Each player will have their own thread for character creation. You may use either the standard method of random rolling (but I am happy for you to pick instead of roll for skills in each term, which can help avoid gaining multiple levels in not so useful skills) or the point generation method instead.
Maximum terms for a character is 6, though you can of course have less terms. I will allow any Mongoose Traveller book for characters.
Character Generation Checklist
Basic character generation uses the following steps:
1. Roll 2d6 7 times, and discard the lowest roll. Assign the numbers to your Characteristics in any order you wish.
2. a. Choose a homeworld to determine your Background Skills. ALTERNATE: you choose 3 skill instead and let them define your homeworld.
b. Gain 3 background skill at Rank-0. If you are trying to match skills to Homeworld but there aren't sufficient skills to represent it, you can choose additional skills from the Education Skill List.
HOWEWORLD BACKGROUND SKILLS |
---|
WORLD TYPE | SKILL GAINED |
---|
Agricultural: | Animals 0 |
Asteroid: | Zero-G 0 |
Desert: | Survival 0 |
Fluid Oceans: | Seafarer 0 |
Garden: | Animals 0 |
High Technology: | Computers 0 |
High Population: | Streetwise 0 |
Ice-Capped: | Vacc Suit 0 |
Industrial: | Trade 0 |
Low Technology: | Survival 0 |
Poor: | Animals 0 |
Rich: | Carouse 0 |
Water World: | Seafarer 0 |
Vacuum: | Vacc Suit 0 |
c. Education Skills: choose 1 + EDU bonus Education skills from the Education Skill List. These skills you get at Rank-1.
Then you get an Education Skill from one of the following:
EDUCATION SKILLS |
---|
Admin-1 | Electronics-1 | Science-1 |
Animals-1 | Engineer-1 | Seafarer-1 |
Art-1 | Flyer-1 | Streetwise-1 |
Athletics-1 | Language-1 | Survival-1 |
Carouse-1 | Mechanic-1 | Trade-1 |
Computer-1 | Medic-1 | Vacc Suit-1 |
Drive-1 | Profession-1 | |
d. House Rule--Special Skill: Swimming.
If you know your homeworld's hydrographic rating, roll 2d6-2; if it's less than or equal to your homeworld's hydro %, roll 1d-1 for Ranks in Swimming
If you don't know your homeworld's hydrographic rating, roll 1d-3 for your Rank in swimming. A negative result simply means you've never learned to swim.
3. When generating your Careers, you get one mulligan per term. That is, once per term, you can re-roll one dice roll, whether that is for survival, promotion, a skill, or an event.
a. Choose a career. You cannot choose a career you have already left (Drifter is the one exception, but you can also get drafted into one that you left).
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, get your basic training.
(Get 1 skill in additional BT)
5. Choose a specialization for this career.
6. Choose one of the Skills and Training tables for this career and roll on it.
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 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. Gain a skill from 2 of them.
These Connections represent previous knowledge/meeting of another character. You can make as many of these connections as you want, but you gain a bonus skill from only 2 of them. A skill you gain is at +1 rank, but you cannot increase a skill past Rank-3 with this option.
POST GAME START
13. Choose a Campaign Skill Package and allocate skills from that package.
((The Campaign Skill Package being used is the expanded Traveller Package. This is an all-round skill package, good for a campaign where the characters are trading one week and blowing things up the next.)) Each player chooses one skill, then the next player chooses another different skill, and so on until all players have chosen once. Then the process repeats itself for the remaining skills.
CAMPAIGN SKILL PACKAGE |
---|
Advocate 1 | Diplomat 1 | Medic 1 | Sensors 1 |
Astrogation 1 | Gun Combat (any) 1 | Persuade 1 | Stealth 1 |
Broker 1 | Gunner (any) 1 | Pilot (any) 1 | Streetwise 1 |
Comms 1 | Investigate 1 | Recon 1 | Survival 1 |
If you are joining the game already in progress, you can just choose 2 from the game's initial Campaign Skill Pack.
14. Purchase starting equipment.
MASTER SKILL LIST
Traveller Skills & Specialties (excluding psionics)
Admin/Bureaucracy
Advocate
Animals
Farming
Riding
Training
Veterinary
Art
Acting
Dance
Holography
Instrument
Sculpting
Writing
Astrogation
Athletics
Archery
Coordination
Endurance
Flying
Strength
Battle Dress
Broker
Carouse
Combat Engineering
Camouflage
Fortifications
Land Mines
Sensor Surveillance
Comms
Computers
Cover Identity
Deception (disguise, lie, cheat, sleight of hand)
Diplomat (etiquette, formal)
Discipline (High Guard)
Drive
Hover
Mole
Tracked
Wheeled
Engineer
Electronics
J-Drive
Life Support
M-Drive
Naval
Power
Psionic Equipment
Small Ship Systems
Explosives
Flyer
Grav
Rotor
Wing
Forgery
Gambler
Gunner
Capital Weapons
Turrets
Ortillery
Screens
Gun Combat
Energy Handgun
Energy Longarms
Neural/Sonic Handguns
Neural/Sonic Longarms
Slug Handguns
Slug Longarms (rifle, shotgun)
Slug Rifle
Sniper
Zero-G Weapons
Heavy Weapons
Field Artillery
Flamethrowers
Launchers
Man Portable Artillery
Independence (Aslan)
Instruction/Teacher
Interrogation/Interview
Doubletalk
Torture
Investigate (observation, search, forensics)
Jack Of All Trades
Language
Anglic
Aslan
Oynprith
Vargr
Vilani
Zdetl
Leadership (direct, inspire, rally)
Life Sciences
Biology
Cybernetics
Genetics
Psionicology
Mechanic (disable device)
Medic
Melee
Blade
Bludgeon
Exotic (net, polearms)
Flex (articulated, flail, whip)
In-Fighting (Vargr)
Martial Arts (karate, judo, etc.)
Natural Weapons
Unarmed Combat (brawling)
Navigation
Persuade (fast talk, bargain, bluff, intimidate)
Pilot
Capital Ships
Small Craft
Spacecraft
Prospecting (Vargr)
Recon
Recruiting
Sciences, Life
Biology
Cybernetics
Genetics
Psionicology
Sciences, Physical
Chemistry
Electronics
Physics
Sciences, Social
Archeology
Economics
History
Linguistics
Philosophy
Psychology
Sophontology
Sciences, Space
Planetology
Robotics
Xenology
Seafarer
Motorboats
Ocean Ships
Personal
Sail
Submarine
Security/Intrusion (+2nd skill)
Sensors
Stealth
Steward
Streetwise
Survival (hunt, track, trap)
Swimming (marathon, speed)
Free Diving
High/Cliff Diving
SCUBA Diving
Umbilical Diving
Tactics
Military Tactics (troops, vehicles)
Naval Tactics (ships, fleets)
Trade
Biologicals
Civil Engineering
Hydroponics
Polymers
Space Construction
Undertaker
Tolerance (Aslan)
Vacc Suit
Weapon Engineering
Blades
Drones
Energy Weapons
Heavy Weapons
Miscellaneous Weapons
Slug Throwers
Zero-G
This message was last edited by the GM at 01:34, Thu 25 Nov 2021.