Trav#1 COSMOS CHARACTER GENERATION
These rules are house rules for character generation. They are intended for
tech level 12 humans and humanoids. There are variations for other tech
levels and species forms (intelligent machines, so on). I will try to
post these later.
Tables referenced in this posting will follow later.
- -John Redden
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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:
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INT EDU SOC number points gained
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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>
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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.
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Previous Experience Chart #1 (basic)
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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 *
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Previous Experience Chart #2 (extended)
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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.
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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
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Social (SOC) Dice Modifier table
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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
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Accrued Credit Table
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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
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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 |
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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.
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Point allocation table
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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
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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.