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== Character Generation == === General Concept === PCs will be members of a "pathfinder" team, exploring ahead of the mothership, running errands, checking up on the other scouts, and generally doing PC-like things. They are all from the first formal class of the Dawn League Academy, one of 16,000 chosen from across the League to build a true interstellar Coalition, training with the League's top scientists, technicians, revived cold sleep survivors from the old Imperial states, and the odd anagathic survivor from the old days. For four years, you learned as you worked, combined theory with practice, and helped put into place the upgraded starports and orbital defenses needed to protect League worlds. There is a 4% death rate. The graduates of the year 1201 all put their names in for crew positions on the first six ships to go out "Beyond the League." For the 139 that made the list, it was a dream come true. For the rest, it was back to building infrastructure, manning patrol vessels, and recovering old resources. Except for a fewβ¦ who got caught up in something else. === Guidelines === * ''Movers and shakers.'' PCs should be big damn heroes, even if it's in a quiet way. While it's fun to play a noble/drifter in the standard setting, these characters need to stand out to be on one of these ships. * ''Best of the best.'' A rank 4 in a skill is considered brilliant. Have one. Or two at 3. In a skill useful to the game would be even better. * ''Contacts.'' These will be vital, especially high-ranking ones. The Dawn League is still a small organization, and being in on the ground floor means friends in the right places. * ''PC choices influence ship choices.'' If you're a fighter jock, there'll be at least one fighter. If you're a merchant, there'll be a trade envoy and cargo space. We'll use something like Rank to determine influence. Ship shares will represent 1 MCr per share; the actual ship will represent 10% of its book value in MCr. Characters should be from within the Dawn League, though Drifter is open to one or two adopted outworlders, corpsicles, or aliens. === The Rules === * Characters start with attributes of 9, 8, 7, 6, 5, and 4, placed anywhere you like (Strength, Agility, Constitution, Intelligence, Education, Charisma). * Roll 1d6, add the result to your stats anywhere you like, to a maximum of 11 in any single stat. Note the amount less than 6 that was rolled β this number will generate bonuses after character generation. * Roll Social Status on 2d6, no modifiers. * Follow the TNE career paths as usual, with the following house rules: ** Any career gives a minimum of 7 points of skills in its first term; if the career lacks that many, add more points until you reach 7. ** In every term after the first in the ''same'' career, you may choose to add [number of terms in career] skill points to any skill previously learned in the career. This simulates specialized career choices. ** Each term, use the Events tables from Mongoose Traveller, adapting as necessary to the system. For failed continuance, use the Mishaps tables for flavor, but character generation is not ended. * The last term for every character will be the Dawn League Technical Academy, "where they separate the men from the goats." Transfer of rank into the RefCol is automatic if you were from a recognized memberworld. Thanks to DELTA training, you will have experience with relic technology up to TL14-15. Maximum 4 terms + Academy (total 5), but preferably only 2 or 3 terms + Academy (total 3 or 4). Available extra skills: http://www.downport.com/bard/bard/gail/gail4010.html
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