003: On the Road to Aki

terrymixon
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ateno
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Re: 003: On the Road to Aki

#461 Post by ateno »

terrymixon wrote: Tue Aug 20, 2024 8:47 pm "It is similar to one of the other weapons that I have figured out, at least so far as charging. I can do it."

"Please, thank you."

Would Arkar get a chance to 'test fire' it?

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Re: 003: On the Road to Aki

#462 Post by terrymixon »

ateno wrote: Tue Aug 20, 2024 8:51 pm
terrymixon wrote: Tue Aug 20, 2024 8:47 pm "It is similar to one of the other weapons that I have figured out, at least so far as charging. I can do it."

"Please, thank you."

Would Arkar get a chance to 'test fire' it?

Arkar
Sure. It is a fusion pistol. The Imperials have fusion weapons, but they are big rifles carried by augmented troops in powered armor, and this is a pistol.

Fusion Pistol
TL: 22
Range: 30m
Damage: 8D+8
Weight: 0.5 kilos
Magazine: 16
Traits: AP 20, Zero-G
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
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Re: 003: On the Road to Aki

#463 Post by ateno »

terrymixon wrote: Tue Aug 20, 2024 8:55 pm Sure. It is a fusion pistol. The Imperials have fusion weapons, but they are big rifles carried by augmented troops in powered armor, and this is a pistol.

Fusion Pistol
TL: 22
Range: 30m
Damage: 8D+8
Weight: 0.5 kilos
Magazine: 16
Traits: AP 20, Zero-G
Ugh, wowza

"Bilis, could you check out the rifle I brought back for any problems and charge it, i would like to test fire it also."

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Re: 003: On the Road to Aki

#464 Post by terrymixon »

ateno wrote: Tue Aug 20, 2024 9:06 pm
terrymixon wrote: Tue Aug 20, 2024 8:55 pm Sure. It is a fusion pistol. The Imperials have fusion weapons, but they are big rifles carried by augmented troops in powered armor, and this is a pistol.

Fusion Pistol
TL: 22
Range: 30m
Damage: 8D+8
Weight: 0.5 kilos
Magazine: 16
Traits: AP 20, Zero-G
Ugh, wowza

"Bilis, could you check out the rifle I brought back for any problems and charge it, i would like to test fire it also."

Arkar
Walt found a rifle. Do you mean that one? Or is it from the base? Help a fella out.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
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Re: 003: On the Road to Aki

#465 Post by ateno »

terrymixon wrote: Tue Aug 20, 2024 9:18 pm
Walt found a rifle. Do you mean that one? Or is it from the base? Help a fella out.
Yes that one, he found it, I posted that I took it back.
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Re: 003: On the Road to Aki

#466 Post by terrymixon »

ateno wrote: Tue Aug 20, 2024 9:59 pm
terrymixon wrote: Tue Aug 20, 2024 9:18 pm
Walt found a rifle. Do you mean that one? Or is it from the base? Help a fella out.
Yes that one, he found it, I posted that I took it back.
As described, it is a plasma rifle. It does a bunch of damage and obliterates things. It has some psionically controlled shields built into it.
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Re: 003: On the Road to Aki

#467 Post by Thumper »

Walt will save the Warrior
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Re: 003: On the Road to Aki

#468 Post by Thumper »

During the exploration of the Ruined Ancient City, per day, Walt would have taken one or two of the unknown advanced weapons retrieved from Mad Dog’s ship and gotten acqainted with them and tested them.
Last edited by Thumper on Wed Aug 21, 2024 1:34 pm, edited 4 times in total.
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Re: 003: On the Road to Aki

#469 Post by Tiglath »

Thumper wrote: Wed Aug 21, 2024 3:49 am During the exploration of the Ruined Ancient City, Walt would have taken one or two of the unknown advanced weapons retrieved from Mad Dog’s ship and gotten aqcainted with them and tested them.
Now that's definitely the place to test them!

Good call.
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Re: 003: On the Road to Aki

#470 Post by Thumper »

Walt would have replicated the newly discovered plasma Rifle and Pistol and all the advanced gear found to date. The armory has good stuff for everybody!

By any chance, can the grav harness be isolated as a separate pattern for a standalone grav harness for each guild member?
Last edited by Thumper on Wed Aug 21, 2024 1:33 pm, edited 2 times in total.
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Re: 003: On the Road to Aki

#471 Post by terrymixon »

Thumper wrote: Wed Aug 21, 2024 4:12 am Walt would have replicated the newly discovered a plasma Rifle and fusion Pistol and all the advanced gear found to date. The armory has good stuff for everybody?

By any chance, can the grav harness be isolated as a separate pattern for a standalone grav harness for each guild member?
No, but you could certainly have Metz make one.
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Re: 003: On the Road to Aki

#472 Post by terrymixon »

Thumper wrote: Wed Aug 21, 2024 3:49 am During the exploration of the Ruined Ancient City, Walt would have taken one or two of the unknown advanced weapons retrieved from Mad Dog’s ship and gotten aqcainted with them and tested them.
Here we go!

Gravitic Pistol

Image

Gravitic technology is one of the wonders of the universe. It propels starships, lifts immense payloads out of gravity wells and provides locomotion for air/rafts and other vehicles. Grav tech is also used in ballistic weaponry, picking up where gauss weapons and mass drivers leave off. Instead of the electromagnetic coils used in gauss weapons, grav weapons (or ‘G guns’ as they are sometimes called) employ a ‘stack’ of circular grav plates that press a round forward and inward, keeping it centered in the barrel as it accelerates to hypersonic speeds.

At TL14 and above, gravitic weapons use non-ferromagnetic ammunition, creating an unparalleled delivery system. The rifle and pistol magazines are actually ‘smart-matter banks’ that contain a dense and malleable polymer that forms ammunition of various masses on the fly. This allows the damage of the weapon to be minutely adjusted from a minimum of one point to the maximum listed value of each weapon. For example, a gravitic rifle can be set to deliver damage values of one point, 1D+3, 2D+3, 3D+3 or the maximum 4D+3. The AP trait can also be adjusted upward or downward by altering the shape and mass distribution of each round.

Gravitic weapons are difficult to come by despite the advantages they provide. They have never been widely adopted in the field due to their much higher cost, maintenance requirements and high non-operational weight. The stock, action and barrel of a grav weapon is made of denser, heavier materials than other weapon systems and a battery is required to charge the grav plates. When in use, the weight of the weapon is compensated by gravitics, giving it a nominal weight and heft, but when powered down and in storage, grav weapons are nearly twice their operational weight.

The Imperial Army and Marines have historically engaged in a policy of making the jump from gauss to high-energy weapons and have rarely made large investments in gravitic weapons as a go-between. Nevertheless, they remain a viable alternative that bridges the gap.

The gravitic pistol employs the same technology as its peers and offers similar performance to a gauss pistol. It comes standard with an on-board computer/1 and specialized Agent program that allows the use of vocal and sub-vocal commands to adjust the weapon’s damage and AP trait. Battery life is 48 hours.

TL: 15
Range: 30
Damage: 3D+3
Kg: 5 (1.5)
Magazine: 30
Traits: AP 3, Auto 2, Zero-G

Gravitic Rifle

Image

Gravitic technology is one of the wonders of the universe. It propels starships, lifts immense payloads out of gravity wells and provides locomotion for air/rafts and other vehicles. Grav tech is also used in ballistic weaponry, picking up where gauss weapons and mass drivers leave off. Instead of the electromagnetic coils used in gauss weapons, grav weapons (or ‘G guns’ as they are sometimes called) employ a ‘stack’ of circular grav plates that press a round forward and inward, keeping it centered in the barrel as it accelerates to hypersonic speeds.

At TL14 and above, gravitic weapons use non-ferromagnetic ammunition, creating an unparalleled delivery system. The rifle and pistol magazines are actually ‘smart-matter banks’ that contain a dense and malleable polymer that forms ammunition of various masses on the fly. This allows the damage of the weapon to be minutely adjusted from a minimum of one point to the maximum listed value of each weapon. For example, a gravitic rifle can be set to deliver damage values of one point, 1D+3, 2D+3, 3D+3 or the maximum 4D+3. The AP trait can also be adjusted upward or downward by altering the shape and mass distribution of each round.

Gravitic weapons are difficult to come by despite the advantages they provide. They have never been widely adopted in the field due to their much higher cost, maintenance requirements and high non-operational weight. The stock, action and barrel of a grav weapon is made of denser, heavier materials than other weapon systems and a battery is required to charge the grav plates. When in use, the weight of the weapon is compensated by gravitics, giving it a nominal weight and heft, but when powered down and in storage, grav weapons are nearly twice their operational weight.

The Imperial Army and Marines have historically engaged in a policy of making the jump from gauss to high-energy weapons and have rarely made large investments in gravitic weapons as a go-between. Nevertheless, they remain a viable alternative that bridges the gap.

The gravitic rifle is considered by some to be the ultimate infantry weapon. It is considerably more expensive than a gauss rifle, making it less appealing to procurement officers, but is seen in the field from time-to-time as a specialty weapon. It comes standard with an on-board computer/1 and specialized Agent program that allows the use of vocal and sub-vocal commands to adjust the weapon’s damage and AP trait. Weapon adjustments require a minor action during combat. Battery life is 24 hours.

TL: 14
Range: 750
Damage: 4D+3
Kg: 8 (3.5)
Magazine: 60
Traits: AP 4, Auto 3, Scope, Bulky, Zero-G

Gravitic Squad Automatic Weapon

Image

Gravitic technology is one of the wonders of the universe. It propels starships, lifts immense payloads out of gravity wells and provides locomotion for air/rafts and other vehicles. Grav tech is also used in ballistic weaponry, picking up where gauss weapons and mass drivers leave off. Instead of the electromagnetic coils used in gauss weapons, grav weapons (or ‘G guns’ as they are sometimes called) employ a ‘stack’ of circular grav plates that press a round forward and inward, keeping it centered in the barrel as it accelerates to hypersonic speeds.

At TL14 and above, gravitic weapons use non-ferromagnetic ammunition, creating an unparalleled delivery system. The rifle and pistol magazines are actually ‘smart-matter banks’ that contain a dense and malleable polymer that forms ammunition of various masses on the fly. This allows the damage of the weapon to be minutely adjusted from a minimum of one point to the maximum listed value of each weapon. For example, a gravitic rifle can be set to deliver damage values of one point, 1D+3, 2D+3, 3D+3 or the maximum 4D+3. The AP trait can also be adjusted upward or downward by altering the shape and mass distribution of each round.

Gravitic weapons are difficult to come by despite the advantages they provide. They have never been widely adopted in the field due to their much higher cost, maintenance requirements and high non-operational weight. The stock, action and barrel of a grav weapon is made of denser, heavier materials than other weapon systems and a battery is required to charge the grav plates. When in use, the weight of the weapon is compensated by gravitics, giving it a nominal weight and heft, but when powered down and in storage, grav weapons are nearly twice their operational weight.

The Imperial Army and Marines have historically engaged in a policy of making the jump from gauss to high-energy weapons and have rarely made large investments in gravitic weapons as a go-between. Nevertheless, they remain a viable alternative that bridges the gap.

The gravitic SAW, first seen at TL13, is the first development in the class. While more expensive than a comparable gauss weapon, it uses higher caliber ammunition and can deliver a variety of payloads. Default ammunition is a 10mm armor-piercing round but the weapon can handle rounds of up to 14mm. The grav SAW is a bulky weapon typically mounted on a bipod, tripod or vehicle mount. Battery life is 12 hours.

TL: 13
Range: 600
Damage: 10mm 4D, 14mm 5D
Kg: 15 (8), 19 (1)
Magazine: 200, 160
Traits: AP 4, Auto 4, Scope, Bulky, Zero-G (AP 4, Auto 3, Scope, Bulky, Zero-G)

Ion Rifle

Image

At higher Tech Levels, ion technology has been miniaturized to the level that it can be used for personal weapons. At TL15, the ion rifle can penetrate personal or robot armor with any Protection and can momentarily disrupt vehicles with Armour 8 or less.

TL: 15
Range: 800
Damage: Special
Kg: 5
Magazine: 100
Traits: AP 10, Zero-G

Laser Pen

Image

Built around a high-energy laser cartridge, this concealable handgun takes the form of a short rod that resembles nothing more than a bulky pen, complete with pocket clip. It is in no way a ‘body pistol’ however; the metallic construction and internal electronics will be detected by quite basic instruments, though the device might not be immediately recognized as a weapon.

Triggering the firing stud releases energy from the cartridge, delivering a powerful one-shot laser attack which has a very short range due to the difficulty of collimating a beam in such a small device. The cartridge can be replaced by unscrewing the rear of the weapon but this is not practical in combat. This weapon is not intended for that role; it is a last-ditch means of defense or assassination tool.

TL: 12
Range: 5
Damage: 3D+2
Kg: --
Magazine: 1
Traits: Zero-G

Laser Revolver

Image

Rather than a direct power feed from a battery pack or external source, this revolver used self-contained one-use cartridges which are expended after firing. The rapid generation of energy produces a lot of heat, but a cartridge weapon offers high-power laser capability in a small package. Weapons of this sort are favored by some militaries, not least because their lack of recoil makes them suitable for use in space and obviates the need for a separate low-g arsenal.

TL: 12
Range: 50
Damage: 3D+4
Kg: 1
Magazine: 6
Traits: Zero-G

Maser Pistol

Image

Using maser (within the microwave area of the electromagnetic spectrum) technology, this pistol carries little physical punch but is superb at breaching armor. The power cell carries an indefinite charge so long as it remains undamaged and will recharge itself after an hour of not being fired.

TL: 17
Range: 20
Damage: 3D+3
Kg: 2
Magazine: 12
Traits: AP 10, Zero-G

Maser Rifle

Image

A maser is a concentrated beam of microwave energy which boils a target from the inside. This makes it far more effective at destroying armored targets and is far more potent than a laser rifle. The power cell carries an indefinite charge so long as it remains undamaged and will recharge itself after an hour of not being fired.

TL: 16
Range: 300
Damage: 5D+3
Kg: 8
Magazine: 20
Traits: AP 10, Zero-G

Matter Disintegrator Rifle

Image

This highly advanced weapon causes atoms to release particles in rapid succession, effectively disintegrating its target. At TL19, the matter disintegrator integrates an effectively unlimited power source.

TL: 19
Range: 10
Damage: 2DD
Kg: 1
Traits: Zero-G

Plasma Rifle

Image

TL16 technology allows the bulky reactor and plasma chamber of the PGHP to be made small enough to fit into a rifle frame. The plasma rifle is a high-powered weapon designed to crack battle dress.

TL: 16
Range: 300
Damage: 6D
Kg: 4
Magazine: Unlimited
Traits: --

Solar Beam Rifle

Image

Using ambient solar radiation to create a short-ranged but powerful laser-like beam, this rifle is devastating against any human-sized target, capable of vaporizing most targets it hits. The solar beam rifle has very limited storage capacity but automatically recharges if exposed to two hours of direct sunlight.

TL: 17
Range: 500
Damage: 1DD
Kg: 4
Magazine: 20
Traits: AP 20, Zero-G

The only things as yet left are the sphere, the locket, and the disk. To save my sanity, I will explain them as well.

Silver Globe Generator

Image

It works like a white globe generator but can be set to reflect some wavelengths. In some cases this takes the form of scattering, which is visually spectacular but not useful as a weapon. This variant permits direct reflection. A standard Silver Globe Generator is the same size as the Black/White Globe Generators and is a tech level 25 item. This prototype has the same capabilities but has been shrunk to twice the size of a snow globe.

TL: 30

Holographic Disk

Image

Stored inside this innocuous disk is a three-dimensional map of an uncharted region of space. The holographic projector, which reveals the map will remain dormant until a specific condition is met, in this case, being laid on a flat surface and having a living hand pressed against it anywhere for three seconds.

Once the trigger condition is met, a fully interactive, holographic star map is projected into the air. There is no way to be certain of the map’s accuracy, but it may well reveal undiscovered stars, worlds, asteroid belts and so forth.

And the locket has a hologram of a smiling man on one side and a preteen girl on the other. As it was found with a long dead woman, that story did not have a happy ending.
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Re: 003: On the Road to Aki

#473 Post by joertexas »

terrymixon wrote: Tue Aug 20, 2024 8:47 pm
ateno wrote: Tue Aug 20, 2024 8:45 pm
terrymixon wrote: Tue Aug 20, 2024 8:24 pm The disintegrator charge is basically a grenade. Boom and gone. The pistol is not powered, but that could likely be rectified with Bilis' assistance.
Oh well.

"Bilis, do you recognize this, can you scan it and charge it perhaps?"

Arkar
"It is similar to one of the other weapons that I have figured out, at least so far as charging. I can do it."
Jaelah saves the technician.
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In the Marches
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Billion Credit Bounty
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Longbow, longsword

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Re: 003: On the Road to Aki

#474 Post by helvorn »

William will save the leader.
The Spinward Main
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The Western Lands
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Str 11 Dex 14 Con 14 Int 13 Wis 8 Cha 13 Hp 6 AC 13
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Re: 003: On the Road to Aki

#475 Post by terrymixon »

“Well, that was terrible,” Metz muttered. “I didn’t mind the vision, but I could have done without whatever this was. That insight into the Ancients was quite illuminating.”

Here is the consolidated listing for what happened to you all. The illness is shorter in duration, but a bit more intense. The room and the visions obviously sparked something.

If you need to make any specific skill choices, you'll need to let me know so I can update your character sheets.


The Drone: Path of the Spirit: Roscoe

The Traveller’s psionic capabilities increase.
PSI +3
Skills: Awareness +1, Telepathy +1
Special Abilities: Interpret +2, Psionic Devices +1, Ritual +1

INTERPRET
The Interpret ability permits a Traveller to make better sense of psionic dreams and nightmares. Interpret is considered a psionic skill if a Traveller wants to gain or increase it using General Enhancement. Its level is applied as a DM on PSI checks used for interpretation attempts and when trying to alter the narrative of a psionic nightmare. It does not grant the ability to implement a psionic information transfer or impose a nightmare.

PSIONIC DEVICES
Some weapons and devices have a psionic trigger instead of a physical one and cannot be used by non-psions. The Traveller can attune themselves to a device and use it, even if they have no psionic talents; access is possible to all Ancients devices but the Traveller will need to figure them out and remove any security features blocking them. Psionic Device provides a DM to do this.

RITUAL
The Ritual ability permits an individual to interpret, perform and invent rituals which assist in the performance of psionic tasks. This increases the time required to carry out the task. The Ritual can be performed on behalf of one other person, or the user can gain the benefit for their own tasks. Ritual grants a DM up to its level to be applied, taking 1D minutes per DM+1.



The Sport: Path of All: Garvin and Spicoli

The Traveller may pick any three General Enhancements and gains Interpret +1 and Psionic Devices +1.

INTERPRET
The Interpret ability permits a Traveller to make better sense of psionic dreams and nightmares. Interpret is considered a psionic skill if a Traveller wants to gain or increase it using General Enhancement. Its level is applied as a DM on PSI checks used for interpretation attempts and when trying to alter the narrative of a psionic nightmare. It does not grant the ability to implement a psionic information transfer or impose a nightmare.

PSIONIC DEVICES
Some weapons and devices have a psionic trigger instead of a physical one and cannot be used by non-psions. The Traveller can attune themselves to a device and use it, even if they have no psionic talents; access is possible to all Ancients devices but the Traveller will need to figure them out and remove any security features blocking them. Psionic Device provides a DM to do this.

GENERAL ENHANCEMENTS
Each time a Traveller receives an uplift package they may also take a General Enhancement. The same one may be chosen multiple times:
• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths



The Worker: Path of Facilitation: Arkar

The Traveller’s physical capabilities are increased along with a gain in skills.
DEX +1, END +1
Skills: Ancients Tech +1, Electronics (any) +2, Engineer (any) +2, Jack-of-all-Trades +1, Mechanic +2
Special Abilities: Interpret +1, Psionic Devices +1, Team Effort +2

INTERPRET
The Interpret ability permits a Traveller to make better sense of psionic dreams and nightmares. Interpret is considered a psionic skill if a Traveller wants to gain or increase it using General Enhancement. Its level is applied as a DM on PSI checks used for interpretation attempts and when trying to alter the narrative of a psionic nightmare. It does not grant the ability to implement a psionic information transfer or impose a nightmare.

PSIONIC DEVICES
Some weapons and devices have a psionic trigger instead of a physical one and cannot be used by non-psions. The Traveller can attune themselves to a device and use it, even if they have no psionic talents; access is possible to all Ancients devices but the Traveller will need to figure them out and remove any security features blocking them. Psionic Device provides a DM to do this.

TEAM EFFORT
A group of up to six individuals, all of whom have at least one level in Team Effort, can work together extremely efficiently. They may use all their collective levels of Team Effort as a roving DM to be applied at any point in the task. To make this work the leader of the group – or whoever they serve – must declare a project and define its parameters. This could be anything from tidying up the docking bay to building a planetbuster weapon. Each point of Team Effort can only be used once in a given project. If only one person has Team Effort, they can use their DM to assist anyone else who is working on the same project.



The Technician: Path of Knowledge: Metz and Jaelah

The Traveller’s intellect and mental capabilities are increased.
INT +1, EDU +1
Skills: Ancients Tech +1, Investigate +1, Jack-of-all-Trades +1, Medic +1, Telepathy +1
Special Abilities: Interpret +2, Omni-science +2, Psionic Device +2

INTERPRET
The Interpret ability permits a Traveller to make better sense of psionic dreams and nightmares. Interpret is considered a psionic skill if a Traveller wants to gain or increase it using General Enhancement. Its level is applied as a DM on PSI checks used for interpretation attempts and when trying to alter the narrative of a psionic nightmare. It does not grant the ability to implement a psionic information transfer or impose a nightmare.

OMNI-SCIENCE
Omni-science is not the same as omniscience. The Traveller is not all-seeing but they do have knowledge of all areas of science as defined by the Science skill. The Omni-science level can be applied to endeavors in any field of knowledge. This ability comes accompanied by a voracious appetite for data and information which can only be quieted by reading, learning, experimenting and generally fiddling about with everything from nearby rocks to the entire cosmos.



The Warrior: The path of Physicallity: Walt

The Traveller’s physical capabilities are enhanced, along with their resilience.
STR +2, END +2
Skills: Athletics (any) +2, Gun Combat (any) +2, Melee (any) +2
Special Abilities: Fighter +1, Psionic Devices +1, Shooter +1

FIGHTER
The Fighter ability grants its level in any weapons requiring contact with the enemy, from claws to pikes. The level is applied as an additional DM on top of any skill the Traveller has with a specific weapon and is assumed to act as skill level 0 in all other weapons. In addition, each level of Fighter skill grants the AP +2 trait for any weapon and adds +2 damage per dice. For example, someone with Melee (blade) 2 and Fighter 2 using a sword that would normally do 2D damage gains DM+4 to attack rolls, reduces enemy Protection by -2, and increases damage to 2D+4.

PSIONIC DEVICES
Some weapons and devices have a psionic trigger instead of a physical one and cannot be used by non-psions. The Traveller can attune themselves to a device and use it, even if they have no psionic talents; access is possible to all Ancients devices but the Traveller will need to figure them out and remove any security features blocking them. Psionic Device provides a DM to do this.

SHOOTER
The Shooter ability grants its skill level in any and all ranged weapons. Skill level is applied as an additional DM on any Gun Combat or Heavy Weapons checks and attack rolls, and is assumed to grant level 0 in Gun Combat and Heavy Weapons if they are not already possessed. In addition, each level of Shooter grants AP +2 for any weapon used.



The Leader: Path of Dominance: William

The Traveller’s thinking becomes quicker and clearer, and their telepathic capabilities increase.
INT+1, PSI +1
Skills: Leadership +1, Persuade +1, Telepathy +2
Special Abilities: Augmented Psi Shield +2, Interpret +1, Psionic Devices +1

AUGMENTED PSI SHIELD
A being with an augmented psionic shield has greater defense against psionic attacks. Their Augmented Psi Shield level is added to their PSI value when conducting psionic defense. It does not apply to psionic nightmares once the effect has been implemented but does help the Traveller resist the initial attack.

INTERPRET
The Interpret ability permits a Traveller to make better sense of psionic dreams and nightmares. Interpret is considered a psionic skill if a Traveller wants to gain or increase it using General Enhancement. Its level is applied as a DM on PSI checks used for interpretation attempts and when trying to alter the narrative of a psionic nightmare. It does not grant the ability to implement a psionic information transfer or impose a nightmare.

PSIONIC DEVICES
Some weapons and devices have a psionic trigger instead of a physical one and cannot be used by non-psions. The Traveller can attune themselves to a device and use it, even if they have no psionic talents; access is possible to all Ancients devices but the Traveller will need to figure them out and remove any security features blocking them. Psionic Device provides a DM to do this.

In addition, each time a Traveller receives an uplift package they may also take a General Enhancement. This includes Garvin and Spicoli, who already got some. The same one may be chosen multiple times:

• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths

Changing paths is something you can do in the future if you want to jump to a different Path. You can choose it before the previous Path package would be implemented or after. That's your call.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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terrymixon
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Re: 003: On the Road to Aki

#476 Post by terrymixon »

These are the blurbs for the paths you've selected.

THE PATH OF DOMINANCE
The Path of Dominance is all about commanding others and being a suitably impressive leader. The adherent’s psionic abilities develop but more importantly Dominance leads to the ability to get others to do almost anything.

THE PATH OF SPIRIT
The Path of Spirit leads to greater psionic strength and powers. The adherent gains access to all standard psionic abilities and becomes immensely powerful with them.

THE PATH OF KNOWLEDGE
The Path of Knowledge opens up new ideas and ways of thinking. At first this is represented by wider knowledge and better recall, but the Knowledge path ultimately leads to the ability to think through to a solution for any problem at all… eventually.

THE PATH OF PHYSICALITY
The Path of Physicality is all about physical prowess, resilience and fighting power. At the lower end, Physicality adherents become better warriors but have rather mundane skills. At the higher levels they begin to take control over life processes.

THE PATH OF FACILITATION
The Path of Facilitation is about making things happen by physical and psionic means. At the lower end, this makes the Traveller a more effective supporter and worker but later on they become capable of greater things. This path grants numerous skills, which can take the Traveller far past normal limits. These skills may not be formally taught and accredited in the usual manner; they are simply things the Traveller can now do.

THE PATH OF ALL
The Path of All creates a generalist who can tackle most situations but will not excel in the manner of the specialists.

In addition, each time a Traveller receives an uplift package they may also take a General Enhancement. This includes Garvin and Spicoli, who already got some. The same one may be chosen multiple times:

• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths

Changing paths is something you can do in the future if you want to jump to a different Path. You can choose it before the previous Path package would be implemented or after. That's your call.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
Thumper
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Re: 003: On the Road to Aki

#477 Post by Thumper »

”In addition, each time a Traveller receives an uplift package they may also take a General Enhancement. This includes Garvin and Spicoli, who already got some. The same one may be chosen multiple times:

• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths”
The General Enhancement is additive to a Path’s uplift package?
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terrymixon
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Joined: Tue Sep 25, 2018 4:21 am

Re: 003: On the Road to Aki

#478 Post by terrymixon »

Thumper wrote: Sat Aug 24, 2024 5:30 pm
”In addition, each time a Traveller receives an uplift package they may also take a General Enhancement. This includes Garvin and Spicoli, who already got some. The same one may be chosen multiple times:

• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths”
The General Enhancement is additive to a Path’s uplift package?
Yes. I only just realized that.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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Tiglath
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Re: 003: On the Road to Aki

#479 Post by Tiglath »

terrymixon wrote: Sat Aug 24, 2024 8:45 pm • Increase any special ability the Traveller possesses by +2
Can you please remind me what's a special ability.

Thankee.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
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terrymixon
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Posts: 3987
Joined: Tue Sep 25, 2018 4:21 am

Re: 003: On the Road to Aki

#480 Post by terrymixon »

Tiglath wrote: Sat Aug 24, 2024 8:53 pm
terrymixon wrote: Sat Aug 24, 2024 8:45 pm • Increase any special ability the Traveller possesses by +2
Can you please remind me what's a special ability.

Thankee.
For you?

Interpret 1
Psionic Devices 1
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
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