• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Alternate Class/Background Structure

pwilcox

SOC-8
My GM and I both dislike the way classes are handled in T20. We feel they should be separated more from a character's background, and have come up with a rather altered version combining Prior Histories with the base class/advanced class structure from D20 Modern.

I have most of it worked out and merely need comments/criticism before we start playtesting. However, I wanted to make sure that I wouldn't be violating any OGL policies by posting them here. Could anybody tell me if I can post said rules modifications without infringing on anybody's rights?

Thanks in advance.
 
Since you are not reproducing a lump of data which is "not" OGL you should be fine.

For example, if you wrote up a system which was identical to the listed one and sent it here, that would be bad.

Contrawise, if the version that you post is not the same as the one in the source book, you should be fine.

So by it's very nature, a rule change description doesn't break OGL.

Even if you skirted fairly close to a breaking of the OGL with your description of "how it used to be" the admin people here are very good and at worst case would just remove it with an explanation rather than getting all huffy
 
Thanks for clearing that up for me. Just wanted to avoid stepping on anyone's toes ahead of time. And so without further ado...

Alternate Class/Background for T20

Why? Classes are too static for the Traveller universe. I feel that characters in Traveller aren't described by what 'class' they are, but more by what skills, knowledge, and connections they have.

So instead of merely choosing starting class, possibly multiclassing, and going with appropriate backgrounds, I've come up with a slightly more complex route that gives more variety while allowing more personalization within a givin history type.


Basically what this means is:

1) Instead of base T20 classes, the classes from D20 Modern are used: Strong, Fast, Tough, Smart, Charismatic, Dedicated.

2) Additionally, most advanced classes will be used in some form or another. (Basically, anything that makes sense IYTU)

3) Most of the backgrounds from T20 remain the same for the most part, only changing to work with the new system.

Please note that we use the Grim'n'Gritty hit point rules by Kenneth S. Hood, available from The Sleeping Imperium.

So how does it work? Let me run through creation for you:

1) Generate stats however your group normally does so. We like 3d6 three times per stat, YMMV.

2) Select Race, Homeworld, and other info as normal.

3) Select Starting Class. Apply save, attack, and hit point bonuses.

4) Select Starting Background, as appropriate. Gain starting feats.

5) Class skill list consists of a)class skills, and b)background skills. Skill points as per class.

6) 1 Initial feat for 1st level character, humans can get one extra at GM option. Background feat chosen from bonus list.

7) Proceed to roll background, pretty much as standard.

Probably seems pretty confusing.

In a nutshell, most of your trained skills will come from background, and most general skills will come from class.

Every level, you get either a bonus feat from your class, or a bonus feat from your background and a special class ability.

I'll post up my versions of the classes/backgrounds shortly.
 
Here's the new Strong class. Note that all special abilities are from either D20 Modern or T20.

Strong
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +1 +1/+0/+0 +0 Melee Smash +1, Occupation feat
2 +2 +2/+0/+0 +1 Bonus Feat
3 +3 +2/+1/+1 +2 Extreme Effort +2, Occupation feat
4 +4 +2/+1/+1 +3 Bonus Feat
5 +5 +3/+1/+1 +3 Melee Smash +2, Occupation feat
6 +6/+1 +3/+2/+2 +4 Bonus Feat
7 +7/+2 +4/+2/+2 +5 Extreme Effort +4, Occupation feat
8 +8/+3 +4/+2/+2 +6 Bonus Feat
9 +9/+4 +4/+3/+3 +6 Melee Smash +3, Occupation feat
10 +10/+5 +5/+3/+3 +7 Bonus Feat</pre>[/QUOTE]Skill Points: 3 + Int Mod(x4 at 1st level)
Skills: Climb, Handle Animal, Jump, Swim
Bonus Feats: Athletic, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Power Attack, Weapon Focus, Brawling, Improved Unarmed Strike
 
Fast
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +0 +0/+1/+0 +0 Evasion, Occupation feat
2 +1 +0/+2/+0 +1 Bonus Feat
3 +2 +1/+2/+1 +2 Increased Speed, Occupation feat
4 +3 +1/+2/+1 +3 Bonus Feat
5 +3 +1/+3/+1 +3 Uncanny Dodge 1, occupation feat
6 +4 +2/+3/+2 +4 Bonus Feat
7 +5 +2/+4/+2 +5 Increased Speed, Occupation feat
8 +6 +2/+4/+2 +6 Bonus Feat
9 +6 +3/+4/+3 +6 Uncanny Dodge 2, Occupation feat
10 +7 +3/+5/+3 +7 Bonus Feat</pre>[/QUOTE]Skill Points: 5 + Int modifier(x4 at 1st level)
Skills: Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, Tumble
Bonus Feats: Acrobatic, Ambidexterity, Combat Expertise, Double Tap, Improved Disarm, Mobility, Weapon Finesse
 
Tough
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +0 +1/+0/+0 +1 Toughness, Occupation feat
2 +1 +2/+0/+0 +2 Bonus Feat
3 +2 +2/+1/+1 +3 Remain Conscious, Occupation feat
4 +3 +2/+1/+1 +4 Bonus Feat
5 +3 +3/+1/+1 +5 Robust, Occupation feat
6 +4 +3/+2/+2 +6 Bonus Feat
7 +5 +4/+2/+2 +7 Stamina, Occupation feat
8 +6 +4/+2/+2 +8 Bonus Feat
9 +6 +4/+3/+3 +9 DR 1/-, Occupation feat
10 +7 +5/+3/+3 +10 Bonus Feat</pre>[/QUOTE]Skill Points: 3 + Int Modifier(x4 at 1st level)
Skills: Climb, Concentration, Intimidate, Spot, Survival
Bonus Feats: Alertness, Athletic, Brawling, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness
 
Smart
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +0 +0/+0/+1 +0 Savant, Occupation feat
2 +1 +0/+0/+2 +1 Bonus Feat
3 +1 +1/+1/+2 +1 Advanced Knowledge, Occupation feat
4 +2 +1/+1/+2 +2 Bonus Feat
5 +2 +1/+1/+3 +2 Plan, Occupation feat
6 +3 +2/+2/+3 +3 Bonus Feat
7 +3 +2/+2/+4 +3 Exploit Weakness, Occupation feat
8 +4 +2/+2/+4 +4 Bonus Feat
9 +4 +3/+3/+4 +4 Trick, Occupation feat
10 +5 +3/+3/+5 +5 Bonus Feat</pre>[/QUOTE]Skill Points: 9 + Int Modifier(x4 at 1st level)
Skills: C/any, K/any, P/any, Navigation, Demolitions, Disable Device, Investigate, Research, T/any
Bonus Feats: Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Iron Will, Lightning Reflexes, Meticulous, Studious, Weapon Focus
 
Dedicated
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +0 +1/+0/+1 +0 Empathy, Occupation Feat
2 +1 +2/+0/+2 +1 Bonus Feat
3 +2 +2/+1/+2 +2 Intuition, Occupation Feat
4 +3 +2/+1/+2 +3 Bonus Feat
5 +3 +3/+1/+3 +3 Aware, Occupation Feat
6 +4 +3/+2/+3 +4 Bonus Feat
7 +5 +4/+2/+4 +5 Healing Knack, Occupation Feat
8 +6 +4/+2/+4 +6 Bonus Feat
9 +6 +4/+3/+4 +6 Cool Under Pressure, Occupation Feat
10 +7 +5/+3/+5 +7 Bonus Feat</pre>[/QUOTE]Skill Points: 5 + Int Modifier(x4 at 1st Level)
Skills: C/Pharmaceutical, C/Visual Art, C/Writing, Gamble, Investigate, K/any, Listen, Search, Spot, Survival, T/Medical
Bonus Feats: Alertness, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track
 
Charismatic
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level Base Attack Fort/Ref/Will HP Special
1 +0 +1/+1/+0 +0 Charm, Occupation Feat
2 +1 +2/+2/+0 +1 Bonus Feat
3 +1 +2/+2/+1 +1 Fast Talk, Occupation Feat
4 +2 +2/+2/+1 +2 Coordinate, Bonus Feat
5 +2 +3/+3/+1 +2 Favor, Occupation Feat
6 +3 +3/+3/+2 +3 Bonus Feat
7 +3 +4/+4/+2 +3 Inspiration, Occupation Feat
8 +4 +4/+4/+2 +4 Bonus Feat
9 +4 +4/+4/+3 +4 Taunt, Occupation Feat
10 +5 +5/+5/+3 +5 Bonus Feat</pre>[/QUOTE]Skill Points: 7 + Int Modifier(x4 at 1st Level)
Skills: Bluff, C/Visual Art, C/Writing, Diplomacy, Disguise, E/Any, Gather Information, Handle Animal, Intimidate
Bonus Feats: Creative, Deceptive, Dodge, Frightful Presence, Iron Will, Lightning Reflexes, Low Profile, Renown, Trustworthy, Windfall
 
And now on to the backgrounds. As you can see, you can combine almost any class and background to get any mix of abilities you could want.

Academic
Requirements: Int 12+, Edu 14+, Bachelor's Degree
Starting Feats: Research, Skill Focus(K/any)
Bonus Feats: Academic Lecture, Advanced Research, Geological Survey, Hacker, Legal Eagle, Medical Specialization, Mental Discipline, Naval Architect, Pseudo-eidetic Memory, Related Field of Study, Surgery, Xeno-Empathy, Xeno-Medicine
Skills: C/any, Decipher Script, K/any, P/knowledge-related, Navigation, Use Alien Device
 
Army
Requirements: High Tech: TL 9+
Med Tech: TL 5-8
Low Tech: TL 1-4
STR 10+, DEX 8+
Starting Feats: High Tech: WP/Marksman, WP/Combat Rifle, AP/Light, AP/Medium, AP/Vac
Med Tech: WP/Marksman, WP/Combat Rifle, AP/Light
Low Tech: WP/Swordsman, AP/Light
Bonus Feats: High Tech: AP/Battledress, Brawling, Command Presence, Heavy Metal, Tactics I, Tactics II, Strategy, V/Air, V/Grav, V/Ground, V/Water, WP/Artillery, WP/High Energy, WP/Laser, Weapon Specialization, PMOS
Med Tech: AP/Vac, Brawling, Command Presence, Heavy Metal, Mounted Combat, Tactics I, Tactics II, Ride-by-Attack, V/Air, V/Ground, V/Water, WP/Artillery, WP/Laser, Weapon Specialization, PMOS
Low Tech: Brawling, Command Presence, Mounted Combat, Tactics I, Ride-By-Attack, Shield Proficiency, Spirited Charge, Trample, V/Watercraft, Weapon Specialization, PMOS
 
Barbarian

Requirements: TL 0-3
Starting Age: 14

Starting Feats: AP/Light, Shield Proficiency, Technophobia, WP/Archer, WP/Swords

Bonus Feats: Animal Whisperer, Athletic, Brawling, Dodge, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Natural Born Leader, Natural Compass, Natural Medicine, Run, Skill Focus(Outdoor Survival), Stealthy, Toughness, Tracker, Trapping, Weapon Focus, Weapon Specialization

Skills: Animal Empathy, Climb, C/any, E/any, Handle Animal, Hide, Intuit Direction, Jump, Listen, Move Silently, Ride, Spot, Swim, Technosavvy, Tumble, Survival
 
Belter

Requirements: TL 10+
Starting Age: 14

Starting Feats: AP/Light, AP/Vac, WP/Marksman, Zero-G Adaptation

Bonus Feats: 3D Spatial Awareness, Dumb Luck, Gearhead, Geological Survey, Improved Zero-G Adaptation, Junkyard Dog, Jury Rig, Midas Touch, Miracle Worker, Self Reliance, Ship Tactics, Skill Focus(P/Prospecting), V/Ship's Boat, V/Starships, WP/Ship's Weapons

Skills: Appraise, Bluff, Demolitions, Forward Observer, Gambling, Gunnery, K/Mining, K/Geology, T/Astrogation, Pilot, P/Prospecting, Search, T/Any
 
Marines

Requirements: STR 10, DEX 10, INT 8

Starting Feats: WP/Marksman, WP/Swordsman, WP/Combat Rifle, WP/Cutlass, AP/Light, AP/Medium, AP/Vac

Bonus Feats: AP/Battle Dress, Brawling, Command Presence, Heavy Metal, High Morale, Improved Zero-G Adaptation, Second Wind, Tactics I, Tactics II, Toughness, V/Aircraft, V/Grav, V/Ground, V/Ship's Boat, WP/High Energy, WP/Laser, WP/Ship's Weapons, Weapon Specialization, PMOS, Zero-G Combat, Zero-G Adaptation
 
Jered Farstrider wrote:

"My GM and I both dislike the way classes are handled in T20."


Mr. Farstrider,

I dislike the fact that there are classes in Traveller period. d20 was never meant to be a core RPG system. It was devised for a heroic-fantasy style of play and no matter how much it is tweaked it style betrays those origins.

If you and your GM dislike the way classes are handled in T20, try playing Traveller and not d20 with a partial Traveller disguise with bits of ancestral D&D poking through.

(snip of interesting class developments that involved a good amount of work and thought on the originators' part)

Wow! You gents really put some effort into this! One question regarding the Barbarian class under 'feats' (shudder - Traveller with feats, blecch). Why 'technophobia'? Does 'primitive' always equate 'stupid'?


Sincerely,
Larsen
 
Mercenary

Requirements: STR 12, DEX 8, Military Service

Starting Feats: AP/Light, AP/Medium, AP/Vac, WP/Marksman, WP/Combat Rifle

Bonus Feats: Alertness, AP/Heavy, Brawling, Cross Training, Defensive Roll, Dodge, Evasion, Far Shot, Heavy Metal, Improved Critical, Improved Initiative, Improved Unarmed Strike, Opportunist, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shot on the Run, Sneak Attack, Tactics I, Toughness, Uncanny Dodge, Weapon Focus, Weapon Specialization, V/Grav, V/Water, Zero-G Adaptation

Skills: Bluff, Gambling, Intimidate, Hide, Move Silently, Leader, T/Any, Spot
 
Merchant

Requirements: STR 12, INT 14

Starting Feats: AP/Light, AP/Vac, WP/Marksman

Bonus Feats: Calculating Eye, Carousing, Chief Steward, Connections(Merchants), Fast Talk, Gearhead, Jury Rig, Market Analyst, Miracle Worker, Narrow Escape, Ship Tactics, Steward, V/Ship's Boat, V/Starship, Zero-G Adaptation

Skills: Appraise, Bluff, Bribery, Broker, Gambling, Gather Information, K/Interstellar Law, Liaison, T/Astrogation, Pilot, P/Any, T/Any, Trader
 
Adventurer

Requirements: None

Starting Feats: AP/Light, AP/Medium, WP/Marksman

Bonus Feats: Alertness, Brawling, Carousing, EW Specialist, Fast Talk, Gearhead, Hacker, Hobby, Improved Zero-G Adaptation, Jack of All Trades, Jury Rig, Linguist, Miracle Worker, Obscure Knowledge, Ship Tactics, Sixth Sense, Tactics I, Toughness, Trustworthy, V/Any, WP/Ship's Weapons, Well-Connected, Xeno-Empathy, Zero-G

Skills: Bribery, C/Any, Driving, E/Any, Liaison, Gather Information, Gambling, Innuendo, Gunnery, Leader, K/Any, Navigation, Pilot, P/Any, T/Any, Use Alien Device, Trader

Note: This is the Traveller background, renamed.
 
Navy

Requirements: INT 12, DEX 12

Starting Feats: AP/Light, AP/Vac, WP/Marksman, WP/Laser

Bonus Feats: Ap/Battledress, Brawling, Carousing, Command Presence, Cross Training, Damage Control, EW Specialist, Fleet Tactics, Gearhead, Heavy Metal, Interrogation, Jury Rig, Natural Born Leader, Miracle Worker, Naval Architect, Ship Tactics, V/Starships, V/Ship's Boats, WP/Ship's Weapons, WP/Swordsman, PMOS

Skills: Bribery, Forgery, Forward Observer, Gambling, Gather Information, Gunnery, Leader, Liaison, Navigation, Pilot, P/Admin, Recruiting, Survival, T/Any
 
Larsen-

I agree, Traveller isn't really a game that needs classes. Also, D20 probably isn't the best system to use for it. However, it's the only system my GM has ever run, all the players know it, and we have the books.

As to the Barbarian, it's listed in the T20 MRB, but basically Technophobia imposes a large penalty to using higher TL items, offset by the Technosavvy skill.

This could probably be modelled a different way, but since none of the PC's will be a barbarian, we didn't bother to think about it.
 
Back
Top