Traveller: The New Era
Advanced Recruiting Rules: Beta Version
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Date: Thu, 24 Aug 1995 08:47:35 -0700
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
Subject: Advanced Recruiting Rules: Beta Version
I'm currently refereeing a Regency mercenary campaign and have found
that recruiting is a bit vague. Other than making a die roll on your
Recruiting skill, I didn't know how else to make the process more
in-depth. In my efforts to make recruiting interesting and more
challenging for my players and I've come up with the following.
Supplemented with a fair degree of roleplaying, these rules may just
work out.
Criticism and suggestions are invited. Thanks.
--Chris
RECRUITING: ADVANCED RULES
Recruiting involves the active pursuit of personnel to be hired for a
task, contract or long-term position. Most often used in the
mercenary field, Recruiting skill enables its user to locate
individuals suitable for employment using a variety of methods. These
methods include posting job listings in local publications and/or
computer bulletin boards, frequenting establishments at which the
desired personnel may be located, and networking with one's contacts
and other individuals who may come into contact with potential
recruits.
Successful recruiting depends on a number of facets. Among them are:
--Recruiting Skill
--Population
--Sampling Rate
--Military Proximity
--Starport Level
Recruiting skill is far and away the most important facet. A good
recruiter can find potential recruits in just about any populated
environment. The higher the recruiter's skill, the better he is at
beating the bushes for potential employees.
Basically, recruiting depends on a successful task roll made at
Difficult level. If the individual succeeds, he successfully locates
a qualified corps of potential recruits. No success indicates an
inability to find viable recruits. Future attempts at recruiting in
that system will not be possible until two weeks have passed.
Catastrophic failure indicates the same as failure except that the
user cannot find any viable candidates for 30 days in that system. At
the end of the established period, the recruiter may attempt to
recruit in the same system without penalty. If the recruiting task
was successful, the individual may attempt to recruit in the same
system after two weeks have passed, modified by the appropriate DMs,
listed below. Any attempts to do so before two weeks have passed will
meet with automatic failure.
The following DMs are applied to recruiting rolls:
Die Modifier (DM)
---------------------------------------------------
RECRUITING SKILL +Recruiting Skill (as per normal at Difficult
level)
POPULATION -1 if Low Pop 0 if Med Pop +1 if High Pop
SAMPLING RATE (EFFECTS NOT CUMULATIVE)
-2 if same system sampled within 30 days -1 if same system sampled
within 60 days
0 if system not sampled within 60 days or more
MILITARY PROXIMITY +1 if naval base present and hiring ship's crew or
mercenaries
0 if no military base present
+1 if Government 7 or Law Level 0-3 (and hiring mercenaries)
STARPORT LEVEL +1 if Starport A (+2 if recruiting trader crew)
0 if Starport B-D (+1 if recruiting trader crew)
-1 if Starport E-X (0 if recruiting trader crew)
If the recruiter is successful, he is able to muster a number of
recruits equal to his Recruiting skill level (not his asset level, but
his skill level). If he achieves exceptional success, he is able to
muster a number of potential recruits equal to twice his Recruiting
skill level, modified by the rules listed below.
The potential recruits will present themselves within a number of days
equal to 2D/Recruiting Skill (drop fractions). For example, Esteban
has a Recruiting skill level of 3. A roll of 2D achieves a result of
7. Dividing 7 by 3, we obtain 2.333 as our result. Fractions are
dropped, for a final total of 2. Esteban's recruits will appear
within two days of his initial Recruiting attempt.
Ambitious referees may optionally choose to modify the above rules for
roleplaying purposes. You may want to require several methods of
recruiting and apply appropriate DMs, depending on the ambitiousness
of the recruiting methods of your player(s).
Attempts by multiple individuals to recruit may not be pooled together
for a more favorable DM. Instead, each individual's recruiting task
is handled separately. However, there is a maximum effectiveness that
one group can have in collective recruiting efforts. To determine the
limitations on number of recruits, first determine the total
recruiting skill levels of the members of your group. If the number of
Recruiting skill points exceeds two times the planetary population UWP
digit, the total number of recruits beyond 2 x UWP is to be divided by
two (drop fractions).
For example, Esteban and his group are rather prolific at recruiting.
The entire group, including Esteban, has 10 levels of Recruiting
skill. Everyone achieves standard success on their Recruiting rolls.
They are recruiting from a planet with a population UWP digit of 4.
To find out the total number of recruits obtained, we subtract two
times the UWP digit (2 x 4 in this case, for a result of 8) from the
total levels of Recruiting skill (10). The result is two. We divide
this number by two to achieve a result of one. Esteban and his group
therefore acquire a total of nine recruits.