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Classic Traveller B/X

This will be a heresy both to Classic Traveller and B/X fans, but bear with me for a little while because it's just a fun reskin.

STEP 1. Roll a character using Classic Traveller Character generator as written.
STEP 2. Convert the characteristics of the rolled character to BX in a straightforward manner:

STR > STR +2
INT > INT +2
WIS > EDU +2
DEX > DEX +2
CON > END +2
CHR > SOC +2

The rolled skill levels become old-school Saving Throws Modifiers, to be used only in tight spots, after a string of bad decisions or really unfortunate outcomes. They are rolled when there is something critical on the line and everything is SNAFU. The base saving throw for an unskilled character is 10 (pure luck). Example: a Pilot-2 rolls againt a Saving Throw of 8 in tight spots (10-2). Ignore other B/X saving throws except against spells (becomes against psionics).

STEP 3. Pick a Classic Traveller B/X class from those available depending on the character's Service branch. The name of the class becomes Service + Chosen Class, i.e, you can be an Army Cleric, a Marines Psionic Soldier, a Merchant Trader, a Civilian Rogue, etc. Psionic classes have INT requirements.

Navy: Fighter, Cleric, Psionic (INT 10+), Psionic soldier (INT 13+)
Marines: Fighter, Cleric, Psionic (INT 10+), Psionic soldier (INT 13+)
Army: Fighter, Cleric, Psionic (INT 10+), Psionic soldier (INT 13+)
Scouts: Explorer
Merchants: Trader, Rogue, Psionic (INT 10+)
Civilians (other): Rogue, Cleric, Psionic (INT 10+)

CLASSES RESKINNED:

Fighter - BX Fighter
Cleric - BX Cleric
Psionic - BX Magic-User
Psionic Soldier - BX Elf
Explorer - BX Halfling but rolls d8 for hit points (Scouts are tough mf.)
Trader - BX Dwarf
Rogue - BX Thief

STEP 4. For equipment prices divide Classical Traveller currency (Cr) by 20 to obtain the price in Gold Credits (GCr.) You have access to all equipment from The Traveller Book. The exception is guns and armor prices, which are only divided by 4. Example: If a patron offers the players a reward of Cr 10,000 to each member in a Traveller adventure book, he is offering each player GCr 500 (for in-world and advancement purposes).

STEP 5. Armor and Weapons

0 Battle Dress
1 Combat Armor
3 Cloth
5 Mesh
7 Jack
9 Nothing

Reflec 1 Vs laser* / Vs other as weared on top
Ablat 2 Vs laser* / 5 Vs other ((degrades +1 with each attack, hit or failed)
*If fired by a laser weapon and not wearing Reflec or Ablat, AC is one higher.

RANGE MODIFIERS Damage Short Medium Long Body Pistol d4 0 -3 NO Automatic Pistold6 1 -2 -3 Revolver d6 1 -1 -3 Carbine d6 0 -1 -2 Rifle d8 0 0 0 Automatic Rifle d8* 0 1 0 Shotgun d10 0 1 -3 Submachine Gun d6* 1 1 -3 Laser Carbine d10 0 0 0 Laser Rifle d10 1 1 1 Ranges are: Short (5-40), Medium (41-80), Long (81-160).
All guns jam on a 1. *Two attacks per round, but jams on a 1-2. Dagger d4 Blade d6 Foil d6 Cutlass d8 Sword d8 Boardword d10 Bayonet d8 Spear d8 Haldberd d8 Pike d8 Cudgel d4

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