My LBB1 Revised System
1) For characteristics, roll 2D6 seven times, drop the lowest pair, and arrange the remaiming six pairs among the six characteristics as desired.
2) The referee secretly rolls and records your original PSI Strength: 2D6 in the OTU, 4D6-12 IMTU. In some settings (Zhodani, for example), the player rolls the PSI strength before chargen.
3) Character Generation is according to LBB1 and S4, with the following changes:
3a) You don't die at a failed Survival roll; you get wounded and dismissed as in the LBB1 optional rule.
3b) After CharGen is complete, choose ONE skill, ANY skill at level-1 to "round up" your character.
3c) There are six "Enlisted" (i.e. non-officer) ranks per ranked service (i.e. one with officer ranks in LBB1/S4). You get to roll Promotion even if you are not Comissioned, but then you get promoted in the Enlisted rank ladder. All characters start at Enlisted Rank 1.
3d) There is a "Special Duty" throw per 4-year term for each service, as noted in the revised tables given below; a successful throw gives you an additional skill. So, if lucky, you could get 5 skills in your first term of service - two basic, one for Commision, one for Promotion and one for Special Duty. In military services, note the number of successful Special Duty rolls; each gives you a Combat Service Ribbon in addition to the skill.
3e) There is a "Decoration" throw for each military/paramilitary service. A successful throw gives you a decoration (as in LBB4/5?); it is mostly for flavor unless Mercenary and/or Striker are used.
3f) There are now "Cascade" Skills, marked in Italics. If a Cascade skill is rolled, feel free to choose one skill from the respective Cascade Group. For example, if you roll "Soldier" for a skill, feel free to choose between Combat engineering, Demolitions, Forward observer, Recon and Tactics.
3g) Every services that doesn't have ranks recieves 2 skills every term, including the first.
4) Here are the revised CharGen tables per service:
Navy
Enlistment 8+ (DM +1 if INT 8+; DM +2 if EDU 9+)
Survival 5+ (DM +2 if INT 7+)
Comission 10+ (DM +1 if SOC 9+)
Promotion 8+ (DM +1 if EDU 8+)
Special Duty 5+ (No DMs)
Decoration 9+ (No DMs)
Reenlist 6+
Enlisted Ranks
1 Spacehand
2 Able Spacehand
3 Petty Officer 3rd Class
4 Petty Officer 2nd Class
5 Petty Officer 1st Class
6 Chief Petty Officer
Personal Development
1 +1 STR
2 +1 DEX
3 +1 END
4 +1 INT
5 +1 EDU
6 +1 SOC
Service Skills
1 Space
2 Space
3 Space
4 Forward Observer
5 Melee Combat
6 Gun Combat
Advanced Education
1 Space
2 Mechanical
3 Technical
4 Technical
5 Ship Tactics
6 Jack-o-Trades
Advanced Education (EDU 8+ only)
1 Medical
2 Naval Architect
3 Fleet Tactics
4 Liaison
5 Instruction
6 Admin
Rank and Service Skills
Navy Able Spacehand: Vacc-1
Navy Chief Petty Officer: Admin-1
Navy Captain: +1 SOC
Navy Admiral: +1 SOC
(to be continued)
5) Skill and Cascade List:
GENERAL (20)
Animal Handling
Battle dress
Craftsman
Fleet tactics
Jack of all trades
Language
Leader
Liaison
Mechanical
Medic
Naval architect
Navigation
Perform
Prospecting
Recruiting
Ship tactics
Steward
Survey
Survival
Hunting
ACADEMIC (3)
Instruction
Law
Research
SCIENCE (15)
(Xeno)Biology/Genetics
Chemistry
Physics
Mathematics
Psychology
Psionicology
Sophontology (Traveller "Antropology" and "Sociology" combined)
Art
Archeology
History
Philosophy
Planetology (interstellar "Geology" and "Ecology" combined)
Linguistics
Forensics
MELEE COMBAT (11)
Dagger
Blade
Foil
Sword
Cutlass
Broadsword
Bayonet
Spear
Halberd
Cudgel
Brawling
BUSINESS (3)
Admin
Broker
Trader
CLANDESTINE (8)
Bribery
Carousing
Forgery
Gambling
Interrogation
Stealth
Streetwise
Locksmithing
GUN COMBAT (9)
Combat Rifleman (used for Rifle, Carbine, Assault Rifle, Advanced Combat Rifle, Gauss Rifle).
Pistol (used for Body Pistol, Revolver, Auto-Pistol).
Submachinegun (used for Submachinegun, Gauss Submachinegun*).
Shotgun (used for Shotgun, Combat Shotgun*).
Laser Weapons (used for Laser Pistol*, Laser Carbine, Laser Rifle).
Zero-G Weapons (used for Snub Pistol, Accelerator Rifle).
High Energy Weapons (used for PGMP-12, PGMP-13, FGMP-14 and FGMP-15).
Auto-Weapons (used for Auto-Rifle, LMG, HMG, Gauss SAW*).
Flame Throwers (used forFlamethrower*, Light Flamer*).
ARCHAIC WEAPONS (5)
Archaic Rifles
Archaic Pistols
Blunderbuss
Bow Weapons
Crossbows
HEAVY WEAPONS (5)
Autocannon
Field Artillery (includes all heavy indirect-fire weapons as well as towed direct-fire weapons)
Light Assault Gun (LAG)
Launchers
Vehicle Gunnery (includes all vehicle-mounted, direct-fire weapons from lasers to VRF Gauss Guns)
SOLDIER (5)
Combat engineering
Demolitions
Forward observer
Recon
Tactics
SPACE (7)
Astrogation
Engineering
Ship Gunnery
Pilot
Ship's Boat
Vac suit
Zero g
TECHNICAL (7)
Communications
Computer
Electronics
Gravitics
Robotics
Sensor ops
Armory
VEHICLE (5)
Wheeled
Tracked
Gravcraft
Aircraft
Watercraft
6) Zero-Level Skills are given as following:
Zero-Level skills are recorder during CharGen. Ofcourse, many more could be recieved after CharGen by various means. Zero-Level skills are given at CharGen using the following criteria (ofcourse, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the zero-level skill ) -
6a) All player characters are assumed to have Brawling-0, Dager-0, Blade-0, Pistol-0, Steward-0 and Vacc Suit-0.
6b) Any player character from a TL5+ world with any kind of solid ground is assumed to have Wheeled Vehicle-0.
6c) Any player character from a 100% ocean world is assumed to have Small Watercraft-0.
6d) Any player character from a TL11+ world is asumed to have Grav Vehicle-0.
6e) All military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0, SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Cudgle-0, Forward Observer-0 and Tracked Vehicle-0.
6f) All player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.
6g) All Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.
6h) All Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and Trader-0.
6i) All Navy and Marine player characters are assumed to have Zero-G-0.
7) Mustering Out is conducted on the appropriate LBB1 or S4 tables.