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12:58, 25th April 2024 (GMT+0)

Character Generation.

Posted by StarMasterFor group 0
StarMaster
GM, 3 posts
Mon 4 Aug 2014
at 16:40
  • msg #1

Character Generation

This is a quick summary of the basic rules of Traveller.

     Each player will have their own thread for character creation.

     Maximum terms for a character is 6, though you can, of course, have less terms. I will allow any Mongoose Traveller book for characters. However, I don’t have access to most of them, so I may need clarification on a few issues. I now have most of them.

Character Generation Checklist

Basic character generation uses the following steps:

1. Roll characteristics and determine characteristic modifiers.
    House Rule: roll 2d6 seven times, discard the lowest roll. If you roll snake-eyes (two 1s), you can reroll or choose to keep that roll.
     Hopeless Characters: If you have three scores with negative DMs, you can re-roll two of them and then take the better of the two rolls. Also, if the stats are still wonky, the Referee may bestow a few extra points to add to your stats.
2. a. Choose a homeworld.
    House Rule: Homeworld should be somewhere in the Drexilthar sub-sector… unless you have a good back-story for why you are so far from home.
    b. Gain background skills.
    House Rule: 3 + Edu DM bonus (this is a maximum). These should first come from the Homeworld list. If there are not enough that match your homeworld trade classifications, the remaining skills can be selected from the Education list.
    c. Education skill. You gain one skill from the Education list to represent the culmination of your education.
    d. Swimming: There is no Swimming skill in the Traveller rules, not even covered by Athletics. Can't really add it as a specialty of Athletics, though, because it has it's own specialties. So, roll to see if you can swim: 10+ DM = your homeworld's hydrographic rating.

3. a. Choose a career. You cannot choose a career you have already left.
     House Rule: You get one Mulligan (dice re-roll) per term: qualifying, skill/training table, survival, advancement or mustering out benefits.
    b. Roll to qualify for that career.
    c. If you qualify for that career, go to Step 4.
    d. If you do not qualify for that career, then you can go to the Draft or enter the Drifter career. The Draft can put you back into a career you have been forced to leave, at your old rank. You can only apply for the Draft once.
4. If this is your first time on this career, you get all your Basic Training skills at Rank 1.
     House Rule: Gain +1 to any Basic Training skill in your 1st term...
     OR... save it and can gain a second Basic Training skill from any one subsequent career.

5. Choose a specialization for this career.
6. Choose one of the Skills and Training tables for this career and roll on it.
     House Rule: You can choose a Service Skill instead of rolling for it in each term, which can help avoid gaining multiple levels in not-so-useful skills.
    a. Roll for survival on this career.
    b. If you succeed, go to Step 7.
    c. If you did not succeed, then events have forced you from this career.
Roll on the Mishap table, then go to Step 9, then maybe Step 5 for your next four-year term,
or Step 12 if you wish to finish your character.
7. a. Roll for Events.
    b. Optionally, establish a Connection with another player character.
8. a. Roll for Advancement
    b. If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career. Go to step 9 if you wish to leave the career, or step 5 to continue with this career.
    c. If you roll less than the number of terms spent in this career, you must leave this career.
    d. Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement.
9. Increase your age by 4 years. If your character is 34 or older, roll for Aging.
10. If you are leaving the career, roll for Benefits.
11. If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise, go to Step 5.
12. Finalize any Connections with other characters.

PRE GAME START
13. Choose a Campaign Skill Pack and allocate skills from that pack.
   House Rule: If you are joining the game at a later time, you can choose
2 skills from the Campaign Skill Pack, as everyone has already made their choices.

14. Purchase starting equipment and, if you can afford it, a spacecraft.
This message was last edited by the GM at 20:55, Sat 10 Apr 2021.
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