TRAVELLER

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TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:21 am

Below I intend on posting some of my ideas for doing Sci Fi with Traveller. Comments appreciated.
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:25 am

Power Level
6 (12 points per PL)

Max. Atk./Def.
6

Max Save DC Modifier
11

Max Toughness
6

Max. Save /Ability Bonus
6

Max Ability Score
Race Dependent but 20 for all human abilities plus or minus the racial ability.

Max Skill Rank
11

Max Powers Level
6
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:27 am

CHARACTER RACES HUMANITI
Humaniti
Intelligent major race dominating the Imperium and several additional interstellar communities. Humans stand approximately 1.8 meters in height and weigh about 100 kilograms. Descended from omnivore gatherers, humans developed intelligence in response to shifting climatological factors.
The most unusual aspect of humaniti is the fact that humans are present on many different worlds and stand at various levels of development on those worlds. The Solomani Hypothesis states that Humans evolved on Terra (Solomani Rim 1827) and were scattered to many different worlds by the Ancients for reasons currently unknown. The result is that many different, parallel human races exist, and coexist throughout known space.

The three most widespread human races are the Solomani (humans from Terra), the Vilani (humans from Vland), and the Zhodani (humans from Zhodane). The other human races are either minor or variants.

Solomani
The Solomani names derives from "Men of the Sol system." It is generally acknowledged that Terra is the original homeworld of Humaniti and that they were spread amongst the stars thousands of years ago by the Ancients. This, and the ease of which the Solomani defeated the Vilani in the Interstellar Wars are cited as arguments for the supremacy of pureblood Solomani by the Solomani Supremacy movement. In truth very few human gene pools have diverged much and with much intermingling of Solomani and Vilani peoples during the Rule of Man it is almost impossible to distinguish between Solomani and Vilani (and some of the minor human races).

Abilities: none
Skills: none
Feats: none
Powers: none
Cost: Abilities 0 + Skills 0 + Feats 0 + Powers 0 = 0 points

Vilani
The Vilani developed on Vland. They were the first race of Humaniti to invent the jump drive, and created the First Imperium. Like the Solomani, the Vilani designation can refer to a culture or a genetic heritage. However, Vilani are more likely than not to belong to both the cultural group and a clear bloodline. Pureblood Vilani are longer-lived than other humans, though this trait is rapidly diluted through interbreeding. Culturally, Vilani are traditionalists and are not at all fond of sudden
upheaval or change. The traditional guilds are important in Vilani society, and modes of dress have not changed in centuries.

Abilities: none
Skills: none
Feats: none
Powers: none
Cost: Abilities 0 + Skills 0 + Feats 0 + Powers 0 = 0 points

Zhodani
The Zhodani are a discrete, though interfertile, sub-species of Humaniti, independently descended from human stock transplanted by the Ancients. In general, they tend to be taller than Solomani or Vilani, and lithe of build. Averaging 2.0 meters in height and massing upwards of 90 kilograms, they tend to be swarthy in complexion and dark-haired. Their most important difference is the acceptance and use of Psionics. Zhodani nobles often wear a turban-like headdress which serves to accentuate their height. Human Major Race inhabiting the Zhodani Consulate, a region far spinward of the Imperium. The Zhodani Consulate rules a sphere approximately 70 parsecs in diameter immediately to corespinward of the Imperium, believed to include in excess of 80% of all racial Zhodani. The Zhodani are known for their high level of psionic ability and its formal integration into their society.

Abilities: none
Skills: none
Feats: none
Powers: none
Cost: Abilities 0 + Skills 0 + Feats 0 + Powers 0 = 0 points
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:30 am

CHARACTER RACES NON-HUMAN

Aslan
The Aslan are a Major Race. Their proper name is Fteirle. Aslan stand roughly human-sized, averaging 2.0 meters in height and weighing about 100 kg. They are descended from four-limbed, upright, bipedal carnivore/pouncer stock originally adapted to a solitary arboreal existence.

The earliest Terran explorers saw in them a vague resemblance to the Terran lion, and they have been described (by Terrans) as lion-like ever since, although there is very little true similarity. The derivation of the word Aslan is unknown. There are two sexes, male and female. The most notable external difference is the increased size and mane of the former. Females outnumber males by 3:1. Aslan have a single highly specialized dewclaw under each thumb which folds back jackknife fashion into a horny covering in the base of the thumb and palm.
Abilities: +2 Strength, +2 Dexterity
Skills: Intimidate 4, Notice 4, Search 4.
Powers: leaping 1, Supersenses 3 (extended sight, low-light vision, scent), Strike 1 (concealable claws; mighty)
Abilities 4 + Skills 3 (12 ranks) + Feats 0 + Powers 8 = 15 points.


Droyne (Ancients)
Droyne are a Major Race inhabiting scattered worlds within an area slightly larger than the region of the current Third Imperium. The Droyne are a small race derived from winged herbivorous gatherers. They vary in size depending on caste but generally stand one meter tall (large workers and warriors can be larger than humans). The history of their evolution remains a puzzle because their home world is not known with certainty. Scholarship late in the Third Imperium confirmed that Droyne were the same race as the Ancients. Also the Chirpers, originally thought to be a separate race, have been identified as a Droyne that have reverted back to a primitive form.

Abilities: +2 Dexterity, -2 Charisma
Skills:
Feats:
Powers: Shrinking 4 (Continuous; Permanent; Innate)
Cost: Abilities 0 + Skills + Feats + Powers 5 = points
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:32 am

Fex
Fex resemble humanoid terrestrial cats, with swift, graceful bodies, keen senses, and sharp claws. They have a short, downy coating of fur all over their bodies, ranging in color from a grey so dark it's nearly black to a light, tawny shade. The hair on their heads (often called a "mane") is thick and luxurious; the fur on their backs and lower legs also tends to be thicker.

Bipedal like Humans, Fex have bodies optimized for fast sprinting` rather than endurance running (they evolved from a hunting cat roughly similar to the cheetah of Earth, though they never have-spotted fur). Their feet and four fingered hands have large retractable claws, good for use not only as weapons, but to help with tasks like climbing. They have large, sharp teeth compared to Humans, but not large enough to qualify as "fangs." Their large, sensitive eyes work well in low light.

Abilities: +2 Strength, +2 Dexterity
Skills: +4 acrobatics, +4 climb, +4 notice, +4 search
Feats:
Powers: Leaping 1, Supersenses 3 (extended hearing, scent, tracking [scent]), Strike 1 (claws and fangs) (mighty).
Cost: Abilities 4 + Skills 4 (16 ranks) + Feats 0 + Powers 6 = 14 points


Hivers
Hivers are a Major Race with a large federation trailing the Imperium based on six-fold symmetry. Of all the major races they both appear and think the most "alien" to most humans. Despite their name Hivers actually have a highly individualistic society. They avoid where possible direct violence and war, preferring instead to work behind the scenes via all forms of covert manipulation.
Hivers average 1.5 meters from ground to top of upraised head and weigh about 150 kg. Descended from omnivore gatherer/scavenger stock, they are the most alien of the major races. Hivers exhibit a modified six-fold radial symmetry; the body has a calcareous internal skeleton consisting of a series of rings supporting the limbs and a fused carapace protecting the brain and internal organs.

Abilities: -2 Strength, -2 Dexterity, -2 Constitution, +2 Wisdom + 4 Charisma
Skills: 4 diplomacy, +4 bluff
Feats: none
Powers: 2 Extra Limbs, Immovable 2 (innate)
Weakness: Disability (common, minor) (difficulty manipulating objects made for Humans and –4 penalty to all rolls).
Cost: Abilities 0 + Skills 2+ Feats + Powers 5 + Weakness -2= 5 points
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:33 am

Kalishari
Humanoid alien species conquered by the Thorgons. They are a nocturnal species, with short tails and skin that changes color in tune with their emotions.

Abilities: +2 Intelligence, +2 Charisma
Skills: Diplomacy 4,
Feats: Attractive
Powers: Additional Limb 1 (tail) (Innate. Improved Grapple feat), Super-Senses 1 (Acute Hearing, Low Light Vision)
Weakness: Disability (change color (common, minor) (-4 on Bluff) -2
Cost: Abilities 4 + Skills 1 (4 ranks) Feats 1 + Powers 4 = 10 points.


K'kree
K'kree are a race having 2 arms and 4 legs reminding humans somewhat of Centaurs. They are herd animals and rarely found alone. They are militant and often aggressive herbivores with a disdain for all meat eaters.

Abilities: +2 Constitution
Skills: none
Feats: none
Powers: Growth 2 (permanent, innate) Protection 2, Speed 2 Additional Limbs 2 (permanent, innate) (four legs)
Cost: Abilities 2 + Skills 0 + Feats 0 + Powers 13 = 15 points

Thorgons
A humanoid alien species with orange yellow skin and red stripes, and translucent orbs
for eyes. Bioengineered as a warrior species by their predecessor species, the Ergons, the Thorgons are militaristic, aggressive, and cold. They use genetic manipulation on themselves extensively in efforts to improve their genome.

The Thorgons govern their "Hegemony" in the fashion of a military bureaucracy - a Central Command Council (CCC) consisting of high-rank ing military chiefs, genetic planners, and economists makes all major policy decisions, passing directives designed to ensure the enforcement of those decisions down to lower-ranking government functionaries. Individual Thorgons advance through the hierarchy according to ability, as measured by tests. (Terran Intelligence Command has obtained some evidence indicating the scientists in charge of testing skew the results to ensure the CCC favors their views.)

Highly rigid and regimented, Thorgon society has a place and a purpose for everyone. The authorities eliminate persons without an important job to do. Worlds the Thorgons rule through native puppet governments, such as Kalisha, generally enjoy better conditions, though the threat of a total Thorgon takeover always exists.

Abilities: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
Skills: none
Feats: none
Powers: Super-Senses 1 (low light vision)
Cost: Abilities 0 + Skills 0 + Feats 0 + Powers 1 = 1 points
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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:36 am

Vargr
Vargr are a bipedal canine slightly smaller than a human. This species resembles Terran wolves because they are. Wolves taken from Terra were genetically manipulated by the Ancients to a bipedal form in an attempt to create suitable servants. The typical Vargr is about 1.6 meters in height and weighs approximately 60 kilograms. They are upright bipedal carnivores, rear limbs digitigrade, with hands very similar in size and appearance to those of a human, although there are significant internal differences. They have approximately the same physical parameters as humans and are able to use the same equipment without modification or additional instruction.

Abilities: +2 Constitution
Skills: Notice 2, Survival 2
Feats: Teamwork
Powers: Leaping 1, Supersenses 3 (extended hearing, scent, tracking [scent]) Strike 1 (claws)
Cost: Abilities 2 + Skills 1 (4 ranks) Feats 1 + Powers 5 = 9 points.

Xenovore
The name "Xenovore" still makes people shudder throughout the Imperium. Their constant attacks on all sentient speicies is renouned. However, they were ultimately reduced to a remnant of homeless wanderers after the destruction of their homeworld. Xenovores appear to derive from chasing hunters, but many Terran scientists believe they are the product of genetic engineering because of their ability to digest almost any kind of protein and their extremely tough physiology. Xenovores have both a chitinous shell and an internal skeleton, two hearts, and a deadly tail sting.

Traditional Xenovore society is based on a pack structure - small groups with intense personal loyalty to a leader. On a large scale this functioned as a kind of feudal system, giving tremendous unity and direction to their crusade to conquer other sentient species. Surviving Xenovore packs have no loyalty to anything beyond their group.

Abilities: +2 Strength, +2 Dexterity, +2 Constitution
Skills: Survival 4
Feats: All-out-Attack
Powers: Immunity 1 (digestion) (digest any type of protein), Protection 2 (skin), Strike 2 (claws) (DC 17) (mighty), Strike 2 (tail) (DC 17) (Penetrating) Tail: Additional Limb 1 (Innate. Improved Grapple feat)
Cost: Abilities 6 + Skills 1 (4 ranks) Feats 1 + Powers 11 = 19 points.
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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:37 am

NEW SKILLS

Navigation (starship). The ability to navigate interstellar space by calculating a starships coordinates and heading. Because of the extreme velocities employed, this is a very difficult task. A check is made at the beginning of each voyage. Failure by 5 means the ship is off course and the voyage will take 25% more time. Failure by 10 means the ship is very off course and the voyage will take 50% more time. Success by 5 means the ship is on course and the voyage will take 25% less time. Success by 10 means the ship is on course and the voyage will take 50% less time.

Knowledge Skills:
 Gambling
 Interstellar Law
 Prospecting & Mining
 Surveying
 Xenobiology. This is knowledge about alien races, cultures, and their physiology. This skill cannot be used untrained.
 Xenotechnology. This is knowledge about alien races & their technology. How it operates and how it can be repaired. This skill cannot be used untrained.
"...as little as possible..." - Jack Nicholson in Chinatown

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Re: TRAVELLER

Post by mateodesantafe » Wed Feb 01, 2012 6:42 am

New Feats

Armor Proficiency
Light Armor. This feat grants the ability to function normally while using light armor. Light armor is anything that provides more than +1 toughness. Without this feat the character is treated as though they were carrying a medium load.
Medium Armor. This feat grants the ability to function more normally while wearing medium armor or a vacuum suit. Medium armor is armor that provides more than +3 toughness. Without this feat the character is treated as though they were carrying a heavy load. With this feat the character is treated as though they are carrying a medium load.
Heavy Armor This feat grants the ability to function more normally while wearing heavy armor. Heavy armor is armor that provides more than +6 toughness. Without this feat the character is treated as though they were carrying a Maximum load. With this feat they are treated as though they were carrying a heavy load.

Benefit: Religion
Priest 1
Lector 2

Benefit: Military (Army, Marine)

Rank Point Cost
Private 1
Specialist 2
Corporal 3
Sergeant 4
Lieutenant 5
Captain 6
Major 7
Lieutenant Colonel 8
Colonel* 9
Major General* 10

Benefit: Imperial Military (Navy)

Rank Cost
Crewmember 1
Specialist 2
Petty Officer 3
Chief Petty Officer 4
Ensign 5
Liutenant 6
Lt. Commander 7
Commander 8
Captain 9
Commodore* 10

Benefit: Nobility

Noble Rank Cost
Knight 1
Barron 2
Marquis 3
Count* 4
Duke* 5

* Not available for Player Characters.

Benefit: Psionic License
Benefit: Starship License

Broker: Allows someone to use their Diplomacy or Bluff to broker deals, set up deals, and negotiate the price of goods.

Environmental Combat Training
Zero-G Training. A character with zero-G training can use skills without modifiers in Zero-G. Without this feat the character has an additional –4 penalty to all skill checks
Low Gravity Training. A character with low gravity training can use skills without modifiers in Zero-G. Without this feat the character has an additional –4 penalty to all skill checks
High Gravity Training. A character with high gravity training can use skills without modifiers in Zero-G. Without this feat the character has an additional –4 penalty to all skill checks

Starship Operations Systems
Communications: This feat allows an individual to operate Communications systems using computer skill checks. It allows an individual to repair and modify communications systems using Craft Electronic. This skill can be used untrained at –4 to all checks.
Engineering (starship). This feat grants the ability to maintain and repair starship engines & weapons using craft Mechanical and/or electronic. This skill cannot be used untrained
Pilot Starships. This feat grants the ability to use the Pilot skill to pilot starships. It also grants the ability to operate streamlined craft that travel in and out of the atmosphere of a planet. A character with this skill may use his defense bonus when conducting evasive maneuvers. This skill may be used untrained at –4 to all checks.
Sensors. This feat grants the ability to operate sensors using a computer check. An individual may modify and repair sensors of any type using Craft Electronic. For example, radar, scanners, starship sensor arrays etc. This includes ship active sensors (search) and passive sensors (notice). The character may use his ranks in notice or search up to his ranks in Sensors skill. This skill can be used untrained but at –4 to all checks.
Starship Weapons. This feat grants the ability to effectively operate starship weapons and targeting systems. A character with this feat may use his attack bonus when operating starship weapons. This skill may be used untrained at –4 to all checks.

Vehicle Operations
Drive Ground Vehicle. This feat is identical to the core book skill description and can be used untrained. Everyone is treated as having the feat Drive Ground Vehicle at no cost.
Drive Antigravity Vehicles. This feat grants the ability to use drive skill with all antigravity vehicles. This skill cannot be used untrained.
Drive Military Vehicles. This feat grants the ability to use drive skill with military vehicles. Military vehicles are not basic military jeeps or military antigravity vehicles. They are instead, tanks, armored vehicles, etc. This skill cannot be used untrained.
Drive Watercraft. This feat grants the ability to use the drive skill with watercraft. This skill cannot be used untrained.
Pilot Aircraft. This feat grants the ability to use the Pilot skill in operating fixed wing aircraft, flying machines and helicopters. It also grants the ability to operate streamlined craft that travel in and out of the atmosphere of a planet. This skill cannot be used untrained.

Weapon Proficiency
Archaic Missile Weapons (Bow, crossbow, throwing knives) (without proficiency –4 penalty)
Demolitions. Ability to create, place and use chemical explosives. (cannot operate without proviciency.)
Martial Arts (any hand-to-hand fighting style) (without proficiency –4 penalty)
Martial Weapons (Bayonet, clubs, mace, pike, sword) (without proficiency –4 penalty)
Small Arms (Assault rifles, blaster, carbines, pistols, rifles, etc) (without proficiency –4 penalty)
Heavy Arms (Auto cannon, grenade launchers, mortars, rocket launchers) (cannot operate without proficiency)
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Re: TRAVELLER

Post by mateodesantafe » Thu Feb 02, 2012 6:38 am

STARSHIPS

Starships are designed as vehicles. Vehicles are divided into two classes. Small Craft and Large Craft. Personal weapons used against small craft function normally but have no effect on large craft. Small craft weapons employed against starships. However, for game purposes, weapons employed by individuals cannot affect starships. Weapons employed by vehicles function at ½ their damage rating.

Starship Design
The following ships are the standard designs for starships that available. In designing a starship, the designer first chooses. The Type determines the hull tonnage for the starship and the power limitations for the starship. It also determines the maximum capabilities for the starship. In game terms the terminology is as follows: jump drive (space travel), maneuver drive (flight), shields (force field), weapon capability (blast).

Standard Types Tonnage
Scout/Courier 100
Free Trader 200
Safari Ship 200
Yacht 200
Subsidized Merchant 400
Patrol Cruiser 400
Laboratory Ship 400
Subsidized Liner 600
Mercenary Cruiser 800
Dreadnaught 1000

Hull Max Max
Size Tonnage Maneuver Drive Jump Drive

Medium 100 8 3
Large 200 8 4
Huge 400 7 5
Gargantuan 600 7 5
Colossal 800 6 6
Awesome 1,000 6 6

Base Cargo
Size Strength Capacity

Medium 10 Maximum Capacity w/ max 25 tons
Large 20 Maximum Capacity w/ max 50 tons
Huge 30 Maximum Capacity w/ max 100 tons
Gargantuan 40 Maximum Capacity w/ max 100 tons
Colossal 50 Maximum Capacity w/ max 120 tons
Awesome 60 Maximum Capacity w/ max 200 tons

Base Maximum Maximum Maximum
Size Toughness Armour Shields Weapon Capability

Medium 5 2 3 5
Large 7 2 3 7
Huge 9 2 3 10
Gargantuan 11 3 4 12
Colossal 13 3 4 14
Awesome 15 3 4 16

Starship Features
Starships are equipped with different features and amenities. Some features are necessary for a starship to function while others are amenities that allow the crew to live with some creature comforts on long voyages.

Starship Features
Alarm
Animal Pens
Auto Pilot
Communications
Computer
Cover Appearance
Defense System
Fire Prevention System
Garage (holds 2 vehicles)
Gym
Hangar
Holding Cells
Infirmary
Interrogation Chamber
Library
Laboratory
Navigation System
Living Space (4 crew)
Pool
Power System (Backup)
Security System
Streamlined Hull
Workshop

Starship Sensors
Starships are blind and lost without sensors. It would also be unable to navigate the great distances between planets and solar systems. It is assumed that there is a view screen or windows on a starship. However, many starships have more advanced sensors.


Sensor Powers
Danger Sense
Direction Sense
Distance Sense
Radio
Radius (radar & visual)
Time Sense
Tracking (energy trail)
Detection Senses
Detect: Chemical
Detect: Energy
Detect: Life
Detect: Meteorology
Detect: Mass/Gravity
Detect: Starships


Starship Crew
A crew is required to operate a starship. As a general rule, for every 50 tons, the starship requires 1 crew member. The function of a ship will also determine its crew size and composition. A ships crew is generally comprised of a pilot, navigator, engineer, steward, medic and a gunner.

Starship Skills/Feats
Starships may have software that allows it to operate on its own or it may have software that aids the crew in performing tasks. This is represented in game terms by purchasing skills or feats. Common skills are navigation, notice, pilot, search, stealth. Common feats are attack focus (range), attractive, combat awareness, dodge focus, improved aim, improved critical, improved initiative.

Starship Weapons
Starship weapons lasers and rail guns are normally purchased as blast power. Missles and Torpedos are normally purchased with the following feats/extras/flaws (improved range, homing or guided, unreliable (5 uses), full round action (full round per range increment).

Starship Defenses
Starship armor is purchased with protection. Starship shields are purchased with forcefields. Starships may also have repulsor cannons to deflect torpedos and missles and this is purchased as nullify or shields.

Starship Drawbacks and Complications
Many starships have been in commission for decades and over time have developed quirks and problems. These can be included as either drawbacks or complications.

VEHICLE COMBAT
The following are updated rules for handling starship to starship combat.



Starship combat is played out in rounds. Each round, each starship acts in turn in a regular cycle. Generally, starship combat runs as follows.
Step 1: Every starship starts the battle flat-footed. Once a starship acts, it is no longer flat-footed.
Step 2: The GM determines which starships are aware of each other at the start of the battle. (Cloaking devices and other devices might hide a ship from another ship’s sensors.) If some but not all of the starships are aware of their enemies, a surprise round happens before regular rounds begin. Starships that are aware of the enemies can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), starships that started the battle aware of their enemies each take one move or attack action. Starships that were unaware don’t get to act in the surprise round. If no starship or every starship begins the battle aware, there is no surprise round.
Step 3: Starships that have not yet rolled initiative do so. All starships are now ready to begin their first regular round.
Step 4: Starships act in initiative order. All crew aboard a starship act on the starship’s turn.
Step 5. When each starship has had a turn, the starship with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.



Turn Sequence
10 minute turns
Native v. Intruder
1. Intruder Movement
2. Intruder Laser Fire
3. Native Movement
4. Native Laser Fire
5. Repairs

Starship Range Distance
Point Blank 1000 km
Short 5,000 km
Medium 10,000 km
Long 15,000 km
Extreme 20,000 km

Damage
Damage to a starship is unlike damage to other inanimate objects. Instead, the effects of damage to a starship are the same as that to a hero. Starship damage assumed to be lethal unless otherwise specified One or more of the following damage conditions apply to a damaged character.

Toughness Saving Throw Effect
Succeeds No Effect
Fails Minor Damage
Fails by 5 or more Moderate Damage
Fails by 10 or more Heavy Damage + Disabled + Moderate Damage + Minor Damage
Fails by 15 or more Dead in Space & (Explosion or Breaking Apart)


Minor Damage
Minor damage means the starship has been battered and is in less than top condition. Each bruised condition imposes a –1 penalty on further Toughness saves against nonlethal damage, putting the starship closer to being taken out of the fight. All other systems also function at a -1 (ie. navigation, piloting, computer etc….)

Moderate Damage
If a Toughness save fails by 5 or more, in addition to the normal effects of the minor damage, the starship is stunned for one round: unable to take actions, losing dodge bonus to Defense, and suffering an additional –2 reduction in Defense. This lasts until just before the attacker’s turn in the initiative order on the following round.

Major Damage
A staggered starship has sustained heavy damage and is barely functioning. The starship crew can only take a single standard or move action each round(not both).

Disabled
A disabled starship is conscious and able to act but helpless. If a disabled starship performs any strenuous action, the starship's condition becomes dying on the following round. Strenuous actions include moving at more than a flight 1, attacking, or using any ability requiring physical or mental
effort (including most powers).

Dead in Space
A dead spaceship is near total destruction. A dying spaceship must make an immediate
Toughness saving throw (against its base toughness) and an additional save every hour (DC 10 +1 per previous save). If a save fails, the starship explodes or breaks up. If the save succeeds, the starship remains dying for another hour. If the save succeeds by 10 or more, or the roll is a natural 20, the starship stabilizes; erase the dying condition. The starship is now disabled (and may
recover from both conditions normally). Another character can stabilize a dead in space ship with a successful use of the Craft: Mechanical (DC 15) or Craft: Electronic skill (DC 15). The

Explosion or Breaking up
An exploded character is, well, exploded. Although a starship that breaks up may have survivors who are able to support themselves for a period of time in life rafts or Vacc Suits.

Critical Hits
Should an attack score a critical hit, it will hit a vital part of the starship. A roll is made on the critical hit chart.

Roll Hit Location

1-2 Cargo
3 Computer
4-5 Crew
6-7 Fuel
8-12 Hull
13-14 Jump Drive
15-16 Maneuver Drive
17-18 Power Plant
19 Sensors
20 Weapon

Cargo: A critical hit to the cargo area will damage items in this area. DC 15 + damage ranks or damage will be at GM discretion.

Computer: A critical hit to the computer will cause a -2 to all checks using the ship's computer.

Crew: A critical hit on the crew will hit a crew member selected at random. The damage will be DC 15 + damage ranks. A crew member is allowed a reflex save (DC 10 + damage ranks) to halve the damage. A crew member with evasion who makes a reflex save may avoid the damage all together.

Fuel: A critical hit on the fuel tank reduces the jump capability of the ship by 1 until it is refueled.

Hull: A critical hit to the hull will reduce the toughness of the starship by 1 rank.

Maneuver Drive, Jump Drive or Weapon: A critical hit to these areas will reduce the ranks of the device by 1 until repaired at a starbase.

Power plant: A critical hit on the ship power plant reduces the strength of a starship by 5.

Sensors: The starship is blinded until repaired. All the ship’s targets gain the equivalent of total concealment (50% miss chance). If this result is rolled again, ignore the result and reroll.
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Re: TRAVELLER

Post by XLS » Tue Feb 07, 2012 9:48 am

It's been a LONG time since I played that game. I barely remember the mechanics anymore. Nice to see you're working it into this system...

Techno
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Re: TRAVELLER

Post by Techno » Wed Feb 08, 2012 8:54 pm

Hmmm, sounds like a promising start but... eh, M&M tends to have a more cinematic emphasis then Traveller. Traveller you could have a character who focused on playing the markets and geting rich and have a reasonably good time. M&M is like d20 Modern in that characters are rarely "flat broke" unless it's a plot point to have them working at the Bar of Convienent Origins, accept That Last Job, or whatever the GM needs to get them into a campaign that will likely have a lot of explosions and action-movie drama. Not a lot of room for brokers and money managers except as background flavor in that kind of game. Other then that, seems workable so far.
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mateodesantafe
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Re: TRAVELLER

Post by mateodesantafe » Mon Feb 13, 2012 6:24 am

There are many things about traveller that don't mesh well with M&M. I never much cared for all of the number crunching. However, I wanted a base setting to work from and create a traveller setting with a little space opera type adventure to it. The nice thing about traveller is that it is a manageable setting and because of the way they approach things the GM has a little more control. It is also very detailed but it is easier to take out detail than to build your own. That is the dilema. eg. Star Hero is a great setting that I wanted to use but has no detail and this makes it a difficult setting to use.

D20 traveller is just way too complicated for my taste. You could spend a day making a starship. Who wants to do that. And who has time.

As far as trading and starship economics goes. That is more along the lines of board games and I never had any use for that. :D
"...as little as possible..." - Jack Nicholson in Chinatown

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