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?
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?