I did not write this.  I found it one the WEB, but the link disappeared.  If you know who originally wrote this, please let me know. These rules are for the TNE version of Traveller.


CHANGES TO TRAVELLER CHARACTER GENERATION FOR BABYLON 5

BABYLON 5 SKILLS
The following changes are made to the Traveller Skill List to reflect the slight differences of the Babylon 5 universe:

  1. Under the Aircraft Skill Cluster remove the line, "Pilot (AGL) (cascade)." Change it to read:
  1. The only Gun Combat skill commonly available is the Energy Weapon skill.
  2. Remove all Grav or Gravitics skills. The Earth Alliance does not have artificial gravity. Some advanced alien races do, but those skills are not available to Earth Alliance characters.

HOMEWORLD CONSIDERATIONS

For human characters the following homeworlds are available:

Earth; follow standard character generation.

Mars

Mars has the following homeworld characteristics:

Starport: B

Size: Small

Gravity: 0.38 G's

Atmosphere: Vacuum

Hydrographics: Desert

Population: Moderate

Government: High

Law: Extreme

Tech: Average Stellar

Martian characters make the following changes to their character due to homeworld considerations:

Subtract 1 from both STR and CON

Add 1 to AGL

Add 1 to EDU

Default Skills: Environment Suit 0, Computer 0, Ground Vehicle 0 OR Pilot 0, Willpower 0

Remember homeworld restrictions when choosing Background Skills

Space Stations: Station Prime, Io, Lagrange 1 and 2, etc. Follow standard character generation.

The Outer Colonies; not much is known of these, so generate a random homeworld.

CAREERS

MILITARY OCCUPATIONS

Earth Force Military

Prerequisites: AGL 7+.

First Term

Subsequent Terms

All Terms

Earth Force Navy

Prerequisites: INT or EDU 7+.

First Term

Subsequent Terms

All Terms

Earth Force Security

Prerequisites: STR 6+. No prison record.

First Term

Subsequent Terms

All Terms

PSIONIC CAREERS

Licensed Commercial Telepath

Prerequisites: PsiCorps, plus PSI 11-.

First Term

Subsequent Terms

All Terms

Other Effects: Do not count terms in PsiCorps toward starting money.

PsiCorps Military Specialist

Prerequisites: PsiCorps, plus PSI 11-.

First Term

Subsequent Terms

All Terms

Other Effects: Do not count terms in PsiCorps toward starting money.

PsiCop

Prerequisites: PsiCorps, plus PSI 6+.

First Term

Subsequent Terms

All Terms

Other Effects: Add +1 to Initiative if more than one term served. Do not count terms in PsiCops toward starting money.

PsiCorps

This career path represents the bulk of telepaths who perform routine PsiCorps functions; testing, administration, training of other telepaths, and education of the "normal" population.

Prerequisites: Earth Alliance citizen, plus PSI 1+.

First Term

Subsequent Terms

All Terms

Other Effects: Do not count terms in PsiCorps toward starting money, as the PsiCorps provides everything for its members so they have no reason (or extra money) to save for a nonexistent retirement. The characters next career is dictated by their PSI ability. Characters with PSI 11- can choose PsiCorps, Licensed Commercial Telepath, PsiCops, PsiCorps Military Specialist, psionic Research or Rogue Telepath. Characters with PSI 12+ must choose either PsiCops, Psionic Research, or Rogue Telepath.

Psionic Research

Prerequisites: PsiCorps.

All Terms

Other Effects: If the character receives an increase of 2+ of PSI in one term roll 2D6, if 10+ subtract 1 from CHR. Do not count terms in psionic research toward starting money.

Rogue Telepath

Prerequisites: Earth Alliance citizen, plus PSI 1+.

First Term

Subsequent Terms

All Terms

Other Effects: -2 SOC per term served. If more than one term is served, +1 to Initiative. Use INT instead of SOC for determining starting money.


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All rights reserved. Portions of this material are Copyright ©1977-2013 Far Future Enterprises.

Original material Copyright © 1996 by whom ever wrote this in the first place.
Use of the Copyrighted term Babylon 5 is not a threat to the ownership.