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The Douchey DM » Misc » Tappy’s Alternate Traveller Character Creation

Tappy’s Alternate Traveller Character Creation

Step 1: Roll for Attribute Spread
The attribute spread is a way of randomly generating attributes but also reflect some of the strengths and weaknesses that you have already conceived of in the type of character you want to play. Roll 2d6 and consult the table below. Assign each of the numbers from your attribute spread to an attribute of your choice.

Roll Attribute Spread
2 9, 8, 8, 8, 7, 6
3 9, 9, 8, 8, 7, 5
4 10, 9, 8, 8, 6, 5
5 10, 10, 8, 7, 6, 5
6 11, 10, 8, 6, 6, 5
7 12, 11, 7, 6, 5, 5
8 11, 10, 9, 6, 5, 5
9 10, 10, 9, 7, 5, 5
10 10, 10, 7, 7, 7, 5
11 10, 9, 8, 7, 7, 5
12 10, 8, 8, 7, 7, 6

Step 2: Homeworld and Background Skills
As normal on page 6 of the main book.

For steps 3-6 I would use only use careers from the main book, as the supplement books are not very general and have some very specific rules to them. Feel free to use any career from any book in step 7

Note: some event, like life events, need to be liberally interpreted when they happen in your early life. Maybe a “deepening of a relationship” is that you were placed in an arranged marraige when you were born, or a “end of a relationship” is your parents splitting up, or being abandoned to life with your aunt and uncle. keep an open mind about the flavor text of certain events and you will be shocked at how well this works.

Step 3 Birth
The Birth Step focuses on the situation you were born into. The events that take place here are not about you, they are about your parents, though any attribute gains, skills, injuries etc. are also visited upon you, as the events of your parents have an effect on your life. Choose a a career and roll to qualify. If you fail, you may become a wanderer as normal or choose the draft. this does not count against the one draft limit for your character, as it is your parent(s) being drafted and not yourself.

If you qualify, roll for Personal development or skills as normal.

Roll for survival as normal, if you fail the survival roll roll on the mishap table as normal.

Remember that this mishap happens to your parents, not yourself, though you do suffer the repercussions of it.

If you are successful on your survival roll, you may roll on the events table for the career. You also gain one benefit roll for this career. Remember that this event happens to your parents and not yourself, but you do suffer any consequences or reap any rewards from it.

Roll for Advancement, if you succeed, you may make another roll on the personal development or skill tables of this career, but you do not gain in any actual rank in this career.

Commission – if your parent(s) are in a military career and you successfully roll for a commission, this benefit is passed on to you. If you enter the same military career during real life, you automatically are considered to be an officer when you enter the career.

Step 4 Early Life
This step shows the situation in which you spent your earliest years, ages 1-10. Any career may be chosen, though it should be noted that you are not actually an agent, or a marine at the age of 8. Instead the marine career might represent growing up as a merc brat, learning the ins and outs of automatic weapons as your learn your times tables, or that you were in a secret academy for potential agents. This step is about you and all events as well as the career itself should be represented in your backstory.

It also should be noted that it is possible to roll an event that might be weird happening to a child (many life events come to mind). If this should occur, feel free to push that event forward in the backstory, so that a new relationship might happen in your first career, or while in secondary school.

If this career is the same as the one you used for step 3, and your parents did not suffer a mishap, or were not otherwise kicked out of the career, you do not need to qualify. Otherwise, roll to qualify as normal for the career. if you have a different career for this step than from step 3 you do not suffer the -1 to qualify, but you may not attempt to re-enter a career they were kicked out of.

If you qualify, roll for Personal development or skills as normal.

Roll for survival as normal, if you fail the survival roll roll on the mishap table as normal.

If you are successful on your survival roll, you may roll on the events table for the career. You also gain one benefit roll for this career.

Roll for Advancement, if you succeed, you may make another roll on the personal development or skill tables of this career, but you do not gain in any actual rank in this career.

Commission – you may not roll for a commission if you are in a military career at this step.

Step 5 Primary education
Primary education represents the formal (or not-quite-so-formal) education given to your character at ages 10-14. Again, choose a career that best represents this education, a Wanderer career could represent the street life of an orphan, or a Citizen career could represent the vocational primary school of an industrial planted. At this step is is more lekely that life events and other rolled events will be applicable to your character, but you may choose to push events that happen here back to secondary education or real life.

If this career is the same as the one you used for step 4, and you did not suffer a mishap, or were not otherwise kicked out of the career, you do not need to qualify. Otherwise, roll to qualify as normal for the career. Do not suffer the -1 to qualify for previous careers, and you may attempt to re-enter the career you chose in step 3 (but not if you were thrown out of that career).

If you qualify, roll for Personal development or skills as normal.

Roll for survival as normal, if you fail the survival roll roll on the mishap table as normal.

If you are successful on your survival roll, you may roll on the events table for the career. You also gain one benefit roll for this career.

Roll for Advancement, if you succeed, you may make another roll on the personal development or skill tables of this career, but you do not gain in any actual rank in this career.

Commission – you may not roll for a commission if you are in a military career at this step.

Step 6
Secondary Education
Step six covers skills and events from ages 14-18. at this step all events should be applicable and must be applied to this step, but some unusual events may be adjudicated by the referee to occur in Real Life. Choose a career that best shows the character’s education at this stage in life. A pirate career might represent actual piracy, or maybe just a wandering scoundrel life with a group of like minded individuals, taking what you please and doing what you want, like a wanderer, but with more sharp pointy things and attitude. Or a Scholar career might represent a prestigious prep academy.

If this career is the same as the one you used for step 5, and you did not suffer a mishap, or were not otherwise kicked out of the career, you do not need to qualify. Otherwise, roll to qualify as normal for the career. Do not suffer the -1 to qualify for previous careers, and you may attempt to re-enter the career you chose in step 3 or 4 (but not if you were thrown out of either career).

If you qualify, roll for Personal development or skills as normal.

Roll for survival as normal, if you fail the survival roll roll on the mishap table as normal.

If you are successful on your survival roll, you may roll on the events table for the career. You also gain one benefit roll for this career.

Roll for Advancement, if you succeed, you may make another roll on the personal development or skill tables of this career, but you do not gain in any actual rank in this career.

Commission – you may roll for a commission if you are in a military career at this step, but you will not actually be an officer unless you take the same career in Real Life, at which time you are automatically considered to be an officer upon entering the career.

When you finish this career, make any benefit rolls you have gained from steps 3 though 6, marking down what you have gained from them.

Step 7 Real Life
At this step begin taking careers exactly like on page 8 of the main rule book. none of the previous steps count as a career for qualification rolls, or anything else, even if you were kicked out of a career during one of the earlier steps. (So if you were a mercenary brat [marine career] and suffered a mishap and were thrown out of that career, in real life you may attempt to enter the marine career as if that never happened)

The first career of real life follows the rules for basic training as described on page 8 of the main rulebook. note that basic training skills are level 0 skills and so will not give you any benefit if you already have a skill at level 0 or above.

if you choose to take a second or more careers after the first one in real life, you must immediately begin making aging rolls, receiving a negative modifier for each career you have taken in real life. (2d6-2 for the second term, 2d6-3 for the third term, etc.).

OPTIONAL RULE: many people might not like this rule, but I think it is a great roleplaying/backstory assistant. If you ever roll a mishap in real life, your character is done, and the mishap represents why you are travelling. If you voluntarily end character creation, you MUST roll on the mishap table to find part of the reason why you are travelling. If you roll injury, don’t worry, there are rules on page 37 for medical care that lets you trade cash (or go into debt) to ignore those attribute penalties. Anyway, if you end up going into debt, well that’s a great reason to travel isn’t it?

Example

Character concept: I think I want to make a scavenger/mechanic type… maybe like an edgy Kaylee type character

Step 1

Attribute Spread Roll: 8 – 11, 10, 9, 6, 5, 5

Attributes
Str: 5
Dex: 10
End: 9
Int: 11
Edu: 6
Soc: 5
Skills

Oi, that spread was a little too specific, having to take a -1 in both str and soc was not my plan, but I have 4 sets of quasi-careers to make it up.

Step 2
Homeworld – rather than being born to the travelling world, I think this character was born landlocked in a high density working class city, and always dreamed of getting away from it all. I’m going to choose Industrial and High-Density for my homeworld attributes, giving me Trade: 0 and Streetwise: 0

Step 3
Birth – thinking about this character as an edgy Kaylee, I think that character will be female from a very poor family. Her Father was an industrial worker, but her mother was a highly sought-after Performer, who married her father because he was an honest man, unlike the high society folk who pursued her. With this in mind I’m going to use Performer as my Birth Career, as my mother would have had more impact of my life, with my father working long hours at the factory to support us.

Career – Entertainer
Qualification – Int 5+: Roll – 7 Success!

For my first roll, I think I’m going to roll for personal development, as any of the possibilities would be good.

Personal Development – Roll – 3 Soc +1

Survival – Int 5+: Roll – 11 Success!

Event: 7 Life events – Ending of relationship
Well it looks like my parents split up. I think I’m gonna have it be that my father may have been an honest man, but life in the poor house was a little too hard on my mother, who bailed for a high roller when life got too real for her.

Advancement – Dex – 7+: Roll – 11 Success!
I think I’m gonna roll on the Specialist skill table for Performer, since I’m not going to be continuing in this career (since ma bailed, who else would I learn performing from?) and a wacky skill might come in handy.

Specialist skill – Performer Roll: 3 Carouse
ok, not that wacky, but useful none the less

Step 4 Early Life –
Well, shit, life with dad sucks. but he’s a worker in an industrial city, so I’m gonna say that he was always bringing shit home to work on and tinker with. Education wasn’t mandatory on the industrial world (education encourages people to go get better jobs) but her father was determined that his daughter would not be a mindless level puller and did his best to impart knowledge upon her.

Worker – Qualification edu 5+ – Roll 12!

I think I’m gonna roll on the worker specialist table, as it is filled with stuff I want for this character.

Specialist: Worker – Roll 4 Engineer (Any)
Survival: End 4+ Roll – 7 Success!
Event: 9 – You are rewarded for your diligence or cunning. Gain a +2 DM to your next Advancement check.
Well, I guess it turns out that she’s a fair hand at a spanner, just like her old dad.

Advancement Edu 8+ Roll 11
Specialist: Worker Roll – 3 Trade (any)

Step 5 – primary education
Well, nothing horrible happened to the character last step, but for some reason I get the feeling that her father would not want her to stay in that career, for fear of her being a mindless drone like himself. So I’m gonna say that he apprenticed her off to a scavenger friend of his that he buys components from when her is on planet.

Drifter: scavenger
Qualify – Auto!

I’m gonna roll on the personal development chart on this one, as it is pretty good, and I’m hoping to stay in this career for a while

Personal Development – Roll – 2 +1 end
Survival: Dex 7+ Roll 6! FAIL!
Mishap: Severely injured! Injury rolls, 6 and 6 (whew, no damage!)

Uh-oh! something bad happened when she left her homeworld! I’m gonna say that she unwittingly almost blew up the ship and killed several members of the crew (yet somehow did not suffer any permanent injuries). I’m gonna say that she was abandoned on the nearest starport, with a curse and a cuff on the head, where she became a….

Step 6 Scoundrel – Pirate!
That’s right, she stowed away on the first ship she could find, which turned out to be full of pirates!

Qualification dex 6+ roll 5 – FAIL!

But, they marooned her on the first planet they came to, making her a drifter. I’m gonna roll for service skills this time, as they are a good representation of what you might learn while marooned

Service skills – roll – 6 Survival
Survival end 7+ roll 8 success!
Event: 6 You encounter something unusual. Go to the Life Events table (page 34) and have an Unusual Event. Roll – 6 Ancient technology. You have something older than the Imperium, or even something older than humanity.

Woah – that’s a big deal… maybe I’m gonna go for tomb robber next

Advancement: int 7+ roll 9 Success!

Service skills: Roll – 1 Athletics (Any)

Mustering out background
Entertainer 1 Roll – 6 2 ship shares
Citizen: 1 Roll 4 +1 Edu
Wanderer: 1 roll 6 1 ship share

step 7 Real life
Scavenger – Tomb Robber (from Book 6 – Scoundrel)
Qualify – auto
Basic Training:
Streetwise: 0
Athletics (any): 0
Vaccsuit: 0
Melee (any): 0
Recon: 0
Mechanic: 0

Survival: Dex 7+ Roll 5 FAIL
Mishap – 7 You run into a dangerous criminal syndicate. Gain an Enemy.
..And I think I’m gonna end it there, as I think I’m all set for Travelling (or would be forced to with the optional rule). A girl with an ancient artifact running from a powerful crime syndicate sounds like more than enough meat to start a campaign, I got a boatload of useful skills, 2 increases I can get from guest starring and a choice from whatever skill package the GM decides, and a few ship shares to throw into the pot with the other characters. that a long way from what I started with, which was “I think I’ll make a mechanic”

Final Stats/skills

Attributes
Str: 5
Dex: 10
End: 10
Int: 11
Edu: 7
Soc: 6

Skills
Trade: 1
Streetwise: 0
Carouse: 0
Engineer (any): 0
Survival: 0
Athletics (any): 0
Vaccsuit: 0
Melee (bludgeon): 0
Recon: 0
Mechanic: 0

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4 Responses to "Tappy’s Alternate Traveller Character Creation"

  1. tentagilNo Gravatar says:

    A friend is getting set to run us in a Traveller oneshot and then a campaign once we’ve gotten a taste of the system. Bought the book and have been messing around trying to figure out character creation and this really helps alot in clarifying some things.

  2. cetikenNo Gravatar says:

    How come your example has so many skills at 0? Skills and Training on page 8 says to gain the skill at 1 if you roll it and don’t already have it.

    1. TappyNo Gravatar says:

      I forget to edit this from a previous rule set where skills taken before real life are received at level 0 rather than level 1 to reflect the idea of basic/early training, but I scrapped it as it felt too penalizing. Most of the skills of the character are level 0 becuase of basic training, however (they are specifically gained at 0). good eye though, I will edit it to reflect!

  3. DanNo Gravatar says:

    Damn, I am glad I found this. I am just now listening to the HJ podcast backlog, and Tappy in particular was a huge influence on getting me to purchase the Traveller core book. I’m anxious to try building a few test characters with these house rules, and I’m glad there was an example thrown in as well.

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