shadowcat1313 Posted March 12, 2005 Report Share Posted March 12, 2005 I figured it was time to move this to a seperate thread now as of now I figure on going with Tancreds document for the start of this, hes done a great job with it. Tancreds document can be found in the previous thread on Travellerhero PDF Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted March 12, 2005 Author Report Share Posted March 12, 2005 Re: Traveller Character Conversions: Rules discussion More Skill Notes: its been suggested that Brawling be treated as a martial Art, In Traveller terms Brawling 1 and 2 are not considered a martial art. Robot Ops: this is a book 8 skill, should we treat it as a seperate skill or as a TF? or as a Sys Ops ? Medic Skill: In traveller terms, it takes medic-3 to qualify as a doctor Engineer Skill: Engineer-3 to qualify as a chief engineer should Zero G Combat be a seperate skill or should we use Environmental movement instead Combat Rifleman Weapon Group[3] Rifle Automatic Rifle Carbine Advanced Combat Rifle Gauss Rifle Option to include Shotguns Optional Skills: Scrounging[From TNE] Willpower[TNE] I figure this one could be simulated with the resistance talent Quote Link to comment Share on other sites More sharing options...
comfortmd Posted March 12, 2005 Report Share Posted March 12, 2005 Re: Traveller Character Conversions: Rules discussion zero g combat first level eliminates any penalties for fighting in zero g, environmental movement would be served by control jets or other things that would be in a space suit or grav belt levels beyond the first count as ocv/dcv modifiers at +1 per level for weapons same basic rule applies, first gives proficiency, further gives bonuses Quote Link to comment Share on other sites More sharing options...
Eodin Posted March 12, 2005 Report Share Posted March 12, 2005 Re: Traveller Character Conversions: Rules discussion More Skill Notes: its been suggested that Brawling be treated as a martial Art, In Traveller terms Brawling 1 and 2 are not considered a martial art. My thought is just make it +1 with HTH and +1d6/+2d6 HA. Robot Ops: this is a book 8 skill' date=' should we treat it as a seperate skill or as a TF? or as a Sys Ops ?[/quote'] If it's operating a Robot, we should make it a Sys Ops. If it's like Recon in that it includes multiple skills, ie Sys Ops + Computer Programming + Electronics, then we should define it as such. I don't have book 8, so I don't know how they are defining it. Medic Skill: In traveller terms' date=' it takes medic-3 to qualify as a doctor[/quote'] Which is Paramedic +2 and SS: Medicine +2 Engineer Skill: Engineer-3 to qualify as a chief engineer Which is SS: Engineering +2 should Zero G Combat be a seperate skill or should we use Environmental movement instead Have to think about that one. I can envision it as including both Environmental Movement and a PS: Optional Skills: Scrounging[From TNE] Willpower[TNE] I figure this one could be simulated with the resistance talent Scrounging should probably be an INT-Based or PRE-Based PS. It needs wits and charm. Willpower - I agree. Quote Link to comment Share on other sites More sharing options...
tancred Posted March 14, 2005 Report Share Posted March 14, 2005 Re: Traveller Character Conversions: Rules discussion Eodin's suggestions sound good to me. I only have the little black books, so I can't comment on any MT or TNE skills. I think Robot Ops does include programming the robots, so it will have to translate as 2 or more skills. I'll have to check book 8 tonight. Another suggestion I meant to add: If you are rolling a Traveller character specifically for the purpose of converting to Hero, it may be more appropriate to allow the player to choose his skill from the table(s) available to him, rather than rolling for the skill. The player should ONLY be allowed to choose from a table available to him (due to branch of service, MOS, rank, Education, etc.), but should be free to choose any skill he could roll. This might be an optional rule, depending on the GM. Quote Link to comment Share on other sites More sharing options...
shadowcat1313 Posted March 14, 2005 Author Report Share Posted March 14, 2005 Re: Traveller Character Conversions: Rules discussion Robot Ops also covers operation of Drones/RPV's etc I would agree on it being a part of Sysops I am going to do a comprehensive skill list, and then we can work on what changes are needed if any Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted March 17, 2005 Report Share Posted March 17, 2005 Re: Traveller Character Conversions: Rules discussion For some reason, I didn't think about it earlier, but The Ultimate Martial Artist has a Zero Gravity Combat martial art, which might be a good option for converting Traveller characters with high levels of Zero G Combat. Doesn't cover all bases, since the Traveller skill includes zero g gun combat, but.... Quote Link to comment Share on other sites More sharing options...
Eodin Posted March 18, 2005 Report Share Posted March 18, 2005 Re: Traveller Character Conversions: Rules discussion I'll have to take a look at that. If nothing else, we can reference it for those who may wish to use it. Quote Link to comment Share on other sites More sharing options...
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