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Prior History House Rules

Falkayn

SOC-13
I've been pre-generating some merc PCs for a campaign I might run one day, and I've noticed some things about the T20 prior history rules that I would add to IMTU:

1. When multi-classing into a class for the first time, if the character is also entering the prior history for that class, then they get a bonus to their first term's promotion check (if any) equal to the number of that class' starting feats they already had.
[NOTE: This rewards characters for entering a profession they are already well suited to.]

2. When characters muster out of a profession/service, the character must (with GM approval) select the world they are mustering out on, and take the benefits at that TL/UWP. Any cash benefits taken must be either spent there and then, be invested, or be reduced by 10% for each subsequent term of prior history taken. If invested, then they will grow at the rate of 5% per subsequent term, but will not be immediately available (can be accessed with 2d4 weeks notice, at any Class A-C starport, owing to the duration of interstellar travel). Existing amounts can be invested at different times, giving the character a number of investments that can be cashed with different periods of notice.
[NOTE: This helps handle T20 characters who muster out several times during their prior history, and adds some degree of verisimilitude to the process of getting cash benefits.]

3. When changing professions/services, there is a good chance that the character will be able to achieve some advanced standing in their new profession/service based on their existing rank.
[NOTE: Making rules to handle this is too complex, basically it is up to the player to make the case to the GM.]

Do these seem like reasonable rules?

Has anyone done anything similar? If so, what rules did you find worked best?
 
I think no.1 is good. I like the idea of gaining something in place of feats a character already has when multi-classing.
No.2 could end up being far too complicated. The character gen. is fairly time consuming, and the potential to forget which term you've done what could cause problems.
No.3 could lead to lots of extra dice throws with +1 on the material benefits tables. OK if you want every PC to have their own starship!!
 
Originally posted by Falkayn:
I've been pre-generating some merc PCs for a campaign I might run one day, and I've noticed some things about the T20 prior history rules that I would add to IMTU:

1. When multi-classing into a class for the first time, if the character is also entering the prior history for that class, then they get a bonus to their first term's promotion check (if any) equal to the number of that class' starting feats they already had.
[NOTE: This rewards characters for entering a profession they are already well suited to.]

I've been thinking along a similar line and that seems fair. Not too generous which is good, my idea (below) might be too generous


I was thinking a more general Brownie Point type thing. 1 BP per Feat already acquired anytime a new Prior History term is entered into and the character takes the same class as first level.

BP's may be applied to any roll or rolls in any of that terms applicable generation rolls (Assignment, Survival, Commission, Promotion, Decoration, Cash Bonus or XP Bonus).

BP's may be applied in multiples or singly but must be stated before the roll and cannot be carried over to the next term.

Originally posted by Falkayn:
2. When characters muster out of a profession/service, the character must (with GM approval) select the world they are mustering out on, and take the benefits at that TL/UWP. Any cash benefits taken must be either spent there and then, be invested, or be reduced by 10% for each subsequent term of prior history taken. If invested, then they will grow at the rate of 5% per subsequent term, but will not be immediately available (can be accessed with 2d4 weeks notice, at any Class A-C starport, owing to the duration of interstellar travel). Existing amounts can be invested at different times, giving the character a number of investments that can be cashed with different periods of notice.
[NOTE: This helps handle T20 characters who muster out several times during their prior history, and adds some degree of verisimilitude to the process of getting cash benefits.]
Like the idea of savings growing (invested). Maybe make them term type investments. One year terms paying 1%, two year terms paying 3% (1% + 2%), three year terms paying 6% (1% + 2% +3%), and so on (a 14 year term paying 105%). That way the player can pick the duration of the investment and be locked in for that time. Early withdrawl could be made at the loss of half the return gained so far.

I figure material benefits rolled are acquired at the time and from the appropriate background. So an ex-Navy officer mustering out with a "weapon" benefit could have their service issue Laser Pistol since the Navy class has the Feat, but a Merchant mustering with a "weapon" benefit couldn't have a Laser Pistol even if they had the Feat since the Merchant class doesn't grant the Feat.

I usually like to spend at least some if not all of my "cash" benefit on gear at each mustering out, choosing gear allowed and applicable to the background, like the material benefit example above.

One tricky item is the "ship" benefit. It almost seems like that should end character prior history right there or at least limit the choices since you now have to make payments. I would allow an appropriate prior history and class I guess but if you fail your survival roll you lose the ship. If you make your survival roll you have paid off 4 more years of the mortgage and the ship is 4 years older. And of course if you roll a ship benefit again you just paid off 10 more years without the ship aging.

Originally posted by Falkayn:
3. When changing professions/services, there is a good chance that the character will be able to achieve some advanced standing in their new profession/service based on their existing rank.
[NOTE: Making rules to handle this is too complex, basically it is up to the player to make the case to the GM.]
I usually just allow Services personnel to retain commissions and enter any other Service at one rank less. You can never re-enter a Service from which you were dishonorably discharged and you cannot enter any Service if you have a prison record.

Other careers don't count your Service or any other Prior History, for good or bad.
 
Originally posted by far-trader:
I've been thinking along a similar line and that seems fair. Not too generous which is good, my idea (below) might be too generous


I was thinking a more general Brownie Point type thing. 1 BP per Feat already acquired anytime a new Prior History term is entered into and the character takes the same class as first level.
That IS a little too generous for my liking. After all they aren't missing out on that much. I could see my players misusing that to assure themselves of great rolls!

Originally posted by far-trader:
Like the idea of savings growing (invested). Maybe make them term type investments. One year terms paying 1%, two year terms paying 3% (1% + 2%), three year terms paying 6% (1% + 2% +3%), and so on (a 14 year term paying 105%). That way the player can pick the duration of the investment and be locked in for that time. Early withdrawl could be made at the loss of half the return gained so far.
Hmmm ... interesting, that may leave them waiting around for their Cr100,000 investment to mature in 4 years time if they fail a survival roll and end up beginning play earlier than expected. Nice, although I'll have to do the math to make sure the early withdrawal fee is appropriately harsh.

Originally posted by far-trader:
I figure material benefits rolled are acquired at the time and from the appropriate background. So an ex-Navy officer mustering out with a "weapon" benefit could have their service issue Laser Pistol since the Navy class has the Feat, but a Merchant mustering with a "weapon" benefit couldn't have a Laser Pistol even if they had the Feat since the Merchant class doesn't grant the Feat.

I usually like to spend at least some if not all of my "cash" benefit on gear at each mustering out, choosing gear allowed and applicable to the background, like the material benefit example above.
I like the sound of that, that's the sort of effect I was looking for. They are mustering out then, from that career, not another later one.

It reminds me of one of the things that annoys me about T20 prior history, which is when you get a vehicle benefit, and then find there are NO vehicles available for less than the Cr5,000 limit you're given. In my games I'm thinking of increasing the limit to Cr50,000 ... the problem is an OK grav vehicle is as expensive as a GREAT ground vehicle :rolleyes:

Originally posted by far-trader:
One tricky item is the "ship" benefit. It almost seems like that should end character prior history right there or at least limit the choices since you now have to make payments. I would allow an appropriate prior history and class I guess but if you fail your survival roll you lose the ship. If you make your survival roll you have paid off 4 more years of the mortgage and the ship is 4 years older. And of course if you roll a ship benefit again you just paid off 10 more years without the ship aging.
Good points, I hadn't thought of that. That makes a lot of sense and rewards PCs who get their ships earlier.

Originally posted by far-trader:
Other careers don't count your Service or any other Prior History, for good or bad.
But in real life an army captain doesn't get plunked into the Graduate stream of a major corporate, he (or she) will get picked for their management/administrative/leadership skills and be asked to take a more senior role. I agree that it does vary however, which is why the GM intervention is necessary (e.g. what if the PC is only a combat monster?).


Another problem is that we generate Traveller characters so that they begin the game at the end of their prior history, no matter how long that takes, but when a PC is trying to choose a homeworld you need to take account of its UWP at the time they were born/grew up, not more recent changes. An example from Gateway is Annabapis, it looks like a great place to hail from as a PC, except that it had a much lower UWP rating before the Archduke decided to move the Domain capital there.

Should players be made to specify how old they want to be in play before rolling up their PC, and then play that many terms of Prior History out and no more/less?
 
Speaking of Starships for characters.
Have any of you checked the old TNE rules for generating chars?
I won't go into detail so I break any copyrights, but the basics are the following:
Every term different Careerpaths gives you "ship Dice modifiers".
In the end of character generation the character group "pools" their Ship DM's and rolls on a table to see what ship they get.
Then how they roll on another table providing details on how old the ship is, loans, worn out parts etc concerning their starship.

I love this system. It makes the chargroup all chip in to their very own flying junkpile :D
And remedies the thing with a character group having multiple starships from the start.
Like a scout has one, the merchant has one and also the Belter has one...
 
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