Even in an high-tech setting like the one proposed by the
Traveller game, religion will probably have a certain degree of
influence on people choices and general outlook on life. Here I
propose my ideas for a "cleric" career in Traveller and some
guidelines for detailing and introducing new religions, cults
and similar organizations.
The Clerical career is presented in a format compatible with
the current edition of Traveller (T4), and based on some
similar work which originally appeared on the Dragon magazine
(see bibliography for details).
Cleric
Clerics are members of some religious group or organization.
More specifically, they have decided not only to follow the
precepts of the group, but to become both agents for their
faith and a living example of the virtues and standards
required by their religion.
Routine Tasks: Spreading the faith, comforting and
helping their fellow believers, administering the rites in
accordance with the canon, guiding and counselling the
community they live in.
Enlistment: 6- (Int 9+: +1, Edu 8+: +2)
Survival: 10- (Int 9+: +2)
Promotion 5- (Soc 8+: +1)
Position: n/a
Reenlistment 9-
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1.Physical 4.Social
1.+1 STR 1.Leadership
2.+1 END 2.Diplomacy
3.+1 DEX 3.Philosophy
4.Ground Craft 4._Charisma_
5.Intimidation 5.Psychology
6.+1 END 6.Law
2.Mental 5.Career
1.Language 1.Instruction
2.Art 2.Admin
3.Writing 3._Cluster_
4.Perception 4._Cluster_
5.Administration 5._Academic_
6.Instruction 6._Bureaucracy_
3.Educational 6.Background
1._Sciences_ 1.Streetwise
2._Cluster_ 2.Fast Talk
3.History 3.Language
4.Medical 4._Technical_
5._Research_ 5.First Aid
6.Computer 6.Vacc Suit
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Benefits: (DM:+1 for Rank 5+)
Material Cash
1 Low Psg. 1000
2 Low Psg. 1000
3 Middle Ps. 5000
4 +1 Soc. 5000
5 +1 Edu 10000
6 High Ps. 10000
7 TAS 10000
Rank & Service Skills:
For each term served gain Religion-1 (see below for details).
Rank 2,4,6: +1 _cluster_ skill.
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Notes:
Survival rolls are quite easy. This is based on the
assumption that most religions will be already well-integrated
in the social scene, and that no violent opposition exists
against the religion chosen by your character. See the
"Detailing Religions" part for more on this.
Reenlistment and mustering out are different from the
ones for the other careers. You usually don't "muster out" from
a religion, and generally you are not entitled to retirement
pay or pensions when you leave it. The player and the referee
should decide what happens when a PC fails the reenlistment
roll. He may have left the clergy for personal reasons (for
example, he breaks a vow, like celibacy or pacifism). If this
happens, he will deduct 1d3 points from his Social Status, and
will not be able to use his rank or any other benefit
associated to membership in the clergy [unless he somehow fakes
his credentials].
Optionally "mustering out" my be considered like a sort of
"extended sabbatical" from the church, and the character will
remain a full member of the clergy. He must still obey to any
order from his church and respect the rites, vows and any other
restriction required by his faith.
Religion Skill. It represents the knowledge of rites,
laws, traditions, canon and doctrines of the particular
religion you belong to. It may be used as a positive reaction
modifier when dealing with members of the same faith [or a
negative one when confronting enemies of your faith]. Edu is
usually the base for this skill, but sometimes Int may be used
to deal with unfamiliar situations like debating your beliefs
with members of other sects, or performing rites in emergency
situations.
Ranks. Other have proposed names taken mainly from the
Catholic tradition. Even if many messages were excellent (In
particular Pat Connaughton {pconn@simm.net} posted a very
thorough treatment of ranks in the Catholic church). I think
that basing the rank table on an existing religion is not a
very good idea. For example, the "Exorcist" rank has sense only
for a church which professes the existence of evil spirits or
demons. "Father" or "Brother" make little sense for matriarchal
orders and so on.
You should work out the name and number of ranks by
carefully considering two different points. The first is how
widespread the religion is. If you religion is limited to a
couple of systems, its organizational structure will be
different from an interstellar church which covers half the
Empire.
The other point is the main focus of the religion. If its main
concern is excellence in some worldly pursue (as a proof of
divine favor) its rank will probably reflect this (Initiate,
Master, Grand Master, Teacher and so on), while a religion
which portrays itself like a large family will use terms which
recall a similar structure (New-born, Sister, Mother,
Life-bringer).
Some guidelines on religions.
The "Priest" career I described here is based on the assumption
that the church has existed long enough to obtain some kind of
recognition inside the Imperium. In order to do so, it must be
based on fairly benign concepts: a cult who routinely
sacrifices non-members in gruesome rituals would be surely
outlawed and stomped out by the Imperial government. Given
this, you may be free to create as many religions and cults you
like, and could even encourage players to submit their
own.
Religions should have some fundamental precept as its major
focus, and will tend to encourage its clergy to gain skills in
related areas. When designing a religion, you should detail a
cluster of skills which are related to the religion main
concept. Whenever you get a _cluster_ result during character
generation you must chose a specific skill among these skills,
either by dice roll or player's choice. As you can see, this
career does not give combat skills.
You may add weapon skills in the cluster, (brawling, melee,
blade and fencing are the best choices, and could represent the
martial arts traditionally taught in some sects). If for some
reason you decide to allow extremely war-oriented religions,
I'd suggest to use one of the existing military careers (for
example the Army) for the character generation, and then add
the Religion skill at the end of the process.
Describing a Religion
We don't really need an URP, but a brief outline of a religion
will prove useful. You may follow this simple outline:
- Name: The name of the religious movement.
- Main Focus: A concise listing of the main ideas
and themes of this belief system.
- Brief History: Describes how long it existed, and
a rough estimate of the number of followers.
- Reason for Continued existence: A couple of
sentences on why the religion remains popular.
- Non-humans status: Covers the general outlook
toward non humans or, in some cases, toward other human races
(i.e. Solomani, Zhodani, etc.)
- Vows: Restrictions and codes to which followers
must adhere.
- Allies/Enemies: Groups which would help or hinder
a known member of this religion.
- Skill Cluster: [see before]
- Rank Names:(Optional) Names of the ranks.
A couple of examples from the original article by Michael
Brown (see bibliography).
Name: | The Vekkur.
|
Main Focus: | Preserve life and health in all sentient beings. |
Brief History: | The religion takes its name from the vekkur, a mythical
Vlandian creature which spittle (allegedly) cured any
disease. Members of the sect believe that a supreme being
exists, and that any sentient being in the universe has the
right to life and well-being. Quite widespread in the core
subsectors, but less frequent in the frontier regions of the
empire. |
Non-humans status: | Anyone can join this religion. |
Reason for Continued existence: | Very popular among doctors. It often sponsors wide-range
health programs on low TL planets. The religion is quite
tolerant of other beliefs, a follower can often be a member
of another cult, provided that this does not clash with the
main focus of Vekkur doctrine. |
Vows: | Members are true pacifists, and will not take a life
under any circumstance. They always wear some sort of white
garment. |
Allies/Enemies: | No known enemy, but the Army and the Navy sometimes show
some suspicion against members of this group and they are
closely monitored during wars. Occasionally, members of the
PanGalactic Friends of Life have protested
against the order for not caring enough for non-sentient life
forms. Sporadic (but recurring) tensions between the church
and pharmaceutical corporations have been recorded in the
past. |
Skill Cluster: | Biology, Chemistry, First Aid, Medical, Psychology. |
Name: | Children Transcendent |
Main Focus: | Upholding the use of Psionic |
Brief History: | Many older religions described saints and avatars as
being capable of impossible feats. This common tradition is
the proof that Psionic talent is a step toward an higher
plane of existence. Depending on the historical period, this
religion may be officially outlawed in the Imperium, and
members could be forced to hide. |
Non-humans status: | Usually good. Zhodani are especially popular. |
Reason for Continued existence: | Members are required to test out and try to achieve
maximum PSI potential as early as possible. Testing and
training are free, and are administered during the first and
subsequent terms (i.e., even if the first test fails, the
character can take another test later, with the usual DMs.
Note that even non-PSI can still be part of the clergy). |
Vows: | Strong ethical rules regulate use of the psi-powers.
Members should avoid using them to gain an unfair advantage
on "normals". |
Allies/Enemies: | Depending on the historical period, the Imperium may be
considered an enemy: in these cases you should apply a -1 DM
on the Injury roll. Psionical Institutes are usually on very
good terms with members of the church. The same usually holds
for Zhodani agents. |
Skill Cluster: | Chemistry, Psionicology, Psi-Level, Perception, Medical,
Physics |
Bibliography
- The Stellar Diocese - The clergy in the TRAVELLER
universe
- by Michael Brown, Dragon #101 [The original article]
- Children of Earth
- by Harold Hale, Traveller's Chronicles #10 & #11
[Complete treatment of a new Earth-based religion in
TNE]
- Cosmic Crusades
- by Pierre Savoie, Shadis #34 [how-to article on creating
religions in SF settings]
- GURPS Religion
- SJG [A sourcebook devoted to Religions]
- 101 Religions
- CORE [A "Classic-Traveller" booklet describing 101 religions along with adventure seeds for each cult]
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