Here is my conversion of the MGT Drifter career for Classic Traveller. Enjoy!
Drifter Career Path CT
Enlistment: Automatic if Soc 6-; roll 8+ if Soc 7+
Survival: 7+; DM +2 if End 9+
Position: 6+, DM +1 if Int 9+
Promotion: 10+, DM +1 if Dex 9+
Personal Development: 1. +1 Str, 2. +1 Dex, 3. +1 End, 4. +1 Int, 5. Survival, 6. Carouse
Service Skills: 1. Survival, 2. Mechanic, 3. Vehicle, 4. Gamble, 5. Melee, 6. JoT
Education: 1. Gun Combat, 2. Recon, 3. Mechanic, 4. Streetwise, 5. Bribery, 6. Survival
Advanced Education: 1. Medic, 2. Electronics, 3. JoT, 4. Forgery, 5. Liaison, 6. Computer
Automatic Skill: Enlistment: Survival 1, Rank 3 Streetwise 1
Cash Benefits: 1. 1000, 2. 1500 3. 3000, 4. 5000, 5. 10000, 6. 15000, 7. 30000
Material Benefits: 1. Low Passage, 2. +1 Int, 3. +1 End, 4. Weapon, 5. Weapon, 6. Mid Passage, 7. Hi passage
Players may substitute a material benefit of “weapon” or “+1 Attribute” for any piece of equipment such as survival kit, hand computer or any other non-vehicle equipment, or for any skill save for Battledress,
Demolitions, Heavy Weapons or Gunnery, but may only do so once. At GM’s discretion, the Vehicle cascade may include Vacsuit and Ship’s Boat skills.
Note that ranks do not necessarily represent actual positions in organizations so much as skill and experience within the drifter lifestyle. There may be drifter organizations, such as the Squatters’ Association of
Northeast Dropoutville, Regina, left to the group’s discretion and imagination.
EDIT: PCs who follow the Drifter career may, at the GM's discretion, take early start, beginning at any age between 13 and 17. Note that the GM may also require that any such character has a shady or abused past...
Drifter Career Path CT
Enlistment: Automatic if Soc 6-; roll 8+ if Soc 7+
Survival: 7+; DM +2 if End 9+
Position: 6+, DM +1 if Int 9+
Promotion: 10+, DM +1 if Dex 9+
Personal Development: 1. +1 Str, 2. +1 Dex, 3. +1 End, 4. +1 Int, 5. Survival, 6. Carouse
Service Skills: 1. Survival, 2. Mechanic, 3. Vehicle, 4. Gamble, 5. Melee, 6. JoT
Education: 1. Gun Combat, 2. Recon, 3. Mechanic, 4. Streetwise, 5. Bribery, 6. Survival
Advanced Education: 1. Medic, 2. Electronics, 3. JoT, 4. Forgery, 5. Liaison, 6. Computer
Automatic Skill: Enlistment: Survival 1, Rank 3 Streetwise 1
Cash Benefits: 1. 1000, 2. 1500 3. 3000, 4. 5000, 5. 10000, 6. 15000, 7. 30000
Material Benefits: 1. Low Passage, 2. +1 Int, 3. +1 End, 4. Weapon, 5. Weapon, 6. Mid Passage, 7. Hi passage
Players may substitute a material benefit of “weapon” or “+1 Attribute” for any piece of equipment such as survival kit, hand computer or any other non-vehicle equipment, or for any skill save for Battledress,
Demolitions, Heavy Weapons or Gunnery, but may only do so once. At GM’s discretion, the Vehicle cascade may include Vacsuit and Ship’s Boat skills.
Note that ranks do not necessarily represent actual positions in organizations so much as skill and experience within the drifter lifestyle. There may be drifter organizations, such as the Squatters’ Association of
Northeast Dropoutville, Regina, left to the group’s discretion and imagination.
EDIT: PCs who follow the Drifter career may, at the GM's discretion, take early start, beginning at any age between 13 and 17. Note that the GM may also require that any such character has a shady or abused past...
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