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Dalthor Et Magera rebuilt - the T5 way

dalthor

SOC-12
I've been reviewing character generation, in preparation for "recreating" my character, Dalthor Et Magera, using the T5 generation process. I'll be posting the complete process, rationale, and history in segments on this thread. Genetics and aging will be specific to my campaign, but the rest is straight T5.

Looking at the aging tables, they seem a bit "dated" to me. Considering the technology and history of the Imperium, and looking at our current society, I have updated the life stages for my campaign. I do still use the original aging tables in some circumstances.

Code:
Human Life Stages (IMTU)
No	Life Stage	   Years	Terms
0	Infancy		   0-1		1/2	
1	Childhood	   2-9		2
2	Adolescence	   10-17	2
3	Young Adult*	   18-29	3
4	Adult		   30-41	3
5	Peak		   42-53	3
6	Mid-life	   54-65	3
7	Senior		   66-77	3
8	Elder		   78-89	3
9	Retirement	   90+

===

Varan Life Stages (IMTU)
No	Life Stage	   Years	Terms
0	Infancy		   0-1		1/2	
1	Childhood	   2-9		2
2	Adolescence	   10-17	2
3	Young Adult*	   18-33	4
4	Adult		   34-49	4
5	Peak		   50-65	4
6	Mid-life	   66-81	4
7	Senior		   82-97	4
8	Elder		   98-113	4
9	Retirement	   114+

If you haven't already done so, please review the link in my signature. It provides some background for my Traveller universe, and is the basis for the character I'm building in T5. The original character, Dalthor Et Magera, is a major Patron for my players. He is also Varan, so a bit more clarification is needed.

Over and above the beneficial effects on aging, the Winnowing also modified the DNA of the Varan people. When generating a Varan character, the player rolls 1d6 for each parent, and consults the following table to determine their genetics:

Code:
1d6
Result	Method to determine the genetic roll result
1,2,3	Normal genetics, roll 1d6: 1 to 3 = 4, 4 or 5 = 5, and 6 = 6
4,5	Exceptional genetics, roll 1d6: 1 or 2 = 4, 3 or 4 = 5, and 5 or 6 = 6
6	Superior genetics, roll 1d6, 1 - 3 = 5, r - 6 = 6

The 2nd die is rolled as normal, and added to the result of the characteristic roll.

Here is a sample, where the 4 characteristic rolls are 2,5,3,4
Normal: 2,5,3,4 becomes 4,5,4,4
Exceptional: 2,5,3,4 becomes 4,6,5,5
Superior: 2,5,3,4 becomes 5,6,5,6

Genetics are determined for each parent, then for the child. Note that EDU and SOC are rolled as normal. IMTU, all Varan PCs are at least 2nd generation after the Winnowing. If the player chooses not to roll parental genetics, the character is assumed to use the Normal genetics method.

In the next stage, I generate the basic character; he'll start with 4 years of school, join the Imperial Navy, then return to school for Masters and PhD. During specific segments of the character generation, I may have specific questions, which may eventually be submitted for errata, which is the point of this process.
 
Here is Dalthor's info, as initially rolled. Note that I have generated sanity and psionics for my campaign. YMMV. Also, I've used normal Varan genetics, as described in the first post. I also decided he would attend the Naval Academy after he turned 18.

I didn't bother to mark every roll for education; suffice to say he passed all 4 years, and had no problem making his honors roll due to his high INT.

Code:
Dalthor Et Magera
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   

	Genetic  	Birth		Current
	123456-SP	123456-SP	123456-SP
	---------	---------       -------
1st die 214654-36	54ACA8-6F	54ACA8-6F
2nd die 336654-36

Varan	4456xx-46	77BCA8-7F	77BCA8-7F

Homeworld skills based on trade codes
Va Vacc-suit-0
Hi Streetwise-0
Na Survey-0
In One trade, selected Electronics-0
Cp Admin-0

Other default skills
World knowledge, Magash-3

Education - Magash Naval Academy, graduated with Honors
Major: Naval Architect +5
Minor: Engineer, Jump drive +2
EDU +1
Age + 4 (22)

Flight school, changed Major to Pilot, minor to Engineering
Small Craft +1
Spacecraft ACS +1
Pilot +1
Age + 1 (23)

So, here is Dalthor Et Magera to this point:

Code:
Ensign Dalthor Et Magera	77BCB8-7F	Age 23
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-3
Naval architect-5 
Engineer-0, Engineer(J-drive-2)
Pilot-1, Smallcraft-1, Spacecraft ACS-1

Dalthor Et Magera is a native Varan. At age 3, he was on a hop-ship that 
misjumped into the Domain of Deneb. The family "settled" on Magash in the
 Deneb sector.

Dalthor attended the Magash Naval Academy, graduating with honors as a 
Naval Architect, with a minor in jump drive engineering.  Upon graduation, he
 was assiged to flight school to learn basic piloting skills before his initial 
assignment in the Imperial Navy.

-- Next stop, his Navy career --
 
Phase 2, Dalthor's Navy career, term 1

Question 1: On page 89, the Spacers career page, it says "Term skills must be taken on the corresponding Naval Operations column if the Spacer Skills Table. The problem? There is no "personal" and no "technical" entry on the Naval Operations. So how in the world can you use those two columns??? This will be an eventual errata discussion/submisson.

One possibility: per page 72 of the BBB, ANM schools award knowledges in addition to any normal skill eligibility during the term. For those skills, I've chosen to use the PERSONAL column to boost his characteristics in years Dalthor attended an ANM school, but limited the gain to C1, C2, and C3. Why? Because IMTU they do physical training (PT) at military schools, and that is good for STR, DEX, and END. I suppose the normal choice for ANM school skill would be either technical or shore duty column.

A possibility or two, for the Technical column: if the Naval branch is not "Line", allow EITHER Technical or the relevant operation column. OR, use the technical column for promotion skill, which is what I did. Finally you could change one "shore duty" entry to Technical.

Question 2: Per table B, when commissioned, the character learns one skill. I limited it to either Shore Duty or Technical, since Dalthor was at the Academy. Could you actually choose any table, since it could be an enlisted crewman that got the commission?

In any case, on to his first term. Note that the notation "r#" or "m#" refers to a roll or mod, for example r3 means rolled 3 on 2d6; m4 is mod of 4

Dalthor Et Magera 77BCB8-7F Age 23

Spacer career - Commission from Naval Academy, Fame-1
. Automatic skill: Astrogation +1 due to rank at graduation
. Commission Skill, per Table B: One trade, Leader +1 (used shore duty, he was a Squad Leader)
. Technical branch, mod 0, use C4, assigned to the Special Long Range Squadron
. 1 - Siege, mod +2; Sensors +1
. 2 - Siege, mod +2; Computer +1
. 3 - Mission, mod +3; Starship skill, Engineering +1
. 4 - ANM school, mod 0; Engineering, J-drive +2
. C1 +1
. Risk: r4 + m3 = 7, passed
. Reward: r2 - m3 = -1, passed; C4 - 2 = 10, SEH with diamonds during The Disaster at Traltha/Spin
. adds 1 additional roll at muster out
. Fame + 3 + Rank-1 * 10 = +13
. Promoted: r7 - m1 (medals); promoted to O2
. Skill: Technical, one trade, Programmer +1
. Fame +1
. Continue: r2 (Mandatory)
. Age + 4 (27)

Now we have the following for Dalthor

Code:
Sublieutenant Dalthor Et Magera	87BCB8-7F	Age: 27	Fame: 15
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   
Medals: *SEH*

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-2, Traltha-1
Naval architect-5 
Engineer-1, Engineer(J-drive-4)
Astrogator-1, Leader-1
Pilot-1, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Sensors-1, Computer-1, Programmer-1
Astrogator-1, Leader-1

Dalthor was assigned to the Special Long Range Squadron, based at Magash. 
They deployed to Traltha/Spin due to the budding revolution there.  During 
the Disaster at Traltha, he was instrumental in rigging a jump drive to 
translocate an experimental antimatter plant before it exploded, saving 
thousands of lives, and earning the SEH with diamonds in the process.

-- Next, his Navy career, 2nd term --
 
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We continue Dalthor's Spacer career,using the same questions and resolutions we had in term 1.

Sublieutenant Dalthor Et Magera 87BCB8-7F Age: 27 Fame: 15

Spacer, term 2, Technical branch, mod 0, use C3
. 1 - Shore duty, mod 0; One trade, Programmer +1
. 2 - ANM school, mod 0; Screens +2
. C2 +1
. 3 - ANM school, mod 0; Engineer, M-drives +2
. C1 + 1
. 4 - Patrol, mod +1; Starship skill, Pilot +1
. Risk: r7 + m1 = 8, passed
. Reward: r5 - m1 = 4, passed, C3 - 5 = 6, MCG during the Pursuits at Wroclaw/Dene
. adds 1 additional roll at muster out
. Fame + 3 + Rank-2 * 3 = +9
. Promotion: r6 - m2 (medals); promoted to O3
. Automatic skill: Engineer + 1
. Skill: Technical, one trade, Zero-G +1
. Fame +1
. Continue: r4 < 7 + terms; re-enlisted
. Age + 4 (31)

The updated character sheet is as follows:

Code:
Lieutenant Dalthor Et Magera	98BCB8-7F	Age: 31	Fame: 25
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   
Medals: *SEH*, MCG

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-1, Traltha-0, Wroclaw-1
Naval architect-5 
Engineer-2, Engineer(J-drive-4), Engineer(M-drive-2)
Astrogator-1, Leader-1
Pilot-2, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Sensors-1, Computer-1, Programmer-2, Zero-G-1
Gunner-0, Gunner(Screens-2)

After spending time as a recruiter, taking advantage of publicity from his SEH, 
Dalthor returned to school to further his Engineering training. He deployed to 
Wroclaw during the Vargr corsair raids, earning the MCG when he had to take
command of the patrol cruiser after a missle hit killed the main bridge crew.

-- Next, his Navy career, 3rd term --
 
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Lieutenant Dalthor Et Magera 98BCB8-7F Age: 31 Fame: 25

Spacer, term 3, Technical branch, mod 0, use C2
. 1 - Patrol, mod 1, Astrogator +1
. 2 - Shore duty, mod 0; One trade, Photonics +1
. 3 - ANM school, mod 0; Engineering, Power plants +2
. C1 +1
. 4 - Shore duty, mod 0; Major, Pilot +1
. Risk: r5 + m1 = 6, passed
. Reward: r2 - m1 = 1, passed; C2 - 2 = 6, MCG during the Siege of Magash-3 Alpha
. adds 1 additional roll at muster out
. Fame + 3 + rank-4 * 3 = +15
. Promotion: r8 - m3 (medals) = 5; promoted to O4
. Automatic Skill: Pilot +1
. Skill: Technical, Athlete +1
. Fame +1
. Continue: r6 < 7 + terms; re-enlisted
. Age + 4 (35)

The updated character sheet is as follows:

Code:
Lt Commander Dalthor Et Magera	A8BCB8-7F	Age: 35	Fame: 41
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   
Medals: *SEH*, MCG x 2

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-1, Traltha-0, Wroclaw-0
Naval architect-5 
Astrogator-2, Leader-1, Photonics-1, Athlete-1
Engineer-2, Engineer(J-drive-4), Engineer(M-drive-2), Engineer(Powerplant-2)
Pilot-3, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Sensors-1, Computer-1, Programmer-2, Zero-G-1
Gunner-0, Gunner(Screens-2)

After the Squadron returned to Magash, there was a hostage incident at one 
of the mining outposts in the belt. Dalthor earned his 2nd MCG while piloting a 
shuttle that came under heavy fire while evacuating the rescued hostages. 
Fortunately, the remainder of his tour was peaceful, and he looked forward to 
Command College.

-- Next, his Navy career, final term --
 
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Lt Commander Dalthor Et Magera A8BCB8-7F Age: 35 Fame: 41

Spacer, term 4, Technical branch, mod 0, use C1
. 1 - Automatic command college, mod 0: Leader +1
. 2 - Shore duty, mod 0: Minor, Engineering +1
. 3 - ANM school, mod 0; Engineering, Life Support +2
. C3 +1
. 4 - Mission, mod 3; Liason +1
. Risk: r3 + m3 = 6, passed
. Reward: r7 - m3 = 1, passed; C1 - 7 = 3, MCUF during the Relief of Rhylanor
. Fame + 1
. Promotion: r2 - m4 (medals) = -1, promoted to O5
. Skill: Technical, Medic +1
. Fame +1
. Continue: r9, but decided to retire and go back to school

Retired after 4 terms, as a Commander (O5)
. Pension: 15,000 (tripled to 45,000)
. Muster out, 8 rolls (4 for terms, 3 for medals, 1 for Fame 19+)
. Knighthood (SOC = B), Fame +16
. 4 x Ship Share (100 tons total)
. Life Insurance
. 2 x Retire x 2
. Age + 4 (39)

The updated character sheet is as follows:

Code:
Sir Dalthor Et Magera, Commander(ret)	A8CCBB-7F	Age: 39	Fame: 43
Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   
Medals: *SEH*, MCG x 2, MCUF
Pension: 45,000

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-0, Traltha-0, Wroclaw-0, Rhylanor-1
Naval architect-5 
Astrogator-2, Leader-2, Photonics-1, Athlete-1, Liason-1
Engineer-3, Engineer(J-drive-4), Engineer(M-drive-2), 
  Engineer(Powerplant-2), Engineer(Life Support-2)
Pilot-3, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Sensors-1, Computer-1, Programmer-2, Zero-G-1, Medic-1
Gunner-0, Gunner(Screens-2)

After Command College, the squadron deployed to Rhylanor to assist in a local 
brush war. Dalthor led his unit into the combat zone, destroying several 
fighters attacking the fleet, and ravaging their supply lines. He received the 
MCUF for his actions. He decided to retire while he was still healthy.  He was 
granted Knighthood for his actions over his career, mainly due to the SEH 
received in his first term. It also entitled him to life insurance, and his 
pension was tripled due to his exemplary career. His going-away gift was a 
100-ton Merchant ship, one of those "liberated" from the Rhylanor raiders.

-- Finally, he is returning to civilian life, and going back to school --
 
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Sir Dalthor Et Magera, PhD, Commander(ret) A8CCBB-7F Age: 43 Fame: 43

Magash Orbital University - Masters, graduated with honors
Major: Physics +3
Minor: Designer +1
EDU +1
Age + 2 (41)

Magash Orbital University - PhD, graduated with honors
Major: Robotics +3
Minor: Designer +1
EDU=12
Age + 2 (43)

The final character sheet is as follows:

Code:
Sir Dalthor Et Magera, PhD, Commander(ret)	A8CCCB-7F	Age: 39	Fame: 43

Birthworld:  Varan/Mikhail 2023 A8676C7-G    Ga Ni Ag Ri Cx
Homeworld:   Magash/Deneb  0316 A400976-F  S Hi Na In Va Cp   
Medals: *SEH*, MCG x 2, MCUF
Pension: 45,000

Vacc-suit-0, Streetwise-0, Survey-0, Electronics-0, Admin-0
World Knowlege: Magash-2, Traltha-0, Wroclaw-0, Rhylanor-0
Naval architect-5, Physics-3, Robotics-3, Designer-2
Engineer-3, Engineer(J-drive-4), Engineer(M-drive-2),
 Engineer(Powerplant-2), Engineer(Life Support-2)
Pilot-3, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Astrogator-2, Leader-2, Photonics-1, Athlete-1, Liason-1
Sensors-1, Computer-1, Programmer-2, Zero-G-1, Medic-1
Gunner-0, Gunner(Screens-2)

Dalthor Et Magera is a native Varan. At age 3, he was on a hop-ship that 
misjumped into the Domain of Deneb. The family "settled" on Magash in the 
Deneb sector.

Dalthor attended the Magash Naval Academy, graduating with honors as a 
Naval Architect, with a minor in jump drive engineering.  Upon graduation, he 
was assiged to flight school to learn basic piloting skills before his initial 
assignment in the Imperial Navy.

Dalthor was assigned to the Special Long Range Squadron, based at Magash. 
They deployed to Traltha/Spin due to the budding revolution there.  During 
the Disaster at Traltha, he was instrumental in rigging a jump drive to 
translocate an experimental antimatter plant before it exploded, saving 
thousands of lives, and earning the SEH with diamonds in the process.

After spending time as a recruiter, taking advantage of publicity from his SEH, 
Dalthor returned to school to further his Engineering training. He deployed to 
Wroclaw during the Vargr corsair raids, earning the MCG when he had to take
command of the patrol cruiser after a missle hit killed the main bridge crew.

After the Squadron returned to Magash, there was a hostage incident at one 
of the mining outposts in the belt. Dalthor earned his 2nd MCG while piloting a
 shuttle that came under heavy fire while evacuating the rescued hostages. 
Fortunately, the remainder of his tour was peaceful, and he looked forward to 
Command College.

After Command College, the squadron deployed to Rhylanor to assist in a local 
brush war. Dalthor led his unit into the combat zone, destroying several 
fighters attacking the fleet, and ravaging their supply lines. He received the 
MCUF for his actions. He decided to retire while he was still healthy.  He was 
granted Knighthood for his actions over his career, mainly due to the SEH 
received in his first term. It also entitled him to life insurance, and his 
pension was tripled due to his exemplary career. His going-away gift was a 
100-ton Merchant ship, one of those "liberated" from the Rhylanor raiders.

He returned to Magash, completing his Masters and Phd at Marash Orbital 
University. He has started a new shipyard, designing and building custom 
ships. His specialty is jump drives, and he is already experimenting with hop 
drives in his latest ships.
 
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Some final thoughts

Dalthor goes on to build and design several new ships, and is a central character in my campaign. This history ceases in 1062; the current campaign year is 1105. Due to some campaign changes, Dalthor's history from 1062 - 1105 is being updated. That phase of his career has not been completed yet. I plan on making him a Scholar during that timeframe. More to come.

For those that stuck with me to this point, thank you. I'm trying to reconcile some of the questions I encountered during this process, and hope my notes on the process were helpful.

Comments are welcome.
 
Correction to term 3 - the fame calculation for his medal should be one rank lower, i.e. calculated at rank 3, not rank 4. This will reduce his fame by 3 points, so his FINAL fame level will be 40, not 43.

Also, the reference to the 100-ton ship was based on his ship shares - it was actually a 200-ton Jump-2 merchant.

So far, no comments, so I guess I did pretty well. Will take my findings over to the errata discussion, with regard to questions 1 and 2 in his first term.
 
Last edited:
Correction to term 3 - the fame calculation for his medal should be one rank lower, i.e. calculated at rank 3, not rank 4. This will reduce his fame by 3 points, so his FINAL fame level will be 40, not 43.

Also, the reference to the 100-ton ship was based on his ship shares - it was actually a 200-ton Jump-2 merchant.

So far, no comments, so I guess I did pretty well. Will take my findings over to the errata discussion, with regard to questions 1 and 2 in his first term.

Hi,

I am certainly impressed and think you have done well, it will be very helpful for others as well. One thing with reference to the ANM schools in post 3, I use the table on page 100 and choose the skill, you can get Battledress -2 this way, which is fun although I notice your character already has Vacc S -0 from his HW skill.

I'd have been tempted to give him shares in a retired Escort, but that's me.

Kind Regards

David
 
I did contemplate the escort. I then decided he REALLY did not want to be recalled to active duty, and also the 4 shares made it easier for them to give him a whole ship with no lien attached. That was especially true since the ship was confiscated to start with. (In this story line, anyway)

I also decided he could get away with using his skills to modify the merchie, where he'd have a harder time getting away with it on the corvette, since it was technically still subject to duty.

Besides, with him going back to school, the merchie made better sense from a logisitical standpoint.

I thought long and hard about battledress, but it wasn't really in keeping with his pilot/engineer background. It just didn't feel right with his character concept, and I decided to be true to my vision of the character. Could have had SERIOUS fun with that one, tho.

Future posts will add to his history, and show how he used the merchie to start his shipbuilding business.

- To be continued -
 
The release of T5 has led to some significant changes in my Varan campaign, now over 30 years old.

Originally a CT setting, updated to MegaTraveller (MT), then experimentally ported to GURPS Traveller (GT), I didn't have to do much to port it over.

One of the biggest changes, and the hardest one to integrate, is the T5 hop, skip, jump, and leap paradigm shift. In my original campaign, only misjumps and "superjumps" existed. Superjumps were fixed points, allowing up to jump-36 if the specific criteria were met, making them exceedingly rare.

Dalthor Et Magera was central to the original campaign, and a good portion of it was geared toward getting the players from Deneb sector to the Varan sector, including the discovery of superjump technology.

I will be reworking Dalthor's history from 1062 to 1105. A good part of that rewrite will be to integrate superjump ala T5, using hop drive to do so. IMTU, Dalthor will be one of the primary proponents of hop technology.

I shall continue to post updates to him here; feel free to use him in your campaign if you would like. In his current incarnation, he might be a good patron in universes other than my own.

I will eventually be posting more info on the Varan (Mikhail) sector on the wiki as well. Most of my notes were paper, and damaged or lost during my final days in the military. I have more than a bit of rebuilding to do, and will be updating things there as well.

As you no doubt already noticed, most of his life to date has been in the Domain of Deneb, even tho he was born on Varan in the Mikhail sector. You'll get more info on that in future posts as well.
 
When I originally created Dalthor as a character, I was new to Traveller, and didn't have any dice with me. Harry, our referee, let me borrow some 6-siders so I could whip up a character to join his camapign.

My ORIGINAL rolls came out 54ACA8-B (we didn't have sanity, just the SDEIES-P) for birth numbers. You should have seen his eyes bug out at my rolls. We were all pretty surprised, and I was quite happy. As a side note, to this day, Harry will NOT allow anybody to borrow his dice - it is bring your own, or suffer.

Harry didn't really use Psionics in his campaign, but we went thru the full process anyway, just to see what would happen.

Eventually, when I started my own campaign, I created the Varans and converted Dalthor into my universe as a patron.

I'm now recreating him using the T5 rules, as I'm (once again) converting my campaign to a new Traveller version.

I'm keeping much of him true to the original character generated, though there are some changes and compromises with T5. I've kept most of the characteristics as originally rolled, though some have been modified by circumstances, like the +3 to Psionics if tested at birth.

Psionics, though rare, do have a place in a campaign. Obviously there is the Zhodani influence, and no matter how you look at it, the Imperium would consider the Zho to be a threat. The 3I is too programmed against Psi in general to let it pass without comment, OR A PLAN OF ACTION, be it official or back-channeled.

IMTU, Varan space is well aware that Psionics exist, to the point that there are unofficial Psionic Articles of Conduct, aka Psionic Regulations (psi-regs) throughout the Varan League of Planets. Since the Winnowing, all Varans are tested at birth. Some rare individuals (roll 12 on 2d6) may be guided to certain careers. For the most part, Varans as a people don't really care to put out the effort to become trained, though virtually any person could actually learn Psionic disciplines. This applies to the 3I as well, though nobody really remarks on it.

For practical purposes, it is like anything else - you have to have the interest, and PURSUE that interest, for Psionics to be of any value.

Phase two of my T5 conversion will involve Psionics. I'm trying to find errata, and have to go back thru the errata threads. I've noticed some inconsistencies in the Psionics chapter, and will bring them up as I go.

More to follow...
 
As noted before, Dalthor's original Psionic roll is 12. Since he was tested at birth, he adds a mod of +3, for a total CP of 15.

The awakening is not clearly described for testing at birth. The assumption therefore is that he was mentored by another Psion or group of Psions. Most of his training could occur during his youth, before age 18.

Based on the description of Psionics, the member MUST use a different institute for each stage below. YMMV.

Stage 1, page 529 - Aptitude

Aptitude, put simply, is how well the Psion can perform activities on himself, by Direct contact with a person or object, or by visualization (Remote) contact. Stage 1 may be completed at any institute.

This is relatively straightforward. There are 3 abilities, Direct, Remote, and Self. Points to allocate: 3 x CP, or 45 points.

I chose 15 in Direct, 15 in Remote, and 15 in Self. He also has the ability to cloud other minds, roll 2d6 < Psi (15). This is essentially automatic for him.

Stage 2, page 530 - Extra-sensory perception (ESP)

Here we determine his ability, if any, in the 6 senses - vision, touch, hearing, awareness, smell, and perception. Again, there are 3 x CP points to allocate, and any institute may train the adept.

Psi-sense checks will be nD < Constant + Benchmark + Remote + Mods

I select vision-10, hearing-10, perception-10, and awareness-15. The numbers after the dash are the CONSTANT for that ability, and by default these are listed as REMOTE abilities.

Benchmarks for Vision, Perception and Awareness = Size - Range; Hearing = Intensity - Range; Smell = Intensity; Touch = Texture

Mods come from the master mods tables on pages 180 - 183.

Stage 3, page 530 to 532 - Extra-corporeal movement (ECM)

Available abilities include Move, Teleport, Energy Shift, The Touch, OOB, and Mentation, and again we have 45 points to allocate among the six abilities.

I've selected Move-8, Teleport-15, Touch-8, Mentation-7, and EnergyShift-7

Stage 4, page 532 - Ethics

I much care for the random designation here. I think a character's actions speak for themselves, and instead of good/evil and order/chaos, I prefer the simpler moral/balanced/immoral.

Dalthor is balanced - he uses his abilities as he sees fit, but generally not at the expense of others.

Stage 5, page 532.

He has CP x 2 = 30 points to spend between Insight, Curiosity, and Luck. All three will be balanced, so he has Insight-10, Curiosity-10, and Luck-10.

Stage 6, page 533

Dalthor is now on his own; over the next few years he will be self-directed and self-instructed. Basically, the BBB deosn't give specifics, but I'd expect psionics to improve like skills and knowledges - 1 point per year. Haven't decided if it will be a choice between skill and psionics each year, or one of each, or what. I expect it will be one or the other per year, not both.

It would also be helpful to learn if he can learn skills that he did not originally select, for example Out-of-body, and begin adding levels. The BBB doesn't even begin to cover that part.

See my posts, numbers 291 and 292, in the errata thread for some of the issues I discovered during this process.

His Psionics summary looks like this:

Psionics: Direct-15, Remote-15, Self-15
ESP: Awareness-15, Hearing-10, Perception-10, Vision-10
ECM: EnergyShift-7, Mentation-7, Move-8, Teleport-15, Touch-8
Intuition: Curiosity-10, Insight-10, Luck-10
 
Since somebody asked outside of CotI --

IMTU Varans are transhumans. [looks out and sees confused looks]

Ok, consider transhumans to be the next evolutionary step, in a manner of speaking.

Star Trek has Vulcans, Space Opera (FGU) had transhumans, E. E. Doc Smith had Lensmen, Star Wars has Jedi...

Dalthor has Varans.

Did that help? <grin>
 
If you look at my signature block, you'll see Dalthor's Knighthood and subsequent titles listed. It works really well with the history to date.

As you can see, I'm working my way thru his history, and he is working his way up the ranks of the nobility.

Looks like he skipped a step or 5 in there (Knight -> Baron -> Count), so the Count may become "honorary".

We shall see...still working on him. I've been looking at a generic skill progression rather than a career after he mustered out. I still don't know if Psi and career are parallel, or you can only learn one thing at a time - waiting for that errata for the official answer, and figuring out how I'll do it IMTU.

Rob(ject) had a pretty good post about quick chargen here http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=32045

Mine is similar, his is quicker
 
Here is the latest version of Dalthor, without the written history, but including his Nobility history. (These are the patents I've received to date)

This is the text version, have not built a character card format yet.

Comments or suggestions?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sir Dalthor Et Magera, PhD, Commander(ret) A8CCCB-7F Age: 39 Fame: 56
TAS Life Member (Dagu/Ikabi)
Knight of the Domain of Deneb, Spin 1932 Mithras C8B5568-8 Fl Ni Px
Baron of the Imperial Core, Core 2336 Adan D661696-6 Ni Ri
Count of the Third Imperium, Dagu 1929 Ikabi C0009DE-B Ni Ri

Birthworld: Varan/Mikhail 2023 A8676C7-G Ga Ni Ag Ri Cx
Homeworld: Magash/Deneb 0316 A400976-F S Hi Na In Va Cp
World Knowlege: Magash-2, Traltha-0, Wroclaw-0, Rhylanor-0
Medals: *SEH*, MCG x 2, MCUF
Pension: 45,000

Naval architect-5, Spacer-4
Pilot-4, Pilot(Smallcraft-1), Pilot(Spacecraft ACS-1)
Engineer-3, Engineer(J-drive-4), Engineer(M-drive-2),
Engineer(Powerplant-2), Engineer(Life Support-2)

Physics-3, Robotics-3, Astrogator-2, Designer-2
Gunner-0, Gunner(Screens-2), Leader-2, Programmer-2

Admin-1, Athlete-1, Computer-1, Electronics-1, Liason-1
Medic-1, Photonics-1, Sensors-1, Streetwise-1, Survey-1
Vacc-suit-1, Zero-G-1

Psionics: Direct-15, Remote-15, Self-15
ESP: Awareness-15, Hearing-10, Perception-10, Vision-10
ECM: EnergyShift-7, Mentation-7, Move-8, Teleport-15, Touch-8
Intuition: Curiosity-10, Insight-10, Luck-10
 
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