Spacer/Trader

Updated:  2010-09-03

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House Rules

Associated Games/Campaigns

2300AD
Dark Æther
Traveller (TNE)
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House Rules

Character Generation

 

Description

[2300AD] An independent trader either uses his own ship, or rents space on other ships, for mercantile activities. The merchant’s goals are to purchase strange, exotic materials on the fringes of human space for sale to the hungry masses at the Core.

Spacecraft travel routinely between stars in the year 2300. Because there is a great deal of time involved in space travel, most crews on starships learn to serve many different functions

[Dark Æther] Spacers are the men and women who crew the ships plying the ether-lanes of the Solar System, whether those vessels are tramp freighters or massive cruise liners.

[Traveller (TNE)] When Virus drove a billion computers into howling insanity, when thousands of ships burned up in atmospheres or opened their airlocks to let hard vacuum consume their crews, only the decrepit and obsolete tramp merchant vessels — with computers too stupid to be infected — survived. For nearly a century, that tattered network of ramshackle ships was all that remained of interstellar trade in most of human-settled space. The men and women who crew the Free Traders are a breed unto themselves, as stubbornly self-reliant as they come.

Entry
Intelligence 6+ or Charisma 6+. [Traveller (TNE)] Homeworld Tech = Early Stellar+.

First Term

Commission:  6+, DM +1 if Education 8+, DM +1 if Intelligence 8+.  If on Low or High+ Government world, DM +1 for Social Standing 8+. A commission makes the character an officer; all other characters are spacehands.

Skills:

Officers:

Spacehands:

Subsequent Terms

Commission:  7+, DM +1 if Education 8+, DM +1 if Intelligence 8+.

Skills:

Officers:

Spacehands:

All Terms

Special Assignment/Adventure:  (2D6) 4+ for the following:

Promotion: 7+, DM +1 if Charisma 7+. DM +1 if Intelligence 7+. If on Low or High+ Government world, DM +1 for Social Standing 8+.

Contacts:  One per term, trader, government, or criminal.  On a roll of 1D10 for 4+ the contact is foreign.

Special

[2300AD]  None.

[Dark Æther] None.

[Traveller (TNE)]  2 ship DMs per term served as a spacehand, 5 ship DMs per term served as an officer, both for a Trader ship.

Ranks
E1 Apprentice Spacehand
E2 Able Spacehand
E3 Senior Spacehand
E4 Master Spacehand
E5 Mate
E6 1st Mate
O1 4th Officer
O2 3rd Officer
O3 2nd Officer
O4 1st Officer
O5 Captain
O6 Senior Captain
O7 Commodore