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MAPS AND REFERENCES:

#1 Post by atpollard »

Campaign ID for Die Roller = 1052
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Maps and References:

#2 Post by atpollard »

Star Map.jpg
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UNNAMED WORLDS
Are unnamed for a reason. The game is not CT Third Imperium Sector Spanning in scope. Think about the "feel" of MT - Hard Times with Settled, Frontier and Wilderness. Think about TNE with Pocket Empires. [Now forget about Assassinations, Civil Wars and Virus.]

The focus is the NAMED SYSTEMS and the WORLDS within those systems and the MOONS around those worlds. It is as much IN-SYSTEM travel/adventure as Jumping BETWEEN systems. So both the EMPIRE and SHOGUNATE are "out there" with lots of "frontier/wilderness" in between. Those systems are unnamed because most people know almost NOTHING about them. It is an independent world that speaks another language and is called one thing by the inhabitants, another thing by the BLUE CLUSTER and something else by the SHOGUNATE. That is what makes TRADE difficult, exciting and potentially profitable.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Map of BEAU

#3 Post by atpollard »

Map-BEAU (11x17).jpg
Map-BEAU (11x17).jpg (296 KiB) Viewed 325 times
Size [5]:
small world, 8000 km diameter, 0.45 G surface gravity ... [Mars size]

Atmosphere [4]:
BEAU has a Thin, tainted atmosphere. Thin atmosphere is 0.5 to 0.7 earth Normal, like "high altitude" on earth [living in Denver or the pressure inside an airplane]. The "taint" is a high level of ozone [O3] at surface elevations.
Ozone has a pungent odor and exposure has the following effects:
[seconds] irritate the nose and throat.
[minutes] cause headache, upset stomach, vomiting, and pain or tightness in the chest.
[hours] irritate the lungs causing coughing and shortness of breath.
[days] cause a build-up of fluid in the lungs (pulmonary edema), a medical emergency, with severe shortness of breath.
[weeks] cause permanent lung damage.
A simple Carbon Filter Mask will remove the ozone.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Basic Rules for tasks - Rule 68A

#4 Post by atpollard »

RULE 68A:
The target number to accomplish an EASY task is 6+ on 2d6.
The target number to accomplish an AVERAGE task is 8+ on 2d6.
The target number to accomplish an HARD task is 10+ on 2d6. [hexadecimal notation for 10 is 'A']

To use any SKILL [Admin, Streetwise, etc.] roll 2d6+skill for the target number or higher to succeed
Any ABILITY [STR, DEX, etc.] of 10+ may add an additional +1 bonus to an appropriate skill check.

ABILITIES as Skills:
When attempting an action not covered by a skill, like "swimming", roll for Rule 68A using the related ability (like DEX) to determine the modifier. The modifiers for ABILITY rolls are as follows:
Ability 0-2 = -1
Ability 3-5 = 0
Ability 6-8 = +1
Ability 9-11 = +2
Ability 12+ = +3

Here are your chances of success for a 2d6 roll:
2d6, roll 2+ = 100%
2d6, roll 3+ = 97%
2d6, roll 4+ = 92%
2d6, roll 5+ = 83%
2d6, roll 6+ = 72%
2d6, roll 7+ = 58%
2d6, roll 8+ = 42%
2d6, roll 9+ = 28%
2d6, roll 10+ = 17%
2d6, roll 11+ = 8%
2d6, roll 12+ = 3%

RULE: RECOIL
An alternative to the “minimum/bonus” DEX system is to calculate a single “PERSONAL RECOIL” number that represents the physical characteristics of an individual that allows them to control recoil [Free Recoil Energy] and comfortably control a specific firearm. The concept is that the issues that go into “comfort” and “perceived recoil” are too intangible for any single ability, so a combined ability score reflects a broad range of things from “hand size” to “recoil sensitivity” without getting specific.
PERSONAL RECOIL: The PERSONAL RECOIL of a character is calculated from:
(STR + DEX + END) / 3
A character perceives a weapon with a recoil within a range of +1 to -1 of their calculated PERSONAL RECOIL as “normal recoil” and the character may use the weapon with no bonuses or penalty. Any recoil below the normal recoil range is perceived as “low recoil” to that character and any weapon above the normal recoil range is perceived as “high recoil” to that character. As an example, a character with 698777 would have a Personal Recoil of (6+9+8)/3 = 7.7, making the “normal recoil” range 6.7 to 8.7 with weapons of 6.6 and below being “low recoil” and weapons of 8.8 and above being “high recoil” to that character.

LOW RECOIL WEAPONS: Using a weapon that the Character perceives as Low Recoil permits the character to quickly reacquire the target. The character may use this benefit to either:
1) take a second shot in the same combat round at -1 to hit.
2) aim, granting a +2 bonus to the shot in the next combat round.

HIGH RECOIL WEAPONS: Using a weapon that the Character perceives as High Recoil requires the character to spend more time after the shot to reacquire the target, inflicting a penalty of either:
1) snap (non-aimed) shot, granting a -2 penalty to the shot in the next combat round.
2) aim and shoot every other combat round.

WEAPON RECOIL: The RECOIL of any specific firearm is calculated from:
2.33 x LN (((GR x MPS)+GR)^2 / (KG x 770000))*
GR = Weight of bullet in grams.
MPS = Muzzle velocity of weapon in meters per second.
KG = Weight of weapon in kilograms.
*Note: Sorry, but the equation for Free Recoil Energy and the fitted curve to a 2D6 ability score can only be simplified so far, and requires a Natural Log to fit the curve to the data points.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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On Skills

#5 Post by atpollard »

SKILLS:
A skill (like Medical-1) indicates that you spent 2 years of your life engaged in that task in full-time employment. That makes a skill-1 closer to a mini "prestige class" in D&D terms, since you are assumed to know EVERYTHING that comes with 2 years of life experience as a Medic.

Shouldn't need a roll = skill-0 (change oil)
Mechanic-0 and Medic-0 are people with minimal training, general familiarity and they perform routine tasks. So the ability to perform basic First Aid or change the oil in your car would be typical tasks for a skill-0 character. The tools needed to perform the common skill-0 tasks can be found in a draw at home or carried in your pocket.

Easy = skill-1 (brake job)
Mechanic-1 and Medic-1 are people with enough training to work a job that actually uses that skill. So a paramedic/emergency first responder or a mechanic in a tire store that does simple brake jobs and swaps out parts would be typical tasks for a skill-1 character. The tools needed to perform the common skill-1 tasks are more numerous and specialized than the average person owns, but the essentials can still be carried around in a backpack sized tool box.

Average = skill-2 (replace piston)
Mechanic-2 and Medic-2 are people with years of specialized training and experience in a skill. Remember that 4 years in College or the Army will earn you 2 skill levels, so skill-2 is a Bachelors Degree or 4 years on-the-job-training. A Nurse Practitioner or Certified Mechanic would be typical jobs and treating trauma in an ER or rebuilding an engine would be typical tasks for a skill-2 character. The tools needed to perform the common skill-2 tasks are more than can be easily transported, but the minimum tools required to "get by" are still portable (if bulky). This is where an Ambulance or a Work Truck will help carry everything you need to work (except an empty room to set up in).

Hard = skill-3 (rebuild engine for racing)
Medic-3 is a Licensed Doctor, so Mechanic-3 is a similar level of skill (12 years of college/experience). The tasks common for a Mechanic-3/Medic-3 that would not be handled by a Medic-2 require rooms dedicated to the work. You really need an Exam Room with an x-rax and Lab, or a complete Metalworking Shop if you are going to be treating a gunshot wound to the shoulder or building a Telescope by hand.

Nearly Impossible (roll 12 on 2D6) = skill-4 (build prototype engine)

TASKS AND EQUIPMENT:
A Medic-3 will get his +3 skill when attempting tasks that require Medic-2 to accomplish if he has Medic-2 tools.
If a Medic-3 wants to perform surgery, he will really need more than a good first aid kit for the best chances (surgery requires a Medic-3 Treatment Room).
I typically use -2 for each step the equipment is below the task.

A surgery by a Medic-3 Doctor:
... in a fully equipped Treatment Room (med-3 facility) = 8+ on 2D6 +3 -0
... in an ambulance (med-2 facility) = 8+ on 2D6 +3 -2
... with a first aid kit (med-1) = 8+ on 2D6 +3 -4
... in a barn with a pocketknife and a bucket of water (med-0) = 8+ on 2D6 +3 -6

MASTER LIST OF SKILLS:
Administration (incl. Broker, Legal): deal with bureaucracies: buying and selling goods : familiar with laws.
Blade Combat: any knife, dagger, sword or ax
[Bow Combat]: all primitive weapons (bows, crossbows, spears, bolas) [BARBARIAN SKILL]
Brawling: includes improvised weapons like brass knuckles, bottles, baseball bat.
Bribery: pay to bend the rules.
Computer: program and operate a Computer.
Electronics (incl. Communications): use, operation and repair of Electronic devices : includes communications devices.
Engineering (incl. Gravitics): operation and maintenance of Drives and Power Plants.
Forgery: make fake documents.
Gambling: skilled at games of chance.
Gun Cbt (Pistol): use 1 handed firearms
Gun Cbt (Rifle): use 2 handed firearms (including shotguns)
Gun Cbt (SMG): use hand held burst fire weapons.
Gun Cbt (Heavy Weapon/Demolitions): use Squad Military weapons [60mm Mortar, 40mm Grenade Launcher] - Army and Marine ONLY : includes Demolitions skill (explosives).
Gunnery: use Starship weapons and Heavy Military Weapons [120mm Gun].
[Hunting/Survival]: includes stalking prey, living off the land and general wilderness survival skills [HUNTER & BARBARIAN SKILL]
Jack-o-Trades: “Think outside the Box” skill ... used for coming up with a solution that is not directly related to any other skill
Leader (incl. Tactics): ability to control a group of people through effective communication : trained in strategy.
Mechanical: use, operation and repair of Mechanical devices.
MEDICAL:
Medical-0 = First Aid
Medical-1 = Medic [Paramedic]
Medical-2 = Practitioner [Nurse Practitioner or Physician’s Assistant]
Medical-3 = Doctor [Physician] or Surgeon [if Dex = 8+]
Navigation: interplanetary and interstellar navigation.
Pilot (incl. Ship’s Boat): Ability to operate a Small Craft or Starship in Space.
[Prospecting]: locate mineral deposits - [BELTER SKILL]
Recon (incl. Forward Observer): trained in military scouting to observe enemy positions and communicate firing coordinate adjustments.
Steward (incl. Carousing, Instruction, Recruiting): care and feeding of passengers & ability to meet and mingle with strangers : training others : recruiting hires. (Instruction and Recruiting are genreally useless skills in play … if rolled in CharGen, pick Steward-1 or +1 INT or +1 EDU instead.)
Streetwise (incl. Liaison, Interrogation): familiar with subcultures; able to deal with strangers without alienating them : deal with others with different views : intelligence gathering through reading non-verbal communication
Vacc Suit (incl. Zero-G Cbt): Trained and experienced with standard “space suit” : includes military and civilian powered armors : includes zero-G combat.
Vehicle (Air/Grav): Ability to operate a flying vehicle (incl. Hovercraft).
Vehicle (Water): Ability to operate a water vehicle (incl. Submarine).
Vehicle (Wheel/Track): Ability to operate a ground vehicle (incl. Walker).
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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STUFF (Equipment)

#6 Post by atpollard »

QUALITY
Most STUFF is just "Standard Grade" quality and THAT is the equipment price reflected in the Traveller Rule Books. However, other quality exists and will often communicate something about the STATUS of the owner (or their desired status).
A quick guideline:

FIELD GRADE (Base Price x 1/2): no frills serviceable; simple and functional. Commonly owned by members of the Lower Class (Soc 3-5).
STANDARD GRADE (Base Price): commonly owned by members of the Middle Class (Soc 6-8).
PREMIUM GRADE (Base Price x 3): quality material and finish with expensive accents. Commonly owned by members of the Upper Class (Soc 9-11).
DELUXE GRADE (Base Price x SOC): high grade materials with engraving and exotic finishes. Commonly owned by members of the Social Elite (Soc 12+).
ROYAL GRADE (Base Price x SOC x 2): unique custom item made by the finest craftsmen to the highest standards using the best materials available. Commonly presented as 'gifts of state' [SOC 13 to 15 ONLY]

CLOTHES:

Everyday Clothing
One complete set of normal 'everyday' clothing is REQUIRED.
(Laborer) = Soc 3-5 = Cr 20
(Tradesman) = Soc 6-8 = Cr 40
(Gentleman) = Soc 9-11 = Cr 120
(Aristocrat) = Soc 12-14 = Cr 480

Business Casual Clothing
One OPTIONAL set of Formal clothing purchased IN ADDITION to “Normal Clothing”.
(Laborer) = Soc 3-5 = Cr 40
(Tradesman) = Soc 6-8 = Cr 80
(Gentleman) = Soc 9-11 = Cr 240
(Aristocrat) = Soc 12-14 = Cr 960

Formal Clothing
One OPTIONAL set of Business Casual clothing purchased IN ADDITION to “Normal Clothing”.
(Laborer) = Soc 3-5 = Cr 60
(Tradesman) = Soc 6-8 = Cr 120
(Gentleman) = Soc 9-11 = Cr 360
(Aristocrat) = Soc 12-14 = Cr 1440

Cold Weather Clothing
[TL 1] Natural Cold Weather Clothing [Cr 200, 9 kg, -2 DEX] One complete set of clothing made of organic, locally available materials (cloth, leather, and fur) designed to protect against the elements, including boots, mittens, two layers of leggings, an outer and inner coat, and head protection. Immersion in water negates the effects of this clothing.
[TL 6] Standard Cold Weather Clothing [Cr 300, 4 kg, -1 DEX] One complete set of clothing made of synthetic fabrics (lighter and more flexible) designed to protect against the elements, including boots, mittens, two layers of leggings, an outer and inner coat, and head protection. Immersion in water negates the effects of this clothing.
[TL 10] Waterproof Cold Weather Clothing [Cr 800, 2 kg, -0 DEX] One complete set of clothing made of smart fabrics (automatically compensate for most conditions) designed to protect against the elements, including boots, mittens, two layers of leggings, an outer and inner coat, and head protection. It loses none of its effectiveness if wet.


PERSONAL EQUIPMENT:
TL 11 Disposable Nose Plugs (Cr 10 per week) ... miniaturized Filter Mask that is inserted like a nose plug and replaced after 6 days. [On each morning starting with Day 7, roll 1D6 and on a roll of 1, the plugs signal that they need replacing. Discard and replace.]
TL 8 Filter Mask (Cr 5 + Cr3/week for cartridges) ... [Refurbished cartridges are available for half price.]
TL 8 Disposable Filter Mask (Cr2) ... Roll END ability check every day. Failure indicated Mask needs replacement; on a roll of exactly (2) need medical treatment.

REAL WORLD:
If you want to purchase something from the Real World and want to know its Traveller Price ... 1 Credit = $5 is a rough exchange rate [1 Credit = $1 in 1977ish when Marc copied prices from magazines if you want to get specific].

TOOLS OF THE TRADE:
ELECTRONIC TOOL KITS:
Electronic Tools are manufactured at a specific TL and function on equipment of up to 2 TLs lower [TL 11 tools work on TL 9-11 Electronics] and allow Diagnostics and Repair. Outside the range of effective TLs, the tools suffer a -2 penalty to the task. A second TL may be added to any kit/shop at half the weight and cost [ie. a TL 8/11 Electronics Tool Kit would cost Cr 300 and weigh 7.5 kg and function on TL 5-8 & 9-11]
Basic Tool Kit (Cr 20; 1 kg) - good for [Mech/Elec-0] rolls
Electronics Tool Kit (Cr 200; 5 kg) - good for [Electronics-1] rolls
Professional Electronics Tool Kit (Cr 2000; 50 kg) - good for [Electronics-2] rolls
Electronics Shop (Cr 20,000; 500 kg) - good for [Electronics-3] rolls
Advanced Electronics Shop (MCr 0.2; 5 tonnes) - good for [Electronics-4] rolls
State-of-the-Art Electronics Shop (MCr 2; 50 tonnes) - good for [Electronics-5] rolls

ADVENTURE BACKPACK:
Each backpack contains everything a single individual needs for adventure and survival in the wilderness except clothing and shelter. It functions as a personal “ship’s locker” while in wilderness settings. A list of typical items includes: the Backpack, Binoculars, Flashlight, Grapnel (hook or gun), hand axe/pick, compass/inertial locator, pitons & rope, sleeping bag and water purification. There are THREE versions with each containing items available at either TL 5 or TL 8 or TL 11 based upon the BACKPACK chosen.
Adventure Backpack (TL 5): (Cr 1000; 24 kg) includes optical Binoculars, folding Grapnel hook (thrown), Magnetic Compass, Iron Pitons, and Water Purification tablets.
Adventure Backpack (TL 8): (Cr 2000; 18 kg) includes IR Binoculars, Grapnel Gun, Inertial Locator, Adhesive Pitons, and Water Filtration System.
Adventure Backpack (TL 11): (Cr 3000; 12 kg) includes Multi-Spectrum Binoculars, Grapnel Gun, Inertial Locator, Piton Gun, and Atmospheric Water Distillation System.

ARCTIC TRAVEL:
Each kit includes everything needed to travel in ice and snowy terrain, including Crampons for climbing, Snowshoes for walking and Skis for cross-country travel.
Arctic Travel Pack (TL 5): (Cr 350; 12 kg) Includes Crampons, Snowshoes and Skis.
Arctic Travel Pack (TL 8): (Cr 700; 6 kg) Includes Climbing Shoes, lightweight Snowshoes and lightweight Skis.
Arctic Travel Pack (TL 11): (Cr 1400; 3 kg) Includes “sticky” shoes, advanced composite Snowshoes and Skis.

VACC SUIT:
Progression in the Vacc Suit skill provides exposure, training, and actual experience with the operation, maintenance and repair of increasingly complex “Suits” and “Systems”.

VACC SUIT-0 provides hours of minimal training to familiarize a person with how to wear and operate the most basic “Life Support Suits”:

General Purpose Vacc Suit (TL 9): [8 kg; Cr 7000; -3 DEX] A bulky suit, gloves, boot, and helmet that protects against temperatures from +1000 C to -1000 C with the equivalent of CLOTH armor.
General Purpose Vacc Suit (TL 10): [6 kg; Cr 7000; -3 DEX] A bulky suit, gloves, boot, and helmet that protects against temperatures from +1000 C to -1000 C with the equivalent of CLOTH armor.
General Purpose Vacc Suit (TL 11): [4 kg; Cr 7000; -2 DEX] A bulky suit, gloves, boot, and helmet that protects against temperatures from +1000 C to -1000 C with the equivalent of CLOTH armor.
4-hour Portable Life Support System (TL 9): [7 kg; Cr 3000] A backpack-like device that provides oxygen and battery power to the Vacc Suit for the listed duration.

VACC SUIT-1 provides professional training in the operation and maintenance of “Life Support Suits” to people that live or work in hostile environments (like space).

Basic Maintenance and Repair Kit: (Cr 20; 1 kg) - good for [Vacc Suit-1] tasks involving routine maintenance or patching of small holes.
Body Pressure Suit (TL 9): [2 kg; Cr 14,000] A skin tight suit, gloves, boot, and soft helmet that protects against temperatures from +50 C to -50 C with the equivalent of JACK armor. May be worn beneath clothing.
Body Pressure Suit (TL 10): [1 kg; Cr 13,000] A skin tight suit, gloves, boot, and soft helmet that protects against temperatures from +50 C to -50 C with the equivalent of JACK armor. May be worn beneath clothing.
Tailored Vacc Suit (TL 11): [4 kg; Cr 12,000; -1 DEX] A custom tailored suit, gloves, boot, and soft helmet that protects against temperatures from +1000 C to -1000 C with the equivalent of CLOTH armor.
24-hour Portable Life Support System (TL 9): [14.5 kg; Cr 5000] A backpack-like device that provides (recycled) oxygen and battery power to the Vacc Suit for the listed duration.

MEDICAL EQUIPMENT

Any character with Medic-0 or higher may apply first aid to clean cuts and abrasions, and apply bandages to stop bleeding and stabilize an injured patient. A successful skill check [roll 8+ on 2D6, +1 per skill level] will prevent any further damage and allow a character with no attributes reduced to zero to heal without any further medical treatment. Use of the First Aid task requires the use of a First Aid Kit.

First Aid Kit: [Cr 50 per TL; 1 kg] Use of the First Aid task requires the use of a simple portable First Aid Kit which is good for 100 [Medic-0] skill checks.
Single Use First Aid Kit : [Cr 5 per TL; 0.5 kg] A Single Use First Aid Kit is good for 1 [Medic-0] skill check.

Any character with Medic-1 or higher may perform CPR, advanced first aid and simple emergency surgery to delay death by applying makeshift repairs, including setting bones, providing blood transfusions, stitching cuts, and applying anti-venoms. A successful skill check [roll 9+ on 2D6, +1 per skill level] will restore a character with three abilities at or below zero to [001xxx] and allow a character with one attribute reduced to zero to heal without any further medical treatment. Use of the Paramedic task requires the use of a backpack sized Field Medikit.

Field Medikit : [Cr 500 per TL; 10 kg] A backpack sized Field Medikit like those found in an Ambulance good for 100 [Medic-1] rolls. Restocking a “Field Medkit” requires the purchase of a “First Aid Kit” to replace the consumed supplies.
Single Use Field Medikit : [Cr 50 per TL; 5 kg] A smaller single-use backpack sized Field Medikit good for 1 [Medic-1] roll.

Any character with Medic-2 or higher may diagnose and treat with medications, permanently set a broken bone and perform simple surgical procedures like remove an ingrown toenail. A successful skill check [roll 10+ on 2D6, +1 per skill level] will restore a Strength or Dexterity at or above zero to its full value (Note that only one attribute may be restored in this manner) and allow a character with two attributes reduced to zero to heal without any further medical treatment. Use of the General Practitioner task requires the equipment found in a fully equipped Doctor's Office, Medical Clinic or Starship Sickbay.

Doctor's Office, Medical Clinic or Sickbay : [Cr 5,000 per TL; 4 dTons] - good for [Medic-2] rolls and includes supplies for 100 skill checks. Restocking requires the purchase of a “Field Medikit” to replace the consumed supplies.

Any character with Medic-3 or higher is familiar with state of the art medicine and may diagnose and treat even the most complex wounds and conditions. A successful skill check [roll 11+ on 2D6, +1 per skill level] will restore Strength, Dexterity or Endurance at or above zero to its full value (Note that only two attribute may be restored in this manner) and allow a character with up to three attributes reduced to zero to fully recover without any further medical treatment. Use of the Doctor (specialist) or Surgeon task requires the equipment found in a fully equipped Hospital ER or Operating Suite.

Hospital ER or Operating Suite: [Cr 50,000 per TL; 8 dTons] - good for [Medic-3] rolls and includes supplies for 100 skill checks. Restocking for another 100 skill checks requires the purchase of Cr 5000 per TL of supplies to replace those consumed.

SHOTGUNS
A long-barreled smoothbore firearm designed to shoot a straight-walled cartridge containing either multiple spherical projectiles (shot) or a single solid projectile (a slug). Shotguns are optimized to provide damage at the expense of range.

"People with real-world experience agree that a break-open, single-shot, shotgun is the least expensive, most handy and versatile firearm that anyone can own. A farmer doesn’t want a heavy duck gun or tactical shotgun. On foot, you only take what you need for the day and to get you back home … a low cost, safe, rugged, durable, easy to carry, fast handling and versatile weapon that is a meat getter, predator eliminator and home defense gun. The break-open shotgun always works and is simplicity itself. With only minimal care, it keeps working despite monsoon rain, desert sand, snow, ice, mud, dust or saltwater exposure and comes apart to fit in your backpack.”


15mm Single-Barrel Shotgun: (1.7 kilograms; Cr 70; TL 7; Length 980 mm; Recoil 10.4): A 1-barrel break-open shotgun that fires 22 gram loads from a 60 cm barrel at 490 meters per second. The barrel is reloaded after each shot.
#1 shot: 8 x 1D6+1; Short range of 20 meters.
00 shot: 6 x 1D6+1; Short range of 23 meters.
000 shot: 4 x 2D6-1; Short range of 28 meters.
slug/DS: 3D6+1; Short range of 56 meters.
HE/HEAP slug: 8D6+1; Short range of 56 meters.

15mm Double-Barrel Shotgun: (2.2 kilograms; Cr 180; TL 7; Length 980 mm; Recoil 9.8): A 2-barrel (s/s or o/u) break-open shotgun that fires 22 gram loads from a 60 cm barrel at 490 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6+1; Short range of 20 meters.
00 shot: 6 x 1D6+1; Short range of 23 meters.
000 shot: 4 x 2D6-1; Short range of 28 meters.
slug/DS: 3D6+1; Short range of 56 meters.
HE/HEAP slug: 8D6+1; Short range of 56 meters.

15mm Triple-Barrel Shotgun: (2.9 kilograms; Cr 340; TL 7; Length 980 mm; Recoil 9.1): A 3-barrel (triangle) break-open shotgun that fires 22 gram loads from a 60 cm barrel at 490 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6+1; Short range of 20 meters.
00 shot: 6 x 1D6+1; Short range of 23 meters.
000 shot: 4 x 2D6-1; Short range of 28 meters.
slug/DS: 3D6+1; Short range of 56 meters.
HE/HEAP slug: 8D6+1; Short range of 56 meters.

15mm Quad-Barrel Shotgun: (3.6 kilograms; Cr 570; TL 7; Length 980 mm; Recoil 8.6): A 4-barrel (diamond or square) break-open shotgun that fires 22 gram loads from a 60 cm barrel at 490 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6+1; Short range of 20 meters.
00 shot: 6 x 1D6+1; Short range of 23 meters.
000 shot: 4 x 2D6-1; Short range of 28 meters.
slug/DS: 3D6+1; Short range of 56 meters.
HE/HEAP slug: 8D6+1; Short range of 56 meters.

18mm Single-Barrel Shotgun: (2.2 kilograms; Cr 90; TL 7; Length 1010 mm; Recoil 12.0): A 1-barrel break-open shotgun that fires 37 gram loads from a 60 cm barrel at 460 meters per second. The barrel is reloaded after each shot.
#1 shot: 14 x 1D6; Short range of 16 meters.
00 shot: 10 x 1D6+1; Short range of 19 meters.
000 shot: 8 x 1D6+1; Short range of 21 meters.
slug/DS: 4D6; Short range of 60 meters.
HE/HEAP slug: 11D6-1; Short range of 60 meters.

18mm Double-Barrel Shotgun: (3.0 kilograms; Cr 240; TL 7; Length 1010 mm; Recoil 11.3): A 2-barrel (s/s or o/u) break-open shotgun that fires 37 gram loads from a 60 cm barrel at 460 meters per second. Each barrel is individually loaded.
#1 shot: 14 x 1D6; Short range of 16 meters.
00 shot: 10 x 1D6+1; Short range of 19 meters.
000 shot: 8 x 1D6+1; Short range of 21 meters.
slug/DS: 4D6; Short range of 60 meters.
HE/HEAP slug: 11D6-1; Short range of 60 meters.

18mm Triple-Barrel Shotgun: (3.8 kilograms; Cr 450; TL 7; Length 1010 mm; Recoil 10.8): A 3-barrel (triangle) break-open shotgun that fires 37 gram loads from a 60 cm barrel at 460 meters per second. Each barrel is individually loaded.
#1 shot: 14 x 1D6; Short range of 16 meters.
00 shot: 10 x 1D6+1; Short range of 19 meters.
000 shot: 8 x 1D6+1; Short range of 21 meters.
slug/DS: 4D6; Short range of 60 meters.
HE/HEAP slug: 11D6-1; Short range of 60 meters.

18mm Quad-Barrel Shotgun: (4.7 kilograms; Cr 760; TL 7; Length 1010 mm; Recoil 10.2): A 4-barrel (diamond or square) break-open shotgun that fires 37 gram loads from a 60 cm barrel at 460 meters per second. Each barrel is individually loaded.
#1 shot: 14 x 1D6; Short range of 16 meters.
00 shot: 10 x 1D6+1; Short range of 19 meters.
000 shot: 8 x 1D6+1; Short range of 21 meters.
slug/DS: 4D6; Short range of 60 meters.
HE/HEAP slug: 11D6-1; Short range of 60 meters.

21mm Single-Barrel Shotgun: (3.9 kilograms; Cr 150; TL 7; Length 1060 mm; Recoil 12.7): A 1-barrel break-open shotgun that fires 59 gram loads from a 60 cm barrel at 440 meters per second. The barrel is reloaded after each shot.
#1 shot: 22 x 1D6; Short range of 14 meters.
00 shot: 16 x 1D6+1; Short range of 16 meters.
000 shot: 13 x 1D6+1; Short range of 18 meters.
slug/DS: 5D6; Short range of 63 meters.
HE/HEAP slug: 13D6-1; Short range of 63 meters.

21mm Double-Barrel Shotgun: (5.2 kilograms; Cr 420; TL 7; Length 1060 mm; Recoil 12.0): A 2-barrel (s/s or o/u) break-open shotgun that fires 59 gram loads from a 60 cm barrel at 440 meters per second. Each barrel is individually loaded.
#1 shot: 22 x 1D6; Short range of 14 meters.
00 shot: 16 x 1D6+1; Short range of 16 meters.
000 shot: 13 x 1D6+1; Short range of 18 meters.
slug/DS: 5D6; Short range of 63 meters.
HE/HEAP slug: 13D6-1; Short range of 63 meters.

21mm Triple-Barrel Shotgun: (6.6 kilograms; Cr 790; TL 7; Length 1060 mm; Recoil 11.4): A 3-barrel (triangle) break-open shotgun that fires 59 gram loads from a 60 cm barrel at 440 meters per second. Each barrel is individually loaded.
#1 shot: 22 x 1D6; Short range of 14 meters.
00 shot: 16 x 1D6+1; Short range of 16 meters.
000 shot: 13 x 1D6+1; Short range of 18 meters.
slug/DS: 5D6; Short range of 63 meters.
HE/HEAP slug: 13D6-1; Short range of 63 meters.

21mm Quad-Barrel Shotgun: (8.2 kilograms; Cr 1310; TL 7; Length 1060 mm; Recoil 10.9): A 4-barrel (diamond or square) break-open shotgun that fires 59 gram loads from a 60 cm barrel at 440 meters per second. Each barrel is individually loaded.
#1 shot: 22 x 1D6; Short range of 14 meters.
00 shot: 16 x 1D6+1; Short range of 16 meters.
000 shot: 13 x 1D6+1; Short range of 18 meters.
slug/DS: 5D6; Short range of 63 meters.
HE/HEAP slug: 13D6-1; Short range of 63 meters.


“The howdah is a large-caliber handgun originally developed for defense against dangerous animals after firing two shots from a double shotgun, when a wounded predator might turn on its attacker and the hunter becomes the hunted! Howdah were often carried in calibers to match the longarm to simplify ammunition, and the earliest versions were just cut-down longarms. The advantage of the break-open pistol over a revolver or automatic was its ability to chamber very large diameter cartridges (a significant advantage when employing HE rounds).”


15mm Single-Barrel Howdah: (1.0 kilograms; Cr 40; TL 7; Length 430 mm; Recoil 10.6): A 1-barrel break-open smoothbore pistol that fires 22 gram loads from a 30 cm barrel at 400 meters per second. The barrel is reloaded after each shot.
#1 shot: 8 x 1D6; Short range of 3 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 4 meters.
slug/DS: 3D6-1; Short range of 8 meters.
HE/HEAP slug: 8D6-1; Short range of 8 meters.

15mm Double-Barrel Howdah: (1.5 kilograms; Cr 120; TL 7; Length 430 mm; Recoil 9.7): A 2-barrel (s/s or o/u) break-open smoothbore pistol that fires 22 gram loads from a 30 cm barrel at 400 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 3 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 4 meters.
slug/DS: 3D6-1; Short range of 8 meters.
HE/HEAP slug: 8D6-1; Short range of 8 meters.

15mm Triple-Barrel Howdah: (2.0 kilograms; Cr 240; TL 7; Length 430 mm; Recoil 9.0): A 3-barrel (triangle) break-open smoothbore pistol that fires 22 gram loads from a 30 cm barrel at 400 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 3 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 4 meters.
slug/DS: 3D6-1; Short range of 8 meters.
HE/HEAP slug: 8D6-1; Short range of 8 meters.

15mm Quad-Barrel Howdah: (2.6 kilograms; Cr 410; TL 7; Length 430 mm; Recoil 8.5): A 4-barrel (diamond or square) break-open smoothbore pistol that fires 22 gram loads from a 30 cm barrel at 400 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 3 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 4 meters.
slug/DS: 3D6-1; Short range of 8 meters.
HE/HEAP slug: 8D6-1; Short range of 8 meters.

18mm Single-Barrel Howdah: (1.5 kilograms; Cr 60; TL 7; Length 430 mm; Recoil 12.0): A 1-barrel break-open smoothbore pistol that fires 37 gram loads from a 30 cm barrel at 380 meters per second. The barrel is reloaded after each shot.
#1 shot: 8 x 1D6; Short range of 2 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 3 meters.
slug/DS: 3D6+1; Short range of 8 meters.
HE/HEAP slug: 10D6; Short range of 8 meters.

18mm Double-Barrel Howdah: (2.3 kilograms; Cr 180; TL 7; Length 430 mm; Recoil 11.1): A 2-barrel (s/s or o/u) break-open smoothbore pistol that fires 37 gram loads from a 30 cm barrel at 380 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 2 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 3 meters.
slug/DS: 3D6+1; Short range of 8 meters.
HE/HEAP slug: 10D6; Short range of 8 meters.

18mm Triple-Barrel Howdah: (2.9 kilograms; Cr 340; TL 7; Length 430 mm; Recoil 10.6): A 3-barrel (triangle) break-open smoothbore pistol that fires 37 gram loads from a 30 cm barrel at 380 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 2 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 3 meters.
slug/DS: 3D6+1; Short range of 8 meters.
HE/HEAP slug: 10D6; Short range of 8 meters.

18mm Quad-Barrel Howdah: (3.7 kilograms; Cr 590; TL 7; Length 430 mm; Recoil 10.0): A 4-barrel (diamond or square) break-open smoothbore pistol that fires 37 gram loads from a 30 cm barrel at 380 meters per second. Each barrel is individually loaded.
#1 shot: 8 x 1D6; Short range of 2 meters.
00 shot: 6 x 1D6; Short range of 3 meters.
000 shot: 4 x 1D6+1; Short range of 3 meters.
slug/DS: 3D6+1; Short range of 8 meters.
HE/HEAP slug: 10D6; Short range of 8 meters.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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atpollard
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Re: MAPS AND REFERENCES:

#7 Post by atpollard »

Maps-The Colony.jpg
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"O" = Outcast = "Pressure Tent" inhabited by SOC 0-2 individuals.
"L" = Lower = "Prefabricated Cabin" inhabited by SOC 3-5 individuals.
"M" = Middle = "Advance Base" inhabited by SOC 6-8 individuals.
"U" = Upper = "Double Small Craft Stateroom" [Cr 200k; 16k kg; 6x12m] inhabited by SOC 9-11 individuals.
"E" = Elite = "Cutter Module" [Cr 500k; 40k kg; 4m dia.x30m long] inhabited by SOC 12+ individuals.

[1] General Contractor
[2] Grocery Store
[3] General Store (like a micro-Walmart)
[4] Savings & Loan
[5] Real Estate Office ("sales & Leasing")
[6] Architect/Engineer
[7] Data Processing & Storage
[8] Brulantfort Employment Services
[9] Medical Clinic
[10] Assisted Living Facility
[11] Restaurant
[12] "District 0, Building 12" (Bar & Diner)
[13] Repair Shop
[14] Chapel
[15] Factory
[16] Brulantfort Educational Services
[17] Clothing Store
[18] Building Material & Garden Supply
[19] HVAC & Filtration Construction and Repair
[20] Brulantfort Social Services
[21] Laundry (self-service and full service)
[22] Insurance Office
[23] Wholesale Food & Grocery
[24] Vehicle Parts Store
[25] "Warehouse 25"
[26] Bed and Breakfast (12 rental units)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: MAPS AND REFERENCES:

#8 Post by atpollard »

3-meter Prefab Container Homes.jpg
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Re: MAPS AND REFERENCES:

#9 Post by atpollard »

Pressure Tent.jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Psionics

#10 Post by atpollard »

PSIONICS:

It looks like we will be enjoying PSIONICS in this game ... so I needed to post a few PUBLIC rules to let y'all know how this will work.
  1. EVERYTHING about the mechanics will remain "behind the curtain" and be handled by the REF. Psionics are mysterious and little understood.
  2. Every Psion is UNIQUE ... your strength and ability is as unique as a fingerprint.
  3. There are PSIONIC INSTITUTES where people can get training ... they do not advertise in the yellow pages. Generally ... search where you have BILLIONS of people or more.
  4. There are INDIVIDUALS that can teach you ... finding one is a HARD (10+) task.
  5. If you are in mortal danger, the STRESS has a chance (roll 12 on 2D6) to "awaken" a latent talent.
  6. Psionics are hard to control.
  7. Psionics are not "illegal", however ... even in the 23rd century, if you go around reading peoples thoughts, a panicked mob may burn you as a witch [and be arrested afterward]. You have seen the "mutant" movies/books.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Arctic Hamlet X-2 ('Achimasahitunanuch')

#11 Post by atpollard »

"This is a story about rats. When humans first set out for the stars, rats accompanied them as stowaways to virtually every world capable of supporting life. Rodents have a fast reproductive cycle, the adaptability of being an omnivore and a natural ability to adapt to new environments. As a result, within a few generations (less than a decade) rats had fully adapted to each new homeworld ecosystem and within a few Human generations (less than a century) natural selection had yielded new species unrecognizable as rats.

Humans share many traits with rats. The residents of 'Achimasahitunanuch' [what the local population calls Arctic Hamlet X-2 in their native language] arrived on this world about the same time as the earliest settlers in the Temperate and Tropical region, however, while Brulantfort and Ville d’Espoir maintained contact with each other and off-world civilizations, the people of the Arctic lived and died and raised families isolated from outside contact for almost a millennium. During that time, natural selection bred a people better adapted to the harsh Arctic conditions with shorter and more muscular bodies able to shrug off injuries that would break the bones of a lesser man [STR, DEX, END = best 2 of 3D6; INT, EDU, SOC = worst 2 of 3D6]. Isolation also resulted in a unique language and social structure/customs distinct from the rest of the planet (and Interstellar Community) and better adapted to collective survival in harsh conditions.

Contact was reestablished with the World Government about 150 years ago and 'THE PEOPLE' have embraced the new language and technology, doing what they have always done … simply incorporating what seems good about the new into the old ways and allowing natural selection to prove what benefits the community."


Maps - Arctic Hamlet X2.jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: MAPS AND REFERENCES:

#12 Post by atpollard »

Maps - Saint Oyland.jpg
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Arctic Comm Station

#13 Post by atpollard »

Arctic Station-Plan.jpg
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Arctic Station-Grade Plan.jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: MAPS AND REFERENCES:

#14 Post by atpollard »

Bldg1 (map).jpg
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Bldg 2 (map).jpg
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Bldg 3 (map).jpg
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Bldg 5 (map).jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: MAPS AND REFERENCES:

#15 Post by atpollard »

Smokey Cave (map).jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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