tbeard1999
SOC-14 1K
I'm considering the following system for character generation.
Comments appreciated.
Roll 2d6 for attributes; arrange as desired. If total points is 36-, character can be re-rolled.
Run the character through character generation as normal, determining promotions, reinlistment, survival, etc.
Characters get any automatic skills. During each term, characters *choose* any skill from any skill chart that the character would normally be allowed to roll on.
Limits -- only 2 skills may have level 3+. Jack of All Trades may only be taken at level 1. Only 3 attribute bonuses can be taken (maximum +2 to any attribute).
Book 4+ characters can only select the number of skills that they would get using Book 1 (i.e., 1 per term, +1 for 1st term, +1 for commission, +1 for promotion).
The character does *not* get any automatic skills for special assignment. Special assignments will allow the character to choose a skill from the assignment's list. So if the character attends commando school during a term, he can pick from any skill listed for commando school (Brawling, Gun Cbt, Demolitions, Survival, Recon, Vacc Suit, and Instruction).
If a skill is available to the character *only* on the special assignment list, the character is limited to selecting 1 level per assignment served. So a character who served 1 year in commando school could only take a level 1 in a skill listed for commando school (unless the skill was also available in another chart that he qualified for).
College -- If character succeeds, he spends a term and gets +3 EDU. Failure to succeed loses no time and the character begins his career normally.
Medical School -- If character succeeds, he spends a term and gets +1 EDU and Medical-3. No extra skills for honors, though the honors grad gets the enlistment bonuses. Failure to succeed loses no time and the character begins his career normally.
Flight School -- If character succeeds, he spends a term and gets Pilot-1 and two levels chosen from Pilot, Ship's Boat, or Navigation. Failure to succeed loses no time and the character begins his career normally.
A failed survival roll means the character musters out at the end of the term.
If the character serves 2 terms or less before failing the survival or reinlistment roll, he can try to enlist in a different career. If he fails, he musters out. If he succeeds, he musters out of his first career, then goes through the new career normally. However, automatic skills in received in the new career count against the normal per term skill limit.
I don't apply the INT + EDU limit on skills because the CT limits seldom result in skill bloat. And I also think that the INT + EDU limit can still allow too many skill levels.
The idea is to let the player have more say in developing his character, yet still generate the normal Traveller-style background.
Comments appreciated.
Roll 2d6 for attributes; arrange as desired. If total points is 36-, character can be re-rolled.
Run the character through character generation as normal, determining promotions, reinlistment, survival, etc.
Characters get any automatic skills. During each term, characters *choose* any skill from any skill chart that the character would normally be allowed to roll on.
Limits -- only 2 skills may have level 3+. Jack of All Trades may only be taken at level 1. Only 3 attribute bonuses can be taken (maximum +2 to any attribute).
Book 4+ characters can only select the number of skills that they would get using Book 1 (i.e., 1 per term, +1 for 1st term, +1 for commission, +1 for promotion).
The character does *not* get any automatic skills for special assignment. Special assignments will allow the character to choose a skill from the assignment's list. So if the character attends commando school during a term, he can pick from any skill listed for commando school (Brawling, Gun Cbt, Demolitions, Survival, Recon, Vacc Suit, and Instruction).
If a skill is available to the character *only* on the special assignment list, the character is limited to selecting 1 level per assignment served. So a character who served 1 year in commando school could only take a level 1 in a skill listed for commando school (unless the skill was also available in another chart that he qualified for).
College -- If character succeeds, he spends a term and gets +3 EDU. Failure to succeed loses no time and the character begins his career normally.
Medical School -- If character succeeds, he spends a term and gets +1 EDU and Medical-3. No extra skills for honors, though the honors grad gets the enlistment bonuses. Failure to succeed loses no time and the character begins his career normally.
Flight School -- If character succeeds, he spends a term and gets Pilot-1 and two levels chosen from Pilot, Ship's Boat, or Navigation. Failure to succeed loses no time and the character begins his career normally.
A failed survival roll means the character musters out at the end of the term.
If the character serves 2 terms or less before failing the survival or reinlistment roll, he can try to enlist in a different career. If he fails, he musters out. If he succeeds, he musters out of his first career, then goes through the new career normally. However, automatic skills in received in the new career count against the normal per term skill limit.
I don't apply the INT + EDU limit on skills because the CT limits seldom result in skill bloat. And I also think that the INT + EDU limit can still allow too many skill levels.
The idea is to let the player have more say in developing his character, yet still generate the normal Traveller-style background.