Here are the house rules I use IMTU; for now, they are mostly concerned with the Solar Triumvirate, but many would be similar for other polities as well. I'll post the other polities' alterations later on.
So here is the first installment - Chargen houserules and Skill houserules.
Character Generation House Rules
- Characters should decide on their homeworld using my map.
- The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.
- The Referee secretly rolls and notes each character's PSI attribute at CharGen; the player could know this result (reduce by aging, ofcourse) only when recieving Psionic Training.
- Generally speaking, my Traveller universe isn't feudal; in the Solar Triumvirate, high SOCial standing usually belogs to various level of corporate execs, ranking bereaucrats, politicians and military officers. Therefore, high SOC does not automatically grant one a noble title. However, players of high SOC characters hailing from Earth may decide that the characters belong to the old aristocracy and assume a title; this has no game mechanics effect but would have several interesting role-playing ones.
- Characters are generated using the Extended Systems - that is, LBBs 4-7, as well as several other systems which I'll gradually (or on request) devise (such as belters, cops, doctors, pirates and scientists).
- Characters don't die in the generation process; a failed survival roll indicates that the character has been seriously wounded (PERMAMENTLY reduce 1d3 from a randomly selected physical characteristic; it can't reduce it to zero, so treat any result below/of zero as 1) and honorably discharged. The character is eligible for a Purple Heart if this was a Combat Mission (Raid, Strike etc). The character recieves all normal benefits (skills, promotions and decorations) for the current one-year term and mustering out benefits for all four-year terms (including the last, incomplete one; consider that "severance benefits") and enters the game.
- All characters may attempt to use the any of the pre-enlistment options. The options are College (LBB5 P15), Naval Academy (LBB5 P15), Military Academy (see below) and Merchant Academy (LBB7 P17 and P22). For modifications, see below.
- Two new options have been added to the College - the MOTC (Marine Officer Training Corps) and AOTC (Army Officer Training Corps):
1) MOTC, 8+, DM +1 if EDU 10+. The individual has undertaken Marine officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Marine Corps (go to LBB4 P3 for career resolution).
2) AOTC, 8+, DM +1 if END 10+. The individual has undertaken Army officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Army (go to LBB4 P3 for career resolution).
- Any character who graduates with honors from the College, Naval Academy, Merchant Academy or Military academy may apply for admission to the Medical School (LBB5 P15). If unsucessful,they may try to enlist to the branch of service of their choice (for college only; officer graduates must enlist to the one they've completed the OTC/Academy for). Any one who completes the Medical School sucessfully may join their service as an O3 officer. Naval officers automatically join their Medical branch, while Army/Marine officers join their own Medical Branch, which is resolved as the Support Branch (LBB4 P6) but uses the Naval Medical Branch MOS skill stable (LBB5 P8). Merchant graduates either join the Purser Branch as O3 Medics or join a Free Trader's crew as O3 2nd Officers. Alternatively the character may start a Doctor career (S4 P6, will be expanded later if needed).
- Any comissioned Naval Academy/Merchant Academy/Military Academy or OTC-college graduate may apply to the Flight School (LBB5 P16). Honors graduates are admitted automatically. Army pilots recieve a Vehicle (Aircraft or Gravcraft) skill instead of Pilot (both as the automatic skill and on a throw of 4+ on one die) and are automatically accepted as officers of the Cavalry branch. Marine pilots recieve Ship's Boat-1 as their automatic skill but otherwise use the standard procedures they join the Marine Cavalry branch but recieve the Ship's Boat skill instead of vehicle on their MOS table rolls. Naval characters are treated normally accroding to LBB5 P16. Merchant pilots join either the Deck Department or a Free Trader as 4th Officers. NOTE: Different services have, ofcourse, different flight schools, with the Navy one holding the highest prestiege and the Merchant one the least, but they all use the same game mechanics.
- Military Academy (Army and Marines)
Admission 10+ DM +2 if END 10+ (tough selection process)
Success 9+ DM +2 if DEX 8+
Education 1D-3 DM +1 if INT 9+
Honors 9+ DM +1 if INT 9+
Skills: the following skills are eached recieved by a graduate on a roll of 4+ (on one die): Tactics-1, Leader-1, Gun Combat-1
Characters who fail the Sucess roll are at the age of 19 and are immidiately drafted into the Army for a short (three year) term. Graduates may attempt to apply to the Flight School. Honors graduates may apply automatically to the Flight School and may attempt to apply to the Medical School.
- LBB7 Free Trader Fix: On the Free Trader Business skill table there are two entries, 3 and 5, which say Steward. Number 5 should be changed to Pilot. (thanks to Sig Oddra)
- Zero-Level skills are recorder during CharGen, see the "Skills" section for details. Ofcourse, many more could be recieved after CharGen by various means.
Skill House Rules
1) Clarifications
1A) The Gun Combat sub-skills for ALL services are as follows (astrisk denotes a new weapon which will appear in the upcoming Weapon Section of the document):
- Combat Rifleman (Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle, Assault Carbine*, Advanced Carbine*, Gauss Carbine*). Army/Marine officers have to take this as their first Gun Combat skill; other characters may take whatever Gun Combat subcategory they want.
- Pistol (Body Pistol, Revolver, Auto-Pistol).
- Submachinegun (Submachinegun, Gauss Submachinegun*).
- Shotgun (Shotgun, Combat Shotgun*).
- Laser Weapons (Laser Pistol*, Laser Carbine, Laser Rifle).
- Zero-G Weapons (Snub Pistol, Accelerator Rifle).
- High Energy Weapons (PGMP-12 and the PGMP-13 prototype).
- Auto-Weapons (Auto-Rifle, LMG, HMG).
- Flame Throwers (Flamethrower*, Light Flamer*).
1B) Blade Combat - use the LBB1 cascade rules.
1C) Vehicle Skills - the following are subcategories of the Vehicle cascade skills:
- Wheeled (Does not cascades further; includes ATVs, ground cars and wheeled APCs among others).
- Tracked (Does not cascades further; includes Tracked ATVs, AFVs and APCs, tractors and most TL10- heavy military vehicles).
- Gravcraft (Does not cascades further; includes G-Carriers, Air/Rafts, Speeders and so on).
- Aircraft (cascades into Fixed Wing, Tilt Wing, Rotary Wing and Lighter than Air).
- Watercraft (cascades into Small Watercraft, Large Watercraft, Hoovercraft and Submarisble).
1D)Gunnery - cascades to Ship Weapons and Vehicle Weapons. Naval characters must choose Ship Weapons under most circumstances unless thjey already posses a Vehicle skill.
2) Characters who wish to do so may substitue the Robotics skill (LBB8 P44) for any Computer skill they recieve.
3) Zero-Level skills are given at CharGen using the following criteria (ofcourse, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the zero-level skill
) -
3A) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.
3B) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.
3C) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.
3D) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.
3E) All military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0, SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Cudgle-0, Forward Observer-0 and Tracked Vehicle-0.
3F) All player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.
3G) All Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.
3H) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.
3I) All Navy and Marine player characters are assumed to have Zero-G Weapons-0.
So here is the first installment - Chargen houserules and Skill houserules.
Character Generation House Rules
- Characters should decide on their homeworld using my map.
- The characteristics are generated by rolling 2D6 7 times, discarding the lowest roll and assigning the remaining six to the six attributes as the player desires.
- The Referee secretly rolls and notes each character's PSI attribute at CharGen; the player could know this result (reduce by aging, ofcourse) only when recieving Psionic Training.
- Generally speaking, my Traveller universe isn't feudal; in the Solar Triumvirate, high SOCial standing usually belogs to various level of corporate execs, ranking bereaucrats, politicians and military officers. Therefore, high SOC does not automatically grant one a noble title. However, players of high SOC characters hailing from Earth may decide that the characters belong to the old aristocracy and assume a title; this has no game mechanics effect but would have several interesting role-playing ones.
- Characters are generated using the Extended Systems - that is, LBBs 4-7, as well as several other systems which I'll gradually (or on request) devise (such as belters, cops, doctors, pirates and scientists).
- Characters don't die in the generation process; a failed survival roll indicates that the character has been seriously wounded (PERMAMENTLY reduce 1d3 from a randomly selected physical characteristic; it can't reduce it to zero, so treat any result below/of zero as 1) and honorably discharged. The character is eligible for a Purple Heart if this was a Combat Mission (Raid, Strike etc). The character recieves all normal benefits (skills, promotions and decorations) for the current one-year term and mustering out benefits for all four-year terms (including the last, incomplete one; consider that "severance benefits") and enters the game.
- All characters may attempt to use the any of the pre-enlistment options. The options are College (LBB5 P15), Naval Academy (LBB5 P15), Military Academy (see below) and Merchant Academy (LBB7 P17 and P22). For modifications, see below.
- Two new options have been added to the College - the MOTC (Marine Officer Training Corps) and AOTC (Army Officer Training Corps):
1) MOTC, 8+, DM +1 if EDU 10+. The individual has undertaken Marine officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Marine Corps (go to LBB4 P3 for career resolution).
2) AOTC, 8+, DM +1 if END 10+. The individual has undertaken Army officer training while in college, and upon graduation automatically recieves a comission as a Second Lieutenant (O1) in the Army (go to LBB4 P3 for career resolution).
- Any character who graduates with honors from the College, Naval Academy, Merchant Academy or Military academy may apply for admission to the Medical School (LBB5 P15). If unsucessful,they may try to enlist to the branch of service of their choice (for college only; officer graduates must enlist to the one they've completed the OTC/Academy for). Any one who completes the Medical School sucessfully may join their service as an O3 officer. Naval officers automatically join their Medical branch, while Army/Marine officers join their own Medical Branch, which is resolved as the Support Branch (LBB4 P6) but uses the Naval Medical Branch MOS skill stable (LBB5 P8). Merchant graduates either join the Purser Branch as O3 Medics or join a Free Trader's crew as O3 2nd Officers. Alternatively the character may start a Doctor career (S4 P6, will be expanded later if needed).
- Any comissioned Naval Academy/Merchant Academy/Military Academy or OTC-college graduate may apply to the Flight School (LBB5 P16). Honors graduates are admitted automatically. Army pilots recieve a Vehicle (Aircraft or Gravcraft) skill instead of Pilot (both as the automatic skill and on a throw of 4+ on one die) and are automatically accepted as officers of the Cavalry branch. Marine pilots recieve Ship's Boat-1 as their automatic skill but otherwise use the standard procedures they join the Marine Cavalry branch but recieve the Ship's Boat skill instead of vehicle on their MOS table rolls. Naval characters are treated normally accroding to LBB5 P16. Merchant pilots join either the Deck Department or a Free Trader as 4th Officers. NOTE: Different services have, ofcourse, different flight schools, with the Navy one holding the highest prestiege and the Merchant one the least, but they all use the same game mechanics.
- Military Academy (Army and Marines)
Admission 10+ DM +2 if END 10+ (tough selection process)
Success 9+ DM +2 if DEX 8+
Education 1D-3 DM +1 if INT 9+
Honors 9+ DM +1 if INT 9+
Skills: the following skills are eached recieved by a graduate on a roll of 4+ (on one die): Tactics-1, Leader-1, Gun Combat-1
Characters who fail the Sucess roll are at the age of 19 and are immidiately drafted into the Army for a short (three year) term. Graduates may attempt to apply to the Flight School. Honors graduates may apply automatically to the Flight School and may attempt to apply to the Medical School.
- LBB7 Free Trader Fix: On the Free Trader Business skill table there are two entries, 3 and 5, which say Steward. Number 5 should be changed to Pilot. (thanks to Sig Oddra)
- Zero-Level skills are recorder during CharGen, see the "Skills" section for details. Ofcourse, many more could be recieved after CharGen by various means.
Skill House Rules
1) Clarifications
1A) The Gun Combat sub-skills for ALL services are as follows (astrisk denotes a new weapon which will appear in the upcoming Weapon Section of the document):
- Combat Rifleman (Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle, Assault Carbine*, Advanced Carbine*, Gauss Carbine*). Army/Marine officers have to take this as their first Gun Combat skill; other characters may take whatever Gun Combat subcategory they want.
- Pistol (Body Pistol, Revolver, Auto-Pistol).
- Submachinegun (Submachinegun, Gauss Submachinegun*).
- Shotgun (Shotgun, Combat Shotgun*).
- Laser Weapons (Laser Pistol*, Laser Carbine, Laser Rifle).
- Zero-G Weapons (Snub Pistol, Accelerator Rifle).
- High Energy Weapons (PGMP-12 and the PGMP-13 prototype).
- Auto-Weapons (Auto-Rifle, LMG, HMG).
- Flame Throwers (Flamethrower*, Light Flamer*).
1B) Blade Combat - use the LBB1 cascade rules.
1C) Vehicle Skills - the following are subcategories of the Vehicle cascade skills:
- Wheeled (Does not cascades further; includes ATVs, ground cars and wheeled APCs among others).
- Tracked (Does not cascades further; includes Tracked ATVs, AFVs and APCs, tractors and most TL10- heavy military vehicles).
- Gravcraft (Does not cascades further; includes G-Carriers, Air/Rafts, Speeders and so on).
- Aircraft (cascades into Fixed Wing, Tilt Wing, Rotary Wing and Lighter than Air).
- Watercraft (cascades into Small Watercraft, Large Watercraft, Hoovercraft and Submarisble).
1D)Gunnery - cascades to Ship Weapons and Vehicle Weapons. Naval characters must choose Ship Weapons under most circumstances unless thjey already posses a Vehicle skill.
2) Characters who wish to do so may substitue the Robotics skill (LBB8 P44) for any Computer skill they recieve.
3) Zero-Level skills are given at CharGen using the following criteria (ofcourse, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the zero-level skill
3A) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.
3B) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.
3C) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.
3D) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.
3E) All military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0, SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Cudgle-0, Forward Observer-0 and Tracked Vehicle-0.
3F) All player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.
3G) All Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.
3H) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.
3I) All Navy and Marine player characters are assumed to have Zero-G Weapons-0.