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1) Stats may not be increased beyond two above the initial starting value.

2) A few careers in TNE gives a limited stat increase.

3) In second printing, it was allowed for an attempt to increase stat other than what you got from careers. However you have to use the secondary activity chance to increase one single stat with one point if you roll 8+ on 2D6

However the thruth is that if given the right lifestyle stats may improve for everyone at all stages of life, allthough harder if you have been a couch potato most of it or are limited by other means. Tech level has very little to do with it other than at higher tech most people have more seditary jobs which gives little physical activity compared to many manual labor jobs. Medical tech though has very much to do with recovering after an accident or illness.

Even with the possibility to increase stats beyond the initial level, there is not possible to increase the stats more than 2 points. However, I see this as an limitation. With advanced medical science, there is possible to increase further than this. However, it is not without risk as stat increaments often means the use of dubious substances.

Consult the following table for limits on medical treatments. The numbers are beyond the normal +2. Thus when it is listed +1 it is possible to increase the stat safely 3 times in all. 

TL AGL STR CON INT Price
Limits safe Max Safe Max Safe Max Safe Max  
Industrial 0 0 +0 +1 0 +1 0 0 1500
Pre-Stellar 0 +1 +0 +2 0 +1 0 0 2000
Early Stellar +1 +1 +1 +2 +1 +1 0 +1 3000
Average Stellar +1 +2 +1 +2 +1 +2 0 +1 5000
High Stellar +2 +3 +2 +3 +2 +3 +1 +2 8000

As per the rules all stats may be increased with +2 from the rolled. However medical science can push this. To increase stats beyond the two possible the character must spend money. The price is listed pr attempt. The character must roll 6+ on 2D for the treament to succeed. If the roll fails, the stat isn't increased and the money lost.

If a character decides to push beyond the safe limit, there may be problems either of physical or mental set backs. If the character is an Athlete, there may be even more penalties if caught using forbidden substances.

If the limit is pushed to the max the character must roll a D20 against CON. On a roll of COn or less, nothing happens. If the roll fails, consult the medical table below.

Examples: Jones has the physical stats of A68 and comes from an pre-stellar world. Jones' stats may be increased as following +2/+3, +2/+4, +2/+3. Total he can get stats to DEB, which pushes all three stats beyond the safe limit. At Pre-stellar Agility can't be safely increased beyond the first two, but may be with increased further with unsafe chemicals. 

It is possible to push beyond the racial limit, but that is never safe. So any increase beyond the racial limit rolls on the medical table with a DM of +1

Importing stuff.

It is possible to import more advanced compounds from higher TLs, but that cost 3 times the listed cost. And there is a slight increased risk of complications if the limit is pushed beyond safe. Roll with a +1 on the medical table if any complications occurr.

Die (1D6-1)  
1 No Effect
2 Aggressive behaviour
3 Paranoid
4 Heart Attack -1 CON
5 Heart Attack -1 CON
6 Nerval Damage -2 AGL
7 Massive system Failure-1 AGL,  -1 INT, -2 CON. Severe Psycological Effects

Add one to the roll for each additional roll on this table.

Increment during play

During play the cost for stat increase is (age+target stat^2)/10 round to nearest whole number. Thus a character at the age of 49 and a stat of 8 which want to increase to 9 must pay (49+9^2)/10=13 adventure points

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