Supplement Four
SOC-14 5K
This is something that I've wrestled with for years with Traveller. I've never come to a satisfactory stance on the issue.
Let's say a Player Character is from Ruie in the Regina subsector. The planet lies just outside of Imperial space, is an Amber Zone, and is TL 7 with a C class starport.
The player wants to go into the Navy, and the Ref pulls out Book 5. The Ref decides that the Ruie System Defense Force is the only navy available to the character (as Ruie is not in the Imperium and not part of a star cluster for a subsector navy).
Ruie meets the bare minimum requirements for a planetary navy according to Book 5.
The roll is made, and the player successfully creates a Naval character. The PC goes three terms.
All this guy knows is TL 7 equipment!
According to the tech chart in TTB, TL 7 is equivalent tech to the 1970's. Maximum is Model 2 computers. According to the chart, only non-starships are available--so this character has zero experience with Jump drives.
Grav vehicle are not yet available, which means that the space craft that the character has spent 12 years serving on might not have grav plates or acceleration compensation.
Let's say the character has Electronics-1, Engineering-2, Gunnery-1, Ship's Boat-1 among his skills.
Can this character fix the electronics on a TL 13 Free Trader?
Is his Engineering skill at all helpful on the Free Trader?
Does his gunnery skill help him at all with a Free Trader's laser turrets?
Can his Ship's Boat skill allow him to pilot the ship's launch?
We don't record the character's personal TL.
We seem to ignore that--skip right over it.
Thoughts?
Let's say a Player Character is from Ruie in the Regina subsector. The planet lies just outside of Imperial space, is an Amber Zone, and is TL 7 with a C class starport.
The player wants to go into the Navy, and the Ref pulls out Book 5. The Ref decides that the Ruie System Defense Force is the only navy available to the character (as Ruie is not in the Imperium and not part of a star cluster for a subsector navy).
Ruie meets the bare minimum requirements for a planetary navy according to Book 5.
The roll is made, and the player successfully creates a Naval character. The PC goes three terms.
All this guy knows is TL 7 equipment!
According to the tech chart in TTB, TL 7 is equivalent tech to the 1970's. Maximum is Model 2 computers. According to the chart, only non-starships are available--so this character has zero experience with Jump drives.
Grav vehicle are not yet available, which means that the space craft that the character has spent 12 years serving on might not have grav plates or acceleration compensation.
Let's say the character has Electronics-1, Engineering-2, Gunnery-1, Ship's Boat-1 among his skills.
Can this character fix the electronics on a TL 13 Free Trader?
Is his Engineering skill at all helpful on the Free Trader?
Does his gunnery skill help him at all with a Free Trader's laser turrets?
Can his Ship's Boat skill allow him to pilot the ship's launch?
We don't record the character's personal TL.
We seem to ignore that--skip right over it.
Thoughts?