Players wishing to generate characters in Yori's military may use the standard Advanced Character Generation system presented in the MegaTraveller Players' Manual with the following changes.
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All characters automatically gain Gun Combat-0, Computer-0, Wheeled Vehicle-0. Characters from the desert gain Survival(Desert)-0. All characters also gain one other skill from the following table:
If from Scarland then Local = Herding New Skills: History represents a in-depth knowledge of the distant past. (Recent history and some key distant historical events are included under EDU.) The history skill is qualified by its focus ... in the case above "History (Yori)" refers to an in-depth knowledge of Yori's distant past, along with its myths. All characters are assumed to be fluent in Galanglic (the common language of the Third Imperium). Language represents skill in a second language ... level 0 = basic competancy, level 1 = fluent, level 2 = speak/write like a native. Etip is a now dead language from Yori's past (many historical religous documents were written in etip). Quarterstaff represents skill using a quarterstaff or similar long pole as a weapon. The quarterstaff is a traditional weapon on Yori, especially amoung religious orders. In combat a quarterstaff is considered equivalent to a Cudgel/Staff but with +1 damage if STR 15+. | ||||||||||||||
Characters may choose to join the merchants for one term. |
1 or more points awarded for Education may be traded for additoinal roles on the Other Default Skill table. Honours graduates will attend further education in the school of their choice: Medical School, Flight School, or Religious School
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Once entered service there are 4 branches. Graduates of flight school join the Aero Group, everyone else joins a branch equivalent to their home location.
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* On roll of 11+ gain 1 brownie point ** On roll of 10+ gain Recruiting or Liaison skill
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Advanced Air Combat school: Throw 4+ (1d6) for Aircraft, Tactics, Gunnery. Air-crew school: Throw 4+ (1d6) for Gunnery, Navigation, Sensor Ops. A.G. Secondment: Spend 1 year assigned to an aerospace group. Throw 3+ (1d6) for Vacc Suit, High-G Environ, Zero-G Environ. Attache/Aide: Roll 1d6 ... 1-4 assigns duty as a military attache, 5-6 duty as aide to a general. An attache receives promotion of one grade and +1 Social Standing. An aide receives +1 Social Standing and selects command duty or a special assignment (not attache/aide). Base Defense school: Receive Combat Rifleman skill. Throw 4+ (1d6) for Heavy Weapons, Tactics, Leader, ATV, Gunnery. Command College: Throw 4+ (1d6) for Tactics, Leader, and Recon. Covert Operation: Survival on 6+. Docoration on 5+. Promotion on 6+. For skills throw 6+ (1d6) for Dagger, Demolitions, Interrogation, Intrusion, Jack-o-Trades, Recon, Rifle, Stealth, Streetwise, and (any). Cross-Training: Select any combat arm (not FOG) for cross-training. Roll for one skill on the MOS table. Forward Observer school: Throw 4+ (1d6) for Forward Observer, Recon, Sensor Ops. H.O.G. Secondment: At start of next term (or immediately if 1st year of term) transfer to H.O.G. for 1 term, then return for a mimimum of 1 term. If not immediate then reroll this years assignment until new term starts. First year of H.O.G. is training (throw 5+ (1d6) for Brawling, Handgun, Demolitions, Intrusion, Stealth, Survival, Recon, Vacc Suit, Dagger and Instruction), thereafter roll H.O.G. assignments for remainder of term. Intelligence School: Throw 4+ (1d6) for Forgery, Bribery, Streetwise, Interrogation, and Vice. OCS: Advance to rank O1 (rank E7 advances to rank O2) in current or cross-trained branch. Roll twice on the Service Skills table and once on the MOS table. Rank E8 and E9 are commissioned to Rank O3, adding no skills. OCS is prohibited over age 38 (reroll on the Special Assignments table, and if OCS is selected, a waiver allows attendance). Recruiting: Receive Recruiting skill. Space school: Throw 4+ (1d6) for Ship's Boat, Ship Tactics, Navigation, Vacc Suit, Gunnery, Engineering. Specialist School: Throw 1d6 on the Specialist School table.
Staff College: Throw 4+ (1d6) for Admin, Combat Engineering, Computer, Robot Ops. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Use standard tables for Army characters as per Players' Manual p20. Characters who have served in the H.O.G. get an additional roll on the Cash Benefits table (this is exempt from the 3 roll limit). |