CHARACTER CREATION IN THE GALAXTICAN PARADOX GAME
I am not going to re-write the instructions for creating a Mongoose II Traveller character here. If you have the core rules and prefer to create using the full blown process, you are more than welcome to do so. I think it helps in creating a richly detailed background. Note that only Aslan and Vargr aliens are allowed as non-human travellers in this game, though many other species will be interacted with.
As an alternative to the core rule method, I have here a method for character creation that is quick, but the player must fill in the background information on certain purchases they take.
VERY QUICK POINT-BUY METHOD
Starting Points
A new character receives 300 points.
Step 1: Starting Characteristics
The Traveller begins with all characteristics set at a value of 0. An exception is the Aslan, who's ancestral territory rolls govern their starting SOC score and the Vargr who use CHA (charisma) instead of SOC. A Vargr starts with 1D+2 in CHA.
Step 2: Racial Modifiers
If there are racial modifiers to characteristics, they are applied before any characteristic points are bought. This may result in a negative value which must be offset by spending points. Any skills gained as a result of the Traveller’s species choice are noted and gained at no cost.
Aslan Travellers have the following modifiers applied to their characteristics: STR+2, DEX-2. Aslan travellers all possess the following traits; Bite and Heightened Senses
Vargr Travellers have the following modifiers applied to their characteristics: STR-1, DEX+1, END-1. Vargr start with the traits Bite and Heightened Senses.
Step 2.1: Psionics (25 points/talent)
The traveller may develop or possess wild psionic talent(s) at character creation. This step is optional and it must be noted and understood by the player that playing a psionically active player is extremely dangerous in the Imperium.
All specialties of a talent purchased at creation is available to the character at skill level 0. Points may be spent to advance in skill ranks per specialty in the talent(s) according to the table below.
In the game, it is possible to be trained in other talents if the rolls support it. Training takes time, money, and a teacher.
Step 3: Buy Characteristics
The Traveller’s characteristics may be modified up or down using points. No characteristic can be reduced below 1 or above the normal maximum for the Traveller’s species.
COST TO BUY |
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Score | Cost to Buy |
0 | 0 |
1 | 1 |
2 | 2 |
3 | 4 |
4 | 6 |
5 | 8 |
6 | 11 |
7 | 14 |
8 | 17 |
9 | 21 |
10 | 25 |
11 | 29 |
12 | 34 |
13 | 39 |
14 | 44 |
15 | 50 |
Step 4: Select Background Skills
Per the Traveller Core Rulebook, a traveller gets a number of background skills equal to their Education DM +3. These skills are taken from the Background Skills list and gained at level 0. An alien species may opt to take one of their species skills.
Travellers (All) |
---|
Admin 0 | Electronics 0 | Science 0 |
Animals 0 | Flyer 0 | Seafarer 0 |
Art 0 | Language 0 | Streetwise 0 |
Athletics 0 | Mechanic 0 | Survival 0 |
Carouse 0 | Medic 0 | Vacc Suit 0 |
Drive 0 | Profession 0 | |
Travellers (Aslan) |
---|
Indepenence 0 | Tolerance 0 |
Travellers (Vargr) |
---|
Melee (Infighting) 0 |
Step 5: Select Skills
The Traveller may purchase any permissible skills in their career using points. If the Traveller wants skills from more than one career, he must select all those desired in the first career then declare a switch to another career (accompanied by a plausible rationale) at a cost of 5 points. The Traveller can switch careers repeatedly at an
additional cost of 5 points per switch.
So, a Traveller who wanted skills from three careers would have to switch twice, at a cost of 5 points for the first and 10 for the second career change (total of 15).
SKILL LEVEL COSTS |
---|
Level | Cost | Combined |
---|
0 | 3 | 3 |
1 | 6 | 9 |
2 | 9 | 18 |
3 | 12 | 30 |
4 | 15 | 45 |
For example, taking a skill at level 4 will cost a combined total of 45 points.
Step 6: Select Additional Benefits and Drawbacks
The Traveller may now select additional benefits, starting equipment, cash and other final details. In some cases this may result in a gain of points which can be spent on additional skill levels. Rank skill increases or perks are applied after the point buy method is complete.
RANK AND BENEFITS |
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Benefit | Cost | Benefit | Cost |
---|
Rank: Commission | 25 | Contact | 5 |
Rank 1 | 5 | Ally | 10 |
Rank 2 | 10 | Rival | -5 |
Rank 3 | 15 | Enemy | -10 |
Rank 4 | 20 | Benefit Item | 5 |
Rank 5 | 25 | Equipment Allowance | 1 |
Rank 6 | 30 | Starting Cash | 1 |
Negative costs give points back. |
Step 6.1: Mustering out
When the character is finished in point buying. Each career will have a Muster Out roll. These benefits will be included on your character sheet.
Step 7. Left over points.
A traveller may opt to take an edge in the game. There are 70 edges. Roll a 1d70 for the first edge your character receives (free). Edges beyond the first cost 1 point and comes with a corresonding flaw. Limit of three edges.
And/Or, a player may opt to buy currency. 1 point will buy 10k credits.
This message was last edited by the GM at 20:04, Mon 26 Feb.