Here is an variant Trav system to generate characters. It isn't Trav but
its based in it. Hope you enjoy.
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Human Species character generation
Method A.
Roll the character out of a GDW Traveller book. Mercenaries and
High Guard are closely inspected. Scouts are ok. (For aliens Vargr can be
used depending on where the character starts.) Give it to the GM for
manual converison to League Comos.
Method B.
Design and Random mix. First is basic character generation:
1. The player divides 48 characteristic points among STR, DEX, END, INT, EDU,
and SOC.
2. The new character has a base of 3 skill points to divide among the skills
skills associated with previous experience. To this base more points are
added depending on the characters INT, EDU or SOC (to which the player
cannot assign more than the species maximum). If an of these
charcteristics are below 7 then there is no gain but no penalty.
Characteristic advantages for skill pts:
- ------------------------------------------------------------------------------
INT EDU SOC number points gained
- ------------------------------------------------------------------------------
7-9 7-8 7-8 1
10-12 9-11 9-10 2
13-14 12-13 11-12 3
15 14 13-14 4
<for each <for each <no further + 1
+ 1> + 1> gain>
- ------------------------------------------------------------------------------
3. Roll 4D-3 on Previous Experience Chart #1 (basic). If an 11 or 12 is
rolled on this chart then roll on Previous Experience Chart #2 (extended) or
choose the nondescript character (generic label character).
Those characters with Scout, League Security, Soldier, Sailor, Colonist
automatically get ATHLETICS-1 at no skill point cost. Skill points are
added to the base amount accrued so far. The base amont is then used to
choose skills from the Previous Experience Skill Chart.
The highest initial level is 2. Any chacteristic modifiers are then added
to this level.
- ------------------------------------------------------------------------------
Previous Experience Chart #1 (basic)
- ------------------------------------------------------------------------------
Number rolled Background descriptor Number points gained
1 Scout 3
2 Scout 2
3 Scout 1
4 Dropout/Criminal 1
5 Security 2
6 Security 1
7 Soldier (planetary gov) 2
8 Soldier (League) 1
9 Generic character 1
10 Generic character 0
11 Roll on P.E.C #2 or use Generic (0)
12 Roll on P.E.C #2 or use Generic (0)
13 Merchant 1
14 Sailor (planetary gov) 1
15 Merchant 3
16 Soldier (special forces) 2
17 Sailor (League) 2
18 Sailor (Leauge) 3
19 Mercenary 2
20 Mercenary 3
21 GM special *
- ------------------------------------------------------------------------------
Previous Experience Chart #2 (extended)
- ------------------------------------------------------------------------------
Number rolled Background descriptor Number points gained
1 Professional student/Educator 3
2 Professional student/Educator 2
3 Professional student/Educator 1
4 Miner 3
5 Miner 2
6 Miner 1
7 Colonist 4
8 Merchant 2
9 Generic character 1
10 Generic character 0
11 Generic character 0
12 Generic character 0
13 Generic character 0
14 Colonist 4
15 Scientist 1
16 Scientist 2
17 Scientist 3
18 Media 1
19 Media 2
20 Media 3
21 GM special *
A GM special might be a charcter that owns a starship, a diplomat with
league rank, a character that knows magic or psionic skills.
- ------------------------------------------------------------------------------
4. Roll 2D to detemine APP or apparrent physical beauty. At high(er) tech
levels APP may be adjusted upward (or downward in some odd cases) for a
cost of 1000 CR per point by a surgeon with MEDICAL-4 and the proper
equipment.
5. Roll 2D for FOR or universal force. All living and some "nonliving" things
have a force binding their relationship to time, energy and space. Among
other attributes FOR is the characters ability to manipulate and withstand
MAGIC. A high FOR does not mean the character knows magic.
6. Roll 3D-3 for base psionic ability. Psionics are similar but very different
from FOR. They represents the characters mental will to effect subtle
causation of mental and physical events around them. PSI (base psionic
ability) is used to determine two computed attributes PSS (PSionic Stamina)
and PSR (PSionic Resistance).
PSS = (2 * PSI) + STR + END
PSR = (2 * PSI) + INT + END
7. Roll 2D to determine the characters current worth in CR and yearly (360
days) salary. Add one to the roll for EACH LEVEL of money related skill
(ADMIN, BARGAINING, BRIBARY, DIPLOMACY, FORGERY, GAMBLING, LAW, ORATORY,
PROPAGANDA). If a skill is known at LEVEL-0 then a roll of 10+ (ten or
greater on 2D for tech level 12, any character atribute modifiers apply
INT, EDU etc.).
Next add or subtract to the original 2D (not to LEVEL-0 skill rolls if
they are necessary) the modifier from Social (SOC) Dice Modifier Table.
This now determines the total accured roll.
The entire procedure just outlined is done once for current credit and
one time for yearly salary on Accrued Credit Table
- ------------------------------------------------------------------------------
Social (SOC) Dice Modifier table
- ------------------------------------------------------------------------------
SOC Dice Modifier Description
- -1 or less -2 for each Character is
negative pip considered "insane" at negative value and
hardly capable of accrueing wealth.
0 -6 Border line (dangerous) looney.
1 -5 Total eccentric. Has great difficulty
getting along with others
2 -4
3 -3 Eccentric but likeable(?)
4 -2
5 -1 Slightly subpar in social graces
6 0
7-8 +1 Likeable person
9-10 +2
11-12 +3 Charismatic aura
13-14 +4
15 +5 Unique attraction to personality
16+ +1 for each Trans human social interaction
pip greater
- -------------------------------------------------------------------------------
Accrued Credit Table
- -------------------------------------------------------------------------------
Total Accrued Current Credit Yearly Salary
1 1k 3k
2 2k 4k
3 5k 6k
4 8k 7k
5 9k 8k
6 11k 9k
7 13k 11k
8 15k 13k
9 17k 15k
10 23k 25k
11 31k 40k
12 40k 75k
13 50k 100k
14 60k 140k
15 75k 180k
16 100k 225k
17 150k 275k
18 200k 300k
19 300k .5m
20 400k 1m
21 for each add for each add
100k .5m
Note: k designates 1000, m desginates 1000k
- ------------------------------------------------------------------------------
8. Roll 2D to determine the characters age. Then add or subtract to the
roll using the Age dice modifier table. Use the total accrued age to
determine age on the Character age table.
- ----------------------------------------|-------------------------------------
Age dice modifier table | Character age table
- ----------------------------------------|-------------------------------------
SOC modifier EDU modifier | Accrued roll Age in years
- ----------------------------------------|-------------------------------------
1 -5 1 -5 | -1 for each pt (1 to 21)
2 -4 2 -4 | 5 22
3 -3 3 -3 | 6 23
4 -2 4 -2 | 7 24
5 -1 5 -1 | 8 25
6 0 6-10 0 | 9 26
7-8 1 | 10 27
9-10 2 | 11 28
11-12 3 11-12 1 | 12 30
13-14 4 13 | +1 for each pt add 2 to age
+ 1 for + 1 for |
each pt add 1 each pt add 1 |
- ------------------------------------------------------------------------------
Method C.
Extended random design. Go through steps 1., 2., 3., 4., 5. in Method B.
Then go through Extended Human Character Generation steps. Finally go through
steps 6., 7. and 8. in Method B to complete the character.
Method D.
Deliberate design with advantages and disadvantages. Assign 60 points
to STR, DEX, END, INT, EDU, SOC, FOR, PSI. Do not go over the species limit
or the limits implied by the current tech level.
Choose a profession from League Cosmos professions list. Start with
a pool of 5 points. Apply the points to the characters skills, characteritics
or wealth according to Point allocation table.
- ------------------------------------------------------------------------------
Point allocation table
- ------------------------------------------------------------------------------
character attribute cost in points
Skills in profession .5
Skills outside of profession 1
Characteristics (STR, DEX, END, EDU
SOC) 1
Characteristics (INT, FOR, PSI) 2
Credits in current wealth (per 25k) 1
Credits in current salary (per 25k) 2
- ------------------------------------------------------------------------------
Then you may "buy" additional points for the character by taking a number
of disadvantages corresponding to the points. Additional points to
correspond to disadvantage points on a one-to-one basis. A character with
a 6 disadvantage points is fairly warped and may not be comfortable for
some people to play. By 9 you may really have a flamer.
Some disadvantages can be built directly into the design mechanics. The
characters charcteristics (all except APP, which hasn't been added to the
charcter yet) may be traded for skills. Skill points may be traded for
chracteristics. Points may be gained by taking negative skill levels in
skills. Minor skills are worth less than major skills (minor=.5 pt, major
= 1 pt per negative level).
Other disadvantages are built indirectly. The charcter is a religious
fanatic, has a great fear of hyperspace or even being off a planet, a
person or organization is after them. In some cases oly the Gaming Master
may know what the charcters disadvantages are.
Last the characters wealth and age are generated. Start at "10" on the
Accrued Credit Table for Current Credit and Yearly salary. You may reduce
the number in either column on a 3:1 ratio to make your charcter poorer in
either current money or yearly salary to get disadvantage points. For
example, the character can get a disadvantage point by having 13k current
credits instead of 23k current credits. The salary level may be increased
one per .5 disadvantage point spent (this assumes that some are left from
skills and characteristics). Money related skills DO NOT apply in this
algorithm.
Next choose any age above 21 unless age was used as a disadvantage.
Obviously these designed characters are directly subject Gaming Master
scutiny.
Method E.
Build a character using components from Methods A through D. Just explain
it to the Gaming Master.
Method F.
Deliberatly design a character with no disadvantages or dice rolling. This
is useful when a certain type of character is needed for a scenario. Again
subject to direct scrutiny by the Gaming Master.
Extended random human character generation
This is a set of companion procedures for those players
that want more detail in their starting character or prefer more
random dice rolls.
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Character Mass
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1. Roll 3D to determine charcter mass(size)
normalized human mass weight END DEX
size rating KG lbs DM DM
3 5.44 36 80 -4 +2
4 5.64 41 90 -3 +1
5 5.8 45 100 -2
6 6.0 50 110 -1
7 6.08 54 120
8 6.18 59 130
9 6.22 61 135
10 6.26 63 140
11 6.32 66 145
12 6.36 68 150
13 6.4 70 155
14 6.42 72 160
15 6.64 82 210 +1
16 6.9 95 210 +2
17 7.14 114 250 +3 -1
18 7.36 136 300 +4 -2
An average human and animal (or alien) with the same mass should have
approximately the same hit points to unconsciousness. Fatigue points
are optional. If fatigue points are used there are two counts versus
END, not just one. Obviously there are a nubmer of mechanized armors that
eliminate all fatigue point loss.
The END DM modifies the number of END points assigned to the characters by
the player. If the characters END or DEX goes below 2 or above F use the
DM against STR. If the case comes up where both END and/or STR and/or DEX is
2 or F then the modifier is lost.
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Gravity Pull of Homeworld
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2. Roll 2D to determine the Gs of the PCs
home(childhood) environment. Discussion:
Home world STR D END DM DMs for the characters homeworld conform
G range to DM limits for PC mass. If STR
goes below 2 and a negative DM is
2 (-).2-.218 -4 -2 rolled it is subtracted from END.
3 .219-.236 -3 -1 If STR is at F and a positive DM
4 .237-.545 -2 is rolled, it is added to END.
5 .546-.727 -1 If STR and END are both F and a
6 .728-.909 positive DM is rolled then the
7 .910-1.099 DM is lost. If STR and END are
8 1.1-1.272 both 2 then the penalty is ignored.
9 1.272-1.454 +1
10 1.455-1.636 +2
11 1.637-1.818 +3 +1
12 1.819(+) +4 +2
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Characters Genetic Engineering
_____________________________________________________________________________
3. Roll 2D six times (one time for each characteristic) to determine the
effect of the genetic engineer at the characters 'birth-gen'.
(APP DM)* INT DM END DM DEX DM STR DM SOC DM
2 -4 -2 -2 -1 -1 -1
3 -3 -2 -1 -1 -1
4 -2 -1 -1 -1
5 -1 -1
6 Natural conception, no genetic engineer, no Dice Modifier
7 Genetic engineer changed nothing at 'birth-gen', no DM
8 +1 +1
9 +2 +1 +1
10 +3 +2 +1 +1
11 +4 +2 +1 +1 +1
12 +5 +2 +2 +1 +1 +1
Discussion: Genetic engineers focus on certain preconditions thus the INT
characteristic is likely to be altered. APP is the easiest to change
and also the easiest to change the wrong way. After programming these
the genetic engineer attempts to alter END, STR and DEX. There is a slight
chance that genetic makeup will alter the PCs social behavior (SOC). Genetic
factors do not influence EDU (EDU is 100% learned behavior for gaming
purposes). The average tech level for genetic engineering in League Cosmos
is 12.
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Character Background by Planetary Type
_____________________________________________________________________________
4. Roll 4D to determine planetary type of characters home (childhood)
environment.
Environment #adv #dis Seasonal #adv #dis Population #adv #dis
descriptor apps apps descriptor apps apps descriptor apps apps
4 1 1 1 9 - - 12 - -
5 2 2 1 7 - - 11 1 1
6 3 1 1 7 - - 11 1 1
7 3 1 1 8 1 1 10 1 1
8 4 1 1 7 - - 10 1 1
9 5 - - 6 1 1 10 1 1
10 5 - - 7 - - 10 2 2
11 5 - - 7 - - 11 1 2
12 5 - - 7 - - 11 1 1
13 5 - - 6 2 2 11 1 1
14 5 - - 7 - - 11 - -
15 5 - - 7 - - 11 3 3
16 5 - - 7 - - 11 1 1
17 5 - - 7 - - 10 2 1
18 5 - - 6 1 1 11 2 2
19 5 - - 7 - - 10 1 1
20 3 1 1 7 - - 10 1 1
21 2 3 1 7 - - 10 1 1
22 5 1 1 8 1 1 11 1 1
23 4 1 1 7 - - 11 1 1
24 1 2 2 9 - - 12 - -
Environment Descriptors
1. Artificial- is supported by a life support system. characters that come
from this background tend to be trained in skills that don't require
open space or randomized social interaction. Martial arts may seem
foreign to them. Learned behavior is intensified.
adv apps: EDU characteristic, ADMIN, CHEM, COMP, ELECT, ENGINEER,
GRAV, LAW, LING, MATH, MEDICAL, MUSIC, PHARM, PHYSICS, WRITING,
VACC SUIT.
dis apps: ATHLETICS, BRAWL, GUN CBT, RIDING, SKIING, SOC SCIENCE,
STREETWISE, SWIMMING.
2. Hydroplanet- The environment is water. For standard TRAV assume
90% water or better. As such certain skills are distant to the character.
adv apps: ATHLETICS (water sports), SWIMMING, VEHICLE (water only).
dis apps: ATHLETICS (nonwater sports), JUMPING, RIDING, SKIING (for
those planets without extreme seasonality), VEHICLE
(nonwater).
3. Arid planet- In this environment water is a rarity. Characterss from
this environment are used to uniformity and quietude. Silent
movement comes natural to them.
adv apps: STEALTH, SURVIVAL, VEHICLE (air only), WILDERNESS CAMO,
WILDERNESS TRACKING.
dis apps: SKIING, SWIMMING, VEHICLE (land or water).
4. Hydro vegetation planet- has an abundance of water and plant
life. characters from this environment are used to easy camouflage in
natural cover. Silence dosn't always seem necessary to hide oneself.
adv apps: BIOLOGY, BONTANY, SWIMMING, VEHICLE(water and air only).
dis apps: STEALTH, VEHICLE(ground only), WILDERNESS CAMO.
5. Typical ecological environment-
adv apps: none.
dis apps: none.
Seasonal Descriptors
6. No planetary seasonality- characters that originate from a planet with
a lack of seasonality tend to be somewhat bored and 'epicurian'.
They tend not to notice certain subtle changes in the environment.
adv apps: ACTING, ARTIST, ATHLETICS, DIPLOMACY, FORGERY, GAMBLING,
HIDE ITEM, MUSIC, ORATORY, POETRY, SLIGHT OF HAND, WRITING.
dis apps: PERCEPTION, PLANETOLOGY, SKIING(if not a cold planet),
SURVIVAL.
7. Typical planetary seasonality-
adv apps: none.
dis apps: none.
8. Extreme planetary seasonality- is caused by eccentric orbits
and/or axial tilt and/or uneven star energy output. Because of the
harsh conditions the penchant towards the arts is lacking in their
behavior.
adv apps: CHEM, LEADER, PLANETOLOGY, SURVIVAL, SWIMMING, SKIING,
WILDERNESS CAMO, WILDERNESS TRACKING.
dis apps: ACTING, ARTIST, MUSIC, POETRY, WRITING.
9. Artificial seasonality-
adv apps: none.
dis apps: none.
Population Descriptors
10. Sparse population- does not include large cities per se.
These characters tend to be 'hickish' in their behavior.
adv apps: BARGAINING, BLADE CBT, BRAWLING, CLIMBING, JUMPING, RIDING,
SURVIVAL, WILDERNESS CAMO, WILDERNESS TRACK.
dis apps: ADMIN, ARTS OF LOVE, LAW, PROPAGANDA, SOCIAL SCIENCE,
STREETWISE, URBAN CAMO.
11. Medium to dense population- characters from this environment are familiar
with large cities.
adv apps: ADMIN, ARTS OF LOVE, CAROUSING, FORGERY, LAW, PROPAGANDA,
STREETWISE, URBAN CAMO.
dis apps: RIDING, SURVIVAL, WILDERNESS CAMO, WILDERNESS TRACK.
12. Clinical population- this environment is synonymous with an artificial
environment.
adv apps: none.
dis apps: none.
Discussion: Advantage applications derived from character background are
added to existing or become new skills. Disadvantage applications are
subtracted from skills already assigned by the player. If a skill is reduced
below level 1 it goes to level 0. If the skill is further reduced it stays
at level 0. A unit of an advantage application starts at skill level 1 not at
skill level 0. In some cases character characteristics themselves are
augmentedor diminished. They cannot be raised above the species maximum or
below 2.
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