House Rules

Eris
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Eris
Ranger Lord
Ranger Lord
Posts: 2273
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

House Rules

#1 Post by Eris »

--Improving and Learning New Skills--
To learn a new skill or improve a current skill you must spend a number of weeks equal to the total skill levels a character currently has Skill level 0 counts as 0, but must be obtained before skill 1 can be obtained. Example: Joe has Pilot-2, Pistol-1 and Steward-0, he has 3 total skill levels. If he wants to improve to Pistol-2, he must spend 3 weeks in training. At that point he has a total of 4 skill levels. If he then wants to learn the new skill, to him, Admin he must spend 4 weeks in training to achieve Admin-0.

--Improving Physical Characteristics--
If you work out daily, you can immediately increase your STR, END, or DEX stat by 1. If you do it for six months (game time) your stat will remain at the new level after you stop specifically training. Missing a day here and there isn't a problem, but you need to keep bringing it up IG most every day, or I might rule you backslid and have to start over. Through training the max you can reach is 12 in any physical stat.

--Library--
A library room contains computer files as well as lecterns, display screens, holotanks and even hard copies of books. A good library is useful for both research and passing time in jump space. Having a library on board a ship gives one extra week of training time for new skills per week spent in jump space. A library for a spacecraft costs MCr4 and takes up 4 tons of space. That's the Cepheus rule, but I'm going to add a cheaper software solution.

--Training Software--
For 10,000 per skill you can buy software that provides training in new or existing skills. The software combines knowledge learning and physical training through VR. Having software for a skill you are training gives one extra week of training time per week spent using the software (ie. each week of training equals 2 weeks of benefit).

--Stewards and High Passengers--
You may only charge for High Passage for passengers if you have Stewards to care for them. Each level of Steward (starting with level 0) can care for 4 High Passengers. JOAT counts as Steward-0. Anyone can be hired/assigned Steward duties. Those without any Steward skill at all can attempt to "fake it", using their SOC/3 as a DM as a modifier on an 8+ roll for Steward-0 or 10+ roll for Steward-1 at the beginning of a trip. If the ship can't provide enough levels of Stewards it must lower passengers to Middle Passage, refunding double the money to affected passengers.

--Equipment from Higher/Lower TL--
Not all equipment will be available, especially equipment from higher or lower TL's than the current planet, at the Ref's discretion. Equipment that is available from higher TL's will be at a premium and will cost ~50% more per TL above the TL of the current planet and equipment from lower TL's will cost ~5% less per TL difference.

--Jack of All Trades--
JOAT can be applied to reduce any -DM for a skill the PC doesn't have. Normally, there is a, more or less, -3DM to using skills a PC doesn't have, JOAT can reduce that negative on a point for point basis to zero, but not beyond that. Example: Jack has JOAT-2 and has no skill piloting a starship. He can reduce the -3DM to a -1 when he attempts to take over landing the ship in an emergency.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
Ranger Lord
Ranger Lord
Posts: 2273
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Equipment

#2 Post by Eris »

We are using equipment from the Cepheus Engine and Classic Traveller (the following list is from The Traveller Book).

Image

I'm leaning toward the equipment in CES as the default, adding in things from TTB and considering ideas from elsewhere if you present them.

--Skinsuit--
Also known as the tailored vacc suit is normally a TL-15 vacc suit that costs 15,000 cr. The Lafiska, a minor alien race, are able to construct the equivalent from a fiber they alone can manufacture at TL-10, but on average charge 15,000 cr for each suit. The Lafiska version is considered superior by most who have had a chance to wear it. Armor as Cloth, protects in all environments (Insidious 2d6 hours before failure), needs gloves, air tanks and a bubble helmet for complete protection. Skinsuits are typically worn under clothing as they mold to the skin leaving virtually nothing to the imagination when worn alone.
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
Ranger Lord
Ranger Lord
Posts: 2273
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Personal Armor & Weapons

#3 Post by Eris »

Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

Eris
Ranger Lord
Ranger Lord
Posts: 2273
Joined: Sun Aug 28, 2016 1:24 am
Location: Pace, Fl

Combat & Surprise

#4 Post by Eris »

Surprise
If it isn't obvious that the two sides are aware of each other in the conflict each rolls 1D6 to determine who has the element of surprise.

The winner must have rolled 3 higher than their opponent.

Obviously, using this system, sometimes no-one will gain surprise (both sides are aware of one another and the normal combat procedure may progress).

When a group (either the player characters or the referee’s NPCs or wild animals) have surprise they can either:

1) Avoid any contact and let the other side go on their way, or

2) Attack with impunity (an ambush), until the ambushed group realize they are being attacked, at which point the standard combat procedure needs to be followed. Silenced shots and attacking in a vacuum help in retaining the element of surprise. If one of the ambushed group is hit surprise ends, or if someone sees his comrade drop – this occurs on a 2D6 roll of 7+ - surprise ends. Should this happen, all of the attackers still get their shot or blow, since we are using simultaneous combat (see below).

The advantage of having surprise, of course, is that the opponent cannot fight back and if engaged in melee, cannot parry.

DM's for surprise
Served in a military career +1
Leader or Tactics skill +1
Recon skill +1
In a vehicle -1
PCs/NPCs number 8+ -1
Animal life numbering 10+ -1
Animal is a Pouncer +1

Movement
Movement can take place during either (but not both) Melee or Ranged Combat phases (see below). Movement while performing combat is likely to draw a -DM, but can be done.

Examples of Movement in Combat
1. Move during Melee (no combat during melee), no -DM.
2. Move and attack during Melee, -1 to -3 DM, depending upon situation.
3. Melee during Melee, no -DM.
4. Move during Ranged (no combat during ranged), no -DM.
5. Move and attack during Ranged, -1 to -3 DM, depending upon situation.
6. Ranged, no move, no -DM

Simultaneous Combat
Actually, we are calling this simultaneous combat, but it is in fact a two-tier system. Melee combat is resolved first, followed by all firearms and ranged combat, the reason for this will become clear later.

1) All players state what their PC is attempting to do during the combat round: Melee Attack, Movement, and/or Ranged Attacks. Give enough description for the Ref to judge what DM's might apply (or the Ref will decide on his own).

2) All those PCs who stated they were attempting melee combat will do so, followed by any NPCs or animals that wish to do so. All of the dice results and wounds are determined and then described by the referee.

3) After this, any PC who stated they were attempting ranged or firearms combat will do so, followed by any NPC. All of the dice results and wounds are determined and then described by the referee.

The players may find that two characters shoot or stab one another, and the referee will let this stand, it happens often enough in the real world after all.

Melee attacks are resolved first to give them an edge. Should a guard with a shotgun walk around a corner straight into a character who is trying to disable a lock, that guard has a choice. Does he raise his gun and try to shoot the character, waiting until after the melee phase? Or does he participate in the melee phase and use his gun as a club? If he were an infantryman, he might even have a bayonet on his rifle with which he could make effective melee attacks. If he waits to shoot, however, he might (see surprise) give the burglar a free melee attack which may result in him being injured and suffer a penalty, or even being disarmed.

Basic Melee Combat Procedure
Roll 8+ to hit a target in melee combat. Use the following DMs:

Str 9+ +1
Str 5- -1
Unskilled -3
Attacker’s Melee Weapon skill + level
Defender’s Melee Weapon skill - level
Weakened Blow -1
Drawing weapon same round -3

Basic Ranged Combat Procedure
Roll 8+ to hit a target in ranged combat. Use the following DMs:

Dex 9+ +1
Dex 5- -1
Unskilled -3

Attacker’s Gun Cbt skill + level

Over Optimum Range -2
Over Twice the Optimum Range -4

Close Range (Under 3 meters)
.....Pistol +2
.....SMG --
.....Rifle -2

Target Dodging (Under 50m) -2
(Over 50m) -4

In Partial Hard Cover -2

Autofire 4 rd burst X2
Autofire 10 rd burst X3

Shotgun (full length)
.....within 20m 4D6 +1
.....within 40m 2D6+1 --
.....over 40m 1D6-2 --

Shotgun (sawn-off)
.....within 10m 4D6 +1
.....within 20m 2D6 --
.....over 20m 1D6 -2

Careful Aim (full round of aiming) +1
Drawing/Unslinging gun same round -3
Character Stats
In the Marches, Referee
Candles Against The Night, Jimi Woo; 38; 7B9BA9; Pilot-3, Comm-1, Broker-2, Admin-1, Streetwise-2, Steward-1, Computer-1, Vacc-1, Pistol-2, Cutlass-1; 60,000 lbC; AutoPistol, Cutlass, VaccSuit, HandComp.
Winedark Game: Merchant 1st Officer Antony "Andy" Sokolov, 787AA8, 46, 7 terms; Admin-1, Bribery-2, Electronics-1, Engineering-2, Navigation-4, Pilot-1, Revolver-1, Shotgun-1;Benefits: 8,000/yr, Cr50,000, Low Passage, Low Passage, Revolver, Shotgun

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