Game Metadata & In-House Rules

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SAN

#2 Post by BackworldTraveller »

SAN attribute is rolled as 1d6+6

Any result from a roll on the injury table with a roll of 1-4 will also have a SAN -1 effect
Any serious injury applied without an injury table roll will also have a SAN -1 effect

Some traumatic events will result in SAN -1 being applied

If the SAN attribute is 6+ then the character is fine
SAN 3-5 means the character has some form of psychological fragility
SAN 1-2 means they are seriously disturbed
SAN 0 means they are effectively non-functional in a rational society

SAN can be restored with enough help from a Psychologist (Science (Psychology) needed to qualify).
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Imperial Anagathics

#3 Post by BackworldTraveller »

Humans using Imperial Anagathics on Regina get...
1) Addiction(Anagathics)
2) Ageing DM: +1
3) 1d+6 * Cr5000 of Medical Debt.
That's an average of Cr47500 per term of use. It quickly uses up the character's cash!

Ceasing taking Anagathics gets...
SAN: -1
Immediate Additional Aging Roll
n.b. The SAN loss is repairable for Cr5000 in Psychologist's Fees
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Character Skill Matrix

#4 Post by BackworldTraveller »

SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
DEFAULT--3-3-3-3-3-3-3
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Admin--100---
Advocate-1-----1
Animals-0---0--
AnimalsHandling-------
AnimalsTraining20-----
AnimalsVeterinary----1--
Art-00--0--
ArtCeramics & Sculpture-------
ArtHolography-------
ArtInstrument-------
ArtPerformer-------
ArtVisual Media-------
ArtWriting & Composition-------
Astrogation---41-0-
Athletics--00-0-0
AthleticsDexterity--2-1--
AthleticsEndurance-------
AthleticsStrength-------
Broker---1----
Carouse-01--00-
Deception-1-1--11
Diplomat-0---0--
Drive-0-0000-
DriveHovercraft-------
DriveMole-------
DriveTrack-------
DriveWalker-------
DriveWheeled-------
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Electronics-0000000
ElectronicsCommunications1-1---1
ElectronicsComputers1----11
ElectronicsRemote Operations----1--
ElectronicsSensors11-2---
Engineer------0-
EngineerGravitics---2-0-
EngineerJump---1---
EngineerLife Support-------
EngineerPower-----1-
Explosives--2-----
Flyer---000-0
FlyerAirship-------
FlyerGravitic-------
FlyerOrnithopter-------
FlyerRotor-------
FlyerWing-------
Gambler--1-----
Gun Combat-0000-00
Gun CombatArchaic----0--
Gun CombatEnergy---1---
Gun CombatSlug-4---31
Gunner--0----0
GunnerCapital-------
GunnerOrtillery-------
GunnerScreen-------
GunnerTurret-3-----
Heavy Weapons--------
Heavy WeaponsArtillery-------
Heavy WeaponsMan Portable-------
Heavy WeaponsVehicle-------
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Investigate-2--01-1
Jack-of-all-Trades--------
LanguageAekhu-------
LanguageGalanglic2*2*2*12*2*2*
LanguageGvegh------1
LanguageOynprith-------
LanguageSagamaal------1
LanguageTe-Zlodh---2*---
LanguageTrokh---0*---
LanguageVilani----1-0*
LanguageZdetl-0---0*-
Leadership--1----1
Mechanic--102-00
Medic-0-2-4-1
Melee---0-000
MeleeBasic--1----
MeleeBlade--4-114
MeleeBludgeon-------
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Navigation----1---
Persuade--21-1-3
Pilot--000-00
PilotCapital Ship-------
PilotSmall Craft-1----4
PilotSpaceship--4----
ProfessionArable Farmer-------
ProfessionBelter-------
ProfessionCivil Engineer-------
ProfessionConstruction-------
ProfessionFisherman-------
ProfessionForrestry-------
ProfessionHydroponics-------
ProfessionMilitary Engineering-------
ProfessionScavenger-------
Recon-212--0-
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
ScienceArchaeology1---1--
ScienceAstronomy---0---
ScienceBiology----3--
ScienceChemistry----2--
ScienceCosmology-------
ScienceCybernetics-------
ScienceEconomics-------
ScienceGenetics-------
ScienceHistory-------
ScienceLinguistics-------
SciencePhilosophy-------
SciencePhysics--00---
SciencePlanetology------0
SciencePsionicology-------
SciencePsychology-0-----
ScienceRobotics---0---
ScienceSophontology-------
ScienceTheology-------
ScienceXenology2------
Seafarer--0----0
SeafarerOcean Ships-------
SeafarerPersonal-------
SeafarerSail-1-----
SeafarerSubmarine-------
Stealth-112--0-
Steward-1------
Streetwise-10-1-1-
Survival-000--00
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Tactics--0-----
TacticsMilitary-1-----
TacticsNaval-1-----
Vacc Suit-1210112
SkillSpecialismEkeneRalphWalterRehtaiBruceSecaDrake
Connections--YYYYYY
Package-2222222
* Childhood Languages spoken at home.
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Re: Game Metadata & In-House Rules

#5 Post by BackworldTraveller »

Character Information Defaults

Imperial Humans
  • Task DMs
    • Skill Default DM: -3
    • Target Size DM: 0
    • Initiative DM: 0
    • Ageing Test DM: 0, -1 per term served
    • Psionic Talent Aquisition Test DM: -1 per term served, -1 per test completed (passed or failed)
    • Age at end of childhood: 18
  • Measures
    • Radiation Exposure (Rads): 0
    • Fatigue (Units): 0
    • Time-Slip* (Days): 0
    • Birth Date (Day): Between 1 and 365 (Player's Choice)
    • Basic Melee Damage: 1d+0
Darrian Aslan
  • Attribute Modifiers
    • STR: +4
    • DEX: -1
    • EDU: +1
  • Task DMs
    • Skill Default DM: -3
    • Target Size DM: 0
    • Initiative DM: 0
    • Ageing Test DM: 0, -2 per term served
    • Psionic Talent Acquisition Test DM: -1 per term served, -1 per test completed (passed or failed)
    • Recon Task DM : +1
    • Survival Task DM : +1
    • Age at end of childhood: 16
    • Recon +1
    • Survival +1
  • Measures
    • Radiation Exposure (Rads): 0
    • Fatigue (Units): 0
    • Time-Slip* (Days): 0
    • Birth Date (Day): Between 1 and 365 (Player's Choice)
    • Basic Melee Damage: 1d+2
Reginan Vargr
  • Attribute Modifiers
    • STR: -1
    • DEX: +1
    • END: -1
  • Task DMs
    • Skill Default DM: -3
    • Target Size DM: 0
    • Initiative DM: 0
    • Ageing Test DM: 0, -1 per term served
    • Psionic Talent Aquisition Test DM: -1 per term served, -1 per test completed (passed or failed)
    • Age at end of childhood: 18
    • Recon +1
    • Survival +1
    • Any task in low light -1
  • Measures
    • Radiation Exposure (Rads): 0
    • Fatigue (Units): 0
    • Time-Slip* (Days): 0
    • Birth Date (Day): Between 1 and 365 (Player's Choice)
    • Basic Melee Damage: 1d+1
    • Sprint Special Action (Fatiguing): Move 16 Squares

* Time can be lost in Cold Sleep or Relativistic effects and gained due to the use of Slow Drugs in Healing. Thus you body's subjective experience of time may differ significantly from an objective view.
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Academic Prizes

#6 Post by BackworldTraveller »

Standard Academic Prizes are unnamed and give a +1 DM on benefits rolls
Specific prizes used in this game include:-
  • Antiama Shiishugina Prize for Ancients Research
    • For contributions to the field of research into The Ancients' Cultures and Technologies.
    • Created by Empress Consort Antiama Shiishugina.
  • Sylean Prize for Basic Medical Research
    • For Basic Medical Research
    • A pre-Imperial prize widely awarded
  • Emdiri Prize for Medical Procedure
    • An Annual Stipend of Cr500 and Honorary Membership of the Imperial Committee for Medical Excellence
    • For innovation in medical process and procedure
    • Created by Emperor Emdiri in 618 and managed by the . Cited as, perhaps, the only good thing achieved by this emperor!
  • TAS Prize for Space Medicine
    • A Standing Invitation to the TAS Annual New-Years Eve Banquet
    • For research into zero-G medicine
    • Created by the TAS.
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Character Comparative Term Timeline

#7 Post by BackworldTraveller »

SkillEkeneRalphWalterRehtaiBruceSecaDrakeNotes
1103-1106AgentScouts(IGS)PrisonerRegina Colonial NavyScoutsScoutsAgent-
1099-1102AgentScouts(IGS)Scouts(IGS)Nomad, ReginaScholarHigh SchoolAgent-
1095-1098AgentScouts(IGS)Scouts(IGS)Nomad, LunionScholarMiddle School, EsalinAgent-
1091-1094ScholarScouts(IGS)Scouts(IGS)Scholar, MireScholarJunior School, EsalinScouts-
1087-1090ScholarImperial NavyScouts(IGS)University, MireScholarPrimary School, EsalinScouts-
1083-1086University, ReginaImperial NavyScouts(IGS)High SchoolUniversity, ReginaChild, EsalinImperial Navy4FW Ends
1079-1082High SchoolNaval Academy, MaceneScoutsMiddle SchoolHigh SchoolBabe, EsalinNaval Academy, Macene4FW Starts
1075-1078Middle SchoolHigh School, ReginaUniversity, ReginaJunior SchoolMiddle School-Octagon Academy, Regina-

IGS Shoulder Patch

193rd Fleet Shoulder Patch

Regina Space Navy Shoulder Patch
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Ships Boat

#8 Post by BackworldTraveller »

Ships Boat

Element
NoteRating TypeRatingdTonsPrice (Cr)Energy PointsTech LevelHit PointsComment
Hull
CrystalirondTons
30
1500000
12
StreamlineddTons
30
300000
Armour
NoneAV
0
Engineering
Manoeuvre DriveThrust
5
1.5
3000000
30
12
Fusion PowerplantEnergy Points
30
2
2000000
15
dTons Fuel Consumption/Month
0.2
Fuel
Powerplant Weeks
4
1
Bridge
Standard
3
500000
6
Computer Model 5Computer Points
5
30000
7
Electronics
BasicSensor Ops Task TM
-4
0
0
0
8
Lidar
Radar
Firmpoint
#1
Rooms
Cabin SeatingCount
6
9
450000
Standard Air Lock
2
100000
Cargo Bay
11.5


30
7272000










Software
ManoeuvreComputer Points Required
0
0
LibraryComputer Points Required
0
0










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Inhouse Software Rules

#9 Post by BackworldTraveller »

Expert is deliberately confusing.
Expert Software BandwidthTask DM (Replaces Unskilled or Skilled DM)Skill Asistance DM(Skilled)
10+1
21+1
32+1
Other software provides Task DMs equal to the bandwidth or can be used as an assistance DM of +1
e.g.
Agent: Electronics (Computers). INT:6, EDU:8
Translator: Language (Purchased Language)
Intellect: Electronics (Computers) or as used Expert Task DM. INT:6, EDU:8
Intrusion: Electronics (Computers)
Medical Kit/Autodoc: Medic

There is one exception which uses Bandwidth * 2 as a Task DM or an assistance DM
i.e.
Security: Electronics (Computers)

n.b.
I assume all interfaces are intelligent interfaces at TL11 and above at zero cost.
I also assume that all Security software has 0 bandwidth (but not zero cost). Otherwise you spend all the time buying a computer that is secure but can't run anything!
I assume Wafer Jacks run Security 2 unless a cost premium is paid. You don't want your brain hacked.
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Living Expenses

#10 Post by BackworldTraveller »

SOCWeekly AccomodationWeekly FoodWeekly MiscMinimum Expected Monthly SalarySocial Class
6Cr150Cr75Cr75Cr1200+Lower Middle Class
9Cr280Cr140Cr140Cr2250+Commercial Leadership Class
ACr300Cr150Cr150Cr2400+Aslan Minor Landholders/Imperial Administrators
BCr500Cr250Cr250Cr4000+Imperial Courtly Class

ExpenseNote
Weekly AccomodationNot payable aboard ship or while a visitor in someone's house.
Weekly FoodNot payable aboard ship or while being fed as a guest.
Weekly MiscAlways payable, even aboard ship.
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Starting Contacts

#11 Post by BackworldTraveller »

This is the list of specially mentioned associations outside the team created during character creation...
...It doesn't include those miscellaneous attachments to work-team members from each term

Seca Atari
  • Ally
    • Joss Mikkun: Ship's Steward
Rehtai Kthao
  • Ally
    • Siau Hrasao Eieyeaoe: Darrian Merchant
    • Iya Eoiiy Hryeoueeia: Heirate Aslan Envoy
  • Contact
    • Kthao Clan (Darrian)
  • Enemy
    • Baron Resten
Bruce Roberts
  • Ally
    • Roberts Dynasty
    • Mephit Preslin
  • Contact
    • Kii Kuze
    • Duke of Regina
  • Enemy
    • Ine Givar
      Vargr Agent
  • Other
    • TAS membership
    • ICS Fellowship
Walter Bern
  • Ally
    • Bern Family
    • Aliss Jessok
    • Kii Kuze
  • Contact
    • Genonimo Fartrader
    • Jessok Family
  • Enemy
    • Sidney Jesten-Shepulshiiki
Ekene Orjee
  • Contact
    • Orjee Family
    • Source of Documentation for Alias
  • Enemy
    • Astri Laake
Ralph Throgoness
  • Contact
    • Anna First
    • Throgness Family
Drake Jia
  • Contacts
    • Jia-Shigaka Family
    • Denlaar Jia
    • Sir Mephit Preslin
    • Wend Synez
  • Rival
    • Leonordi Gamibuu-Shigaka
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Jump Space

#12 Post by BackworldTraveller »

Jump Space.png
Jump Space.png (13.2 KiB) Viewed 544 times
The above is the edge of space. Jump-Space as viewed from the airlock of a vessel by a (presumed) idiot!

In Jump Space, the ISS Ships have an embedded Lanthanum Grid that is used to distribute the Jump-Drive energy and create a Jump-Field. The grid remains charged the whole time the jump-space bubble exists - with the Jump Capacitor (made of Zuchai Crystals) trickling power into to it to keep it topped up. When the bubble finally bursts and you are back in real-space, the whole grid discharges in a jump-flash. A form of Cerenkov radiation. The ships power plant can trickle power instead, but not as smoothly, and not without other stuff going off-line.

Time in jump space should be 168 +3d6-3d6 hours (if the astrogator isn't knowledgeable). Those last 15-30 hours can be nerve-wracking. A good astrogator can reduce the wait. While in jump-space, the main occupation of the bridge crew is watching an array of alarms.

The one advantage to jump-space is that the maneuver drive is shut down. Maintenance can be undertaken on everything except the outside stuff. And don't forget to keep the life-support running.

And while in jump-space your steward comes into their own. Feeding the passengers and keeping them entertained at the same time is a skill. Especially when there is basically a choice of two rooms to sit in. No wonder looking out of the airlock seems a good idea!

Of course, there is spare time too. And that is where those training courses come in handy.
From an engineering perspective, the jump system includes:
  • Jump Initiator
  • Jump Governor
  • Jump Capacitors
    • a.k.a Energy Sink Array
    • Major Resource needed in Manufacture: Zuchai Crystals
  • Lanthanum (or equivalent) Grid
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IISS Extended Life Support Pack

#13 Post by BackworldTraveller »

The Standard IISS Extended Life Support Pack is designed to clip to the IISS General Service Vacc Suit and the other IISS Vacc Suits issued and add 12 additional hours of air and power to the suit. The extension can use the standard fittings and can, itself, be recharged while in operation.

The pack is fairly massive, and bulky, and relies upon considerable efficiency in the oxygen recycling systems only gained at TL-10. The recharging process requires not only the replenishment of the oxygen supplies but a change of the recycling filter cartridge. These are available as standard inventory for the IISS Ship's locker.

The pack is rated as AV:10 but if penetrated is apt to provide unpredictable thrust as the tanks decompress. Should they be damaged, they are designed to preferentially split away from the wearer, but circumstances may lead to other outcomes.
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Sand Barrels

#14 Post by BackworldTraveller »

General
Each sand barrel is 50cm in diameter and 90cm long.
Manually handling these massive rounds is potentially hazardous. Various handling cradles are available. In combat, multiple instances of these rounds have to be unpacked, transported and delivered for firing every 6 minutes.
Storage
Typically they will be stored in 1dTon pallets containing 20 rounds available for ready use all stacked within reach. These are stacked, horizontally, three-high in three racks each side of a central access space with two stacked vertically at the end.

When bulk-transported, they come in 5 dTon containers containing 270 rounds or 10 dTon containers of 540 Rounds. These will have rounds stored out of easy reach.

Available Rounds
Chaff
Per Highguard. Cr30,000 per 20. 150kg per round.
Decoy
A transponder, heater and radar reflector around a small grav drive designed to imitate the firing vessel's characteristics. Cr30,000 each. 170kg per round.
Equipment
Carries up to 300kg of equipment. Cr 50. 3kg per round empty. Will burn up on re-entry if not dropped very carefully. Has no braking system or guidance.
Guided High Explosive Bomb
Per Vehicle Handbook. n.b. This is a gravity bomb with fin-based steering. In zero-G it is of little use. In vacuum it acts as a High Explosive Bomb. Cr 2250 each. 250kg per round.
High Explosive Bomb
Per Vehicle Handbook. n.b. This is a gravity bomb. In zero-G it is of little use. Cr 1500 each. 250kg per round.
Pebble
Per Highguard. Cr25,000 per 20. 320kg per round.
Sand
Per Standard Rules. Cr25,000 per 20. 280kg per round.
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"Scout" Benefit

#15 Post by BackworldTraveller »

The "Scout" benefit received by some scouts during mustering out gives the character a license to operate a named scout vessel.

There are some limits expressed in the small-print: -
1) The vessel remains the property for the IISS and if lost the responsible scout will have to explain the circumstances to a board of enquiry
2) The mandatory annual maintenance and certification of the ship will be undertaken by the IISS at one of its bases. Failure to present the vessel for certification may be treated as barratry.
3) The IISS may recall the vessel (with or without crew) for service at any time. Failure to appear at a scout base with the vessel is an arrestable offence and is subject to fines and/or imprisonment in an Imperial Prison
4) The vessel may be modified in any way, at the operators expense, provided its maneuver and jump capabilities are not reduced. These costs of the changes (and later reinstatement) are NOT reimbursed by the IISS.
5) Wear and Tear and/or Damage to the vessel is to be repaired at the operators expense.
  • The vessel should be returned in the state in which it was received.
  • Specific changes may be accepted by the IISS at their discretion. Operators are advised to document acceptance of each change.
  • n.b. Damage and/or wear and tear incurred while in use by those employed on an IISS sanctioned engagement will be covered (or not) by the terms of that engagement.
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"Ship's Boat" Benefit

#16 Post by BackworldTraveller »

The "Ship's Boat" benefit gives the recipient absolute, personal ownership of a Ships Boat.
This benefit also grants associated licences: -
  • The boat is licensed to operate in imperial space for use carrying the Owner, Crew Members and their Personal Goods.
  • If initially used as the tender to another vessel, it will also be initially licensed to carry the crew, passengers and goods for that vessel.
The vessel may be old at the time it is granted and will age as the character ages.
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Annual Maintenance & Vessel Licensing within the Imperium

#17 Post by BackworldTraveller »

The Imperium requires that all vessels operating within its borders be space-worthy. As a result, they mandate an Annual Maintenance.
From this maintenance (and the associated fees) an Operating Certificate is issued.
This certificate will license the vessel to operate, within the Imperium, for a year.
Once the year expires, the ship may continue to operate for up to 12 months - but must re-certify at the first Imperial port with maintenance facilities.
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Llueztue Pack Tailored Vacc Suit

#18 Post by BackworldTraveller »

AttributeValue
Armour Value9
Tech Level12
Radiation Protection110 Rad
Mass12kg
Minimum Vacc Suit Skill Required0
Air SupplyRechargeable Bottle, 8 Hours
Specialist Equipment50km radio. Emergency flashing light. Magnetic Boots. Tether and equipment clips. Rechargeable Battery Pack, up to 24 Hours. Thermal Control. Onboard Computer/2, Power/Data Sockets for electronic devices. Vargr-Specific. Self-Sealing.
This vacc suit is manufactured in black only. Owners will typically arrange for specific, unique designs to be embroidered on the outer surface in normal, reflective or illuminated threads.

It is heavier than the standard human equivalent because of the larger air supply and heavier radiation protection.
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