Saturday, June 20, 2020

Let's Read: Traveller, 1977 Edition, Characters & Combat, page 23


More information on the Free Trader, which is ‘Type A’, which I’m sure will make more sense when I get to book 2. Most people who get one need to start trading immediately just to keep up the payments. Of course, it’s possible to get a Free Trader without having to pay for it; it’s not easy, since it basically requires the character to reach the rank of Captain (5) in a service that promotes on a 10+ (9+ for high intelligence), roll at least five times on the mustering-out table and get a Yahtzee (5 sixes). I’d calculate the odds, but they’re just not good.

Alright, let’s do the math. Assuming the character has an Intelligence of 9 or more, the probability of rolling for a promotion is 27.78% per term. (A lower intelligence drops that to 16.67%, or 1-in-6). So, since you need four promotions, the chances of getting to captain by term four are 0.6%. It’s slightly better if you take more terms, but it’s still small. So, you’ve got a minimum of six rolls at this point (4 terms, plus 2 for reaching rank 3).

The chances of rolling 5 sixes in six tries is 0.000643, or 0.064%. Put those together, and the chances of a Merchant with a 9+ intelligence getting his own ship free and clear are 0.000383%. Has this ever legitimately happened in the game’s history? If so, I want to take that guy to Vegas.

Here’s an interesting question. It says that rolling up a ship twice means that you’ve not just paid for ten years’ worth of payments, but that you’ve actually owned the vessel for ten years. So, rolling it free and clear would mean that you’ve actually made payments for 40 years. Seven terms of service means you’re 46 years old; four terms (the bare minimum) means that you’ve only been alive for 34 years. So, it’s possible that you’ve been paying for the ship since you were a six-year old, or even for six years prior to being born. And thus, time travel makes its first appearance in Traveller. Either that, or your parents have been doing some proactive investing, and you really didn’t have a choice in careers. Good thing you didn’t end up in the Scouts…

Speaking of the Scouts, they can get their own ship, a type-S Scout ship. Unlike the merchants, rolling up a second ship does you no good whatsoever. Basically, the ship is being leased/loaned to the character, but it’s still part of the Scout service, and they’re hoping you’ll make good use of it until they need it. Potential plot point right there…they need the ship back, and you’re a long way away from the nearest base.

Mustering out can get characteristic benefits as well, which are straightforward just as they are in the skills tables.

Ooh, what’s this? Bonus skills for services and ranks. Promotion in the Navy gets you Social Standing, while Army and Marines get better at killing things. Merchants and Scouts can learn to Pilot (Merchants have to attain First Officer status first).

So, JR now has an additional skill in Rifle (now up to 3), as well as adding SMG-1 to his repertoire. Nice.

Okay, so the next step is a character creation example. Well, I’ve already done that, but I’ll see what the book has to say in case I missed something.

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