Eodin Posted April 15, 2005 Author Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works while doing some digging for online reference sources for the book, I ran accross a site that may prove very useful The Traveller Integrated Timeline http://www.prairienet.org/~dmckinne/timeline.html Don Mckinney was a denizen on the Red October boards years ago also. I e-mailed Don who I know from Winter Wars about using the timeline chart or at least providing a link to it in the pdf. sentients... I think we have officially created a monster here... only question is how many hit dice. I was all fired up when we started this project, and my enthusiasm keeps growing. Yep , I'm looking forward to getting this PDF fully filled and formatted, Marc's final OK?, and posted for everyone to see and use. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 15, 2005 Author Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works my next project is going to be to post some converted characters I think to test the conversion rules we posted earlier I will start with my infamous marine cavalry commando and the example merchant from traveller book 1 That's a good idea. I've been wanting to have example characters suitable for use as player characters in each of the Race description sections (Aslan merc, Droyne scout, Hiver tech, etc.), but I've got to get the other stuff formatted first. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works Captain Jameson, the example character from classic Traveller book 1 Captain Jameson Player: Sample Character Val Char Cost 11 STR 1 11 DEX 3 13 CON 6 12 BODY 4 18 INT 8 16 EGO 12 18 PRE 8 10 COM 0 2 PD 0 3 ED 0 2 SPD 0 5 REC 0 26 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 42 Cost Skill 3 WF: Blades, Handguns, Submachine Guns 1 TF: Commercial Spacecraft & Space Yachts, Personal Use Spacecraft 5 Combat Piloting 12- 3 PS: Starship Captain 13- 7 Electronics 15- 3 PS: Electronics Technician 13- 5 AK: The Spinward Marches 14- 0 Language: Vilani (idiomatic) (4 Active Points) 3 Language: Galangic (completely fluent) 3 Scholar 2 1) KS: Imperial Merchant Service (3 Active Points) 13- 1 2) KS: Vacc Suit (2 Active Points) 11- 2 3) KS: imperial Customs and Trade regulations (3 Active Points) 13- 5 +1 with Ranged Combat [Notes: with pistols and submachine guns only] 5 +1 with HTH Combat [Notes: with small blades and cutlasses only] 7 Weaponsmith 15- [Notes: only with Energy weapons] 3 Bureaucratics 13- 3 Trading 13- Skills Cost: 61 Cost Perk 1 Fringe Benefit: Starship License 1 Contact 8- 1 Contact 8- 1 Contact 8- 1 Contact 8- 5 Money: Well Off 142 Vehicles & Bases Perks Cost: 152 Total Character Cost: 255 Pts. Disadvantage 20 Hunted: Ships Creditors 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 10 Psychological Limitation: Resents the Merchant Service for kicking him out at the height of his career (Common, Moderate) 20 Normal Characteristic Maxima Disadvantage Points: 50 Base Points: 200 Experience Required: 5 Total Experience Available: 0 Experience Unspent: 0 original Character: Stats: Strength: 7 Dex: 7 End: 9 Int: C EDU: 9 Soc: 9 Skills: Pilot-2 Electronics-3 Dagger-1 Cutlass-1 Vacc Suit-1 SMG-1 Body Pistol-1 Served 5 terms as a merchant Owns a Far Trader with 10 years of payments left and a Middle Passage has a 4,000 cr retirement pension Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works looking over character conversions, I like what Tancred has done, I just have one concern to bring up the limitation of Int+EDU for knowledge skills works fine for Traveller, but it can become a problem for Hero characters, especially those created with the long form generation systems in books 4,5,6,7 Ideas: 1. Int+Edu*1.5 or 2 for KS and PS 2. for conversions just give them the KS and PS appropriate and leave it that way any other ideas? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works Headshot Harry Marine Cavalry-Commando Biker Scout Headshot Harry Revised Player: Val Char Cost 16 STR 6 20 DEX 30 16 CON 12 18 BODY 16 12 INT 2 15 EGO 10 12 PRE 2 10 COM 0 3 PD 0 3 ED 0 3 SPD 0 6 REC 0 32 END 0 34 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 78 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike Martial Arts Cost: 8 Cost Skill 8 WF: Common Melee Weapons, Small Arms, Grenade Launchers, Plasma Guns, Thrown Knives, Axes, and Darts, Vehicle Weapons 0 Language: Galangic (idiomatic) (4 Active Points) 2 Language: Ancient Terran (fluent conversation) 7 Oratory 13- 3 Scholar 3 1) KS: Imperial Military Law and Procedures (4 Active Points) 13- 2 2) KS: Instruction (3 Active Points) 12- 2 3) KS: Terran Rock and Roll Music (3 Active Points) 12- 2 4) KS: The Circus (3 Active Points) 12- 9 Mechanics 14- 3 Jack of All Trades 1 1) PS: Clown (2 Active Points) 11- 2 2) PS: Drill Instructor (3 Active Points) 11- 1 3) PS: Soldier (2 Active Points) 11- 3 4) PS: Vehicle Mechanic (4 Active Points) 13- 4 TF: Common Motorized Ground Vehicles, Riding Animals, Grav Vehicles/Hovercraft 16 +2 with All Combat 7 Combat Piloting 15- 5 Combat Driving 14- 7 Battle Dress 15- 9 Demolitions 14- 5 Computer Programming 12- 5 Streetwise 12- Skills Cost: 106 Cost Talent 1 Environmental Movement (no penalties on) (2 Active Points); Requires A DEX Roll (-3/4) Talents Cost: 1 Total Character Cost: 193 Pts. Disadvantage 15 Psychological Limitation: Hatred of Psionics (Common, Strong) 15 Psychological Limitation: Overconfidance (Common, Strong) 15 Reputation: 3 time SEH Winner, Road Manager of Tir an Ogg, 11- (Extreme) Disadvantage Points: 45 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Original Character STR: B DEX: C END: B INT: 8 EDU: 8 Soc: 3 Skills: Combat Rifleman-5 Grav Vehicle-4 Recon-3 Demolitions-2 Blade-3 Mechanics-3 Battledress-1 Computer-1 Streetwise-1 Decorations: SEH: 3 MCG: 6 MCUF:4 PH: 8 Served 1 term in the Marine Cavalry, trans commandos for 7 terms had to pull an 8th term due to the natural 12 on re-enlistment roll rule Harry is a bit over the top, but this is also a megatraveller character who gained some extra skill points through experience Quote Link to comment Share on other sites More sharing options...
tancred Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works looking over character conversions, I like what Tancred has done, I just have one concern to bring up the limitation of Int+EDU for knowledge skills works fine for Traveller, but it can become a problem for Hero characters, especially those created with the long form generation systems in books 4,5,6,7 Ideas: 1. Int+Edu*1.5 or 2 for KS and PS 2. for conversions just give them the KS and PS appropriate and leave it that way any other ideas? I almost didn't even use Int+Edu, for exactly the reasons you name. Thinking about it now, your option 2 (no restriction) may be the best way to do it. On another note, my email has been messed up for a couple weeks; I can receive but not send. I just found that out this week, but haven't had time to sit on hold with Earthlink for half an hour. All that to say that I have some more HD files for Minor Races that I need to send, and that I hope to get them sent this weekend. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works thanks for all your great work.... things are going very well, if theres anything we can do to help Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works INT+EDU worked fine for Captain Jamison, added a couple of extra KS even for Harry, he broke that rule in several pieces, even using Scholar and JOT although both would be legit options for any character if we need a hard rule on things Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 15, 2005 Author Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works I'd go with option 2, no restriction. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 15, 2005 Report Share Posted April 15, 2005 Re: TravellerHERO PDF in the works another very useful site extensive Traveller Library Data archive http://www.tip.net.au/~davidjw/libdata/libframe.htm having a couple of weeks of really slow work, I've gotten a ton of stuff done offline and been able to just post it from home, next week gets busy again Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 16, 2005 Report Share Posted April 16, 2005 Re: TravellerHERO PDF in the works Revised Maneuver Drives I went with a modified version of Anthony Jacksons charts to add Dex for the ships maneuver drive so heres the revised Drive chart 26 1G Maneuver Drive: Flight 30", Position Shift (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 43 2G Maneuver Drive: (Total: 100 Active Cost, 43 Real Cost) Flight 40", Position Shift (85 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) (Real Cost: 38) plus +5 DEX (15 Active Points); OIF Bulky (-1), Linked (Flight; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 5) 63 3G Manuever Drive: (Total: 159 Active Cost, 63 Real Cost) +1 SPD (10 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 4) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) plus +8 DEX (24 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 9) 73 4G Manuever Drive: (Total: 178 Active Cost, 73 Real Cost) +2 SPD (20 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 7) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) plus +11 DEX (33 Active Points); Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 16) 74 5G Manuever Drive: (Total: 194 Active Cost, 74 Real Cost) +3 SPD (30 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 10) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) plus +13 DEX (39 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 14) 80 6G Manuever Drive: (Total: 216 Active Cost, 80 Real Cost) +4 SPD (40 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 13) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 50) plus +17 DEX (51 Active Points); OIF Bulky (-1), Linked (Compound Power; -1/2), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) (Real Cost: 17) the ideas for the dex adder are taken from Anthony Jacksons Traveller Hero site and used with permission Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 16, 2005 Report Share Posted April 16, 2005 Re: TravellerHERO PDF in the works on another Subject: Perks: Ship Ownership comes to mind along with TAS Membership TAS and Scout are taken from Anthony Jacksons Traveller Hero site and used with permission TAS membership (5) You are a member of the traveller's aid society. This gives you one middle passage per month, and any reasonable access and aid from the traveller's aid society. Scout (15) You are an ex-scout, and have a scout ship. This is yours to use within limits; you may not sell it, half of any profits must be turned over to the Imperium, and you are subject to having your service re-activated if the Imperium needs you (assume normally 8- to occur). Note that this is vastly lower than the point cost of a scout. Merchant: how about 10 pts for a Free Trader with 40 years of payments left 15 for 30 years 20 for 20 years 25 for 10 years 30 for clear title Yacht or Safari Ship benefit: 30 pts Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 16, 2005 Report Share Posted April 16, 2005 Spacecraft Agility High Guard and MT had rules for determining Spacecraft Agility which gave an initiative bonus and a DCV bonus vs certain attacks should we bother simulating this? its not straight dex, and its not based on the maneuver drive rating, although it cannot be higher than the ships maneuver drive rating Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 16, 2005 Author Report Share Posted April 16, 2005 Re: TravellerHERO PDF in the works Revised Maneuver Drives I went with a modified version of Anthony Jacksons charts to add Dex for the ships maneuver drive ... the ideas for the dex adder are taken from Anthony Jacksons Traveller Hero site and used with permission I'll update the PDF with the new values. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 16, 2005 Author Report Share Posted April 16, 2005 Re: TravellerHERO PDF in the works on another Subject: Perks: Ship Ownership comes to mind along with TAS Membership TAS and Scout are taken from Anthony Jacksons Traveller Hero site and used with permission TAS membership (5) You are a member of the traveller's aid society. This gives you one middle passage per month, and any reasonable access and aid from the traveller's aid society. Scout (15) You are an ex-scout, and have a scout ship. This is yours to use within limits; you may not sell it, half of any profits must be turned over to the Imperium, and you are subject to having your service re-activated if the Imperium needs you (assume normally 8- to occur). Note that this is vastly lower than the point cost of a scout. Merchant: how about 10 pts for a Free Trader with 40 years of payments left 15 for 30 years 20 for 20 years 25 for 10 years 30 for clear title Yacht or Safari Ship benefit: 30 pts I already have the TAS and Scout Ship in the PDF, but I'll add the Merchant and Yacht/Safari ones. We need to have a Yacht and Safari Ship in the Starship writeups chapter then... Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 16, 2005 Author Report Share Posted April 16, 2005 Re: Spacecraft Agility High Guard and MT had rules for determining Spacecraft Agility which gave an initiative bonus and a DCV bonus vs certain attacks should we bother simulating this? its not straight dex, and its not based on the maneuver drive rating, although it cannot be higher than the ships maneuver drive rating Sounds more like Starship Combat addendum to the vehicle combat rules. I'd look at the HERO vehicle combat rules, and see how the High Guard/MT agility fits/modifies them. If it looks reasonable to add in a note on them, we'll do it. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 16, 2005 Report Share Posted April 16, 2005 Yachts the yacht-12 and Yacht-15 are externally very similar, the second turret is sometimes a popup turret. the biggest difference between the 2 is the Y15 has a 3G maneuver drive and the second turret is standard. 105 STR 5 13 DEX 0 32 BODY 4 2 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 109 Cost Power 9 Jump 3 Drive: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 25 Manuever Drive: (Total: 69 Active Cost, 25 Real Cost) Flight 30" (60 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 16) plus +3 DEX (Real Cost: 9) [Notes: 1G Manuever Drive] 12 Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Bulky (-1), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2) 35 Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Bulky (-1), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4) 22 Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2u 1) Radar (Radio Group), Tracking, MegaScale (1" = 10,000 km; +1 1/4) (45 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 4) Computerized Image Enhancement : +3 versus Range Modifier for Radar; OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 72 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) [Notes: 250 megawatt Beam Laser in turret] 16 Sandcaster Launcher: (Total: 74 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) [Notes: mounted in turret] 80 Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive] Powers Cost: 286 Cost Skill 4 Paramedics 14- (13 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky Fragile (-1 1/4) [Notes: Sickbay and Autodoc] 6 Security Systems 14- (13 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Ships Internal Security System] Skills Cost: 10 Total Character Cost: 405 Pts. Disadvantage 10 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: Owners or Bank Loan holder 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 30 105 STR 5 18 DEX 0 32 BODY 4 3 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 109 Cost Power 9 Jump 3 Drive: Teleportation 9", MegaScale (1" = 1 lightyear; +3 1/2) (81 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 63 3G Manuever Drive: (Total: 159 Active Cost, 63 Real Cost) +1 SPD (10 Active Points); OIF Bulky (-1), Linked (???; -1/2), Crew-Served (2 people; -1/4) (Real Cost: 4) plus Flight 60", Position Shift (125 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) (Real Cost: 50) plus +8 DEX (24 Active Points); OIF Bulky (-1), Linked (???; -1/2), Custom Modifier (Real Equipment; -1/4) (Real Cost: 9) 12 Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Bulky (-1), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2) 35 Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Bulky (-1), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4) 22 Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2u 1) Radar (Radio Group), Tracking, MegaScale (1" = 10,000 km; +1 1/4) (45 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 4) Computerized Image Enhancement : +3 versus Range Modifier for Radar; OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 80 Beam Laser: RKA 8d6, Autofire (2 shots; +1/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (300 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) [Notes: 250 megawatt Beam Laser in turret] 16 Sandcaster Launcher: (Total: 74 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) [Notes: mounted in turret] 113 Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), Autofire (2 shots; +1 1/4), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (425 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive] Powers Cost: 365 Cost Skill 4 Paramedics 14- (13 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky Fragile (-1 1/4) [Notes: Sickbay and Autodoc] 6 Security Systems 14- (13 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Ships Internal Security System] Skills Cost: 10 Total Character Cost: 484 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 16, 2005 Report Share Posted April 16, 2005 Safari Ship 105 STR 5 13 DEX 0 32 BODY 4 2 SPD 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 109 Cost Power 6 Jump Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); Extra Time (1 Hour, -3), 1 Charge which Recovers every 1 Week (-2 1/2), OIF Bulky (-1), Side Effects (Side Effect affects both character and recipient of Power's benefits; can cause misjump or damage to ship on failed skill roll; -3/4), Requires A Skill Roll (-1/2), Crew-Served (2 crew; -1/4), Difficult to Operate (-1/4) [Notes: Jump-2] 25 Manuever Drive: (Total: 69 Active Cost, 25 Real Cost) Flight 30" (60 Active Points); OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Dangerous Exhaust; -1), Costs Endurance (-1/2), Crew-Served (2 crew; -1/4) (Real Cost: 16) plus +3 DEX (Real Cost: 9) [Notes: 1G Manuever Drive] 12 Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Bulky (-1), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Custom Modifier (LS System requires extra maitenance or the air filitration systems go sour after 2 weeks; -1/2) 35 Power Plant: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); OIF Bulky (-1), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4) 20 Capture Cages: Entangle 5d6, 6 DEF, Area Of Effect (One Hex; +1/2) (82 Active Points); OIF Bulky (-1), Only To Form Barriers (-1), 8 Charges (-1/2), No Range (-1/2) [Notes: Can be modified for larger animals, or for Aquatic creatures] 22 Starship Sensor and Commo Arrray: Multipower, 60-point reserve, (60 Active Points); all slots OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 2u 1) Radar (Radio Group), Tracking, MegaScale (1" = 10,000 km; +1 1/4) (45 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1u 2) Laser/Maser Comm: Mind Link , Machine class of minds, Any Willing Target, Any distance (20 Active Points); OIF Bulky Fragile (-1 1/4), Extra Time (Delayed Phase, -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 3) Optical Telescope Arrays: +10 versus Range Modifier for Sight Group (15 Active Points); OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 1m 4) Computerized Image Enhancement : +3 versus Range Modifier for Radar; OIF Bulky Fragile (-1 1/4), Costs Endurance (Only Costs END to Activate; -1/4), Crew-Served (2 crew; -1/4) 72 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) [Notes: 250 megawatt Beam Laser in turret] 16 Sandcaster Launcher: (Total: 74 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 50%, 12 Continuing Charges lasting 1 Turn each (+1/4) (37 Active Points); OIF Bulky Fragile (-1 1/4), Ablative BODY or STUN (-1), Custom Modifier (only stops laser, plasma, or fusion fire; -1), Real Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) [Notes: mounted in turret] 80 Light Missile Rack: RKA 6 1/2d6, Explosion (+1/2), MegaScale (1" = 10,000 km; +1 1/4), Can Be Scaled Down 1" = 1km (+1/4) (300 Active Points); OIF Bulky (-1), 6 Charges (-3/4), Custom Modifier (must have a viable target lock to fire; -1/2), Can Be Missile Deflected (-1/4), Real Weapon (-1/4) [Notes: standard space combat missile, with either kinetic energy or High Explosive Warhead IF KE, its an AP attack instead of explosive] Powers Cost: 303 Cost Skill 4 Paramedics 14- (13 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky Fragile (-1 1/4) [Notes: Sickbay and Autodoc] 6 Security Systems 14- (13 Active Points); OIF Bulky (-1), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Ships Internal Security System] 2 SS: Zoology 11- (4 Active Points); OIF Bulky (-1) [Notes: Optional Lab for live captures] Skills Cost: 12 Total Character Cost: 424 Pts. Disadvantage 10 Distinctive Features: (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Hunted: Owners or Bank Loan holder 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) Disadvantage Points: 30 I also goofed so the zip file has both yacht HD files in it too Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 17, 2005 Report Share Posted April 17, 2005 Re: TravellerHERO PDF in the works I heard back from Don Mckinney who put together the Traveller Integrated Timeline, he says we can use it. forwarded this to Eodin Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 18, 2005 Report Share Posted April 18, 2005 Lab Ship 100 STR 0 10 DEX 0 40 BODY 12 0 SPD -20 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 77 Cost Power Tactical Section Engineering Section 6 Jump 2 Drive: Teleportation 6", MegaScale (1" = 1 lightyear; +3 1/2) (54 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Extra Time (1 Hour, Only to Activate, -1 1/2), OIF Bulky (-1), Requires A Skill Roll (-1/2), Custom Modifier (possible misjump if using unrefined fuel; -1/2), Custom Modifier (cannot be used safely inside a gravity well; -1/2), Custom Modifier (No Non Combat Multiple; -1/2), Crew-Served (2 people; -1/4), Custom Modifier (Real Equipment; -1/4) 26 1G Maneuver Drive: Flight 30", Position Shift (65 Active Points); OIF Bulky (-1), Custom Modifier (Real Equipment; -1/4), Crew-Served (2 people; -1/4) 27 Power Plant: Endurance Reserve (200 END, 20 REC) Reserve: (40 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 crew; -1/4), Custom Modifier (only powers electrical devices; -1/4) 11 Emergency generators and batteries: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); OIF Immobile (-1 1/2), Custom Modifier (cannot be used while main powerplant is running; -1), Custom Modifier (only to power electrical equipment; -1/4), Crew-Served (2 people; -1/4) 10 Ships Environmental Systems: Change Environment 64" radius (35 Active Points); OIF Immobile (-1 1/2), Custom Modifier (only to provide lights, gravity, and temperature to ships interior; -1) 10 Ships Life Support System: LS (Immunity All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2) Defensive Systems 4 +4 DEF (12 Active Points); OIF Immobile (-1 1/2), Ablative BODY Only (-1/2), Real Armor (-1/4) Sensors and Commo 11 Sensors and Commo: Multipower, 40-point reserve, (40 Active Points); all slots OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 1) Densitometer: Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, Range (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 2) Neutrino Sensor: Detect A Single Thing 11- (Unusual Group), Range, MegaScale (1" = 1,000 km; +1) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 3) Optical telescopes: +10 PER with Sight Group and HRRP (30 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 4) HRRP (Radio Group), MegaScale (1" = 1,000 km; +1) (24 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 5) IR Perception (Sight Group), MegaScale (1" = 10,000 km; +1 1/4) (11 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 6) Laser/Maser Comm System: Mind Link , Machine class of minds, Any Willing Target, Number of Minds (x2) (20 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) 1u 7) Radar (Radio Group), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (34 Active Points); OIF Immobile (-1 1/2), Costs Endurance (-1/2), Crew-Served ([3-4] people; -1/2) Other Systems Small Craft Powers Cost: 112 Cost Skill 6 +4 with Electronics (Communications Systems, Medical Systems, Air/Space Traffic Control Systems, MFD, Radar, Sensor Jamming Equipment) (16 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4) 3 +4 with Mechanics (8 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4) 6 +5 with Navigation (Air, Hyperspace, Space) (14 Active Points); OIF Immobile (-1 1/2) 2 +3 with Paramedics (6 Active Points); OIF Immobile (-1 1/2), Crew-Served (2 people; -1/4) 1 +3 with SS (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) 1 +3 with SS (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) 1 +3 with SS (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) 1 +3 with SS (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) 1 +3 with SS (3 Active Points); OIF Bulky (-1), Crew-Served (2 people; -1/4) Skills Cost: 22 Cost Talent 3 Absolute Range Sense 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 6 Speed Reading (x100) Talents Cost: 20 Total Character Cost: 231 Pts. Disadvantage 15 Physical Limitation: Cannot enter an atmosphere (Frequently, Greatly Impairing) Disadvantage Points: 15 Base Points: 200 Experience Required: 16 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 18, 2005 Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works I've been looking over the ship designs for the book, and decided there not sturdy enough, my thought is to calculate the body with all the hull and construction modifiers and then double it, otherwise one good laser hit can rip a ship apart, or do we just need to up defenses? thoughts? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 18, 2005 Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works Revised Body Ratings for Ships: Type S Scout Courier: 64[sturdy construction] Type A and A2 Far Trader and Yacht-12: 64 Yacht-15: 68 Dragon SDB: 72 Lab Ship: 70 Rampart Fighter: 56 Tigress: 108 Modular Cutter: 56 Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 18, 2005 Author Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works I've been looking over the ship designs for the book, and decided there not sturdy enough, my thought is to calculate the body with all the hull and construction modifiers and then double it, otherwise one good laser hit can rip a ship apart, or do we just need to up defenses? thoughts? We probably need to look at the DEF of the various hull materials - may need to make the DEF bigger. There's a chart in TNE for the strength of various materials based on 1 cm or 1 inch thickness. Steel is like .4 whereas supecondensed is like 40, which is 100 times Steel. So if regular steel is DEF 7, then Supercondense would be like DEF 28, following the +2DEF per doubling rule. Then again, a tank IIRC has 26 DEF, so Supercondense would be on the order of 56 DEF. I'll have to take a look when I get home this evening and see... Quote Link to comment Share on other sites More sharing options...
ajackson Posted April 18, 2005 Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works We probably need to look at the DEF of the various hull materials - may need to make the DEF bigger. There's a chart in TNE for the strength of various materials based on 1 cm or 1 inch thickness. Steel is like .4 whereas supecondensed is like 40' date=' which is 100 times Steel.[/quote'] Not exactly. The standard values, normalized for steel=1 (different rulesets normalize differently, but the ratios are constant), are: Steel: 1 Composite: 3 (density 8); TL 8. Crystaliron: 4 (density 10); TL 10. +4 Def. Superdense: 7 (density 15); TL 12. +6 Def Bonded Superdense: 14 (density 15); TL 14 Coherent Superdense: 21 (density 15); TL 17 At constant thickness, we get: Composite +3, Crystaliron +4, Superdense +6, Bonded Superdense +8, Coherent Superdense +9. At constant weight, we get Composite +3, Crystaliron +3, Superdense +4, Bonded SD +6, Coherent SD +7. Quote Link to comment Share on other sites More sharing options...
TheQuestionMan Posted April 18, 2005 Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works Great work thus far gentlemen, I eagerly await a peak at the format style you folks will settle on. *rubbing hands together eagerly* A definite must download QM Quote Link to comment Share on other sites More sharing options...
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