RolePlay onLine RPoL Logo

, welcome to Tripping the Life Fantastic

22:03, 16th April 2024 (GMT+0)

1000 - Character Generation.

Posted by The RefereeFor group 0
The Referee
GM, 3 posts
Just the Ghost
in The Machine
Fri 6 Sep 2019
at 06:45
  • msg #1

1000 - Characters

This is the overview for the section of this game devoted to Characters.  Here are so far subtended:

(This topic remains in Group Zero as it is of general interest.)

1100 - Character Creation by Classic Traveller Rules.

1200 - Character Creation by Traveller Plus Rules.

1300 - Skills in Traveller

1400 - Resources and Outfitting  - PENDING

1500 - Character Development - Experience & Improvements - PENDING
This message was last edited by the GM at 07:49, Sat 05 Oct 2019.
The Referee
GM, 4 posts
Just the Ghost
in The Machine
Fri 6 Sep 2019
at 07:25
  • msg #2

1100 - Creating Characters in Classic Traveller

1100 - Creating Characters using the Classic Traveller Rules

I won't be typing in the entire book word for word - that wouldn't be cricket.  Those without books should probably get Starter Traveller.  It's a free download in PDF, and the link will take you to it.  Book 2 of this set will have the charts and tables needed to play.

Here's a pull quote:  "All characters begin the game the same way:  untrained, inexperienced, and about 18 years of age."

(Oh, to be eighteen again...)

Start a worksheet somewhere for storing temporary data.  You can use a spare piece of foolscap, or a text file or spreadsheet, just so long as you can read and understand the data you record after it gets cold.  (I have just posted a character sheet template.  Feel free to use it if you wish or to present your data as you best see fit - character sheets are editable by players.)

It's generally smart to keep track of things like skills and resources by the term of service in which they were acquired.  This can help the player later on if they wish to create a backstory for their character, as it preserves a loose sequence of events.

1101 - Characteristics:

Normally, all dice rolls for the basic six Characteristics (STRength, DEXterity, ENDurance, INTelligence, EDUcation, and SOCial standing) are made by rolling two six-sided dice (2d6) six times, but I'm modifying this with House Rule #1: roll 3d6, reroll 1s, and drop the lowest die.

NOTE:  Whenever rolling dice for any reason, please note the reason in the Reason for the Roll field of the dice roller.

House Rule #2: roll 7 times and drop the lowest total (unless you want to be a psionic character, in which case, keep all 7), and express these six (or seven) Characteristics as hexadecimal numbers ranging from 1 through F...

Hexa-what-imal?  Hexadecimal.  In this number system, the digits 0 through 9 remain the same, but the numbers 10 through 15 are now represented as single digits using the symbols A, B, C, D, E, and F, respectively.  (The use of hexadecimal numbers for Characteristics is a time-honored Traveller tradition...  it saves space.)

House Rules #3: Assign the 6 (or 7) results to your Characteristics in whatever order you want!

These six (seven) Characteristics are sometimes collectively referred to by the acronym: UPP.  This stands for Universal Personality Profile.  (This same acronym originally applied to planetary systems but was later changed to UWP--Universal World Profile.) Thus, a character with a UPP of 6789AB would have STR = 6, DEX = 7, END = 8, INT = 9, EDU = 10, and SOC = 11.

After the Characteristics are set, the character is ready to enlist in one of the six services to gain some experience, skills, resources, and benefits.

House Rule #4: Mulligans. When rolling dice for your Careers (enlistment, survival, commission, advancement, reenlisting, mustering out), you get one FREE re-roll per TERM--that's your Mulligan. If there's some roll you don't like, you get just discard it and roll again. This helps you generate the character you'd really like to play, and not just some randomized character. If that was the case, I might as well just hand you a pregenerated character (which is what most of the early adventures included).
This message was last edited by the GM at 06:17, Tue 15 Nov 2022.
The Referee
GM, 5 posts
Just the Ghost
in The Machine
Fri 6 Sep 2019
at 20:16
  • msg #3

1110 - Enlistment, Re-enlistment, Promotions, & Commissions

1110 - Enlistment, Re-enlistment, Promotions & Commissions

To gain experience, training, resources, and benefits characters should enlist in one of the six services.

{The following data is presented in much more concise form in Traveller, Book 1 on p. 14  and on the various other tables on that page and p. 15 (of the GDW edition).  Those using The Traveller Book will find this stuff on p.24 of the PDF.}


1111 - Step One:  Enlistment.  To enlist in a service, choose and roll 2d6, applying any Enlistment DMs (die modifiers) as shown.  (Yes:  DMs do STACK.):

(Note:  in the tables below:  a number followed by a + sign is read, as, for example, 6+, "six or greater".  We'll call this "plus format".)

ENLISTMENT TABLE
Service Branch:     Enlistment:     Enlistment DMs:

1 -->  Navy             8+          INT = 8+ --> +1
                                    EDU = 9+ --> +2

2 -->  Marines          9+          INT = 8+ --> +1
                                    STR = 8+ --> +2

3 -->  Army             5+          DEX = 6+ --> +1
                                    END = 5+ --> +2

4 -->  Scouts           7+          INT = 6+ --> +1
                                    STR = 8+ --> +2

5 -->  Merchants        7+          STR = 7+ --> +1
                                    INT = 6+ --> +2

6 -->  Other            3+          {No DMs - who needs 'em?}
(Other Examples: butcher, baker, candlestick maker, doctor, lawyer, Indian chief, entertainer, athlete, thief, criminal, librarian, agent, scoundrel, explorer, stuntman, noble, scholar, adventurer, bounty hunter, belter, LEO, politician, journalist, scientist, interior decorator, fashion designer, archaeologist, architect, artist, barbarian, bodyguard, consulting detective, farmer, gambler, repo-man, roustabout, salvager, beach bum, student, gadabout, author, clown, etc.)

If an attempt to enlist fails (that is, if your throw plus any applicable DMs does not meet or exceed the difficulty stated in the Enlistment: column), then throw a single d6 to submit to the Draft and enter a random service (see the numbers listed in Service Branch:).  This can be the very same service in which the earlier enlistment attempt was made.

So much for getting your character in  the door.  Jot down the Service Branch on your character record worksheet.


1112 - Step Two:  Survival.  Check to see if your character survives their hitch in the service.  Throw 2d6, applying any DMs.  (More on what survival or failure to survive means for a character in this game below.)

SURVIVAL TABLE:
Service Branch:     Survival:    Survival DMs:

1 -->  Navy             9+          INT = 7+ --> +2

2 -->  Marines          6+          END = 8+ --> +2

3 -->  Army             5+          EDU = 6+ --> +2

4 -->  Scouts           7+          END = 9+ --> +2

5 -->  Merchants        5+          INT = 7+ --> +2

6 -->  Other            5+          INT = 9+ --> +2

To streamline the character creation process, we are not going to kill characters during this phase.  Instead, if you fail to survive, simply exit the service after two years with a disqualifying minor injury and head on over to Mustering Out.  In any case, at this point you should mark a term of service on your character worksheet.


1113 - Step 3:  Commissioning.  The Navy, Marines, Army, and Merchant services have a difficulty rating for achieving a Commission, with die modifiers as shown.  Draftee characters cannot throw for Commission during their first enlistment.

Throw 2d6 for Commission each hitch until achieved.  Once a Commission is received, make a mark for it on your character's worksheet.

COMMISSIONING TABLE:
Service Branch:     Commission:  Commission DM:

1 -->  Navy             A+          INT = 7+ --> +1

2 -->  Marines          9+          END = 8+ --> +1

3 -->  Army             5+          EDU = 6+ --> +1

4 -->  Scouts           N/A         N/A

5 -->  Merchants        4+          INT = 6+ --> +1

6 -->  Other            N/A         variable = 6+ --> +1

1114 - Step 4:  Advancement/Promotions.  In the same hitch in which a Commission is received, and in each hitch thereafter, throw another 2d6 for Promotion. Make a mark recording each promotion on your worksheet.

PROMOTIONS TABLE:
Service Branch:     Promotion:   Promotion DM:
1 -->  Navy             8+          EDU = 8+ --> +1

2 -->  Marines          9+          SOC = 8+ --> +1

3 -->  Army             7+          EDU = 7+ --> +1

4 -->  Scouts           N/A         N/A

5 -->  Merchants        A+          INT = 9+ --> +1

6 -->  Other            6+          variable = 8+ --> +1


1115 - Step 5:  Re-Enlistment.  At the end of each four-year term of service, characters may either muster out, retire (after five or more terms), be compelled to serve an additional term, or be discharged involuntarily.

Throw 2d6 without any modification:

RE-ENLISTMENT TABLE:
Service Branch:  Re-Enlistment:
1 -->  Navy             6+

2 -->  Marines          6+

3 -->  Army             7+

4 -->  Scouts           3+

5 -->  Merchants        5+

6 -->  Other            5+

If this throw meets or exceeds the stated difficulty, re-enlistment is successful or, for officers, continued commissioned service is permissible.  If the throw fails to meet or exceed, the character is mustered out, and retired if sufficient terms have already been served (five terms - twenty years of service).  IF the throw is a natural "boxcars" twelve, the character is COMPELLED to serve for an additional term.

Once re-enlistment is successfully achieved, the character should cycle back through steps 2 through 5, above, until they are discharged, be it voluntarily or involuntarily.

This message was last edited by the GM at 16:30, Thu 29 Oct 2020.
The Referee
GM, 6 posts
Just the Ghost
in The Machine
Fri 6 Sep 2019
at 23:28
  • msg #4

1120 - Skills

1120 - Acquiring Skills:

Remember all those marks for Enlistment, Re-enlistment, Commission, and Promotion I asked you to make?  Those are what determine how many throws you get to make on the Skills table.  (Be aware that those playing by Traveller Plus rules are allowed to choose their skills...)

Here's how to total up how many skills you get for a character who is not a Scout:

For their first term of service, your character gets two (2) skill throws on your choice of the four Acquired Skills tables (noting that Table 4, Advanced Education Table, is only open to characters with EDU of 8+.)

For each subsequent term, one more such throw is made.  Thus, if a character had five terms of service, including her first, she would roll six times on the tables to select skills related to terms of service.

Continuing, if your character receives a Commission, make another skill throw on the tables.

On receiving any Promotion, make another skill throw (it is, thus, possible to receive three skills in the hitch where one receives both a Commission and a Promotion - the first for the term of service, the second for the Commission, and the third for the Promotion).

An interrupted final term in which a character gets cashiered out for an injury still counts as a full term for skill acquisition purposes, but not for retirement.

1121 - Skills for Scouts:

Since Scouts do not stand eligible for Commission nor Promotion, they receive greater training in compensation:  two skills per term of service.

1122 - Examples:

Let's walk through two examples, one is an Army character, the other a Scout.

Our Army character made it through four terms of service, but was cashiered out with an injury during her fifth term.  She received a Commission during her second term, was also promoted, and received promotions again during her fourth and fifth terms.

1st Term =   2 skill throws. (neither promotion nor commission occurred here)
2nd Term =   3 skill throws. (1 for the term, 1 for Commission, and 1 more for Promotion)
3rd Term =   1 skill throw.  (no promotion occurred here)
4th Term =   2 skill throws. (one for the term, one for Promotion)
5th Term =   2 skill throws. (one for the term, one for Promotion)

TOTAL =     10 skill throws.

Incidentally, since our Army character saw service in, but did not successfully complete her fifth term of service, she is not eligible for retirement.

Our Scout character served five terms of service, and mustered out after a successful fifth term.  He is eligible for retirement, having completed five terms successfully.  He is also eligible for ten skills, at two skill throws per term of service.

He would have been eligible for ten throws even had he been cashiered out during term five with an injury, but, like our hapless soldier in the previous example, he would not have been eligible for retirement.  (Of course, a look at the Survival Table will point up how fortunate this character was.)

1123 - The Acquired Skills Table:

I will not be reproducing the Acquired Skills Table here since it is available in Starter Traveller (which is freely available -- see Game Links), but I intend to make some notes concerning its use:

If the same skill is acquired more than once, each subsequent occurrence raises the proficiency level of the skill.  Let's talk about Brawling as an example:  if a character gets Brawling the first time, it's Brawling +1.  A second time would bump this to Brawling +2, and a third would raise it to Brawling +3.  (Traveller purists would omit the plus sign, but that's what skill level does - it adds to a throw as a die modifier).

1124 - Rank & Service Skills:

Some Skills and Characteristic upgrades automatically accrue to a character by reason of rank or branch of service:

Navy Captain:            +1 SOC
Navy Admiral:            +1 SOC
Marine:              Cutlass +1
Marine Lieutenant:  Revolver +1
Army                   Rifle +1
Army Lieutenant:         SMG +1
Merchant 1st Officer:  Pilot +1
Scout:                 Pilot +1


This message was last edited by the GM at 04:19, Sat 07 Sept 2019.
The Referee
GM, 8 posts
Just the Ghost
in The Machine
Sat 7 Sep 2019
at 12:47
  • msg #5

1200 - Creating Characters Using Traveller Plus

1200 - Creating Character Using Traveller Plus:

Character creation using Traveller Plus does not use random dice throws for Characteristics or Skills.  Character Points are allotted by the Referee (me), and the player created a character with those points to his or her liking.

Out of respect for Ed Messina's work, I have not made any corrections directly to my Traveller Plus Large Print Edition, preferring to capture any corrections or changes for local use in an Errata.

I created the Large Print Edition as a faithful copy of Ed Messina's original work, only scaling it up to an 8.5 X 11 inch layout, updating the paragraph style to block (non-indented) with whitespace between paragraphs, and striping table rows to make tables more readable.  Other than that, no intentional changes were made to the original text.  The Large Print Edition is distributed with Mr. Messina's kind permission.

Download a copy of either edition via the Game Links or the links provided here, and dig in.  Ask me if you have any questions during the creation process.

There are also character record sheets that will do the arithmetic for you which I have uploaded to my google drive and linked from the Game Links for convenience.  I have provided both Excel 2007 and LibreOffice versions of these sheets.  I would appreciate feedback if any trouble is encountered, since I did these quite some time ago.  (I have not had time to automate Psionics, for one thing...)

If you decide to use these sheets, I have updated the CP Allotment on them.  Please let me know how they are working for you (especially the Excel version, as it is rather old, and I don't have Office installed anywhere at home anymore.)
This message was last edited by the GM at 04:04, Sun 08 Sept 2019.
The Referee
GM, 23 posts
Just the Ghost
in The Machine
Sun 8 Sep 2019
at 03:44
  • msg #6

1300 - A Note on Cascade Skills IMTU...

1300 - A Note on Cascade Skills In My Traveller Universe:

I limit cascade skills to one primary and four secondaries, maximum.  This prevents such things as Science (which has 12 skills within the default Cascade) from becoming game-balance-threatening.

I think, given the nature of this game, to minimize confusion and imbalances, I am going to disallow skills in Traveller Plus that are not derived from the first three books.  If this causes too much pain, let's talk about it.

I actually went a different route:  We are now using the Traveller Plus skills list in full, and I am converting awarded skills in Classic Traveller characters to their Traveller Plus equivalents, including any Cascade Skills.  My apologies for any confusion this may have caused.
This message was last edited by the GM at 03:41, Sat 05 Oct 2019.
The Referee
GM, 24 posts
Just the Ghost
in The Machine
Sun 8 Sep 2019
at 06:37
  • msg #7

1310 - Skills in Traveller

1310 - Skills in Traveller:

Please consult the Traveller Plus skills list, available from Traveller Plus in the Game Links.  If you created your characters using Classic Traveller tables and I haven't done skills conversion for you, please let me know and I'll tend to it ASAP.
This message was last edited by the GM at 03:42, Sat 05 Oct 2019.
GM StarMaster
GM, 31 posts
To the guy who invented 0
Thanks for nothing!
Thu 18 Feb 2021
at 16:55
  • msg #8

1310 - Skills in Traveller

Here are the Traveller Plus skills, with a few additions and changes.

red = added entry
blue = changed entry
* = More subskills are possible; not intended as a comprehensive list.
DIFF = how difficult it is to learn and advance in a skill.
A = Advanced; hard.
B = General; easy.
C = Cascade skill—it includes several subskills that all have a common basis.
S = Subskill; you have to select one of these whenever you advance a basic Cascade skill.

SKILL / CascadesDIFFDESCRIPTION
AdminBYou have experience with bureaucratic agencies, and you understand the requirements of dealing with them.
AnimalsBCYou can raise, train, and ride animals as appropriate.
ArtilleryAYou are trained at operating artillery, such as mortars, howitzers, cannons, etc.
Artisan*BCYou skilled at making something physical, such as candles, clothing, furniture, etc.
Artist*BCYou are a skilled artist.
__DrawingSYou can draw with pencil, ink, chalk, charcoal, or computer.
__PaintingSYou can paint with watercolors or oils and in different styles.
__SculptureSYou can sculpt in wood, marble, metal, or ice.
__WritingSYou can write fiction, essays, poetry, biographies, or non-fiction.
AstrogationBYou are trained in and expert with the art and science of interplanetary and interstellar navigation.
Athletics*BCThe character is skilled in a competitive activity.
__GravballSYou are trained in and have played the sport of gravball.
__ChessSI’m sorry, but this is not an athletic skill… unless you’re playing Wizarding Chess.
__EquestrianSYou can ride animals for show, racing, and steeplechase.
__FootballSTeam sport; good for tackling the enemy.
__GolfSYou are trained in and have played golf.
Blade CombatBCa.k.a. Melee; you can fight with a melee weapon.
__CudgelSBludgeoning or impact weapons, including club, hammer, and mace.
__FencingSRitualized sport fighting with epee, foil, rapier, and sabre.
__Long BladeSIncludes long sword, short sword, wakizashi, bastard sword, machete, cutlass, great sword, etc.
__PolearmSSpear, pike, halberd, bayonet (on a gun), etc.
__Short BladeSDagger, dirk, stiletto, switchblades, butterfly knives, etc.
Bow CombatBCYou are trained and skilled at using bow weapons.
__BowSCovers short bows, long bows, double bows, composite bows, and compound bows.
__CrossbowSCovers arbalests, crossbows, heavy crossbows, hand crossbows, and repeating crossbows.
BrawlingBBrawling is considered a Martial Art with one technique: Strike.
BriberyBYou have experience in greasing the skids of authorities and bureaucracies, of bribing petty and not-so-petty officials in order to circumvent regulations or ignore cumbersome laws.
BrokerBYou are skilled in commercial purchase and resale of goods.
CamouflageBYou are skilled at hiding objects under cover, including yourself and other people.
CarousingBYou are gregarious and sociable, well-adapted to meeting and mingling with strangers in unfamiliar surroundings.
ClimbingBYou are skilled at ascending and descending steep surfaces such as walls, cliffs, and mountains.
Combat EngineeringBYou have training and practical experience in the rapid construction of field fortifications.
ComputerBYou are skilled in programming and operating electronic computers, both ground- and ship-based.
CryptographyBYou are skilled in the creation and deciphering of codes and coded messages.
DemolitionsBYou are trained and experienced in the handling, placement, and efficient use of explosives.
DisguiseBYou are skilled at disguising your true appearance and purpose.
EngineeringACYou are skilled in the operation and maintenance of starship systems.
__Jump DrivesSThis covers interstellar jump drives, including the ship’s lanthanum grid and jump bubble.
__Life SupportSThis covers the various ship systems that sustain life.
__Maneuver DrivesSThis covers various types of maneuvering drives, including gravitic, magnetic, and rocket.
__Power PlantsSThis covers the various ways of providing power on a ship, including fission, fusion, batteries, etc.
__StructuralSThis covers the hull, bulkheads, hatches, airlocks, support beams, hardpoints, barbettes, etc.
First AidBYou are skilled at repairing injuries and wounds on short notice.
ForgeryBYou are sufficiently skilled at faking documents and papers to pass general inspection.
GamblingBYou are well informed on games of chance, wise in their play, and capable of winning when you play.
Gun CombatBCYou are trained in the use of gun-style weapons.
__High-Energy WeaponsSYou are trained in the use of plasma and fusion weapons.
__GunsSYou are trained in the use of slug-throwers and gauss weapons.
__LasersSYou are trained in the use of laser weapons.
GunneryBCYou are trained in the use of starship weapons.
__ScreensSYou are trained in the deployment of defensive systems, including sand-casters.
__Spinal WeaponsSYou are trained in the use of all spinal mounted weapons.
__Turret WeaponsSYou are trained in the use of all turret mounted weapons.
Heavy WeaponsBCYou are trained in the use of man-portable heavy infantry support weaponry.
__Heavy EnergySYou are trained in laser cannons,
__Hvy ProjectilesSPortable mortars and recoilless rifles.
__Rockets/MissilesSYou are trained in the use of rocket launchers and missile launchers (but not ship missiles).
HuntingBYou are skilled in tracking and hunting animals.
InstructionBYou have extensive training in how to instruct students in a clear and lucid manner, as well as providing motivation.
InterrogationBYou have the training and experience in the psychological art of interrogating someone for intelligence gathering.
IntimidationBYou are skilled at forcing others to do your will.
IntrusionAYou are skilled at breaking into and entering secure locations.
InvestigationBYou are skilled at investigating and correlating facts.
Jack of All TradesAYou are a Renaissance Man, capable of handling a wide variety of situations and resourceful in finding solutions and remedies.
LanguageBCYou can speak a foreign language. Default native language skill=Educ/2.5.
LeaderBYou’ve led men in battle or on adventures; you have the knowledge and self-assurance to lead.
LegalBYou are familiar with the general laws and regulations that govern interstellar travel and relations.
LiaisonBYou are skilled in the art of dealing with others, including members of military units, citizens in a community, and alien or foreign cultures.
Martial Arts*ACEach Martial Arts skill has three techniques.
__AikidoASThrow, hold, disarm.
__BoxingASStrike, power strike, parry.
__FencingASStrike, disarm, parry; performed with foil)
__JujitsuASStrike, hold, disarm.
__KarateASStrike, kick, power strike.
MedicalAYou are trained in the medical arts and sciences.
NavigationBYou are skilled at navigating across a planet by sun and stars and equipment.
Performer*BCYou are a skilled performer.
__ActingSYou can act convincingly and with skill and style; you can emote.
__DancingSYou can dance; you know most dances and styles of dance.
__MusicianSYou can play a musical instrument. You can also compose music.
__SingingSYou can sing in various genres. High Endurance equates to vocal range and voice timber.
PersuasionBYou are skilled at convincing others to see your way.
PilotACYou are trained and experienced in the operation of spaceships and starships.
__Small StarshipsSCovers interstellar vessels 5000 tons or less
__Large StarshipsSCovers interstellar vessels 5001+ tons
__Ship’s BoatSYou are familiar with the function and operation of lifeboats, ship’s boats, shuttles, and similar spacecraft.
ProspectingBYou are skilled at searching for mineral deposits in appropriate places, by panning, digging, experimental drilling, and excavation.
ReconBYou are skilled in military scouting but can also apply it to civilian use.
RecruitingBYou are familiar with the most effective means of approaching individuals and presenting proposals for employment.
Science*BCYou know a little bit about a lot of sciences. You may be knowledgeable in a particular scientific area.
__ArchaeologySYou are trained in the study of human history and prehistory through the excavation of sites and the analysis of artifacts and other physical remains.
__AstronomySThe science of stars and space.
__BiologySThe science of organic life forms.
__ChemistrySThe science of chemicals and the interaction of substances at the molecular level.
__ForensicsSThe science of reconstructing events, especially crimes.
__HistorySThe science of uncovering the truth about historical events.
__LinguisticsSThe science of language.
__MathematicsSThe science of numbers, addition, subtraction, algebra, trigonometry, and calculus.
__PhysicsSThe science of matter and energy.
__PsionicologySThe science and study of Psionics, not actual psionic powers.
__PsychologySThe science of the mind and mental health.
__XenobiologySThe science of alien life forms.
Sensor OpsBYou are skilled at operating sensor devices on board spacecraft, interpreting the results, and jamming other ships’ sensors.
StealthBYou can move quietly and stay concealed. You have a DM of –3 on rolls for to be noticed.
StewardBYou are trained and experienced in the care and feeding of starship passengers.
StreetwiseBYou know the ways of local urban subcultures and are capable of dealing with strangers.
SurveyBYou are skilled in the art and science of mapping and charting star systems, producing accurate maps and directories, and accurately determining the characteristics of an unknown or uncharted world.
SurvivalBYou are skilled at foraging, trapping, and living off the land, finding food, water, and shelter in adverse environment,.
SwimmingBYou can swim, dive, snorkel and SCUBA dive in a fluid without wearing any special equipment.
TacticsACYou know how to deploy resources, people and equipment to gain an advantage in battle.
__Combat TacticsSYou are trained and experienced in small unit tactics (up to 1,000 men).
__Ship TacticsSYou are trained in the operation of a starship or spaceship in battle.
TechnicalBCYou are a qualified technician capable of repairing equipment.
__ArmorySYou are skilled in repairing weapons.
__ElectronicsSYou are skilled in the use, operation, and repair of electronic devices.
__GraviticsSYou are skilled in the use, operation, and repair of gravitic systems and vehicles.
__MechanicalSYou are skilled in the use, operation, and repair of mechanical devices.
__RoboticsSYou are skilled in the use, operation, and repair of robots.
ThrowingBYou are skilled at throwing weapons (darts, daggers) or objects at a distance.
TraderBYou are aware of the various techniques and practices of commerce.
Vacc-SuitBCYou are trained in the use of spacesuits, including hazmat suits.
__Battle DressASYou have been trained how to operate combat armor and battle suits.
Vehicle (Ground)BCa.k.a. Driving; you are a trained driver.
__Heavy EquipmentASYou can drive and operate heavy construction equipment such as bulldozers, cranes, power shovels, etc.
__HovercraftSYou can drive GEMs (ground effects machines) such as hovercraft.
__MotorcyclesSYou can drive two-wheeled and three-wheeled vehicles.
__TrackedSYou can drive crawlers, tanks, ATVs, AFVs, etc.
__WheeledSYou can drive automobiles, busses, trucks, ATCs, etc.
Vehicle (Air)BCa.k.a. Flyer; you know how to operate flying vessels that function within an atmosphere.
__AirshipSYou can operate lighter-than-air flying vehicles such as balloons, blimps, and dirigibles.
__GravSYou can operate flying vehicles that do so by using anti-gravity and contra-gravity.
__HelicopterSYou can operate rotary-wing flying vehicles such as helicopter, jet copters, and autogyros.
__JetSYou can operate jet-powered, fixed-wing flying vehicles.
__Prop SpinnerSYou can operate fixed-wing, propeller-driven flying vehicles, including gliders.
Vehicle (Water)BCa.k.a. Watercraft; you know how to drive and operate craft that travel on, in or under the water.
__Large SurfaceSYou can operate large sailing ships, steamships, hydrofoils, cruise liners, cargo ships, and super-tankers.
__Small SurfaceSYou can operate canoes, rowboats, keelboats, rafts, and small sailing vessels.
__SubmersibleSYou are capable of driving and operating submarines and deep diving vessels.
Zero G OpsBYou are trained and skilled at maneuvering and fighting in zero gravity.

Sign In