Reference Material
Posted: Thu Nov 29, 2018 5:17 pm
THE RULES OF THE GAME (IMPORTANT):
Rule 1 is to have fun.
Rule 2 is to not break the 2D6 system. (no +6 modifiers)
Bonus use for Skills:
The 19th Century was an era of men who worked with their hands and tinkered, so all skills gain the following bonuses in addition to their primary function to reflect the Age of Enlightenment mindset:
Character Generation:
Use Book 1, Citizens of the Imperium (Supplement 4) or The Traveller Book.
Abilities:
Option 1 = roll whatever abilities you want on 2d6.
Career:
Career defines who you WERE, not who you ARE. You enter the game having left a previous career and deciding to seek something new. In each 4 year "terms" spent in your previous career, you had an opportunity to earn a promotion, learn skills, or even get killed. Select a "career" and attempt to enlist ...
Fail Survival: [houserule] you can forfeit all muster benefits and start the game as a deserter instead of death. Otherwise just create another character.
Starting Age
The normal character 18 years old at the start of their 1st term.
[houserule]: For those with a reason and desire to start younger, it is permitted with a trade-off of less education for more life experience. Start at TERM-0 (age 14-17) with a maximum EDU of 7 and a total of 46 ability points (or less). Then just explain in your background why you were living on your own at age 14.
Skills:
Start with all skills listed under your career at skill-0.
Pick or roll (your choice) 2 skills for each term.
Add any free skills for rank or career.
Remember that the technology is 1800 to 1890, so think out of the box and translate skills to 19th century equivalents.
Muster Out:
Roll on the muster out tables and take whatever you deserve.
Stuff:
Roll (1d6) for place of origin:
Weapon Skills: (replace official narrow skill list with broad skill groups)
Rule 1 is to have fun.
Rule 2 is to not break the 2D6 system. (no +6 modifiers)
Bonus use for Skills:
The 19th Century was an era of men who worked with their hands and tinkered, so all skills gain the following bonuses in addition to their primary function to reflect the Age of Enlightenment mindset:
- Skill 0 = able to use the item (ie. shoot a gun)
Skill 1 = able to maintain the item (ie. reload bullets, clean firearm)
Skill 2 = able to repair item (ie. fix a broken gun)
Skill 3+ = able to build the item (ie. gunsmith)
Character Generation:
Use Book 1, Citizens of the Imperium (Supplement 4) or The Traveller Book.
Abilities:
Option 1 = roll whatever abilities you want on 2d6.
- Roll 2d6 for each ability: range is 2-12 (with 15 the maximum with later modifications).
- STRength = STR=2 would make you a 98 pound weakling, STR=7 makes you average, and STR=12 makes you a weightlifter (top 3% of the population).
- DEXterity = affects gun combat
- ENDurance = acts like Constitution in D&D
- INTeligence = indicates problem solving ability
- EDUcation = indicates access to known facts
- SOCial = affects wealth and social interactions
- You can arrange the rolls in any order that you want.
Career:
Career defines who you WERE, not who you ARE. You enter the game having left a previous career and deciding to seek something new. In each 4 year "terms" spent in your previous career, you had an opportunity to earn a promotion, learn skills, or even get killed. Select a "career" and attempt to enlist ...
- Army = City or Town Militia
- Barbarians: Rugged individuals from primitive locations accustomed to hardship and well-trained in wilderness and survival situations.
- Bureaucrats: individuals serving a government or organization in management or executive capacities.
- Diplomats: Members of the Foreign Service of a City, Town or Village government.
- Doctors: Trained individuals conducting medical practice.
- Hunters: individuals who track and hunt animals of varying sizes and types for profit or enjoyment.
- Marines = Ship's Troops (navy or privateer)
- Merchant = Sea trader
- Navy = served on an ironclad monitor
- Nobles: individuals of the upper classes who perform little consistent function, but often have large amounts of ready money.
- Pirates: attacking, hijacking, and plundering
- Prospector (Betters): prospectors and miners
- Rogues: Criminal elements familiar with the rougher or more illegal methods of accomplishing tasks.
- Scientists: individuals trained in technological or research sciences who conduct scientific investigations into materials, situations, and phenomena.
- Scout = Explorer, Mapmaker, maintains Communication Lighthouses
- Underworld (Other) = Police or criminal
Fail Survival: [houserule] you can forfeit all muster benefits and start the game as a deserter instead of death. Otherwise just create another character.
Starting Age
The normal character 18 years old at the start of their 1st term.
[houserule]: For those with a reason and desire to start younger, it is permitted with a trade-off of less education for more life experience. Start at TERM-0 (age 14-17) with a maximum EDU of 7 and a total of 46 ability points (or less). Then just explain in your background why you were living on your own at age 14.
Skills:
Start with all skills listed under your career at skill-0.
Pick or roll (your choice) 2 skills for each term.
Add any free skills for rank or career.
Remember that the technology is 1800 to 1890, so think out of the box and translate skills to 19th century equivalents.
- Vacc Suit = Diving Suit
Mechanical = Metalworker or Woodworker
Gunner = Artillery/Cannon
Engineering = Relates to steam or coal engines with moving parts
Muster Out:
Roll on the muster out tables and take whatever you deserve.
Stuff:
Roll (1d6) for place of origin:
- 1 = Homestead (1849)
- 2 = Cluster of Homes (1859)
- 3 = Hamlet (1869)
- 4 = Village (1879)
- 5 = Town (1889)
- 6 = City (1899)
Weapon Skills: (replace official narrow skill list with broad skill groups)
- Brawling (brass knuckles, bottles, baseball bat)
- Bow Combat (all primitive ranged weapons ... bow, spear, throwing axe) ... BARBARIAN only
- Blade Combat (knife, dagger, sword, axe)
- Pistol Combat (any 1 hand firearm) ... Gun Combat
- Rifle Combat (any 2 handed firearm, including shotguns) ... Gun Combat
- Machine Gun (Gatling Gun) ... Gun Combat for ARMY only