Youth in Classic Traveller

 In an effort to add more depth to the typical CT character, the following procedure details the progress of a human child from age 6 to age 18, through Basic, Middle, and Secondary education. This system creates 18-year-olds who, on average, are comparable to pre-career CT characters, but with a more detailed history, and in some cases, with a small amount of experience. Such characters may begin adventuring immediately or may enter a Traveller career (using any of the basic or advanced CT career systems).

 The educational systems described here are based in part on my own personal experiences being brought up in a small corner of a TL7, balkanized world. If you wish to change any of the details, feel free.


Pre-Education

 A very young individual is not up to the physical or educational standards of a typical 18-year-old. However, the child does have innate intelligence and a social standing appropriate to its family. As such, a Traveller character at age 6 has stats of 111x1y, where x and y are 2D rolls for Intelligence and Social Standing, respectively.

 Optional: Heredity

 If the UPP scores of the child's parents are known, the child's starting scores may be modified. For each characteristic, calculate the average of the parents' two scores, subtract 7, and round towards zero (positive numbers round down, negative numbers round up). Add this (typically-small) number as a modifier to the child's corresponding stat. For the physical scores and intelligence, this indicates genetic tendencies. For education and social standing, this represents environmental factors, and so only applies if the child grew up with his or her parents. For single-parent homes, average the parent's Education and Social Standing with a societal average of 7 rather than with the other parent's scores. For orphans, apply a -1 to both Education and Social Standing. After hereditary modification, scores of 0 or less is possible. This need not be considered debilitating at this time, but if it stands after Basic Education, it probably indicates a severe physical, mental, or psychological handicap.


 

Characteristic Advancement Table

The Characteristic Advancement Table is the key to getting the 111x1y scores up to the level of an average character. During each 4-year educational block, a roll on the CAT may be made for some of the character's characteristics as specified below. This is a 1D roll with DMs. Note that unmodified rolls will, on average, increase the stats by 2 in each 4-year educational block, meaning that the average scores will increase to approximately 7 by the end of the sequence.

 

Roll (1D + mods)

Result

0-

No change to characteristic

1-2

+1 to characteristic

3-4

+2 to characteristic

5-6

+3 to characteristic

7+

+4 to characteristic

 

 


 

Basic Education

 It is assumed that basic education takes 4 years, from age 6 to age 10. Children are divided according to their performance on intelligence tests, and their education is customized to their needs.

 

Basic Education for Int 4-

Severe learning disabilities are treated, at the expense of some physical development.

 

Roll on the CAT for Strength with a -1 modifier.

Roll on the CAT for Dexterity with a -1 modifier.

Roll on the CAT for Endurance with a -1 modifier.

Roll on the CAT for Education with a -1 modifier.

Roll on the CAT for Intelligence with a +1 modifier.

 

Basic Education for Int 5-9

This is generic primary education.

 

Roll on the CAT for Strength with no modifier.

Roll on the CAT for Dexterity with no modifier.

Roll on the CAT for Endurance with no modifier.

Roll on the CAT for Education with no modifier.

 

Basic Education for Int 10+

Promising students are put into accelerated learning programs. As a consequence of the time put into book learning, their physical development tends to be less than that of "average" students.

 

Roll on the CAT for Strength with a -1 modifier.

Roll on the CAT for Dexterity with a -1 modifier.

Roll on the CAT for Endurance with a -1 modifier.

Roll on the CAT for Education with a +2 modifier.

 


Middle Education

 It is assumed that middle education takes 4 years, from age 10 to age 14. Social factors, rather than innate abilities, tend to separate children in these age groups.

 

Middle Education for Soc 4-

More time is spent merely surviving than learning at this social level.

 

Roll on the CAT for Strength with a +1 modifier.

Roll on the CAT for Dexterity with no modifier.

Roll on the CAT for Endurance with a +1 modifier.

Roll on the CAT for Education with a -1 modifier.

Roll 1D. On a roll of 5+, gain Brawling-1 skill.

 

Middle Education for Soc 5-7

The middle classes have it somewhat easier, but fights on the playground still occur.

 

Roll on the CAT for Strength with no modifier.

Roll on the CAT for Dexterity with no modifier.

Roll on the CAT for Endurance with no modifier.

Roll on the CAT for Education with no modifier.

Roll 1D. On a roll of 6+, gain Brawling-1 skill.

 

Middle Education for Soc 8-9

Learning social rituals is a major part of this period of time. Doing well in school and learning to imitate one's betters is important in status-conscious societies.

 

Roll on the CAT for Strength with a -1 modifier.

Roll on the CAT for Dexterity with no modifier.

Roll on the CAT for Endurance with no modifier.

Roll on the CAT for Education with a +1 modifier.

Roll 1D. On a roll of 6+, gain one point of Social Standing.

 

Middle Education for Soc 10+

The children of the privileged learn to move in society functions without embarrassing themselves or their parents.

 

Roll on the CAT for Strength with a -1 modifier.

Roll on the CAT for Dexterity with a +1 modifier.

Roll on the CAT for Endurance with a -1 modifier.

Roll on the CAT for Education with a +1 modifier.

Roll 1D. On a roll of 5+, gain Carousing-1 skill.

 


Secondary Education (High School)

Secondary education generally takes 4 years, from age 14 to 18, but as an optional rule, a variable number of years may be taken. At this point, the character's own interests can lead him in several directions.

This portion of the character development sequence works in a manner similar to that of career enlistment. A "clique" is chosen, and a roll to "enlist" is made. If the roll fails, another clique may be chosen with a cumulative –1 to enlistment rolls. When all else fails, the "Other" clique is always an automatic success to enlist.

In addition, a 2D survival roll is made. Failure of the survival roll indicates a serious injury or illness delaying completion of secondary education by one year. Scars and stories may be associated with the injury.

 Optional: Variable Length of Education

If the player and GM agree, the secondary education can take a variable number of years. Each year, a 2D success roll is made. Once three successes have been rolled, secondary school is complete, thus, it is possible to finish in 3 years, or in 6. After 6 years, the character must "drop out" and not obtain a Graduation Gift. It may be worthwhile to gamble for the 3-year completion, as it then allows an extra career term to be completed without risk of aging penalties, leaving the character a year of active adventuring in which to find anagathic drugs. Intelligence of 8+ entitles the character to +1 on success rolls.

CAT rolls are made for Strength, Dexterity, Endurance, and Education with DMs as specified for the clique.

One or more skills may come to the character; each clique lists skills with a required roll on 1D to gain the skill. Most characters will obtain a Vehicle-0 skill this way.

Upon completion of secondary education, a Graduation Gift is received. The Graduation Gift is similar to a mustering out roll. 1D is thrown and the table appropriate to the clique is consulted. This may represent an actual gift given upon graduation, or an acquisition made during the educational term.

Clique Table

 

Clique

Socialites & Snobs

Outcasts & Ruffians

Punks & Anarchists

Geeks & Hackers

Athletes & Jocks

Geniuses & Rocket Scientists

Others

Entry

9+

7+

8+

6+

8+

9+

Auto

Entry DMs

+1 if Soc 9+

-1 if Soc 7+

-1 if Soc 8+

-2 if Soc 5-

+1 if Str 7+

+1 if Int 9+

---

Survive Intact

3+

4+

4+

3+

4+

4+

4+

Success (+1 if Int 8+)

7+

8+

7+

6+

8+

5+

7+

CAT: Strength

+0

+1

+1

-1

+1

-1

+0

CAT: Dexterity

+1

+0

+1

+1

+0

+1

+0

CAT: Endurance

-1

+1

+0

-1

+1

+0

+1

CAT: Education

+1

-1

-1

+1

-1

+1

+0

Skills

Vehicle-0/2+

Vehicle-0/2+

Vehicle-0/2+

Vehicle-0/2+

Vehicle-0/2+

Vehicle-0/2+

Vehicle-0/2+

Skills

Carousing-1/4+

Streetwise-1/4+

Vehicle-1/4+

Computer-1/4+

Brawling-1/4+

Engineering-1/4+

Admin-1/4+

Skills

Vehicle-1/5+

Carousing-1/5+

Brawling-1/5+

Electronic-1/5+

Blade-1/5+

Gravitics-1/5+

Player’s Choice-1/5+

Gift Table 1

Cr 2000

Cr 500

Cr 1000

Cr 2000

Cr 500

Cr 1000

Vehicle A

Gift Table 2

Cr 5000

Cr 1000

Cr 1000

Cr 5000

Cr 5000

Cr 2000

Vehicle C

Gift Table 3

Cr 10000

Cr 2000

Cr 2000

Model/1 Computer

+1 Str

Cr 5000

-1 Soc

Gift Table 4

Vehicle C

-1 End*

+1 Dex

Hand Computer

+1 Dex

+1 Int

-1 Soc

Gift Table 5

Vehicle D

Vehicle B

Vehicle A

Electronics Kit

Vehicle A

+1 Edu

Carousing-1

Gift Table 6

Vehicle E

Blade

Body Mod**

+1 Int

Vehicle C

+2 Edu

+1 Edu

 

Vehicle A: A suitable vehicle worth 1D x Cr 250

Vehicle B: A suitable vehicle worth 1D x Cr 500

Vehicle C: A suitable vehicle worth 1D x Cr 1000

Vehicle D: A suitable vehicle worth 1D x Cr 10000

Vehicle E: A suitable vehicle worth 1D x Cr 100000

 Model/1 Computer: A surplus starship computer; old technology but very powerful

Hand Computer: A state-of-the-art portable computer per Book 1

Electronics Kit: A portable electronic tool kit per Book 1

 * -1 End comes as a result of a history of drug use.

** Body Modification includes tattoos, piercings, and other permanent decorations of sorts which are not standard for the mainstream of culture where the education takes place.


Author: Russell Bornschlegel, kaleja@estarcion.com. Last revision: 1999/10/12.

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