. If a player wants to play a Marine commando, I see little benefit in forcing him to play a Navy doctor. That said, one significant benefit of Traveller’s character generation system is the fact that a character creates a history as well as a list of skills and attributes. What follows is my attempt to allow players to generate the characters they want, while preserving the background detail generated by the Classic Traveller system. In addition, this system eliminates the significant advantages found in Books 4+ character generation sequences. This system will work for MegaTraveller with minor modifications.
Procedure
1. Determine attributes by allocation method below. Alternatively, roll 2d6 six times and allocate the rolls to attributes as the player desires.
2. Choose pre-career options (if desired).
3. Choose career and number of terms served.
4. Allocate skill points and take benefits and liabilities.
5. Resolve aging.
6. Go to post-career college and/or graduate school if desired.
7. Character is ready to start play.
Attributes
You can roll the standard 2d6 and arrange the scores. However, to prevent “Longview Rolling” and to prevent luck from giving a character a significant advantage, I prefer to give the character the following numbers to arrange as the player sees fit: 12, 10, 8, 8, 6, 4.
Skills
Most skills work exactly as defined in Books 1, 4+ and Supplement 4. However, the Gun Combat skill of Book 4 is eliminated and replaced with Gun Combat as defined in Book 1. In other words, Gun Combat skill must be applied to specific weapons—autopistol, revolver, snub pistol, rifle, carbine, autorifle, SMG, shotgun, ACR, gauss rifle, gauss pistol, laser rifle, laser carbine, laser pistol, LAG, plasma gun, fusion gun, accelerator rifle, and auto shotgun.
Jack of all Trades always costs double skill points, if available for a particular career.
Careers
Each character can participate in one career for up to seven four-year terms. The character starts at age 18. For the first term, the character gets 3 skill points. For each additional term, the character gets 2 skill points. Characters must spend skill points to take the required skills for their career. The character also gets 2 benefits per term.
Skill Selection
Characters may choose any skills from the Core Skills and Secondary Skills list for their career, subject to the following limits/rules:
1. Characters may take one skill (other than Jack of All Trades) from any other career’s skills list.
2. Characters may take up to 2 Core Skills and can spend up to 5 skill points earned during a career on each Core skill. This limit is not affected by skill points spent as a result of pre-career or post-career options.
3. Characters may spend up to 2 skill points earned during a career on each Secondary skill taken. This limit is not affected by skill points spent as a result of pre-career or post-career options.
4. Characters must take a minimum number of different skills equal to the number of terms served.
5. Some skills have prerequisites, such as Edu 8+, or a certain special assignment (see Benefits below). Required attribute levels or assignments must be met at the end of Step 4 in the character generation process. If aging reduces attributes below the required level, the character still meets the attribute requirement for skill and benefit purposes. Example – Biff Redstone has an End of 10 and an Int of 8. He serves 4 terms and gets 8 benefit points. He wants to take the Naval SAS special assignment, which requires an End of 10 and an Int of 10. He spends 1 skill point and 2 benefit points to get +2 Int and qualifies for Naval SAS. Later on, aging reduces his End to 9. He still meets the End qualification for Naval SAS.
Benefit Points
Characters get 2 benefit points per term of service. Unless otherwise stated, each benefit below costs 1 benefit point and characters may choose a benefit multiple times. Some benefits have prerequisites (usually other benefits).
Characters may also keep unused benefit points for use during post-career options.
Optional Use of Benefit Points. If the Referee agrees, characters can save unused benefit points for use during games. An unused benefit point can generally be used to define a single die roll, after the roll has failed (or yielded an unsatisfactory result). If this option is used, the roll cannot be used to create a direct economic benefit that exceeds cr5,000 (such as betting cr10,000 on roulette and defining the Gambling roll to yield a 36-1 payoff).
Alternatively, the character may spend the benefit roll to get any benefit on the general benefits or special benefits chart. However, the referee may double the benefit point cost for cash and gear benefits.
(continued)
While many Traveller fans consider its random character generation system a strength, I do not care to force my players to play characters they don’t want to play. If a player wants to play a Marine commando, I see little benefit in forcing him to play a Navy doctor. That said, one significant benefit of Traveller’s character generation system is the fact that a character creates a history as well as a list of skills and attributes. What follows is my attempt to allow players to generate the characters they want, while preserving the background detail generated by the Classic Traveller system. In addition, this system eliminates the significant advantages found in Books 4+ character generation sequences. This system will work for MegaTraveller with minor modifications.
Procedure
1. Determine attributes by allocation method below. Alternatively, roll 2d6 six times and allocate the rolls to attributes as the player desires.
2. Choose pre-career options (if desired).
3. Choose career and number of terms served.
4. Allocate skill points and take benefits and liabilities.
5. Resolve aging.
6. Go to post-career college and/or graduate school if desired.
7. Character is ready to start play.
Attributes
You can roll the standard 2d6 and arrange the scores. However, to prevent “Longview Rolling” and to prevent luck from giving a character a significant advantage, I prefer to give the character the following numbers to arrange as the player sees fit: 12, 10, 8, 8, 6, 4.
Skills
Most skills work exactly as defined in Books 1, 4+ and Supplement 4. However, the Gun Combat skill of Book 4 is eliminated and replaced with Gun Combat as defined in Book 1. In other words, Gun Combat skill must be applied to specific weapons—autopistol, revolver, snub pistol, rifle, carbine, autorifle, SMG, shotgun, ACR, gauss rifle, gauss pistol, laser rifle, laser carbine, laser pistol, LAG, plasma gun, fusion gun, accelerator rifle, and auto shotgun.
Jack of all Trades always costs double skill points, if available for a particular career.
Careers
Each character can participate in one career for up to seven four-year terms. The character starts at age 18. For the first term, the character gets 3 skill points. For each additional term, the character gets 2 skill points. Characters must spend skill points to take the required skills for their career. The character also gets 2 benefits per term.
Skill Selection
Characters may choose any skills from the Core Skills and Secondary Skills list for their career, subject to the following limits/rules:
1. Characters may take one skill (other than Jack of All Trades) from any other career’s skills list.
2. Characters may take up to 2 Core Skills and can spend up to 5 skill points earned during a career on each Core skill. This limit is not affected by skill points spent as a result of pre-career or post-career options.
3. Characters may spend up to 2 skill points earned during a career on each Secondary skill taken. This limit is not affected by skill points spent as a result of pre-career or post-career options.
4. Characters must take a minimum number of different skills equal to the number of terms served.
5. Some skills have prerequisites, such as Edu 8+, or a certain special assignment (see Benefits below). Required attribute levels or assignments must be met at the end of Step 4 in the character generation process. If aging reduces attributes below the required level, the character still meets the attribute requirement for skill and benefit purposes. Example – Biff Redstone has an End of 10 and an Int of 8. He serves 4 terms and gets 8 benefit points. He wants to take the Naval SAS special assignment, which requires an End of 10 and an Int of 10. He spends 1 skill point and 2 benefit points to get +2 Int and qualifies for Naval SAS. Later on, aging reduces his End to 9. He still meets the End qualification for Naval SAS.
Benefit Points
Characters get 2 benefit points per term of service. Unless otherwise stated, each benefit below costs 1 benefit point and characters may choose a benefit multiple times. Some benefits have prerequisites (usually other benefits).
Characters may also keep unused benefit points for use during post-career options.
Optional Use of Benefit Points. If the Referee agrees, characters can save unused benefit points for use during games. An unused benefit point can generally be used to define a single die roll, after the roll has failed (or yielded an unsatisfactory result). If this option is used, the roll cannot be used to create a direct economic benefit that exceeds cr5,000 (such as betting cr10,000 on roulette and defining the Gambling roll to yield a 36-1 payoff).
Alternatively, the character may spend the benefit roll to get any benefit on the general benefits or special benefits chart. However, the referee may double the benefit point cost for cash and gear benefits.
(continued)
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