2 General house rules
House RulesClassic Traveller
The rules as read provide a decent engine for creating characters, but the random aspectof the system creates a number of dangers: in the ﬁrst case, it’s easy to create a parties of characters with wildly mismatched skills (this may or may not be a bad thing); in the sec-ond case, it’s easy to have a decent character shaping up only to watch him or her die dur-ing the creation process; ﬁnally, the random nature of the system makes it hard to createthe precise character a player might want.
Every character starts with ﬁve fatepoints. The player can use these points both during character creation, and duringplay itself. Here’s what you can do with afate point.
During character creation.
Duringcharacter creation you can use a fate pointto
Choose your character’s service. However,you may only choose a service for which youwould have at least a +1DM on the enlist-ment roll. (This may also be a service forwhich you’ve already been denied enlist-ment.)
Choose to reroll any die roll (in this case, youcan wait until the roll is made, pay the point,roll again, and then choose which result youwant to keep).This expense applies to the twelve dice youroll for your characteristics as well.
During play you can use afate point to
Choose to reroll any die roll (roll again andchoose the result you want).
Make a task easier by one level of difﬁculty.
Avoid death. In situations where a charactershould by rights be dead, you can spend afate point to avoid death, as long as you canmake up some halfway reasonable storyabout which the character should survive.
While you still roll six pairs of dice to gen-erate your characteristics, you may nowroll a set of twelve dice, and match themup to the six characterstics as you like,although each characterstic must get twodice.
During character creation, failing a sur-vival check does not end in a character’sdeath (unless you want it to). Instead, thecharacter washes out of the current serv-ice with only two terms of service and nochance for promotion or skill acquisition.The character still gets to muster out. Youcan decide the circumstances of thedischarge–it need not be dishonorable.
Zero level skills
In the rules as read, player charactersautomatically get a level of zero in allweapon skills. This prevents them fromhaving to suffer unskilled penalties duringcombat. This house rule makes this policyslightly more ﬂexible.
Each player can choose, as part of a back-ground, ﬁve zero level skills for their charac-ter which they should justify to me. You now
receive a zero level in any combatskills, unless you pick them in your ﬁve.You may
select Jack Of All Trades as azero-level skill.
Complete skill list
Here’s a list of all the skills in the game.Those skills in italics are available onlyfrom the expanded character creationrules (Books 4 through 7).
Jack Of All TradesLeader
Combat and Weapon Skills
BrawlingBlade Combat [Type]
Combat Engineering FA Gunnery Fleet Tactics
Gun Combat [Type]Gunnery
Heavy Weapons Recon Recruiting Ship Tactics Zero-G Combat
Air/Raft ATVShip’s BoatVehicle [Type:Subtype]