Game Mechanics & House Rules
House Rules
The below is a wall of text (sorry, not sorry ) and only part of the full article (minor edits and formatting) from the Tales to Astound blog which I encourage you to read or re-read if you haven't. It's great stuff.
In my opinion I think this post from Chris Kubasik nailed how the game was designed to be played when it hit the shelves in 1977.
This is how we'll play our game -
In my opinion I think this post from Chris Kubasik nailed how the game was designed to be played when it hit the shelves in 1977.
This is how we'll play our game -
Last edited by Hvalreki on Thu Jan 27, 2022 5:39 am, edited 2 times in total.
Re: Game Mechanics & House Rules
1. Scouts and Other Service Skills
Scouts and Others services do not offer commission or promotions. Players in either of these services are eligible for 2 skill rolls per term.
2. Starting Skills for All Players
I'm giving all characters
Don't forget as Travellers all of you are exceptional at combat.
You have skill level 0 (i.e. no penalties) in all Book 1 weapons.
Compare that to the normal individual who has probably has skill in one weapon and gets a -5 for any untrained weapons.
3. Experience
Characters may choose to embark on a 4 year program of self improvement - Once per game year players may make a dedication throw (8+ 2d6) and choose one improvement program:
The pursuit of any of these improvement programs assumes the required time and materials are present. Obviously Travellers travel and downtime between jumps or time out of adventure can bet set aside each day for "training". Short breaks are allowed as long as the suspension does not exceed three months.
Players can make the dedication role for training starting from when they left the Third Imperium (before the game starts). If you make the throw you are already into year 1 of the program. The group has been travelling for 9 months from the frontiers of Imperial space to get where they are now. If you failed the throw you can try again in 3 months game time to make another dedication throw.
4. Weapon Damage
Per 1981 Rules instead of 1977
Scouts and Others services do not offer commission or promotions. Players in either of these services are eligible for 2 skill rolls per term.
2. Starting Skills for All Players
I'm giving all characters
Vacc Suit-0
Air/Raft-0
Air/Raft-0
Don't forget as Travellers all of you are exceptional at combat.
You have skill level 0 (i.e. no penalties) in all Book 1 weapons.
Compare that to the normal individual who has probably has skill in one weapon and gets a -5 for any untrained weapons.
3. Experience
Characters may choose to embark on a 4 year program of self improvement - Once per game year players may make a dedication throw (8+ 2d6) and choose one improvement program:
A) Improve EDU: If EDU is less than INT score - increase EDU through correspondence courses up to 2 per week at the end of 50 courses EDU increases by 1 (cost 50 per course). In a four year period it is possible to raise EDU a maximum of six levels. Education increases are permanent as they happen.
B) Weapons Training: Pick one Gun and One Blade weapon and increase their skill by 1 in each (increases are immediate) during the program. After 4 years you may engage in a second 4 year program to make the increases permanent (note that zero level skills raised to 1 by this method stay there permanently even if you don't continue for another 4 year program).
C) Skill Improvement: Increase a non-weapon skill you already know (includes Zero level skills) by 1 for 2 different skills. The increase is immediate and the permanence rules above apply here as well.
D) Fitness: Increase STR, DEX, and IND by 1 for the duration of the program (Note +2 to dedication throw if INT is 8 or less; +4 if INT is 4 or less). At the end of the program increases are permanent and a second 4 year program may be started (Houserule)
.B) Weapons Training: Pick one Gun and One Blade weapon and increase their skill by 1 in each (increases are immediate) during the program. After 4 years you may engage in a second 4 year program to make the increases permanent (note that zero level skills raised to 1 by this method stay there permanently even if you don't continue for another 4 year program).
C) Skill Improvement: Increase a non-weapon skill you already know (includes Zero level skills) by 1 for 2 different skills. The increase is immediate and the permanence rules above apply here as well.
D) Fitness: Increase STR, DEX, and IND by 1 for the duration of the program (Note +2 to dedication throw if INT is 8 or less; +4 if INT is 4 or less). At the end of the program increases are permanent and a second 4 year program may be started (Houserule)
The pursuit of any of these improvement programs assumes the required time and materials are present. Obviously Travellers travel and downtime between jumps or time out of adventure can bet set aside each day for "training". Short breaks are allowed as long as the suspension does not exceed three months.
Players can make the dedication role for training starting from when they left the Third Imperium (before the game starts). If you make the throw you are already into year 1 of the program. The group has been travelling for 9 months from the frontiers of Imperial space to get where they are now. If you failed the throw you can try again in 3 months game time to make another dedication throw.
4. Weapon Damage
Per 1981 Rules instead of 1977
Last edited by Hvalreki on Sun Feb 06, 2022 5:31 am, edited 10 times in total.
Re: Game Mechanics & House Rules
Weapon Cards
Attached is a PDF of the Weapon Cards file from Tales to Astound.
Shows to hit by range and armor, damage and the Dex or Str bonus (or minus) as appropriate.
Here is an example.
Attached is a PDF of the Weapon Cards file from Tales to Astound.
Shows to hit by range and armor, damage and the Dex or Str bonus (or minus) as appropriate.
Here is an example.
Re: Game Mechanics & House Rules
Sawed Off Shotgun
User may declare before the "to hit" roll is made if they are firing one or both barrels.
A successful hit with both barrels roll 8d6 for damage. Miss does no damage to the intended target but anyone nearby better hope...
Group Hits by Shotguns: Each shot by a shotgun may attack up to 4 individual targets simultaneously, provided they:
1) are in a group, pack or herd, and are acting together
2) are each man sized or smaller.
In all shotgun fire against flying targets (within range), a DM of +2 is allowed
User may declare before the "to hit" roll is made if they are firing one or both barrels.
A successful hit with both barrels roll 8d6 for damage. Miss does no damage to the intended target but anyone nearby better hope...
Group Hits by Shotguns: Each shot by a shotgun may attack up to 4 individual targets simultaneously, provided they:
1) are in a group, pack or herd, and are acting together
2) are each man sized or smaller.
In all shotgun fire against flying targets (within range), a DM of +2 is allowed
Re: Game Mechanics & House Rules
Ship's Transponders
Hulls built in this region of space have "Black Box" transponders with failsafe mechanisms integrated into the the ship's avionics and computer systems.
Players are free to attempt spoofing, hacking, changing or shutting them off all together. Being boarded and having the Ships Transponder registry not match the Master's or Owner's credentials can be problematic.
Worlds with A or B starports are expecting a continuous transmission from all ships. Running without a transponder you're assumed likely up to no good - smuggling, piracy, etc, unless you're actively squawking a distress signal. Even then expect rescue at gunpoint.
Hulls built in this region of space have "Black Box" transponders with failsafe mechanisms integrated into the the ship's avionics and computer systems.
Players are free to attempt spoofing, hacking, changing or shutting them off all together. Being boarded and having the Ships Transponder registry not match the Master's or Owner's credentials can be problematic.
Worlds with A or B starports are expecting a continuous transmission from all ships. Running without a transponder you're assumed likely up to no good - smuggling, piracy, etc, unless you're actively squawking a distress signal. Even then expect rescue at gunpoint.