Quick Character Generation for Conventions
This was one of the featured articles in the November/December 2017 issue.
The process and tables here are Marc Miller’s and are taken with permission from the workshops that Marc ran at TravellerCON/USA in September 2017 (“Can You Survive Traveller Character Generation?”). Commentary, explanations, and analysis are Jeff’s work.
Introduction
It has often been said that Traveller character generation is a game in itself. However, the normal process (especially when using the advanced character generation represented by Classic Traveller Books 4-7, or MegaTraveller, or later versions where birthworld or homeworld characteristics can affect character development) can be time-consuming, especially as some of the target numbers for rolls can change if a character attribute changes.
Such processes waste time when you are playing in—or refereeing—a “one-off”, especially when you have hard limits on the available time, such as at a convention. But, players tend to like characters that are rich in skills, rich in money, and/or rich in possessions—one reason for the popularity of the advanced generation processes. How do you reconcile the seemingly opposed desires/constraints?
Marc Miller has worked up a process for character generation that maintains the “feel” of the standard character generation, but produces results much faster. With his permission, it is described and reproduced here.
As written, it only handles human characters, only in Imperial service, and no psionics.
For convenience, there is a Character Generation Record Card (form 1A) that you can use and reproduce, or you can record the information in any convenient format you choose.
The handout for this process at TravellerCON/USA 2017 included a
worksheet similar to the one below. Use it, or whatever convenient
method you choose for tracking your character’s progress through the
process.
Prior Career Worksheet |
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CC |
Term |
Survive |
Commission |
Promotion |
Re-Enlist |
Total Skills |
---|---|---|---|---|---|---|
1 |
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2 |
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3 |
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4 |
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5 |
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6 |
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7 |
The Process
You will need two six-sided dice. A roll that is done with both is notated as ‘2D’; a roll that only requires one die is notated as ‘1D’. You should have a pen or pencil and some scratch paper to keep notes on your character-in-progress.
- Start Your Character. Form 1A is provided to record your character
information.
- Select a Name. Even if your character dies during generation, he or she deserves a name to be remembered by.
- Roll Characteristics. Strength, Dexterity, Endurance, Intelligence, Education, Social – each is rolled with 2D.
- Select a Career. Choose a career from Table 1.
Table 1: Careers Army (Military Career) Marines (Military Career) Navy (Military Career) Scouts Merchants - If the Career is a Military Career, choose a branch from Table 2,
and record the skill for that branch.
Table 2: Military Branch and Skills
Army/Marine Branch
Skill
Navy Branch
Skill
Infantry
Fighter
Crew/Line
Vacc Suit
Artillery
Heavy Weapons
Engineer
Engineer
Cavalry
Vehicle
Gunnery
Gunner
Protected
Hostile Environment
Flight
Pilot
Commando
Fighter
Medical
Medical
Technical
Explosives
Technical
Sensors
- If the character has SOC 11 or greater, the character is a
noble. Note the noble rank from
Table 3.
Table 3: Noble Rank
Social
Noble Title
11
Knight
12
Baron
13
Marquis
14
Count
15
Duke
- If the Career is a Military Career, choose a branch from Table 2,
and record the skill for that branch.
- Resolve the Career. Career resolution is done term-by-term (one
term is four years).
Each term:- Choose a Characteristic. This is called the Controlling Characteristic (CC) for the term. You must choose a different CC for each term, and may not use a characteristic for a second time until all characteristics have been used once.
- Roll 2D for the value of the CC or lower. You will do this up to
four times for each term.
- Survival: If you succeed, your character has not died this term, and you may continue character generation. If you fail, immediately go to D. and choose skills.
- Commission: if your character has not been commissioned, and this roll succeeds, your character is an officer from this point forward, and uses the Commissioned Rank section from table 4. Scouts do not have ranks, and do not roll Commission.
- Promotion: if your character has been commissioned, and you
succeed at the promotion roll, your character’s rank increases by one on
the Commissioned ranks section of table 4. Scouts do not have ranks, and
do not roll Promotion. Characters that have not been commissioned do not
roll Promotion; their rank is based on how many terms they have
survived, and is read from the Non-Commissioned Ranks section of table
4.
Table 4: Service Ranks
Enlisted Rank
Commissioned Rank
Term
Army Rank (Marine Rank)
Navy Rank
Merchant Rank
Rank
Army Rank (Marine Rank)
Navy Rank
Merchant Rank
1
Private
Spacehand
Spacehand
O1
2nd Lieutenant
Ensign
Fourth Officer
2
Corporal (Lance)
Able Spacer
Drive Helper
O2
1st Lieutenant
Sublieutenant
Third Officer
3
Sergeant
Petty Officer 2nd Class
none
O3
Captain
Lieutenant
Second Officer
4
Staff Sergeant
Petty Officer 1st Class
none
O4
Major (Force Commander)
Lieutenant Commander
First Officer
5
Master Sergeant
Chief Petty Officer
none
O5
Lieutenant Colonel
Commander
Captain
6
Sergeant Major
Master Chief Petty Officer
none
O6
Colonel
Captain
Senior Captain
O7
General (Brigadier)
Admiral
none
Marine Rank is the same as Army Rank except where shown in parentheses.
- Re-Enlist: If you succeed, your character may serve another term. Go back to C.1 and choose a different Controlling Characteristic. If you choose not to serve another term, go to D. and choose skills.
- Determine skills and benefits:
- For each term your character has survived, choose four skills from
the appropriate columns in Table 5. You may choose the same skill
multiple times. However, you may not choose any skill more times than
you have served terms. Scout characters choose eight skills per term,
and may choose any skill up to twice as many times as terms served. (The
chosen branch skill from table 2 may be at one level higher.)
Table 5: Skills
Army
Marines
Navy
Merchants
Scout
Non-Officer
Anyone
Everyday
Officer
Admin
Explosives
Admin
Admin
Animals
Biologics
Hi-Grav Environ.
Athlete
Advocate
Explosives
Fighter
Astrogator
Astrogator
Astrogator
Craftsman
Hostile Environ.
Commo
Bureaucrat
Fighter
Forward Obs.
Engineer
Broker
Engineer
Electronics
Jack of All Trades
Computer
Counsellor
Flyer
Heavy Weap.
Fleet Tactics
Designer
Forensics
Fluidics
Vacc Suit
Driver
Diplomat
Forward Obs.
Navigator
Flyer
Engineer
Gambler
Gravitics
Zero-Grav Environ.
Language
Leader
Heavy Weap.
Recon
Gunner
Fighter
Gunner
Magnetics
Medical
Streetwise
Liaison
Navigator
Sapper
Naval Architect
Gambler
Pilot
Mechanics
Recon
Seafarer
Pilot
Gunner
Recon
Photonics
Sapper
Stealth
Sensors
Pilot
Seafarer
Polymers
Strategy
Survival
Strategy
Seafarer
Sensors
Programmer
Survival
Tactics
Survey
Sensors
Survey
Steward
Tactics
Teacher
Teacher
Trader
Survival
Animals
- For each term your character has survived, record the benefit for
that term from Table 6.
Table 6: Benefits
Term
Army/Navy/Marines
Scout
Merchant
1
Weapon
Weapon
Weapon
2
Bonus Money: 1D × Cr10,000
Bonus Money: 1D × Cr10,000
Bonus Money: 1D × Cr10,000
3
Medal
+1 EDU
+1 INT
4
Bonus Money: 1D × Cr20,000
Bonus Money: 1D × Cr20,000
10% Share in a Merchant Ship
5
Knighthood/+1 SOC (see notes)
Scout Ship on Loan
20% Share in a Merchant Ship
6
+1 SOC
Scout Ship Grant
30% Share in a Merchant Ship
- For each term your character has survived, choose four skills from
the appropriate columns in Table 5. You may choose the same skill
multiple times. However, you may not choose any skill more times than
you have served terms. Scout characters choose eight skills per term,
and may choose any skill up to twice as many times as terms served. (The
chosen branch skill from table 2 may be at one level higher.)
Jeff’s Notes and Comments on the Process
Because the player chooses the order in which to use the characteristics as Controlling Characteristic for a term, he/she can manage the choices to maximize the probability of survival in any given term, or to maximize the length of the career. This will have an effect on the number of skill levels that can be earned over the career. Note that, unlike MegaTraveller, there is no cap on the total number of skill levels that may be earned; even a character with low Intelligence and Education can end up with a comparatively high number of skills, if other characteristics are high and the character has a long career.
When I was at TravellerCON working through this process, the other players at the table all used the same decision process I did for choosing the Controlling Characteristic for each term: We started with the highest, and worked our way down. This maximizes the chance of survival in early terms (minimizing dead characters), but it also “encourages” the player to decide to retire before weak characteristics become the Controlling Characteristic for future terms. You end up with more characters that survive, but they may not be as skilled.
An alternative that some players might wish to consider is the reverse – start with the weakest characteristics, and work up to the strongest, if the character survives the early terms. You’ll probably end up with more dead characters, but those that survive will probably be more skilled. In a sense, you’re trading between quality (high skill levels) and quantity (greater number of characters that survive). There’s no downside – on a per-character basis – to going for quality, the way there is in most versions of the game, where characters must also worry about losing characteristic points due to aging.
The table below indicates the chance of success (rounded to the nearest 1%) for a roll with the indicated Controlling Characteristic.
CC Value |
% Chance of Success |
CC Value |
% Chance of Success |
---|---|---|---|
2 |
3 |
8 |
72 |
3 |
8 |
9 |
83 |
4 |
17 |
10 |
92 |
5 |
28 |
11 |
97 |
6 |
42 |
12 |
100% |
7 |
58 |
Table 5: Skills
The skills listed on this table are from Traveller5. It is certainly possible to rework the tables to reflect the skill set from other versions of Traveller. If this is done, the referee may also wish to customize the skills to fit the particular adventure or campaign, and if the version includes skills for which a subskill must be chosen (e.g., Gun Cbt or Vehicle, from the MegaTraveller skill list), remember to have the player declare the subskill for each level earned.
Skill Eligibility
When selecting skills, players may choose skills from the following columns:
The five career service columns (Army, Marine, Navy, Merchant, Scout) are open only to those characters that went through the respective careers.
The Non-Officer column is open to characters that have not received a commission. Referees may choose to allow characters who have received a commission to choose from this column to a limit of four skills per term before the character received a commission – for example, if a character received a commission in Term 2, the character may choose up to four skill levels from the Non-Officer column, because the character was a non-officer in Term 1. It is up to the referee’s discretion whether to allow Scouts to choose from this column; it was not clear at TravellerCON whether this was permitted.
Any character may choose from the Anyone or Everyday columns.
Only characters who have received a Commission may choose from the Officer column. If the referee chooses to use the suggested modification for the Non-Officer column, the ‘reciprocal’ modification should be used for this column (that is, only allow choosing from this table to a limit of four skill levels per term in which the character received or previously had a commission). As with the Non-Officer column, it is up to the referee’s discretion whether to allow Scouts to choose from this column.
Table 6: Benefits
The weapon and medal benefits were handled by Marc at conventions through drawing cards from a custom deck, which is not reproduced here (Freelance Traveller neglected to get permission to do so). Referees are encouraged to come up with their own alternatives. Some possibilities:
Weapon Benefit
Allow the player to choose from a list. The process as written doesn’t have any personal combat skills other than ‘Fighter’, so the field is wide open.
If you alter the skill list to include personal weapons skills, and especially where you need to declare the weapon the skill applies to, simply granting the weapon that the character has the highest skill in might be the way to handle this benefit.
Medal Benefit
Have the player roll 2D and compare to the Controlling Characteristic for term 3 (the term that the medal is a benefit for).
If the roll is higher than the CC, the character gets the low medal (in standard games, the Meritorious Conduct Under Fire (MCUF)).
If the roll is less than or equal to the CC, the middle medal (Medal for Conspicuous Gallantry (MCG)) is awarded.
If the roll is less than half of the CC, award the high medal (Starburst for Extreme Heroism (SEH)).
Alternatively, calculate the average of all of the characteristics, and use this as the number to compare a 2D roll to, as above.
Ship Benefits
Scout Ship On Loan and Scout Ship Grant do not seem properly cumulative the way the other Scout benefits are, and neither has been properly defined. Previous versions have treated a scout ship benefit as a ‘permanent’ loan, with the ex-Scout and the ship subject to recall, but while not on recall, the ex-Scout may use the ship as he/she sees fit for his/her own purposes, but may not sell, give away, or lend the ship to anyone else, and may get fuel, maintenance, and repairs done for free at any Scout base. I would read this as Scout Ship On Loan, and treat Scout Ship Grant as similar, except that the ship is removed from the Service’s rolls as an active ship, and no longer subject to recall – but the fuel, maintenance, and repairs are still free.
Merchant Ship Shares are not clearly cumulative – a reading on whether a six-term Merchant owns 30% or 60% of a ship was not requested during the session I participated in. Recommendation: If the referee wishes to have other shareholders able to exercise restraints on what the character does, make the Merchant Ship Share benefit non-cumulative (six terms = 30% share); otherwise, make it cumulative (six terms = 60% share).
Knighthood
Characters who have received a commission and are not already noble receive the knighthood if they complete five terms. This raises Social to 11. Characters who have not received a commission, or who are already noble, will receive +1 Social instead. After six terms, all characters will receive the +1 Social. This may make a character noble or raise the character’s Noble title if the Social becomes 11 or higher.
Customizing the Process
Some ideas for customizations have already been discussed. Other customizations are possible, but you want to keep a few things in mind:
The idea with this process is to be quick and easy, without a lot of calculation or table lookup. Most non-humans in Traveller have advantages or disadvantages in characteristics; to address that in this process would add complexity. However, if you want to, you can make that change – or, just change the skill tables to reflect species-specific skills (such as dewclaw for Aslan, or scrounging for Vargr) and ignore the characteristic differences.
The setting is assumed to be compatible with the official Third Imperium setting. If you wish to use this with a different setting, check the available careers and skills, and adjust them if necessary.
In the official Third Imperium setting, psionics are discouraged. If you wish to include psionics in your campaign setting, you will need to modify the skill tables, and you may want to modify the career tables as well. Make PSI a seventh characteristic. You would then treat it like any other characteristic, and allow it to be used as a Controlling Characteristic for a term. Then, add another column to the skill tables, ‘Psionic’. This column would only be open to characters who have psionic ability above a certain level. Alternatively, add ‘Psion’ as a career, and make the ‘Psionic’ skills available only to characters who choose this career. The details of the Psion career would be up to the referee.
Some versions of Traveller impose limitations on the number of skill levels a character may have, or make it more difficult to accumulate skills. This process can be used to generate characters compatible with those versions simply by adjusting the number of skills awarded in each term – perhaps only three, or even two, would be enough.