Eodin Posted April 18, 2005 Author Report Share Posted April 18, 2005 Re: TravellerHERO PDF in the works Another thought I had at lunch - we can say that with advanced baffling/plating/energy dampening technologies that are bound to be in hull design, the standard DEF hull is 1x the DC of the standard attack. So if a TL9 Laser is 8d6RKA (DC24), then TL9 Steel (or whatever the standard is) is DEF 24, then add additional DEF for Crystaliron/Supercondesed/etc. That would only apply to vessels large enough (100 DT+) to take advantage of the bulk necessary for that technology. Smaller craft would have to be less DEF. 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 GT and TNE had rules for internal compartmentalization and extra bracing etc.. I added it in my original chart as an adder to the body by %, should we stick with that or go with something else? 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 Rather than add it to the BODY, I'd think I'd add it to the DEF, to keep from destroying a ship with a single laser shot. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 19, 2005 Author Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works Okay, I was looking at the ships in Star Hero/Terran Empire/Alien Wars, and the general rule of thumb is for military vessels the DEF = the DC of the standard weapon. So I propose we add this to the Ship Building section... Starship Armor Systems TL...Armor System...DEF...A/R...Cost...Price 9....Short-range....+2 DEF 12...Short-range...+4 DEF 15...Short-range...+6 DEF 9....Civilian....+4 DEF 12 Civilian +7 DEF 15 Civilian +10 DEF 9 Military +10 DEF 12 Military +15 DEF 15 Military +20 DEF Where Short-range is short-range vessels (air/rafts, 30-ton gigs, etc.), Civilian includes Civilian, Commerical, and Industrial, and Military is military-grade (Army, Navy, etc.) That brings the armor up in line, so that 1 laser shot doesn't take out the ship (at least military ships). Comments?... Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 19, 2005 Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works ok, I can see this, I would still like to see a bonus to body for compartmentalization for the added internal structure/framing this mainly came up in TNE and GT Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 19, 2005 Report Share Posted April 19, 2005 TravellerHERO PDF in the works: Imperial Rules of War 1. No using weapons of mass destruction against civilian targets 2. No unnecessary suffering of non combatants 3. Respect for Sophonts Rights 4. Unlimited Access by Imperial Observers 5. No Interruption of Free Trade 6. Wars must be conducted for a just reason 7. Violations of any of these rules shall be grounds for imperial intervention Notes: an incident such as heavy carpet bombing or fire raids like WW2 Dresden could also be grounds for intervention under the Mass Destruction Clause Detonation Laser nukes used for space combat are a noted exception to article 1 Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 19, 2005 Author Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works ok, I can see this, I would still like to see a bonus to body for compartmentalization for the added internal structure/framing this mainly came up in TNE and GT Fair enough. Can you (re)post it so I can add it in? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 19, 2005 Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works most civilian ships have standard compartmentalization, most military ships are going to have partial or full, Tankers or carriers of liquids have to have full for safety reasons, TNE had a rule where ships had to have at least partial to represent hull strengthening and bracing, this was based on the ships g rating Partial gives a +10% bonus to body Full gives a +20% bonus to body Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 19, 2005 Author Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works Okay, I was thinking there was something a little more complicated. That's easy to include. But with my HERO hat on, should the +10% actually be +1 BODY, since doubling mass in HERO = +1 BODY? Just asking. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 19, 2005 Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works since in GT and TNE its based on the size of the ship itself and the amount of bracing etc included, I felt the % of original body made more sense Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 19, 2005 Author Report Share Posted April 19, 2005 Re: TravellerHERO PDF in the works Then that's what we'll do - %. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 19, 2005 Report Share Posted April 19, 2005 Character Conversion: Emperor Strephon Taken from Arrival Vengeance Emperor Strephon Player: Traveller Conversion Val Char Cost 9 STR -1 8 DEX -6 11 CON 2 10 BODY 0 13 INT 3 12 EGO 4 23 PRE 13 10 COM 0 2 PD 0 2 ED 0 2 SPD 2 4 REC 0 22 END 0 21 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: 17 Cost Power 7 LS (Immunity: All terrestrial diseases and biowarfare agents) (10 Active Points); Custom Modifier (Wide Spectrum Antibiotic treatments, standard diseases only; -1/2) 1 Anagathics: LS (Longevity: 200 Years); Custom Modifier (must be treated once a year or starts aging again; -1) 10 Comm Implant: HRRP (Radio Group), MegaScale (1" = 10 km; +1/2) (18 Active Points); OIF Fragile (-3/4) Powers Cost: 18 Cost Skill 11 Bureaucratics 18- 9 Persuasion 17- 7 Oratory 16- 2 TF: Personal Use Spacecraft, Small Motorized Boats, Small Wind-Powered Boats 3 Scholar 4 1) KS: Diplomacy (5 Active Points) 14- 2 2) KS: History (3 Active Points) 12- 4 3) KS: Imperial Law (5 Active Points) 14- 2 4) KS: Linguistics (3 Active Points) 12- 2 5) KS: Robot Operations (3 Active Points) 12- 4 6) KS: The Imperial Court (5 Active Points) 14- 5 Combat Piloting 12- 3 AK: The Imperium 12- 3 Conversation 14- 3 Deduction 12- 3 Linguist 1 1) Language: Aslan (fluent conversation) (2 Active Points) 2 2) Language: Galangic (completely fluent) (3 Active Points) 1 3) Language: Gvegh (basic conversation) 0 4) Language: Vilani (idiomatic) (4 Active Points) 3 SS: Genetics 12- 3 Systems Operation 12- 2 WF: Handguns, Rifles 3 SS: Robotics 12- Skills Cost: 82 Cost Perk 20 Fringe Benefit: Emperor 15 Money: Filthy Rich 75 Assorted Contacts Perks Cost: 110 Cost Talent 5 Eidetic Memory 11 Inspire Talents Cost: 16 Total Character Cost: 243 Pts. Disadvantage 20 Reputation: Emperor of the 3rd Imperium, 14- (Extreme) 25 Hunted: The Imperial Court 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 20 Distinctive Features: Doesn bother to hide who he is (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 DNPC: Wife and Daughter 8- (Incompetent; Group DNPC: x2 DNPCs) 20 Psychological Limitation: Sense of Duty to the Imperium (Common, Total) Disadvantage Points: 105 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 20, 2005 Report Share Posted April 20, 2005 Arhduke Norris Archduke Norris Taken from Arrival Vengeance Player: Traveller Conversion Val Char Cost 9 STR -1 8 DEX -6 6 CON -8 8 BODY -4 18 INT 8 11 EGO 2 23 PRE 13 16 COM 3 2 PD 0 1 ED 0 2 SPD 2 3 REC 0 12 END 0 16 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: 9 Cost Skill 5 Bureaucratics 15- 5 Persuasion 15- 5 Oratory 15- 8 Navigation (Air, Hyperspace, Land, Marine, Space) 14- 2 WF: Handguns, Rifles 5 +1 with Ranged Combat 3 Scholar 3 1) KS: Diplomacy (4 Active Points) 14- 2 2) KS: Fleet Tactics (3 Active Points) 13- 2 3) KS: Hunting (3 Active Points) 13- 3 4) KS: Imperial Law (4 Active Points) 14- 2 5) KS: Inteligence Analysis (3 Active Points) 13- 2 6) KS: Logistics (3 Active Points) 13- 3 7) KS: Military Strategy (4 Active Points) 14- 2 8) KS: The Imperial Navy (3 Active Points) 13- 3 9) KS: Vacc Suit (4 Active Points) 14- 3 Tactics 13- 5 AK: The Spinward Marches 15- 0 Language: Vilani (idiomatic) (4 Active Points) 3 Paramedics 13- 3 Conversation 14- 2 TF: Equines, Grav Vehicles/Hovercraft 3 Systems Operation 13- 3 Survival 13- 3 Tracking 13- 3 Stealth 11- 5 Computer Programming 14- Skills Cost: 88 Cost Perk 14 Fringe Benefit: General, Grand Duke 60 Custom Perk 15 Money: Filthy Rich Perks Cost: 89 Cost Talent 11 Inspire 6 Natural Tactician: Skill Master (+3 with [single skill]) Talents Cost: 17 Total Character Cost: 203 Pts. Disadvantage 20 Reputation: Archduke of the Spinward Marches, 14- (Extreme) 20 Normal Characteristic Maxima 10 Age: 60+ 15 Distinctive Features: Archduke of the Spinward Marches (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Reluctant Archduke (Common, Strong) 15 Psychological Limitation: Sense of Duty to the Spinward Marches (Common, Strong) Disadvantage Points: 95 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 20, 2005 Report Share Posted April 20, 2005 Duchess Margaret Tukera Duchess Margaret Tukera taken from Arrival Vengeance Player: Traveller Conversion Val Char Cost 8 STR -2 13 DEX 9 10 CON 0 10 BODY 0 15 INT 5 14 EGO 8 15 PRE 5 16 COM 3 2 PD 0 2 ED 0 3 SPD 7 4 REC 0 20 END 0 19 STUN 0 6" RUN 0 2" SWIM 0 1 1/2" LEAP 0 Characteristics Cost: 35 Cost Skill 7 Bureaucratics 14- 5 Persuasion 13- 5 Oratory 13- 3 Scholar 4 1) KS: Economics (5 Active Points) 14- 2 2) KS: History (3 Active Points) 12- 2 3) KS: Linguistics (3 Active Points) 12- 2 4) KS: Political Science (3 Active Points) 12- 4 5) KS: The Imperial Court (5 Active Points) 14- 4 6) KS: Tukera Lines (5 Active Points) 14- 3 Computer Programming 12- 4 Animal Handler (Other Guard and hunting beasts) 13- 7 Trading 14- 3 Linguist 0 1) Language: Galangic (idiomatic) (4 Active Points) 1 2) Language: Solomani (fluent conversation) (2 Active Points) 1 3) Language: Vilani (fluent conversation) (2 Active Points) 5 AK: Delphi Sector 14- 3 Bribery 12- Skills Cost: 65 Cost Perk 14 Fringe Benefit: Chairman of BoD of a major business, Duke 50 Custom Perk 15 Money: Filthy Rich Perks Cost: 79 Total Character Cost: 179 Pts. Disadvantage 20 Normal Characteristic Maxima 5 Age: 40+ 15 Reputation: Duchess of Delphi, 11- (Extreme) 15 Psychological Limitation: more concerned with economics than people (Common, Strong) 15 DNPC: Blaine Tukera 11- (Incompetent; Useful Noncombat Position or Skills) Disadvantage Points: 70 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 20, 2005 Author Report Share Posted April 20, 2005 Re: TravellerHERO PDF in the works Shadowcat - In the PDF draft I sent you and Tancred, in the weapons section, I have two versions of some of the FGMP and PGMP weapons. Can you let me know which of the two writeups is correct in each case? BTW, formatting and grouping and collecting all the weapons info is a bear! It's taking longer than any other chapter I've worked on. But it'll be worth it... Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 20, 2005 Report Share Posted April 20, 2005 Re: TravellerHERO PDF in the works lets let Tancred look at these, hes done a good job on the rest of things as far as what makes sense, and we can keep consistency Quote Link to comment Share on other sites More sharing options...
tancred Posted April 20, 2005 Report Share Posted April 20, 2005 Re: TravellerHERO PDF in the works Speak of the devil, er, goblin, and he appears. I thought the revised versions you posted looked good, Shadowcat. But I'll take another look at these ASAP and let y'all know what I think. (I'm not gonna promise I'll do it tonight, 'cause I'm just not sure I can get to it. RL interfering with gaming, you know.) Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 21, 2005 Report Share Posted April 21, 2005 Starship Powerplants we've never really come up with a conversion on this, heres my basic idea what about using the High Guard Powerplant rating and the following chart TL9: 50/50 TL12: 100/100 TL15: 150/150 High Guard says that a powerplant has to be at least equal to the ships jump rating ideas? I figure were going to have to rewrite all the book ships before this is done once again, Hero Designer is worth its weight in Iridium Quote Link to comment Share on other sites More sharing options...
tancred Posted April 21, 2005 Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works Not ready to weigh in on the Powerplant idea yet, but the basic idea looks good. I have to look at High Guard again before I'm ready to have a more definite opinion. On the Energy Weapons, I have a question. Both the PGMPs and FGMPs are listed with Negative Penalty Skill Levels. Is this supposed to reflect a penalty to the firer, or to the target? If it's supposed to be a penalty to the firer, these should become a Side Effect instead. (Sorry if this sounds nit-picky, but I ran into this issue trying to do the guns out of FReD; the official ruling now is that you take a Side Effect if the gun is less accurate than normal. That's an official ruling from Steve, and a change from how guns were done when 5th Edition first came out.) If it's supposed to be a penalty to the target, that would mean the weapon disorients its target. Does that make sense? (I'm not saying it doesn't, just want to ask the question.) As for damage, I think let's set the EB dice at the same as the damage given in Book 4. That is, PGMP-12 becomes 10d6, PGMP-13 and -14 are 12d6, and FGMP-14 and -15 are 16d6. Let me know what y'all think, and I can mod the HDC and re-post it. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 21, 2005 Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works I may have written the energy weapons up wrong, what I intended was that the sighting system etc cancels 3 levels of range penalty to hit damagewise those figures work fine for me when it comes to DEF for Starships, what the opinion on handling High Guard Armor values? my original thought was 3 DEF per point of HG armor I think the system for Nuclear Dampers/Meson Screens/Sandcasters already in place should work just fine Quote Link to comment Share on other sites More sharing options...
tancred Posted April 21, 2005 Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works Ah. You wanted Penalty Skill Levels vs. Range Modifiers. Gotcha. That makes way more sense than how I was reading it. I'm gonna change the HDC file you posted, and re-post it. I think I will also group the various weapons into lists; I'm picky that way. Edit: Also, I'm going to take off the Charges limitation on everything except the PGMP-12. The descriptions say the powerpack provides enough power for basically unlimited firing, except in the case of the PGMP-12 which specifically says 40 shots. Quote Link to comment Share on other sites More sharing options...
tancred Posted April 21, 2005 Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works Another not quite random thought. Shadowcat, back on page 2 of this thread you mentioned a TNE rule that gives 1 Contact per term of service. I know nothing about TNE, but I like that idea. It seems like it would help flesh out characters in more detail. (I didn't see it in the PDF, so that's why I'm mentioning it now.) Along with the idea of fleshing out characters, something I did not explicitly mention in my original conversion document, but should have: There's no set starting total number of points for converted Traveller characters, especially those generated under the expanded systems (Books 4, 5, 6, and 7). The characters begin with however many points are necessary to convert their abilities. However, for balance purposes (and to prevent all PCs from being 50+ years old), use the following when creating Traveller characters: Either do not bother rolling for survival, or use the optional wounding rules. DO, however, enforce the Aging rolls; this is an important play balance feature. Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 21, 2005 Author Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works The powerplant should provide enough power to handle the jump plus all other systems, so I'll have to do some END counting to form an opinion. Let's try 3 DEF per and see what the total comes out to. In the TNE profession packages I'm converting, I'm making 3+ points of Contacts part of each package. Do you think we should do that for all profession packages? Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted April 21, 2005 Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works I think the contacts idea is the way to go on that, and should be provided for every profession I was also thinking over the 3 DEF per HG armor factor rule, how are we going to figure a baseline def for ships without armor, and for dispersed structure hulls? Quote Link to comment Share on other sites More sharing options...
Eodin Posted April 21, 2005 Author Report Share Posted April 21, 2005 Re: TravellerHERO PDF in the works I think the contacts idea is the way to go on that, and should be provided for every profession I was also thinking over the 3 DEF per HG armor factor rule, how are we going to figure a baseline def for ships without armor, and for dispersed structure hulls? I'll add contacts to the other templates/packages as well. The baseline DEF for unarmored should be DEF 8 (Hardened Steel). For Dispersed Structure, we should also go with DEF 8 minimum, but we may indicate varying DEFs by location. Quote Link to comment Share on other sites More sharing options...
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