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Merging Spacemaster with the Traveller universe

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Hansuke:
I have played around with this on and off lately. This is my latest working paper. I haven't had time to run through generating characters with this method yet, because I have been trying to put it down on paper while I still had some ideas. I haven't made it to the retirement benefits or aging yet.

Hansuke:
Apparently there was some trouble with my attachment on the previous post. Here is the gist of it:

Character Generation
In order, roll the character's 10 temporary stats using 1D100.
    • Primary
        ◦ Strength (St)
        ◦ Quickness (Qu)
        ◦ Presence (Pr)
        ◦ Intuition (In)
        ◦ Empathy (Em)
    • Development
        ◦ Constitution (Co)
        ◦ Agility (Ag)
        ◦ Self Discipline (SD)
        ◦ Memory (Me)
        ◦ Reasoning(Re)
Total Hit Points
Constitution (Co) / 10 is your character’s base hit points total (BHPT) rounded. Each rank of Body Development adds 1D8 hits to this BHPT. 

Your character’s total hit points is equal to the BHPT + (BHPT x Constitution Bonus/100).

Careers
    • Human characters start at age 18. Pick a career and roll for Enlistment (a four year stint of duty). Characters start at experience level 0. Each completed stint of duty, after the first stint of duty, raises your character’s experience level by 1. After your character’s first stint of duty, your character is at experience level 2.
        ◦ If your character could not enlist, roll for the draft
    • Roll for Survival
    • Roll for Commission
        ◦ Roll for Promotion if your character is commissioned (even in this stint of duty)
    • Roll for Reenlistment (Maximum of seven stints of duty allowed)
    • Before moving to the next stint of duty, roll for your skill levels earned
        ◦ For your character’s first stint of duty
            ▪ Roll for 12 skills which you get at 2 levels each
                • If you roll a +8 stat increase, then add another +8 to that stat
        ◦ For each additional stint of duty, roll for 12 skills at 1 level each
                • If you roll a +8 stat increase, then the above line does not apply
        ◦ If your character receives a commission in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
                • If you roll a +8 stat increase, then add another +8 to that stat
        ◦ If your character receives a promotion in the current stint of duty, then your character gets to add 1 level to each skill learned during that stint of duty
                • If you roll a +8 stat increase, then add another +8 to that stat
    • At the end of your character’s final stint of duty, roll for retirement benefits

STINT OF DUTY TABLE

Use 1D100NavyMarinesArmyScoutsMerchantsOtherEnlistment58+72+17+42+42+3+DM of +8 ifRe 58+Re 58+Qu 28+Re 28+St 42+—DM of +16 ifMe 72+St 58+Co 17+St 58+Re 28+—Draft1-1617-3233-4849-6465-8081-100Survival17+28+17+42+17+17+DM of +8 ifRe 42+Co 58+Me 28+Co 72+Re 42+Re 72+Commission83+72+17+—8+—DM of +8 ifPr 72+Me 42+Co 42+—Re 28+—Promotion58+72+28+—83+—DM of +8 ifMe 58+Pr 58+Me 42+—Re 72+—Reenlist28+28+42+3+8+17+
SKILLS TABLE

1D100NavyMarinesArmyScoutsMerchantOther1-4+8 Qu+8 Qu+8 Qu+8 Qu+8 Qu-8 Pr5-8+8 Me+8 Co+8 Me+8 Me+8 Co+8 Qu9-12+8 Co+8 St+8 Co+8 Co+8 St+8 Co13-16+8 ReAdministration (In/Em)+8 St+8 Re+8 St+8 St17-20+8 PrChart 1Administration (In/Em)+8 StAdministration (In/Em)Chart 121-24+8 StChart 1Atmospheric Pilot (Ag/Qu)Computer Technics (Ag/Em/Re)Chart 1Chart 125-28Administration (In/Em)Chart 1Chart 1Electronics Technics (Ag/Em/Re)Bribery (Pr/Re) SMC1Brawling (Re/In) RMC229-32Chart 1Chart 1Chart 1Electronics Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Brawling (Re/In) RMC233-36Computer Technics (Ag/Em/Re)Brawling (Re/In) RMC2Brawling (Re/In) RMC2Power Systems Theory (In/Re)Electronics Technics (Ag/Em/Re)Brawling (Re/In) RMC237-40Electronics Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Computer Technics (Ag/Em/Re)Chart 3Electronics Technics (Ag/Em/Re)Bribery (Pr/Re) SMC141-44Power Systems Theory (In/Re)Electronics Technics (Ag/Em/Re)Electronics Technics (Ag/Em/Re)Chart 4Power Systems Theory (In/Re)Computer Technics (Ag/Em/Re)45-48Power Systems Theory (In/Re)Gambling (Me/Pr)Chart 2Chart 5Chart 3Electronics Technics (Ag/Em/Re)49-52Chart 2Chart 3Gambling (Me/Pr)Chart 5Chart 4Electronics Technics (Ag/Em/Re)53-56Chart 3Chart 3Chart 3Chart 5Chart 5Forgery (Ag/Re)57-60Chart 4Chart 3Chart 3Mechanical Technics (Ag/Em/Re)Mechanical Technics (Ag/Em/Re)Forgery (Ag/Re)61-64Chart 4Leadership (Pr) SMC1Chart 3Mechanical Technics (Ag/Em/Re)Chart 6Gambling (Me/Pr)65-68Chart 5Mechanical Technics (Ag/Em/Re)Leadership (Pr) SMC1Chart 6Chart 6Gambling (Me/Pr)69-72Mechanical Technics (Ag/Em/Re)Chart 6Mechanical Technics (Ag/Em/Re)Chart 6Chart 7Chart 373-76Chart 6Tactics (Re/In) SMC1Chart 6Chart 7Chart 7Chart 577-80Chart 7Tactics (Re/In) SMC1Tactics (Re/In) SMC1Chart 7Chart 8Mechanical Technics (Ag/Em/Re)81-84Chart 8Tactics (Re/In) SMC1Tactics (Re/In) SMC1Chart 8Chart 9Chart 685-88Orbital Pilot (Ag)Chart 10Tactics (Re/In) SMC1Chart 10Streetwise (Pr/In) RMC2Streetwise (Pr/In) RMC289-92Chart 10Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Chart 10Streetwise (Pr/In) RMC293-96Chart 10Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)Driving (Ag/Qu)97-100Body DevelopmentBody DevelopmentBody DevelopmentBody DevelopmentBody DevelopmentBody Development
When directed to a chart, pick one skill from the list on that row.

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pantsorama:
Very nice.

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