None of the character generation rules of Traveller fleshes out the character background other than career selected. MT advanced character generation does give some background, but everything is career specific. MgT has some options, but nothing major. However with some imagination based on skill selection from the player may make up more of the who the character is and why he is the person he is.
In this article I am going to take a look at a few skills and see how the character generation turn out depending on the skills received. I'll cover both MT and TNE with this article, however it should be possible to adapt to both CT and MgT with some thought.
Not all skills are suitable to form the character other ways than the skill is taken. I'll consentrate on the following skills: Bribing, Broker and Gambling. The reason that I selected these skills are that they are normally non-occupational skills (except for Broker) and applying effects for these skills are pretty easy and immediate. And the reward is mostly money. But benefits do not come free, there is always room for error and and instead of being rewarded, there is a chance of some sort of penalty.
In a later instalment I might write some rules for social skills that may have their of effect on the character development.
As this article will cover both for MT and TNE there is a few things that needs to be explained first. Skill levels in MT and TNE are not coming out 1-to-1 as most characters in TNE will get far more skill levels pr term. However, the number of levels go down each term, but a lucky character may get much as 12 skill levels for the first term in TNE. Over all TNE characters tends to have about 1.5 skill level per MT skill level. TNE characters do also tend to have more different skills. However, when the skill level is important proper adjustments are given between the rule sets.
Both MT and TNE uses the same number of difficulty levels. However, they are dealt with a little differently as MT uses 2D6 and TNE uses a D20. In general this won't have much effect as the difficulty levels has almost the same chance of success with an average character from either rules.
| Task Difficulty Levels | ||||
| TNE | MegaTraveller | TNE lvl | MT lvl | Benefit DM |
| Easy | Simple | 2 | 1 | -2 |
| Average | Routine | 3 | 2 | -1 |
| Difficult | Difficult | 5 | 3 | 0 |
| Formidable | Formidable | 6 | 4 | 1 |
| Impossible | Impossible | 8 | 5 | 2 |
The table above shows the difficulty levels for each rules edition. The numbers show the maximum skill level possible for any given difficulty level. For instance, when a TNE character reaches skill 3 (not asset) that character can't select a task with a lower difficulty than Average/Routine. However, it is possible to select a task difficulty higher than the minimum. Higher difficulties usually gives better rewards, but also worse penalties.
The reason for minimum difficulty is that skill can't increase unless the challenge is increased. Lower difficulty levels becomes too easy and routine after a while. For TNE threat any roll of 1 as success and a roll of 20 as failure regardless of final asset prior to task roll. In MT roll of 2 is automatic failure, while 12 is automatic success regardless if DMs and skill levels are not enough to reach the target number.
Tasks are rolled immediately when a skill level is receives/picked for each skill level received during the term.
The DMs are used on the respective success or failure tables, regardless of rule set used.
Most players has picked up gambling for their character either in generation or later in actual play. At first gambling are done with close buddies/service mated, but as the skill level increased the stake gets higher and the gambler changes from the locker room to the casino or seedy back rooms. Very few people are professional gamblers. The average joe (which the players often are) will usually find themselves at the wrong side of the table when the stakes increases. However, the potential reward is still sweet as ever.
Optional rule: Whenever gambling is received a term check if the character develops compulsive gambling as a disorder. For For TNE characters roll an average willpower test. MT characters rolls a Routine Determination test. If the test succeeds the character do not develop a compulsory gambling disorder. However, if the test fails, the character must roll a gambling roll each term until muster out. A compulsive gambler will also roll at one difficulty level higher than the minimum he should have rolled at. It is possible to fight the disorder, but that will have to wait until muster out. Then the character may try a formidable determination test or willpower roll each month. If the roll succeeds the disorder is cured. However, if the roll fails, the character must attend at least one session of game at least once a week to keep the fix in place.
| Gambling Table | ||||
| Die | MT success | MT Failure | TNE Success | TNE Failure |
| -1 | Soc * 10cr | Soc * 10 | Soc * 100 | Soc * 100 |
| 0 | Soc * 50cr | Soc * 75 | Soc * 200 | Soc * 250 |
| 1 | Soc * 100cr | Soc * 150 | Soc * 200 | Soc * 250 |
| 2 | Soc * 100cr | Soc * 200 | Soc * 400 | Soc * 500 |
| 3 | Soc * 250cr | Soc * 400 | Soc * 800 | Soc * 1000 |
| 4 | Soc * 500cr | Soc * 750 | Soc * 2000 | Soc * 3000 |
| 5 | Soc * 1000cr | Soc * 1500 | Soc * 5000 | Soc * 7500 |
| 6 | +1 on muster out money roll | Loose one roll on money table | Soc * 10000 | Soc * 15000 |
| 7 | 1 extra roll on money table | Roll on money table and substract it the result from the total. | Anagathics this term | - 1 ship DM |
| 8 | Starship | Starship | Starship | - 2 Ship DMs |
In severe cases a character may end up in debts when the character generation is finished. In this case you have to do two things. First the character should get 5000cr to buy equipment. Secondly who does the character owe money? If the sum is small it might be an old service friend, which may not care about the debts directly, but will bring it up whenever he can.
Larger sums of money may be a loan shark or worse, as someone in organized crime. They want their money back with a hefty interest.
When starship is lost, the character doesn't loose the ship directly, but rather someone owns shares in the starship, and they will likely not accept cash to pay down. At least if it is a fully legit ship that some sort of shady patron may put to use for their own sinister ends. Just note that as the patron owns a few shares in the ship, they might not be that interested in the daily profit or loss unless the character(s) suddenly makes a big score.
Broker is a occupational skill. Good brokers are worth their weight in gold and they will get bonuses if they manage a good deal. However, if they fail miserably, their job is at stake.
Each time the broker skill is received roll a task at the proper difficulty level. A higher difficulty level is possible, but not lower (see table above).
If the task succeed roll 1D6 pr skill level and multiply with the following numbers. Simple/Easy - 10cr; Routine/Average - 50cr; Difficult - 100cr; Formidable - 500cr; Impossible - 1000cr. If the task was an outstanding success multiply the result with 1.5. MT characters get 50% extra.
There is no effect if the task fails, but if the task fails catastrophically the character is fired from his position and is forced to muster out.
Bribing are usually illegal most places. But in a few places a bribe may have to be payed just to get the simplest thing done. For instance fueled at a starport.
"I know that you has paid for the fuel, but we are on a break and the union would throw a fit if they hear that we break the tariff regulations. However, if you could spare a few creds maybe the union officer will look the other way."
The gains from Bribing are often not directly money, but may be favours, items or position. The penalties are often fines and sometimes a short stint in the jail or worse impounding of a starship.
| Bribing Table | ||
| Die | Rewards | Fines/punishment |
| -1 | 500cr | 1000cr |
| 0 | 1000cr | 3000cr |
| 1 | Contact | 6000cr |
| 2 | Favour | 2000cr and 2 weeks jail |
| 3 | High passage | 5000cr and 1 month jail |
| 4 | Starship (DM) | 10000cr and 3 month jail |
| 5 | Rare Item | -1 Starship DM/Roll |
| 6 | Unique Item | -3 Starship DM/Roll |
| 7 | Restricted Weapon | Loose Starship |
| 8 | Ancient Artifact | 1D6 years jail |
Contact: The character get a contact in an important position somewhere.
Favour: Someone owes the character a favour. The individual or organization will comply unless they/it aren't put into too much danger.
Starship(DM): The character earns one starship roll (MT) or a starship DM (TNE).
Rare Item: The character receives an rare item. Maybe a strange piece of art or some other thing. The item shouldn't be anything obviously useful, but it may hold a secret or have some sort of unusual use.
Unique Item: This si one of a kind item. It could be a expert code breaking gadget for electronic locks or a gambling computer buildt into a piece of sunglasses. The item scans the gambling table and gives the wearer cues about odds to win and how to play to improve the winning chances.
Restricted weapon: What about a fusion gun?
Ancient Artifact: anything goes, but it should be possible to carry it in a small bag at least.
-n Starship: The character looses earned starship DMs (TNE) or starship rolls on the muster out tables (MT) If the career doesn't give Starships or Starship rolls roll again with -1 on the table and triple the effect.
Loose starship: In MT the character looses all rolls that results as Starship on the muster out table. In TNE the character looses all current starship DMs. If the career doesn't give a starship(DM) re-roll with a -2 and multiply he effect with 6.
Jail: The character are sent to jail for a number of years. After jail is served the character musters out.
Last Updated (Monday, 14 June 2010 13:50)
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