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:
Under the Aircraft Skill Cluster remove the line, "Pilot (AGL) (cascade)."
Change it to read:
Aircraft
Airship (AGL)
Rotary Wing (AGL)
Fixed Wing (AGL) (cascade)
Glider
Powered
Pilot(Interface)
The only Gun Combat skill commonly available is the Energy Weapon skill.
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
Commission: 8+, DM +1 if EDU 8+, DM +1 if INT 8+, DM +1 if CON 8+. A commission
makes the character an officer; all other characters are enlisted. (Minimum
SOC 5)
Skills:
Officers: Gun Combat(Energy Weapon) 2, Melee 2, Spacehand 1, Heavy
Weapons 1, Tactics 1, Determination 1, Personal Transport 1.
Enlisted: Gun Combat(Energy Weapon) 2, Melee 2, Spacehand 1, Heavy
Weapons 1, Acrobat 1, Technician 1, Personal Transport 1.
Subsequent Terms
Commission: 9+, DM +1 if INT 8+, DM +1 if CON 8+, DM +2 if CHR 8+. (Minimum
SOC 5)
Skills:
Officers: Gun Combat(Energy Weapon), Spacehand, Heavy Weapons, Tactics,
Determination, Charm, Personal Transport.
Enlisted: Gun Combat(Energy Weapon), Melee, Heavy Weapons, Spacehand, Vice,
Charm, Personal Transport.
All Terms
Special Duty: 8+ for Melee, Aircraft, Crime, Interaction, Explore, Vehicle,
Artillery, Acrobat, Technician, Space Tech, Perception.
Promotion: 6+, DM +1 if CON 7+. If on Low Gov or High+ Gov world, DM +1 for
SOC 8+.
Contacts: One per term, military.
Other Effects: 1 ship DM per term, plus 1 per special assignment applied
to Trader or Warship (character's choice).
Earth Force Navy
Prerequisites: INT or EDU 7+.
First Term
Commission: 8+, DM +1 if EDU 8+, DM +1 if INT 8+.
If homeworld is Earth SOC 8+ receives automatic commission. A commission
makes the character an officer; all other characters are enlisted. (Minimum
SOC 7)
Skills:
Officers: Gun Combat (Energy Weapons) 1, Spacehand 1, Space Vessel
1, Space Tech 2, Tactics 1, Determination 1.
Special Adventure: 6+ for Psionics, Determination, Vehicle, Vice (except
Gambling), Gun Combat(Energy Weapon), Melee, Personal Transport.
Promotion: 6+, DM +1 if any psionic asset 16+, DM +1 for INT 7+.
Contacts: One per term, PsiCorps, PsiCop, military, government, intelligence
community.
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+.
Special Adventure: 6+ for Psionics, Determination, Interaction, Vehicle,
Vice (except Gambling), Gun Combat(Energy Weapon), Melee.
Promotion: 7+, DM +1 if INT 8+, DM +1 if any Psionic Asset 16+.
Contacts: One per term, psionic, government, scientist, professor.
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
Skills: Characters receive skills on the normal basis from Group A. Alternately,
for each two levels not taken from group A in a single term, one level may
be taken from group B.
Group A: Psionics, Perception, Determination.
Group B: PSI +1
Special Adventure: 7+ for PSI +1, Determination, Psionics.
Promotion: 7+, DM +1 if INT 7+, DM +1 if any Psionic Asset 16+.
Contacts: On per term, medical or psionic.
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+.