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TravellerHERO PDF in the works


Eodin

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Re: TravellerHERO PDF in the works

 

The teaser looks good ... I'm curious about something ... what are you using to put the book together? Quark? InDesign? My only critique on the design are the boxes ... some of them need to be closed, just doesn't look right with them left open like they are :) Otherwise ... awesome work! :D

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Re: TravellerHERO PDF in the works

 

I'm using InDesign CS... and yes, the boxes that are multicolumn (multiple page columns) don't close top and bottom lines across columns, which I hate, but I haven't found a solution. Some things might be easily broken into multiple tables, but some of it just can't be.

Even in the yet-to-be-seen Vehicles chapter, which are no-line tables, InDesign doesn't break well, and kicks tables into the next column instead of wrapping well.

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Re: TravellerHERO PDF in the works

 

I'm using InDesign CS... and yes, the boxes that are multicolumn (multiple page columns) don't close top and bottom lines across columns, which I hate, but I haven't found a solution. Some things might be easily broken into multiple tables, but some of it just can't be.

Even in the yet-to-be-seen Vehicles chapter, which are no-line tables, InDesign doesn't break well, and kicks tables into the next column instead of wrapping well.

Hmm ... if you have a column break in-between tables, wouldn't it just be easier to split the table? Or perhaps place the table slightly out of format?

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Vargr Engineer Oeghrra Dzen

 

from Knightfall Module

 

Oeghrra Dzen

 

Player: Vargr Engineer

 

Val Char Cost

8 STR -2

12 DEX 6

9 CON -2

11 BODY 2

11 INT 1

12 EGO 4

15 PRE 5

10 COM 0

 

2 PD 0

2 ED 0

3 SPD 8

4 REC 0

18 END 0

20 STUN 0

 

9" RUN 6

2" SWIM 0

1 1/2" LEAP 0

Characteristics Cost: 28

 

Cost Power

3 +1 PER with all Sense Groups

6 +3 PER with Smell/Taste Group

10 Tracking with Smell/Taste Group

8 Vargr Claws: HKA 1/2d6 (1d6 w/STR) (10 Active Points); Reduced Penetration (-1/4)

6 +3 PER with Hearing Group

3 Ultrasonic Perception (Hearing Group)

Powers Cost: 36

 

 

Cost Skill

6 PS: Starship Engineer 14-

3 Scholar

2 1) KS: History (3 Active Points) 12-

2 2) KS: Human Culture (3 Active Points) 11-

5 3) KS: Jump Drives (6 Active Points) 14-

5 4) KS: Manuever Drives (6 Active Points) 14-

5 5) KS: Power Plants (6 Active Points) 14-

4 6) KS: Scrounging (5 Active Points) 13-

2 7) KS: Vacc Suit (3 Active Points) 12-

7 Computer Programming 13-

3 Traveler

1 1) AK: Solomani Rim (2 Active Points) 11-

1 2) AK: The Imperium (2 Active Points) 11-

3 3) AK: Vargr Extents (4 Active Points) 12-

5 Persuasion 13-

5 +1 Overall (10 Active Points); Custom Modifier (non combat skills and only for skills that can be learned; -1)

3 Mechanics 11-

3 Electronics 11-

2 Weaponsmith (Other) 11-

2 WF: Small Arms

4 +2 with any single attack

0 Language: Gvengh (idiomatic) (4 Active Points)

1 Language: Vilani (basic conversation)

3 Combat Piloting 11-

0 TF: Grav Vehicles/Hovercraft

Skills Cost: 77

 

Cost Perk

4 Fringe Benefit: License to practice a profession, Lieutenant

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

Perks Cost: 9

 

 

Total Character Cost: 150

 

Pts. Disadvantage

20 Normal Characteristic Maxima

10 Psychological Limitation: Pack Mentality (Common, Moderate)

10 Vulnerability: 1 1/2 x Effect Interactive skills and presence attacks[Easily Swayed] (Common)

5 Physical Limitation: Night Blindness, 2* effect from night/darkness vision modifiers (Infrequently, Slightly Impairing)

10 Psychological Limitation: Loves to Tinker (Common, Moderate)

Disadvantage Points: 55

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Ships Doctor: Sally Hruska

 

Last character example from Knightfall

 

Sally Hruska

 

Player: Human Doctor/Xenologist

 

Val Char Cost

5 STR -5

18 DEX 24

12 CON 4

13 BODY 6

15 INT 5

14 EGO 8

20 PRE 10

16 COM 3

 

1 PD 0

2 ED 0

3 SPD 2

3 REC 0

24 END 0

22 STUN 0

 

6" RUN 0

2" SWIM 0

1" LEAP 0

Characteristics Cost: 57

 

 

 

Cost Skill

7 Paramedics 14-

5 PS: Doctor 14-

5 PS: Surgeon 14-

2 Systems Operation (Medical Sensors) 12-

3 Computer Programming 12-

1 WF: Handguns

2 +1 with any single attack

0 Language: Solomani (idiomatic) (4 Active Points)

2 Language: Vilani (fluent conversation)

1 Language: Vargr (basic conversation)

3 KS: The Imperium 12-

1 TF: Grav Vehicles/Hovercraft

3 Scientist

3 1) SS: Biology 13- (4 Active Points)

4 2) SS: Medicine 14- (5 Active Points)

4 3) SS: Surgery 14- (5 Active Points)

2 4) SS: Xeno- Biology 12- (3 Active Points)

Skills Cost: 48

 

Cost Perk

1 Fringe Benefit: License to practice a profession

5 Money: Well Off

1 Contact 8-

1 Contact 8-

Perks Cost: 8

 

 

Total Character Cost: 113

 

Pts. Disadvantage

20 Normal Characteristic Maxima

15 Psychological Limitation: Curious (Common, Strong)

Disadvantage Points: 35

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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More Traveller Starship Weapons

 

62 1,200 Megawatt Heavy Laser Barbette: RKA 10d6, Armor Piercing (+1/2), Megascale (1" = 10 km; +1/2), Increased Maximum Range (37,500"; +1/2) (375 Active Points); OAF Immobile (-2), Independent (-2), Extra Time (Full Phase, -1/2), Real Weapon (-1/4), Beam (-1/4) [Notes: 1,200 mgw Heavy Laser]

 

205 100 Ton Meson Gun Bay: (Total: 783 Active Cost, 205 Real Cost) RKA 10 1/2d6, Area Of Effect (224" Line; +1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), AVLD (Screens or Force Fields; +1 1/2) (720 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 180) plus Suppress 5d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (50 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 12) plus +4 with any single attack with one specific weapon (Real Cost: 4) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (Real Cost: 9)

 

143 100 Ton PAW Bay: (Total: 533 Active Cost, 143 Real Cost) RKA 10 1/2d6, Area Of Effect (128" Line; +1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (480 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 120) plus Suppress 4d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 10) plus +4 with any single attack with one specific weapon (Real Cost: 4) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (Real Cost: 9)

 

127 5 Ton Missile Pod: RKA 6 1/2d6, 125 Charges (Recovers Under Limited Circumstances; Base or Tender to Reload Pods, cannot be loaded from inside the ship; +1/4), Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (5 shots; +1 1/2) (475 Active Points); OIF Immobile (-1 1/2), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4), Crew-Served (2 people; -1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead

IF KE, its an AP attack instead of explosive, pods are mounted in cargo bays or small craft bays]

 

169 50 Ton Meson Gun Bay: (Total: 638 Active Cost, 169 Real Cost) RKA 8 1/2d6, Area Of Effect (182" Line; +1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), AVLD (Screens or Force Fields; +1 1/2) (585 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 146) plus Suppress 4d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 10) plus +4 with any single attack with one specific weapon (Real Cost: 4) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (Real Cost: 9)

 

120 50 Ton PAW Bay: (Total: 443 Active Cost, 120 Real Cost) RKA 8 1/2d6, Area Of Effect (104" Line; +1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (390 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 97) plus Suppress 4d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (60 degree firing arc on same level; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4) (Real Cost: 10) plus +4 with any single attack with one specific weapon (Real Cost: 4) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -6) (Real Cost: 9)

 

79 50 Ton Plasma Gun Bay-12: RKA 9 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (435 Active Points); OAF Bulky (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Limited Arc of Fire, 2 Hexsides; -1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4) [Notes: Maximum Range of 39,000 KM]

 

123 Dual Fusion Gun Turret-12: RKA 6 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (2 shots; +1 1/4) (400 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Reduced By Range (-1/4)

 

215 Heavy Spinal Meson Gun: (Total: 1027 Active Cost, 215 Real Cost) RKA 18d6, NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (877 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4) (Real Cost: 140) plus Suppress 8d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (150 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 75)

 

190 Heavy Spinal Particle Accelerator: (Total: 987 Active Cost, 190 Real Cost) RKA 18d6, Area Of Effect (242" Line; +1), MegaScale (1" = 10,000 km; +1 1/4) (877 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be used in atmospheres; -1/2) (Real Cost: 135) plus Suppress 8d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), MegaScale (1" = 10,000 km; +1 1/4) (110 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 55)

 

172 High Tech Beam Laser: RKA 9d6, Reduced Endurance (1/2 END; +1/4), Invisible to Sight Group (+1/2), Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (472 Active Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4) [Notes: Single 250 megawatt Beam Laser, up to 3 can be mounted in a turret]

 

148 Light Spinal Meson Gun: (Total: 728 Active Cost, 148 Real Cost) RKA 13d6, NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (634 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4) (Real Cost: 101) plus Suppress 5d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), NND ([standard]; Meson Screens or Black Globes; +1), MegaScale (1" = 10,000 km; +1 1/4) (94 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 47)

 

121 Light Spinal Particle Accelerator: (Total: 647 Active Cost, 121 Real Cost) RKA 13d6, MegaScale (1" = 1,000 km; +1), Area Of Effect (156" Line; +1) (585 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be used in atmospheres; -1/2) (Real Cost: 90) plus Suppress 5d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), MegaScale (1" = 1,000 km; +1) (62 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 31)

 

67 Low Tech Beam Laser: RKA 8d6, MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (270 Active Points); OIF Bulky Fragile (-1 1/4), Custom Modifier (Visible Light Laser; -1/2), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (High Maintenance; -1/4) [Notes: Single 250 megawatt Beam Laser, up to 3 can be mounted in a turret]

 

149 Medium Spinal Meson Gun: (Total: 750 Active Cost, 149 Real Cost) RKA 15d6, MegaScale (1" = 1,000 km; +1), Area Of Effect (180" Line; +1) (675 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 112) plus Suppress 6d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), MegaScale (1" = 1,000 km; +1) (75 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 37)

 

156 Medium Spinal Particle Accelerator: (Total: 780 Active Cost, 156 Real Cost) RKA 15d6, MegaScale (1" = 1,000 km; +1), NND (Meson Screens or Forcefields; +1) (675 Active Points); OIF Immobile (-1 1/2), Crew-Served ([17-32] people; -1 1/4), Limited Arc Of Fire (Only on same horizontal level; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (cannot be used in atmospheres; -1/2) (Real Cost: 104) plus Suppress 6d6, Variable Special Effects (Any SFX; All Unshielded Electronics; +1/2), MegaScale (1" = 1,000 km; +1), NND (Meson Screens or Forcefields; +1) (105 Active Points); Custom Modifier (Linked to Spinal Meson Gun; -1/2), Increased Endurance Cost (x2 END; -1/2) (Real Cost: 52)

 

26 Meson Screen: (Total: 120 Active Cost, 26 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from Meson weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from Meson weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) [Notes: Available in 3 sizes, 25,50,75]

 

26 Nuclear Damper: (Total: 120 Active Cost, 26 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only stops damage from nuclear weapons and radiation effects; -1), Crew-Served ([3-4] people; -1/2), Costs Endurance (-1/2) (Real Cost: 13) [Notes: Available in 3 sizes, 25,50, 75]

 

106 Particle Accelerator Barbette: (Total: 328 Active Cost, 106 Real Cost) RKA 6 1/2d6, Area Of Effect (80" Line; +1), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Custom Modifier (Cannot be used in atmospheres; -1/2), Real Weapon (-1/4) (Real Cost: 92) plus Suppress 2d6, MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Increased Endurance Cost (x2 END; -1/2), Real Weapon (-1/4) (Real Cost: 6) plus +2 with any single attack with one specific weapon (Real Cost: 2) plus Negative Penalty Skill Levels (increase Range Modifier character suffers with [a single attack] by -4) (Real Cost: 6)

 

144 Popup High Tech Beam Laser Turret: RKA 9d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2), Invisible to Detect, and Sight Group (energy scanners until turret is powered and fired; +3/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (506 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Beam (-1/4), Real Weapon (-1/4) [Notes: Single 250 megawatt Beam Laser, up to 3 can be mounted in a turret]

 

92 Quadpulse Point Defense Laser Array: (Total: 199 Active Cost, 92 Real Cost) RKA 5d6, MegaScale (1" = 1 km; +1/4), Autofire (10 shots; +1) (169 Active Points); OIF Bulky (-1), Real Weapon (-1/4) (Real Cost: 75) plus +10 with any single attack with one specific weapon (Real Cost: 10) plus Missile Deflection (Any Ranged Attack) (20 Active Points); OIF Bulky (-1), Linked (RKA; -1/2), Real Armor (-1/4) (Real Cost: 7)

 

156 Small Missile Bay: RKA 8d6, Explosion (+1/2), 1000 Charges (Recovers Under Limited Circumstances; requies base or tender to reload; +1), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4), Autofire (20 shots; +2 1/2) (780 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([3-4] people; -1/2), Limited Arc Of Fire (-1/2), Real Weapon (-1/4)

 

128 Sniper Laser Bay-15: RKA 10d6, Armor Piercing (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (450 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4), Crew-Served (2 people; -1/4), Real Weapon (-1/4), Custom Modifier (60 Degree Firing Arc on same Level; -1/4)

 

90 Spinal Laser Mount: RKA 12d6, Armor Piercing (+1/2), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (495 Active Points); OIF Immobile (-1 1/2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), Crew-Served ([9-16] people; -1), Increased Endurance Cost (x2 END; -1/2), Beam (-1/4)

 

118 Standard Tech Beam Laser: RKA 8 1/2d6, Invisible to Single Sense (Normal Sight; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (325 Active Points); OIF Bulky Fragile (-1 1/4), Beam (-1/4), Real Weapon (-1/4) [Notes: Single 250 megawatt Beam Laser, up to 3 can be mounted in a turret]

Powers Cost: 3132

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More Sample Characters

 

These are from Assignment Vigilante

 

Colonel Robert Rivera

 

Player: Commander of Starmerc Vigilante

 

Val Char Cost

11 STR 1

15 DEX 15

12 CON 4

12 BODY 4

17 INT 7

10 EGO 0

18 PRE 8

12 COM 1

 

2 PD 0

2 ED 0

3 SPD 5

4 REC 0

24 END 0

24 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 45

 

Cost Power

3 +1 PER with all Sense Groups

Powers Cost: 3

 

 

Cost Skill

7 Persuasion 15-

5 Conversation 14-

5 Oratory 14-

5 Tactics 13-

3 Scholar

2 1) KS: Fleet Tactics (3 Active Points) 12-

2 2) KS: Forward Observer (3 Active Points) 12-

2 3) KS: History (3 Active Points) 12-

2 4) KS: Linguistics (3 Active Points) 12-

2 5) KS: Recruiting (3 Active Points) 12-

2 6) KS: Ship Tactics (3 Active Points) 12-

1 7) KS: Starship Engineering 8-

2 8) KS: Vacc Suit (3 Active Points) 12-

3 WF: Small Arms, Laser Rifles

3 Survival 12-

3 Tracking 12-

3 Stealth 12-

3 Traveler

4 1) AK: Old Expanses Sector (5 Active Points) 14-

2 2) AK: Solomani Rim (3 Active Points) 12-

0 Language: solomani (idiomatic) (4 Active Points)

0 TF: Grav Vehicles/Hovercraft

3 Combat Piloting 12-

10 +2 with Ranged Combat

3 Jack of All Trades

4 1) PS: Mercenary Leader (5 Active Points) 14-

4 2) PS: Starship Captain (5 Active Points) 14-

3 3) PS: Starship Pilot (4 Active Points) 13-

Skills Cost: 88

 

Cost Perk

6 Fringe Benefit: Captain, License to practice a profession, Starship License

30 Custom Perk

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

Perks Cost: 41

 

Cost Talent

2 Environmental Movement (no penalties on)

Talents Cost: 2

 

Total Character Cost: 179

 

Pts. Disadvantage

15 Psychological Limitation: Dedicated to Ship and Crew (Common, Strong)

15 Psychological Limitation: Protective of families and children (Common, Strong)

Disadvantage Points: 30

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Lt Cmdr Marlene Rivera

 

Player: Vigilante Executive Officer

 

Val Char Cost

12 STR 2

12 DEX 6

9 CON -2

10 BODY 0

18 INT 8

16 EGO 12

17 PRE 7

16 COM 3

 

2 PD 0

2 ED 0

3 SPD 8

4 REC 0

18 END 0

21 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 44

 

Cost Power

3 +1 PER with all Sense Groups

Powers Cost: 3

 

 

Cost Skill

5 Navigation (Hyperspace, Space) 14-

5 Electronics 14-

4 Weaponsmith (Other) 14-

3 TF: Riding Animals, Commercial Spacecraft & Space Yachts, Grav Vehicles/Hovercraft, Personal Use Spacecraft

5 Riding 12-

3 Combat Piloting 11-

3 Traveler

2 1) AK: Diaspora Sector (3 Active Points) 13-

2 2) AK: Solomani Rim Sector (3 Active Points) 13-

2 3) AK: Unity of Promise (3 Active Points) 13-

3 Scholar

2 1) KS: History (3 Active Points) 13-

3 2) KS: Imperial Customs and Navigation Procedures (4 Active Points) 14-

3 3) KS: Recruiting (4 Active Points) 14-

2 4) KS: Vacc Suit (3 Active Points) 13-

7 Interrogation 14-

3 WF: Common Melee Weapons, Handguns

5 +1 with Ranged Combat

5 Bureaucratics 13-

5 Persuasion 13-

5 Conversation 13-

3 Stealth 11-

3 Survival 13-

3 Tracking 13-

3 Jack of All Trades

2 1) PS: Mercenary Leader (3 Active Points) 13-

3 2) PS: Starship Navigator (4 Active Points) 14-

3 3) PS: Starship Pilot (4 Active Points) 14-

Skills Cost: 97

 

Cost Perk

4 Fringe Benefit: License to practice a profession, Lieutenant

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

Perks Cost: 10

 

Cost Talent

2 Environmental Movement (no penalties on)

Talents Cost: 2

 

Total Character Cost: 156

 

Pts. Disadvantage

20 Normal Characteristic Maxima

5 Age: 40+

15 Psychological Limitation: Hatred of Pirates and Slavers (Common, Strong)

15 Psychological Limitation: Dedication to Ship and Crew (Common, Strong)

Disadvantage Points: 55

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Lt Uginke Kursidgu

 

Player: Ships Troops Commander aboard Vigilante

 

Val Char Cost

10 STR 0

15 DEX 15

14 CON 8

12 BODY 4

15 INT 5

14 EGO 8

18 PRE 8

10 COM 0

 

2 PD 0

3 ED 0

3 SPD 5

5 REC 0

28 END 0

24 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 53

 

 

 

Cost Skill

3 Persuasion 13-

3 Oratory 13-

5 Tactics 13-

3 Scholar

4 1) KS: Bagpipes (5 Active Points) 14-

2 2) KS: Forward Observer (3 Active Points) 12-

3 3) KS: Vacc Suit (4 Active Points) 13-

3 4) KS: Zero G Operations (4 Active Points) 13-

1 TF: Grav Vehicles/Hovercraft

3 Combat Driving 12-

3 Interrogation 13-

3 Bureaucratics 13-

3 Gambling 12-

7 WF: Common Melee Weapons, Small Arms, Laser Pistols, Laser Rifles, Vehicle Weapons

5 +1 with Ranged Combat

0 Language: Vilani (idiomatic) (4 Active Points)

1 Language: Gaelic (basic conversation)

5 AK: Diaspora Sector 14-

3 Jack of All Trades

2 1) PS: Mercenary Leader (3 Active Points) 12-

3 2) PS: Musician (4 Active Points) 13-

4 3) PS: Soldier (5 Active Points) 14-

Skills Cost: 69

 

Cost Perk

4 Fringe Benefit: License to practice a profession, Lieutenant

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

1 Contact 8-

Perks Cost: 10

 

Cost Talent

2 Environmental Movement (no penalties on)

Talents Cost: 2

 

Total Character Cost: 134

 

Pts. Disadvantage

20 Normal Characteristic Maxima

5 Age: 40+

15 Psychological Limitation: Loves annoying folks with the bagpipes (Common, Strong)

15 Psychological Limitation: Dedication to his Troops (Common, Strong)

Disadvantage Points: 55

Base Points: 200

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Status Check;

 

whats left to work on now, I have about 40 assorted characters converted. I figure I will post them as a zip file in HD format

 

a bit of everything, mercs, soldiers and sailors, doctors, diplomats, a sentient robot, pirates, couple of Intel agents, couple of corporate reps, only alien so far is a Vargr engineer

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Re: Status Check;

 

whats left to work on now, I have about 40 assorted characters converted. I figure I will post them as a zip file in HD format

 

a bit of everything, mercs, soldiers and sailors, doctors, diplomats, a sentient robot, pirates, couple of Intel agents, couple of corporate reps, only alien so far is a Vargr engineer

 

I haven't had a lot of time to work on TravellerHERO recently - all this month my wife and I have evening classes to maintain our foster parent licensing, so not as much free time.

 

Shadowcat, you might check with Marc and see about us using one of the old adventures, with us converting it to HERO where appropriate. I was going to put something original together in the flavor of Annic Nova/Death Station or the flavor of Across The Bright Face/Night Of Conquest, but haven't had the time. If Marc prefers us not to use one of the old scenarios, I'll get around to putting something together, 'cuz we still need an adventure in the book.

 

I still need to decide how much history to include and how much to refer the reader to. I'm thinking at this point just a high level and let them go to the websites and buy the Traveller books for more depth.

 

We need to add the races from TNE as well, just in case anyone wants to run TNE in HERO.

 

I don't have any information on the Merchant Marines, so if you have any let me know.

 

Other than that, scan through the last PDF I sent, and if you see any places with no information or TBDs that you can do something about, let me know.

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Re: TravellerHERO PDF in the works

 

for some of the historical data, we can also point folks to the BARD archives and the Traveller Integrated Timeline site, Don also gave permission for us to use stuff from the Traveller Integrated Timeline in Traveller Hero as needed. things look pretty good so far in the draft.. I am cooking up more starship type stuff too... heres an idea for how to handle powerplants that might work

 

Total up the endurance used by the ship per turn, and thats the END battery with an equal recovery

 

I figure we definately need a reference page, there are lots of good useful links for Traveller and Hero players alike

 

I've e-mailed Marc about using an Intro scenario, I have a tournament scenario here from the early eighties that I dont think ever saw actual publication, it involves a hunting expedition that ends in dealing with a nasty virus outbreak on a backwater world.

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Re: TravellerHERO PDF in the works

 

I've taken some pieces of the integrated timeline and included it in the history section, and made a start on a section for TNE races from the RCES.

 

I think that's a good idea for the power plants, though we should probably round up to the nearest multiple of 20 or 50, depending on how many different ratings of power plants we think there should be.

 

If the rainstorm here doesn't cause any power problems tonight, I'm hoping to make some more progress on the doc. Let me know what Marc says about our including that adventure.

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Re: TravellerHERO PDF in the works

 

ok, while out rummaging the local used bookstores today I got a chance to talk to Marc Miller, good news and possible bad news we need to discuss.

 

first off, we are good to go on using the Plague of Perruques module as an intro if we want to. it has appeared in a Traveller Digest and is in one of the Traveller Reprint volumes.

 

second off, once Marc approves everything, he will add a link to the site we end up hosting it on at his site.

 

heres what we need to talk about:

 

Marc has concerns that were going too far with this, conversions are not a problem, it just cant be a stand alone book that somebody can pick up and use to play Traveller in the Hero system without having a copy of traveller in some form. so we should probably take time to review where were going with things if needed. were also assuming that somebody is already going to have the Hero system or will buy Hero too. hes not unhappy about the project, just hes set the limit for where we can go with this.

 

comments? brickbats? blue bolts from above?

 

Marc also hasnt completely looked over whats in the draft, but thats his take from what hes read, Marc has at least looked over the Hero system at some point, but isnt that familiar with it.

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