Re: General Traveller Questions

By James T Perkins ·

TML message #3251From bundle 269Read the whole thread (11 messages)All messages with this subject

In reply to #3248 General Traveller Questions by Adam Naylor Replies:
Edmund,

A lot of your questions are indicative of the proofreading in
MegaTraveller.  MT was written by Traveller experts for Traveller
experts, and was never really shaken out.  So, as a self-appointed
Traveller expert, I usually observe these little inconsistencies and
decide what *I* would do with them.  I'll shoot from the hip without my
sources today.  To wit...

Adam Naylor [email removed] writes:
> - The rules assume the character joins the imperial army.  Yet he would
> not be able to fly grav vehicles if he came from a tech 9 planet or less.

I figure anyone in an interstellar organization can learn skills at the
Average Stellar tech level or higher.

> - Why cannot the character belong to the army of his homeworld?  Or why
> not the security forces of a megacorp?

Because this is a fine detail not included in the rules.  Feel free to
take a few liberties to set this up on your own, based on the Imp. Army
character generation.

> - The rebellion sourcebook states the imperial garrison numbers (average)
> for member worlds.  But those (on average) with a pop of 4- dont have any?
> Does this mean the character cannot join the army?

Population indicates the civilian RESIDENTS of a planet, not military or
transient population.  So, a system with a resident population of 16
people could still support a garrison of a few thousand troops.  It's
just that there won't be a lot of movies or shopping for the troops to
induldge in, off-duty.

> - The mercenary assignments table gives basic descriptions of assignments
> Does this mean the assignments assume the following?

> Police Action : Garrison from planet is stationed on another world eg :
> US marines in vietnam.

> Counter Insurgency : Worlds garrison fighting against rebellion or civil
> strife?

> Raid : A 'war' situation?

Sound good to me.

> Internal Security :???

Military Police?

> - The merchant character has no access to increase his stats of Str, End,
> Dex, and Int (Dex if he were not a FT).  He gains no access to Jack Of All
> Trades Skill.  He has no access to naval architecture.  Why not do the
> following. [replace skills on tables]

Sounds good to me.

> - When can naval characters get promoted?

Enlisted - up to once/year, officers - up to once/term.

> - Do marines function at the tech level thier base is stationed on or
> at tech 14/15?

I go with the latter.

> - What differences are thier between humanti, Aslan, Vargr etc when making
> up a character, and what bonuses do thier races gain?  (Please dont say
> none cause thats pretty shallow!!  )

Refer to the ethnic sourcebooks for the races.  Vargr, for instance, do
not even have a Social attribute - they have a related attribute instead
that indicates their relative influence in Vargr society.  I think there
are some additional adjustments.

> - Do high ranking IISS members gain a bonus mustering out?

I don't think so.

> 7) Can brownie points be spent on mustering out rolls?

I haven't used them for this, but I could be wrong...

> 8) Can brownie points be spent 'At any time'. [retroactive skill changes]

I don't use it this way.  I feel it needs to be applied at the time the
roll is made.

> 9) Can you spend a brownie point to gain a special mission and recieve a
> brownie point for it?

I would probably allow this.

> 10) Do scouts gain a brownie point for training/special/war missions.  Do
> merchants gain it for having bonuses?

Dunno.

James
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Traveller Mailing List Administrator	     James T Perkins @ Tektronix, Inc
[email removed]                      	     Beaverton, Oregon, USA
    "How many ancients can dance on the head of a pin?" - Scott Kellogg