Having only recently been introduced to Traveller I rolled up a character last night, it was actually a lot of fun, and I thought to myself, "How feasible could this be to adapt to ShadowRun?"
I'm contemplating the method in two fashions, one which actually builds the character, like Traveller, and the other which guides a character's background without getting in the way of a BP or Karma build, other than possibly suggesting diversification in skills or a history behind a particular implant.
For example, if the character had spent some time as part of a illegal gambling ring he could have picked up Slight of Hand just from being around card sharks. Sure, he might be a gun-bunney with a brain like a bear trap (rusty and illegal in 47 states), but it guides the character to a slightly more organic state, having some related, but off-build skill at a rank or two.
It's this second method I want to try and develop first, although the first will be easier to create, one where live events happen but don't grant any changes to the character sheet--at least not any farther than a few BP ("Acquire a small gambling debt and 1 subterfuge skill for getting caught cheating at poker and learning from your mistake" for example).
I also will want to use the Traveller method for the dice rolls themselves (primarily 2d6 with 11 outcomes, or 1d6 and 6 outcomes) rather than the ShadowRun method, as it generally has fewer likely outcomes and far more exceedingly unlikely ones. Ex. a dice pool of 9 has 10 possible outcomes, but rolling 9 successes is lower than 0.01%.
Anyway, to get this started we need a collection of career choices (not classes! I rolled up a Scientist/Naval Gunner last night in the interest of creating a gunslinger/tinkerer, sure ended up with Mechanics, Engineering (Jump Drives,Electronics), Vac-Suit, and Computers, but that's what life as a gunnery officer does: fires the big guns and repairs them!)
Each career path should have 3 or so specializations (Scholar was broken down into Field Researcher, Scientist, and Physician). Each path has 6 skills, and each specialization has 6 skills (they can overlap, the scientist has Any Science twice and the base skills also include Any Science). Each path also needs an event table (2d6 for 11 outcomes), a survival and promotion table, and a rank benefits table (not all entries need to be filled), a Mishaps table (mishaps generally eject you from a career and can lead to injury; 1d6 6 outcomes).
I'll try and come up with an example here.
It should be noted that I'm using Traveller's rules for advancement, which is a 2d6 roll plus mods (from indicated stat) against the listed target number.
Ex. Str 8+ means roll 2d6 add bonus* (or penalty) from strength and you need an 8 or higher.
[ Spoiler ]
Path: Gang Member
Specializations: Grunt, Shark, Thief
Grunt: The big guy, with the intimidating weapons. You muscle people around for a living.
Shark: A charismatic enticing "deal with the devil" guy. You socialize and talk people out of their money and possessions.
Thief: You steal things, ranging from petty to breaking and entering. Small, sneaky, and silent.
Skills and Training:
CODE
Roll Career Skill Grunt Shark Thief
1 Any Weapon skill Any Weapon skill Etiquette Infiltration
2 Dodge Dodge Negotiation Escape Artist
3 Intimidate Intimidate Leadership Locksmith
4 Con Negotiation Con Disguise
5 Perception Intimidate Palming Palming
6 Street Knowledge Street Knowledge Forgery Shadowing
Survival and Advancement
CODE
Survival Advancement
Grunt Str 7+ Str 9+
Shark Cha 8+ Cha 8+
Thief Agl 8+ Int 7+
Rank And Benefits
CODE
Rank Grunt Shark Thief
0
1 Intimidate Con Palming
2
3 Weapon Skill Negotiation Locksmith
4
5 Street Knowledge Palming Infiltration
6
I'll admit to having borrowed much of the following from the Traveller's Rogue career.
Events:
CODE
2 Roll for a mishap, but are not ejected from this career
3 You are arrested. If you defend yourself, roll Negotiation 8+, if you succeed, charges are dropped, if you fail lose 2 benefit rolls. If you hire a lawyer, lose 1 benefit roll, and gain the lawyer as a contact.
4 You are involved in the planning of an impressive heist. Gain one: Computers 1, Infiltration 1, Data Search 1, Mechanic (any) 1.
5 One of your crimes pays off, gain +1 to one Benefits roll.
6 You have the opportunity to backstab a fellow ganger. If you do, gain +4 to your next advancement check. If you chose not to, gain them as a loyal contact.
7 Life Event (roll on the life events table)**
8 You spend months in the criminal underworld. Gain one: Street Knowledge 1, Infiltration 1, Any Weapon Skill, Disguise 1.
9 You become involved in a fued with a rival gang. Roll Infiltration or Combat (any) 8+. If you succeed, gain 1 benefit roll. If you fail, roll for an injury.
10 You're involved in a gambling ring. Wager any number of benefit rolls and roll Edge 8+. If you fail you lose those benefits, if you succeed gain half again as many (round up).
11 A crime lord considers you his protege. Either gain Leadership 1, or +4 to your next advancement roll.
12 You commit a legendary crime, automatically advance.
Mishaps:
CODE
1 Severely injured (roll on the injury table twice and take the lower result)
2 Arrested, lose 1 benefit roll.
3 You're betrayed, gain an enemy.
4 A job goes wrong. Gain of of: Con 1, Pilot Groundcraft 1, or Gunnery 1.
5 A detective or rival criminal forces you to flee, gain an enemy.
6 Injured (roll on the injury table**)
Benefits
CODE
Cash Other stuff
1 None Weapon
2 None Armor
3 5000 1 rank of any skill
4 10000 Weapon
5 20000 Armor
6 30000 1 rank of any skill
7 50000 1 choice piece of cyberware or bioware
For those unfamiliar with Traveler, a quick rundown on how to use the tables, plus a note on skills.
[ Spoiler ]
Leaving out Traveller-specific steps
CODE
3. a. Choose a career. You cannot choose a career you have
already left.
b. Roll to qualify for that career.
c. If you qualify for that career, go to Step 4.
d. If you do not qualify for that career, then you can go to the Draft or enter the Drifter career. The Draft can put you back into a career you have been forced to leave, at your old rank. You can only apply for the Draft once.
4. If this is your first time on this career, get your basic training (all skills under "Career Skills" at 1 rank).
5. Choose a specialization for this career.
6. a. Choose one of the Skills and Training tables for this career and roll on it (either the "career skills" or the specialization skills list).
b. Roll for survival on this career.
c. If you succeed, go to Step 7.
d. If you did not succeed, then events have forced you from this career. Roll on the Mishap table, then go to Step 9.
7. Roll for Events.
8. a. Roll for Advancement
b. If you succeed, choose one of the skills and training tables for this career and roll on it. Increase your Rank and take any bonus skills from the Ranks table for this career.
c. If you roll less than the number of terms spent in this career, you must leave this career.
9. Increase your age by 4 years.*** If your character is 34 or older, roll for Aging.**
10. If you are leaving the career, roll for Benefits.
11. If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character. Otherwise, go to Step 5.
12. Finalize any Connections with other characters.
It should be noted for skills that if it's just a skill name, you increase your rank by 1. If it's a skill and a number then you increase your skill to that number, if you already have it at that or higher, then no benefit. Traveller also starts at "No Rank" (defaulting is a -3) and advances to rank 0 (no defaulting, but no bonus) and caps out at rank 4, so picking up a [Skill] 1 that you don't have is actually pretty nice.
As always, thoughts, comments, help, and such appreciated.
*Traveller uses 2d6 for stats, meaning average is 7. Every 2 points above is +1, every 2 points below is a -1
Shadowrun being a 1-6(9) system this needs to be changed, I'm thinking:
CODE
1 -2
2 -1
3-4 0
5-6 +1
7-8 +2
9+ +3
As most PCs will have a 5 or better in their primary stat, and 3-4 is average.
**Not included here...yet
***Traveller starts you at 18 and every term of service is 4 years. I'm more inclined to start SR characters at 16 and increase their age by 2 years each time (all characters must serve 1 term in some profession, though there is no maximum, though aging does take its toll and will kill you at some point).