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Jul 22nd, 2017
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  1. Traveller chargen in a nutshell:
  2.  
  3. Step 1: Stat generation
  4.  
  5. If human, roll 6 sets of 2d6 to determine stats. Feel free to re-roll if your net characteristic modifiers total to 0 or lower.
  6.  
  7. Assign stats to: Strength, Dexterity, Endurance, Intellegence, Education, and Social standing. Remember every stat is important in traveller, your physical stats like strength and endurance crop up more often than one may think in scifi and in times of crisis most people by default look to nobles for guidance!
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  9. Step 2: Homeworld and education
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  11. Once your stats are assigned determine your homeworld. You can have any homeworld you like. Ravive is a high population, high technology, rich world.
  12.  
  13. Obtain free skills from your education and homeworld equal to 3+education dice modifier to have at rank 0.
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  15. Step 3: First career only, Select your first career, and its specialization, and obtain basic training.
  16.  
  17. As a houserule, you automatically qualify for your first career. You automatically obtain the Basic Training for your career's skills. For most careers, this means obtaining every skill in your service skills list at rank 0, without a subskill. This only happens during your first career. You also obtain any skills listed alongside the entry level rank (private, deckhand, ect) in your career, at the number listed.
  18.  
  19. This marks the end of the initial phase of chargen. From here on, the following steps occur every term. If you can, attempt to narratively justify the story of all the rolls during the term. Ex: If you roll a term in the marines, gain a promotion, learn gunnery, and have your event be participating in a battle its likely your PC fought in a major fleet engagement and had to take over for a gunner for some reason! You can go back later to change details, just think of chargen as part of the PC's story and feel free to write in the blanks as you go.
  20.  
  21. Houserule: Every PC may 'fix' a dice roll after rolling to to change the result to whatever they wish, once per- term. This includes rolls for skills, event rolls, rolls made to resolve events, survival rolls, commission rolls, qualification rolls, disaster rolls, and promotion rolls. If you choose to fail a survival roll you may also select the disaster result.
  22.  
  23. Step 4: Roll a skill for the term.
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  25. Choose a skill table from your career. Everyone can select personal development, service skills, and their specialization skills. Only officers may select officer skills, and you may only roll on the advanced education table if you meet the minimum education requirements. Roll 1d6, and record the skill or benefit you obtain. If you roll a skill you already have, improve it by 1. If you roll a skill you don't have, add it to your PC. If the skill lists a subskill, note the subskill. If the skill allows you to select a subskill, you may either improve a subskill you already have by 1, or may obtain a new subskill at rank 1. Remember having a skill at rank 0 endows you with every subskill of that skill at rank 0.
  26.  
  27. Step 5: Roll survival.
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  29. Roll a 2d6 test against the survival of your career, using the dice modifier listed for your career's specialization. If you pass, your PC goes through the term just fine, and continues to the next step. If they fail, roll on the disaster table. You leave the career at this point, proceeding directly to step 8, and must select a new career or muster out fully out of chargen at step 9.
  30.  
  31. Step 6: Roll event.
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  33. Roll 2d6 and compare the dice to your event table, and resolve your event! Many events grant new skills, relationships, benefits, or alter future rolls for you.
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  35. Step 7: Roll for advancement
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  37. Roll a promotion test using 2d6, with an attribute mod and target number determined by your career specialization. If you pass, you are promoted. Gain any skills listed for your new rank at the listed numbers. If you already have them higher, you don't get new skills. You also may immediately roll for another skill, as per step 4. PCs from some careers may choose to instead of rolling for advancement roll for commission. This is exactly like an advancement roll, but doesn't grant you a free skill roll. If you are commissioned you become an officer rank 1, regardless of your previous rank. If you roll under the number of terms you spent in this career, you must muster out at step 9.
  38.  
  39. Step 8: Age 4 years!
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  41. Age 4 years! If this is your 6th term, also roll for aging. Roll 2d6+2, with a penalty equal to the number of terms you completed, and consult the aging table on page 36, applying the results.
  42.  
  43. Step 9: Continue in your current career, or muster out!
  44.  
  45. If you are continuing in your current career, mark that this is the end of your current term, and that you are now in your next turn, remembering to keep track of how many terms you are in. Return to step 4 to start a new term! If you are mustering out, procede to step 10.
  46.  
  47. Step 10: Muster out, and roll benefits.
  48.  
  49. Page 9 lists the criteria for determing how many benefit rolls you obtain. In general you obtain 1 benefit per-term served in the career, one extra benefit if you reached rank 1 or 2, two extra if you reached 3 to 4, and three extra, with a +1 you may apply to a benefit roll after rolling and seeing the result to all benefits rolls. You may only roll for cash 3 times. Cash in this setting represents resources rather than money, considering the economy totally collapsed when your planet died. You may spend cash at chargen on anything you wish. After mustering out, determine if you want to enter a new career or retire for good. If you enter a new career, go to step 11. If you wish to retire, go to step 12
  50.  
  51. Material benefits are fully described on page 34 onwards, but some are changed:
  52.  
  53. TAS membership: Your PC is part of a fraternity, club, or other society that transcends multiple levels of society and reaches across careers. Once per month you can pull a significant favor
  54.  
  55. Ship shares: Record ship shares as “Legitimacy” on your sheet. This represents how much blind faith people have in you, based on previous actions, family history, or notable events in your life, separate from your official rank. For example: An admiral who is compitent but has no legitimacy may be trusted, but can erode that trust and may find people falter if they are opposed by a more legitimate character, where as an admiral with high legitimacy has the total faith and adoration of their followers and those under their protection.
  56.  
  57. Portfolios: Portfolio benefits represent resources that renew and grow, such as controlling a civilian manufacturing ship, managing to get a major batonical garden you owned off world, or having artists working for you. They continually generate resources for you that you may use how you see fit, worked out with the GM on a personal basis.
  58.  
  59. Any benefits that seem weird given the current circumstances can be discussed with me to be reworked.
  60.  
  61. Step 11: Select a new career and specialization, and attempt a qualification roll, using the listed difficulty and DM.
  62.  
  63. If you fail, you must either become a wanderer (A drifter specialization), or enter the draft. If you pass, you enter the new career.
  64.  
  65. Regardless, gain ONE skill from basic training, rather than all the listed basic training skills, at rank 0. You still obtain all the benefits of rank 1 of that career. Proceed to step 4 of your new career!
  66.  
  67. Step 12: “Now.”
  68.  
  69. If you decide to stop genning this PC, the end of their final term, give or take a year, is “now.” You may spend any cash you have and finalize your story. You may then gain 1 rank in 2 skills of your choice, and may improve 2 skills of your choice by 1, which should be explained in your PC's story as results of relationships with other PCS.
  70.  
  71. -----
  72.  
  73. Houserule collection:
  74.  
  75. You may re-roll stats until you get a +1 or higher for your total attribute mods
  76. You may have any homeworld you wish, but Ravive is a high tech, high population, rich world.
  77. You may dictate the outcome of any dice roll, after seeing the roll, once per term. If you dictate a failed survival roll, you may dictate the disaster.
  78. Portfolio represents an asset that generates some sort of resource that still is valuable.
  79. TAS represents deep connections across society beyond mere influence, rank, or favor.
  80. Ship shares represent "Legitimacy," a special kind of admiration and trust.
  81. You automatically pass your qualification roll to enter your first career.
  82. You may declare yourself to be psychic upon starting chargen. This is not difficult mechanically, psionics are a simple system, but I didn't wish to clutter the chargen guide, and will provide more detailed instructions if you are interested in playing a psionic. Psionics are amazingly powerful, in traveller it is generally impossible to ever 'resist' a psionic power, but they face fear and prejudice due to the percieved unfairness of their powers, and because a neighboring space power to the imperium, the Zhonde, are dictatorial psychics who's diplomats are as likely to be spies as legitimately benevolent leaders of influence in Zhonde society.
  83. All spacefaring species are legal, but may alter stat generation.
  84. Robot Careers are illegal.
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