Originally posted by secretagent:
Point well taken. Welcome to the boards.
Thanks for the welcome.
A I read through the last few posts again, I little light went on.......let's have a look (Hypothetical) at why scouts have such a high mortality rate in service!
Sure, if you have 10-15,000 men and women running around the universe, operating a starship single handedly month in, month out on the fringes of civilised Imperial space, you're bound to lose 1 or 12 dozen a year.......But.....
What if the scouts
are, infact, running around spying, overtly as well as covertly? Could explain why they have a mortality rate so much higher than the Armed Forces. A scout is captured and the service immediatly posts them as dead on active service somewhere far away, ship lost etc. etc. etc. The Foriegn power summarily executes them anyway and who cares? Just another scout lost.
I always believed the high survival throw was a way for Marc and the team to ensure that characters with their own transport were not easily rolled up.
But let's think of this......
A scout character fails the survival throw by 1. He/She is deemed captured by a foriegn power and charged with spying, incarcerated and released on a roll of 9 (2D6) positive DM's for streetwise and/or social standing. On a roll of 12+ they are released with an official apology sent to the Emperor from the foriegn power. They obviously can never be trusted again so their career is terminated with a automatic pension of Cr 4000 p/a whether they completed their full 5 terms or not.
Failed survival by 2, their int is 9+ and edu is 8+ then the character is earmarked for deep cover. The are posted as Dead on Active Duty then they undergo 2 years of intensive training, they spend 1 yr at Naval Intelligence School (roll on the High Guard Intelligence School skill list) and 1 yr at Commando School (roll on the Mercenary Commando School skill list) If a 6 is rolled on any skill during training, a second roll is required. If the roll is another 6 they recieve a second level in that skill as an exceptional student.
The character then finishes the last 2 years in any service other than scouts and rolls for 2 aquired skills before "mandatory" retirement with a new identity. Roleplay the spy.
The other players need not know this (as per Solomani char gen for Solsec/Party members)
Genuine survival roll is actually 5.
Now I made this up as I was typing, so comments and critiques welcome. Just don't try to tear me a new one becuase it doesn't gel with YTU. It's here simply as an excerise in explaining a part of the Traveller system (CT that is). within the spirit of the thread.