Trav #3 Cosmos character generation. A continuation of Cosmos
house rules.
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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
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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
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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.