Marc Miller's Traveller Character Sheet

"Bassalope"

(NPC)

UPP
Str
Dex
End
Int
Edu
Cha
Base
B
F
D
4
2
7
Current
     
 
 
 
Weight
Height
Race
(Variety)
Birthdate
Apparent Age
(Actual Age)
Sex
Current Career
Rank/Title
 
 
"Reindog"
???-1106
13
M
 
 

Homeworld

System
Subsector
Sector
UWP
Pimane
Mora
Spinward Marches
E
5
0
0
3
4
3
-
4
Starport
Size
Atmos
Hydro
Population
Law Level
Tech level
E / H
Medium
Thin
Desert
Low
No Law
Pre-Industrial

Skills

Skill
Level
ATs
:
Skill
Level
ATs
:
Skill
Level
ATs
Brawling
     
Intimidation
     
Streetwise
   
Camouflage
     
Leadership
     
Survival
   
Carousing
     
Perception?
 
(+1 lvl)
 
Survey (sort of)
   
Environment Combat
     
Psychology
 
(+1 lvl)
 
Tactics
   
Instruction
     
Stealth
           
Sum of Int + Edu:
5
 
Skill Total:
 
 
Original Total:
 

Difficulty Codes

Rating
Dice Code
Rating
Dice Code
Rating
Dice Code
Easy
Auto / 2D
Difficult
4D
Staggering
6D
Average
3D
Formidable
5D
Impossible
7D
Spectacular Failure:
three 6's
Spectacular Success:
Target No. = Skill level + Dice Code
Target Number formula
regular:
JoT:
Attr + 3 x Lvl
Attr + Lvl
AT roll: Formidable, AT, Int (safe)

Space and Related Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Astrogation
int
edu



Gunnery
int

Communications
edu


Mechanics
str
edu


Computer
int
edu



Pilot
dex

Electronics
dex
edu



Sensors
end
edu


Engineering
int
edu



Ship's Boat
dex

Gravitics
int
edu



Vacc Suit
dex

Other Vehicle Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Equestrian
dex
soc



Jet Plane
dex
edu


Grav Craft
dex


Prop Plane
dex
edu


Ground Craft
dex
edu



Watercraft
dex
end


Helicopter
dex
edu








Social Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Administration
edu
soc



Gambling
int
soc


Bribery
int
soc



Intimidation
str
end


Carousing
soc


Language, [ ]
int
edu


Diplomacy
soc


Streetwise
end
int


Fast Talk
int
edu








Academic Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Acting
int
soc



Law
edu

Archeology
dex
edu



Linguistics
int
edu


Art
int
soc



Medical
int
edu


Biology
int
edu



Music
dex
int


Chemistry
int
edu



Philosophy
int
edu


Craftsman
dex
edu



Physics
edu

Dance
dex
soc



Psionicology
edu

Forensics
int
edu



Psychology
int
edu


Geology
edu


Research
edu

History
edu


Robotics
int
edu


Instruction
int
edu



Writing
int
edu


Miscellaneous Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Athletics
str
dex
end



Investigation
int

Broker
int
edu



Jack of Trades
***

Disguise
int


Navigation
int
edu


First Aid
int
edu



Perception
int
edu


Forgery
dex
int



Survey
edu

Interrogation
end
int



Trader
int
soc


Intrusion
dex
int








Military Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Armorer
dex
edu



Recon
end
int


Camouflage
int


Stealth
dex

Demolitions
int
edu



Survival
end

Forward Observer
int
edu



Tactics
int
edu


Leadership
end
soc








Weapon and Fighting Skills

Skill
Lvl
Attr TN
ATs
:
Skill
Lvl
Attr TN
ATs
Artillery
int
edu



Melee Combat
str
dex


Battle Dress
dex


Pistol
dex

Bow Combat
dex


Rifle
dex

Brawling
str
dex



Short Blade
dex

Environment Combat
dex
int



Shotgun
dex

Fencing
dex
soc



SMG
dex

Heavy Weapons
str
dex



Throwing
str
dex


Long Blade
str
dex








Skill Totals

Sum of Int + Edu:
5
Skill Total:
?
Original Total:
?

Psionics

Psi Strength
Psionics Test
Training
Date
Location
Start
End
Location(s)
 
 
 
 
 
 
Discipline
Level
ATs
:
Discipline
Level
ATs
:
Discipline
Level
ATs
Telepathy
 
 
 
 
 
 
 
 
 
 

Weapons & Armor

Weapon / Armor
TL
Mass
Range
Shots
Damage
Claw
0
--
 
--
 
Teeth
0
--
 
--
 

Possessions

Cash on Person
Cash Balance
Monthly Upkeep
TAS member
 
 
 
 
Other Possessions
 
 
 
 
 

History

Years
Age
Dates
Activity
Notes
 
0 - 11
1106 -1117
Child
 
 
12 - 13
1118 - 1119
Adolescent
 

Background Notes

How does this sound (I have been working on this idea a few days): On the planet where they crashed, they find a young animal that resembles a german shephard with antlers (since he is young, his antlers are short). This young animal will act like a loving puppy, and is remarkable regarding that all five of its senses are heightened (similar to dogs, a dog's sense of smell is over 100 times as acute as humans). What they don't realize is that the antlers are really antennae, representing a sixth sense ---- the animal can sense the deepest feelings (even hidden), and can "know" when the party is in danger, and will attempt to communicate this fact (via barking, whimpering, etc.)

Also similar to dogs, the animals typically run in packs, but this animal is hurt and has been abandoned by its pack. But like most pack animals, he is fiercely loyal to anyone who befriends it, and will attempt to protect him or her from any danger, even by putting his own life in danger. It's fighting abilities are similar to a german shephard's, as well. It is four-legged and has claws and teeth like a dog.

What I would like to happen as the animal matures and its antlers grow out more is that it develops its sixth sense more ---- it might be able to not only sense feelings and attitudes ---- but to change them, without the source creature even knowing or understanding what is happening. It might even develop some psychokinetic powers ---- be able to move things at a distance ---- you could prescribe this ---- what are its limits, when does it happen, etc. Finally, it might even learn to communicate in some rudimentary English (of course, this would be limited by its speech apparatus, and the fact that the animal is not one of high intellect ---- it makes up for this by its incredible ability to understand feelings).

The key to the animal is that it operates by feelings, not thoughts.... it will not reason its way out of something. This makes it a nice adjunct for play as opposition to Sir Bridgehead, who is sometimes oblivious to other people's feelings. It is always motivated by what is happening to its master (or masters), so any new abilities are likely to manifest themselves when it involves such an individual.

I think this would be a fun character to play. I think that it would attach itself to whoever in the party befriends it first... which would not be Sir Bridgehead, who would urge others to ignore it, thinking it a waste of time (he's far too busy healing people.... then to tend to a measly "reindog".) The animal would probably be assigned a name by the party, but from then on would recognize its name.
As far as rolling the character, we might roll some aspects like strength, dexterity, and possibly 6 sense rolls, representing its abilities in each of its senses.... for example, if the animal has a heightened sense of taste it might be able to determine if food is altered (drugged or poisoned). Whatever you would think would be good to roll.