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02: Character Generation.

Posted by StarMasterFor group 0
StarMaster
GM, 4 posts
Referee
Mon 10 Feb 2014
at 05:30
  • msg #1

Character Generation

     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 TYPESKILL 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-1Electronics-1Science-1
Animals-1Engineer-1Seafarer-1
Art-1Flyer-1Streetwise-1
Athletics-1Language-1Survival-1
Carouse-1Mechanic-1Trade-1
Computer-1Medic-1Vacc Suit-1
Drive-1Profession-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 1Diplomat 1Medic 1Sensors 1
Astrogation 1Gun Combat (any) 1Persuade 1Stealth 1
Broker 1Gunner (any) 1Pilot (any) 1Streetwise 1
Comms 1Investigate 1Recon 1Survival 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.
StarMaster
GM, 11 posts
Referee
Mon 17 Feb 2014
at 21:26
  • msg #2

Re: Character Generation

>>> INSERTING YOUR CHARACTER INTO THE GAME <<<


FIRST STAGE:
     These are characters that started the game. They were all in the starport when the war arrived, and now they've fled north. In the chaos of the war, it's not hard to pick up new characters.


>>SECOND (current) STAGE:
     The game is currently at the second stage, so the following reasons are ways to insert your character into the game at this point.

1. You are on an air raft fleeing from the occupying forces.

2. You are stranded on the island, looking for a way off. You may have been on the
   island because you crashed there, you were diving the island's reefs, you were
   there fishing, or you were living there as a hermit or recluse.

3. You were a member of the crew of the Rucker-class ship and you are currently
   being held prisoner on the ship because the hijackers feel your skills are
   valuable.

4. You were a member of the crew of the Rucker-class ship and you are hiding on the ship while trying to sabotage it.

5. Variable--I'm open to other creative ideas as long as they are fairly practical.


>>> THIRD STAGE: <<< The game is now at the 3rd Stage.
     Currently unknown. Inserting characters into the game that join at this stage will depend on the type of character and where the rest of the group is at the time.
This message was last edited by the GM at 09:37, Mon 30 Nov 2015.
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