House Rules
Posted: Wed Oct 26, 2016 2:46 pm
Rollup:
Throw 2D6 9 times, save the highest 6 rolls, place them where YOU want them in your stats.
If you flunk a Survival roll, you immediately muster out. I've got a table laying around here that will determine the results of a flunked Survival roll. <evil grin>
The following 'Classic Traveller' materials will be allowed for character rollups:
Book 1/The Traveller Book
Book 4 - Mercenary
Book 5 - High Guard
Book 6 - Scouts
Book 7 - Merchant Prince
Supplement 4- Citizens of the Imperium
Paranoia Press's Scouts & Assassins (recommended for non-Imperial Scouts)
Characters may also be rolled up using MegaTraveller's Players Manual, T4, or if you have it, T5 or Mongoose V1. Characters will then be converted to CT for play.
If you want to do a software-based rollup, I've got some old Windows, Mac, and Linux chargens from the dawn of time. PM me your email address, I'll send you some.
HOMEWORLD
Characters will determine their own homeworld by a simple method:
1. Pick a sector on the Traveller Map.
2. On the dice server, throw 1D16. This determines the subsector you were born in.
3. On the dice server, throw 1D8. This determines the column in the subsector you are from.
4. On the map, count the planets in that column. Throw 1d of that number.
5. Report the homeworld in standard format from the Sector listing.
6. If the homeworld discovered is nonsense, repeat Steps 2-4 until it DOES make sense.
7. Starting skills from homeworld are Level 0.
RESTRICTIONS:
Characters must restrict initial technology to Tech Level 13 or less.
Maximum skills allowed to a character are the combined scores of INT and EDU. Each level of a skill is considered to be a seperate skill for this purpose; i.e., Admin-4 counts as 4 skills for this determination. Skill level 0 does NOT count as a 'skill'.
GROUND COMBAT:
Per Mercenary, with CT range bands modifying your 'to hit' bonus.
Space Combat
As per High Guard with the following exception:
Distance die modifiers are based on Classic Traveller's 'Starships' booklet.
For field repairs to ship systems by boarding party or engineering crew, add the total Engineering skill of the crew, divided by the number of crewmen working on that system. Round off to the nearest whole number. This is the DM to be applied to the Damage Control roll. On a roll of 9+, the system is repaired.
Example: Three engineers with Engineering skills of 3, 2 and 2 are in a work party field repairing the power plant. The total Engineering skill pool is 7, the DM is +2. On a roll of attempt succeeds, the power plant regains 1 USP factor.
STARSHIP DESIGN
Not that you're likely to design and buy your own boat, but CT High Guard 2nd Edition is the basis for ship design IMTU.
Throw 2D6 9 times, save the highest 6 rolls, place them where YOU want them in your stats.
If you flunk a Survival roll, you immediately muster out. I've got a table laying around here that will determine the results of a flunked Survival roll. <evil grin>
The following 'Classic Traveller' materials will be allowed for character rollups:
Book 1/The Traveller Book
Book 4 - Mercenary
Book 5 - High Guard
Book 6 - Scouts
Book 7 - Merchant Prince
Supplement 4- Citizens of the Imperium
Paranoia Press's Scouts & Assassins (recommended for non-Imperial Scouts)
Characters may also be rolled up using MegaTraveller's Players Manual, T4, or if you have it, T5 or Mongoose V1. Characters will then be converted to CT for play.
If you want to do a software-based rollup, I've got some old Windows, Mac, and Linux chargens from the dawn of time. PM me your email address, I'll send you some.
HOMEWORLD
Characters will determine their own homeworld by a simple method:
1. Pick a sector on the Traveller Map.
2. On the dice server, throw 1D16. This determines the subsector you were born in.
3. On the dice server, throw 1D8. This determines the column in the subsector you are from.
4. On the map, count the planets in that column. Throw 1d of that number.
5. Report the homeworld in standard format from the Sector listing.
6. If the homeworld discovered is nonsense, repeat Steps 2-4 until it DOES make sense.
7. Starting skills from homeworld are Level 0.
RESTRICTIONS:
Characters must restrict initial technology to Tech Level 13 or less.
Maximum skills allowed to a character are the combined scores of INT and EDU. Each level of a skill is considered to be a seperate skill for this purpose; i.e., Admin-4 counts as 4 skills for this determination. Skill level 0 does NOT count as a 'skill'.
GROUND COMBAT:
Per Mercenary, with CT range bands modifying your 'to hit' bonus.
Space Combat
As per High Guard with the following exception:
Distance die modifiers are based on Classic Traveller's 'Starships' booklet.
For field repairs to ship systems by boarding party or engineering crew, add the total Engineering skill of the crew, divided by the number of crewmen working on that system. Round off to the nearest whole number. This is the DM to be applied to the Damage Control roll. On a roll of 9+, the system is repaired.
Example: Three engineers with Engineering skills of 3, 2 and 2 are in a work party field repairing the power plant. The total Engineering skill pool is 7, the DM is +2. On a roll of attempt succeeds, the power plant regains 1 USP factor.
STARSHIP DESIGN
Not that you're likely to design and buy your own boat, but CT High Guard 2nd Edition is the basis for ship design IMTU.