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Eodin

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  1. Re: Traveller Psionics (long) I guess I'm misunderstanding the CT rules for psionics usage (wouldn't be the first time I mis-interpreted something ). I understand the range chart adding 1 point per range level to the psionics cost. Can you give me some clear-language examples of psionics points expended that I can use to redesign with?
  2. Re: Traveller Psionics (long) I think that's a good idea. We can only provide so much in the PDF without treading on someone else's work, or replicating something done elsewhere.
  3. Re: Traveller Psionics (long) Actually, I was putting the part about the Naval and Core secret institutes into the GMs only chapter. Which is why is doesn't show up here. But always glad for feedback
  4. Psionics and The Psionic Institute Psionics — the powers of the mind. Psionics in Traveller® is are not completely understood, at least in the Imperium. The Imperium fears what it does not understand, and does not tolerate psionic usage. On the other hand, the Zhodani openly practice psionics and look down on those who don’t. The psionics in Traveller have evolved since the original Classic Traveller, and the information presented here is an amalgamation of those sources: Classic Traveller, T4, Traveller: The New Era, etc. With that in mind, we present two methods the GM may use for psionics in TravellerHERO: the Traveller Conversion Method (straight conversion) and the General Method (loose conversion). Which method to use is up to the GM. Using the Traveller Conversion Method, there are specific powers and power levels that can be learned, and they must be learned in order. Using the General Method, the character should buy an Elemental Control or Multipower, with a list of allowed powers. Each effect may have up to Rating*5 active points. Psionics Institute The term “Psionics Institute†refers to any underground organization devoted to the illegal training of individuals in the use of psionic talents – illegal with the Imperium, at least. Each institute is independently organized and maintained by the members of a particular world. Psionics institutes existed in one form or another prior to space travel, but became popular during the Long Night, when reproducible scientific discoveries made psionics a teachable, learnable science. At first, psionics institutes were rare, forming only on a few scattered worlds that either had an unusually high rate of psionic talents appearing or that encouraged psionics for social, political, or commercial reasons. In the years after the Civil War, psionic institutes were sprung up on many high-population worlds within the Imperium. After some scandals in the Psionic Institutes, public opinion changed from favor to prejudice against them. A period known as the Psionics Suppressions ensued. During the Psionics Suppressions, the institutes’ charters were revoked, and talented individuals were persecuted. In some cases, the individuals fled to assume new identities on other worlds; in others, whole families emigrated to the Zhodani Consulate or elsewhere beyond the frontiers of the Imperium. The Imperium has tried to eradicate the institutes for the last 200 years. Psionics The Psionic Institute rates psionics on a 0 to 11 scale; R-0 is no psionic talent, R-11 is highly talented. Ratings higher than 12 cannot be attained naturally, but can be achieved with Psi-drugs. The maximum possible rating is 15. Psionics are powered by an Endurance Reserve, which has a maximum END of Rating * 5, and a maximum REC of Rating per hour. Examples are shown below for an R-2, R-4, and R-10 psionic. Rating END Reserve Cost 2 10 END, 2 REC per Hour 2 4 20 END, 4 REC per Hour 3 10 50 END, 10 REC per Hour 8 Telepathy Group Telepathy is the talent of sending and receiving thoughts, detecting other minds, and influencing or damaging them. In addition to the basic powers, all telepaths also learn Mental Shield, which is 2 points of Mental Defense per R level (thus a R-10 spends 20 points on Mental Defense). Traveller Conversion Method The powers and their order are: Detect Minds as an R-1; Telempathy and Telempathic Projection as an R-2; Send and Receive Thoughts as an R-4/R-5; Probe as an R-8; and Assault as an R-10. The powers of an R-10 Telepath are shown below. Telepath R-10 Cost Powers END 8 Telepathic: Elemental Control, 16-point powers 5 1) Detect Minds (R-1): Mind Scan 3d6 (Organic class of minds) (15 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 3 7 2) Telempathy (R-2): Telepathy 4d6 (Organic class of minds) (20 Active Points); Empathy All Emotions (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4 7 3) Telempathic Projection (R-2): Mind Control 4d6 (20 Active Points); Empathy All Emotions (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 4 11 4) Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 (Organic class of minds) (25 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 5 21 5) Probe (T8): Telepathy 10d6 (50 Active Points); Read Only (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 10 52 6) Mental Assault (T10): Ego Attack 3d6 (Organic class of minds), Does BODY (+1) (60 Active Points) 12 8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2) 20 Mind Shield: Mental Defense (22 points total) General Method. Using the General Method, the character should buy an Elemental Control with the following effects. Each effect may have up to rating*5 active points. - Mind Scan, 1d6/rating. - Telepathy, 1d6/rating. - Mind Control, 1d6/rating. - Ego Attack, 1d6/2 ratings. The GM may require the limitation Limited: Requires END per 1 minute (-1/4) to maintain the Traveller feel. The GM should NOT allow the powers to have the Reduced END (0 END) advantage. Here’s an example of an R-2 Telepath using the General Method. R-2 Telepath Cost Powers END 5 Telepathic Psionics R-2: Elemental Control, 10-point powers 5 1) Telepathy 2d6 (10 Active Points) 2 5 2) Mind Control 2d6 (10 Active Points) 2 5 3) Mind Scan 2d6 (10 Active Points) 2 5 4) Ego Attack 1d6 (10 Active Points) 2 2 Psionic End Reserve: Endurance Reserve (10 END, 2 REC) Reserve: (3 Active Points); REC: (2 Active Points); Slow Recovery 1 Hour (-2) 0 4 Mind Shield: Mental Defense (6 points total) 0 31 R-2 Total Here’s an example of an R-10 Telepath using the General Method. R-10 Telepath Cost Powers END 25 Telepathic Psionics R-10: Elemental Control, 50-point powers 25 1) Telepathy 10d6 (50 Active Points) 10 25 2) Mind Control 10d6 (50 Active Points) 10 25 3) Mind Scan 10d6 (50 Active Points) 10 25 4) Ego Attack 5d6 (50 Active Points) 10 8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2) 0 20 Mind Shield: Mental Defense (22 points total) 0 153 R-10 Total Clairvoyance Group Clairvoyance is the talent of extended the senses to other locations. Though not allowed in Traveller, the full definition includes the ability for some of sensing the past, future, or even other dimensions. Traveller Conversion Method The Clairvoyance powers and their order are: Sense as an R-2; Clairvoyance and Clairaudience as an R-5; and Combined Clairvoyance and Clairaudience as an R-9. The powers of an R-10 Clairvoyant are shown below. R-10 Clairvoyant Cost Powers END 10 Clairvoyant: Elemental Control, 20-point powers 6 1) Sense (R2): Clairsentience (Sight Group) (20 Active Points); Vague and Unclear (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4 8 2) Clairvoyance (R5): Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4 8 3) Clairaudience (R5): Clairsentience (Hearing Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4 16 4) Combined Clairvoyance and Clairaudience (R9): Clairsentience (Sight And Hearing Groups) (30 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 6 8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2) 56 R-10 Total General Method Using the General Method, the character should just buy: Clairvoyance: Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4). Total Cost: 16 points This power is considered an R-4, and the GM may allow the character to add the Vague and Unclear (-1/2) limitation to if the player wishes to make it an R-2. The GM can allow the character to add Hearing Sense, Smell/Taste Sense, or x2 range (multiple times), but every +5 points in the power is a +1 to the R-rating, and the maximum power is an R-11. GMs should disallow reducing the END cost to zero. Telephysics Group Telephysics is the power to move matter, which can include not only normal objects (chairs, pencils, etc.) but also molecules at the subatomic level - generating heat by increasing the velocity of atoms and molecules, generating cold by reducing their velocity. Traveller Conversion Method The closest translation for Telekinesis is 1 point of Telekinetic STR per R rating; an R-3 has 3 STR TK, an R-10 has 10 STR TK, etc. The source of the telekinesis cannot be sensed, and the power can reach anywhere in range the telekinetic can see. Characters who are strictly Telekinetic (as per Classic Traveller) should buy the Telekinetic power as below. Cost Powers END 17 R-3 Telekinesis: Telekinesis (3 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (17 Active Points) 3 28 R-5 Telekinesis: Telekinesis (5 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (28 Active Points) 6 56 R-10 Telekinesis: Telekinesis (10 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (56 Active Points) 11 The GM should use this method for Traveller Conversion and for General Methods. An R-10 Telekinetic may use telekinesis to levitate, at the same rate they can lift an object of the same weight. Characters who have both telekinesis and pyrokinesis/cryokinesis should buy a Multipower as below. Note that this is very powerful, and priced accordingly! Cost Powers END 97 R-3 Telephysics: Multipower, 30-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (97 Active Points) 1u 1) R-3 Telekinesis: Telekinesis (3 STR) (5 Active Points) 1 1u 2) Change Environment 2†radius, -1 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (12 Active Points) 2 3u 3) Heat/Cold: Energy Blast 2d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (30 Active Points) 6 325 R-10 Telephysics: Multipower, 100-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (325 Active Points) 1u 1) R-3 Telekinesis: Telekinesis (10 STR) (15 Active Points) 3 8u 2) Change Environment 128†radius, -8 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (76 Active Points) 15 9u 3) Heat/Cold: Energy Blast 6d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (90 Active Points) 18 One other alternative is to allow a Variable Power Pool for the special effect “telephyisicsâ€. This would allow Drains (running) for icy area, RKA Area Effects for fiery furnace areas, etc. All powers would have to take the IPE and Indirect advantages, and Continuous powers would have to take the Delayed Endurance Cost advantage. Teleportation Group Teleportation allows instantaneous movement from one point to another, regardless of intervening objects or barriers. Teleportation is subject to relative velocity, conservation of momentum, and potential energy changes. Traveller Conversion Method Cost Powers END 20 R-2 Teleportation: Multipower, 25-point reserve, (25 Active Points); all slots Side Effects (Arrives at destination naked; -1/4) 2u 1) Basic Teleportation: Teleportation 10â€, x4 Noncombat (25 Active Points); Side Effects (Arrives at destination naked; -1/4) 5 50 R-6 Teleportation: Multipower, 50-point reserve 5u 1) Basic Teleportation: Teleportation 10â€, x128 Noncombat (50 Active Points) 10 3u 2) Teleportation 10â€, MegaScale (1†= 100 km; +3/4), Can Be Scaled Down 1†= 1km (+1/4) (40 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 8 70 R-10 Teleportation: Multipower, 70-point reserve 7u 1) Basic Teleportation: Teleportation 10â€, x2,048 Noncombat (70 Active Points) 14 3u 2) Teleportation 10â€, MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (50 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 10 Characters have 10†teleport, with a non-combat multiplier and MegaRange based on the Ranking. Characters should also buy one or more Floating Fixed Locations. General Method Psionics with the Teleportation talent should buy Rating * 5 Active Points in teleportation skill, with the following mandatory limitation: Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) Self Group Psionics with the Self talent should buy the following talents and superskills, depending on current ranking. Traveller Conversion Method Using the Traveller Conversion method, the powers and the order are: Feign Death (Simulate Death) at R-2; Orientation (Bump of Direction) at R-3; Enhanced Strength at R-4; Enhanced Consititution at R-5; and Regeneration at R-9. Feign Death (R-2) is the HERO Talent Simulate Death. At R-2, the character has the base 3-point skill. Each +1 in Rank allows a +1 to be purchased, so that at R-6 the character could have Simulate Death +4. Orientation (R-3) is the HERO Talent Bump of Direction. There are no bonuses for a ranking above R-3. Enhanced Strength (R-4) is a 1d6 Aid to STR per R-ranking above 3; an R-4 is 1d6 Aid, an R-8 is 5d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psionic End Reserve to initiate. (1d6 Aid per rating, lasts 1 hour, self only) Enhanced Constitution (R-5) is a 1d6 Aid to Constitution per R-ranking above 4; an R-5 is 1d6 Aid, an R-8 is 4d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psioninc End Reserve to initiate. (1d6 Aid per rating, lasts 1 hour, self only). Regeneration (R-9) allows self-healing of BODY damage at the rate of 1 BODY per minute. It is not on all the time, but requires END from the psionic END Reserve to initiate it. General Method With the General Method, the GM should allow the character to buy other Self-aware talents such as Absolute Time Sense, Combat Sense, Lightning Calculator, and Eidetic Memory. Other Group Psionics with talents in the Other category are GMs perogative, but rare. Some of these examples are converted from T4, and include: Danger Sense Machine Telepathy (Telepathy, 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) Machine Control (Mind Control , 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) Invisibility [which works by creating a blind spot in the targets visual cortex]. Invisibility to Sight Group, No Fringe; Delayed Endurance Cost (Costs END per 1 minute; +1/2); Limited Power - Only versus Organics (-1/4) Drain Psionic Strength (Drain 1d6/Ranking END from Endurance Reserve; Range (+1/2), LOS (+1/2), IPE (+1). Anti Psionic Field (Suppress 1d6/Ranking; All Psionic Powers (+2), LOS (+1/2), Area Effect One Hex (+1/2), IPE (+1) ). Psionic Power Battery: Aid 1d6/Ranking END to anothers’ psionic Endurance Reserve; Range (+1/2), LOS(+1/2), IPE (+1), Delayed Fade Rate (5/hour); Costs END (-1/2) Empathic Healing: Healing 1d6/Ranking; Automatic Side Effect (Caster suffers 1 BODY Drain for every 1 BODY healed [caster takes wounds to self]; Delayed Recovery Rate of Drain 1 BODY/Minute; -1/2) Healing: Healing 1d6/Ranking; Others Only (-1/2) Mind Mimic: Shapeshift Versus Mental Group, Limited Group (Any Known Mind), Imitation; Delayed Endurance Cost (END per 1 minute; +1/2). Rapid Recharge: +REC for psionic Endurace Reserve (max is double normal value). Teleprojection: Teleport 2â€/Ranking, Usable As Attack (+1), Range (+1/2), LOS (+1/2), IPE (Source; +1/2)
  5. Re: Traveller Non-Energy Weapons I think the idea is that as long as you've got a power generator, recharging isn't a problem, unlike running out of ammo for a slugthrower.
  6. Re: Traveller Non-Energy Weapons Which is what we want.
  7. Re: Traveller Non-Energy Weapons You two are on a roll I'm having trouble keeping up At this rate, we should have something to show Marc Miller inside a month.
  8. Re: TravellerHERO PDF in the works That's pretty much what I was thinking for a lot of the "standard" packages. We'll reference them (book and page number), and list any mods specific to Traveller that need to be made.
  9. Re: TravellerHERO PDF in the works And don't forget we need robots, scout survey sensors, and other such gadgets written up
  10. Re: TravellerHERO PDF in the works I posted the question to Steve in the Company Questions forum. We'll see what he says.
  11. Re: TravellerHERO PDF in the works Shadowcat and Tancred, I'm getting the posted bits and pieces into InDesign, and working on the Races stuff. When we get this thing about 75% or so ready in the next couple of months, I'm thinking we ought to shoot Marc a copy to make sure he's still in agreement on what we put in. My concern is not with the packages and gadget/ship writeups, but with the background info we include. My horoscope says be careful about being involved in legal actions
  12. Re: TravellerHERO PDF in the works For those who want to make comments or just see the proposed outline, I have the chapters described as I currently envision them here: http://www.starherofandom.com/forum/viewforum.php?f=12 So far, 22 chapters in the outline, all material that needs to be fleshed out.
  13. Re: TravellerHERO PDF in the works
  14. Re: TravellerHERO PDF in the works Great! Thanks Aroooo!
  15. Re: TravellerHERO PDF in the works Just make it a DEX-Based Background Skill, either KS: Vacc Suit (DEX) or PS: Vacc Suit (DEX).
  16. 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.
  17. Re: TravellerHERO PDF in the works
  18. Re: TravellerHERO PDF in the works Actually, two of the Droyne castes (workers and warriors IIRC) can be small or human-sized.
  19. Re: TravellerHERO PDF in the works When possible, I like to include notes about favored professions. I did that in a few cases in the TNGHero. Also, what I'd LIKE to do when we get the packages all done is include sample characters of each major (and maybe minor) race following the Racial templates/blurbs. For example, I was thinking for the Aslan, include a male ex-army and his female follower who takes care of the merc business details, or something like that.
  20. Re: TravellerHERO PDF in the works Probably not a good idea to just copy and paste. But if you send me the scanned info in a private email, I'll be happy to put in the paraphrased info. If there weren't negative CHA mods, I'd say just do a prefab, but since there are I'd do both. Send those to me in a private email, and I'll make sure Shadowcat1313 gets a copy so they can be posted to his TravellerHERO page when we're ready. email me at robert_bruce@comcast.net and if I didn't say it before, THANKS!
  21. Re: TravellerHERO PDF in the works Good stuff Tancred ! Don't forget when you get them ready, we need paragraphs on Biology, Homeworld, and Society ala Terran Empire. Since I don't have those JTAS, you'll need to come up with the paraphrased paragraphs. I'm excited - this seems thing seems to be moving along really well.
  22. Re: TravellerHERO PDF in the works Yeah, I'd say that [Lvl - 1] lvls, so +1 CSL with wings.
  23. Re: TravellerHERO PDF in the works I forgot to add that...yeah, it should be a Psych Lim Viva la difference So did you want to write up the new vehicles, or just write up and note the added equipment?
  24. Re: TravellerHERO PDF in the works I hear that - my little one's teething and has a cold. Here's what I've added on the race stuff... Droyne Leader Caste Racial Template Cost Powers 6 +6 INT 3 +3 PRE 10 Small and Hard To Hit: +2 with DCV 3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) 4 Small And Hard To Percieve: +2 with Stealth 45 Five 150-point Followers Disadvantages -5 -5 STR -9 -3 DEX -8 -4 BODY -4 Small: -2†Running Droyne Sport Caste Racial Template Cost Powers 10 Small and Hard To Hit: +2 with DCV 3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) 4 Small And Hard To Percieve: +2 with Stealth Disadvantages -5 -5 STR -10 -5 BODY -4 Small: -2†Running Droyne Technician Caste Racial Template Cost Powers 2 +2 INT 6 +2 DEX 10 Small and Hard To Hit: +2 with DCV 3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) 4 Small And Hard To Percieve: +2 with Stealth Disadvantages -6 -6 STR -12 -6 BODY -4 Small: -2†Running Droyne Worker Caste Racial Template Cost Powers 10 Small and Hard To Hit: +2 with DCV 3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) 4 Small And Hard To Percieve: +2 with Stealth Disadvantages -10 -5 BODY -4 Small: -2†Running -15 Psychological Limitation: Difficulty making decisions, needs direction (Very Common, Moderate) Droyne Warrior Caste Racial Template Cost Powers 9 +3 DEX 10 Small and Hard To Hit: +2 with DCV 3 Small and Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) 4 Small And Hard To Percieve: +2 with Stealth Disadvantages -2 -2 STR -6 -3 BODY -4 Small: -2†Running K'kree Racial Template Cost Powers 10 +10 STR 12 +4 DEX 10 +5 CON 10 +5 BODY 3 +3 PRE 7 Kick: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 6 Long Legs: Running +3" (9" total) 5 Physical Limitation: Large, 4m, -2 DCV, +2 to PER Rolls to be seen (Infrequently, Slightly Impairing) 5 Physical Limitation: Unusual Form; makes some tasks difficult (Infrequently, Slightly Impairing) 15 Psychological Limitation: Gregarious, must stay in groups (Common, Strong) 15 Psychological Limitation: Claustrophobic (Common, Strong) Vargr Racial Template Cost Powers -2 Vargr Strength, -2 STR 6 +2 DEX 3 Vargr Senses: +1 PER with all Sense Groups 6 Vargr Nose: +3 PER with Smell/Taste Group 10 Vargr Nose: Tracking with Smell/Taste Group 4 Vargr Claws: Killing Attack - Hand-To-Hand 1 point (½d6 w/STR) (5 Active Points); Reduced Penetration (-¼) 6 Vargr Ears: +3 PER with Hearing Group 3 Vargr Ears: Ultrasonic Perception (Hearing Group) 6 Vargr Legs: Running +3" (9" total) -5 Physical Limitation: Night Blindness (x2 Effect from Night Modifiers) (Infrequently, Slightly Impairing) -10 Vulnerability: 1 1/2 x Effect from Interaction Skills and PRE Attacks -- Easily Swayed (Common)
  25. Re: TravellerHERO PDF in the works I believe so, unless Shadowcat1313 says otherwise. I don't have any of the CT race books, but I do have TNE and GURPS:T A lot of my research will be online, and any tidbits that get posted for reference.
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