Starting cash

CyborgPrime

Cosmic Mongoose
Greetings!

I have always played that when making a new character, when you muster out for that Career, you get up to 3 rolls on that career's cash table.

However, a review of the Mongoose 1st ed Traveller rules pg 9 under Mustering-out Benefits it says: "You may only roll on the cash tables a maximum of three times, regardless of how many careers or benefit rolls you have."

Does that mean a maximum of 3x per character or 3x per career? I always thought it was per career, but the rules say 'no matter how many careers'. What's that supposed to mean? Why mention careers at all?
 
I don't recall earlier versions but my reading of the current rule is 3 cash rolls per character, regardless of the number of careers.

Some people roll all mustering out bennies at the end of chargen, I prefer the rolls be made at the time of mustering out from that career. (Waiting till the end allows a player to choose the best options, which isn't in the spirit of things to me).
 
CyborgPrime said:
"You may only roll on the cash tables a maximum of three times, regardless of how many careers or benefit rolls you have."

Three times per character. So if the player has multiple careers, you have to keep count of how many cash benefits she/he has taken each time she/he musters out to ensure that the number of allowed cash benefits is not exceeded.
 
Most players realize that the BEST goodies come in the Benefits table, not the Cash table.

Just the same - it seems like you'd have some savings left over at the end of each career, not sure why the limitation on money.

I guess they just planned for players to be able to get some starting gear.

I usually just give them the regular things they should have to start. If they are a technician, they have a toolbox, if they are a physician, they have a medical kit, etc.

Hooray for House Rules!

I just noted the 3x per character cash roll mentioned again on pg 33. Don't know how we missed that - even online Traveller character generators missed that as well.
 
Your brother in law managed to convince you in investing in his start up.

Twenty years later, it's time to cash out, or if your're lucky, in five years they make an IPO.
 
CyborgPrime said:
. . .
I usually just give them the regular things they should have to start. If they are a technician, they have a toolbox, if they are a physician, they have a medical kit, etc.

Hooray for House Rules!
. . .
I agree with this house rule. Of course for some careers one has to think about what is appropriate -- and balanced, if your players care about balance.

For a gunner, I'm not going to award a starship laser, unless it's a trade-in for some other high value benefit. Instead, they get a set of gunnery maintenance tools, maybe some spare parts, maybe a hand truck for hauling around missiles, sand canisters, and tools.

What would an academic receive? Maybe a computer more advanced than the standard smartphone, with a Library Data subscription with extras for their specialist field.
 
For academics I'd give them some tools for their specialty. If they are a researcher then maybe some basic lab equipment, or maybe access to an expert system AI for their area of interest. Maybe some hand scanners, and such?

One thing I learned when playing Shadowrun, is that money doesnt really matter- its the play experience of giving players what their characters are seeking as rewards.
 
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