Here be a draft copy of the Traveller: The New Era character generation
rules.
If you prefer to comment privately, send them to GDW.SUPPORT (on GEnie),
[email removed], or
Dave Nilsen
C/O GDW
[address removed]
Part 4 of 4
(c) copyright 1992, Game Designers' Workshop
This is draft material. Do not concern yourself with spelling
errors or the like. Rather, we are interested in "big picture" comments.
Are there careers that you want to see? Ones here that are too weak/too
powerful? What do you think about the controlling attributes for the various
skills (skills that appear in Dark Con and Twilight are, alas, not
negotiable).
NOTE: JOT, each award allows skil level 0 in all skills of any 1
attribute?
SKILL LIST
The following skills are available for Traveller:
Acrobatics (Acrobat - AGL)
Act/Bluff (Charm - CHR)
Admin (Economics - EDU): The individual has experience with
bureaucratic agencies, and understands the requirements of dealing with and
managing them.
Astrogation (Space Vessel - INT) [Tech = pre-stellar +] (Serves as: Sensor
Ops-1): The individual has training in interplanetary and interstellar
astrogation.
The starship astrogator plots the course and ensures that information is
available to the pilot and crew as they need it. The astrogator interprets
the long-range data provided by the ship's scanners and detectors.
Astrogation expertise qualifies a character for the position of astrogator
on a starship.
Autogun (Heavy Weapons - STR) [Tech = Industrial +): The individual can use
high-rate-of-fire slug-firing weapons, including machineguns, autocannons,
and VRF Gauss Guns. These are usually crew-served, semiportable, and are
often vehicle-mounted.
Bargain (Interaction - CHR): The individual has an awareness of the
techniques and practice of commerce in all its expressions. Bargaining may be
used to estimate resale value of items.
Battledress (Spacehand - CON) [Tech = pre-stellar +] (Includes: Vacc Suit):
The individual can operate battle dress, a high-tech military armored suit.
Biology (Science - EDU) (Serves as: Genetics minus 1): The individual has
skill in the life sciences, and understands the structure, functioning,
growth, evolution, and distribution of organisms.
Bribery (Vice - CHR): The individual has had experience in bribing
officials in order to circumvent regulations or ignore cumbersome laws.
Carousing (Charm - CHR) (Serves as: Service minus 1): The individual is a
gregarious and sociable individual who is well adapted to meeting and
mingling with strangers in unfamiliar surroundings.
Carpenter (Artisan - AGL)
Chemistry (Science - EDU): The individual has skill in the science of
inanimate matter, and understands the composition, structure, properties, and
reactions of elements and compounds. Chemistry skill applies to inanimate
matter, not living organisms.
Communications (Space Tech, Technician - EDU) [Tech = industrial +]: The
individual is trained in the use, repair, and maintenance of communications
devices.
While nearly everyone can press the button and make a communicator
function, this skill is necessary to be able to under stand why the device
does not work correctly, as well as to be aware of the details and
limitations on the device's possible use.
Computer (Technician - EDU) [Tech = industrial+] (Serves as: Robot Ops
minus 1): The individual is skilled in the operation of electronic and fiber
optic computers (both ground and shipboard models).
While any character can use a computer to retrieve data that is freely
available, computer skill is required to circumvent the computer's
programming. Computer skill is required to pro- gram a computer.
Climb (Explore -CON)
CPR Gun (Heavy Weapons - STR) [Tech = industrial+]
Construction (Engineer - EDU)
[Diagnosis: Cascade of the Medical - EDU - skill]
Demolition (Crime - AGL): The individual is experienced in the proper
handling, placement, and efficient use of explosives.
Disguise (Vice - CHR): The individual is experienced in modifying his
mannerisms and appearance to prevent recognition.
The quality of the disguise varies according to the result of the uncertain
task.
[Energy Pistol: Cascade of Energy Weapons (Gun Combat - AGL) [Tech = pre-
stellar+]]
[Energy Rifle: Cascade of Energy Weapons (Gun Combat - AGL) [Tech = pre-
stellar+]]
Early Firearms (Gun Combat - STR) (Weapon): The individual knows how to use
any primitive firearm which depends on separate powder and ball rather than
on cartridges.
Electronics (Technician - EDU) [Tech = industrial+]: The individual has
skill in the use, operation, and repair of electronic devices. The person is
considered handy in this field, with the equivalent of a green thumb. This
skill includes the repair of laser and energy weapons. Use the standard
diagnosis and repair task rules for the repair of electronic devices.
Energy Artillery (Artillery - AGL) [Tech = pre-stellar+]: The individual
can use battlefield high-energy weapons, including lasers, plasma and fusion
guns, and meson guns.
Energy Weapons (Heavy Weapons - AGL) [Tech = pre-stellar+]: The individual
is familiar with a variety of military energy weapons. These are usually
vehicle mounted.
Farming (Animal Handling, Science - INT)
Fleet Tactics (Tactics - INT) [Tech = pre-stellar+]: The individual has
been trained formations and maneuvers of naval operations. Fleet Tactics is
used in command of two or more starships.
Forensic (Perception - INT): The individual is skilled at gathering and
interpreting evidence at the scene of a crime or accident. Special forensic
equipment is sometimes required. Crude forensic equipment is available at a
tech code of Industrial; forensic equipment from higher tech codes is more
reliable and gives more detailed information.
Forgery (Crime - AGL) The individual has developed some skill at faking
documents and papers, with a view to deceiving officials, banks or patrons.
Forward Observer (Artillery - INT) [Tech = industrial+]: The individual has
been trained to ad- just artillery fire from distant batteries or from ships
that are in orbit.
Modern fire support is a tremendously effective weapon, but it is,
nonetheless, virtually useless unless it can be accurately directed.
Gambling (Vice - CHR): The individual is well-informed concerning games of
chance, and he is wise in how to play them. He has an ad- vantage over
nonexperts and is generally capable of winning. Gambling, however, should not
be confused with regular risk-taking.
Genetics (Science - EDU): The individual has training in the science of
organisms. Genetics is a combination of Biology and Chemistry (with Chemistry
applying to living organisms instead of inanimate matter).
Geology (Science - EDU): The individual has gained experience in searching
out mineral wealth on the surfaces of worlds and in deep space.
The skill of Prospecting allows an individual to have greater likelihood of
discovering mineral deposits. This skill alone is not sufficient for the
discovery of vast mineral wealth; but it does provide a greater probability
of an individual discovering what is there.
Grav Vehicle (Vehicle - AGL) [Tech = early stellar+]: The individual can
use an air/raft, floater, flier, grav belt, and all types of grav vehicles.
Grav vehicles are the major transportation form on most worlds with a tech
code of Early Stellar or greater. Most people are aware of the basic
operation. Grav vehicles can be dangerous to operate in high-speed situations
or in bad weather.
Gravitics (Space Tech - EDU) [Tech = pre-stellar+]: The individual can use
and repair gravitic devices. Gravitic devices use the principles of gravity
modules. This skill is used to understand, repair, assemble, and operate grav
modules.
Grenade Launcher (Heavy Weapons - STR) [Tech = industrial+] (Weapon): The
individual can use a grenade launcher.
Ground Tactics (Tactics - INT) (Serves as: Ship Tactics minus 1): The
individual has training and experience in small unit tactics (up to and
including units of 1000 troops, or individual spaceships). This skill is not
to be confused with strategy, which deals with the reasons for the encounter
and the intended results of the en- counter; strategy is the realm of the
players, rather than the characters.
Guard/Hunting Beasts (Animal Handling - CON): The individual is skilled in
control ling, directing, and training animals in guard or hunting duties. The
creatures are generally carnivore/chasers.
Gunnery (Space Tech - EDU) [Tech = pre-stellar+]: Gunnery is a specific
naval skill in the operation and use of one of several types of starship
armament.
Heavy Artillery (Artillery - STR) [Tech = industrial+]: The individual is
trained in using howitzers, mortars, and mass drivers as battlefield weapons.
High-G Environment (Explore - CON) [Size = Large or Tech = early stellar+:
The individual has experience in an environment having a gravity of 2Gs or
more. A high-gravity environment exerts considerable stress on the body and
often does bodily harm to those not accustomed to dealing with extreme
gravity. High gravity severely limits the range of slug throwers, but has
little or no effect on lasers and energy weapons.
Hovercraft (Vehicle - AGL)[Tech = pre-stellar+, Atmos = Standard+](Serves
as: Large Watercraft minus 1, Small Watercraft minus 1): The individual is
skilled in the operation of the hovercraft. The character's homeworld must be
tech code Pre-Stellar with a standard or dense atmosphere.
Instruction (Interaction - CHR): The individual has the ability to teach
and motivate.
Interrogation (Interaction - CHR): The individual knows the psychological
arts of interrogation. The individual will be able to extract more
information from a subject than is normally possible. There is no direct
psychological or physical assault on the individual interrogated; instead,
the ability of the interrogator derives the information. The interrogator has
a high ability to detect lying and to piece together hints from a large
number of interrogations.
Intrusion (Crime - AGL): The individual has experience in clandestine
methods of acquiring goods that belong to others. An individual with
Intrusion can pick locks, open locked safes, and pockets.
Jeweler (Artisan - AGL)
Large watercraft (Vessel - CON) [Hydro = dry+] (Serves as: Hovercraft minus
1, Small Watercraft minus 1): The individual is skilled in the operation of
large watercraft, including submersibles. The character's homeworld cannot be
a Desert World.
Leader (Determination - CHR): The individual has lead others through
difficult situations, and he also possesses a knowledge and self- assurance
which work together to form a capable emergent or appointed leader.
Map (Explore -CON)
Marketing (Economics - EDU): The individual is skilled in the marketing of
goods, and he understands the business of buying and selling. Uses of the
Marketing skill are governed by trade and commerce rules.
Mechanical (Technician - AGL) [Tech = industrial+]The individual has skill
in the use, operation, and repair of mechanical devices. The person is
considered handy in this field, with a talent similar to that of a green
thumb. This skill includes nonenergy weapon repair; it does not include
Engineering. Mechanical skill allows a character to operate mechanical
devices easily, and, in addition, he can repair them quickly and efficiently.
Metallurgy (Artisan - AGL)
Mining (Engineer - EDU)
Navigate (Explore -INT)
Observation (Perception - INT)
[Parachute/Paraglide: Cascade of Aircraft- AGL [Atmos = standard+]]
Persuasion (Charm - CHR): The individual is skilled acting to persuade
groups to take a course of action. Preparation is critical to the use of
the skill of Persuasion. Persuasion is most aptly applied to large numbers
of people through an effective use of either live or recorded media.
While the skill of Persuasion is similar in some respects to the skill of
Leader, Persuasion is not the same. Leadership involves responsibility,
knowledge, and action, and a leader will always try to choose and direct the
best course. Persuasion implies only the ability to influence others, whether
for their own good or not. Individuals with high levels of Persuasion may
become propagandists.
Physics (Science - EDU): The individual has training and experience in the
science of matter and energy.
Pickpocket (Crime - AGL)
Pilot (Space Vessel - AGL) [Tech = pre-stellar+]: The individual can
operate starships and interplanetary craft. This skill includes both
interplanetary and interstellar aspects of large ship operation. The single
most important ship crew position is the pilot, responsible for control of
the starship's liftoffs, landings, and routine flight.
The term pilot refers to interstellar ships; much of the interstellar ship
operation, however, is similar to that of interplanetary craft, and Pilot
applies to large interplanetary craft (100 tons and up).
Psychology (Perception - INT)
Recruiting (Charm, Interaction - CHR): The individual is familiar with the
most effective means of approaching individuals and presenting proposals for
employment, couched in terms most likely to pro- duce acceptance.
Recruiting affects both the quality and quantity of recruits who will respond
to a request for application. Recruiting can obtain nonplayer character
hirelings with skills suited for speci@c tasks. Leader, on the other hand,
tends to attract indiscriminately all within the range of the character's
personality, skill or no skill.
Research (Perception - INT): The individual has a broad understanding of
the techniques that are used in researching information relating to people,
places, and events.
Riding (Animal Handling - CON): The individual is skilled in controlling
and riding draft animals, beasts of burden, and transport animals. Animals
remain a prime form of transport on many worlds, and a trained individual
knows the basics of animal control enough to ride and control them (if the
animals are also properly broken and trained).
Robot Ops (Technician - AGL) [Tech = pre-stellar+]: The individual is
trained in overseeing robots and in instructing them in their specific
duties. Under ordinary circumstances, a person with Robot Ops automatically
succeeds in instructing the robot. For more complicated situations, de@ne a
task for the robot to understand.
Robotics (Science - EDU) [Tech = pre-stellar+] (Serves as: Robot Ops,
Computer minus 1): The individual is trained in designing, building, and
repairing high- tech robots. The Robotics skill serves as Electronics minus
1, Gravitics minus 1, Mechanical minus 1 when dealing with robots.
Screens (Space Tech - EDU) [Tech = early stellar+]: The individual is
skilled in the operation of a variety of protective equipment developed for
starships. Screens include nuclear dampers, meson screens, and black globe
generators.
Sensors (Space Vessel - INT) [Tech = industrial+]: The individual can
operate a variety of modern sensors. He is also familiar with interpreting
their readings.
Service (Charm - CHR): The individual is experienced and capable in the
care and feeding of passengers. Service skill represents a general
knowledge of cooking, personal care and attention, and other areas of
experience which will make passengers and crew happy and content with their
conditions of passage.
Ship's Engineering (Space Tech - EDU) [Tech = pre-stellar+]: The individual
can operate and maintain spacecraft maneuver drives, jump drives, and power
plants. A skilled engineer is essential for the proper operation of any
starship. Engineering experience enables an individual to operate the vital
drives of starships (and any craft with a fusion power plant), as well as to
maintain the machinery against failure.
Ship Tactics (Tactics - INT) [Tech = pre-stellar+]: The individual has been
trained in the operation of a starship or spaceship in battle. Ship Tactics
is a skill which is used by individuals who are in command of a single ship
in combat.
[Slug Pistol: Cascade of Slug Weapons (Gun Combat - STR) [Tech =
industrial+]]: The individual can use slug-firing handguns.
[Slug Rifle: Cascade of Slug Weapons (Gun Combat - STR) [Tech =
industrial+]]: The individual has been trained in the use of modern combat
rifles.
Small Watercraft (Vessel - CON) [Hydro = dry+]:(Includes: Hovercraft minus
1, Large Watercraft minus 1): The individual is skilled in the use of small
water craft, including submersibles. The individual's homeworld must be tech
code Pre-Indust to Pre-Stellar and cannot be a Dry World.
Stealth (Acrobat - AGL):The individual is skilled in covert activity. The
individual remains unobserved by moving quietly and by taking maximum
advantage of available cover. Stealth is of no benefit against electronic
surveillance devices or robots.
Stone Mason (Artisan - STR)
Streetwise (Determination - INT) [Pop = moderate+]: The individual is
acquainted with the ways of local subcultures (which tend to be similar
everywhere in human society) and thus is capable of dealing with strangers
without alienating them. Close-knit subcultures (for example, some portions
of the lower classes, trade groups such as workers, and the under- world)
generally reject contact with strangers or unknown elements. Streetwise
expertise allows contact for the purposes of obtaining information, hiring
persons, purchasing or selling contraband or stolen goods, and other shady or
borderline activities.
[Surgery: Cascade of Medical - EDU]
Survey (Space Vessel - INT) [Tech = pre-stellar+](Serves as: Sensor Ops
minus 1): The individual is skilled in mapping and charting star systems.
Survey is a skill conferring expertise to produce accurate maps and
directories of previously unexplored or uncharted stellar territory. Survey
allows an individual to accurately determine the characteristics of an
unknown or unclassified world. It allows an individual to correctly produce
maps and information about star systems as well.
Survive (Explore - INT): The individual can live off the land or stay alive
in situations where most individuals would have trouble finding food, water,
or shelter. The likelihood of Survival (no matter how good) allowing a
character to find breathable air in a vacuum is rather slight, but Survival
would allow an individual to use any tools at hand to build an adequate
shelter or to locate caves or natural features which could assist in
survival.
Swim (Explore -CON) [Hydro = dry+]
Tac Missile (Heavy Weapons - STR) [Tech = industrial+]
Tracked Vehicle (Vehicle - AGL) [Tech = industrial+](Serves as: Wheeled
Vehicle minus 1): The individual is skilled in the operation of tracked
vehicles. The individual's homeworld must be tech code Indust to PreStellar
and cannot be a Water World.
Tracking (Perception - INT): The individual can track and hunt animals and
people in the wild. In animal encounter situations, this skill enhances the
chance of surprising such animals and of surviving such encounters when the
animals are dangerous.
[Trauma Care: Cascade of Medical - EDU]: The individual has skill in
treating injuries.
[Unarmed Melee Combat: (Cascade of Melee - STR)] The individual is skilled
in hand-to-hand martial arts, and can fight without weapons or with typical
improvised weapons such as clubs or bottles. The use of unarmed melee combat
skill is governed by the combat rules.
Vacc Suit (Spacehand - CON) [Tech = industrial+]: The individual has been
trained and has ex- perience in the use of the standard vacuum suit (space
suit), including armored battle dress and suits for use on various planetary
surfaces in the presence of exotic, corrosive, or insidious atmospheres.
Nonbreathable atmospheres or hostile environments can be easily overcome by
the correct use of protective equipment. However, the danger of minor mishaps
becoming fatal remains great.
Wheeled Vehicle (Vehicle - INT) [Tech = industrial+](Includes: Tracked
Vehicle minus 1): The individual is skilled in the operation of wheeled
vehicles. The individual's homeworld requires tech code Indust+ and cannot be
a Water World. Having skill in a one of the categories of vehicle allows the
character to operate that specific vehicle in a safe and efficient manner.
Vehicle skill is used by characters for operation and as a DM against
accident, it may also be used to assist in repairing and maintaining a
vehicle. Mishaps may involve throwing a tread, broken axles, collisions, and
so on.
Willpower (Determination - INT)
Xeno-Biology (Science - EDU) [Tech = pre-stellar+]
Zero-G (Spacehand - CON) [Tech = pre-stellar+ or size = asteroid]: The
individual has been trained to work in a zero-G environment. When any
action is attempted, the problems of recoil and inertia can handicap or
render helpless individuals not trained to compensate for it. Individuals
who lose control may not continue until they have reoriented themselves and
regained control.
TNE SKILL LIST
TNE skills are shown divided into the skill clusters (formerly known in
T, MT as "cascades"). The listing of such a cluster in the career tables
indicates the availability of any skill included in the cluster. Each of the
skills also has its controlling attribute listed parenthetically with it.
Cascade skills under the house system refer to several skills contained
beneath one umbrella, which are all connected so that knowledge of one aspect
confers at least some knowledge of the other aspects. When a character
receives a cascade skill, he/she must choose one subset to specialize in.
This specialty uses the full level of the skill, while all of the other
subsets of that cascade skill are used at half that level.
For (Cascade: * ) read:
(Cascade: choose one of following as specialty. This aspect of the skill is
used at the full level of the skill; the others are used at half this
level.)
Acrobat
Acrobatics (AGL)
Stealth (AGL)
Aircraft (AGL) (Cascade: * )
Rotary Wing Aircraft
Fixed Wing Aircraft
Light-than-air Craft
Parachute/Paraglide
Animal Handling
Riding (CON)
Guard/Hunting Beasts (CON)
Farming (INT)
Artillery
Forward Observer (INT)
Heavy Artillery (STR)
Energy Artillery (AGL)
Archaic/Seige Artillery (STR)
Artisan
Metallurgy (EDU)
Carpenter (CON)
Jeweler (AGL)
Stone mason (STR)
Charm
Act/Bluff (CHR)
Carousing (CHR)
Persuasion (CHR)
Recruiting (CHR)
Service (CHR)
Crime
Demolitions (AGL)
Forgery (AGL)
Pickpocket (AGL)
Intrusion (AGL)
Determination
Leadership (CHR)
Streetwise (INT)
Willpower (INT)
Economics
Admin/Legal (EDU)
Marketing (EDU)
Engineer
Construction (EDU)
Combat Engineering (CON)
Mining (EDU)
Explore
Climb (CON)
Map (EDU)
Navigation (INT)
Survive (INT)
Swim (CON)
High-G Environment (CON)
Gun Combat
Energy Weapons (AGL) (Cascade: * )
Energy Pistol
Energy Rifle
Slug Weapons (STR) (Cascade: * )
Slug Pistol
Slug Rifle
Early Firearms (STR)
Archaic Weapons (STR) (Cascade: * )
Thrown Weapons
Launched Weapons
Heavy Weapons
Autogun (STR)
CPR Guns (STR)
Energy Weapon (AGL)
Grenade Launcher (STR)
Tac Missile (STR)
Interaction
Bargain (CHR)
Instruction (CHR)
Interrogation (CHR)
Recruiting (CHR)
Medical (EDU) (Cascade: * )
Diagnosis
Trauma Aid
Surgery
Melee (STR) (Cascade: * )
Armed Melee Combat
Unarmed Melee Combat
Perception
Forensic (INT)
Observation (INT)
Psychology (INT)
Research (INT)
Tracking (INT)
Space Vessel
Astrogation (EDU)
Pilot (AGL)
Sensors (INT)
Survey (INT)
Spacehand
Battledress (CON)
Vacc Suit (CON)
Zero-G (CON)
Space Tech
Communications (EDU)
Gravitics (EDU)
Gunnery (EDU)
Screens (EDU)
Ship's Engineering (EDU)
Science
Biology (EDU)
Chemistry (EDU)
Farming (INT)
Genetics (EDU)
Geology (EDU)
Meteorology (EDU)
Physics (EDU)
Robotocs (EDU)
Xeno-Biology (EDU)
Tactics
Ground Tactics (INT)
Fleet Tactics (INT)
Ship Tactics (INT)
Technician
Communications (EDU)
Computer (EDU)
Electronics (EDU)
Mechanical (STR)
Robot Ops (EDU)
Vice
Bribery (CHR)
Disguise (CHR)
Gambling (CHR)
Vehicle
Grav Vehicle (AGL)
Hovercraft (AGL)
Tracked Vehicle (AGL)
Wheeled Vehicle (AGL)
Vessel
Large watercraft (CON)
Small watercraft (CON)
___________________
90 skills
NOTES
@Demolition functions as a subset of the Combat Engineering skill. Combat
Engineering allows the PC to place and clear minefields, construct and breach
field fortifications, construct bridges, ramps, and firing positions, and, of
course, to blow things up. Demolition only allows the PC to blow things up.
Any task that uses Demolition skill can be done by a PC with Combat
Engineering using his/her full level. A task that lists Combat Engineering as
the required skill refers particularly to the non-blowing things up portion
of that skill, and Demolition skill is not relevant.
@Skill list above includes an experiment: slug-throwing weapons use STR as
the controlling attribute while energy weapons use AGL (called Dex in
Traveller). This is an experimental compromise between Traveller, which uses
DX for all firearms, and the House System, which uses STR. What do you
think?
House Rules System Equivalencies (Twilight: 2000 2d Ed, Dark Con, Cads &
Dinos)
Some of the following are rough parallels, while others are identical. For
example, the Intrusion skill is functionally equivalent to the Lockpick skill
of T2K2 and DC, but in addition to the picking of mechanical locks, allows
the defeat of higher technology electronic systems. Survive has the same
overall effect as the Foraging skill of T2K2 and C&D, but allows for
non-terrestrial environments as well.
Survive is equivalent to Foraging
Intrusion is equivalent to Lockpick
- ---end------------------------------------------
<whew> Any apparent formatting problems are my fault. My editor and my BBS's
editor could not agree on how to detirmine/handle hard and soft CRs, so had
to clean it up a bit.
=Edjs-
- --
Edjs _
------ _ // CI$ : 76427,662
[email removed] \X/ GEnie: [email removed]