Traveller Page - PhudgeTraveller Character Creation - Careers List - Racial Packages - Gifts and Faults
TNS NEWSFLASH - With the release of Mongoose Traveller it will be simple to convert after the character creation process so I will be creating Phudge Traveller characters that way in future.
You will need a pen or pencil, paper or a character sheet, 3 Fudge dice, 2d3 and 1d6.
You will need to reference the Racial Packages (if your character is going to be anything other than an Imperial Human) and the List of Careers.
If you own the Classic Traveller books then they can be used to enhance character generation.
Characters have five Attributes: Strength, Agility, Health, Perception and Willpower.
Note: As I have used Phudge, my version of Fudge, as a base for this system those stats are used here instead of the Traveller ones. However because of it's importance in the Traveller universe Social Standing still exists but is treated as a gift.
All Attributes must be in the Terrible to Superb range.
Attribute Changes from a Racial Package shift this range. Positive Changes shift both ends of the range while Negative Changes only shift the upper edge.
e.g. +1 Strength makes both edges of the range one higher while -1 Agility makes only the upper edge lower.
Generate your characters' Attributes using either the Random method or the Building method.
Random MethodTo generate Attributes randomly roll 3dF five times starting at Fair. Assign the results to the Attributes in any way you like. Adjust these values as indicated in any Racial Package chosen. If the average of the Attributes is less than Fair, (or racial average), then increase any of them until an average of Fair (or racial average) is reached. |
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Building MethodAll attributes start at Fair. Adjust them as indicated in any Racial Package chosen. Each character has two free attribute levels, either raising one attribute two levels, or two attributes one level each. Once you've done this you may raise any Attribute if another is lowered by the same amount. |
Choose a career from the List of Careers and make the indicated entry requirement roll against the indicated Attribute.
Characters that fail to gain entry to their chosen career must submit to the draft and roll 1d6 on the table below. They automatically enter the career rolled.
1 | Army |
2 | Marines |
3 | Merchants |
4 | Navy |
5 | Scouts |
6 | Choose any career not previously tried and roll to enter it as normal |
Roll 2d3 for the number of four-year terms served in the career.
For each Term of service go through the following steps.
Roll 1dF, on a or
increase in rank. The first increase is a commission to Rank 1 all others are promotions.
Note: You may choose to skip this roll if you don't want your character to be an officer.
CT Books: An uncommissioned character automatically increases by one enlisted rank per term.
Roll 1dF, on a or
gain an extra Gift from the list for this career.
CT Books: For flavour roll the special duty on the special duty table for the career.
Gain the indicated income for the term.
CT Books: Make terms/2 (round down) rolls on the Cash Mustering out tables at the end of your characters career instead of taking income term by term.
If this is the fourth or later term then ageing rolls must be made.
Consult the ageing table and roll 1dF for each attribute indicated.
On a drop the attribute by one and take an age-related fault.
If as a result of ageing an attribute is reduced below Terrible then an ageing crisis has occurred. Roll 4dF for or better to avoid death, with modifiers for medical skill of attending medics. If the roll is made then character generation ends with this term and 1d6 months of medical treatment is needed before the attribute is raised back to Terrible and the character may go adventuring.
Terms | Age(s) | Strength | Agility | Health | Perception | Willpower |
---|---|---|---|---|---|---|
1-3 | 22,26,30 | - | - | - | - | - |
4-5 | 34,38 | Y | - | Y | - | - |
6-7 | 42,46 | Y | Y | Y | - | - |
8-11 | 50,54,58,62 | Y | Y | Y | - | - |
12+ | 66,70,etc | Y Y | Y Y | Y Y | Y | - |
Your character receives Skill Points equal to the number of terms served plus an additional 1.
You have to spend a minimum of half your Skill Points, rounding down, in your career Training Area Group(s) and must spend points in at least two different Groups.
A Fair skill may be traded for two Mediocre skills from the same Group.
Skill Points Spent in a Group | Skills in that Group, at which Levels |
General Skills Point (max 1) Skills from any two or three groups |
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---|---|---|---|
Broad Focus | Narrow Focus |
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1 | 1 at Fair 3 at Mediocre | 1 at Good 1 at Mediocre | 1 at Fair 2 at Mediocre |
2 | 1 at Good 3 at Fair 1 at Mediocre | 1 at Great 1 at Good 1 at Mediocre |
Trading A Fair skill may be traded for two Mediocre skills from the same Group. |
3 | 1 at Great 2 at Good 2 at Fair 1 at Mediocre |
1 at Superb 1 at Great 1 at Fair 1 at Mediocre |
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4 | 1 at Superb 1 at Great 3 at Good 1 at Fair | ||
5 | 1 at Superb 2 at Great 4 at Good |
Skills marked with * are available in more than one group.
Some skills require a specific type to be chosen. All other types are at one level lower.
Combat Skills*Athletics and Sport[Bow Weapons or Thrown Weapons]Battledress *Demolitions and Explosives Gun Combat[archaic, pistol, rifle, energy] Heavy Weapons[Artillery, Man Portable, Vehicle] *Leadership Melee Weapons[Brawling, small, hand, 2hand, exotic] *Tactics[choose] |
Covert SkillsDeceptionForgery Interrogation Intrusion Investigation *Persuasion[Fast Talk] *Recon Stealth *Streetwise |
Exploration Skills*Animals[choose an area]Exploration and Survey Hunting Prospecting *Recon Survival *Vacc Suit *Zero-G |
Professional SkillsAcademic[choose an area]*Admin and Legal *Athletics and Sport[choose an area] Art[choose an area] Broker Medic (xeno-medical as Gift) Science[choose an area] *Steward Trade[choose an area] |
Social Skills*Admin and LegalCarousing Gambling Instruction *Leadership *Persuasion[Diplomacy, Fast Talk, Liaison] Recruiting *Steward *Streetwise |
Space Skills*Remote Operations*Spacecraft Engineering Spacecraft Gunnery[Turret, Bay, Spinal] Spacecraft Navigation *Spacecraft Pilot[Large or Small Craft] *Sensors, Comms and Screens *Tactics[Space] *Vacc Suit *Zero-G |
Technician SkillsComputers*Demolitions and Explosives *Remote Operations Robotics *Sensors, Comms and Screens *Spacecraft Engineering Technician [Combat Engineering, Electronics, Gravitics, Mechanical, Weapon Engineering] |
Transport Skills*Animals[Riding or Teamster]*Athletics and Sport[choose type of Muscle Powered Transport] Flying Vehicle[Large or Small Craft, or Grav] Ground Vehicle[choose type] *Spacecraft Pilot[Small Craft] Water Vehicle[Large or Small Craft] |
Psionic Powers
Telepathy
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Your character receives two free Gifts and must take two Faults, all of your choice. These are in addition to any gained from a career. You can look at the example lists for an idea of the type of things that can be Gifts or Faults then decide on your characters Gifts and Faults. All your Gifts and Faults must be approved by the GM.
These are all calculated as in Standard Phudge Traits
Your character starts with 3 Fudge points and gains 1 at the start of every game session.
Fudge points may also be given out at the discretion of the GM.
During the game you may spend Fudge points to:
Choose your characters beginning motivation and fill it in on the character sheet. A characters motivation can change during the course of a campaign.
Choose your characters concept and fill it in on the character sheet. This is a brief character description. It should give a basic idea of your character, and can include things like occupation and personality quirks.
e.g. J. Citizen - Normal everyday person; or Enli Gaarikaan - Disturbed Ex-marine.
Your character starts with a modicum of equipment appropriate to their career and the setting. Extra equipment may be purchased from starting money.
Traveller Page - PhudgeTraveller Character Creation - Careers List - Racial Packages - Gifts and Faults