Thursday, November 14, 2013

FATE: Classic Traveller Character Creation

FATE: Classic Traveller Character Creation

Draft 1.0 - June 13, 2013 - Blue Tyson

Traveller characters are normal people in general with a thirst for adventure and wealth.  If you were going to do them Fate Core pyramid style, you would certainly start lower than the usual.

However, part of the Traveller fun is the oddball lethal character creation system.  Fatalised random character generation therefore follows

There are six basic Traveller attributes.  Strength, Dexterity, Endurance, Intelligence, Education and Social Standing.

Each of these start at Good (+1).   See the end for The Ladder used here.

As an example, we will create a character named Lyta.  Six FATE Dice rolls gives :
+ - - - , - 0 + - , + + - - , 0 + 0 - , + - + + , + 0 0 -   or -2, -1, 0, 0, +2, 0

This now gives Lyta

-1 Strength
0 Dexterity
+1 Endurance
+1 Intelligence
+3 Education
+1 Social Standing

Two ways to give this a FATE Traveller style UPP:

X01131 or PTGGRG

Assign a -1 X, -2, Y, -3 Z.  Or use the first letter of the adjective for the rating. In the latter case you will want to have your ladder adjectives words with different first letters.

Social Standing and Noble Titles
+3 Knight, Knightess, Dame
+4 Baron, Baronet, Baroness
+5 Count, Countess
+6 Duke, Duchess




ENLISTMENT

A character may apply for a term of service in the Navy, Marines, Army, Scouts, Merchants and Other.  They may only apply for one. If they fail, they must submit to the draft.

A character enlists for a four year term of service and begins at age 18. To enlist, that number or higher must be rolled on FATE Dice.  There are cumulative modifiers if either of the character’s stats listed are that number of better.

+1 Navy          [+1 if Intelligence +1, +2 if Education +2]
+2 Marines     [+1 if Intelligence +1, +2 if Strength +1]
-1 Army          [+1 if Dexterity -1, +2 if Endurance -2]
0 Scouts         [+1 if Intelligence -1, +2 if Strength +1]
0 Merchants   [+1 if Strength +0, +2 if Intelligence -2]
-3 Other

Lyta decides that the life of a foolhardy explorer is for her.  Attempting to become a scout, she gains a +1 to the Enlistment roll for her Intelligence of +1.  FATE Dice roll: 0 + + +
There is no way the Scouts will reject someone of her calibre, it appears.

Draft
Those rejected by their chosen career must roll here.  Yes, you may be chosen by those that rejected you.  Roll FATE Dice.

-4 Marines
-3 Marines
-2 Army
-1 Navy
0 Other
1 Scouts
2 Merchants
3 Merchants
4 Merchants

This process gives you one of your Aspects, a profession.

Survival
Each term of service there is a risk of personal fatality.  You must make that roll or higher or you die.

-2 Navy            [+2 if Intelligence +0]
-1 Marines       [+2 if Endurance +1]
-2 Army           [+2 if Education -2]
0 Scouts         [+2 if Endurance +2]
-3 Merchants  [+2 if Intelligence -1]
-2 Other          [+2 if Intelligence +2]

Lyta, unfortunately, rolls 0 - - - to survive her first term, crashing her ship into an asteroid in the depths of space.  Lyta’s sister Tara is only a year younger, and when 18 decides to enter the nebulous Other ranks to try and gain the skills necessary to find out what happened to her sister.
Tara rolls :-
- - + 0 , - 0 0 0 , 0 - 0 + , + - + 0 , 0 0 0 0 , + + 0 -
0 Strength
0 Dexterity
+1 Endurance
+2 Intelligence
+1 Education
+2 Social Standing

Trying to find a job, Tara rolls + 0 + + and walks into one the first few hours she is looking. She survives her first term, 0 0 0 +.

Commission
Each term of service there is a possibility of achieving rank.  You must make that roll or higher or to gain an initial rank.

2 Navy            [+1 if Social +2]
2 Marines       [+1 if Education 0]
-1 Army           [+1 if Endurance 0]
X Scouts         No commissions
-2 Merchants  [+1 if Intelligence -1]
X Other          No commissions

Promotion
Each term of service there is a possibility of gaining rank if you already have one.  You must make that roll or higher or remain at the same level.

1 Navy            [+1 if Education +1]
2 Marines       [+1 if Social +1]
-1 Army           [+1 if Education -1]
2 Merchants  [+1 if Intelligence 2]

Ranks - Navy, Marines, Army, Merchants
1  Ensign, Lieutenant,  Lieutenant, 4th Officer
2  Lieutenant, Captain, Captain, 3rd Officer
3  Lieutenant Commander, Force Commander, Major, 2nd Officer
4  Commander, Lieutenant Colonel, Lieutenant Colonel, 1st Officer
5  Captain, Colonel, Colonel, Captain
6  Admiral, Brigadier, General, -

Reenlistment

To work at the profession another four years, you must achieve the number below or higher on FATE Dice.

-1 Navy
-1 Marines
0 Army
-3 Scouts
-3 Merchants
-2 Other

Aging
After a character turns 38 or after a fifth term of service physical decline is possible.  Roll FATE Dice once each for Strength, Dexterity and Endurance. A result of -1 or worse means a permanent reduction in that ability of one rank.

After turning 54 or after a ninth term of service, make another check. A result of -2 or worse means a permanent reduction in that ability of one rank.

After turning 70 or a thirteenth term of service, make another check for the three physical abilities.  A result of -2 or worse indicates a reduction in that ability of two ranks. In addition, make a check for Intelligence.  A result of -2 or worse indicates a reduction in Intelligence of one rank.

A reduction to -6 as a result of aging means a saving throw vs death.  Roll +1 or more on FATE Dice to not die.

Tara’s Story

Tara is getting nowhere finding out what happened to her sister, so stays on her home planet and continues to try and find work.  Rolls + - + + means no problems doing so.  She survives with + - + +. While young, she decides to spend her first two skill points on Personal Development.  Rolling + - - 0 and + + 0 +she gains Endurance and loses a Social rank. For this term she continues the process: + 0 0 0 and gains Blade +1.

Enjoying herself now, she tries again for 0 - + + and again no problem to meet the -2 reenlistment target for Other, survival 0 - 0 0.  A service related term, she rolls 0 - 0 0 and now has Mechanical +1.

Again reenlisting 0 - + - leaves her in a rough patch but willing to persevere.  0 0 + 0 this time and she just barely survives this deprivation period with - - + -.  A learning experience, she rolls on Education 0 + - 0 and thus gets her choice of skill. She decides on Streetwise +1 as she would prefer to not be caught out again.

She decides to try a fifth term - 0 + 0 and again succeeds and barely survives with - - 0 0.  Getting older, we find 0 0 0 +, 0 + - -, - - - - leaves Tara just as strong as she was, not no longer as quick or as hardy as she used to be.  She decides that Education is therefore again the skill choice. Rolling 0 0 - 0 she now has Electronic +1. Deciding to retire, a roll of 0 + - - means she can.

Tara
0 Strength
-1 Dexterity
+1 Endurance
+3 Intelligence
+1 Education
+1 Social Standing

Blade +1, Electronic +1, Mechanical +1, Streetwise +1


Skill Points
First term of service  2
Each extra term        1
Commission             1
Promotion                 1

Characters may choose to try and reenlist: if you choose to leave the service, you must still roll FATE Dice.  If you roll a -3 or -4 they force you to rejoin.  You may also die.  Each term you may try for a promotion.  After five terms you may retire.  You are forced to retire after 7 terms unless the usual mandatory reenlistment roll results happens.

Skill Tables
Each skill point gained in a career allows a roll on a table of the character’s choice. If a character already has that skill, they gain a +1.

  Personal Development - Navy, Marines, Army, Scouts, Merchant, Other
-4 Strength, Strength, Strength, Strength, Strength, Strength
-3 Strength, Strength, Strength, Strength, Strength, Strength
-2 Dexterity, Dexterity, Dexterity, Dexterity, Dexterity, Dexterity
-1 Endurance, Endurance, Endurance, Endurance, Endurance, Endurance
0 Choose one of the other listed skills for the service
+1 Intelligence, Gambling, Gambling, Intelligence, Strength, Blade
+2 Education, Brawling, Education, Education, Blade, Brawling
+3 Social, Blade, Brawling, Gun, Bribery, -1 Social
+4 Social, Blade, Brawling, Gun, Bribery, -1 Social



Service - Navy, Marines, Army, Scouts, Merchant, Other
-4 Ships Boat, Vehicle, Vehicle, Vehicle, Vehicle, Vehicle
-3 Ships Boat, Vehicle, Vehicle, Vehicle, Vehicle, Vehicle
-2 Vacc Suit, Vacc Suit, Air/Raft, Vacc Suit, Vacc Suit, Gambling
-1 Forward Observer, Blade, Gun, Mechanical, Jack of all Trades, Brawling
0 Choose one of the other listed skills for the service
+1 Gunnery, Gun, Forward Observer, Navigation, Steward, Bribery
+2 Blade, Blade, Blade, Electronics, Electronics, Blade
+3 Gun, Gun, Gun, Jack of All Trades, Gun, Gun
+4 Gun, Gun, Gun, Jack of All Trades, Gun, Gun

Education - Navy, Marines, Army, Scouts, Merchant, Other

-4 Vacc Suit, Vehicle, Vehicle, Vehicle, Streetwise, Streetwise
-3 Vacc Suit, Vehicle, Vehicle, Vehicle, Streetwise, Streetwise
-2 Mechanical, Mechanical, Mechanical, Mechanical, Mechanical, Mechanical,
-1 Electronic, Electronic, Electronic, Electronic, Electronic, Electronic,
0 Choose one of the other listed skills for the service
+1 Engineering, Tactics, Tactics, Jack of All Trades, Navigation, Gambling
+2 Gunnery, Blade, Blade, Gunnery, Gunnery, Brawling
+3 Jack of All Trades, Gun, Gun, Medical, Medical, Forgery
+4 Jack of All Trades, Gun, Gun, Medical, Medical, Forgery



Advanced Education - Navy, Marines, Army, Scouts, Merchant, Other
Only for characters Education +1 or better

-4 Medical, Medical, Medical, Medical, Medical, Medical
-3 Medical, Medical, Medical, Medical, Medical, Medical
-2 Navigation, Tactics, Tactics, Navigation, Navigation, Forgery
-1 Engineering, Tactics, Tactics, Engineering, Engineering, Electronics
0 Choose one of the other listed skills for the service
+1 Computer, Computer, Computer, Computer, Computer, Computer
+2 Pilot, Leader, Leader, Pilot, Pilot, Streetwise
+3 Jack of All Trades, Gun, Gun, Medical, Medical, Forgery
+4 Admin, Admin, Admin, Jack of All Trades, Admin, Jack of All Trades

Mustering Out Benefits
Per term of service  1
If rank +1 or +2         1
If rank +3 or +4         2
If rank +5 or +6         3

Characters receive the number of rolls listed above.  

Resources
All characters start with Resources -2. Characters that retire after 5 terms receive retirement pay to give them the equivalents :

Retired 5 terms Resources -1
Retired 6 terms Resources 0
Retired 7 terms or more Resources +1

You may exchange up to three mustering out benefits for Resources ranks.

Mustering Out Tables

-4 Resources, Resources, Resources, Resources, Resources, Resources
-3 Resources, Resources, Resources, Resources, Resources, Resources
-2 Intelligence, Intelligence +2, Intelligence, Intelligence + 2, Intelligence, Intelligence
-1 Education +2, Education, Education +2, Education +2, Education, Education
0 Choose one of the listed skills for the service that are not Resources
+1 Traveller’s Aid Membership
+2 Resources +2, Resources +2, Resources +2, Scout Ship, Resources +2, Resources +2,
+3 Social +2, Social +2, Social,  Scout Ship, Free Trader, Resources +3
+4 Social +2, Social +2, Social,  Scout Ship, Free Trader, Resources +3








Tara has 5 mustering out benefits.  She decides to improve her finances and take +1 to Resources, leaving her now at Resources 0.  She takes the other 4 rolls on the table:
+ + - +, 0 + - -, - - 0 -, 0 0 - +.

The first roll is Resources +2. The second roll is Education. The third roll is Resources.  The fourth lets her take her pick and she decides she is a Traveller’s Aid Member.

Tara

High Concept : 38 year old Itinerant Retired Mechanic
Trouble: Fights more than she should
Still wants to find out what happened to her sister
Traveller’s Aid Member
UPP: 0X1321 or TPGREG

0 Strength
-1 Dexterity
+1 Endurance
+3 Intelligence
+2 Education
+1 Social Standing

Resources +3

Blade +1, Electronic +1, Mechanical +1, Streetwise +1


Tara will set out to invest in a share in a ship that can use both her mechanical skills and resources and help her find the rest of Lyta’s story.













THE LADDER

Number    Adjective
+8    Legendary X (Shift X)
+7    Unearthly (Epic)
+6    Monstrous (Fantastic)
+5    Amazing (Superb)
+4    Incredible (Great)
+3    Remarkable (Good)
+2    Excellent (Fair)
+1    Good (Average)
+0    Typical (Mediocre)
-1    Poor
-2    Feeble (Terrible)
-3    Awful 0 (Shift 0)
-4    Abysmal
-5        Non-functional
-6        Dead

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