TEXT: Revised Basic Character Generation for Classic Traveller
  Based on Book 1 and on S4: Citizens of the Imperium
  Version 1.1
  General Suggestions for Character Generations
  1)
  For characteristics, roll 2D6 seven times, drop the lowest pair, and arrange the remaining six pairs among the six
  characteristics as desired.
  2)
  The referee secretly rolls and records each character’s original PSI Strength: 2D6 in the OUT or 4D6-12 in the Solar
  Triumvirate universe. In some settings (Zhodani, for example), the player rolls the PSI strength before character
  generation. Note that, without training, the PSI Strength is reduced by one for each four years after the age of 18, as
  stated in CT-LBB2.
  3)
  Character Generation is according to the tables below and the procedure given in LBB1 and in S4: Citizens of the
  Imperium, with the following changes: 
  3a) you don't die at a failed Survival roll; you get wounded and dismissed as in the LBB1 optional rule.
  3b) After Character generation is complete, choose ONE skill, ANY skill at level-1 to "round up" your
  character.
  3c) there are six "Enlisted" (i.e. non-officer) ranks per ranked service (i.e. one with officer ranks in
  LBB1/S4). You get to roll Promotion even if you are not Commissioned, but then you get promoted in the
  Enlisted rank ladder. All characters start at Enlisted Rank 1. Commissioned Ranks are given in LBB1 and
  in S4: CotI, respectively.
  3d) there is a "Special Duty" throw per 4-year term for each service, as noted in the revised tables given
  below; a successful throw gives you an additional skill. So, if lucky, you could get 5 skills in your first term
  of service - two basic, one for Commission, one for Promotion and one for Special Duty. In military
  services, note the number of successful Special Duty rolls; each gives you a Combat Service Ribbon in
  addition to the skill.
  3e) there is a "Decoration" throw for each military/paramilitary service. A successful throw gives you a
  decoration; it is mostly for flavor unless Mercenary and/or Striker are used.
  3f) there are now "Cascade" Skills, marked in Italics. If a Cascade skill is rolled, feel free to choose one
  skill from the respective Cascade Group. For example, if you roll "Soldier" for a skill, feel free to choose
  between Combat engineering, Demolitions, Forward observer, Recon and Tactics.
  3g) every service that doesn't have ranks receives 2 skills every term, including the first, in addition to the
  skill received for a successful Special Duty throw.
  4)
  Zero-Level Skills are given as following: 
  Zero-Level skills are recorder during Character generation. Of course, many more could be received after Character
  generation by various means. Zero-Level skills are given at Character generation using the following criteria (of
  course, if the character has a real expertise - 1+ - in any of the listed skills, he or she uses the expertise and not the
  zero-level skill ) -
  5a) all player characters are assumed to have Brawling-0, Cudgel-0, Dagger-0, Blade-0 and Steward-0.
  All characters except for Barbarians also receive Vacc Suit-0 and Pistol-0.
  
  5b) any player character from a TL5-TL10 world with any kind of solid ground is assumed to have
  Wheeled Vehicle-0.
  5c) any player character from a 100% ocean world is assumed to have Small Watercraft-0.
  5d) any player character from a TL11+ world is assumed to have Grav Vehicle-0.
  5e) any player character from a TL8+ world is assumed to have Computer-0.
  5f) any character from a TL4- world is assumed to have Survival-0, Hunting-0 and Animal Handling-0.
  5g) all military (Army, Marines and Navy) player characters are assumed to have Combat Rifleman-0,
  SMG-0, Laser Weapons-0, Shotgun-0, Foil-0, Cutlass-0, Forward Observer-0 and Tracked Vehicle-0.
  5h) all player characters with a skill of 1+ in Combat Rifleman have Bayonet-0 and Spear-0.
  5i) all Scout player characters from the Field branch are assumed to have Survival-0, Survey-0, Laser
  Weapons-0, SMG-0, Tracked Vehicle-0, Zero-G Weapons-0 and combat Rifleman-0.
  5j) all Merchant player characters are assumed to have Carousing-0, Broker-0, Streetwise-0, Admin-0 and
  Trader-0.
  5k) all Navy and Marine player characters are assumed to have Zero-G-0.
  5)
  Mustering Out is conducted on the appropriate LBB1 or S4 tables.
  6)
  Characters are able to switch between careers after enlistment, but with a cumulative DM -2 per change to the
  Enlistment roll; a failed Enlistment roll to join a new service means that the character remains in the old service, unless
  he or she has failed in the previous service’s re-enlistment throw.
  Skill and Cascade List:
  Skill
  Reference
  Skill
  Reference
  Skill
  Reference
  GENERAL
  -
  Archeology
  Below
  Bow Weapons
  S4 p.11#
  Animal Handling
  Below
  History
  Below
  Crossbows
  Battle dress
  LBB4 p.10
  Philosophy
  Below
  HEAVY WEAPONS
  LBB4 p.11
  Craftsman
  Below
  Planetology
  Below
  Field Artillery
  Below
  Fleet tactics
  LBB5 p.10
  Linguistics
  Below
  Launchers
  LBB1 p.19*
  Jack of all Trades
  LBB1 p.20
  Forensics
  Below
  Vehicle Gunnery 
  Language
  Below
  Civil Engineering
  Below
  SOLDIER
  LBB4 p.11
  Leader
  LBB1 p.20
  MELEE COMBAT
  Combat engineering
  LBB4 p.11
  Liaison
  LBB5 p.12
  BUSINESS
  LBB1 p.17
  Demolitions
  LBB1 p.19
  Mechanical
  LBB1 p.20
  Admin
  LBB6 p.17
  Forward Observer
  LBB4 p.15
  Medic
  LBB1 p.20
  Broker
  LBB7 p.30
  Recon
  LBB1 p.22
  Naval architect
  LBB6 p.18
  Trader
  Tactics
  Navigation
  LBB1 p.21**
  CLANDESTINE
  LBB1 p.18
  SPACE
  LBB1 p.21**
  Perform
  Below
  Bribery
  LBB5 p.10 
  Astrogation
  LBB1 p.19
  Prospecting
  S4 p.17
  Carousing
  LBB1 p.19
  Engineering
  LBB1 p.19
  Recruiting
  LBB4 p.15
  Forgery
  LBB1 p.19
  Ship Gunnery
  LBB1 p.21
  Ship tactics
  LBB5 p.13
  Gambling
  LBB4 p.14
  Pilot
  LBB1 p.21
  Steward
  LBB1 p.22
  Interrogation
  Below
  Ship's Boat
  LBB1 p.22
  Survey
  LBB6 p.18
  Stealth
  LBB1 p.22
  Vacc suit
  LBB4 p.16
  Survival
  LBB4 p.15
  Streetwise
  Below
  Zero g
  Hunting
  LBB6 p.17
  Locksmithing
  TECHNICAL
  LBB5 p.10
  
  ACADEMIC
  GUN COMBAT
  Below
  Communications
  LBB1 p.18
  Instruction
  LBB4 p.13
  Combat Rifleman 
  Below
  Computer
  LBB1 p.18
  Legal
  LBB7 p.29
  Pistol
  Below
  Electronics
  LBB5 p.10
  Research
  Below
  Submachinegun
  Below
  Gravitics
  LBB8 p.44@
  SCIENCE
  Shotgun
  Below
  Robotics
  Below
  (Xeno) Biology
  Below
  Laser Weapons
  Below
  Armory
  Chemistry
  Below
  Zero-G Weapons
  Below
  VEHICLE
  Below
  Physics
  Below
  High Energy Weapons 
  Below
  Wheeled
  Below
  Mathematics
  Below
  Auto-Weapons
  Tracked
  Below
  Psychology
  Below
  ARCHAIC WEAPONS
  Below
  Grav-craft
  Below
  Psionicology
  Below
  Archaic Rifles
  Below
  Aircraft
  Below
  Sophontology
  Below
  Archaic Pistols
  Below
  Watercraft
  Below
  Art
  Below
  Blunderbuss
  Air-Cushion Vehicles
  * The Gunnery Skill is now split into Vehicle Gunnery and Ship Gunnery. 
  **The Navigation Skill is now split into Navigation (on a world’s surface) and Astrogation (space).  
  @ The Robotics skill now covers the Robot Ops one as well. 
  # The skill in Bows now consists of two skills: Bow Weapons and Crossbows. Bow Weapons governs the use of all bows; Crossbows
  governs the use of all crossbows.
  New Skills
  Animal Handling: Governs the care and training of domesticated animals as well as the domestication of suitable wild beasts.
  Craftsman: Encompasses a variety of pre-industrial handcrafts, such as sewing, weaving, jewelry, blacksmithing and so on. 
  Language: The knowledge of one language besides Galanglic (which all Traveller characters are assumed to know).
  Perform: Incorporates the various performing arts such as theatre, music and dancing.
  Research: Governs the retrieval of a specific piece of data from archives and libraries, as well as basic laboratory work.
  (Xeno) Biology: The scientific knowledge of life sciences and genetics.
  Chemistry: The scientific knowledge of the various kinds of chemistry, both in theory and in practice.
  Physics: The scientific knowledge of mechanics, relativity, field theories, atomics and other fields of physics. 
  Mathematics: The scientific knowledge of mathematics, both practical and theoretical.
  Psychology: The scientific knowledge and analysis of the mental and emotional processes of sophonts.
  Psionicology: The scientific knowledge about psionics (this skill doesn’t give a character psionics powers on its own).
  Sophontology: The scientific knowledge of the interstellar version of “anthropology”.
  Art: The academic knowledge and practice of the various art forms.
  Archeology: The science of recovering and analyzing the remains of previous eras.
  Planetology: The scientific knowledge of planets; the interstellar equivalent of geology and ecology.
  Linguistics: The science and analysis of languages.
  Forensics: The science and techniques of analyzing a crime scene and drawing conclusions from its remains.
  Civil Engineering: The knowledge and practice of designing buildings and mechanical equipment.
  Melee Combat: A cascade skill; choose between Dagger, Blade, Foil, Sword, Cutlass, Broadsword, Bayonet, Spear, Halberd,
  Cudgel, and Brawling.
  Stealth: Governs attempts to sneak undetected past people, shadow people or vehicles, or spot such attempts.
  Locksmithing: The training in assembling, disassembling and picking mechanical and electronic locks and safes.
  Combat Rifleman: Governs the use of Rifles, Carbines, Assault Rifles, Advanced Combat Rifles, and Gauss Rifles.
  Pistols: Governs the use of Body Pistols, Revolvers, and Auto-Pistols.
  Submachineguns: Governs the use of Submachineguns, and Gauss Submachineguns.
  Shotguns: Governs the use of Shotguns and Combat Shotguns.
  Laser Weapons: Governs the use of Laser Pistols, Laser Carbines, and Laser Rifles.
  Zero-G Weapons: Governs the use of Snub Pistols and Accelerator Rifles.
  High Energy Weapons: Governs the use of PGMP-12s, PGMP-13s, FGMP-14s and FGMP-15s.
  Auto-Weapons: Governs the use of Auto-Rifles, LMGs, HMGs, and Gauss SAWs*).
  Archaic Rifles: Governs the use of TL4- long arms such as matchlock flintlock, wheellock and percussion cap muskets.
  Archaic Pistols: Governs the use of TL4- handguns such as matchlock flintlock, wheellock and percussion cap pistols.
  
  Blunderbusses: Governs the use of primitive shotguns, called “Blunderbusses”.
  Launchers: Governs the use of grenade and rocket launchers.
  Armory: Incorporates the manufacturing, modification and repair of personal arms and armor.
  Wheeled: Governs the use of wheeled ground vehicles, such as cars and wheeled ATVs.
  Tracked: Governs the use of tracked ground vehicles, such as tanks and tracked ATVs.
  Grav-craft: Governs the use of anti-gravity vehicles, such as Air/Rafts and G-Carriers.
  Aircraft: Governs the use of non-gravitic airborne vehicles, such as airplanes and zeppelins.
  Watercraft: Governs the use of water vehicles, such as boats and submersibles.
  Air-Cushion Vehicles: Governs the use of hovercraft.
  Character Generation Tables
  Service
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  Enlistment
  8+
  9+
  5+
  7+
  7+
  7+
  DM +1 if
  INT 8+
  INT 8+
  DEX 6+
  INT 6+
  STR 7+
  SOC 7-
  DM +2 if
  EDU 9+
  STR 8+
  END 5+
  STR 8+
  INT 6+
  END 9+
  Survival
  5+
  6+
  5+
  7+
  5+
  6+
  DM +2 if
  INT 7+
  END 8+
  EDU 6+
  END 9+
  INT 7+
  INT 8+
  Commission
  10+
  9+
  5+
  -
  4+
  9+
  DM +1 if
  SOC 9+
  EDU 7+
  END 7+
  -
  INT 6+
  STR 10+
  Promotion
  8+
  9+
  6+
  -
  10+
  8+
  DM +1 if
  EDU 8+
  SOC 9+
  EDU 7+
  -
  INT 9+
  INT 9+
  Special Duty
  5+
  4+
  6+
  4+
  4+
  5+
  Decoration
  9+
  9+
  9+
  -
  -
  -
  Bonus*
  -
  -
  -
  -
  10+
  9+
  Re-Enlist
  6+
  6+
  7+
  3+
  7+
  7+
  * A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of
  the stated sum.
  Personal Development Table
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  1
  +1 STR
  +1 STR
  +1 STR
  +1 STR
  +1 STR
  +1 STR
  2
  +1 DEX
  +1 DEX
  +1 DEX
  +1 DEX
  +1 DEX
  +1 DEX
  3
  +1 END
  +1 END
  +1 END
  +1 END
  +1 END
  +1 END
  4
  +1 INT
  Gambling
  Gambling
  +1 INT
  +1 STR
  Gambling
  5
  +1 EDU
  Melee Combat
  +1 EDU
  +1 EDU
  Melee Combat
  Melee Combat
  6
  +1 SOC
  Survival
  Melee Combat
  Gun Combat
  Bribery
  Melee Combat
  Service Skills Table
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  1
  Space
  Vehicle
  Vehicle
  Vehicle
  Vehicle
  Melee Combat
  2
  Space
  Battledress*
  Vehicle
  Space
  Space
  Space
  3
  Space
  Heavy Wpns
  Gun Combat
  Mechanical
  Steward
  Space
  4
  Forward Obs
  Gun Combat
  Soldier
  Space
  Steward
  Clandestine
  5
  Melee Combat
  Melee Combat
  Heavy Wpns.
  Survival
  Business
  Gun Combat
  6
  Gun Combat
  Gun Combat
  Gun Combat
  Survey
  Gun Combat
  Gun Combat
  *At TL12-, treat as Vacc Suit.
  
  Advanced Education Table
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  1
  Space
  Vehicle
  Vehicle
  Vehicle
  Streetwise
  Clandestine
  2
  Mechanical
  Mechanical
  Mechanical
  Mechanical
  Mechanical
  Space
  3
  Technical
  Technical
  Technical
  Animal Hndlng
  Technical
  Space
  4
  Technical
  Soldier
  Soldier
  Technical
  Space
  Ship Tactics
  5
  Ship Tactics
  Recruiting
  Melee Combat
  Technical
  Space
  Tactics
  6
  Jack-O-Trades
  Gun Combat
  Heavy Wpns.
  Navigation
  Medical
  Mechanical
  Advanced Education Table (EDU 8+ Only)
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  1
  Medical
  Medical
  Medical
  Medical
  Medical
  Space
  2
  Naval
  Architect
  Soldier
  Soldier
  Space
  Space
  Business
  3
  Fleet Tactics
  Space
  Recruiting
  Ship Tactics
  Technical
  Clandestine
  4
  Liaison
  Survival
  Heavy Wpns.
  Clandestine
  Carousing
  Technical
  5
  Instruction
  Leader
  Leader
  Language
  Business
  Technical
  6
  Admin
  Admin
  Admin
  Jack-O-Trades
  Business
  Leader
  Rank and Service Skills
  Navy Able
  Spacehand: Vacc-1
  Navy Chief P.O.:
  Admin-1
  Navy Cptn: +1
  SOC
  Navy Adm: +1
  SOC
  Marine:
  Combat
  Rifleman-1 and
  Battledress-1
  Marine Lt:
  Leader-1
  Army: Combat
  Rifleman-1
  Army Sgt:
  Leader-1
  Army Lt: SMG-1
  Army Gen: +1
  SOC
  Scout: Pilot-1 and
  Engineering-1 
  Merchant:
  Steward-1
  Merchant 3rd
  Officer: Broker-1
  Merchant Cptn:
  Pilot-1
  Pirate: Brwlng-1
  Pirate Lt: Pilot-1
  Pirate Leader:
  Broker-1
  Service
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  Enlistment
  8+
  6+
  8+
  9+
  6+
  Special***
  DM +1 if
  DEX 9+
  END 10+
  EDU 8+
  INT 8+
  STR 7+
  -
  DM +2 if
  INT 6+
  STR 8+
  SOC 9+
  DEX 9+
  DEX 9+
  -
  Survival
  9+
  5+
  3+
  3+
  5+
  6+
  DM +2 if
  Terms served**
  END 8+
  EDU 8+
  INT 8+
  DEX 8+
  STR 8+
  Commission
  -
  5+
  5+
  -
  5+
  6+
  DM +1 if
  -
  INT 9+
  INT 8+
  -
  EDU 6+
  STR 10+
  Promotion
  -
  6+
  10+
  -
  6+
  9+
  DM +1 if
  -
  EDU 8+
  SOC 10+
  -
  EDU 8+
  INT 6+
  Special Duty
  6+
  6+
  5+
  6+
  6+
  7+
  Decoration
  -
  9+
  -
  -
  9+
  -
  Bonus*
  11+
  -
  10+
  -
  -
  -
  Re-Enlist
  7+
  6+
  5+
  4+
  6+
  6+
  * A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of
  the stated sum. 
  ** Belters receive a DM +1 to survival throws per term served, including the first.
  *** Automatic Enlistment if home world TL3-; enlistment not allowed otherwise.
  
  Personal Development Table
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  1
  +1 STR
  +1 STR
  +1  STR
  +1 STR
  +1 STR
  +2 STR
  2
  +1 DEX
  +1 DEX
  +1 EDU
  +1 DEX
  +1 DEX
  +1 STR
  3
  +1 END
  +1 END
  +1 INT
  +1 END
  +1 END
  +1 STR
  4
  Gambling
  Gambling
  Melee Combat
  +1 INT
  Gambling
  Carousing
  5
  Melee Combat
  Melee Combat
  Gun Combat
  +1 EDU
  Carousing
  +1 DEX
  6
  Vacc Suit
  Carousing
  Carousing
  +1 SOC
  Melee Combat
  +2 END
  Service Skills Table
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  1
  Space
  Gun Combat
  +1 INT
  +1 DEX
  Heavy Wpns
  Melee Combat
  2
  Space
  Technical
  Vacc Suit
  Electronics
  Heavy Wpns
  Melee Combat
  3
  Prospecting
  Forward Obs
  Vehicle
  Medical
  Vacc Suit
  Survival
  4
  Forward Obs
  Watercraft
  Liaison
  Streetwise
  Aircraft
  Archaic Wpns
  5
  Prospecting
  Watercraft
  Perform
  Medical
  Aircraft
  Archaic Wpns
  6
  Technical
  Heavy Wpns
  Computer
  Melee Combat
  Aircraft
  Animal Hndlng
  Advanced Education Table
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  1
  Space
  Watercraft
  Clandestine
  Medical
  Aircraft
  Melee Combat
  2
  Technical
  Technical
  Clandestine
  Medical
  Mechanical
  Craftsman
  3
  Prospecting
  Mechanical
  Language
  Robotics
  Technical
  Survival
  4
  Mechanical
  Technical
  Recruiting
  Science
  Technical
  Recon
  5
  Prospecting
  Navigation
  Instruction
  Computer
  Gun Combat
  Hunting
  6
  Instruction
  Demolition
  Admin
  Admin
  Survival
  Hunting
  Advanced Education Table (EDU 8+ Only)
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  1
  Space
  Medical
  Liaison
  Science
  Medical
  Medical
  2
  Medical
  Vehicle
  Liaison
  Medical
  Leader
  Survival
  3
  Business
  Streetwise
  Admin
  Medical
  Space
  Tactics
  4
  Technical
  Technical
  Technical
  Computer
  Navigation
  Leader
  5
  Demolition
  Admin
  +1 SOC
  Admin
  Admin
  Instruction
  6
  Jack-O-Trades
  Jack-O-Trades
  Language
  +1 INT
  Jack-O-Trades
  Animal Hndlng
  Rank and Service Skills
  Belter: Vacc Suit-1
  and Zero-G-1
  Nautical
  Seaman 2nd:
  Watercraft-1
  Nautical Cmdr:
  Navigation-1
  Nautical Adm:
  +1 SOC
  Diplomat:
  Liaison-1
  Diplomat 1st
  Secretary:
  Carousing-1
  Diplomat
  Ambassador: +1
  SOC
  Doctor: Medical-
  1 and Computer-1
  Flyer Airman:
  Aircraft-1
  Flyer Sqdrn
  Leader: Leader-1
  Flyer Air Mrshl:
  +1 SOC
  Barbarian: Melee
  Weapons-1 and
  Hunting-1
  Brbrn Warrior:
  Tactics-1
  Barbarian Chief:
  Leader-1
  
  Service
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  Enlistment
  5+
  9+
  Special**
  6+
  9+
  DM +1 if
  EDU 8+
  INT 8+
  -
  INT 9+
  DEX 10+
  DM +2 if
  STR 8+
  DEX 9+
  -
  EDU 10+
  END 10+
  Survival
  4+
  3+
  3+
  5+
  6+
  DM +2 if
  EDU 10+
  INT 8+
  -
  EDU 9+
  STR 10+
  Commission
  6+
  -
  5+***
  -
  -
  DM +1 if
  EDU 9+
  -
  EDU 9+
  -
  -
  Promotion
  7+
  -
  12+****
  -
  -
  DM +1 if
  INT 9+
  -
  INT 10+
  -
  -
  Special Duty
  6+
  6+
  6+
  5+
  6+
  Bonus*
  11+
  -
  -
  -
  11+
  Re-Enlist
  3+
  4+
  4+
  5+
  5+
  * A successful Bonus throw gives one roll on the Cash Benefits bonus, above and beyond the three-roll limit, but only yealds 50% of
  the stated sum.
  ** Automatic Enlistment if SOC 10+; enlistment not allowed otherwise.
  *** Once "commissioned", that is, appointed to a position of authority, a Noble holds the rank appropriate to his SOC, as shown in
  S4: Citizens of the Imperium p.8.
  **** A Promotion means that the Noble has gained a title of greater importance, and his SOC characteristic rises accordingly.
  Personal Development Table
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  1
  +1 END
  +1 STR
  +1 STR
  +1 STR
  +1 STR
  2
  +1 EDU
  +1 DEX
  +1 DEX
  +1 DEX
  +1 DEX
  3
  +1 INT
  +1 END
  +1 END
  +1 END
  +1 END
  4
  Melee Combat
  +1 INT
  +1 INT
  +1 INT
  +1 INT
  5
  Carousing
  Melee Combat
  Carousing
  +1 EDU
  Gun Combat
  6
  +1 DEX
  Carousing
  Melee Combat
  Carousing
  Melee Combat
  Service Skills Table
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  1
  Admin
  Melee Combat
  Gun Combat
  Gun Combat
  Gun Combat
  2
  Vehicle
  Gun Combat
  Melee Combat
  Melee Combat
  Melee Combat
  3
  Gun Combat
  Clandestine
  Hunting
  Academic
  Survival
  4
  Academic
  +1 INT
  Vehicle
  Academic
  Hunting
  5
  Liaison
  Melee Combat
  Bribery
  Vehicle
  Vehicle
  6
  +1 EDU
  Vehicle
  Gambling
  Computer
  Hunting
  Advanced Education Table
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  1
  Recruiting
  Clandestine
  Space
  Science
  Mechanical
  2
  Vehicle
  Clandestine
  Animal Hndlng
  Science
  Technical
  3
  Liaison
  Clandestine
  Vehicle
  Survival
  Business
  4
  Interrogation
  Liaison
  Business
  Mechanical
  Recon
  5
  Admin
  Business
  Perform
  +1 INT
  Hunting
  6
  Admin
  Perform
  Leader
  +1 EDU
  Navigation
  
  Advanced Education Table (EDU 8+ Only)
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  1
  Admin
  Medical
  Medical
  Medical
  Medical
  2
  Admin
  Clandestine
  Computer
  Science
  Technical
  3
  Computer
  Demolition
  Perform
  Science
  Hunting
  4
  Admin
  Computer
  Liaison
  Science
  Leader
  5
  Streetwise
  Computer
  Leader
  Language
  Survival
  6
  Leader
  Leader
  Science
  Admin
  Xenobiology
  Rank and Service Skills
  Burcrt Gofer:
  Admin-1
  Burcrt Secretary:
  Liaison-1
  Burcrt Manager:
  Business-1
  Burcrt Director:
  +1 SOC
  Rogue:
  Streetwise-1 and
  Stealth-1
  Noble: Carousing-
  1 and Admin-1
  Scientist:
  Research-1 and
  Computer-1
  Hunter: Hunting-
  1 and Gun
  Combat-1
  Service
  Technician
  Colonist
  Law Enforcement
  Enlistment
  5+
  5+
  5+
  DM +1 if
  DEX 8+
  INT 7+
  STR 7+
  DM +2 if
  INT 9+
  STR 8+
  EDU 8+
  Survival
  4+
  6+
  6+
  DM +2 if
  DEX 10+
  END 9+
  INT 7+
  Commission
  -
  -
  4+
  DM +1 if
  -
  -
  DEX 8+
  Promotion
  -
  -
  7+
  DM +1 if
  -
  -
  EDU 9+
  Special Duty
  6+
  7+
  4+
  Decoration
  -
  -
  10+
  Re-Enlist
  4+
  3+
  5+
  Personal Development Table
  Technician
  Colonist
  Law Enforcement
  1
  +1 STR
  +1 STR
  +1 STR
  2
  +1 DEX
  +1 DEX
  +1 DEX
  3
  +1 END
  +1 END
  +1 END
  4
  +1 INT
  +1 INT
  +1 INT
  5
  +1 EDU
  Survival
  +1 EDU
  6
  Melee Combat
  Melee Combat
  Streetwise
  Service Skills Table
  Technician
  Colonist
  Law Enforcement
  1
  Mechanical
  Mechanical
  Gun Combat
  2
  Mechanical
  Survival
  Melee Combat
  3
  Locksmithing
  Hunting
  Clandestine
  4
  Technical
  Animal Hndlng
  Clandestine
  5
  Vehicle
  Navigation
  Vehicle
  6
  Craftsman
  Jack-O-Trades
  Admin
  
  Advanced Education Table
  Technician
  Colonist
  Law Enforcement
  1
  Mechanical
  Mechanical
  Legal
  2
  Technical
  Recon
  Legal
  3
  Technical
  Technical
  Admin
  4
  Technical
  Gun Combat
  Mechanical
  5
  Engineering
  Navigation
  Vehicle
  6
  Jack-O-Trades
  Jack-O-Trades
  Forensics
  Advanced Education Table (EDU 8+ Only)
  Technician
  Colonist
  Law Enforcement
  1
  Science
  Medical
  Medical
  2
  Technical
  Technical
  Psychology
  3
  Craftsman
  Space
  Technical
  4
  Leader
  Leader
  Forensics
  5
  Engineering
  Survey
  Admin
  6
  Admin
  Admin
  Leader
  Rank and Service Skills
  Technician:
  Technical-1
  (choose twice)
  Colonist:
  Survival-1
  Law Efnrcmnt
  Rookie: Pistols-1
  Law Efnrcmnt
  Detective:
  Interrogation-1
  Law Efnrcmnt
  Chief: Admin-1
  Enlisted Ranks
  Navy
  Marines
  Army
  Scouts
  Merchants
  Pirates
  1
  Spacehand
  Private
  Private
  -
  E1
  -
  2
  Able Spacehand
  Lance Cpl.
  Lance Cpl.
  -
  E2
  -
  3
  P.O.* 3rd Class
  Corporal
  Corporal
  -
  E3
  -
  4
  P.O. 2nd Class
  Sergeant
  Sergeant
  -
  E4
  -
  5
  P.O. 1st Class
  Gunnery Sgt.
  Gunnery Sgt.
  -
  E5
  -
  6
  Chief P.O.
  Sgt. Major
  Sgt. Major
  -
  E6
  -
  * P.O. = Petty Officer
  Enlisted Ranks
  Belters
  Sailors
  Diplomats
  Doctors
  Flyers
  Barbarians
  1
  -
  Seaman 3rd
  -
  -
  Airman
  -
  2
  -
  Seaman 2nd
  -
  -
  Senior Airman
  -
  3
  -
  Seaman 1st
  -
  -
  Sergeant
  -
  4
  -
  Petty Officer
  -
  -
  Squadron Sgt.
  -
  5
  -
  Chief P.O.
  -
  -
  Group Sgt.
  -
  6
  -
  Master Chief
  -
  -
  Sgt. Major
  -
  
  Enlisted Ranks
  Bureaucrats
  Rogues
  Nobles
  Scientists
  Hunters
  1
  Gofer
  -
  -
  -
  -
  2
  Jn. Secretary
  -
  -
  -
  -
  3
  Secretary
  -
  -
  -
  -
  4
  Sn. Secretary
  -
  -
  -
  -
  5
  Adm. Assistant
  -
  -
  -
  -
  6
  Exec. Assistant
  -
  -
  -
  -
  Enlisted Ranks
  Technician
  Colonist
  Law Enforcement
  1
  -
  -
  Rookie
  2
  -
  -
  Patrolman
  3
  -
  -
  Corporal
  4
  -
  -
  Sergeant
  5
  -
  -
  Leading Sgt.
  6
  -
  -
  First Sgt.
  Material Benefits
  Technician
  Colonist
  Law Enforcement
  1
  Low Passage
  Low Passage
  Low Passage
  2
  Low Passage
  -
  +1 EDU
  3
  Toolset*
  Low Passage
  Weapon
  4
  Weapon
  Weapon
  Weapon
  5
  Mid Passage
  -
  Mid Passage
  6
  +1 INT
  Vehicle
  Security Kit
  7
  -
  -
  Ground Vehicle
  * Choose between Mechanical Toolkit and Electronic Toolkit (LBB3 pp.18-19); if desired, they could be traded in
  for Cr750 and Cr1,500, respectively.
  Cash Benefits
  Technician
  Colonist
  Law Enforcement
  1
  500
  -
  1,000
  2
  1,000
  2,000
  2,000
  3
  2,000
  2,000
  4,000
  4
  5,000
  5,000
  10,000
  5
  10,000
  10,000
  10,000
  6
  10,000
  30,000
  20,000
  7
  20,000
  50,000
  30,000
  Commissioned Ranks:
  Law Enforcement
  Lieutenant
  Detective
  Inspector
  Superintendent
  Chief
  Commissioner
  
SOURCE: textdata/thevault/Traveller/00 - Other Materials/Fan Materials/COTI Forum/EnhancedCharGen.pdf