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Droyne Generation
by Franklin W. Cain
Attr. | Chirper | Worker | Warrior | Drone | Technician | Sport | Leader |
STR | 1D6/2 | +3D6/2 | +1D6+2 | +/-0 | +/-0 | +1D6 | +/-0 |
AGL | 1D6+2 | +1D6 | +1D6+1 | +1D6/2 | +1D6 | +1D6/2 | +1D6/2 |
CON | 1D6+1 | +1D6 | +1D6 | +1D6/2 | +/-0 | +1D6/2 | +/-0 |
INT | 1D6/2 | +/-0 | +1D6/2 | +1D6/2 | +3D6/2 | +1D6 | +3D6/2 |
EDU | 1D6/2 | +/-0 | +1D6/2 | +1D6 | +3D6/2 | +1D6 | +1D6 |
CHR | 1D6+1 | +1D6/2 | +1D6/2 | +1D6/2 | +1D6/2 | +1D6/2 | +3D6/2 |
PSI | 1D6+1 | +/-0 | +/-0 | +1D6 | +/-0 | +1D6/2 | +1D6/2 |
For example, roll 1D6/2 +1D6 for a Sport's STR, roll 1D6+2 +1D6/2 for a Sport's AGL, and so on.
As a result of career gains, an attribute can be raised, at most, two points above the original value, but in no case above the racial maximum of 15 (F).
Instead of SOC, Droyne and Chirper characters have the pseudo-attribute Caste (CST). This attribute specifies the caste to which the character belongs, and thus can never be changed once chosen. Chirpers have CST 0, Workers have CST 1, Warriors have CST 2, Drones have CST 3, Technicians have CST 4, Sports have CST 5, and Leaders have CST 6.
Worker Caste:
3x (Animal Handling, Artisan, or Engineer) 2,
Service 2.
Warrior Caste:
Acrobat 2,
(Archaic Weapons or Gun Combat) 2,
Armed Martial Arts 2,
Unarmed Martial Arts 2.
Drone Caste:
Instruction 2,
Liaison 2,
Philosophy/Theology 2,
Service 2.
Technician Caste:
4x (Artisan or Technician) 2.
Sport Caste:
Acrobat 2,
Explore 2,
Luck 2,
Willpower 2.
Leader Caste:
Admin/Legal 2,
Deduction/Analysis 2,
Leadership 2,
Liaison 2.
Chirper
Skills:
Acrobat, Animal Handling, Charm, Explore, Interaction.
Special:
9+ for Gun Combat, Melee, Perception, Psionics, Technician.
Promotion:
9+, no DMs.
Other:
None.
Worker
Skills:
Animal Handling, Artisan, Engineer, Service, Technician,
+1 STR, +1 AGL, +1 CON.
Special:
9+ for Acrobat, Melee, Psionics, Vehicle.
Promotion:
9+, no DMs.
Other:
None.
Warrior
Skills:
Acrobat, Gun Combat, Melee, Tactics, Vehicle.
Special:
7+ for Archaic Weapons, Artillery, Heavy Weapons, Medical,
Perception, Personal Transport, Psionics, Spacehand,
+1 STR, +1 AGL, +1 CON.
Promotion:
7+, no DMs.
Other:
Roll 1D6 for Initiative.
Drone
Skills:
Charm, Interaction, Psionics, Social Science.
Special:
8+ for Acrobat, Economics, Fine Arts, Medical, Perception,
+1 EDU, +1 CHR, +1 PSI.
Promotion:
6+, no DMs.
Other:
None.
Technician
Skills:
Artisan, Physical Science, Space Tech, Technician.
Special:
7+ for Acrobat, Engineer, Perception, Psionics, Space Tech,
Spacehand, +1 INT, +1 EDU.
Promotion:
7+, no DMs.
Other:
None.
Sport
Skills:
Acrobat, Charm, Determination, Explore, Interaction, Perception,
Space Vessel.
Special:
5+ for any skill (including Psionics), +1 INT, +1 CHR.
Promotion:
8+, no DMs.
Other:
One ship DM per Special for a Scout.
Add 1 to Initiative after the second term.
Leader
Skills:
Charm, Determination, Economics, Interaction, Perception, Social
Science, Tactics, +1 INT, +1 CHR.
Special:
7+ for any skill (including Psionics), +1 EDU.
Promotion:
7+, no DMs.
Other:
Three ship DMs per term for a Scout.
For Droyne, add together the character's rank number and the number of terms served. Multiply this number by the character's CST, and then multiply this number by the basic amount for the homeworld Tech Level.
For example, a Sport of rank R2 from a High Stellar, after three terms of service, would have Cr125,000 (2 + 3 = 5; 5 x 5 = 25; 25 x Cr5,000 = Cr125,000). This money is not available as cash. Instead, the Droyne or Chirper can have equipment whose total value doesn't exceed this monetary amount.
Flying (CON) -- Acrobat, Personal Transport: This skill lets the Droyne or Chirper make use of mechanical wings. This skill is from Alien Module 5: Droyne [AM5:Dr].
Homing (PSI) -- Clairsentience/Teleperception: This psionic Talent lets the Droyne or Chirper find its way back to its community. This Talent is from AM5:Dr.
Invisibility (PSI) -- Telepathy/Telereception: This psionic Talent allows the Droyne or Chirper to cloud the minds of men (evil chuckle not included). This Talent is from AM5:Dr.
Luck (INT) -- Determination: This skill is from a back issue of TTC (the same one as Deduction, above), as well as from GDW's Dark Conspiracy. This skill acts as TNE's version of Jack-Of-All-Trades.
Philosophy/Theology (EDU) -- Social Science: This skill is used by Droyne for their coyn-casting ceremonies. This skill is otherwise identical to the version presented in T4. It is used instead of the new skill Prediction from AM5:Dr.