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House Rules

Posted: Fri Jun 21, 2024 3:30 pm
by terrymixon
PLANETARY SIZE

A problem with the random generation of worlds in Traveller is that for small worlds (where size < 4) is that these worlds might get an ordinary breathable atmosphere. This is a problem, since the minimum molecular weight retained for a planet shouldn’t allow that. This problem leads to silly explanations like the one in both the GURPS and Mongoose Sword Worlds modules where a planet (Enos) is made of Osmium. Other explanations might be terraforming by the ancients.

These explanations might explain how a few (very unique) worlds got their atmospheres, but it seems unlikely that these explanations can explain every world equal or smaller than size 3 with an atmosphere equal or greater than 2. In an average sector with standard stellar density there are about 80 such worlds. (In the Spinward Marches, there are 73 worlds with this problem.)

Instead of explaining every world or changing the UWP, I will use this size table.

Image

As can be seen is this table, the problem is solved by making the smallest inhabited planets big enough to retain a breathable atmosphere. Size 1-6 worlds are now larger than what the system normally calls for, but 7+ remain unchanged. This allows for more realistic atmospheric results.

Re: House Rules

Posted: Fri Jun 21, 2024 3:50 pm
by terrymixon
Improving After the Game Begins (Stolen from Eris with a modification to how he handles level 1 skills.)

PC’s may use their Jump Time to improve/acquire skills and raise Characteristic Levels. A PC may improve both Characteristics and Skills at the same time, with some limitations as outlined below.

At the beginning of a Jump Week each player must announce which, if any, Skill and Characteristics they are working on during the Jump.

Training to acquire new or higher skill levels:

1. A PC may seek to improve a single skill through study and training while in Jump Space, but only by dedicating 20 hours per Jump Space Week to the program.
2. A PC may switch to another skill at any time, but they lose all training hours in the previous skill if they do.
3. When a PC gains another level they may continue with this skill or switch to another without penalty.
4. At the end of each Jump Space Week, the PC must succeed on an Average 8+ (Int Mod + Edu Mod) check for that week to count toward improvement. If failed, the study must be repeated.
5. PC’s may advance only from none to 0, to 1, to 2, to 3, etc. Jack-O-Trades may not be used as a Level 0 for Training purposes.
6. A PC may never improve a skill to a level higher than their Edu Mod.
7. Materials to help with this study are available at most (C+ Starports) for 50 credits per week of study needed to acquire the level sought, see below.
8. The following hours (Jump Space Weeks) and costs are required to attain each level of skill improvement:
  • Level 0 - 40 hours (2 weeks) Cr 100
  • Level 1 - Level 0 + 80 hours (4 more weeks) Cr200
  • Level 2 - Level 1 + 160 hours (8 more weeks) Cr400
  • Level 3 - Level 2 + 320 hours (16 more weeks) Cr800
  • Level 4 - Level 3 + 640 hours (32 more weeks) Cr1,600
  • Level 5 - Level 4 + 1280 hours (64 more weeks) Cr3,200
Training to Raise Characteristics while in Jump (max 15):

Physical Characteristics (Str, Dex & End) and both Intelligence and Education may be improved through training. Social Standing may not. A Maximum of two Characteristics may be improved at a time.

Strength, Dexterity or Endurance
  • While working on Physical Characteristics, each is increased temporarily by 1 point.
  • At the end of each Jump Week the PC must succeed on an Easy 4+ (no DM) Task for each Characteristic being worked on to indicate they stuck to the exercise programs. If they fail they must repeat that week.
  • At the end of six successful Jump Weeks of training the 1 point increase becomes permanent.
Intelligence (max 15)
  • Intelligence Boosting is a slow, costly, High Tech procedure consisting of taking a costly drug and using special equipment worn on the PC’s head while sleeping. A one week on, one week off, procedure makes this process amenable to use during Jump Weeks by Travellers.
  • A course of treatment with the Algernon Drug and its accompanying hardware/software may be purchased on Worlds of TL 12+ for 1,000 cr. The Drug and accompanying gear used for only one course of treatment and new stronger drugs and gear must be purchased for each subsequent course of treatment.
  • Beginning a course of the Algernon Treatment immediately raises the PC’s Int Characteristic, temporarily, by 1.
  • Completing a course Algernon Treatment takes 26 Jump Weeks (1 week in jump, 1 out of jump) or 1 year, and makes the Int increase permanent.
Education (max Int Characteristic)
  • May only improve Education up to the level of the PC’s Int Characteristic.
  • General Education Tapes (software) may be purchased for 100 cr times the PC’s current Edu level.
  • General Education Tapes may be purchased wherever Skill Training courses are available.
  • At the end of each Jump Week the PC must succeed on an Easy 4+ Task to have completed that week’s courses.
  • Completing 26 weeks of course work raises Edu level permanently by 1.

Re: House Rules

Posted: Thu Jul 04, 2024 11:24 pm
by terrymixon
Restricted or Banned items that might be different than the official Traveller Universe:

Combat and Metabolic Accelerator drugs. These two are restricted for military use or by official mercenary units. They can sometimes be acquired via the black market, but that would need to be played out and the price would be variable and higher than listed. Being caught with them would entail some level of interaction with the authorities.

Re: House Rules

Posted: Sun Jul 07, 2024 3:45 pm
by terrymixon
The value of a credit:

A standard meal typically costs Cr5–50 or more per person, depending on quality and service. A burger of unidentifiable meat-like substances eaten standing up in a fast-food joint may cost just Cr2–3; a fine meal at a Traveller’s Aid Society hostel could cost Cr20, while a sybaritic feast of a dozen courses and entertainments costs Cr500 or more.

Accommodation for a night in a cheap hotel costs Cr10; a good hotel can be found for Cr50–100. Luxury hotels cost Cr300 or more per night. Traveller’s Aid Society hostels is available to members and their guests for Cr20 per night.

It my rule of thumb will be that a credit is worth about $4 USD. That might bring the value of the ship into sharper focus as the MCr 1,250 outlay is $6,000,000,000 USD.

Roscoe thanks you for that $400 tip, Ateno. ;)

Re: House Rules

Posted: Mon Aug 26, 2024 11:21 pm
by terrymixon
DMs for Higher (and lower) Stats:

0: -3
1-2: -2
3-5: -1
6-8: +0
9-11: +1
12-14: +2
15-17: +3
18-20: +4
21-23: +5
24-26: +6
27-29: +7
30-32: +8
33-35: +9