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Reference Material

#1 Post by atpollard »

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:
  • 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.
Option 2 = [house rule] just divide 48 points among the 6 ability scores (within the 2-12 limits).


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
See classes below and Roll for enlistment, draft, promotion, survival, and whatever else, then record the results.
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)
Go spend up to Soc x 500 credits on any equipment that you want as long as it existed before the year associated with your place of origin.



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
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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40 day "Cycle"

#2 Post by atpollard »

The sun moves across the sky incredible slow (from the horizon, approximately two fingers per 24 hours) making a PLANETARY DAY on Byddor very long (960 hours or 40 x 24 hour periods). The YEAR (the time required for the planet to orbit its star) is a curiosity only important to Scholars interested in Astronomy, and to people using the NAVIGATION Skill since rotation:revolution is a ratio and Star Charts used by Navigators change according to a multi-Cycle rotation. The 960 hour PLANETARY DAY drives everything people experience.

Life on Byddor is measured in 40 day (24 hour) growing cycles called CYCLES. There are 9 Cycles to the Earth Year (multiply your age or a time in earth years by 9 to get your age in Cycles; ie. A 4 year term = 4x9 = 36 Cycles).

Here this discussion moved from abstract to practical application. The TIDE and the TEMPERATURE move with the sun in the Spring. As the sun rises, it gets hotter and the water levels rise. Sunrise will occur on Day 16 (Mid-Spring) with the LOWEST tides.

Byddor has two ‘ecosystems’: ISLANDS and OPEN WATER. Travel across the Open Water Ecosystem is done throughout the Cycle. High Tide or Low Tide, Light or Dark, one only need a Navigator and to avoid the Island Ecosystems. The Island Ecosystems have rocks and sandbars that appear and disappear depending on the water levels (Tide). Only local knowledge, detailed maps, or slow travel with a good lookout can allow one to travel safely through the Island Ecosystems. Low Tide makes travel near the Islands more dangerous. Darkness makes travel near the Islands more dangerous. Darkness at Low Tide makes travel near the Islands VERY DANGEROUS (there are the greatest number of hazards and no light to see them with). The Island Ecosystem formed by the SPINE OF THE WORLD (a chain of mountain tops) divides the EAST from the WEST and is a major barrier to trade from Sunset (day 37) to Sunrise (day 17).


TYPICAL GROWING CYCLE (960 hours = 40 days)

DAY TEMP
Day 1 34F (1C)
Day 2 34F (1C)
Day 3 33F (1C)
Day 4 33F (1C)
Day 5 32F (0C)
Day 6 32F (0C)
Day 7 33F (1C)
Day 8 34F (1C)
Day 9 35F (2C)
Day 10 36F (2C)
Day 11 37F (3C)
Day 12 39F (4C)
Day 13 41F (5C)
Day 14 50F (10C)
Day 15 59F (15C)
Day 16 68F (20C)
Day 17 77F (25C)
Day 18 79F (26C)
Day 19 81F (27C)
Day 20 82F (28C)
Day 21 84F (29C)
Day 22 86F (30C)
Day 23 88F (31C)
Day 24 89F (32C)
Day 25 91F (33C)
Day 26 93F (34C)
Day 27 95F (35C)
Day 28 97F (36C)
Day 29 98F (37C)
Day 30 100F (38C)
Day 31 102F (39C)
Day 32 99F (37C)
Day 33 95F (35C)
Day 34 92F (33C)
Day 35 88F (31C)
Day 36 79F (26C)
Day 37 70F (21C)
Day 38 61F (16C)
Day 39 52F (11C)
Day 40 43F (6C)

DAY SEASON
Day 1 (1st day of Winter)
Day 6 (Mid-winter)
Day 11 (1st day of Spring)
Day 16 (Mid-spring)
Day 21 (1st day of Summer)
Day 26 (Mid-summer)
Day 31 (1st day of Fall)
Day 36 (Mid-fall)
Day 40 Holiday

DAY SUNLIGHT
Day 1-13 Total Darkness
Day 14 Astronomical Twilight
Day 15 Nautical Twilight
Day 16 Civil Twilight
Day 17 Sunrise
Day 21 “mid morning”
Day 26 “high noon”
Day 31 “mid afternoon”
Day 35 Sunset
Day 36 Civil Twilight
Day 37 Nautical Twilight
Day 38 Astronomical Twilight
Day 39 Total Darkness

DAY TIDE
Day 6 High
Day 16 Low
Day 26 High
Day 36 Low


DAY WIND FROM
Day 1 South-East
Day 6 South
Day 11 South-West
Day 16 West
Day 21 North-West
Day 26 North
Day 31 North-East
Day 36 East
Last edited by atpollard on Sun Jul 18, 2021 1:06 pm, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Master List of Skills

#3 Post by atpollard »

MASTER LIST OF SKILLS:
A skill (like Medical-1) indicates that you spent 2 years of your life engaged in that task in full-time employment. That makes a skill-1 closer to a mini "prestige class" in D&D terms, since you are assumed to know EVERYTHING that comes with 2 years of life experience as a Medic.

Administration: deal with bureaucracies, including buying and selling goods.
Blade Combat: any knife, dagger, sword or axe
Bow Combat: includes all primitive weapons (bows, crossbows, spears, bolas) [barbarian only]
Brawling: includes improvised weapons like brass knuckles, bottles, baseball bat.
Bribery: pay to bend the rules.
(Broker): Skill not used ... replace with Administration.
(Carousing): ability to meet and mingle with strangers ... Skill not used ... replace with Streetwise.
Communications: Skill not used ... replace with Computer (Scholar)
Computer: Replace the Computer skill with “Scholar”.
(Demolition): expert in blowing stuff up ... Skill not used ... If you feel that it is REALLY important to your character concept to have this skill - like a Special Forces or a professional Bomber, then use Mechanical (explosives) as a replacement.
(Electronics): Skill not used ... replace with Mechanical.
Engineering: operation and maintenance of steam engines, boilers and mechanical systems.
Forgery: make fake documents.
Forward Observer (Recon): trained in military scouting to observe enemy positions and communicate firing coordinate adjustments.
Gambling: skilled at games of chance.
(Gravitics): Skill not used ... replace with Mechanical (machinery).
Gunnery (Cannon): large caliber direct and indirect fire weapons.
Hunting: includes stalking prey, living off the land and general wilderness survival skills.
(Instruction): Skill not used (useless) ... pick Admin or +1 INT or +1 EDU instead [if rolled in CharGen].
(Interrogation): intelligence gathering through reading non-verbal communication ... Skill not used ... replace with Streetwise.
Jack-o-Trades: “Think outside the Box” skill ... used for coming up with a solution that is not directly related to any other skill
Leader: ability to control a group of people through effective communication.
(Legal): familiar with laws ... Skill not used ... replace with Administration.
(Liaison): = deal with others with different views (military vs civilian) ... Skill not used ... replace with Streetwise.
Machine Gun (Gatling Gun): there is only one effective ‘machine gun’ in the game and it is the Gatling Gun. Only the ARMY has access to and skill with the Gatling Gun.

MECHANICAL: Mechanical represents a generic name for all of the various crafts and specialties in a 19th Century Waterworld. The critical difference is what material you are skilled with. At the end of Chargen, the player may select one or more materials of specialization for the skill.
  • Mechanical (cloth): includes weavers, dyers, tailors, sailmakers.
  • Mechanical (metal): includes silversmith, coppersmiths, blacksmith
  • Mechanical (stone): includes mason, sculptor, bricklayer
  • Mechanical (wood): includes carpenter, boatbuilder, woodcarver.
  • Mechanical (machinery): skilled at making small instruments like clocks and gauges.

MEDICAL:
  • Medical-0 = First Aid
  • Medical-1 = Medic [Paramedic]
  • Medical-2 = Practitioner [Nurse Practitioner or Physician’s Assistant]
  • Medical-3 = Doctor [Physician] or Surgeon [if Dex = 8+]
Navigation: read charts, plot from stars, survey and create maps.
Pilot (Steam): Ability to operate a steam powered ship.
Pistol Combat: use 1 handed firearms
Prospecting: locate mineral deposits
(Recon): Skill not used ... replace with Forward Observer.
(Recruiting): Skill not used (useless) ... pick Admin or +1 INT or +1 EDU instead [if rolled in CharGen].
Rifle Combat: use 2 handed firearms (including shotguns)

SCHOLAR:
The Information Technology revolution of the 19th Century was conducted through Books, Newspapers and Journals ... most centered on the new Science and Machinery. So a character with "Scholar" is familiar with the literature, journals and libraries of the age.
  • Scholar-0 = can read the trade language of technical journals.
  • Scholar-1 = have written an article in a newspaper.
  • Scholar-2 = Corresponded with experts and published in Journals.
  • Scholar-3 = Conducted original research and are known in your field.
Ship’s Boat (Sail): Ability to operate a sail powered ship.
Ship’s Tactics: Naval combat tactics
Steward: experienced in the care and feeding of passengers.
Streetwise: able to deal with local subcultures ... lower classes, trade groups, criminals ... that are often cautious of strangers. [ADD] Includes all forms of interpersonal communication, both verbal and non-verbal and covers the skills of “Carousing”, “Interrogation” and “Liaison”.
(Survival): Skill not used ... replace with Hunting.
Tactics: small unit tactics
(Trader): familiar with commerce & able to estimate the future market price of goods ... Skill not used.
Vacc Suit (Diving Suit): trained in use of deep sea diving suit.
Vehicle (Rowboat): because this is a 19th Century Waterworld, there are no flying machines except Hot Air Balloons, no riding animals and only small farm carts. That just leaves the “rowboat” as a small personal vehicle.
(Zero-G Combat): Skill not used ... replace with Brawling.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Army

#4 Post by atpollard »

Army
City or Town Militia

Career rolls
Enlistment: 5+ DM +1 if DEX 6+, DM +2 if END 5+
Survival: 5+, DM +2 if EDU 8+
Commission: 5+ DM +1 if END 6+
Promotion: 6+ DM +1 if EDU 7+
Re-enlist: 7+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Gambling
  5. +1 Edu
  6. Brawling
Service Skills
  1. Vehicle (Rowboat)
  2. Vehicle (Rowboat)
  3. Gun Combat [choose Pistol Combat, Rifle Combat or Machine Gun]
  4. Forward Observer
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat, Rifle Combat or Machine Gun]
Advanced Education
  1. Vehicle (Rowboat)
  2. Mechanical (choose cloth, metal, stone or wood)
  3. Mechanical (choose cloth, metal, stone or wood)
  4. Tactics
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat, Rifle Combat or Machine Gun]
Advanced Education if Edu 8+
  1. Medical
  2. Tactics
  3. Tactics
  4. Scholar
  5. Leader
  6. Administration


So the Skill-0 list for Army is ...
  • Blade Combat-0
  • Brawling-0
  • Forward Observer-0
  • Gambling-0
  • Machine Gun (Gatling Gun)-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Tactics-0
  • Vehicle (Rowboat)
and if EDU is 8 or higher, add ...
  • Administration-0
  • Leader-0
  • Medical-0
  • Scholar-0

Get free Rifle Combat-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Barbarians

#5 Post by atpollard »

Barbarians
Rugged individuals from primitive locations accustomed to hardship and well-trained in wilderness and survival situations.


Career rolls
Enlistment: 5+ DM +1 if END 9+, DM +2 if STR 10+
Survival: 6+, DM +2 if STR 8+
Position: 6+ DM +1 if STR 10+
Promotion: 9+ DM +1 if INT 6+
Re-enlist: 6+



Skill Tables
Personal Development
  1. +1 Str
  2. +2 Str
  3. +1 Str
  4. Streetwise
  5. +1 Dex
  6. +1 End
Service Skills
  1. Brawling
  2. Blade Combat
  3. Blade Combat
  4. Bow Combat
  5. Bow Combat
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Blade Combat
  2. Mechanical (choose bone, cloth, leather, metal, stone, or wood)
  3. Hunting
  4. Forward Observer (Recon)
  5. Streetwise
  6. Bow Combat
Advanced Education if Edu 8+
  1. Medical
  2. Streetwise
  3. Tactics
  4. Leader
  5. Vehicle (Rowboat)
  6. Jack-o-Trades


So the Skill-0 list for a Barbarian is ...
  • Brawling-0
  • Blade Combat-0
  • Bow Combat-0
  • Forward Observer (Recon)-0
  • Hunting-0
  • Mechanical (bone)-0
  • Mechanical (cloth)-0
  • Mechanical (leather)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Streetwise-0
and if EDU is 8 or higher, add ...
  • Jack-o-Trades-0
  • Leader-0
  • Medical-0
  • Tactics-0
  • Vehicle (Rowboat)-0

Normally begin career at age 14 (with no penalty).
Get free Blade Combat-1 skill, then roll or pick 2 skills per four year term.
Last edited by atpollard on Mon Jul 12, 2021 12:29 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Bureaucrats

#6 Post by atpollard »

Bureaucrats
individuals serving a government or organization in management or executive capacities.
Last edited by atpollard on Mon Jul 12, 2021 12:29 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Diplomats

#7 Post by atpollard »

Diplomats
Members of the Foreign Service of a City, Town or Village government.


Career rolls
Enlistment: 8+ DM +1 if Edu 8+, DM +2 if Soc 9+
Survival: 3+, DM +2 if Edu 9+
Position: 5+, DM +1 if Int 8+
Promotion: 10+, DM +1 if Soc 10+
Re-enlist: 5+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Edu
  3. +1 Int
  4. Blade Combat
  5. Gun Combat [choose Pistol Combat or Rifle Combat]
  6. Streetwise
Service Skills
  1. +1 Int
  2. Vacc (Diving) Suit
  3. Vehicle (Rowboat or Sailboat)
  4. Vehicle (Rowboat or Sailboat)
  5. Gambling
  6. Scholar
Advanced Education
  1. Forgery
  2. Streetwise
  3. Streetwise
  4. Administration
  5. Administration
  6. Administration
Advanced Education if Edu 8+
  1. Streetwise
  2. Streetwise
  3. Administration
  4. Scholar
  5. +1 Soc
  6. Jack of All Trades


So the Skill-0 list for a Diplomat is ...
  • Blade Combat-0
  • Forgery-0
  • Gambling-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Scholar-0
  • Streetwise-0
  • Vacc (Diving) Suit-0
  • Vehicle (Rowboat)-0
  • Vehicle (Sailboat)-0
and if EDU is 8 or higher, add ...
  • Jack-o-Trades-0
Get free Streetwise-1 skill, then roll or pick 2 skills per four year term.
Last edited by atpollard on Mon Jul 12, 2021 12:29 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Doctor

#8 Post by atpollard »

Doctors
Trained individuals conducting medical practice.
  • (Medical-1 = Medic)
  • (Medical-2 = Practitioner)
  • (Medical-3 = Doctor)
  • [Medical-3 and Dex 8+ = Surgeon]
Career rolls
Enlistment: 9+ DM +1 if INT 8+, DM +2 if DEX 9+
Survival: 3+, DM +2 if INT 8+
Re-enlist: 4+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. +1 Edu
  6. +1 Soc
Service Skills
  1. +1 Dex
  2. Mechanical (choose leather, machinery, metal or wood)
  3. Medical
  4. Streetwise
  5. Medical
  6. Blade Combat
Advanced Education
  1. Medical
  2. Medical
  3. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  4. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  5. Scholar
  6. Administration
Advanced Education if Edu 8+
  1. Medical
  2. Medical
  3. Administration
  4. Scholar
  5. +1 Int
  6. +1 Edu


So the Skill-0 list for a Doctor is ...
  • Administration-0
  • Blade Combat-0
  • Mechanical (leather)-0
  • Mechanical (machinery)-0
  • Mechanical (metal)-0
  • Mechanical (wood)-0
  • Scholar-0
  • Streetwise-0
and an EDU is 8 or higher adds no additional skills.

Get free Medical-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Hunter

#9 Post by atpollard »

Hunter
individuals who track and hunt animals of varying sizes and types for profit or enjoyment.

Career rolls
Enlistment: 9+ DM +1 if DEX 10+, DM +2 if END 9+
Survival: 6+, DM +2 if STR 10+
Re-enlist: 5+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. Gun Combat [choose Pistol Combat or Rifle Combat]
  6. Blade Combat
Service Skills
  1. Gun Combat [choose Pistol Combat or Rifle Combat]
  2. Blade Combat
  3. Hunting
  4. Hunting
  5. Vehicle (Rowboat)
  6. Hunting
Advanced Education
  1. Mechanical (choose cloth, leather, metal, stone, or wood)
  2. Mechanical (choose cloth, leather, metal, stone, or wood)
  3. Mechanical (machinery)
  4. Scholar
  5. Hunting
  6. Administration
Advanced Education if Edu 8+
  1. Medical
  2. Scholar
  3. Hunting
  4. Leader
  5. Hunting
  6. Administration


So the Skill-0 list for a Hunter is ...
  • Administration-0
  • Blade Combat-0
  • Hunting-0
  • Mechanical (leather)-0
  • Mechanical (leather)-0
  • Mechanical (machinery)-0
  • Mechanical (metal)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Scholar-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Medical-0
  • Leader-0
Get free Hunting-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Marines

#10 Post by atpollard »

Marines
Ship's Troops (navy or privateer)

Career rolls
Enlistment: 9+ DM +1 if INT 8+, DM +2 if STR 9+
Survival: 6+, DM +2 if END 8+
Commission: 9+ DM +1 if EDU 7+
Promotion: 9+ DM +1 if EDU 7+
Re-enlist: 6+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Gambling
  5. Brawling
  6. Blade Combat
Service Skills
  1. Vehicle (Rowboat)
  2. Vacc Suit (Diving Suit)
  3. Blade Combat
  4. Gun Combat [choose Pistol Combat or Rifle Combat]
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Vehicle (Rowboat)
  2. Mechanical (choose cloth, metal, or wood)]
  3. Mechanical (choose cloth, metal, or wood)]
  4. Tactics
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat or Rifle Combat]

    Advanced Education if Edu 8+
    1. Medical
    2. Tactics
    3. Tactics
    4. Scholar
    5. Leader
    6. Administration


    So the Skill-0 list for a Marine is ...
    • Blade Combat-0
    • Brawling-0
    • Gambling-0
    • Mechanical (cloth)-0
    • Mechanical (metal)-0
    • Mechanical (wood)-0
    • Pistol Combat-0
    • Rifle Combat-0
    • Tactics-0
    • Vehicle (Rowboat)-0
    • Vacc Suit (Diving Suit)-0
    and if EDU is 8 or higher, add ...
    • Administration-0
    • Scholar-0
    • Leader-0
    • Medical-0

Get free Blade Combat-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Merchant

#11 Post by atpollard »

Merchant
Sea trader

Career rolls
Enlistment: 7+ DM +1 if STR 7+, DM +2 if INT 6+
Survival: 5+, DM +2 if Int 7+
Commission: 4+ DM +1 if INT 6+
Promotion: 10+ DM +1 if INT 9+
Re-enlist: 4+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Str
  5. Blade Combat
  6. Bribery
Service Skills
  1. Vehicle (Rowboat)
  2. Vacc Suit (Diving Suit)
  3. Jack-o-Trades
  4. Steward
  5. Mechanical (choose cloth, metal, stone, or wood)]
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Streetwise
  2. Mechanical (choose cloth, metal, stone, or wood)
  3. Mechanical (choose cloth, metal, stone, or wood)
  4. Navigation
  5. Gunnery (Cannon)
  6. Medical
Advanced Education if Edu 8+
  1. Medical
  2. Navigation
  3. Engineering
  4. Scholar
  5. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  6. Administration

So the Skill-0 list for a Merchant is ...
  • Blade Combat-0
  • Bribery-0
  • Gunnery (Cannon)-0
  • Jack-o-Trades-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Medical-0
  • Navigation-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Steward-0
  • Streetwise-0
  • Vacc Suit (Diving Suit)-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Administration-0
  • Engineering-0
  • Pilot (Steam)-0
  • Scholar-0
  • Ship’s Boat (Sail)-0
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Navy

#12 Post by atpollard »

Navy
served on an ironclad monitor

Career rolls
Enlistment: 8+ DM +1 if INT 8+, DM +2 if EDU 9+
Survival: 5+, DM +2 if Int 7+
Commission: 10+ DM +1 if SOC 9+
Promotion: 8+ DM +1 if EDU 8+
Re-enlist: 6+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. +1 Edu
  6. +1 Soc
Service Skills
  1. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  2. Vacc Suit (Diving Suit)
  3. Forward Observer
  4. Gunnery (Cannon)
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Vacc Suit (Diving Suit)
  2. Mechanical (choose cloth, metal, or wood)]
  3. Mechanical (choose cloth, metal, or wood)]
  4. Engineering
  5. Gunnery (Cannon)
  6. Jack-o-Trade
Advanced Education if Edu 8+
  1. Medical
  2. Navigation
  3. Engineering
  4. Scholar
  5. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  6. Administration


So the Skill-0 list for a Navy is ...
  • Blade Combat-0
  • Engineering-0
  • Forward Observer-0
  • Gunnery (Cannon)-0
  • Jack-o-Trade-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Pilot (Steam)-0
  • Rifle Combat-0
  • Ship’s Boat (Sail)-0
  • Vacc Suit (Diving Suit)-0
and if EDU is 8 or higher, add ...
  • Administration-0
  • Scholar-0
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Noble

#13 Post by atpollard »

Nobles
individuals of the upper classes who perform little consistent function, but often have large amounts of ready money.
  • (Soc 10 = Nobleman)
  • (Soc 11 = Knight)
  • (Soc 12 = Baron)
  • (Soc 13 = Marquis)
  • (Soc 14 = Count)
  • (Soc 15 = Duke)
Career rolls
Enlistment: requires Soc 10+
Survival: 3+
Position: 5+ DM +1 if EDU 9+
Promotion: 12+ DM +1 if INT 10+
Re-enlist: 4+

[Position indicates that you have achieved the actual TITLE that goes along with your SOC. Any character with SOC 12 is part of the family of a Baron. A Noble who rolls for "Position" is awarded the title ... and becomes ... a Baron in his own right.]
[Promotion raises your SOC and TITLE.]



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. Streetwise
  6. Brawling
Service Skills
  1. Gun Combat [choose Pistol Combat or Rifle Combat]
  2. Blade Combat
  3. Hunting
  4. Vehicle (Rowboat)
  5. Bribery
  6. +1 Dex
Advanced Education
  1. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  2. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  3. Vehicle (Rowboat)
  4. Navigation
  5. Engineering
  6. Leader
Advanced Education if Edu 8+
  1. Medical
  2. Scholar
  3. Administration
  4. Streetwise
  5. Leader
  6. Jack-o-Trades


So the Skill-0 list for a Noble is ...
  • Blade Combat-0
  • Brawling-0
  • Bribery-0
  • Engineering-0
  • Hunting-0
  • Leader-0
  • Navigation-0
  • Pilot (Steam)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Ship’s Boat (Sail)-0
  • Streetwise-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Administration-0
  • Jack-o-Trades-0
  • Medical-0
  • Scholar-0
Roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Pirate

#14 Post by atpollard »

Pirates
Individuals crewing vessels, who make their living by attacking, hijacking, or plundering commerce.

Career rolls
Enlistment: 7+ DM +1 if Soc 7-, DM +2 if End 9+
Survival: 6+, DM +2 if Int 8+
Position: 9+, DM +1 if Str 10+
Promotion: 8+, DM +1 if Int 9+
Re-enlist: 7+

Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Gambling
  5. Brawling
  6. Blade Combat
Service Skills
  1. Blade Combat
  2. Vacc Suit (Diving Suit)
  3. Gun Combat [choose Pistol Combat or Rifle Combat]
  4. Gunnery (Cannon)
  5. Brawling
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Streetwise
  2. Gunnery (Cannon)
  3. Engineering
  4. Ship Tactics
  5. Tactics
  6. Mechanical (choose cloth, metal, stone, or wood)
Advanced Education if Edu 8+
  1. Navigation
  2. Pilot
  3. Forgery
  4. Scholar
  5. Leader
  6. Mechanical (choose locksmith or explosives)



So the Skill-0 list for a Pirate is ...
  • Blade Combat-0
  • Brawling-0
  • Engineering-0
  • Gambling-0
  • Gunnery (Cannon)-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Ship Tactics-0
  • Streetwise-0
  • Tactics-0
  • Vacc Suit (Diving Suit)-0
and if EDU is 8 or higher, add ...
  • Forgery-0
  • Leader-0
  • Mechanical (explosives)-0
  • Mechanical (locksmith)-0
  • Navigation-0
  • Pilot-0
  • Scholar-0
Get free Brawling-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Prospector

#15 Post by atpollard »

Prospector (Belter)
prospectors and miners


Normally begin career at age 14 (with no penalty).
Get free Diving Suit (Vacc Suit)-1 skill, then roll or pick 2 skills per four year term.
Last edited by atpollard on Mon Jul 12, 2021 12:30 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Rogue

#16 Post by atpollard »

Rogue
Criminal elements familiar with the rougher or more illegal methods of accomplishing tasks.

Career rolls
Enlistment: 6+ DM +1 if Soc 8-, DM +2 if End 7+
Survival: 6+, DM +2 if Int 9+
Re-enlist: 5+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. Brawling
  6. Streetwise
Service Skills
  1. Blade Combat
  2. Gun Combat [choose Pistol Combat or Rifle Combat]
  3. Mechanical (choose locksmith or explosives)
  4. Gambling
  5. +1 Edu
  6. Vehicle (Rowboat)
Advanced Education
  1. Streetwise
  2. Forgery
  3. Bribery
  4. Streetwise
  5. Streetwise
  6. Tactics
Advanced Education if Edu 8+
  1. Medical
  2. Bribery
  3. Forgery
  4. Scholar
  5. Leader
  6. Jack of All Trades


So the Skill-0 list for a Other is ...
  • Blade Combat-0
  • Brawling-0
  • Bribery-0
  • Forgery-0
  • Gambling-0
  • Mechanical (explosives)-0
  • Mechanical (locksmith)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Streetwise-0
  • Tactics-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Jack-o-Trades-0
  • Leader-0
  • Medical-0
  • Scholar-0
Get free Streetwise-1, and then roll or choose 2 skills per 4 year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Scientists

#17 Post by atpollard »

Scientists
individuals trained in technological or research sciences who conduct scientific investigations into materials, situations, and phenomena.

Career rolls
Enlistment: 6+ DM +1 if INT 9+, DM +2 if EDU 10+
Survival: 5+, DM +2 if EDU 9+
Re-enlist: 5+


Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. +1 Edu
  6. Streetwise
Service Skills
  1. Gun Combat [choose Pistol Combat or Rifle Combat]
  2. Blade Combat
  3. Vehicle (Rowboat)
  4. Jack of All Trades
  5. Navigation
  6. Hunting
Advanced Education
  1. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  2. Mechanical (machinery)
  3. Scholar
  4. Scholar
  5. +1 Int
  6. +1 Edu
Advanced Education if Edu 8+
  1. Medical
  2. Scholar
  3. Scholar
  4. Administration
  5. Leader
  6. +1 Int

So the Skill-0 list for a Scientist is ...
  • Blade Combat-0
  • Hunting-0
  • Jack of All Trades-0
  • Mechanical (leather)-0
  • Mechanical (machinery)-0
  • Mechanical (metal)-0
  • Mechanical (wood)-0
  • Navigation-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Streetwise-0
  • Vehicle (Rowboat)-0
and an EDU is 8 or higher adds ...
  • Administration
  • Leader
  • Medical-0

Get free Scholar-1 skill, then roll or pick 2 skills per four year term.
Last edited by atpollard on Mon Jul 12, 2021 12:31 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Scouts

#18 Post by atpollard »

Scout
Explorer, Mapmaker, maintains Communication Lighthouses

Career rolls
Enlistment: 7+ DM +1 if INT 6+, DM +2 if STR 8+
Survival: 7+, DM +2 if END 9+
Re-enlist: 3+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. +1 Int
  5. +1 Edu
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Service Skills
  1. Vehicle (Rowboat)
  2. Vacc Suit (Diving Suit)
  3. Mechanical (choose cloth, metal, stone, or wood)
  4. Navigation
  5. Mechanical (choose cloth, metal, stone, or wood)
  6. Jack-o-Trades
Advanced Education
  1. Vehicle (Rowboat)
  2. Mechanical (choose cloth, metal, stone, or wood)
  3. Mechanical (choose cloth, metal, stone, or wood)
  4. Jack-o-Trades
  5. Gunnery (Cannon)
  6. Medical
Advanced Education if Edu 8+
  1. Medical
  2. Navigation
  3. Engineering
  4. Scholar
  5. Pilot [choose Pilot (Steam) or Ship’s Boat (Sail)]
  6. Jack-o-Trades


So the Skill-0 list for a Scout is ...
  • Gunnery (Cannon)-0
  • Jack-o-Trades-0
  • Mechanical (cloth)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Medical-0
  • Navigation-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Vacc Suit (Diving Suit)-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Engineering-0
  • Pilot (Steam)-0
  • Scholar-0
  • Ship’s Boat (Sail)-0

Get free Ship’s Boat (Sail)-1 skill, then roll or pick 2 skills per four year term.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Underworld

#19 Post by atpollard »

Underworld (other)
A variety of underworld occupations from undercover agent to criminal.

Career rolls
Enlistment: 3+
Survival: 5+, DM +2 if INT 9+
Re-enlist: 5+



Skill Tables
Personal Development
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Blade Combat
  5. Brawling
  6. -1 Soc & +2 Int
Service Skills
  1. Vehicle (Rowboat)
  2. Gambling
  3. Brawling
  4. Bribery
  5. Blade Combat
  6. Gun Combat [choose Pistol Combat or Rifle Combat]
Advanced Education
  1. Streetwise
  2. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  3. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  4. Gambling
  5. Brawling
  6. Forgery
Advanced Education if Edu 8+
  1. Medical
  2. Forgery
  3. Mechanical (choose cloth, locksmith, metal, stone, or wood)
  4. Scholar
  5. Streetwise
  6. Jack-o-Trades


So the Skill-0 list for a Other is ...
  • Blade Combat-0
  • Brawling-0
  • Bribery-0
  • Forgery-0
  • Gambling-0
  • Mechanical (cloth)-0
  • Mechanical (locksmith)-0
  • Mechanical (metal)-0
  • Mechanical (stone)-0
  • Mechanical (wood)-0
  • Pistol Combat-0
  • Rifle Combat-0
  • Streetwise-0
  • Vehicle (Rowboat)-0
and if EDU is 8 or higher, add ...
  • Engineering-0
  • Jack-o-Trades-0
  • Medical-0
  • Scholar-0
Last edited by atpollard on Mon Jul 12, 2021 12:31 am, edited 1 time in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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SOCIAL

#20 Post by atpollard »

Some notes on SOCIAL ... an interesting "ability".
First, SOC is about more than wealth and power ... although make no mistake, it is about those things. SOC includes all of the unwritten social mores, the patterns of speach and the life experiences that go along with living at that Social Status. One is obligated to spend according to their SOC or be rejected by their peers. A nobleman who dresses like a common workman will not gain entrance to the expensive dinner club, no matter how fine his speech or manners.

So here is a breakdown of Society by SOC:

Social Outcasts = SOC 0-2 = 3% of the population
  • SOC 0: wilderness ... living like stone age (TL 0) hunter gatherer.
  • SOC 1: frontier ... living like early iron age (TL 1) peasant.
  • SOC 2: village, town or city ... living like medieval (TL 2) serf.
Lower Class = SOC 3-5 = 25% of the population
  • SOC 3: Lower Lower Class
  • SOC 4: Middle Lower Class
  • SOC 5: Upper Lower Class
Middle Class = SOC 6-8 = 44% of the population
  • SOC 6: Lower Middle Class
  • SOC 7: Middle Middle Class
  • SOC 8: Upper Middle Class
Upper Class = SOC 9-11 = 25% of the population
  • SOC 9: Lower Upper Class
  • SOC 10: Middle Upper Class [Gentleman]
  • SOC 11: Upper Upper Class [non-hereditary Knight]
Elite = SOC 12 = 3% of the population
  • SOC 12: Nobility [hereditary Baron]
  • SOC 13: Nobility [hereditary Marquis]
  • SOC 14: Nobility [hereditary Count]
  • SOC 15: Nobility [hereditary Duke]
LIVING EXPENSES (Soc 0-2 “Homeless”) = Cr 100 per 40-day cycle
LIVING EXPENSES (Soc 3-5 “Laborer”) = Cr 400 per 40-day cycle
LIVING EXPENSES (Soc 6-8 “Craftsman”) = Cr 1,500 per 40-day cycle
LIVING EXPENSES (Soc 9-11 “Gentlemen”) = Cr 4,500 per 40-day cycle
LIVING EXPENSES (Soc 12-14 “Nobleman”) = Cr 14,000 per 40-day cycle
LIVING EXPENSES (Soc 15 “Royalty”) = Cr 40,000 per 40-day cycle
Last edited by atpollard on Sun Sep 05, 2021 3:20 pm, edited 4 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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