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Advanced Careers?

AlHazred

SOC-12
Knight
I'm a fan of the CT advanced careers, as were provided in Mercenary, High Guard, Scouts, and Merchant Prince. I heard rumors back in the day that an advanced "Other" career was floating around, but I never saw it. I also noted that advanced careers were published in a wide variety of sources. Is there a compiled list of them, specifically for Classic Traveller? Most of the lists I've seen mix in MegaTraveller, TNE, and so on.
 
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I'm a fan of the CT advanced careers, as were provided in Mercenary, High Guard, Scouts, and Merchant Prince. I heard rumors back in the day that an advanced "Other" career was floating around, but I never saw it. I also noted that advanced careers were published in a wide variety of sources. Is there a compiled list of them, specifically for Classic Traveller? Most of the lists I've seen mix in MegaTraveller, TNE, and so on.

Probably the closest thing to advanced careers for the "Other" is contained in Supplement 4, Citizens of the Imperium. There you have 12 additional careers, not included in the other additional books. They are as follows:

1. Pirates: Interstellar and interplanetary ones, not wet ocean ones.
2. Belters
3. Sailors: Wet Navy types.
4. Diplomats
5. Doctors
6. Flyers: Members of the atmospheric air forces
7. Barbarians: characters from low-tech worlds, say Tech Level 1-3
8. Bureaucrats
9. Rogues: Criminal types
10. Nobles
11. Scientists
12. Hunters

Those would have been intended for use with Classic Traveller, as the copyright date is 1979.

The supplement is useful to have as it also adds additional skills, and helps with added flavor. One of the nicer additions is the Bow Combat Table. Other added skills are Air Craft (atmospheric types), Hunting, Prospecting, Vehicle (Wheeled, Tracked, Grav=Air Raft), and Water Craft (only sub-skills are Hovercraft and Small Water Craft).

The Water Craft skill is a bit odd, as it only covers Small Water Craft of under 50 tons, presumably Traveller dTons, which would equate to about 700 displacement tons for military ships or 250 measurement tons for commercial ships. However, the rank listing starts at Ensign and progresses to Admiral. One would think that larger craft would be included. Submarines are included under Small Water Craft, but should be a separate skill entirely. There is no distinction between sailing and powered craft either. I have not looked at this in a while, but probably should. The Water Craft skill has gotten the creative section of brain working.
 
I'm a fan of the CT advanced careers, as were provided in Mercenary, High Guard, Scouts, and Merchant Prince. I heard rumors back in the day that an advanced "Other" career was floating around, but I never saw it. I also noted that advanced careers were published in a wide variety of sources. Is there a compiled list of them, specifically for Classic Traveller? Most of the lists I've seen mix in MegaTraveller, TNE, and so on.

I believe SFCHBryan (on CotI) did an Advanced CharGen write-up for the "Other" Career. It might be in MegaTraveller format, though (but MT ought to be fairly easily backward-compatible with CT). You might want to check CotI's File Library.
 
I'm a fan of the CT advanced careers, as were provided in Mercenary, High Guard, Scouts, and Merchant Prince. I heard rumors back in the day that an advanced "Other" career was floating around, but I never saw it. I also noted that advanced careers were published in a wide variety of sources. Is there a compiled list of them, specifically for Classic Traveller? Most of the lists I've seen mix in MegaTraveller, TNE, and so on.

Doing an article search over on RPGGeek on "character generation", I found:

The Dungeoneer 16, The "Other" Class in Traveller. Character generation systems for spies, civil servants (police, bureaucrats, detectives, labor), criminals, and smugglers in Traveller.

Space Gamer 70, Competitive Citizens. Expanded character generation for Traveller's Citizens of the Imperium.

Freelance Traveller 49/50, The “Other” Option: An Extended Career for Classic Traveller. An advanced character generation system for 12 non-military careers.
 
The Dungeoneer 16, The "Other" Class in Traveller. Character generation systems for spies, civil servants (police, bureaucrats, detectives, labor), criminals, and smugglers in Traveller.
I'll have to see if I have this lying around at home.

Space Gamer 70, Competitive Citizens. Expanded character generation for Traveller's Citizens of the Imperium.
Found this in my archives. Sadly, it doesn't expand the tables available for characters, but it is a quite simple idea to expand the characters from Citizens of the Imperium so that players don't feel short-changed in development compared to military types. Still, a nice idea I would have used back in the day.

Freelance Traveller 49/50, The “Other” Option: An Extended Career for Classic Traveller. An advanced character generation system for 12 non-military careers.
Cool! I'll have to track this down and check it out! Thanks again!

Thank you for the help, agorski!
 
Of course, there are the ones in CT Books 4-7, and in JTAS...

But a few 3rd party ones as well.
One that's amusing is the Assassins in Paranoia Press' Scouts & Assassins.
 
I've got the old SORAG book, as well as Scouts & Assassins. I thought it was an interesting item, as it shows a completely different direction you could go with the same starting materials (Books 1, 2, and 3). Kind of a Cold War Espionage campaign, except the Soviets have telepathy.

I run Traveller Hero set in the Spinward , which is a point-buy system. My idea is to use the Advanced Character Generation methods to define events in a character's history, and the pool of available skills the character can buy with their points. I just feel like many characters lack the depth the Traveller lifepaths give you -- you learn things, like where the character earned their medals, and what systems they were stationed on.

Speaking of which, is there a good random way to determine what worlds a character was on? It seems bizarre to generate a completely random world that could be on the other side of the sector, every year of previous experience. On the other hand, spending your entire life on one world is equally bizarre for certain careers.
 
The Dungeoneer 16, The "Other" Class in Traveller. Character generation systems for spies, civil servants (police, bureaucrats, detectives, labor), criminals, and smugglers in Traveller.
I found this in my shelves. I was surprised I'd completely forgotten about it, but upon rereading I remembered why -- it's extremely basic. It expands on the Other career with several options: Spies, Civil Servants, Criminals, and Smugglers. Spies was better-handled in "Space-Age Espionage" by John Dunkelberg, Jr. in Dragon issue #120. Still, interesting and more fodder for the GM brain.
Freelance Traveller 49/50, The “Other” Option: An Extended Career for Classic Traveller. An advanced character generation system for 12 non-military careers.
This is a great article, and it's going to take time to digest it. Thanks!
 
I've got the old SORAG book, as well as Scouts & Assassins. I thought it was an interesting item, as it shows a completely different direction you could go with the same starting materials (Books 1, 2, and 3). Kind of a Cold War Espionage campaign, except the Soviets have telepathy.

I run Traveller Hero set in the Spinward , which is a point-buy system. My idea is to use the Advanced Character Generation methods to define events in a character's history, and the pool of available skills the character can buy with their points. I just feel like many characters lack the depth the Traveller lifepaths give you -- you learn things, like where the character earned their medals, and what systems they were stationed on.

Speaking of which, is there a good random way to determine what worlds a character was on? It seems bizarre to generate a completely random world that could be on the other side of the sector, every year of previous experience. On the other hand, spending your entire life on one world is equally bizarre for certain careers.

You pose an interesting question. Someone in the Merchant career, especially if on a Free Trader operating on say the Spinward Main in the Spinward Marches could have visited literally dozens of planets. A Merchant with one of the major lines might visit only a few, sort of like the cruise ships in the Caribbean visiting only certain ports. A Belter might likely stay in their own Belt for an extended period of time. Navy could be all over the place, with ditto for Scouts. Army would be a bit more limited, and may only see nearby or UWP similar planets. Marines could go with the Navy. Depends on how many different careers you have, as I am not familiar with the HERO system, aside from it being created by Iron Crown. I am familiar with MERP and Rolemaster by them.

Probably the big thing is figuring out where the character started their career, which might not necessarily be their home planet. A home planet with a low level star port might not necessarily have a Merchant Academy, a Naval Training base (that would almost be a certainty in most cases), or a Scout Training Facility. Does that force an immediate change of location? Also, how close the planets are in the character sub-sector will be a factor. The closer, the higher the likelihood of moving around. If widely spread, say a lot of Jump-3 and Jump-4 trips, unless with the Navy, Marines, or Scouts, a character might not see many.

I would say start with the character's sub-sector and then map out the nearby planets. If they are in a corner or on the edge, you might need to do more mapping. Then look at the planets and the character and get a feel for where they might have gone. That basically is how I have been working it.
 
I am not familiar with the HERO system, aside from it being created by Iron Crown.

That statement is self-proving.

ICE had nothing to do with the creation of the HERO system.

The 1st edition of Champions, the Super Roleplaying Game was published in 1981 by Hero Games.

In 1981, George MacDonald and Steve Peterson, from San Mateo, California, printed 1000 copies of a 64 page rulebook for Champions, their super-hero role-playing game, to take to a Bay Area gaming convention. It sold very strongly, enough to form a company, Hero Games. Later, the pair recruited Ray Greer as their sales and marketing partner.

In the following years, the company published two more editions of Champions, two dozen adventures, and several self-contained role-playing games using the Champions core rules as a universal role-playing system: Danger International, Justice, Inc., Fantasy Hero and and others. The games were very compatible, but each differed slightly, using new rules or costs. Hero Games used the term Hero System to describe them all.

By 1983 Espionage (1970s/80s international spies) had been added, followed by Justice, Inc (1930s genre movies style) in 1984.

In 1984 Champions was incorporated into a generic role-playing game system called the Hero System.

Fantasy HERO followed in 1985*, as did Danger International (Esp. expanded to include mercenaries, etc).

In 1986 ICE signed a publication contract to take over Hero Games' production and distribution**. Later, with Hero Games staff leaving for other jobs, ICE took over the creative reins of Hero's products.


* The first playtest edition of Fantasy Hero appeared before Champions was published, but was not published immediately.

** This was the first involvement of ICE with Hero Games or the HERO System.
 
BlackBat242, I was going to let it go. Hero Games is in a slump right now, but there are indications they'll be releasing an update for Traveller Hero, to bring it in line with 6th edition Hero System (it was originally published based on the 5th edition). We'll see if it picks up any steam. :)

What I'm doing currently is taking the advanced character generation tables, and firstly adjusting them to Hero's 3d6 mechanic (not too difficult). Then, I convert the skills to the Hero equivalents.

When a player rolls through character generation, he tracks each skill that comes up. Once he's done, he can take a pool of Profession points and invest them in the skills that came up during the previous process. So, if he rolls up a Naval Academy graduate and generates a lot of hits on Pilot (Hero: Combat Piloting), Air/Raft (Hero: Transport Familiarity: Grav Vehicle) and Navigation (Hero: Navigation: Space, Jumpspace), then he's going to be really good at them because that's all he can spend his Profession points on. I'm thinking the pool is going to be 5 or 6 points per term of service.

The rest of his points (characters are built on 150 points) he can spend on Characteristics and background skills (things like Area Knowledges, Languages, and the like).
 
Just a public notification
Since this topic is drifting into 'Hero Traveller' ...

[m;]I removed the "CT Only" tag from the topic.[/m;]

Carry on and have fun.



On a Hero related note, I had tons of fun combining Autoduel Champions and Espionage.

adc.jpg
51rq3%2BvEy9L.jpg


I guess that would be something like Hero Carwars before GURPS Carwars came out.
 
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Just a public notification
Since this topic is drifting into 'Hero Traveller' ...

[m;]I removed the "CT Only" tag from the topic.[/m;]

Carry on and have fun.



On a Hero related note, I had tons of fun combining Autoduel Champions and Espionage.

adc.jpg
51rq3%2BvEy9L.jpg


I guess that would be something like Hero Carwars before GURPS Carwars came out.

ADC was the Car Wars & Champions interface. It worked two ways ...
Adding superpowers to Car Wars...
Adding Cars to Champions 2E/3E...

Using it with Espionage (which was HS 2E based) is perfectly reasonable.
 
Whether it is Heroes or GURPS, the logic is the same. You want to go through a dice-based character creation process, and then map it to a point-buy system. Not a problem, although as you pointed out, you have to decide how many Hero points a level of CT skill in something is worth.

One thing to think about for Hero though-- Traveller can be readilly divided into two sections for most of a PC's information -- Stats, whose main function is modifying ability and skill checks, and Skills. Additional abilities (such as the damage soaking mechanic) fall back to the initial six stats. In Heroes, there are three sections (for heroic campaigns where one doesn't have powers), I'll call them Main Stats, which are for ability and skill checks, Skills, and Accessory Stats. The third are stats like Recovery, Endurance, Offensive Combat Value, Physical Defense, etc. In CT, those are either universals or are rolled into the main stats and skills (for example, Dex and guns skills would replace OCV, Endurance would form Recovery and Endurance.

The best that I would suggest is not to have a direct translation mechanic for point value, and simply create characters in Hero which mimic the characters you create in CT. 6 Points per career term is going to be a different level of power for the piloting skill than it is for gunner or athletics.

P.S. Didn't know about Hero's decline. If I weren't so concerned about T5's catastrophe and the future of Traveller, I'd try to start a campaign for Hero at the FLGS.
 
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Whether it is Heroes or GURPS, the logic is the same. You want to go through a dice-based character creation process, and then map it to a point-buy system. Not a problem, although as you pointed out, you have to decide how many Hero points a level of CT skill in something is worth.

One thing to think about for Hero though-- Traveller can be readilly divided into two sections for most of a PC's information -- Stats, whose main function is modifying ability and skill checks, and Skills. Additional abilities (such as the damage soaking mechanic) fall back to the initial six stats. In Heroes, there are three sections (for heroic campaigns where one doesn't have powers), I'll call them Main Stats, which are for ability and skill checks, Skills, and Accessory Stats. The third are stats like Recovery, Endurance, Offensive Combat Value, Physical Defense, etc. In CT, those are either universals or are rolled into the main stats and skills (for example, Dex and guns skills would replace OCV, Endurance would form Recovery and Endurance.

The best that I would suggest is not to have a direct translation mechanic for point value, and simply create characters in Hero which mimic the characters you create in CT. 6 Points per career term is going to be a different level of power for the piloting skill than it is for gunner or athletics.

P.S. Didn't know about Hero's decline. If I weren't so concerned about T5's catastrophe and the future of Traveller, I'd try to start a campaign for Hero at the FLGS.
It's only kind of in decline. If you look at the activity on the hero boards, it looks to be about normal.

What I don't see is the gush of new fans that the elimination of figured atts was supposed to bring. I do see a lot of old timers griping about it and sticking with older editions. 5.1 is still available in PDF, so ...

I've been told that Marc's working on getting permission to put HT on CD.
 
I don't know why no figured stats would make that much difference. Versions 5 and 6 are really almost the same, and I think they've already captured their market (gamers who enjoy creative character creation more than actually playing the game). Now that GURPS 4E has toned down the math required, I think they already have their slice of the gaming pie.

I really enjoyed TH, I hope they get the license to reissue or even update it.
 
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