character generating for noobs : P

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noobdelux

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now i have to find out what kinda homeworld skills i have..

my education is 5 so i have 2 baground skills.

so say i grew up on an barren world, picking streetwise 0 and trade(any?) 0

will that be right?
 
noobdelux said:
now i have to find out what kinda homeworld skills i have..

my education is 5 so i have 2 baground skills.

so say i grew up on an barren world, picking streetwise 0 and trade(any?) 0

will that be right?

I don't think so. For that combo you would need to choose high population&industrial or pre-stellar.

Though you can have planet defined as barren but key thing is that planet is defined as high population as trade and one of the 2 as technology.

Barren would give you engineering(life support) 0.

(note: I could have misunderstood whole system badly of course!)
 
"you may pick any 2 colums"
thats those going downward yes?

and i guess you have to stay on the same level (like you cant choose 1 and nr 6, if you see what i mean)
 
noobdelux said:
"you may pick any 2 colums"
thats those going downward yes?

I read that as pick 2 out of the enviroment/trade/technology with each choise in each giving appropriate skill.

Of course I could be seriously wrong about that.
 
ah :idea: i guess you could also devide that chart up in 3? from what you say this looks alot more sencible to me
 
As I read the table, there are three columns you can choose from: Environment, Trade and Technology. You pick a world element from the left and receive the corresponding skill on the right. (It really should be three different tables)

For example, if I was from a Desert Low-Pop Pre-Stellar planet, I would get Survival 0, Survival 0, and Trade (any) 0 -or- Drive (wheeled) 0.

It doesn't say, but I'd assume the two Survival 0 skills would become a Survival 1.
 
ok 3 makes right, it realy should be 3 different tables.

next question:

career.
im suposed to roll to see if i can get into that career, lets say i want in the marines
endurance of 12 so thats +2

then im suposed to to choose an assignment (suport. medic) (im a medic kinda guy)...

so from what i can see from the table i roll first on personal development then service skills (that i get as my first career?)
 
MrTambo said:
As I read the table, there are three columns you can choose from: Environment, Trade and Technology. You pick a world element from the left and receive the corresponding skill on the right. (It really should be three different tables)

For example, if I was from a Desert Low-Pop Pre-Stellar planet, I would get Survival 0, Survival 0, and Trade (any) 0 -or- Drive (wheeled) 0.

It doesn't say, but I'd assume the two Survival 0 skills would become a Survival 1.

It's specified a couple of pages on that it'd just be Survival 0. You're better off finding three compatible world types that give three disparate skills.
 
OK, I think I have it.

You get background skills equal to 3+/- Edu DM. This gives a range of 1 to 5.

If you have 2 skills choose from two columns (Traveller planets may have multiple trade codes Rich HiPop Industrial for example). 3 skills means one from each of Environment; Trade and Technology. The remaining two skills are chosen from the high education selection on the next page. 8) 8)
 
I still think that skill allocation is miserly. A little extra from the basic training like one or two skills at skill-1 as well as the skill-0 allocations and some adjustment of the events, mishap and life events to allow for skill gains.

Perhaps even including a third mustering out benefits table of skills.
 
noobdelux said:
so for choosing careers.. what do i roll against?

What do you mean with this? What do you need to roll to qualify? You have the qualification/enlistment which states target number and characteristic that helps you. So for navy you need to roll 2d6+intelligence+any negative modifiers that apply and get 6+ to enter.
 
tneva82 said:
noobdelux said:
so for choosing careers.. what do i roll against?

What do you mean with this? What do you need to roll to qualify? You have the qualification/enlistment which states target number and characteristic that helps you. So for navy you need to roll 2d6+intelligence+any negative modifiers that apply and get 6+ to enter.

spot on the head again m8.. just what i needed to understand how to do that : P thanks

so basicly you at the first career you have an automatic entrance right?

clarification: 2d6+intelligence (modifier right?)+any negative modifiers

skills. normaly you would roll for what you get right? but since this is my firts career i get them all? exept for those i dont have an education 8 for right?

so for marines /support i get(personal development: +1dex/str/end, gambling, melee(brawling), melee(blade)). and then (specialist, support; Comms, Mechanic, drive, medic heavy weapon, gun.) or do you choose one from theese? seems alittle too mutch if you get all those skills dont it? then you get the service skills as well??
 
noobdelux said:
skills. normaly you would roll for what you get right? but since this is my firts career i get them all? exept for those i dont have an education 8 for right?

so for marines /support i get(personal development: +1dex/str/end, gambling, melee(brawling), melee(blade)). and then (specialist, support; Comms, Mechanic, drive, medic heavy weapon, gun.) or do you choose one from theese? seems alittle too mutch if you get all those skills dont it? then you get the service skills as well??

For your very first career, you get all Service skills at 0. You then get one roll on a table of your choice, for which you qualify.

If you enter an entirely new career later, you get one Service skill at 0, and a roll.
 
noobdelux said:
mind explaining the rest of those tables?

What precicely you are wondering about? Lots of tables to explain ;-) Atleast I would find it easier to answer to specific questions rather than try to explain whole process(knowing me it would be even less comprehensiple!).
 
Noob:

Lets use the Navy Career (because it is first in the document).

You roll up your character: 777777 (Call him Norm) [All Stat DMs are 0]

Norm gets 3 Background Skills (3+ his EDU DM of 0)
You select his homeworld as a High Population, Poor, Average Stellar world, so your background skills are:
Streetwise-0, Animal(Training)-0, Computer-0 [You could have picked Flyer(Grav)-0 instead of Computer if you wanted]

Norm tries to join the Navy:
Enlistment is INT 6+
Norm has no Intelligence bonus, so it is a straight 6+ on 2d6 [You roll an 8 and Norm is in the Navy {queue the Village People}

Term 1:
You decide that Norm will be Line/Crew, so his Basic Training Skills are:
Pilot(Starship)-0, VaccSuit-0, Zero-G-0, Gunnery(laser)-0, Mechanic-0, Gun(pistol)-0

Rolling for Survival:
Int 6+ (you roll a 9 and survive with no problem)

Rolling for Advancement:
Edu 6+ (no Edu bonus either, but you roll a 7, so Norm is an Ensign)

Rolling for Event:
You roll an 8: Diplomatic Mission and you select Steward-1

Rolling for your skills:
You get 1 skill for the term and 1 for Promotion (in addition to that Steward skill you picked up).
You can roll on any of the following tables:
Personal Development, Service Skills or Specialist Crew
Norm doesn't have the EDU to roll on the Advanced Education Table.

You decide to roll once on the Personal Development Table and once on the Specialist Table:
Personal Development: Roll a 4 (+1 Intelligence)
Specialist Table: Roll a 2 (Mechanic, so you now have Mechanic-1)

END OF TERM SUMMARY:
UPP: 777877 Rank Ensign Age: 22
Skills:
Mechanic-1, Steward-1, Pilot(Starship)-0, VaccSuit-0, Zero-G-0, Gunnery(laser)-0, Gun(pistol)-0, Streetwise-0, Animal(Training)-0, Computer-0

You decide to stay in the Navy for a second Term:

Survival: Int 6+ (you still don't get a DM, but you are close)
You roll a 4 and now must roll on the mishap table:

Mishap Table: Battle, you decide to roll against your Mechanic skill (since it is highest of those listed) You roll a 6 (+1 for skill) for a 7 and you FAIL, so the ship suffers severe damage and you are blamed. You are Court-Marshalled and Discharged from the Navy.

Since you failed your Survival check, you don't get to roll for Advancement or for an Event.

So, end of Second Term and end of this Career, so you roll on the Benefits Table.

Norm gets 1 roll for his first term, no roll for his second disasterous term and 1 roll for being Rank 1.

You decide to roll once on the Cash Table and once on the Benefits Tables:
Cash: Roll a 5 and receive 20,000 Cr
Benefits: Roll a 4 and receive a Weapon.

Since Norm has a Gun(pistol)-0, you chose an Autopistol.

Norm can now try another career (with a qualification DM of -1) or start play.

Assuming you want to start play:

Norm
UPP: 777877 Rank: Ensign Age: 26
Skills:
Mechanic-1, Steward-1, Pilot(Starship)-0, VaccSuit-0, Zero-G-0, Gunnery(laser)-0, Gun(pistol)-0, Streetwise-0, Animal(Training)-0, Computer-0

Possessions: 20,000 Cr
Autopistol

Norm could now get a job as a starship Steward, serving passengers, or possibly as a starship engineer.

Noob: Does that help?
 
Rikki Tikki Traveller said:
You decide to stay in the Navy for a second Term:

Waitaminnit!

Did I just understand correctly. You don't need to roll for qualification again for 2nd term? You can stay there automaticly?

Humm...Seems I have misgenerated characters badly ;-)
 
On Page 3 of the document, it states:

Qualification: What you need to enter the career.

On Page 4 it states:
Advancement:

If your result is a 2 or less, then you cannot continue in this career after this term.

If you roll a natural 12, then you must continue in this career.

[Emphasis by the writer]

Reading that, there is no re-enlistment roll and you only have to roll qualification when you try to enter that career.

Once in a career, you can stay as long as you like as long as you Survive and don't roll 2- on your Advancement.

NOT like original Traveller.

Did I read something wrong or miss something?
 
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