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Interesting idea from my son

Daddicus

SOC-13
My son asked if he could start his character as a marine at age 16. I thought, that's an intriguing idea, so I let him do it.

But, we thought there should be a penalty or a hoop to jump through.

What do you guys think?

Our "solution" was to allow it, but:

At age 17, he takes a temporary (a term) 1 point penalty to Str, End, and Edu.

At age 16, he additionally makes all throws vs a characteristic as difficult (3D).

If someone wanted to try it at 15, he would take both of the above, duplicated. So, Str, End, and Edu -2 each, and 4D for checks.
 
I don't have a T5 answer, but a question in response...

In Classic Traveller, Barbarians and Belter characters routinely start character generation at ages younger than 18. How does T5 handle 'Belters'?
 
I don't have a T5 answer, but a question in response...

In Classic Traveller, Barbarians and Belter characters routinely start character generation at ages younger than 18. How does T5 handle 'Belters'?

It doesn't to the best of my knowledge, but it does have Apprenticeships starting at age 14. IMTU I have It doesn't to the best of my knowledge, but it does have Apprenticeships starting at age 14. IMTU I have Vocational-Technical Schools which are essentially the same thing but using Education instead of Training.

https://en.wikipedia.org/wiki/Vocational-technical_school
 
Couple of things to bear in mind -

you don't stop growing until the age of 19ish, and extreme body conditioning before this age can have serious long term consequences

it takes years to pick up decent education and skills - a marine fresh out of basic training will have lots of lvl 0 familiarity with stuff but little real skill
 
I don't see anything in T5 that covers this. There was an article in Digest 15 about running child characters in MT but it increases characteristics from age 0 rather than de-aging them.

I think the increased characteristic check difficulties doesn't feel right to me. I wouldn't do that.

What I would do (at least for teenagers) is have -1 to STR, END, and INT for every two years under 18, -1 EDU per year under 18, and remove one default or home world skill (not Language) per year under 18. For example, a 15 year old would have -2 STR, -2 END, -2 INT, -3 EDU, and be missing 3 of the default skills. Note that Language skill level is the higher of INT and EDU ... so it might be affected by the INT or EDU drop. Also, World Knowledge (of home world) is +1 per four years of experience (max 6) ... in other words, 1 at age 4, 2 at age 8, 3 at age 12, 4 at age 16.

This is all a guess as I've not tried any of this yet. YMMV.
 
A topic that comes up enough that I have a section for it in my personal Traveller documentation. Designed with Mongoose in mind but may be useful to this discussion.

Starting Young
It's one thing if this is part of an overall background that the player wants for their character. It's another thing if the player is just trying to abusing this to "cheat" and get more skills before aging rolls start at age 34.

As a GM, if a player really wanted to start younger and they had a good story for it I'd allow it with some penalties.

Some of these penalties are to reflect difficulties younger characters would have to qualify for careers, survive, and gain promotion. A 12 year old will probably look young. On average, a younger person also wont have the same maturity and amount of life experiences as their piers. The penalties are low enough to still allow for the exceptional character as a child to be equal or more competent than an average 18 year old.

Starting Characteristics
It's best to make a column of youth CMs, or characteristic modifiers.

DEX, STR
For those starting younger, their physical development is not complete yet. I'll impose a penalty but it is recoverable as the character ages back up to 18. –1 CM to DEX and STR for every 2 years they start early (always round up, or is it down since it is a negative?). So a player that has their character start at age 15 would have a -2 youth CM for these characteristics.

Recovery is at the end of a term. If they are over 18, remove all the youth CMs. If they are still under 18, recalculate the CM. So for a 13 year old with a -3 youth CM when they start, they will have a -1 youth CM at age 17 when they start their 2nd term.

END
General health and determination. No change here.

INT
While this is something more innate, I also see it as something that matures to it's full potential as the person matures.

I'll impose a small penalty but it is recovered. -1 to INT for every 4 years they start early (always round up). A player that has their character start at age 15 would have a youth CM of -1.

Like for DEX and STR, recovery is at the end of a term. For the 13 year old with a -2 youth CM to INT when they start, they will have a -1 youth CM to INT at age 17 when they start their 2nd term.

EDU
The characters Education would be reduced to reflect the younger start and lower level of education compared to someone older. -1 for every 2 years they start early (always round up). This is not a youth CM. This is not recovered! You've been busy with a career and not in school. Perhaps you will increase it through character generation such as rolls for EDU on personal development.

SOC: Play it loose. The noble child might start their career early when a family member passes. Same for a young person inheriting the family business. But a noble child who runs away and starts living off the streets committing petty crimes...

Background skills
Background skills would no longer be 3+ EDU DM. A youth modifier of -1 background skill for every 2 years (rounded up) the character starts early will be applied since the character has not had as long to gain these skills.

Careers
At first I thought certain careers should be off limits for starting early, like the military not taking you until you are 18, but if the player gives the character a good story I'll allow it. Maybe the Imperial army won't take a child but some worlds may have groups that force able bodied children to be soldiers. A 16 year old who really wants to leave home and be a scout might pass themself off as their 18yo brother. While a good story is a must, the youth modifiers above still help reflect barriers to entry.
 
Ahhh, so he wasn't alone! Cool!

I forgot one other thing he had to do: Make a difficult streetwise/intelligence check before even rolling to being as a Marine. Seemed to me like streetwise was the skill to use. I allowed streetwise at 0, since he couldn't have it (unless part of his birth/homeworld skills, which I didn't feel like generating). So, it was effectively against intelligence (8) only. But, he made that. Then, I let him start his career.

(It was clear to me that the dice gods were on his side after that roll.)

His backstory was he wanted to get away from home, and joining the marines seemed like a good way to do it, if he could fool the recruiter. (He mentioned that some planets wouldn't have a whole lot of oversight, while others might be really strict. But, again, I didn't feel like generating the worlds, so I let it slide.)
 
Sometimes this can be resolved as unusual background.

If either parent is a member of a merchant vessel, you could have acquired some skills associated with it. Or living in Riverdale, you have an opportunity to become skilled at sports, barristaing, diplomacy and juggling.

If your last name is Quest, you may have had an exciting childhood, picking up all sorts of experiences and skills.

If your last name is Venture, you may be a clone.
 
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