Character Creation Question

I've rolled up a few very old anagathics users (40+ terms each), and it's an interesting process.

A key point is that, when a character is using anagathics, their characteristics will (almost) only ever increase.

(The almost is because some events impose a characteristic reduction. Injuries do not: a character can cancel the effect of injury through medical debt.)

So, if you just keep on keeping on, you will eventually get a character with most characteristics in the 12-15 range, whether through personal development rolls, mustering out benefits or promotion benefits.

At this stage, the character will be relatively untroubled by the double survival roll imposed by anagathic use, being able to choose careers where they will only have to roll 2+ or 3+ to survive.

The real crux comes when the character reaches Soc 10+. They can then enter the nobility. It is vitally important that they reserve all their cash benefit rolls until this point.

Rolling for cash after a noble career, even just using the core rulebook, it is not hard to amass enough wealth to pay off many, many terms' worth of medical debt. After all, by this time the character has probably picked up Gambler skill somewhere along the line, and will have the characteristic bonuses that make rank 5+ quite achievable.

If you use the Dilletante book (which I highly recommend) then the character is likely to be even wealthier, and will find even eye-watering levels of medical debt a minor administrative matter.

The resulting characters are superheroes - or supervillains. Outstandingly tough and smart, crack shots with an array of weapons, experts in a vast range of skills - and if they haven't picked up Jack-o-T-3 by this time, making them all-round improvisational geniuses, then they just haven't been trying.

Player characters like this fundamentally alter the flavour of Traveller. These are not real people in an unreal universe, these are hypercompetent superhumans: James Bond, Captain Kirk, Lara Croft - even Doctor Who, depending on what psion careers you allow.

There's nothing wrong with such a game - it could be a lot of fun. But it is very different from mainstream Traveller, and it's worth being aware of that.

If you don't want a game like that, the fix is simple. Just use the optional term limit rule and all will be well. Your PCs can still use anagathics, but only to become pretty fortysomethings, not superpowered bicentennarians.

But there's a more interesting implication. If the character generation rules reflect the Traveller universe, and if the term limit is simply an arbitrary cutoff for game purposes rather than a reflection of some deeper aspect of that universe, then this kind of anagathic use must be possible.

So there should be a cohort of wealthy, youthful people who have lived for hundreds of years, amassing knowledge, expertise and physical perfection. Who are these people? What is their place in society? And what trouble are they going to get your player characters into?
 
CosmicGamer said:
I made ALL rolls on the personal development table so that the character would get larger DMs on rolls. Some characteristics, mostly Int, got a boost when mustering out of prior careers.
So what did his final skills look like?
 
I fully agree that anargathics -> hypercompetent and healthy senior citizens. Niven's Louis Wu would be your poster boy there.

However, that does not mean no limit on their use or lack of complications. Obviously, over time the numbers will be culled by accidents, assassination, suicide, disease etc. The date at which anargathics were developed will also provide a limit (when DID the 3I hit TL15, anyway???). From memory, TNE provided a table which threw up things like cancers and bizarre body growths for long term users.

Term limits (and for that matter the retirement roll) are clearly a game limitation. A character with good physical stats that does not use anargathics can still follow a couple of careers and post 10+ terms with a little luck; they'll just be more withered at the end. But many regular people will do 30-40 years in the same career. Most doctors and other professionals, for a start. IMHO the player character career generation system should be taken as an adventurer factory, not as something directly representing society as a whole.
 
Hmm, these super competent characters might be useful in games with a low number of players to give the PCs access to a wide array of skills rather than the limited number conventional character generation produces.
 
Bense said:
CosmicGamer said:
I made ALL rolls on the personal development table so that the character would get larger DMs on rolls. Some characteristics, mostly Int, got a boost when mustering out of prior careers.
So what did his final skills look like?
First, you have background skills and basic training skills (listing only those that did not get improved)
Survival 0, Language 0, Medic 0, Zero-G 0, Gunner 0, Stealth 0, Broker 0

Next are skills gained solely from advancement - like a Rank 1 NCO Marine getting a gun skill.
Gun (slug rifle) 1, Mechanic 1, Vacc Suit 1, Leadership 1, Deception 1

The following skills came entirely from events
Investigate 1, Engineer (Jump) 2 (Navy event 6 for first level and Drifter event 2 for 2nd level), Engineer (power) 1

Also
Pilot (spacecraft) 3 (first level from merchant rank 4 and 2 more levels from 2 Merchant rolls of event 9)
JoaT 2 from Drifter Personal development table
Melee (unarmed) 2 (First level from Marine Rank 0, 2nd level from Marine personal development table)
Melee (Blade) 8 (From Marine and Merchant personal development table)

Starting characteristics were 477988
Final characteristics were 5DEFC9

A failed survival roll ending the second career and resulted in reducing Str by 6, Dex by 2 and End by 2. The character was already in debt so I didn't look into the 50,000cr medical treatment and took the stat reductions. I should have checked to see how much the characters "employer" would have paid.
 
rinku said:
(when DID the 3I hit TL15, anyway???). .

If I remember right the 3I hit TL 15 around year 1000 or so? T20 had some TL 15 worlds but not a lot in the Gateway domain if memory serves, and I want to say that most or all of the TL 15 worlds circa year 990 or 1000 were just entering TL 15.

There's a table in a couple books from earlier editions of the game, which ones escape me now that give a timeline of when the Imperium heat each TL.
 
Bense said:
The MegaTraveller Referee's Companion had the Imperium reaching TL 15 in the year 1000.

So it does. Had the answer to my own question in deep storage after all :)

That would give a practical limit for a 1105 campaign of 20-30 terms - in the 3I you're not going to have many true double centarians, although cyrogenic freezing is a mature technology and there probably are a bunch of people who have chosen to put themselves on ice. For the record, here's the weird effects rules paraphrased from TNE:

After 60 years of use (15 aging periods) anargathics start to turn on the body as the renewed growth they promote starts to get out of synch. This leads to cysts, tumors and discolouration of parts of the body, leading up to psychological effects.

At the end of the 15th aging period roll on the following table with a +DM for each period after 15 and a -DM of the attending physician's Medical skill (2D6):

2-4: No effect
5-6: Minor growths
7: Minor growths, +1DM
8-9: Major growths, +2DM
10: Major disfiguration, +3DM
11: Major disfiguration, +4DM
12: Minor psychological effects, +6DM
13: Moderate psych effects, +8DM
14: Major psych effects, +10DM
15: Psychopathic behaviour: +12DM

(The DMs listed with the results apply to the next period's side effect roll along with the other DMs mentioned earlier.
 
hdan said:
Isn't there a limit on skill levels based off of a character's EDU? Or is that CT?
Classic Traveller had a maximum of INT + EDU, but I am not aware of
such a rule in Mongoose Traveller.
 
rust said:
hdan said:
Isn't there a limit on skill levels based off of a character's EDU? Or is that CT?
Classic Traveller had a maximum of INT + EDU, but I am not aware of
such a rule in Mongoose Traveller.
Depends on ones definition of CT. I believe this came after LBB 1-3 because careers in later publications had a tendency to produce a much higher number of skills.

So far I believe additional careers that have come after the MGT Core Rulebook are close to the originals.
 
Even Classic did not have the INT+EDU limit originally. It appears to have been introduced as an optional rule around the time of The Traveller Book, and only really became official with MegaTraveller. Mongoose appear to have not adopted it (which I agree with).

The problem with it is that it ran into archetypes like the cunning but uneducated savage with good skills in combat and survival lore. Does anyone have any real issues with:

CCC922 Melee-3, Survival-3, Recon-2, Leadership-2, Animals-2, Athletics-2, Stealth-1?

Possibly a better rule would be to class skills as Academic, Physical or such and limit each category by relevant characteristics. I think it better to just let skills fall where they may lie and to limit terms if you think it a problem in your campaign.
 
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