House Rules

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BackworldTraveller
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House Rules

#1 Post by BackworldTraveller »

I'll use this thread for posting house rules.

General Background on the campaign can be found at The Traveller Wiki.

However, the Wiki is fairly strict about not posting rules related stuff, so that will be posted here

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Technology

#2 Post by BackworldTraveller »

The basic technology available is Tech-10.
And even some Tech-0 stuff is available for everyday use (e.g. Spoon)
If you want something of TL-11+ then you'll have to search for it. (i.e. No pre-game purchases)

Various places about the system have ongoing research that exceeds TL-10 (the group has some examples, but not much).

There are rumours of FTL drives being researched. Despite FTL being TL-9 in standard Traveller, the New Earth system hasn't found any.

Some Medicine, Biotech and Weaponry is as high as TL-12.
  • Special forces might deploy in Combat Armour and carry Gauss Weapons! Most soldiers don't.
  • Some uplifted Dolphins exist on Poseidon and have even been granted rights as People there - but Poseidon's laws are weird, right?
  • Medicinal Slow drug is fairly common in hospitals. As is some regrowth technology (but Cyber is Cheaper!).
Artificial Gravity is relatively new. This is why many belt habitats are spun to 0.3G. Adding Artificial Gravity to things is something most of you will remember happening.

M-Drives and Inertial Compensators are also relatively new. The Engineering Types will know that reaction drives are still in use for various purposes - even in commercial contexts.
Last edited by BackworldTraveller on Sat Feb 27, 2021 4:52 pm, edited 1 time in total.

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Computers

#3 Post by BackworldTraveller »

Build Notes
Computers are electro-mechanical intelligences with no rights and (mostly) no sense of self.
It is considered ethical to build an intelligent computer into a suicide bomb and call it a smart-missile.
  • STR and DEX of computers are effectively NIL (DM:-2)
    • (without specialist grappling arms and skill software)
  • END is not relevant (They can’t choose to give up)
  • INT and EDU are software driven
  • SOC is 0 (DM:-2)
  • SAN is 6 (DM:+0)
  • Mobility of computers is NIL (0m/round)
    • (without appropriate hardware and appropriate drive/fly skill)
  • All computers come with a set of data ports.
  • Any other comms connection must be added.
Hardware
n.b. Cost x1.5 for /fib option
  • Laptop Computer (Energy=1 Week)
    • Power 0: Cr 50. 1kg
    • Power 1: Cr 250. 1kg
    • Power 2: Cr 350.1kg
    • Power 3: Cr 10,000. 0.5kg. Limited Availability.
  • Hand Computer (Energy=1 Week)
    • Power 0: Cr 100. 0.2kg
    • Power 1: Cr. 500. 0.3kg
    • Power 2: Cr. 700. 0.4kg
    • Power 3: Cr 20,000. 0.2kg. Limited Availability
  • Frame Computer* (Energy=1 Day)
    • Power =5: Cr 30,000
    • Power =10: Cr 160,000
    • Power =15: Cr 2,000,000
    • Power =20: Cr 5,000,000
  • Array Computer* (Energy=1Hour)
    • Power =40: Cr 45,000,000
    • Power =50: Cr 60,000,000
    • Power =60: Cr 75,000,000
    • Power =70: Cr 80,000,000
* Mass is significant. Not portable

Software
  • Database for support of Skill (X)
    • EDU: 0 (DM-2) : Cr 0
    • EDU: 3 (DM-1) : Cr 1
    • EDU: 6 (DM+0) : Cr 10
    • EDU: 9 (DM+1) : Cr 100
    • EDU: 12 (DM+2) : Cr 1000
    • EDU: 15 (DM+3) : Cr 10000
  • Intelligence
    • INT: 0 (DM:-2). Power=0: Cr 0
    • INT: 3 (DM:-1) . Power =1 : Cr 100
    • INT: 3 (DM:-1) . Power =0 : Cr 500
    • INT: 6 (DM:+0) . Power =3: Cr 1000
    • INT: 6 (DM:+0) . Power =2: Cr 5000
    • INT: 6 (DM:+0) . Power =1: Cr 25000
    • INT: 9 (DM: +1) . Power =4: Cr 10000 Limited Availability
  • Software for pseudo-provision of Skill (X)
    • Level 0: Cr 90
    • Level 1: Cr 900
    • Level 2: Cr 9000. Limited Availability
      n.b. x2 cost if only use for the skill is illegal
  • Security
    • DM:+0 : Cr 0. Power =0
    • DM:-2 : Cr 200. Power =1
    • DM:-4 : Cr 2000. Power =2
    • DM:-6 : Cr 20000. Power =3

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Social Standing

#4 Post by BackworldTraveller »

Last edited by BackworldTraveller on Mon Mar 15, 2021 3:31 pm, edited 1 time in total.

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Training

#5 Post by BackworldTraveller »

To increase a skill by one level, you get to roll after...
Level Wanted=LW
Experience=XP

LW...XP
0 .... 8
1 .... 9
2 .... 12
3 .... 17
4 .... 24

More: 8+ (Level Wanted)^2 Weeks
Last edited by BackworldTraveller on Wed Feb 17, 2021 4:50 pm, edited 2 times in total.

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Stats Modifiers on Generation

#6 Post by BackworldTraveller »

For Young Characters
A character may start aged just 14 but
  • EDU:-2
  • SOC:-2
  • May not enter Government Service until aged 18
Exceptions to the above for "Genius" characters: EDU:C and INT:C per "Cosmopolite" book.

For Belters
A belter or merchie child living their childhood "On the float" gets
  • STR:-1
  • DEX:+2
  • END:-1
For High-G Dwellers (i.e. those from Poseidon)
  • STR:+2
  • DEX:-1
  • Ageing DM: -1
All characters with space career terms, and those who have childhoods "On the float" will have accumulated radiation exposure at a higher rate than normal. Accumulate 1d6 RADS per term in those careers.
Last edited by BackworldTraveller on Tue Feb 09, 2021 9:14 am, edited 1 time in total.

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Medals and Commendations

#7 Post by BackworldTraveller »

Effect of Conflict Roll (Military Careers)
  1. Combat Ribbon for the conflict
  2. Possible commendation:-
    0-1: Nothing
    2: Commendation
    3-4: Distinguished or Meritorious Conduct Award from your home-state
    5-6: Gallantry Award from your home-state
    7+: Award for Valour from your home-state
You may be brave/stupid per MgT1 Book 1: Mercenary or Book 2: High Guard to make these rolls safer/more dangerous

Effect of police operations rolls (Police Careers)
  • Possible Citation
    0-2: Nothing
    3-6: Citation
    7+: Award for Heroic Action from your home-state

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Skill Translations: MgT1-->MgT2

#8 Post by BackworldTraveller »

Comms-->Electronics(Comms)
Computers-->Electronics(Computers)
Engineer(Electronics)-->Electronics(Any)
Gun Combat:
Choose to split between Pistol/Rifle or Slug/Energy but keep consistency within the split
(Whatever) Science(X)-->Science(X)
Remote Operations-->Electronics(Remote Ops)
Sensors-->Electronics(Sensors)
Trade(X)-->Profession(X)
Zero-G-->Athletics(Dexterity)
----
Prospecting-->Profession(Belter)
Weapons Engineer(Any)-->Gun Combat, Heavy Weapons, Gunnery or Mechanic.
----
n.b.
Science(Archaeology) doesn't really exist in the New Earth system and hasn't for 300 years.
Science(Psionicology) is just quackery! See a Psychologist.
Last edited by BackworldTraveller on Tue Nov 10, 2020 11:54 am, edited 1 time in total.

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Injury & Healing

#9 Post by BackworldTraveller »

Injury Definition
  • Any stat reaches 0: Unconscious
  • All 3 stats < Full: Seriously Injured (move=1.5m/turn)
  • All 3 stats  0 at the same time: Dead
Unconscious
  • One END roll per minute. DM:+1 per failed roll
First Aid
  • Within 50 turns (5 mins): HP Restored = Medic Effect x2
  • Within 600 turns (1 hour): HP Restored = Medic Effect
  • After 600 turns (1 hour): HP Restored = None
Natural Healing
  • Active: HP Restored = 1+END DM per day
    • END:0:-1 per 12 hours (You get much worse)
    • END:1-2:-1 per 24 hours (You get worse)
    • END:3-5:0
    • END:6-8:1 per 24 Hours
    • END:9-11:1 per 12 Hours
  • Bed Rest: HP Restored = 3+END DM per day
    • END:0:0
    • END:1-2:1 per 24 Hours
    • END:3-5:1 per 12 hours
    • END:6-8:1 per 8 hours
    • END:9-11:1 per 6 Hours
  • Medical Care: HP Restored = 3+END DM+Medic Skill+Augment Penalty per day
Surgery (only works while Seriously Injured)
  • Task: 1d6x10 minutes. HP Restored = Medic Effect
Trauma Surgery (only works when Dead)
  • Cepheus Engine Trauma Surgery Rules apply. You can be resurrected if you get to the hospital in under an hour!
    n.b. First Aid really helps – they may need the bits.
Injury.
Bruises, Tears, etc.
Serious Injury.
If fixed by first aid only, it wasn't really really serious. (e.g. Dislocated shoulder).
If not fixed by first aid, it was really serious (e.g. Broken something, missing something).
Death
Death can be fatal!
If the surgeon isn't able to fix you in hospital, no one can.
Modern technology can work wonders if you can get to a surgeon in time with enough bits to be viable. First aid in this case is not about fixing things, it's about getting the bits together for later repair.

Cryo and Injuries
Works well, except that waking up from Cryo needs an END roll to avoid further damage! And if you go into Cryo with END=0, that's a -3 DM on waking.
Last edited by BackworldTraveller on Wed Feb 17, 2021 7:35 am, edited 1 time in total.

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Spaceship Crew Payscales

#10 Post by BackworldTraveller »

Crew: Cr2000/Month. Includes 1/2 Stateroom and Board while aboard - so reduce living expenses by 50%.

Specialist Crew: Cr3000/Month. Includes Stateroom and board while aboard but mess bills are yours! Reduce living expenses by 25%. Qualified Engineers, Medics, Astrogators and Helmsmen.

Experience: Can multiply the salary by 1.1 per level of skill.

Watch Responsibility: Can multiply salary by 1.25 (Cumulative with Experience).

Command Responsibility: Can multiply salary by 1.25 (Cumulative with Watch Responsibility).

So a Master-at-Arms will be paid about Cr3325/Month.
A Captain, over Cr8000/Month.
Last edited by BackworldTraveller on Mon Mar 15, 2021 3:44 pm, edited 1 time in total.

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Skills Notes & Clarifications

#11 Post by BackworldTraveller »

Astrogation
This covers planetary motion and calculating the appropriate delta-V. There are no known interstellar Astrogators.

Battledress
This is just another name for Drive (Legged) and Vacc-Suit sort of rolled into one. There is no actual battledress - the military equipment companies would like you to think there is - but there are walking suits (the smallest of which are about 2.5m to 3m tall and this is the skill for these.

Electronics
Covers electrical and electronic equipment and data cabling.

Engineering
There is no Jump Drive Engineering that anyone knows of
Manoeuvre Drive Engineering also includes maintenance of Artificial Gravity and Inertial Compensators and Grav Vehicle Maintenance
Powerplant Engineering also includes Electrical Engineering and Nuclear Engineering and Basic Electrician
Life Support Engineering covers Air, Water (Fresh, Sullage & Sewerage), Heat and Lighting systems

Gun Combat
I'm allowing the Gun Combat skill to be split Pistol/Rifle or Slug/Energy by player preference.

Pistol allows Slug Pistols and Energy Pistols
Rifle allows Slug Rifles (inc Shotguns) and Energy Rifles

Slug allows Slug Rifles and Slug Pistols and Shotguns
Energy allows Energy Rifles and Energy Pistols

But one person (if sensible) slices one way or the other, not both.

Ranged "To Hit" Chart
TypePersonal(0)Close(1-2)Short(3-8)Medium(9-34)Long(35-166)Very Long(167-334)335+
Thrownn/a8+9+10+
Pistol9+8+8+10+12+
Rifle11+9+8+8+8+10+12+
Shotgun10+8+9+10+11+
Assault Weapon9+8+8+8+10+12+14+
Rocket12+10+9+8+8+10+12+

Mechanic
This includes:
  • Mechanics
  • Pneumatics
  • Polymers
  • Domestic Appliances
  • Magnetics
Basically, if it broke and it wasn't alive, the Mechanic can try to fix it.

Melee
Ranged "To Hit" Chart
TypePersonal(0)Close(1-2)Short(3-8)Medium(9-34)Long(35-166)Very Long(167-334)335+
Unarmed8+9+
Small Blade8+9+
Large Blade9+8+
Bludgeon9+8+

Science
Science(Archaeology) doesn't really exist in the New Earth system, and hasn't for 300 years.
Science(Psionicology) is just quackery! See a Psychologist/Psychiatrist.
Last edited by BackworldTraveller on Tue Jun 01, 2021 2:38 pm, edited 1 time in total.

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Equipment

#12 Post by BackworldTraveller »

The following equipment is accessible:
  • ...
  • Armour
    • Jack* (AV:1) Cr:50
    • Mesh* (AV:2) Cr:150
    • Light Flak-Jacket* (AV:3) Cr250
    • Flak-Jacket* (AV:5) Cr350
    • Light Cloth** (AV:5) Cr:400
    • Heavy Cloth** (AV8) Cr500
    n.b. All armour comes with a head protection and retractable eye-visor.
    *Arms and legs are not fully covered
    **Can be filtered and over-pressured for protection against NBC attacks. Civilian versions tend to be bright yellow

    ...
  • Over-Armour
    • Ablat (AV:+1;+6 Vs Lasers) Cr:75
    ...
  • Vacc-Suits*
    • Old-Style (AV: 4, RAD:-10) Cr:12,000 {Vacc Suit skill at +1 required}
    • Belter-Style (AV:8, RAD:-60) Cr:11,000 {Vacc Suit skill required}
    • Hazardous Environment Vacc Suit (AV:8, RAD:-75) Cr:24,000 {Vacc Suit skill at +1 required}
    • Hostile Environment Vacc Suit (AV:9, RAD:-90) Cr:20,000 {Vacc Suit skill at +1 required}
    • Sulphur Suit** (AV:12, RAD:-140) Cr40,000 {Vacc Suit skill required}
    *Vacc suits come with 6-Hour self-contained oxygen supply.
    **Manufactured in limited quantities on Poseidon and in Touchdown. These are hand-crafted pieces, hence the cost.

    ...
  • Slug Pistols
    • Autopistol, 9mm
    • Autopistol, 7mm
    • Body Pistol*, 7mm
    • Pistol-SMG, 7mm {Auto:3}
    • Revolver, 9mm
    • Snub Pistol**, 12mm
    • Spear-Gun
    *Non-Metallic, must use low-density pistol bullets
    **Zero-G

    ...
  • Slug Rifles
    • Accelerator Rifle*, 12mm
    • Assault Rifle, 7mm {Auto:2}
    • Assault Rifle, 5mm {Auto:2}
    • Autorifle, 7mm {Auto:2}
    • Autorifle, 5mm {Auto:2}
    • Autoshotgun {Bulky, Auto:2}
    • Combat Rifle, 7mm {Auto:3}
    • Rifle, 7mm
    • Rifle, 5mm
    • Shotgun {Bulky}
    • Shotgun, Folding
    • SMG, 9mm (Uses 9mm Pistol Ammo) {Auto:3}
    • Target/Snipers Rifle, 7mm
    • Target/Snipers Rifle, 15mm {Very Bulky}
    *Zero-G
    ...
  • Energy Pistols*
    • Laser Pistol {DAM:3D} (Uses Light Powerpack)
    • Taser {DAM:2D, Stun, EMP} (Uses Taser Cartridge)
    • Stunner** {DAM:2D, Stun, EMP} (Uses Battery Pack)
    • Advanced Stunner** {DAM:2D+3, Stun, EMP} (Uses Battery Pack)
    *All Zero-G
    **Requires atmosphere to work

    ...
  • Energy Rifles*
    • Laser Carbine {DAM:4D} (Uses Light or Heavy Powerpack)
    • Laser Rifle {DAM:5D} (Uses Heavy Powerpack)
    • Cartridge Laser Rifle {DAM:5D+3, Bulky} (Uses Laser Cartridge)
    *All Zero-G
    ...
  • Powerpacks and Munitions
    • 15mm Rifle Bullets {DAM:4D, AP:5}
    • 9mm Pistol Bullets {DAM:3D}
    • 7mm Pistol Bullets {DAM:2D+3}
    • 7mm Pistol Bullets (Low Density) {DAM:2D}
    • 7mm Rifle Bullets {DAM:3D}
    • 7mm Rifle Bullets (Target Quality) {DAM:2D+6}
    • 5mm Rifle Bullets {DAM:2D+3}
    • Shotgun Shells {DAM:4D, AV:x2, Scatter}
    • Shotgun Slugs {DAM:4D}
    • Shotgun Baton Rounds {DAM:3D, Stun}
    • Spear-Gun Fishing Spear {DAM:2D+1}
    • Spear-Gun Explosive Spear {DAM:4D}
    • Light Powerpack
      • 100 Shots for Pistol
      • 50 shots for Carbine
    • Heavy Powerpack
      • 100 Shots for Rifle
      • 200 shots for Carbine
    • Laser Cartridge (Single Use)
    • Taser Cartridge (Single Use)
    • Battery Pack
      • 100 shots for Stunners
      • Widespread uses for tools, etc.
    ...
  • Melee Weapons
    • Blade (Cr100+) {DAM:2D}
    • Broadsword (Cr500+) {DAM:4D, Bulky}
    • Club (Cr30+) {DAM:2D}
    • Cutlass (Cr200+) {DAM:2D}
    • Dagger (Cr10+) {DAM:1D+2}
    • Concealable Dagger (Cr40+) {DAM:1D+2}
    • Improvised {DAM:2D-2 or less}
    • Rapier (Cr200+) {DAM:2D}
    • Shield (Cr150+) {DAM:1D;Grants Melee:+1 when defending in Melee}
    • Staff {DAM:2D}
    • Stunstick (Cr300) {DAM: 2D, Stun, EMP} (Uses Battery Pack)
    Most bladed weapons (except Blade and Dagger) are rare and specialist Martial Arts weapons
    Clubs are usually sports bats
    Stunsticks are usually ex-police issue
    ...
  • Sensors
    • Eye Protection (Cr 50+)
    • Telescopic Sight/Camera Lens (Cr 50+)
    • Binoculars (Cr 75+)
    • Light-Intensifying Binoculars (Cr 750+)
    • Light-Intensifying Telescopic Sight/Camera Lens (Cr 600+)
    • Infra-Red Binoculars (Cr 750)+
    • Infra-Red Telescopic Sight/Camera Lens (Cr 600+)
    • Ultrasonic Echo Locator "Binoculars" (Cr 2000)
    • Electromagnetic Probe (Cr 500)
    • Radiation Detector (Cr 250)
    ...
  • Survival Clothing
    • Underwater
      • Dive-Skin (Cr 30-300, 300K to 315K)
      • Wetsuit (Cr50-500, 280K to 300K)
      • Drysuit (Cr600 to Cr2000, 270K to 290K)
      • Atmospheric Diving Suit (AV:4, Cr10,000, 240K to 350K; 650m Depth)
      • Scuba (Cr150, 30mins, 100m Depth)
      • Artificial Gill (Cr3500, New Earth or Sapphire only, 100m Depth)
      • Artificial Gill (Cr4500, Poseidon, New Earth or Sapphire only, 150m Depth)
    ...

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Cybernetics

#13 Post by BackworldTraveller »

Neural Communications (TL10) Cr1000
This allows the person who has the system installed to "hear" the radio and "voice" on the radio as if the radio were hand-held. It has a transmission range of just 500m. To use the "Voice" feature, you must speak or mutter or mouth the words.

While the device is on, normal radio functions for reception of commercial stations or private transmissions are possible as if the person is "Hearing" those stations using their ears; it may be switched off.

With appropriate communications skill, the device may be used to localise transmissions - the person's brain can act as the processor - but the single aerial does mean that this will require the person to move about in order to gather sufficient data.

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