CharGen question...Homeworlds

duckgoop

Mongoose
I just picked up Book 0 (getting my feet wet) and had a quick question about picking BG skills for homeworlds. I don't have any listings of homeworlds in the Traveller universe to go off of. So, is there a limit to how many homeworld traits I can choose? Thanks!
 
The number of background skills you get in total is EDU based. You start with the Homeworld skills and move to the Education skills.

If you don't have a list of pre-established homeworlds, pick two types and take those skills. There are some obvious homeworld types that are mutually exclusive, but otherwise don't worry about it until you get the full book.
 
The full Traveller core(or main) rulebook http://www.mongoosepublishing.com/home/detail.php?qsID=1546&qsSeries=51 also does not list worlds. You can get Mongoose - Spinward Marches for information on systems in the spinward marches http://www.mongoosepublishing.com/home/detail.php?qsID=1570&qsSeries=51 , use data from websites like http://www.travellermap.com/ and http://www.utzig.com/cgi-bin/iai/map_top.pl , generate your own or use a random generator such as this http://zack.rit.edu/Travller-Staging/bin-debug/Travller.html .
 
Is the world generation (the table of trade codes would be enough) included in book 0?
This shows the main limits of background skills.
 
It also may be acceptable (up to GM) to be vague and just say your character is from a high tech desert world or a high population world or whatever and take the corresponding homeworld skills without announcing a specific system. Any additional background skills come from education (total background skills of 3 + EDU DM).
 
On a related note:

I also let my players choose to take Vacc Suit/0 if the homeworld has an atmosphere requiring it.
 
One could also add a twist - the character does not know, remember and/or has suppressed their early history - yet they have certain skills based on this past.

Perhaps a mystery to be woven into the fabric of their Traveller adventures...
 
Hmmm... A Traveller campaign based on a Bourne Identity type of theme - with characters pre-generated by the Referee with extensive skills and assets they get to discover along the way.

Great excuse for the Referee to throw things at them from nowhere (leading back to their connected pasts) - with little explanation or backstory. It could turn out that the characters are mortal enemies (maybe nobility, maybe disquised alien species) who the Referee manipulates into fighting against their own peoples and their own inheritance!
 
BP said:
Hmmm... A Traveller campaign based on a Bourne Identity type of theme - with characters pre-generated by the Referee with extensive skills and assets they get to discover along the way.

Great excuse for the Referee to throw things at them from nowhere (leading back to their connected pasts) - with little explanation or backstory. It could turn out that the characters are mortal enemies (maybe nobility, maybe disquised alien species) who the Referee manipulates into fighting against their own peoples and their own inheritance!

You *were* aware of the Events and Mishaps that leave a character with missing time, right?

MGT, Scouts, Mishap #5, and probably others...
 
Wow! Thanks, this is really appreciated! I understand the 3+EDU DM mechanic...I just didn't have a homeworld mechanic to go off of.

@GypsyComet: I was thinking two types as well (seemed reasonable).

@Walkir: Book 0 does have a list but not a list of the abbreviations e.g. As, Ba, etc. Are those in the Core Rulebook?
 
duckgoop said:
@Walkir: Book 0 does have a list but not a list of the abbreviations e.g. As, Ba, etc. Are those in the Core Rulebook?

Yes, it is.

Ag = Agricultural
As = Asteroid
Ba = Barren
De = Desert
Fl = Fluid oceans
Ga = Garden
Hi = High Population
Ht = High tech
IC = Ice Capped
In = Industrial
Lo = Low population
Lt = low tech
Na = non-agricultural
NI = non-industrial
Po = Poor
Ri = Rich
Va = Vacuum
Wa = Water world
 
walkir said:
duckgoop said:
@Walkir: Book 0 does have a list but not a list of the abbreviations e.g. As, Ba, etc. Are those in the Core Rulebook?

Yes, it is.

Ag = Agricultural
As = Asteroid
Ba = Barren
De = Desert
Fl = Fluid oceans
Ga = Garden
Hi = High Population
Ht = High tech
IC = Ice Capped
In = Industrial
Lo = Low population
Lt = low tech
Na = non-agricultural
NI = non-industrial
Po = Poor
Ri = Rich
Va = Vacuum
Wa = Water world[/quote

This list is also in the main book on page 181. I just like random home world characteristic generation...so I roll two d6. The first die determines which of the three groups of 6 to selct the result of he second die determines which one from that group.
For example roll 2d6=1 & 4. 1-2 equal the first six world types and 4 then results in Desert World.
Second Roll of 2d6=5 & 3. 5-6 equal the last six world types and the 3 gives you Poor World.
So 2 roll of 2d6 and my character now has the baggage of growing up with Moisture Farmers, Desert Raiders or whatever else helps you breath life into chargen.
 
Here is an almost complete world classication list

TRADE CLASSIFICATION LIST
Code Trade Classification
Ab Data Repository
Ag Agricultural
An Ancient Site
As Asteroid
Ba Barren
Co Cold (outside of star's habitable zone)
Cp Subsector Capital
Cs Sector Capital
Cx Capital
Cy Colony
Da Danger (Amber Zone)
De Desert
Di Dieback (000-T)
Fa Farming
Fl Fluid
Fo Forbidden (Red Zone)
Fr Frozen
Ga Garden World
He Hellworld
Hi High Population
Ho Hot (inside of star's habitable zone)
Ic Ice-Capped
In Industrial
Js Jumpshadow (mainworld is inside star's 100D)
Lo Low Population
Mi Mining
Na Non-agricultural
Ni Non-industrial
Oc Ocean World
Pa Pre-Agricultural
Pe Penal Colony
Ph Pre-High
Pi Pre-Industrial
Po Poor
Pr Pre-Rich
Pz Puzzle (Amber Zone)
Re Reserve
Ri Rich
Sa Satellite
Tr Tropic
Tu Tundra
Tz Twilight Zone
Va Vacuum
Wa Water World


Dave Chase
 
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