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21:56, 19th April 2024 (GMT+0)

Character Creation and RTJ Info.

Posted by RefereeFor group 0
Referee
GM, 1 post
Mon 27 Dec 2010
at 20:54
  • msg #1

Character Creation and RTJ Info

This is a Mongoose Traveller game set in the Halowon sector, an ATU of the Referee's devising.  The game will be run using the Core Rule Book, Books 1-8, Adventure 1, and Supplements 1-5.  Other books may be added as necessary and as they become available.  At a minimum, players should have access to the Core Rule Book.

The game is intended for 4-7 players.

The concept of the game is that the characters work as contractors for the Scout service of a pocket empire in an underpopulated, relatively unexplored, sector of space.  Exploration, espionage, and "odd jobs" will probably be the bulk of adventures.  Violence is somewhat de-emphasized and there will be some use of house rules.  The game is rated mature.

Game start date is 350-5741.  Play will start on Alsace (0805, Espiaux).

Characters will be generated using MgT standard rules, as modified by house rules.  Package skills and connection skills will be used.  Players are asked to please use the dice roller at the top of the page for all die rolls.  I don't expect anyone would cheat, but it keeps everything transparent.

Races are rather limited in this game.  I expect all payers will be of Solomani stock.  Although Aslan are known to exist, they are rare to the point that playing one would place the character at a disadvantage.

Characters may have a maximum of five terms total, to shape a younger, hungrier adventuring group.  I am somewhat liberal with character development during play (see house rules).

Please consult with the Referee if you desire to play a character with Social Standing C or above.

A starship will be provided; please do not feel pressured to acquire one via mustering out.
Referee
GM, 2 posts
Mon 27 Dec 2010
at 20:55
  • msg #2

Re: Character Creation and RTJ Info

Unless previously invited by, or known to, the Referee, please submit any RTJ with the following:

1) A statement of age

2) A planned Character sketch: homeworld, basic background, and motivations.  To quote another Ref on this site:

The difference between a good character and a great character often comes down to things that have nothing to do with what is on the character sheet, but how fully developed the character is in the mind of the player, and how they express that in role-playing.

3) Your experience with Traveller

4) Writing sample or links to any current games you play in

5) How frequently you are normally able to post (excluding vacations, holidays, major real life interruptions, etc.)

Ideally most players will be able to post at least every other day.
Referee
GM, 4 posts
Mon 27 Dec 2010
at 21:32
  • msg #3

Re: Character Creation and RTJ Info

CHARACTER GENERATION

This post contains a step-by-step description of Char Gen.

I. RACE

The human colonies in the Halowon Sector have had very little contact with alien races. Basic human is pretty much the only race available.  Aslan are known to exist, but are extremely rare in human space and are not at all trusted.  No other alien races have yet been discovered.

II. ROLL ATTRIBUTES

Please use the die roller for all rolls.

A. Roll 2d6 eight times. Discard lowest two rolls.

Apply to STRENGTH, DEXTERITY, ENDURANCE, INTELLIGENCE, EDUCATION, SOCIAL. You may place these rolls wherever you wish amongst these traits.

B. Apply Bonuses

As noted in TCR p6, above or below average characteristics may provide you with bonuses or negatives. Please note the modifiers for each of your characteristics now.

III.  ORIGIN

Almost all the characters will be starting from either the Espiaux or Halowon subsector.

A. Homeworld
Each player may choose their homeworld.
- Please refer to p6 in the TCR to choose your planetary description.
- Choose only one description. The actual planet may have additional descriptions, but that is transparent to Char Gen.
- Please note the political alleigance of your homeworld may affect in game reactions and relations.
- Please also note that only Espiaux (TL-B), Savigny (TL-B), and Alsace (TL-A) are above tech level nine, which may limit some mustering out benefits, notably augments.

C. Background Skills

Based on your homeplanet, your first background skill is determined per TCR p6. Other background education skills may be taken per TCR p6. All of these skills start at zero (0).

IV.  CHARACTER CREATION

There  have been some changes so please read these carefully before beginning your character’s career path.

A. Changes To Career System

1.  Available Careers
All careers available from supplemental Traveller sourcebooks are available except Psions (psionics are extremely rare in this setting). I do own all of them (except Psion). You may choose to use the basic careers in the TCR if you want or do not have the newer books.

2.  Expanded Lifepath/Event Tables May Be Used
Events/Lifepath outcomes may be determined using the advanced tables in the above books for the relevant careers such as Navy, Marines, Army, Scouts. This applies even if you choose not to use the expanded career list from that book. The Referee can provide these for you if you do not own the relevant book.

3.  Term Limits
All characters will have no more than five (5) terms.

4.  Skill Changes
There are several changes to be made to skills. First, the new skills in Mercenary, High Guard and … may be substituted according to the rules in those books. Second, I have made some changes to either specialties or skill descriptions and you will find these below as well.

ATHLETICS:
-Archery Specialty- The use of bows and crossbows for hunting and in combat.

BATTLEDRESS: does not exist in this setting due to TL.  Replace with Vacc Suit.

DRIVE:
-Hover- For hovercraft and ground-repulsion vehicles.

GUN COMBAT: The specialties of gun combat have been reduced in number.
-Shotgun-
-Slug Pistol-
-Slug Rifle- includes carbines
-Energy Rifle- includes carbines
-Energy Pistol-

HEAVY WEAPONS:
-Flamethrowers- Specialized incendiary weaponry.

LANGUAGE: The primary language in the Halowon sector is Galanglic.  Other, local or specialized languages exist:
- Ancient French -
- Ancient Slavic -
- Antioch dialect -
- Caliban dialect -
- Aslan (Tahahorol) -
- Aslan (Weaw) -

SECURITY: deleted.  Replace with Engineering(electronics), Mechanical, Computer, Comms, or Sensors.

WEAPON ENGINEERING: The ability to design, modify and build personal weaponry.
-Drones-
-Melee Weapons-
-Slug Weapons-
-Energy Weapons-
-Heavy Weapons-

5.  Skill Substitutions
The new books introduced some skills that were not available in TCR. These skills may be substituted as follows. The preceding skill is the existing skill within the table.

NAVY:
Mechanic/Weapon Engineering
Leadership/Instruction
Leadership/Recruiting

MARINES:
Tactics/Combat Engineering
Engineering/Combat Engineering
Engineering/Weapon Engineering
Leadership/Instruction
Admin/Interrogation

ARMY:
Recon/Combat Engineering
Engineering/Weapon Engineering
Diplomat/Interrogation
Diplomat/Recruiting
Tactics/Instruction

SCOUTS
Engineering/Combat Engineering
Persuade/Recruiting

MERCHANTS
Admin/Instruction

AGENTS:
Investigate/Interrogation
Advocate/Instruction

NOBILITY:
Admin/Instruction
Diplomat/Recruiting

SCHOLAR:
Admin, Diplomat, Any Science or Advocate/Instruction
Persuade/Recruiting

ROGUE
Investigate/Interrogation
Persuade/Interrogation
Persuade/Recruitment

DRIFTER
Survival/Interrogation

V.  CAREERS

At this point, the character is eighteen years old and must enter the career system. All of the existing Traveller rules regarding the career system stand. We will be using the standard career progression. Please follow the listed chart.

A. Choose A Career

1. Roll to qualify for that career. If you qualify, move down to (B) for your first time in this career and (C) for all others.

2. If you do not qualify, you may enter the Draft (p5) or enter the Drifter career. If you enter the Draft and are placed with a career that you have already left, you enter at your previous rank.

B. Basic Training

A character’s first term they receive all Service skills for that career at level 0. For subsequent careers, the player may choose one Service skill to begin at level 0.

C. Skills

1. Choose a specialization. On subsequent terms, you may switch specializations without difficulty.

2. Choose one of the Skills and Training Tables for the career and roll on it. Receive that skill at +1.

3. Go to (D)

D. Career Progress

1. Roll for survival.
          a. If you succeed, go to step 2.
          b. If you fail, you must leave this career after rolling on the Mishap table. You do not gain a Benefit roll for this term. Then go to (E).

2. Roll for Event.

3. Roll for Advancement/Commission.
a. If the character is military, they may roll for a Commission. This does not provide you with an extra skill but places you in the officer cadre. This roll is optional. Note that a Commission roll does not take the place of an Advancement roll. A character can roll for both Commission and Advancement in the same term.
          b. Roll for an advancement. This roll is mandatory.
          c. If you succeed, you may roll an additional skill. Increase your Rank and take any bonus skills.
          d. If you roll less than your number of terms in this career, you must leave.  If you roll a natural 12 you must stay.
          e. Either way, go to (E.)

E. Moving Forward
a. Increase age by four years.
b. Roll for Aging if 34 or over. Note that anagathics are not available.
c. If you stay within the career, go back to (C).
d. If you leave the career, then go to (G).
e. If you want to finish your career, go to (G)

G. Mustering Out

1. Roll for your Benefits.

- Ship Shares will be available to everyone through the context of the game. If you roll ship shares or a ship, you may re-roll the benefit or roll on an appropriate skills table for the career
- Note that many augments may not be available depending on the TL of your homeworld.
- Also note the skill options when you roll a material benefit more than once.

H. Next Step

If you left the career and want to start a new career, go back to (A).

If you are finished, then proceed to (V.)

V. CONNECTIONS
All characters may use the Connections Rule (p37) to match histories with the other characters. A character may gain up to three (3) skill upgrades through this process. You may have more than that many Connections but they do not give you anything. As a reward for the connection, you may choose to raise an existing skill by +1 or you can take an additional skill. You may not raise a skill above three (3) through this process.

The Connections thread is there for your use. Just post the Event you want to connect with someone and let them work it out with you.

VI. SKILL PACKAGE

We will be using Package Skills. Once all characters are created, we will determine which package to use and the order in how skills are picked from the list. I expect the youngest characters (fewest terms) will select first.

VII. ALL DONE!

Start working on your portrait, description or an expanded history if you want to. Otherwise, you can buy equipment or just twiddle your thumbs until the game is up and running. If you have any questions, please ask me through the boards or PM.
This message was last edited by the GM at 21:05, Sat 01 Jan 2011.
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