So I’m taking a break from single-handedly writing this supplement for T5/CT/MT with hordes of animals, adventures, drawings, Good Lord – its getting out of control….and I need a break. I decide that something fun might be to do a “There but for the grace of…” kind of experiment and roll up one character and run it through the assorted careers in LBB 1 (this was supposed to be fun and relaxing, after all, so no expanded careers) to see what would happen if the same rolls were used across the entire spectrum for a single character. Same rolls, same tables.
I never tried this before, and it turned out better than I thought so I here are the results:
The rules were that the basic attributes would be rolled on 2D6 only in the order they are in the UPP. And then I would roll once at each stage of each career prior to actually generating the character. So I rolled for enlistment, then survival, etc. for four terms just as if I was rolling a character and wrote down the numbers. For each term I rolled twice for skills and recorded those and what table they were on. If the character, once the scores were applied to an actual service and modded by abilities allowed for commission and promotion, then I would roll those as they came. Since each service has different requirements for those, and some none at all, I didn’t think it would skew the results – they just showed that in some services this particular character might have more choices available due to the same rolls that would restrict (maybe) those choices in other services.
At the end of each potential 4-term career (or sooner) I mustered the character out with the max number of cash rolls allowed and then material benefits.
So the basic abilities rolled were pretty normal at 8A7987, and I applied the same aging roll to each (lose 1 point in Endurance) in the end. As I rolled each I was able to come up with a coherent and interesting background to go with each – IMHO that was always the most fun about the Trav chargen system, that in-built background generator so long as you applied a little imagination – but I won’t include that here for brevity’s sake. Just the final results.
Navy LtCmdr
UPP= 8A6987
Laser carbine-1
Gunnery- 1
Ship’s Boat- 1
Navigation- 1
Vacc Suit- 1
Fwd Obs- 1
65,000 Cr.
High Passage
Traveller’s Aid Society
Scout
This guy had a bright and shining first term, then died in the second one. Scouts, what can you say?
Merchants First Ofcr
UPP= 9A6997
STR+1
SMG-1
Gunnery-2
Navigation-1
Jack of all trades-1
Vacc Suit-1
Engineering-1
Pilot-1
85,000Cr
SMG
+1 EDU
Blade
Marines Captain
UPP= 8A7987
+1END
Laser Rifle-1
Cutlass-3
Revolver-1
Vacc Suit-1
33,000Cr
Cutlass
Army Lieutenant
UPP= 8A6987
Rifle-2
SMG-1
Blade-1
Computer-1
30,000Cr
Other
UPP= 8A6987
Autopistol-1
Brawling-2
Bribery-1
Gambling-1
160,000Cr
Autopistol
The skills spread out well, and all of the characters have potential. Except, naturally, for the would-be Scout. If I had a choice I would use either the Navy or Merchants character for adventuring, but the big wad of cash in the Other’s pocket might be fun to start with.
Anyway, it was interesting for a small diversion. Back to the mines…
I never tried this before, and it turned out better than I thought so I here are the results:
The rules were that the basic attributes would be rolled on 2D6 only in the order they are in the UPP. And then I would roll once at each stage of each career prior to actually generating the character. So I rolled for enlistment, then survival, etc. for four terms just as if I was rolling a character and wrote down the numbers. For each term I rolled twice for skills and recorded those and what table they were on. If the character, once the scores were applied to an actual service and modded by abilities allowed for commission and promotion, then I would roll those as they came. Since each service has different requirements for those, and some none at all, I didn’t think it would skew the results – they just showed that in some services this particular character might have more choices available due to the same rolls that would restrict (maybe) those choices in other services.
At the end of each potential 4-term career (or sooner) I mustered the character out with the max number of cash rolls allowed and then material benefits.
So the basic abilities rolled were pretty normal at 8A7987, and I applied the same aging roll to each (lose 1 point in Endurance) in the end. As I rolled each I was able to come up with a coherent and interesting background to go with each – IMHO that was always the most fun about the Trav chargen system, that in-built background generator so long as you applied a little imagination – but I won’t include that here for brevity’s sake. Just the final results.
Navy LtCmdr
UPP= 8A6987
Laser carbine-1
Gunnery- 1
Ship’s Boat- 1
Navigation- 1
Vacc Suit- 1
Fwd Obs- 1
65,000 Cr.
High Passage
Traveller’s Aid Society
Scout
This guy had a bright and shining first term, then died in the second one. Scouts, what can you say?
Merchants First Ofcr
UPP= 9A6997
STR+1
SMG-1
Gunnery-2
Navigation-1
Jack of all trades-1
Vacc Suit-1
Engineering-1
Pilot-1
85,000Cr
SMG
+1 EDU
Blade
Marines Captain
UPP= 8A7987
+1END
Laser Rifle-1
Cutlass-3
Revolver-1
Vacc Suit-1
33,000Cr
Cutlass
Army Lieutenant
UPP= 8A6987
Rifle-2
SMG-1
Blade-1
Computer-1
30,000Cr
Other
UPP= 8A6987
Autopistol-1
Brawling-2
Bribery-1
Gambling-1
160,000Cr
Autopistol
The skills spread out well, and all of the characters have potential. Except, naturally, for the would-be Scout. If I had a choice I would use either the Navy or Merchants character for adventuring, but the big wad of cash in the Other’s pocket might be fun to start with.
Anyway, it was interesting for a small diversion. Back to the mines…