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This page details rules, statistics, traits, and other "mechanical" elements for usage in a tabletop roleplaying game system.

Mongoose Traveller 2e/MgT2

Characteristics

Medrin Characteristics (MgT2)
Characteristic Value
Strength 2d6
Dexterity 2d6
Endurance 2d6
Intelligence 2d6
Education 2d6+6
Rapport 2d6
Chrono 2d6
Social Standing 2d6
Fortune 2d6

Traits

Isolated Advanced Culture: Medrin cultures are more advanced and educated than other societies in the Ealdremen system, but their recent arrival in Ealdremen politics means that they often don’t know things that are common knowledge to others. Medrin have a 2d6+6 statistic for Education and have a maximum of 16 for this characteristic, but they have a -2 DM to Social Science skills involving cultures and species other than their own.

Heat Endurance: Medrin do not suffer hourly damage from the effects of hot weather and exposure.

Resistant to Diseases: Medrin are highly resistant to infection, gaining a +2 DM on Endurance checks to resist the effects of diseases.

Low-Light Vision: Medrin can see twice as far as those without this trait in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Natural Weapon [Horns]: Medrin can use their horns as a weapon at Personal range, dealing 1d6 damage. Medrin gain Melee (Natural Weapons) 0.

Negative First Impression: Members of the medrin species are generally disliked, mistrusted, or otherwise reviled on first sight from other species. Most non-medrin will automatically have an initial Unfriendly attitude towards a medrin, although this is overcome after an individual has interacted with the character for a few minutes based on the character’s personality and the circumstances of their interaction.

Non-Transferrable Social Status: Medrin social status generally does not transfer well across societies where they are not a majority. In such situations, they take a -4 DM to checks using Social Standing.

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