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Enhanced Basic Characters

Ok next set of 6, these are taken from Supplement 4 and the Spinward Marches Campaign. after I finish the Sup:4 Careers I'm taking direction from all (both My Players & the Forum) on where to go next with either JTAS or Alien Modules.

most of the below tables have holes in them due to a lack of appropriate skills in Classic Canon that can be applied, these are a work in progress, so I'd like help filling the blanks


Pirate: 5+

1. Bribery
2. Carousing
3. Demolitions
4. Gravitics
5. Exotic Weapons
6. Recon/Survival

Receipt of result 6 allow for choice of either skill listed for that result.

Exotic Weapons skill alows the selection of Personal Weapons not normaly avalible to the Characters race


Belter: 6+

1. Broker
2. Carousing
3. 0g Combat
4. Gunnery
5. Geology
6. Robot Opps/Robotics

Receipt of result 6 allow for choice of either skill listed for that result.


Receipt of Special Duty for a Belter Character may be taken as an additional Benefit Roll, such additional Benefit rolls can be used to exceed the normal limit placed on receipt of Cash table Rolls.



Sailor: 6+

1. Leader
2.
3. Combat Engineer
4.
5.
6. Recon/Survival

Receipt of result 6 allow for choice of either skill listed for that result.



Diplomat: 6+

1. Leagal
2. Leader
3. NV Communications
4. Psychology
5. Linguistics
6. Sicoliogist/Political Sicence

Receipt of result 6 allow for choice of either skill listed for that result.



Doctor/Medic: 6+

1. Liaison
2. Phamarcy
3.
4.
5.
6.


Flyer: 6+

1. Shipsboat
2.
3. Gunnery
4.
5.
6.Ship Tactics/Fleet Tactics

Event Roll #6 allows the choice of either skill, but the character must have Ship Tactics before they can select Fleet Tactics.
 
OK some GM's only allow "Basic" characters like those drawn from Book 1, Citizens (or Spinward Marches Campaign) and Contact articles believing that Advanced Character Generation leaves the characters Over Skilled and overshadowing latter added Careers.

I solved this by allowing other careers (yes, even the "Other" career) to roll for survival and a skill on a per-year basis.
 
Conversions Between Traveller Sub-Systems.

(A little off today ... changed meds ... adjusting ...)

Forgive me if this was already covered in this thread, but what if you have a favourite CT character that you want to bring in to, say, an MGT game; how do you convert it?

Do you just add a few more skills and purchase new equipment?

Do you start over with only the UPP?

Do you just play 'as is' and hope that it will be good enough to survive the next combat?

Thank you.

-KR-
 
I'd say just roll the events and add skills as appropriate from those.

That's where most of the skill differential comes in anyway.
 
Also read the Text of your Skills as some earn name changes or Cascade or fold in to other skills, but converting from CT & MT to MGT is easer than going to any other version out their, even TNE
 
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