Supplement Four
SOC-14 5K
Character creation in T5 may at first seem daunting, largely because the rules make up a few chapters that are 69 pages long, from page 58-127.
But, I have good news for you. The basic method of character creation in T5 is no different from what you've been used to in other editions of Traveller. The extra pages are devoted to new ideas and methods, many of which are purely optional.
At its core, T5 character generation consists of the same five steps that you've seen in most other editions of the game:
STEP 1: Create or Pick a Homeworld for the character and determine Homeworld skills based on the world's Trade Classifications.
STEP 2: Roll the character's UPP. Humans roll all six stats using a single 2D throw. The Human character is now considered 18 years old.
STEP 3: Attempt Advanced Education (go to college or the Naval Academy, for example), but this step is optional. A character can jump right into a career, skipping any advanced Education.
STEP 4: Attempt a Career. Terms are still 4 years long, no matter the Career attempted.
STEP 5: Muster out of the Career. Obtain goodies and perks for your time in the Career. Start adventuring.
Nothing new and scary there, right? Real familiar, isn't it?
OK, let's continue.
But, I have good news for you. The basic method of character creation in T5 is no different from what you've been used to in other editions of Traveller. The extra pages are devoted to new ideas and methods, many of which are purely optional.
At its core, T5 character generation consists of the same five steps that you've seen in most other editions of the game:
STEP 1: Create or Pick a Homeworld for the character and determine Homeworld skills based on the world's Trade Classifications.
STEP 2: Roll the character's UPP. Humans roll all six stats using a single 2D throw. The Human character is now considered 18 years old.
STEP 3: Attempt Advanced Education (go to college or the Naval Academy, for example), but this step is optional. A character can jump right into a career, skipping any advanced Education.
STEP 4: Attempt a Career. Terms are still 4 years long, no matter the Career attempted.
STEP 5: Muster out of the Career. Obtain goodies and perks for your time in the Career. Start adventuring.
Nothing new and scary there, right? Real familiar, isn't it?
OK, let's continue.