While mustering out benefits in the New Frontier are mostly similar to those found in the core rulebook, there are some changes. Of particular note, noble titles are not a universal constant, the Traveller's Aid Society does not exist and some career specific (especially psi specific) options added. Rulings have similarly been tweaked.
Benefits
Armor
Select an armor that is TL 12 or below with a limit of GCr10.000 in price and begin play with it. If the benefit is rolled again, the traveller can get another set of armor, or trade their existing armor in for one with a price limit of GCr25.000. If the benefit is rolled a third time this price can go to GCr50.000. If it is rolled a fourth time, it can be traded in for an armor with a value of up to GCr100.000. The traveller receives no further benefit for fifth or further rolls.
Starborn characters may eschew the regular armor benefit in exchange for a
Montovaya for the first roll only.
Ally
Gain an ally
Blade
Select any weapon used with the Melee (blades) of TL 12 or lower with a price limit of GCr1.000 to begin play with. If the benefit is rolled again the player can elect to pick a new blade, or they may instead take a level of the Melee (blade) skill.
Characteristic Increases
A traveller may improve any characteristic up to the limits of their species. For Neohumans this is a flat 15 across the board, other human subspecies and other species adjust the limit according to bonuses and penalties applied at character creation (for example a Star Person would have a maximum STR of 17, maximum END of 16, INT of 14, EDU of 16, and SOC of 13). Robots have a maximum in the physical characteristics of 18, and limitations on INT, EDU, and SOC dependant upon their chassis type and brain type. An organic traveller may bypass these limitations in the physical characteristics or INT, if they are willing to take on GCr500.000 in medical debt per level of the characteristic over 15, beginning play with the relevant Physical or Cognitive enhancement augmentation. Otherwise additional levels past the limit are wasted except for Social Standing which will be converted into a ship share.
Candidate for Veneration
Most faiths have an esteemed position for particularly pious members of the
faithful (saints, walis, sadhus etc.). A traveller who is a candidate for such veneration is treated particularly well by people who respect their faith. They gains DM+2 on all interactions with members of the same faith or anyone else who respects it. In addition, each time the traveller rolls candidacy as a benefit, the Traveller may make a Formidable (14+) Science (belief/their faith) check using EDU or SOC as the relevant characteristic if a preacher, INT if a humanitarian, or END if a Holy Warrior. If the traveller passes this check they become Venerated, receiving a relevant title if any, and gaining a DM+4 to interactions with members of the same faith or those who respect it.
Contact
Gain a contact
Cybernetic Implant
Select an augment of TL 12 or lower with a price limit of GCr75.000 to implant. If the traveller rolls this benefit again, they may select a new augment, or they may instead elect to upgrade an augment they already have to the next level regardless of TL or cost.
Free Trader
Receive a used Free Trader (Core Rulebook pg 194 or High Guard pg 171), a Far Trader (Core Rulebook pg 196 or High Guard pg 169), or a suitable equivalent if allowed by the referee, with a mortgage that is 25% paid off. They must roll 1D times on the ship’s quirks chart (Core Rulebook pg 188). Each additional roll of this benefit will pay off an additional 25% of the mortgage, giving the traveller full ownership of the ship if this benefit has been rolled four times.
Gun
Select any firearm or energy weapon of TL12 or lower with a price limit of GCr3.000 to begin play with. If the benefit is rolled again the player can elect to pick a new gun or they may instead take a level of a skill relevant to any weapon they have obtained via this benefit.
Lab Ship
Receive a used Laboratory Ship (Core Rulebook pg 206 or High Guard pg 185) or a suitable equivalent if allowed by the referee, with a mortgage that is 25% paid off. They must roll 1D times on the ship’s quirks chart (Core Rulebook pg 188). Each additional roll of this benefit will pay off an additional 25% of the mortgage, giving the traveller full ownership of the ship if this benefit has been rolled four times.
Personal Vehicle
Select any unarmed vehicle of a TL 12 or lower and a price limit of GCr30.000 to begin play with. If this benefit is rolled again, the traveller may instead take a level in the relevant Drive or Flyer skill.
Psionic Registration
A psionic registration is a formal document, typically drawn up by
L'Institutul per la Ricerca Psionica or a similar institution and encoded in a specialized data crystal. It entitles the bearer to freely practice psionics in all but the most psi-hostile jurisdictions.
Psi Implant
Select an augment from the following: a TL-12 Neural Comm, Neural Jack, Neural Link, or Psi Tap to implant. Additional rolls allow the user to select an additional implant or upgrade the neural comm to a higher level. Alternatively any roll of the psi implant benefit can be exchanged for a specialized psionic cranial processing unit or cockpit sensory suite (one that is cheaper, but drains one point of the traveller’s PSI characteristic to gain the benefits of a normal CPU or CSS).
Scientific Equipment
Select one piece of scientific equipment of a TL 12 or lower and a price limit of GCr2.000 to begin play with. If the benefit is rolled again the player can elect to pick a new piece of scientific equipment or take a level in the relevant science skill.
Scout Ship
Receive a refurbished reserve Scout Ship (core rulebook pg 190 or High Guard pg 160) or a Seeker Mining ship (Core Rulebook pg 192 or High Guard pg 163), or another suitable equivalent if allowed by the referee from their patron (usually the Galactic Surveyor’s Guild). This ship is not technically the possession of the travellers, but belongs to the Guild (or another suitable patron). The travellers may modify as they see fit, but the vessel can be recalled into service at any time. In practical terms, this means that the travellers can and will be called upon from time to time to perform missions for their patron. If the relevant traveller is from the Galactic Surveyor’s Guild they will also be expected to turn into a guild base at least once a year for a tune up and the downloading of their logs and charts to the Guild’s databases. If the players decide to leave the service of their patron they must return the vessel or be declared pirates. If the guild-connected traveller dies, they must, in theory, also return the ship, though the guild is generally willing to keep the vessel in the traveller’s possession in exchange for continuing to perform missions for them.
Skill Increase
Skill increases increase the skill indicated by one level.If there is a choice of skills the player may select one to increase. Skills can only be increased to 5, and all further increases are lost.
Ship’s Boat
Select one small spacecraft of TL 12 or less, and a price limit of GCr10.000.000 to begin play with. If this benefit is rolled again, the traveller may instead take a level in the Pilot (smallcraft) skill, or take a ship share instead.
Ship Share
The traveller receives one or more ship shares. These are equal to GCr1.000.000 that must be spent on a ship. These can be shared among a group of travellers to buy a ship and pay down as much of the mortgage as possible. If a player receives another ship via another benefit, or additional shares are received after fully paying off a ship, the ship share can be exchanged for an annual payout of GCr1.000 as a share in another ship that is engaged in commerce in some other part of the galaxy.
Weapon
Select any weapon of TL12 or lower with a price limit of GCr3.000 to begin play with. If the benefit is rolled again the player can elect to pick a new gun or they may instead take a level of a skill relevant to any weapon they have obtained via this benefit.
Yacht
Receive a used Yacht (Core Rulebook pg 202 or High Guard 179), Safari Ship (Core Rulebook pg 198 or High Guard pg 173) or a suitable equivalent if allowed by the referee, with a mortgage that is 25% paid off. Each additional roll of this benefit will pay off an additional 25% of the mortgage, giving the traveller full ownership of the ship if this benefit has been rolled four times.
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